Torchlight II

Torchlight II

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rt improvement cluster (v.87)
   
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2.526 MB
18 Feb, 2014 @ 10:47am
19 Mar, 2014 @ 9:28am
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rt improvement cluster (v.87)

Description
a set of UI-specific mods and visual tweaks.
- this is a gameplay neutral mod

safely merges numerous mods, resolving conflicts through hand-merging at the code level.

includes: 8 player multiplayer, quit without confirmation, Map keybinds, UI Display Toggle, Toggle Pet, Lore Loading Tips, New Champion Names, Improved Target Dummy, Better Sorting, Enhanced Character Creation, Pet Skins, More Skins Tiger, Alternate Outfits, Unique Beams, Unidentified are Yellow, Unusable items are Dark

notes:
  • Mapkeybinds needed a UI Toggle layout written for it to play nicely with UI Display Toggle, so I whipped it up.
  • New Champion Names Lowered the rate of Appellations to 1 in 4 (half the chance of the original mod.
  • Alternate Outfits alters UNITS/PLAYERS definitions, in conflict with Enhanced Character Creation. So I manually merged them (not just diff-merge, because the settings from one are in conflict with the other - both model forms can't operate at the same time). It is a patch applied after compiling the mods. Also, removed the new starting equipment, which had higher stats, as it breaks the mantra "gameplay-neutral mod".
  • Lore Loading Tips contains a selection of tips in GLOBALS.DAT, which is also edited by Better Sorting. I took the tips manually from the first mod and diff-merged them into the second.
  • More Tiger Skins contains only one skin in addition to the ones available in Pet Skins, named #4 which would overwrite one of the ones you get from Pet Skins. I renamed it #5, and manually merged the mod into Pet Skins (actually I build a patch that I apply when I rebuild the mod pack).
  • Pet Skins mod was not gameplay-neutral, it modified pet armor. When I discovered this, I removed the modifications by manually copying the original values into the mod pet-armor file (as otherwise I would have to change every pet to use the default minions-armor file). Also, got rid of headcrab - it stood out like a zit.

you might take a look at my main compilation mod, rt mod pack
12 Comments
Beast 14 Dec, 2016 @ 1:19am 
@roberto, the Enhanced Character Creation mod needs to be updated in your collection.
dudeinw 14 Mar, 2014 @ 10:18am 
p,c
roberto tomás  [author] 9 Mar, 2014 @ 2:27pm 
madmax, see my response to Lozzle on March 2nd.
@madmax 9 Mar, 2014 @ 1:43pm 
Whats the compatibility?
roberto tomás  [author] 8 Mar, 2014 @ 10:26am 
dillydoos - they might because there were changes and code level conflicts with some of the mods (for example lore loading tips and better sorting are in direct conflict and have to be merged at the code level).

personally I would suggest trying it without loading the mods that I've added to this cluster. If that does not satisfy you, then go back and also load the ones you want, which I included but changed, above this mod.
Lumpy 7 Mar, 2014 @ 5:47pm 
if you already have some of these mods do they conflict?
Kiyø 7 Mar, 2014 @ 9:25am 
:D
roberto tomás  [author] 2 Mar, 2014 @ 11:49am 
Personally I load this high on the list because it changes GLOBALS.DAT and WARDROBESETS.DAT.

I make no claims of synergies compatibility, I don't know what is involved in that and I don't use the mod set. However, this is a gameplay neutral mod so the changes are visual in nature and should usually be compatible with other mods. If your concern is compatibility load this low on the list and see if everything works.
+PzyclonE 2 Mar, 2014 @ 11:10am 
:v
Lozzle 1 Mar, 2014 @ 8:31pm 
Load order? Compatibility?