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  1. #1
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    Smile MODs by doudley (Added skills, customized spells, etc...)

    UPLOADS:
    Humans as Pets - added 12 starting pets and made them into functioning human alternatives with skills same as players
    Added 6 Skills for Engineer Class - adding 6 variety of skill, completely inspired and based upon on the unused skills in the game data.
    >This includes the following skills: Engulfing Flame Bot, Artillery/Bombardier, Sheildshock, Blast Hammer, Sticky Bombs, and Vortex Time Bombs.
    *The mod starts from just Flame Gun Bot and Mortar Bot skills. (This mod is already removed from the database)
    Storm Burst Dash Increase (3x) - modifies the skill's distance
    Auto Rumble Spell - makes the spell fully automated
    Quick Web Spell - makes the spell's summon duration much lesser
    Repulsion Hex Skill Versions - either makes the skill a damager or a crowd control
    Leap Ability Spell - added a jumping spell by replacing another spell
    Charge at Will Spell - a custom spell that enables you to charge on command
    Charged Blast - a feature for the Blast Cannon skill, that will used up a full charge bar
    Unlock All Spells - will let you use and buy the unused spells in the game data
    Increased Spell Merchants' Stock - modifies the merchants inventory

    ADDONS:
    Mushato - Transmuted weapons for the Custom Class, Musha.

    Minor Uploads:
    Cutscene Disabler - disables all cutscene in the game

    FUTURE UPDATES ON CURRENT MODS:
    >To add more weapons in MUSHATO mod.

    UPCOMING MODS:
    >Musha Class (Player) - Warriors from the Far East, devoted in mastering their Arts on wielding spirit-forged weapons.
    *Discussion and progress of this mod can be found here.

    DROPPED MODS:
    >Cannon Mastery -an added passive skill for all classes (but most probably just wanderer)
    >The Moon - Berserker's special skill...
    >Polymorphosis Spell - ????
    >Gamblers Sells Unique Skulls - Added unique socketables on gambler merchants' stock
    >Tinya Got It All! - Complete stocks in one merchant. This includes all spells, all socketables, and sells unique collars. *this mod doesn't affect any general merchant mods out there.


    AUTHOR'S NOTES:

    04/29/2013: So, if you guys already know, I've introduce a new kind of character class for the game and it is called Musha, my pets have two of these, Musahi and Tomoe. Musha are warriors from the Far East, they don't have much skills unlike the other classes, but what they lack, they honed in their fighting. Musha are much efficient in hand-to-hand combat, they dedicated themselves in harnessing power into their weapons that only them can wield.

    dec-2012: I have a bunch of ideas I want to be realized, specifically regarding to player skills and spells.
    Planning to make more mods while making me play the game more enjoyable.
    Hoping to make gamers be interested with my mods.

    I'm also hoping to run by Runic Games Forum someday, if only there's a way to let me register...unfortunately my country's ISPs are blocked so I'm stuck here at the fansite

    ---at least my works are out there! I'm enjoying the potential of this game for modifications very much.

    *If the special offer for steam is back, I'll buy one so that I can upload my works for the steam community too. (I may just have to purchase this June)


    CREDITS:
    *All credits goes to all the modders at the forums.runicgames.com.
    All modders relating to skills, gamekillz for the ultimate modlist thread, and TheDharmaBum for his pet mods (nothing to do with my mod but my modding interest starts while using his). Thank you all!

    Special thanks to the Chinese modding community, especially the one who come up with the idea of making pets make use of armors and trinkets.

    I'd like to thank HappyFunTimes [MOD] Camera Zoom v0.2
    and skullder [MOD] Increased monsters draw distance (1.13, NO REPACK)
    for their amazing mods. I truly enjoy the game much better with these mods.

    I also like to thank lyravega for his simplest but ingenious mod, the Gem Box.
    That's how I feel in modding or hacking, somehow I feel there's something missing in the game and I want to make that possible---but sometimes i just want things to change the way I want. :P
    Last edited by doudley; 05-17-2013 at 08:24 PM. Reason: Updates

  2. #2
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    Re: MODs by doudley (Added skills, customized spells, etc...)

    Thanks Doudley really great stuff !
    Any chance you can make the Onslaught a little more expressive and useful ?
    It looks pathetic using this skill. and i don't use it at all. And the effect is way less expressive as compared to Tremor (considering the jump is a projectile which should give more ground slam, as compared to Tremor just jumping on the same spot)
    - maybe u can make the jump higher and farther
    - the ground slam effect same as Tremor or better (like the Titan slam or something)
    - damage same or higher than Tremor or even add rumble effects (destroys enemy shields or nearby jars), etc..

    just suggestions. thanks a lot !

  3. #3
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    Re: MODs by doudley (Added skills, customized spells, etc...)

    I'm doing something similar to this. Im doing a spell that will enable you to jump around the area, im calling it Leap ability spell. I'll work on your request but I may have to put a little of creativity on to it. Im thinking of adding an AOE added skill after the ground impact. Im also working on the old ember hammer skill, im calling it Blast ember. This will be part of the additional skills for Blitz category

    *edit: the Leap Ability spell is now live, see the link in the main post above.
    Last edited by doudley; 12-20-2012 at 10:07 AM.

  4. #4
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    Re: MODs by doudley (Added skills, customized spells, etc...)

    So, I've noticed that the flame bot, while looks and operates cool...crits a whole heck of a lot...but doesn't actually do any damage...

    Is this just me?

  5. #5
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    Re: MODs by doudley (Added skills, customized spells, etc...)

    Yes it does do damage, actually it does A LOT of damage. Although it happens to be buggy because it accumulates so much damage it hurts one's computer...the attack it does, which is so rapid, the game reads it as a whole--cumulative attack. I have overlooked that issue so I made a decision to fix that by changing the flame gun bot's fire rate into a non-looping.

    To make your self certain, I have nothing to do with the skill's damaging behavior. I only made the skill usable in the game and with my experience on modding skills, I can't see a way my mod won't produce any damage points, the way it was intended to do so...unless you have a conflicting mod installed in your game files.

    And thank you for your concern!
    Last edited by doudley; 12-26-2012 at 09:08 AM.

  6. #6
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    Re: MODs by doudley (Added skills, customized spells, etc...)

    h i doudley,

    Ive tested your new + 6 engineer skills, excellent stuff ! But i have to revert back to your stationary artillery mod (made its date more future to superimpose the mortar bot mod), rather than the moving mortar bot. Just my preference. Just too many crawling robots, prefer one that is bombarding enemies behind while the engineer acts as point with melee action

  7. #7
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    Re: MODs by doudley (Added skills, customized spells, etc...)

    Hi doudley,

    Thank you for such an awsome and fun mod that makes TL2 a lot more enjoyable! I have a problem though, with Humans as pets v1.2 and synergies v1.49a installed, that none of the skills were able to show up. All of them are just empty/black/blank. And i can't see the names of the spells or use skill points on it either. Everything else seems to be fine otherwise.

    Thank you in advance!

    I also posted the problem on the official syergies forum hoping that more people can help solve the problem as well:
    Synergies & HUMANS AS PETS Mods = All Skills Blank/Empty
    Synergies & HUMANS AS PETS Mods = All Skills Blank/Empty
    Synergies & HUMANS AS PETS Mods = All Skills Blank/Empty

    Download link for synergies v1.49a:

    http://www.runicgamesfansite.com/vbd...oad&fileid=158

  8. #8
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    Re: MODs by doudley (Added skills, customized spells, etc...)

    To begin with, thank you for using my mod and thank you for the comment.

    Here's what I got for you...

    HUMASPETS&SYNERGIESv149aOVERWRITE.zip

    Download that file and extract it in your PAK folder (Make sure that the DATE STAMP of this files is much more recent than synergies and my mod)

    You must know that I haven't tried synergies before, so I don't know how it affected my mod but physically I notice that the UI.RAW and SKILL,RAW are the only ones which seems to be in conflict.

    And don't forget to use the newest update for HUMANS AS PETS mod!


    EDIT: I tried the synergies (awesome mod btw) with my mod and as it turns out kelintors' files conflicts with my mod tremendously, started with the merchant and I tried to fix it---this is doable, not that hard but when I realize kelintor done a whole new pet system, this makes my pets malfunctioning....1st and foremost, in my mod, I added new UNITTYPES specifically used by my pets...without this, you cannot use gender specific armors and weapons correctly....for gamers who will play the game at the beginning, WE CAN DEFINITELY make my Humans as Pets mod and Synergies mod possible to work along but as you can see in my feature list, I made it possible for playing a saved game to experience my human companion system along with skills and equipment usage for pets, this is done by adding a transformation spells to be bought in a PET SKILL MERCHANT...so I'm sorry to say, that I cannot give you the pleasure in using both my mod and synergies.

    P.S. Aside of all the conflicting files, my mod being unusable and all...surprisingly, it is possible to use my TWO SPECIAL CHARACTERS COZ THESE GUYS ARE UNIQUE!
    Last edited by doudley; 02-17-2013 at 11:19 AM.

  9. #9
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    Re: MODs by doudley (Added skills, customized spells, etc...)

    hello
    it is a wonderful mod but can you somehow make fully supported with Synergies mode? i have notice that the problems need fix is the ventor, stats, and i think also the armor slots.
    thank you for your work
    keep up your good job

  10. #10
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    Re: MODs by doudley (Added skills, customized spells, etc...)

    ...I'll try to come up with something, if I manage to do so, I'll release a "Humans as Pets -Synergies Mod- Compatibility".

    NOTE: In that version, we cannot expect to have the full potential of my mod. The features that my mod can share to synergies mod is very limited. Particularly the ones that seem possible to apply are the Pet skill spells+merchant and added line of pets to list (hopefully, pets that can use weapons and armors appropriately). There's a big chance that Transformation spells will not be included.

    Actually, I'm devising an idea on how we all won't have to worry about gender specific armors---if all pets are starting pet, armors naturally fits to female body by default, so no need to imply gender specific UNITTYPES.

    I also am thinking of a way to incorporate skills without the spells....but other than these we just have to wait.

    Quote Originally Posted by panos13131 View Post
    hello
    it is a wonderful mod but can you somehow make fully supported with Synergies mode? i have notice that the problems need fix is the ventor, stats, and i think also the armor slots.
    thank you for your work
    keep up your good job

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