[MOD]More Gem Types -v1.2 WOOT!

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Re: [MOD]More Gem Types -v1.0 WOOT!

Postby TomaLexi » Wed Nov 25, 2009 7:13 am

No Problem. Changed the title of the thread to your new one but left the description as it is. If you have any other suggestion, just mail me.

More Gem Types -v1.0 WOOT!
Adds a couple of additional gem types with some previously lacking abilites in socketables.
http://forums.runicgames.com/viewtopic.php?f=20&t=7709&p=75851#p75851
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Re: [MOD]More Gem Types -v1.0 WOOT!

Postby Zidders » Thu Nov 26, 2009 4:07 pm

Hi....just wanted to let you know that this mod is great. I'm really loving the new gems (especially the fangs!) and the ONLY minor minor issue I have with it is that the charcoal is too dark and really hard to see when it's in my inventory :/ other than that....awesome mod..er :/ sorry I bugged ya about being in the wrong forum and all :/
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Re: [MOD]More Gem Types -v1.0 WOOT!

Postby Lathlas » Thu Nov 26, 2009 5:53 pm

Zidders wrote:Hi....just wanted to let you know that this mod is great. I'm really loving the new gems (especially the fangs!) and the ONLY minor minor issue I have with it is that the charcoal is too dark and really hard to see when it's in my inventory :/ other than that....awesome mod..er :/ sorry I bugged ya about being in the wrong forum and all :/


I still need to redo the icons anyway, so I'll address that. I'm going to fiddle with some of the stats as well, the silver is WAY overpowered. I'm going to dial the walk/run speed down to 1-10% from 1-25%. Slot like 4-6 of the current Quicksilver's into something and watch the game break when you break the sound barrier.
And on the sixth day God said, "They're not bugs, they're features. Let's ship!"

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Re: [MOD]More Gem Types -v1.0 WOOT!

Postby Zidders » Thu Nov 26, 2009 6:28 pm

OMG yeah, im at something like 40% runspeed and I have a hard time targeting/picking stuff up lol.

Good thing i'm using rifles (made myself 1-hand rifle mod XD) and can press shift to stay in place, otherwise I'd run past everything I was trying to hit. As it is, my pets can't keep up lol.

I'm having a lot of fun with all the gems now, hope to see more, might take a crack at making some myself, if I can ever get gimp figured out. As it is, wish there were a way of making charms like in Diablo 2, but I haven't come upon a way to do that so far.
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Re: [MOD]More Gem Types -v1.0 WOOT!

Postby Lathlas » Thu Nov 26, 2009 8:24 pm

Zidders wrote:OMG yeah, im at something like 40% runspeed and I have a hard time targeting/picking stuff up lol.

Good thing i'm using rifles (made myself 1-hand rifle mod XD) and can press shift to stay in place, otherwise I'd run past everything I was trying to hit. As it is, my pets can't keep up lol.

I'm having a lot of fun with all the gems now, hope to see more, might take a crack at making some myself, if I can ever get gimp figured out. As it is, wish there were a way of making charms like in Diablo 2, but I haven't come upon a way to do that so far.


I don't think charms are necessary for Torchlight. Between your pet, your larger inventory, multiple stashes, and absolutely every pieve of equipment having socket, there just isn't the need for the static effects.

In D2, if you were on Nightmare difficulty, extremely lucky, and didn't mind not using set or uniques, then you can have 19 sockets at the most I think. Less if you aren't using certain weapons, shields or helmets.

In Torchlight you can use uniques and sets and easily have 18-22 sockets right off the bat. Charms would just be unneccessary.
And on the sixth day God said, "They're not bugs, they're features. Let's ship!"

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Re: [MOD]More Gem Types -v1.0 WOOT!

Postby Lathlas » Sat Nov 28, 2009 11:16 am

Uploaded a new version. Slightly better graphics and adjusted the stats for better balance.
And on the sixth day God said, "They're not bugs, they're features. Let's ship!"

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Re: [MOD]More Gem Types -v1.2 WOOT!

Postby Jupiah » Sat Nov 28, 2009 4:10 pm

Very nice mod, more gems are always useful. I haven't actually gotten one yet so I probably don't know what I'm talking about, but the fangs look like they might be a tad overpowered. 50% more pet attack power from a single gem seems a tad much, considering that 10 skill points only gets you 40% more pet attack. Two maxed out fangs pretty much match a maxed out pet mastery skill.
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Re: [MOD]More Gem Types -v1.2 WOOT!

Postby Lathlas » Sat Nov 28, 2009 4:43 pm

Jupiah wrote:Very nice mod, more gems are always useful. I haven't actually gotten one yet so I probably don't know what I'm talking about, but the fangs look like they might be a tad overpowered. 50% more pet attack power from a single gem seems a tad much, considering that 10 skill points only gets you 40% more pet attack. Two maxed out fangs pretty much match a maxed out pet mastery skill.


That's true, but I did that intentionally. You only have four weapon slots at the most, more commonly you'll have two three. If you're going to waste two hole slots on improving your pets attack, it should be pretty awesome.

I've always been bothered by the fact that the power of gem affixes is pretty even on both weapons and armor abilities. Weapon affixes should be more powerful across the board since there are far fewer available slots for them.

I can tone it down though if people want, I'm definitely open to suggestions on these. I know there's plenty of room for improvement.

I'm thinking about making some unique gems for this as well. There are a few affixes that I think would be really useful, but I don't want to bog down the gem drops by making whole new types.

I'm thinking about making a Rainbow Shell (cough... Chrono Trigger ripoff, cough...) that increases all elemental defenses or elemental damage depending on where it's slotted. I just don't think it should be a full set of ten. I think I want to make a quest that results in that as a reward.

I also kind of want to include fame gain % on something.

As far as not having them drop yet, I recommend Anya's Gem Emporium.
http://forums.runicgames.com/viewtopic.php?f=20&t=7050
And on the sixth day God said, "They're not bugs, they're features. Let's ship!"

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Re: [MOD]More Gem Types -v1.2 WOOT!

Postby Lathlas » Sat Nov 28, 2009 5:04 pm

I just had a brainstorm on the Rainbow Shell thing. I'm going to make a Rainbow Shard set that contains two rings and a necklace that are useful but somewhat low level, but the three can be transmuted for the Rainbow Shell unique gem. That way I can make it overpowered, but hard enough to get that it's balanced.

I can make three different quests for getting the trinkets. I'll probably make them pretty difficult and repeatable, that way you can do 'runs' to get all of the different rewards over time.

Actually, (brainstorming as I write all of this) I think I'll make 'recipes' scrolls that don't do anything by themselves but can be added to the three trinkets to transmute for specific rainbow equipment.

For example two rainbow shard rings, a rainbow shard pendant and a recipe sheet for 'Prism Helmet' would net you a unique helmet that had elemental properties.

That way I can make a couple of different 'Prism Equipments' I'm thinking an Axe, a Pistol, a Shield, a Helmet, the aforementioned Unique Gem (with weaker tags than the equipment, but the ability to put it wherever you want) and maybe something more Torchlight specific, like a 'Prism Elemental Potion' that will change your pet into a permanent elemental of some kind, or a 'Prism Summon Spell' of some kind.

I'll make map scrolls to take you to the various levels, and have Gaspar the Cartographer sell them (thus truly making him the Chrono Trigger ripoff he was never intended to be) and then have a version of him meet you at the exit to the levels to sell the recipe scrolls.

I'll make three different dungeons and have bosses that drop the transmutable trinkets.

Yay! New Project!

Outside of the basic theme I don't plan on making it a total CT ripoff though, so don't expect bosses or levels themed after anything other than Torchlight. Homage is one thing, blatant ripoff is entirely different.

Edit: Seperate discussion thread for this mod. Let's not go wildly off topic here. (yes, I realize I started it....)
http://forums.runicgames.com/viewtopic.php?f=6&t=8351
Last edited by Lathlas on Sat Nov 28, 2009 5:23 pm, edited 1 time in total.
And on the sixth day God said, "They're not bugs, they're features. Let's ship!"

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Re: [MOD]More Gem Types -v1.2 WOOT!

Postby Jupiah » Sat Nov 28, 2009 5:10 pm

You raise a good point on how weapon slotted gems should be more powerful. I'd never thought of it that way before. Heh, it's actually even more important for me now that I think of it, because I like to use two-handed weapons!

the unique gem idea is brilliant, I've only seen that done once before in a mod called Milestones, but the gems added by that mod seem really overpowered, but then the level 50 requirement probably balances that.

Oh, and I do have Anya's Gem Emporium, and she's selling your gems just fine. I meant that I haven't gotten any maxed out fangs yet so I haven't been able to test how broken 100-200% increased pet damage is. :D

Man, those new quests ideas of yours sound awesome, I can't wait to play them when you finish!
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Re: [MOD]More Gem Types -v1.2 WOOT!

Postby Jupiah » Wed Dec 30, 2009 10:21 am

Say, is it possible to get these new gems when you use the transmutor to combine 4 same-color pieces of equipment into a gem? I haven't been able to turn any 4-pair of greens, blues or uniques into the new gems yet, but maybe I'm just getting unlucky.
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Re: [MOD]More Gem Types -v1.2 WOOT!

Postby Lathlas » Wed Dec 30, 2009 10:39 am

Jupiah wrote:Say, is it possible to get these new gems when you use the transmutor to combine 4 same-color pieces of equipment into a gem? I haven't been able to turn any 4-pair of greens, blues or uniques into the new gems yet, but maybe I'm just getting unlucky.


Yep, this has the base, cracked and dull recipes for the new gems in it. They should crop up eventually.
And on the sixth day God said, "They're not bugs, they're features. Let's ship!"

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Re: [MOD]More Gem Types -v1.2 WOOT!

Postby purringcat » Thu Jan 14, 2010 3:02 am

Thanks for the mod
Have a question though. When I use your mod, none of the other gems are available. Was this intentional?
Also, I tried to disable your mod and my game will no longer run. Do I need to erase all my characters in order to remove this mod?
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Re: [MOD]More Gem Types -v1.2 WOOT!

Postby Lathlas » Thu Jan 14, 2010 9:26 am

purringcat wrote:Thanks for the mod
Have a question though. When I use your mod, none of the other gems are available. Was this intentional?
Also, I tried to disable your mod and my game will no longer run. Do I need to erase all my characters in order to remove this mod?


No, neither of those things make sense.
And on the sixth day God said, "They're not bugs, they're features. Let's ship!"

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Re: [MOD]More Gem Types -v1.2 WOOT!

Postby purringcat » Thu Jan 14, 2010 5:37 pm

How do I get other gems to drop or appear with the gem seller? Why don't they?
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Re: [MOD]More Gem Types -v1.2 WOOT!

Postby Lathlas » Thu Jan 14, 2010 6:24 pm

purringcat wrote:How do I get other gems to drop or appear with the gem seller? Why don't they?


I'm sorry, I can't reproduce either of those problems. I have no idea how to fix what you're talking about.

Do you have other mods installed? And what version of the game are you using?
And on the sixth day God said, "They're not bugs, they're features. Let's ship!"

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Re: [MOD]More Gem Types -v1.2 WOOT!

Postby freddy » Fri Jan 15, 2010 2:05 pm

purringcat wrote:Thanks for the mod
Have a question though. When I use your mod, none of the other gems are available. Was this intentional?
Also, I tried to disable your mod and my game will no longer run. Do I need to erase all my characters in order to remove this mod?


maybe you should sell all the mod-gems (including the socketed gems) and delete the mod after that.
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Re: [MOD]More Gem Types -v1.2 WOOT!

Postby def7ant » Mon Jan 18, 2010 1:15 am

I'm having the same problem. No normal gems come up on the gem chick in the merchant pack OR drop on the ground as loot. I'm on 1.14. Also running these gem mods:
Gale's Gem Overhaul
RuneMod
Fayd's Transmutation Overhaul(the whole thing)
The gems from Gale's come up in the shop, and they drop too. But no vanilla gems. :|
Any ideas?
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Re: [MOD]More Gem Types -v1.2 WOOT!

Postby zebramatt » Mon Jan 18, 2010 1:51 am

def7ant wrote:I'm having the same problem. No normal gems come up on the gem chick in the merchant pack OR drop on the ground as loot. I'm on 1.14. Also running these gem mods:
Gale's Gem Overhaul
RuneMod
Fayd's Transmutation Overhaul(the whole thing)
The gems from Gale's come up in the shop, and they drop too. But no vanilla gems. :|
Any ideas?


Er... You mean no normal gems are in the game whilst you're running Gale's Gem Overhaul which,
...disables old gems completely and introduces new Prefixes/Suffixes for Chaos Gems, which are now named just Gem.

- http://www.runicgamesfansite.com/torchlightmods/node/224

Doesn't sound like a problem to me!
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Re: [MOD]More Gem Types -v1.2 WOOT!

Postby Lathlas » Mon Jan 18, 2010 7:32 am

zebramatt wrote:Er... You mean no normal gems are in the game whilst you're running Gale's Gem Overhaul which,
...disables old gems completely and introduces new Prefixes/Suffixes for Chaos Gems, which are now named just Gem.

- http://www.runicgamesfansite.com/torchlightmods/node/224

Doesn't sound like a problem to me!


^this
And on the sixth day God said, "They're not bugs, they're features. Let's ship!"

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Scroll Cast
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