Torchlight II

Torchlight II

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Drop Skill Passives as Class Skills (v.19)
   
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15 May, 2013 @ 12:05pm
21 May, 2013 @ 7:11am
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Drop Skill Passives as Class Skills (v.19)

Description
In this mod I have given each of the 4 classes skills to fill in the two blanks on each page of their skill trees. These skills were selected for each class from the passive drop skills that you can currently find in the game. Each skill can currently be bought up to 10 ranks total with the final rank purchasable at level 90.

FUTURE VERSIONS
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New skill tabs for each class. These tabs will have skills similar to the current drop skills I have added to the trees but they will be broken into more specific effects with tiered benefits much like the active skills. (For example, Treasure Hunter broken into 2 new skills Scavenger and Wealthy for magic find and gold find. each would also be given tiered benefits so they would become more useful as they are leveled.)

As more skills are added I intend to have the number of skill points awarded per level and per fame level increase to reflect the new total of choices the player has to pick from when leveling a character.

Eventually I will remove the old drop skills completely and replace them with a new system of my own design. Not sure exactly where I am going to go with that yet but I have several ideas in the works. One possibility is to use the old spell system like the Lurker Mercenary mod to summon helpers. I may even use the old spell slots to contain glyphs/charms that would operate like the charms in Diablo 2 but need to be equipped in order to function. This could be compounded with a feature borrowed from their rune system as well and make it so that equipping certain glyphs/charms together would form a synergy bonus unlocking new effects that were not attainable without the specific combination.

I would also like to cover a couple other holes left open by the current list of spells. For example, there is no skill or spell that covers fish finding, there is a fireball and a frostbolt but no poison, lightning, shadow, holy, etc..., elemental overload or resistance can be split into separate perks, and many of the spells have different numbers of levels witch could be completed to better fit into the current list (ie, web, rumble, repel spell, summon aloe gel, and several others are only available as rank I, where as most of the others have up to rank VI.)

QUESTIONS/COMMENTS/IDEAS
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If anyone has any questions, problems getting this mod to function, suggestions to improve the functionality of this mod, or ideas that would make a good addition to the current material, feel free to leave a comment here or start a discussion.

Take Care :)
37 Comments
Xinatirogen 8 Jun, 2013 @ 11:54am 
@Xalderon : Full Respec mod can reset all ur skills you should take a look at it
Oats  [author] 4 Jun, 2013 @ 10:13pm 
@Wicked Witch: I attempted to figure out a reason today for why these skill points would not refund. Turns out that it isn't only the Potion of Respec that won't refund them, even using the console command "resetskills" did nothing. I looked around in the Skills, Affixes, and Effects to see if I could figure anything out and, so far, I have not been able to find a reason for it. I will continue to try to figure this problem out as I get an opportunity.

Sorry I couldn't be of more help (nd for the slow response)
Oats  [author] 1 Jun, 2013 @ 10:24pm 
Thanks wicked, I'm glad you like it. Unfortunately though I have absolutely no idea how or why the respec potion wouldn't return the points from these skills the same that it would with all the others. Does it leave the points in the skills or does it wipe the skills and simply not refund the points? I will have to look into this a bit more when I return home and, if I find a solution, I will post them here.
Laurixel 1 Jun, 2013 @ 3:30pm 
I'm not sure if it was intended, but using a respec potion doesn't return the skill points placed into any of the passives. I do use another mod that makes the potions purchasable so I'm not 100% sure if it's that mod thats causing it. It's not a game killer as I always create backups, but thought I'd point it out if it hasn't already. Otherwise awesome mod, thank you.
Oats  [author] 28 May, 2013 @ 2:08pm 
@Timothy3_16 Thats quite alright. I understand that the current limitation on mods is kind of restrictive. I'm just glad you liked my submission enough to go thru the effort of combining it so you could continue using it. :)

@Owolabi77 Sorry I didn't see your post until now, not sure why it never notified me about it. Thanks for the kudos on the mod, I'm glad you liked it. I do my best to answer all post about my work, I like to know that people actually find what I've done to be fun and useful so I tend to address them as often as I can. :)
timothy3_16 28 May, 2013 @ 1:00pm 
this mod is fantastic fun ... I would hope it is ok to have added it to a personal mod to save on the limitations ... I absolutely do not upload my mod
PredeKing 26 May, 2013 @ 3:05pm 
Hey good job X, you made something that works and you follow through with answers..
Oats  [author] 24 May, 2013 @ 1:05am 
I believe that may have to do with the way the skills' effects are being applied and removed. Long story short, I believe if you buy another point in the skill everything should go back to how it should be. I was concerned that this might cause an issue but i didnt want to remove the skills from the drops just yet as that would keep other classes whom I didnt give the skills to in their trees from accessing them at all. I'm not sure what it would take to fix this so far, this is partially why I compensated for the extra skills by awarding extra skll points every 2 fame levels. I'll see what I can do to find a way to fix thiss problem but in the meantime it would be best to avaoid combining the skills and the drop skills whenever possible as it appearently can have some unforseen side-effects. Thanks for the heads up and thanks for trying out my mod :)
Kamui 24 May, 2013 @ 12:23am 
When I had the Barter spell equipped I noticed price decreases, but after going to Barter 4 via the skills (had Barter III spell prior on my character) and deleting the Barter III spell (replaced it with Armour Mastery, or whatever it's called) I'm noticing that everything is back up to normal price, so possible bug. Unsure if it's just display issues, or if the actual prices were ramped back up. Hope this helps.
Oats  [author] 22 May, 2013 @ 2:42pm 
Yes and no. The only skills I gave to every class were Treasure Hunter and Adventurer. The other 4 open slots on each class were filled specifically with passives that I selected for that class individually. Since in TL2 these passives work as spells that you find and equip rather than preexisting skill tree skills that everyone has, this will mean that out of the list of passives you remember from TL1 (minus the 3 spell specialization skill which were omitted in TL2), each class will only have a specific 6 of those added to their skill tree but it will be slightly different per class. I have not changed how these Tomes drop in game however so if a class wasn't given a skill that you still want to use, it can still be acquired. This does however leave your 4 spell slots more open to be used for actual SPELLS and not used for passive SKILLS that seem more at home in the skill tree anyways.