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    by Published on 04-27-2013 02:12 AM

    This is just a little informative post letting you know I've just installed a minor update to the Torchlight 2 Mods Database. Among some bugifxes, the following changes have been made:

    • Screenshots can now appropriately be chosen as a thumbnail, and thumbnails of the correct size will be generated.
    • A "Who's Online" and Database Statistics box has been implemented
    • The Search box in the TL2 Mods Database now appropriately searches only within the category of the page you are on.
    • The Sidebar now appropriately shows results within all child categories.


    If you have any problems, feel free to let me know in this thread. I don't know if this update will solve the "Unregistered User Upload" problem, but if it doesn't I'll keep on trying to hunt it down. ...
    by Published on 04-12-2013 04:54 AM

    Another day, another wonderful patch! I only say that because I helped find a few bugs that got fixed today. Anyway, check out the patch notes below! Your copy of Torchlight 2 will update automatically.

    Patch 1.24.x.8
    Released April 11, 2013

    General


    • No longer clear level history when a mod's version changes - only clear history when there are changes to the list of mods in use
    • 10 mod limit now properly enforced


    Skills


    • Gut Punch now accurately scales its radius as described


    Stability


    • Fixed occasional hang when entering Tarroch's Tomb


    GUTS


    • Fixed duplicate files being displayed after modding a file in various editor forms
    • Editor WSAD camera movement keys are now mappable in the settings_editor.txt file
    • Marquee object selection now property updates the selected scene tree nodes
    • "Open" button for the player editor's skill tree layout override control now properly opens both base and mod layouts
    • Really fixed the progress bar stat selectors and fixed progress bars in general after the last patch
    • Fixed the layout save path checker not properly showing the right base and mod file locations in some circumstances
    • Can no longer right-click to create static unittypes when modding (all modding should use dynamic unittypes)
    • Fixed units not reloading in some circumstances when the unit editor were saved
    • Fixed unittypes not reloading in some circumstances when the unittypes editor was saved
    • Fixed inheritance nodes not being displayed in the unittype editor
    • Fixed a number of layout object file browsers not returning proper relative paths for modded files (particles on missiles, meshes for generic models, etc.)
    • Fixed the wardrobe panel not properly displaying units' wardobe data in the items editor


    ...
    by Published on 04-05-2013 05:36 AM

    Hello all! Today I'm posting hoping to get some of you with a bit too much free time and an urge to help the community.

    You see, in the past five months we've built up a large collection of Pre-GUTS mod files - 288 File listings with nearly 900 files contained within. A good number of those files are screenshots, and a couple are simply mirror links to other download locations, and several are shared stash "mods", but most of them are carefully created mods by creative people who've come by sometime after Torchlight 2 was released.

    GUTS has only been out for a few days, but at the time of this writing on 17 mods are listed in the Post-GUTS Torchlight 2 section of the database. Meanwhile, you can find a HUGE number of Pre-GUTS mods converted and available on Steam Workshop (121 Mods at the time of this writing).

    What I'd like is for 5-10 volunteers to help me update and organize all of the Pre-GUTS mods. Anything that can be converted I would love to have turned into a .mod file and sorted into the appropriate category. Anything that is a Shared Stash mod or something can be sorted into another category. All of the authors' original works will of course be left untouched, merely updated with a .MOD file and a notice so people know the mod was updated.

    Important Note: This volunteer work is easy, but tedious and time consuming. I have a full time job and can not do it myself.

    While I have you for a second, let me be honest: The mods keep this site alive. People come for the mods, the advertisements get hits, and the advertisements pay for the server to keep the site online. Lately it's been a very fine line between being in the black and in the red, though I haven't had to pay out of my own pocket yet. If all of the mods were updated it would help keep this site alive.

    I know of only one other website out there that hosts a lot of mods and isn't owned by an independent company - the TESNexus. I'm acquainted with the owner of that network, and he keeps it alive via more business-like means. I'm impressed by how he manages it all, but that's beyond the scope of my capabilities. I can make tutorials, I can keep the site functional (sometimes just barely), and I can gather talented people to help make tools like HotSpot, but I'm not a business man.

    If anyone out there can help get these mods converted, well that action combined with my future donation-for-No-Advertisements system should be enough to keep the site online for a long time to come. If you are interested send me a PM here on the site and we'll figure out a system to get this taken care of.

    ...
    by Published on 04-05-2013 05:29 AM

    Right on the heels of the big GUTS patch comes a smaller patch with some bugfixes! Your game should update automatically, but here are the patch notes:

    Patch 1.23.x.5
    Released April 4, 2013

    Skills


    • Fixed an issue where players could get stuck in a particular phase beast level
    • Fix for the final dungeon in the Ice Labs
    • Fix for exiting the Ice Labs to Frosted Hills
    • Fixes for minimap puzzle representations on some maps


    UI


    • Fixed issues with display of modded game groups in dropdown


    ModLauncher


    • Fix for visual issues on Windows XP machines.
    • Added "Waiting for response from Steam" message to ModLauncher start-up.
    • Added notification that time may be required before ModLauncher can be started when mods require updates.


    GUTS*


    • Unit editors (monster, items, players props) now have a "folder" column in the unit list.
    • Added "find:" operator for expression filtering (i.e. "find:SuperAxe" will list all the files which contain "SuperAxe" anywhere in their data)
    • Editor no longer crashes when investing skill points wish push a skill to the next tier.
    • Modded skills no longer show twice in the skiles editor.
    • Fixed the "view folder" button in the rule set editor when viewing mod level sets.
    • Modded rule sets should no longer show twice in the rule set editor.
    • Stat lines no longer show twice when modding stat lines.
    • Fixed Progress bar UI object setting the wrong index when selecting STAT ONE and STAT TWO.
    • Fixed a number of various places were we weren't also looking for mod files when listing files in a directory.
    • Texture sheet png files are not included in the pak. So the image selector and unit editors now show valid images.
    • fixed skill UI layout browse/open buttons in the Player editor when modding.
    • fixed catagory filtering in the affix editor after modding an affix.
    • Can no longer attempt to add static unittypes in the unittypes editor.


    *Steam users may need to re-validate their installation of GUTS after updating Torchlight II. (From the Steam client, go to Library -> Tools -> Right-click Torchlight II GUTS -> Properties -> Local Files tab -> Verify Integrity of Tool Cache)
    ...
    by Published on 04-01-2013 03:43 PM

    Edit 2: Uploading now works for regular users again. Simply browse to a category where you want your mod and click the upload button!

    Hello all! To go alongside the latest patch and the release of GUTS, I have updated our Torchlight 2 Mods Database! Pre-GUTS mods can all be found in the Not Mods Category. I have also created a video tutorial for how to convert your .pak mods to the new file format:
    As you can see, .PAK files no longer load if you drop them into your PAKS folder. Instead, a new mods folder exists within the Torchlight 2 directory, in which you drop your .MOD files. These new .MOD files are the only format accepted for upload in the Torchlight 2 section of the database, which means you no longer need to deal with extraction programs!

    Current mod owners should be able to edit their mods' category to fit into the appropriate new sub-category within the database (after updating their download to the new .MOD format). For assistance, and to get your comments threads moved, please contact me via PM.

    If you encounter any problems with the database let me know, and I'll get to them ASAP (after my day job, of course). ...
    by Published on 04-01-2013 03:27 PM

    The day has finally come, the official modding tools for Torchlight 2 have been released! Alongside it comes a hefty patch, containing support for modding, new pets, and a bunch of new content! Here are the patch notes:
    Patch 1.22.x.40Released April 1, 2013

    New Content


    • New Unique and Legendary weapons for every item class
    • New class armor sets
    • New MapRoom maps
    • Additional side dungeons in Act 1 and 2 during New Game Plus play
    • Nether-Realm portals take you to a new Nether-Realm tileset, with new creatures
    • Headcrab pet
    • Alpaca pet
    • Panda pet
    • Stag pet


    Modding


    • Modding is now fully enabled. For Steam users, Steam Workshop support is integrated.
    • Modding is fully supported in multiplayer - filter available games by active mod combinations. With Steam Workshop, automatically subscribe to and match configurations to join modded games!
    • New to modding? Here's how to get started with GUTS - the Torchlight II GUTS wiki

    Bugfixes



    • Socketable-granted DOT effects now get character damage bonuses from focus and items
    • Fixed issue where Reflection would change your target while fishing, which would leave you in a bad state
    • Various protections to prevent poorly formed mods
    • Other minor fixes



    Now if you excuse, I'm going to turn on the full mods database! ...
    by Published on 03-23-2013 12:07 AM

    Welcome back! After a few hours of downtime the site is now back online with a nicely upgraded Torchlight 2 Mods Database. It appears that there was no loss of content and no broken screenshots, so that's pretty good! Most of the results of this update you won't see until GUTS is released and additional categories are added into the database, but for now you can enjoy such added features as:
    • Mod Listings are now broken into pages for easier sorting.
    • Searching now allows you to search descriptions as well
    • The Search box and sidebar stats
    ...