[MOD] Merchant Pack v4.1

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Re: [MOD] Merchant Pack v4

Postby Didero » Wed Dec 16, 2009 8:16 am

Actually, I have the same problem, a missing blacksmith, and my character is level 25. And I'm sure he was there before.
But with all the mods I have installed, it's hard to put the blame on a specific mod. TorchLeech isn't reporting any conflicts though.
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Re: [MOD] Merchant Pack v4

Postby Lathlas » Wed Dec 16, 2009 8:29 am

Didero wrote:Actually, I have the same problem, a missing blacksmith, and my character is level 25. And I'm sure he was there before.
But with all the mods I have installed, it's hard to put the blame on a specific mod. TorchLeech isn't reporting any conflicts though.


Well, that doesn't make any sense....
And on the sixth day God said, "They're not bugs, they're features. Let's ship!"

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Potion Expansion
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Re: [MOD] Merchant Pack v4

Postby TorchLeech » Wed Dec 16, 2009 10:29 am

Didero wrote:Actually, I have the same problem, a missing blacksmith, and my character is level 25. And I'm sure he was there before.
But with all the mods I have installed, it's hard to put the blame on a specific mod. TorchLeech isn't reporting any conflicts though.

Post a list of your installed mods (TLeech, select all installed mods -> context menu -> copy to clipboard -> selected mods). With the fuzzy search we can install the same mods with a click and run them with our test savegames. But we will check only the supported mods. If the blacksmith disappears at our test savegames we can exclude mod by mod to get closer.
TorchLeech - a free mod manager for Torchlight. --- powered by Runic Games Fansite.
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Re: [MOD] Merchant Pack v4

Postby Didero » Wed Dec 16, 2009 10:49 am

Here's my list:
Spoiler: show
Additional Gem Availability (1.0)
Aegis Maps - Volume 2 (v03)
Aegis Maps (Update #2)
Bee Swarm! (1.0)
Better Balanced Sale Prices (1.0)
Better Random Quest Rewards (1.0)
Better Random Quest Rewards (Exp, Fame, Gold) (1.0)
Bigger Potions (2.1)
Brighter Map (1.0)
Embershield & Frostshield low brightness (1.0)
Enemy Weapon Variety (1.1)
Fish Mash (1.03)
Forgotten Fortress of Rukom (1.1)
Golem Mod (Ocular & Tinkertoy) (1.0)
Homunculus Fix (1.0)
Loot Border Removal (1.12)
Merchant Pack (v4)
Mine Booster Pack (2.0)
More Gem Types (1.2)
More Maps (1.0)
NerverMaps (2.0)
Persistent Skeletons (1.0)
Pet Transmogrification Potions (Fisherman Edition) (v18)
Potions Stacksize Mod (1.0)
PowerHourTweak (1.0-fix)
Punching Bag (1.0)
Quiet Gem (1.0)
Recipes Deluxe (2.0)
Shaped Gems (1.0)
Shocking (1.1)
Small Floaty Text (0.1)
Somewhat Healthy Pet (1.0)
Total Respec Mod (1.2)
Two-Hand Enchanter (1.0)

I've removed 3 mods from the list that aren't supported by TorchLeech, but they don't touch any merchant at all, so they can't be the problem.

But DistortedTruth also has the problem, and he only has this mod and a Respec mod installed. So it probably isn't a mod conflict. When I check for conflicts in TorchLeech, it doesn't find any either.
But thanks for trying to help, TorchLeech :)
Creator of:
-Total Respec mod (v2.0, Jan. 10 2010)
-Faster Walking mod (v1.0, Nov. 11 2009)
Uploader of:
-Ferret Pet mod (ferret itself made by Runic) (v1.1.1, Jan. 4 2010)
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Re: [MOD] Merchant Pack v4

Postby DistortedTruth » Wed Dec 16, 2009 10:50 am

Didero wrote:Actually, I have the same problem, a missing blacksmith, and my character is level 25. And I'm sure he was there before.
But with all the mods I have installed, it's hard to put the blame on a specific mod. TorchLeech isn't reporting any conflicts though.


Mine actually reappeared after zoning.
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Re: [MOD] Merchant Pack v4

Postby Didero » Wed Dec 16, 2009 10:53 am

DistortedTruth wrote:
Didero wrote:Actually, I have the same problem, a missing blacksmith, and my character is level 25. And I'm sure he was there before.
But with all the mods I have installed, it's hard to put the blame on a specific mod. TorchLeech isn't reporting any conflicts though.


Mine actually reappeared after zoning.

Hmm, weird. I don't go to the town often, and I haven't had a chance to play the game a lot, being in the middle of finals, so I don't know if he reappears for me too. But I do know the last time I was in town, the blacksmith wasn't there.
Creator of:
-Total Respec mod (v2.0, Jan. 10 2010)
-Faster Walking mod (v1.0, Nov. 11 2009)
Uploader of:
-Ferret Pet mod (ferret itself made by Runic) (v1.1.1, Jan. 4 2010)
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Re: [MOD] Merchant Pack v4

Postby DistortedTruth » Wed Dec 16, 2009 11:01 am

Didero wrote:
DistortedTruth wrote:
Didero wrote:Actually, I have the same problem, a missing blacksmith, and my character is level 25. And I'm sure he was there before.
But with all the mods I have installed, it's hard to put the blame on a specific mod. TorchLeech isn't reporting any conflicts though.


Mine actually reappeared after zoning.

Hmm, weird. I don't go to the town often, and I haven't had a chance to play the game a lot, being in the middle of finals, so I don't know if he reappears for me too. But I do know the last time I was in town, the blacksmith wasn't there.


Sometimes it takes time for him to appear even when ur in town.
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Re: [MOD] Merchant Pack v4.1

Postby Lathlas » Wed Dec 16, 2009 11:24 am

I uploaded a new version, with some VERY small changes.

I removed the Absurd Potions from the static spawn class for the Apothecary since we got the 'merge' feauture worked out.

I increased the magic find on the Wands and Staves from the trinket dealer from the original 400 to 750, which is the same number that the Blacksmith and Fletcher use for their weapons.

Updates are slow right now, my usual unlimited free time to be a dork has been cut back lately. I have a couple of shows this month, and they're somewhat time consuming. Also, I'm about to start playing Dragon Age, which is a gaping black hole of a video game as I understand it.
And on the sixth day God said, "They're not bugs, they're features. Let's ship!"

[MODS]
Merchant Pack
Potion Expansion
More Gem Types
Scroll Cast
Prism Equipment
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Re: [MOD] Merchant Pack v4.1

Postby Didero » Thu Dec 17, 2009 2:31 am

I played a bit last night, and now the Blacksmith was there...
Maybe he doesn't spawn when his inventory is empty?
Creator of:
-Total Respec mod (v2.0, Jan. 10 2010)
-Faster Walking mod (v1.0, Nov. 11 2009)
Uploader of:
-Ferret Pet mod (ferret itself made by Runic) (v1.1.1, Jan. 4 2010)
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Re: [MOD] Merchant Pack v4.1

Postby Grexx » Thu Dec 31, 2009 5:59 pm

Nice mod. I have a question. How do you reset the merchants? Sometimes merchants will still have the same inventory after going through a portal, exiting to the title screen and even after loading an alternate character then loading the original character. Would you be able to add a button to each merchant screen that resets their inventory when clicked, or maybe add another NPC who can reset all merchant inventories when talked to.
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Re: [MOD] Merchant Pack v4.1

Postby Lathlas » Thu Dec 31, 2009 7:59 pm

Grexx wrote:Nice mod. I have a question. How do you reset the merchants? Sometimes merchants will still have the same inventory after going through a portal, exiting to the title screen and even after loading an alternate character then loading the original character. Would you be able to add a button to each merchant screen that resets their inventory when clicked, or maybe add another NPC who can reset all merchant inventories when talked to.


Nope, can't do either of those things. However, if you're not getting merchant's rereshing either you're not spending enough time in town before leaving, another mod is causing some weird error, or they are refreshing but you're getting similar items. There's nothing in here that would keep them from refreshing.
And on the sixth day God said, "They're not bugs, they're features. Let's ship!"

[MODS]
Merchant Pack
Potion Expansion
More Gem Types
Scroll Cast
Prism Equipment
User avatar
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Posts: 330
Joined: Mon Nov 09, 2009 9:23 pm
Location: Virginia

Re: [MOD] Merchant Pack v4.1

Postby StoneFrog » Sat Jan 02, 2010 9:52 am

A simple but must-have addition to any Torchlight installation. The town merchants in the vanilla game just didn't seem useful enough (beyond potions) and the overlapping inventories triggered my obsessive-compulsive disorder. :|

I'll give this a try in a bit.
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Re: [MOD] Merchant Pack v4.1

Postby tl2e3le4f » Tue Jan 05, 2010 2:50 am

I like this mod because it makes it much more organized so I can find the things I'm looking for. :D
I have a question though. For the merchant who sells potions, I was wondering if I could somehow make him sell the smaller potions like before?
Because this mod makes the potions scale with my level, I can only purchase the bigger potions even though I don't want to. Thanks! :)
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Re: [MOD] Merchant Pack v4.1

Postby zebramatt » Tue Jan 05, 2010 5:16 am

tl2e3le4f wrote:I like this mod because it makes it much more organized so I can find the things I'm looking for. :D
I have a question though. For the merchant who sells potions, I was wondering if I could somehow make him sell the smaller potions like before?
Because this mod makes the potions scale with my level, I can only purchase the bigger potions even though I don't want to. Thanks! :)


Agreed.

I swear he can't make up his mind, either - sometimes he sells me massive potions, sometimes not-quite-so-massive ones...
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Re: [MOD] Merchant Pack v4.1

Postby Didero » Tue Jan 05, 2010 6:10 am

Great mod, this. I already can't imagine Torchlight without it :)
One small thing I noticed though, when trying to get my ferret transformation fish to show up in the Fishmonger's inventory. Why isn't he using the "PET_RETURN_FISH_SPAWN" spawnclass, but instead has the Catfish and Dogfish manually added? I know I'm nitpicking here, and it's not something that has to be fixed, I'm just wondering why you chose to do it this way.
Creator of:
-Total Respec mod (v2.0, Jan. 10 2010)
-Faster Walking mod (v1.0, Nov. 11 2009)
Uploader of:
-Ferret Pet mod (ferret itself made by Runic) (v1.1.1, Jan. 4 2010)
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Re: [MOD] Merchant Pack v4.1

Postby Lathlas » Tue Jan 05, 2010 7:49 am

Didero wrote:Great mod, this. I already can't imagine Torchlight without it :)
One small thing I noticed though, when trying to get my ferret transformation fish to show up in the Fishmonger's inventory. Why isn't he using the "PET_RETURN_FISH_SPAWN" spawnclass, but instead has the Catfish and Dogfish manually added? I know I'm nitpicking here, and it's not something that has to be fixed, I'm just wondering why you chose to do it this way.


Honestly, because having an extra spawnclass annoyed me slightly, and because sometimes you want a cat and sometimes you want a dog. This way you have both options every time.
And on the sixth day God said, "They're not bugs, they're features. Let's ship!"

[MODS]
Merchant Pack
Potion Expansion
More Gem Types
Scroll Cast
Prism Equipment
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Re: [MOD] Merchant Pack v4.1

Postby tl2e3le4f » Tue Jan 05, 2010 7:57 am

I followed the directions on the first page by typing in the code to always spawn the weaker potions I wanted, but they never showed up in the game. I think I may be typing the code incorrectly or in the wrong place. I have no potion mods except the respec mod so I just want all the original potions the merchant had before to spawn instead of just the ones that are scaled to my level. This is a part of what I did:

[OBJECT]
<STRING>UNIT:Health Potion
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[OBJECT]
<STRING>UNIT:Mana Potion
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]

I tried putting that in the merge folder in MERCHANT_APOTHECARY_STATIC but nothing happened. Could someone please help me?
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Re: [MOD] Merchant Pack v4.1

Postby Lathlas » Tue Jan 05, 2010 8:02 am

That should work. That's exactly what the Static spawnclass is for. The only thing I can guess is that you aren't clearing your cache out. You need to run the remove_binaries file every single time you change a mod.

code from the original general merchant for reference
Code: Select all
[OBJECT]
<STRING>UNIT:Health Potion
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[OBJECT]
<STRING>UNIT:Mana Potion
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[OBJECT]
<STRING>UNIT:Health Potion 2
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[OBJECT]
<STRING>UNIT:Mana Potion 2
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[OBJECT]
<STRING>UNIT:Health Potion 3
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[OBJECT]
<STRING>UNIT:Mana Potion 3
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[OBJECT]
<STRING>UNIT:Health Potion 4
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[OBJECT]
<STRING>UNIT:Mana Potion 4
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
And on the sixth day God said, "They're not bugs, they're features. Let's ship!"

[MODS]
Merchant Pack
Potion Expansion
More Gem Types
Scroll Cast
Prism Equipment
User avatar
Lathlas
 
Posts: 330
Joined: Mon Nov 09, 2009 9:23 pm
Location: Virginia

Re: [MOD] Merchant Pack v4.1

Postby Didero » Tue Jan 05, 2010 8:54 am

Lathlas wrote:
Didero wrote:Great mod, this. I already can't imagine Torchlight without it :)
One small thing I noticed though, when trying to get my ferret transformation fish to show up in the Fishmonger's inventory. Why isn't he using the "PET_RETURN_FISH_SPAWN" spawnclass, but instead has the Catfish and Dogfish manually added? I know I'm nitpicking here, and it's not something that has to be fixed, I'm just wondering why you chose to do it this way.


Honestly, because having an extra spawnclass annoyed me slightly, and because sometimes you want a cat and sometimes you want a dog. This way you have both options every time.

:oops:
I was reading the spawnclasses wrong. It does apply a chance as to which transformation fish you get.
Further proof finals aren't good for you >_>
Creator of:
-Total Respec mod (v2.0, Jan. 10 2010)
-Faster Walking mod (v1.0, Nov. 11 2009)
Uploader of:
-Ferret Pet mod (ferret itself made by Runic) (v1.1.1, Jan. 4 2010)
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Didero
 
Posts: 86
Joined: Sat Oct 31, 2009 4:27 am
Location: The Netherlands

Re: [MOD] Merchant Pack v4.1

Postby zebramatt » Tue Jan 05, 2010 9:06 am

Lathlas wrote:That should work. That's exactly what the Static spawnclass is for. The only thing I can guess is that you aren't clearing your cache out. You need to run the remove_binaries file every single time you change a mod.

code from the original general merchant for reference
Code: Select all
[OBJECT]
<STRING>UNIT:Health Potion
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[OBJECT]
<STRING>UNIT:Mana Potion
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[OBJECT]
<STRING>UNIT:Health Potion 2
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[OBJECT]
<STRING>UNIT:Mana Potion 2
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[OBJECT]
<STRING>UNIT:Health Potion 3
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[OBJECT]
<STRING>UNIT:Mana Potion 3
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[OBJECT]
<STRING>UNIT:Health Potion 4
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[OBJECT]
<STRING>UNIT:Mana Potion 4
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]


Swish.
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