
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.

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.

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.
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.

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.


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.

tl2e3le4f wrote:I like this mod because it makes it much more organized so I can find the things I'm looking for.![]()
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!

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.

[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]
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.

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]
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