Items Always Identified [for v1.12+ of TL]

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Re: Items Always Identified [for v1.12+ of TL]

Postby Vagrant » Sun Nov 15, 2009 9:45 am

I noticed that this replaces the vendor inventory to remove the identify scroll, I love this mod, so I did some digging because doing things that way can cause compatibility problems.

What you can do is this...

First of all, remove the SpawnClasses folder, then edit the Identify Scroll's dat so it looks like this:

Code: Select all
[UNIT]
<STRING>BASEFILE:media/units/items/base.dat
<STRING>NAME:Neverspawn Scroll
<STRING>RESOURCEDIRECTORY:media/models/items/scroll
<STRING>MESHFILE:scroll
<STRING>UNITTYPE:SCROLL
<TRANSLATE>DESCRIPTION:Right-click to use scroll, then Left-click on an unidentified item
<INTEGER>RARITY:0
<INTEGER>VALUE:41
<INTEGER>MAXSTACKSIZE:20
<BOOL>MERCHANTINFINITE:true
<BOOL>SHADOWS:true
<INTEGER>MAXSTACKSIZE:10
<STRING>ICON:scroll1
<INTEGER>ICON_SHEET:0
<STRING>TARGET_TYPE:ITEM
<STRING>FALL_SOUND:Item Fall
<STRING>TAKE_SOUND:ClothGet
<STRING>LAND_SOUND:ScrollDrop
<STRING>USE_SOUND:Identify
<STRING>USES:1
<INTEGER>MINLEVEL:0
<INTEGER>MAXLEVEL:9999999
<UNSIGNED INT>UNIQUE_GUID:93
<BOOL>MERCHANTINFINIT:true
<STRING>UNIT_GUID:-7216021870864821794
<TRANSLATE>DISPLAYNAME:Neverspawn Scroll
[EFFECT]
<BOOL>SAVE:true
<STRING>NAME:IDENTIFY
<STRING>ACTIVATION:DYNAMIC
<STRING>TYPE:IDENTIFY
<STRING>DURATION:INSTANT
<FLOAT>VALUE:1.000000
[/EFFECT]
[/UNIT]

You'll all ready know that 0 rarity stops it from dropping, but changing the name (to Neverspawn, in this case) also ensures that the shop won't have it, without having to replace the vendor's inventory.

(I have tested this and it works.)
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Re: Items Always Identified [for v1.12+ of TL]

Postby SCFornal » Tue Nov 17, 2009 8:38 am

Howdy. I tried out this mod, and it works great.... except for armor. Very specifically, helms, chests, boots, and gloves are not spawning identified. And when I loaded an existing character, all of those items were gone that were already equipped or in the inventory/stashes. Even the merchant had holes in his armor tab were those armor types probably were. After going into the dungeon and coming back out, the merchant didn't have holes in his inventory anymore, and was selling the missing armor types again. I have run the batch file that flushes out all the ADM files.

As a matter of fact, after flushing the files and rerunning TL, I see that those specific folders in the mod structure only have DAT files in them, and not ADM files. It seems torchlight isn't compiling those armor types for some reason? What can I do to get this to work correctly? I am so sick of identifying things...
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Re: Items Always Identified [for v1.12+ of TL]

Postby Lathlas » Tue Nov 17, 2009 9:18 am

SCFornal wrote:Howdy. I tried out this mod, and it works great.... except for armor. Very specifically, helms, chests, boots, and gloves are not spawning identified. And when I loaded an existing character, all of those items were gone that were already equipped or in the inventory/stashes. Even the merchant had holes in his armor tab were those armor types probably were. After going into the dungeon and coming back out, the merchant didn't have holes in his inventory anymore, and was selling the missing armor types again. I have run the batch file that flushes out all the ADM files.

As a matter of fact, after flushing the files and rerunning TL, I see that those specific folders in the mod structure only have DAT files in them, and not ADM files. It seems torchlight isn't compiling those armor types for some reason? What can I do to get this to work correctly? I am so sick of identifying things...


Sounds like you have conflicting mods, something else you've installed is probably editing the same armor files and is higher in the compile queu.
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Re: Items Always Identified [for v1.12+ of TL]

Postby SCFornal » Tue Nov 17, 2009 10:03 am

Lathlas wrote:
Sounds like you have conflicting mods, something else you've installed is probably editing the same armor files and is higher in the compile queu.


Interesting, I had a feeling it was something like this. How do I determine the order that mods are loaded? Is there any way to force the order? Thanks for the help, I'm new to the mod scene. Been playing vanilla mostly, but I got the Improved Visuals Only mod bundle that is listed on the Ultimate Mod thread, and enjoyed it greatly. Those are actually the only other mods I have installed. Could they be the culprit? I didn't think any of those modified game play?
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Re: Items Always Identified [for v1.12+ of TL]

Postby Lathlas » Tue Nov 17, 2009 10:34 am

Basically, all of these mods are just a buch of text files that are put in the right folders and tell the game what to do. You can open all of the .dat files in notepad and read and edit them in plain(ish) english.

Go to the folders in your mod directory and open them up side by side, anything that has the same files is going to conflict. If you find them there are a couple of options to fix it.

You can try placing the conflicting files in a new subfolder called 'merge' IE: 'mods/MODNAME/media/units/items/armor/BASE_CHEST.DAT' would be changed to 'mods/modname/media/units/items/armor/MERGE/base_chest.dat' although this doesn't always work right.

You can open up the files in notepad and just combine the different data into a single file by hand, then delete the extra file. This is the riskiest if you don't know what you're doing, but it's also the most reliable.

Or you could just pick one file and delete the other. You could decide to keep the identify base_item files and delete the cosmetic ones. I think of this option as "Giving Up" :cry:

Could they be the culprit? I didn't think any of those modified game play?


While they don't modify gameplay, if there's one Dat file telling the game what to do with say, a piece of chest armor, it can contain both what it does AND what it looks like. The cosmetic only version might only change a line referencing what picture to display for it, while a different mod changes it's armor level. Two totally different mods, but both affecting the same object.

My best tip is that every time you download a mod, before you install it open up all of the files in it and see what they do. This is the easiest way to notice any potential conflicts and you very quickly learn how mods work and can even make your own.
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Re: Items Always Identified [for v1.12+ of TL]

Postby SCFornal » Tue Nov 17, 2009 11:10 am

Thank you so much, that makes it a lot clearer. This board community is one of the most helpful I've run across. I will compare the mods when I get home from work today, although I have a gut feeling it's the gender mod that is the culprit. I'm willing to bet it has dat files for the appearance of female Alchemist and Destroyer and Male Vanquisher armor sets. Thanks again, I'm learning quickly by reading here.
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Re: Items Always Identified [for v1.12+ of TL]

Postby jamesL » Tue Nov 17, 2009 11:21 am

SCFornal wrote:.How do I determine the order that mods are loaded? Is there any way to force the order?...

look in your mods folder for a filder named mods.dat
open it in wordpad
it will look something like
Code: Select all
[MODS]
<BOOL>CHECKFORNEW:true
[MOD]
<STRING>DIRECTORY:C:/USERS/JAMESL/APPDATA/ROAMING/RUNIC GAMES/TORCHLIGHT/MODS/BULK_THE_DESTROYER/
<INTEGER>PRIORITY:0
[/MOD]
[MOD]
<STRING>DIRECTORY:C:/USERS/JAMESL/APPDATA/ROAMING/RUNIC GAMES/TORCHLIGHT/MODS/TRISTRAMMOD/
<INTEGER>PRIORITY:1
[/MOD]
[MOD]
<STRING>DIRECTORY:C:/USERS/JAMESL/APPDATA/ROAMING/RUNIC GAMES/TORCHLIGHT/MODS/RESPECMOD/
<INTEGER>PRIORITY:-1
[/MOD]
[MOD]
<STRING>DIRECTORY:C:/USERS/JAMESL/APPDATA/ROAMING/RUNIC GAMES/TORCHLIGHT/MODS/IMAGINARYPET/
<INTEGER>PRIORITY:-1
[/MOD]
[/MODS]


you can set the order they load by setting their priority
0 is the first
1 is the second
2 is the third
-1 means it doesn't get loaded

each time you edit the mods.dat file you must delete the mods.dat.ADM
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Re: Items Always Identified [for v1.12+ of TL]

Postby Uhgii » Wed Nov 18, 2009 7:36 pm

Figured I should update you guys, I totally forgot to come back when the problem resolved.

I was unable to figure out why it wouldn't function properly, but when I updated the game with the newest build they released, it suddenly began working perfectly.

Thanks again! Definitely a great mod for those of us who would rather spend the time IDing killing more stuff. ;)
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Re: Items Always Identified [for v1.12 of Torchlight Only]

Postby Neversober » Wed Nov 18, 2009 9:25 pm

Tyronetasty wrote:Hmmm. I installed this to try it out and being the masochist I am decided I wanted to continue identifying items, so I removed the mod. However, it still IDs everything automatically, as though the mod is still there.

Any ideas how to fix this?


Delete Mods.dat and mods.dat.adm from your mods folder with the game not running then run the game again.
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Re: Items Always Identified [for v1.12+ of TL]

Postby Doumroule » Mon Dec 14, 2009 12:08 pm

Hi ..
Thanks for your efforts and making this nice mod.But after very careful and long consideration i think this mod interferes with game's difficulty balance a lot.You must be wondering "How?"
A character has only 4 spell slots.And as we all know you always check for "Identify" spell at vendor.To get rid of Identify Scroll need.
As this mod wipes the aspect entirely you get your 4th spell slot ready to go for another major spell.Like summoning more zombies or having both heal Self and Heal All or have 2 different ranks of Flaming Sword spell.

Another blow to difficulty of game.
Nice idea , great concept but ONLY IN MY OPINION (and you don't have to agree with it , cos my name is not STALIN) , it is not fair play.
Looking forward to your other mods.
Regards.
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Re: Items Always Identified [for v1.12+ of TL]

Postby TorchLeech » Mon Dec 14, 2009 3:34 pm

Doumroule wrote:As this mod wipes the aspect entirely you get your 4th spell slot ready to go for another major spell.Like summoning more zombies or having both heal Self and Heal All or have 2 different ranks of Flaming Sword spell.

Every player on very hard/hardcore doesn't use the 4th spell slot for the waste of an idendify scroll imo. The identify scroll saves only one inventory slot; not worth to mention. I guess a large number of players use Potions Stacksize Mod (after respec potion the most downloaded mod) and can stack 200 scrolls at a slot.
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Re: Items Always Identified [for v1.12+ of TL]

Postby shantomken » Tue Dec 22, 2009 5:15 pm

SCFornal wrote:Howdy. I tried out this mod, and it works great.... except for armor. Very specifically, helms, chests, boots, and gloves are not spawning identified. And when I loaded an existing character, all of those items were gone that were already equipped or in the inventory/stashes. Even the merchant had holes in his armor tab were those armor types probably were. After going into the dungeon and coming back out, the merchant didn't have holes in his inventory anymore, and was selling the missing armor types again. I have run the batch file that flushes out all the ADM files.

As a matter of fact, after flushing the files and rerunning TL, I see that those specific folders in the mod structure only have DAT files in them, and not ADM files. It seems torchlight isn't compiling those armor types for some reason? What can I do to get this to work correctly? I am so sick of identifying things...



You can use this little program ( viewtopic.php?f=6&t=2903&hilit=tldat ) to create the adm files. It works both ways adm to dat and dat to adm. I have used it many times when working on some mods for my personal use and it has never failed me. As was suggested following your post, you may also have a mod conflict.

If you have another mod (ModA) in your mod list loading before this mod (ModB) which also uses the armor files then the game will compile the ModA version of the armor dat files and upon reaching ModB's files skip over them since it has registered that it already compiled those files.

The easiest way to see if this is the case is to disable any other armor mod except this one and see if it generates the adm files. If it does then you know there is a conflict with another mod. To help the modding community it would be nice if you could isolate the conflicting mod and let the modder know about the conflict so that he can see if there is a way around the conflict.
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Re: Items Always Identified [for v1.12+ of TL]

Postby jamesL » Tue Dec 22, 2009 6:20 pm

shantomken wrote:You can use this little program ( viewtopic.php?f=6&t=2903&hilit=tldat ) to create the adm files. It works both ways adm to dat and dat to adm.


you never have to create the adm files
the game will create them for you
you never have to extract the .dats from the .adms
just install TorchEd and you have all the .dats already
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Re: Items Always Identified [for v1.12+ of TL]

Postby Flea » Thu Dec 24, 2009 8:31 am

I'm having a conflict problem here with this mod and the Potion Stacksize

Can this give me issues or is just a minor thing that wont affect anything ?

Error messages, as given by TorchLeech:

Spoiler: show
TorchLeech - Conflict check results:
SAME FILENAME: 'Potions Stacksize Mod (1.0)' & 'Items Always Identified (1.12)' @ IDENTIFYSCROLL.DAT --- 'media\units\items\scrolls\IDENTIFYSCROLL.DAT'
NO GUID FOUND: 'Items Always Identified (1.12)' @ BASE_NECKLACE_MAGIC.DAT --- 'media\units\items\amulets\BASE_NECKLACE_MAGIC.DAT'
NO GUID FOUND: 'Items Always Identified (1.12)' @ BASE_NECKLACE_UNIQUE.DAT --- 'media\units\items\amulets\BASE_NECKLACE_UNIQUE.DAT'
NO GUID FOUND: 'Items Always Identified (1.12)' @ BASE_CHEST.DAT --- 'media\units\items\armor\BASE_CHEST.DAT'
NO GUID FOUND: 'Items Always Identified (1.12)' @ BASE_AXE.DAT --- 'media\units\items\axes\BASE_AXE.DAT'
NO GUID FOUND: 'Items Always Identified (1.12)' @ BASE.DAT --- 'media\units\items\BASE.DAT'
NO GUID FOUND: 'Items Always Identified (1.12)' @ BASE_BELT.DAT --- 'media\units\items\belts\BASE_BELT.DAT'
NO GUID FOUND: 'Items Always Identified (1.12)' @ BASE_BOOTS.DAT --- 'media\units\items\boots\BASE_BOOTS.DAT'
NO GUID FOUND: 'Items Always Identified (1.12)' @ BASE_BOW.DAT --- 'media\units\items\bows\BASE_BOW.DAT'
NO GUID FOUND: 'Items Always Identified (1.12)' @ BASE_CROSSBOW.DAT --- 'media\units\items\crossbows\BASE_CROSSBOW.DAT'
NO GUID FOUND: 'Items Always Identified (1.12)' @ BASE_GLOVES.DAT --- 'media\units\items\gloves\BASE_GLOVES.DAT'
NO GUID FOUND: 'Items Always Identified (1.12)' @ BASE_HELM.DAT --- 'media\units\items\helms\BASE_HELM.DAT'
NO GUID FOUND: 'Items Always Identified (1.12)' @ BASE_MACE.DAT --- 'media\units\items\maces\BASE_MACE.DAT'
NO GUID FOUND: 'Items Always Identified (1.12)' @ BASE_PISTOL.DAT --- 'media\units\items\pistols\BASE_PISTOL.DAT'
NO GUID FOUND: 'Items Always Identified (1.12)' @ BASE_POLEARM.DAT --- 'media\units\items\polearms\BASE_POLEARM.DAT'
NO GUID FOUND: 'Items Always Identified (1.12)' @ BASE_RIFLE.DAT --- 'media\units\items\rifles\BASE_RIFLE.DAT'
NO GUID FOUND: 'Items Always Identified (1.12)' @ BASE_RING_MAGIC.DAT --- 'media\units\items\rings\BASE_RING_MAGIC.DAT'
NO GUID FOUND: 'Items Always Identified (1.12)' @ IDENTIFYSCROLL.DAT --- 'media\units\items\scrolls\IDENTIFYSCROLL.DAT'
NO GUID FOUND: 'Items Always Identified (1.12)' @ BASE_SHIELD.DAT --- 'media\units\items\shields\BASE_SHIELD.DAT'
NO GUID FOUND: 'Items Always Identified (1.12)' @ BASE_SHOULDERS.DAT --- 'media\units\items\shoulders\BASE_SHOULDERS.DAT'
NO GUID FOUND: 'Items Always Identified (1.12)' @ BASE_STAFF.DAT --- 'media\units\items\staves\BASE_STAFF.DAT'
NO GUID FOUND: 'Items Always Identified (1.12)' @ BASE_SWORD.DAT --- 'media\units\items\swords\BASE_SWORD.DAT'
NO GUID FOUND: 'Items Always Identified (1.12)' @ BASE_WAND.DAT --- 'media\units\items\wands\BASE_WAND.DAT'
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Re: Items Always Identified [for v1.12+ of TL]

Postby TorchLeech » Fri Dec 25, 2009 2:37 pm

Flea wrote:I'm having a conflict problem here with this mod and the Potion Stacksize. Can this give me issues or is just a minor thing that wont affect anything ?

Set "Items Always Identified" to a higher load priority (lower number; for example "0") as "Potion Stacksize" (for example "1") and both mods are working fine. The first mod prevent the ID scrolls from dropping, the second mod wants to change the stacksize to 200 for the same scroll. If the scroll doesn't drop anymore, the change of stacksize is not needed.
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Re: Items Always Identified [for v1.12+ of TL]

Postby jamesL » Fri Dec 25, 2009 2:58 pm

do you have the remove_binary.cmd file ?
if not, then make a new text file in your mods folder
%appdata%\runic games\torchight\mods\

put this into the text file

Code: Select all
    del mods.dat

    del mods.dat.adm

    del ..\*.adm /Q/F/S

    del ..\*.cmp /Q/F/S

    del ..\masterresourceunits.dat /Q/F/S

    del ..\massfile.dat /Q/F/S


close and save the text file
after closing it rename it to
remove_binary.cmd

now double click on remove_binary.cmd
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Re: Items Always Identified [for v1.12+ of TL]

Postby Flea » Mon Dec 28, 2009 12:09 am

TorchLeech wrote:
Flea wrote:I'm having a conflict problem here with this mod and the Potion Stacksize. Can this give me issues or is just a minor thing that wont affect anything ?

Set "Items Always Identified" to a higher load priority (lower number; for example "0") as "Potion Stacksize" (for example "1") and both mods are working fine. The first mod prevent the ID scrolls from dropping, the second mod wants to change the stacksize to 200 for the same scroll. If the scroll doesn't drop anymore, the change of stacksize is not needed.


Thanks, I did that but the conflict message still appears, should I just ignore it ?
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Re: Items Always Identified [for v1.12+ of TL]

Postby TorchLeech » Mon Dec 28, 2009 4:58 am

The conflicts are still there, but you can ignore them in this case.
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Re: Items Always Identified [for v1.12+ of TL]

Postby blue552 » Wed Jan 06, 2010 6:52 am

I tried downloading your mod via torchleech [best thing ever] and it says there's a few conflict issues, mainly no GUIN. Does it still work anyway?
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Re: Items Always Identified [for v1.12+ of TL]

Postby icypilot » Thu May 13, 2010 12:39 am

Hate to sound like a complete idiot but where exactly do you unzip the files to? tried the main game file and no effect, I am running ver 1.12 under windows 7. Im sort of a casual gamer but when I saw the link to your mod in PC Gamer I knew I wanted it 8) the only part of torchlight that really bugs me are those stupid "identify scrolls" :roll:
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