[Mod, Script] Unlimited Item Tiers

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Re: [Mod, Script] Unlimited Item Tiers

Postby Neversober » Sat Nov 28, 2009 8:06 am

forevernomad wrote:I have tier 6 items working perfectly, but I didn't use your script to create them, just thought I'd mention that :)


Then what are you using ?
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Re: [Mod, Script] Unlimited Item Tiers

Postby pampl » Sat Nov 28, 2009 8:36 am

Alright, I think the problem may be caused by handing TL too many .dat files with references to textures to compress. People who've experienced the texture bug-
A) When you're at the highest # of tiers that have worked for you, does generating just one new tier and loading TL break it? runicPwnage, FlamingPhoenix will TL work if you generate one extra tier past the amount you're currently using (assuming that's 1 tier and 4 tiers respectively) before loading it? I.E. is the problem actually a max number of tiers that can be used or just a max number of tiers that can be added?
B) Can you use a higher number of tiers with the updated version now on RGF? I trimmed some stuff that will hopefully help TL handle the load.. it seemed to work when I used it. Using that version, can you go past your max number of item tiers by only adding one or two new tiers at a time after successful loadings TL again?

edit- make sure not to run remove_binary.bat while you're doing this, as it deletes the compressed files
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Re: [Mod, Script] Unlimited Item Tiers

Postby forevernomad » Sat Nov 28, 2009 8:48 am

Neversober wrote:
Then what are you using ?


I type really quickly :)



No seriously, I'm just using a simple dos batch file and some basic regex
Runic Forums at its finest:
Video not working.
You probably have to press the play-Button.
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Re: [Mod, Script] Unlimited Item Tiers

Postby FlamingPhoenix » Sat Nov 28, 2009 9:22 am

pampl wrote:Alright, I think the problem may be caused by handing TL too many .dat files with references to textures to compress. People who've experienced the texture bug-
A) When you're at the highest # of tiers that have worked for you, does generating just one new tier and loading TL break it? runicPwnage, FlamingPhoenix will TL work if you generate one extra tier past the amount you're currently using (assuming that's 1 tier and 4 tiers respectively) before loading it? I.E. is the problem actually a max number of tiers that can be used or just a max number of tiers that can be added?
B) Can you use a higher number of tiers with the updated version now on RGF? I trimmed some stuff that will hopefully help TL handle the load.. it seemed to work when I used it. Using that version, can you go past your max number of item tiers by only adding one or two new tiers at a time after successful loadings TL again?

edit- make sure not to run remove_binary.bat while you're doing this, as it deletes the compressed files


I used the scripts to generate tier 6. It kept crashing , until I deleted all the adm files that were in it. Then the game didn't crash and characters were in proper decorum , but when I called up the belts in console they only went up to Mark 5 they didn't have a mark 6.

Edit:
Don't know what I did wrong the first time. Might have been using the optimizer script. I don't know. Worked the second time though. I was able to get tier 6 working and generated every 50th belt from standard to tier 6. When I added tier 7 though the characters were naked again.
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Re: [Mod, Script] Unlimited Item Tiers

Postby Zeddo13 » Sat Nov 28, 2009 11:24 am

Someone can make screen for tier 4-6 ?
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Re: [Mod, Script] Unlimited Item Tiers

Postby pampl » Sat Nov 28, 2009 12:32 pm

Yeah, my compression hypothesis turned out to be really dumb, it wasn't that it handled the compressed tiers better it's just that it was ignoring the new tiers. I'm not sure there's much to be done about the limit. I was able to add 10k affixes without the game breaking, but adding 10k monsters made it crash on load, so it might be a problem with all units... dunno.
Zeddo13 wrote:Someone can make screen for tier 4-6 ?

Sure, I guess. Do you just want a shot of any item from each tier?
Image
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Re: [Mod, Script] Unlimited Item Tiers

Postby runicPwnage » Sat Nov 28, 2009 8:27 pm

pampl wrote:Alright, I think the problem may be caused by handing TL too many .dat files with references to textures to compress. People who've experienced the texture bug-
A) When you're at the highest # of tiers that have worked for you, does generating just one new tier and loading TL break it? runicPwnage, FlamingPhoenix will TL work if you generate one extra tier past the amount you're currently using (assuming that's 1 tier and 4 tiers respectively) before loading it? I.E. is the problem actually a max number of tiers that can be used or just a max number of tiers that can be added?
B) Can you use a higher number of tiers with the updated version now on RGF? I trimmed some stuff that will hopefully help TL handle the load.. it seemed to work when I used it. Using that version, can you go past your max number of item tiers by only adding one or two new tiers at a time after successful loadings TL again?

edit- make sure not to run remove_binary.bat while you're doing this, as it deletes the compressed files


A:
first, i use tier 7 and 8 and it loads and runs good.
bear in mind, i no longer use the legendary tier from the lvl mod.
also i removed all the itemtypes from the ancient mod that i don't use (i just kept the armor, pistols, swords etc but removed bows and staffs (in the hope of lightening the load for TL).
then i add tier 9, load TL and my destroyer is naked in the "continue-screen" and also his right arm is messed up (de-attached).
of course i didnt start the game so my savegame woudnt get messed up.
then i removed tier 9 , stared up TL and my destroyer no longer looked like a perv from hell.

B:
nope. same thing with the new version.


what kind of blows about this whole item-limit-problem is that when you use any of the tier items and then level-up some more, you need a new tier.
but you are still wearing stuff from older tiers so you can't add any new tiers without painstakingly removing all the .dat files of items that you don't wear.

so Runicgames: PLEASE FIX IT so we can have unlimited itemtiers without the hassle 8-)
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Re: [Mod, Script] Unlimited Item Tiers

Postby Jupiah » Fri Dec 11, 2009 11:27 am

I'm having some problems getting the generate tiers script to work right. I used it in the same folder as a copy of the unmodified itemtier2 folder and it makes a itemtier3 folder all right, but the display names are messed up.The display name is 'Mark 3 ckled Chest' instead of the correct 'Mark 3 Buckled Chest'.

What should I change to fix the code?

[Edit] Heh, nevermind, I figured out what I did wrong, it was trgprefixlen and gameprefixlen values. I set em right this time and it worked perfect.

Thanks for this excellent mod!
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Re: [Mod, Script] Unlimited Item Tiers

Postby Jupiah » Sat Dec 12, 2009 1:39 pm

Hmm, now I've got another problem. I used your script to generate two new tiers (3 and 4, but I modified the code to rename the item files, script names and display names from 'Mark 3' and 'Mark 4' to 'Mythic' and 'Legendary'. The folders are still 'itemstier3' and 'itemtiers4' though), and they show up in game just fine. The merchants sell them, the gambler sells them, monsters drop them, and I can buy, enchant and wear them just fine. Awesome so far.

Then I deleted the Tier3 Ancients mod because I didn't want or need two different groups of tier 3 items dropping. And now my game crashes within 30 seconds to a couple minutes of loading the character. Everytime, even if I do nothing but stand perfectly still in town.

At first I thought it might be a corrupted save file, so I deleted all of my saves and shared stash, cleared my mod cache, and started a new character. Game was still crashing.

No permanent damage is done because I saved a backup of both Tier3 Ancient Items and all my saves before I installed my newly generated item tiers, and restoring them and removing the new tiers fixes everything. But it's still kinda annoying. What do you think? Did I mess something up by messing with the scripts? Are the new tiers causing the crash, or is removing Tier3 Ancients somehow breaking my game? :?
Last edited by Jupiah on Sat Dec 12, 2009 7:00 pm, edited 1 time in total.
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Re: [Mod, Script] Unlimited Item Tiers

Postby pampl » Sat Dec 12, 2009 5:04 pm

It doesn't sound like the Ancient mod is the problem. It's weird that the new tiers worked before that was removed, though. Did both new tiers, Mythic and Legendary, show up in the game? And Ancient at the same time?

I dunno how likely this is, but just to make sure the problem isn't the script eating up too many letters in the file or item name, check if the first file (sorted alphabetically) in mods\Generate Tiers\media\units\items\itemstier3\belts is named:
mythica_belt_magic_04a.dat
and opening it with a text file, does it include the lines:
<STRING>NAME:mythica Buckled Sash
<TRANSLATE>DISPLAYNAME:Mythic Buckled Sash

Same with "mods\Generate Tiers\media\units\items\itemstier4\belts", "legendarya_belt... .dat", "legendarya Buckled Sash", and "Legendary Buckled Sash"
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Re: [Mod, Script] Unlimited Item Tiers

Postby Jupiah » Mon Dec 14, 2009 10:57 am

Oh yeah, both new tiers show up just fine in game, at the same time as Ancient Items, and the file names, string names and display names are just as you say.

Even though there was nothing wrong with the names, I generated the new tiers again and reinstalled them again anyway, and strangely enough, now they work just fine in game, even with Ancient Items uninstalled. This is quite odd, because I didn't change anything in the scripts, just ran them again, but somehow it's fixed my crashing problem. I have no idea what the problem was now ... maybe a GUID conflict?

Well, anyway, thanks for taking the time to listen to me, and double thanks for your excellent mod!
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Re: [Mod, Script] Unlimited Item Tiers

Postby Skorch » Mon Dec 14, 2009 11:23 am

Hey, first of all, thanks to your great mod / script!

I really liked it so I played around with it like Jupiah. However I should also mention that my coding skills are comparable to that of a grade 1 student. :lol:
Having said that, it really was fun / challenging for me.

Here's what I did:
-Added tiers Legendary 1 and Ancient 1 to replace mark3 and 4
-Replaced succeeding incarnation / tiers generated to become Epic 2, Legendary 2, Ancient 2, Epic 3 and so forth..

Again, thanks a million!
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Re: [Mod, Script] Unlimited Item Tiers

Postby mercius » Mon Dec 14, 2009 11:56 am

This is a cool script, however I would really like to see Runic fix this so we can do this without a script or mod...it is one of the few things I think they should add to the game themselves as opposed to letting the mod community handle it. Just my opinion though. Thanks though for this script, I will be trying it out when I get home!
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Re: [Mod, Script] Unlimited Item Tiers

Postby DarkScythe » Mon Jan 11, 2010 4:09 pm

Hello,

I was looking for a good alternative to the Tier3-Ancients mod, and I came across this one.
I've used it for a little while, and I have to say it works great, thanks!

I started using it immediately, and found out that "Mark 2" has replaced all the "Epic" stuff though.
I don't mind that too much, but I would like to edit everything to have more unique names, rather than just an infinite Mark series.

I assume I can change the names of the existing tiers, as well as new tiers generated with the script by using the 'optimize tier' script, right?
I just need to figure out how to edit that to get everything to look correct - will it break any of the items I already use, or does the game update with the new names, since the GUIDs should not be touched?

Finally, one big problem I have is that I also wanted to add the 2-hander damage mod (increase 2h damage 60% or so, since it seems 2h weapons are useless compared to dual wielding 1h weapons.)
From that mod, it looks like he has to modify each weapon file manually.
Since this mod automatically creates new tiers by copying files and changing the level number, I was trying to see if I could find a way to automate this as well.
I looked through your script, but I could not figure out where you were copying the files from to "OpenAsTextStream."

Where do you get these base files? Is there a way for me to alter the base files with new damage values, and generate new tiers off of those?

Thanks!
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Re: [Mod, Script] Unlimited Item Tiers

Postby Jupiah » Tue Jan 12, 2010 1:15 am

@DarkScythe: Download TorchED. When you install it it creates a folder with all of the base files, you can use those to generate new tiers instead of the mark gear that comes with Unlimited tiers. You can even overwrite the original tier2 epic items with the Double Damage 2-Hander mod before you run the script (make backups of course) and it will keep the changes for the new tier.

Before you run the script you should fix a bug in the Epic Alabaster Falchion (itemstier2/swords/epicsword_magic_6b.dat) or it will be duplicated in the new tiers. The items level is the same as it's non-epic version, so you can find it as early as level 8. Just change this line: '<INTEGER>LEVEL:8' to '<INTEGER>LEVEL:38'.

I found a bunch of other typos in display names when I was messing around with this mod, but they're all just misspelled words (for example, The Annihilation Sandles), nothing else that affects gameplay.
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Re: [Mod, Script] Unlimited Item Tiers

Postby Hawkzombie » Sat Jan 16, 2010 3:01 pm

Ok, I feel stupid...

I can't figure out for the life of me how to rename tiers properly. I installed the mod and all 'Epic' became 'Mark 2' (Even though the filenames in the itemstier2 folder were all prefaced with epic) so, I opened up the optimized file, and changed the first three into epic. Then I ran it on the folder, and TL kept crashing until I removed the mod. What am I doing wrong? I have no idea how to do ANYTHING when it comes to code, so any help is highly appreciated. I just don't want each new tier to be 'Mark X' I'd rather come up with my own names for them.
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Re: [Mod, Script] Unlimited Item Tiers

Postby dracura » Tue Jan 19, 2010 9:00 pm

So, I think I may have messed something up while using this. I used quite imbalanced experience potions while playing, and ended up at level 501 with Mark 4 and Mark 3 gear. So, I ran the script up to itemstier13 and itemstier14, deleted all the inbetweens, and now after loading it up.....the weapon merchant sells NOTHING and the magic merchant has Mark 3 and 4 stuff. Funny thing: removing mark 3 and 4 folders STILL leaves the rings and necklaces in her shop.
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Re: [Mod, Script] Unlimited Item Tiers

Postby Hawkzombie » Fri Jan 22, 2010 11:36 pm

No one is able to give a hand on re-naming them so you can remove the 'Mark X' from the weapons?
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Re: [Mod, Script] Unlimited Item Tiers

Postby SoulForge » Wed Jan 27, 2010 12:28 pm

I just go through and generate a teir then use Notepad++ to mass replace the names. Easiest thing for me.
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Re: [Mod, Script] Unlimited Item Tiers

Postby Hawkzombie » Sun Jan 31, 2010 3:37 am

SoulForge wrote:I just go through and generate a teir then use Notepad++ to mass replace the names. Easiest thing for me.


Does this actually work? I thought it had to be within a certain amount of characters? Sorry to sound stupid, but code is my one true weakness and confuses the hell out of me. If this works, then awesome, but if not, I don't want to gen tiers and then have to worry that the names will be cutoff or something...

EDIT: Nevermind, seems to work like a charm :D

I guess my next and hopefully final) question is this: when you start to get too many tier folders, as long as your character isn't wearing any of the deleted tier or has any in inventory, you're fine, right?
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