Torchlight II

Torchlight II

Enhanced Retex part 2 (of 2) (v.19)
85 Comments
steffire3 14 Jun, 2024 @ 8:22pm 
@ Boge : 200 megabyte limit for Steam Workshop mods.
It's the reason the main Lao_III mods are also split in two parts.
Usually happens to Texture mods since it's a higher memory cost.
Boge 12 May, 2021 @ 12:55pm 
Why do you have it separated into two mods? Compiling a mod with GUTS seems to just work no matter the size of the mod. Am I losing something by doing that?
HunterZ 11 Sep, 2020 @ 10:53pm 
Actually, I went back there after having already cleared the area out, and still got the same FPS drop. I'm wondering if it's just an inefficiency of the engine when trying to render too many translucent objects (tree branches, fire, etc.).

Anyway, thanks for the work. It definitely is still appreciated!
Thoughtcrime  [author] 7 Sep, 2020 @ 12:55pm 
@HunterZ, yeah, I never could figure out why that particular spot drops frames like it does. I always assumed it was due to the number of mobs spawning at that particular moment from that one spot (instead of spawning off-screen a few at a time) including their weapons, armor, and other randomized loot table generation for the spawns. I do know that even in vanilla, there's a stutter there, so it will be amplified by the larger texture files that are in my packs as well. Happy to hear that 4 years later (actually 7.5 years later) people are still playing the game and enjoying the retex packs. :) I've long moved on, as making and updating this over the course of a couple of years kind of burned me out on the game as a whole, but I'm glad there are still people enjoying the work.
HunterZ 7 Sep, 2020 @ 12:06pm 
Update, 4 years later: Now playing on an i7-9700K, RTX 2070, 144Hz monitor, and it still drops to 55 FPS at the slavers camp. Yikes.
Adeptus 16 Oct, 2019 @ 2:04am 
Thanks for the reply. I have mixed feeling about this mod. I looks good but on the other hand it kills my fps from time to time.
Thoughtcrime  [author] 15 Oct, 2019 @ 8:45pm 
@Rantoni, it happens at certain spawn points, I've noticed. I think it's due to higher demand for the increased resources all loading in at the same time. Also, especially if there are lots of small random objects around (clutter). The early pirate spawn point when about 12 enemies jump out of a shack is a place that I've always noticed a framerate drop.

It could very well be that without the Retex, the resource demand isn't that high to notice the difference, but with the load in of the objects - if they're not already cached - when a spawn point generates a bunch of stuff at the same time. Lots of instantiation. I always just played through them, as I learned where they occurred.

Glad to see people still using the Retex packs 6.5 years after I made them :), and I try to answer questions unless they're about Mac & Linux compatibility because I've answered those 1000 times :P
Adeptus 15 Oct, 2019 @ 3:33pm 
Last Comment was from 2016 but i give it a try anyways.

With Enhanced Retex 1 & 2 i get alot of framedrops (from 144 to 70 sometimes.)

My System

GTX1080Ti
i7.8700K @4.6 Ghz
16GB RAM
Win 10 Pro

If i play the game without them it runs atleast at 120fps.

But this shouldnt be happening right?

Any Ideas?
HunterZ 10 Jul, 2016 @ 10:35am 
I'm seeing FPS drops to 45-46 at slavers camp as well, on a GTX 980M 8GB. Turning off/down various settings doesn't seem to help.
Satan's Watching 30 Apr, 2015 @ 5:21am 
Sweet as, nice work too !
Thoughtcrime  [author] 30 Apr, 2015 @ 4:43am 
They're fine. Most of the comments come on part 1. They're just reskins, so they never really need updates. I don't update it every time because with large mods like these, updates are more likely to cause errors than they are to actually update correctly.
Satan's Watching 30 Apr, 2015 @ 12:23am 
Hi, not sure If you still do anything with this mod as last post 1 year ago, but just wanted to ask about Enhanced Retex part 2 no longer being up to date ? Part 1 is but part 2 is not, is it still safe to run or should I just run part one ? Thanks :D
Thoughtcrime  [author] 17 Apr, 2014 @ 6:13pm 
@beast. here's the old fix from before: the workshop has been funky lately. I assume you subscribed to it. I've found in the past that it is helpful to find your AppData folder and delete part A, which forces the workshop to redownload the mod. You also have to delete it from your steam>steamapps>runic games>torchlight II>mods folder, too. Essentially, you wipe all memories of it from those 2 install directories, and then the workshop downloads again.
Beast 8 Apr, 2014 @ 1:26am 
I am having the same issue as Bandit. Please help with Enhanced Retex Part 2!
Thoughtcrime  [author] 14 Jan, 2014 @ 6:06pm 
@gonsi, look through the comments on part 1. It's a common problem with large files on the workshop. There are some work arounds in the part 1 comments.
gonsi 14 Jan, 2014 @ 12:21am 
Im getting "download timed out" on part 2... Both steam and torchlight try to download it at first but steam stops without notice, torchlight says timed out.
Thoughtcrime  [author] 12 Jan, 2014 @ 9:39am 
I'm working on learning more. I could study some of the item expanding mods out there to learn from their solutions, but I'm not sure there would be as much value as there would have been a year ago.
Thoughtcrime  [author] 12 Jan, 2014 @ 9:38am 
Another project was to add item durability to the game. There are some limitations in how bonuses from items are calculated against your stats and damage, and I (and a few other people that were helping me) couldn't figure out how to get around the limitation. Weapons check against your stats every few seconds, but armor only checks to add or remove stats when you add or remove a piece. So, even though I could get armor to break and require repair to be used again, it would still give you the stats from the armor as long as you didn't change your currently equipped items. In concept it worked, but in execution it did not.

I also could get the weapons to break, but the durability mod would not apply to blue items (something in how they're coded in the game) without removing all other stat bonuses. Worked for green and orange but not blue. Useless overall.
Thoughtcrime  [author] 12 Jan, 2014 @ 9:35am 
One of the projects I was working on was an end-game stats project that introduced a new inventory slot (pocket) where you could put charms to very, very slightly increase your stats as you leveled. The goal was to make a system like Borderlands 2 where a player could add a few stats that they wanted to boost, and then those stats would increase by .1% per level. With 5 slots in a pocket, you could stack all 5 with crit chance or crit damage, and then get .5% bonus to that stat every level. So, at level 100, you'd have an extra 5% on top of your gear's bonuses.


That was the idea. Implementing the new slot and socketed item (pocket) to put the charms in was easy. It was creating a new item class (charms) that ended up being the hard part. They would never socket into the pocket correctly.
Construct 11 Jan, 2014 @ 10:20am 
I have no idea why I'm making so many typos on the Steam system, but you can't edit your comments so they will have to stay.
Construct 11 Jan, 2014 @ 10:18am 
Hm, well, I would encourage you persue those projects publically or by putting the vague idea out there and working together with some coders. That's how the good stuff used to be accomplished, and if you're butting up against the barriers of what this system allows then you should try to expand. The fruit of your labours makes these gaming experience much more enjoyable for players like me. Good luck!
Thoughtcrime  [author] 11 Jan, 2014 @ 10:14am 
Thanks, Construct! It wasn't terribly hard work, but it took a LOT of time. I think it clocked in at 60 or so hours, maybe more, to do. Some of my more ambitious projects were harder, but I was never able to get the features complete to release them. GUTS can allow a lot of editing, but it seems I always want to mod things you can't do ;*(
Construct 9 Jan, 2014 @ 11:08pm 
This is really impressive work. It lengthens the life of the game and makes it more accessible to players who haven't complete it yet. Great job.
Thoughtcrime  [author] 5 Jan, 2014 @ 6:59pm 
I will eventually go in and re-edit all of the files for the mapworks, and add it back in but I couldn't get it done today. I spent so many hours researching the problem, trying to install OGRE and Blender, trying to import the .mesh to figure out what components make up clockwork_base_01 (the part that was missing the textures) just to find out what texture was missing. By the time I had done all of that, I was so annoyed that I just deleted the folder, lol.
Thoughtcrime  [author] 5 Jan, 2014 @ 6:58pm 
I only took out the Mapworks since I couldn't figure out what texture was missing around the edge of the main clockwork floor. Everything else is still there :D
strigvir 5 Jan, 2014 @ 6:55pm 
Such a shame, I love the clear-looking textures of this mod.
Thoughtcrime  [author] 5 Jan, 2014 @ 4:38pm 
It would appear there's one texture that I'm missing for the mesh that makes up the floor. I've spent a few hours trying to figure out which one, but I'm not having much luck. Breaking the mesh apart will take OGRE + Blender, and I'm not familiar with either program. I will likely just remove the Mapworks from the mod and set it back to vanilla for that room. Sorry I couldn't fix it :(.
Thoughtcrime  [author] 5 Jan, 2014 @ 9:52am 
I may have accidentally deleted the texture used for those walkways, or messed up when I was merging the layers on the edit. I'm not really sure, but it may be a tough fix if I don't have the original files handy. I'll look into it over the next couple of days and see what I can find is the best solution.
strigvir 4 Jan, 2014 @ 11:00pm 
I only use essentials with your mod.
Thoughtcrime  [author] 4 Jan, 2014 @ 10:28pm 
Not sure. Are you using any mods that effect the mapworks? I seem to remember very early on that there was an issue in the mapworks, but I'm pretty sure that player had another mod that affected the mapworks. I haven't had any other users before or since (prior to your question) report problems with the mapworks.

Let me know what else you're using, and I'll try to look into it.
strigvir 4 Jan, 2014 @ 9:27pm 
SojuBoy 8 Dec, 2013 @ 12:49am 
First time using mod today after friend got me to play again. Tried a few things for almost an hour and then it works with this:

After making sure you subscribed to both parts and download was completed, move the 172mb file from one of the folder at "C:\Program Files (x86)\Steam\userdata\<number string>\ugc" into "C:\Users\<username>\Documents\My Games\Runic Games\Torchlight 2\mods\enhanced retex b" folder to replace the 0kb file that is there.
Thoughtcrime  [author] 16 Oct, 2013 @ 4:55pm 
The file that is linked from there, yes. The actual file is hosted on 4shared, but it's posted in that RGF entry.
Retroburn 16 Oct, 2013 @ 9:22am 
Ah so this link: http://www.runicgamesfansite.com/vbdownloads.php?do=download&downloadid=382 should suffice? Also, it contains both modules right? (1 and 2?)
Thoughtcrime  [author] 16 Oct, 2013 @ 3:53am 
I haven't updated it in a while because I got most of the textures ironed out in the weeks following the release of GUTS. I don't see myself going through and doing much more at this point to the mod - unless there's something really major that is game-breaking. I've patched a few times due to issues with version numbers being very different and that causing issues with people installing the mod, but I don't rebuild it every time they patch the game.
Retroburn 15 Oct, 2013 @ 11:35pm 
I've got the feeling may be it's because of my Internet connection experiencing dips in speed. I'll try downloading at dawn and see if it works. Thanks for the help! How often do you update your mod? If you don't the link you gave will do.
Thoughtcrime  [author] 15 Oct, 2013 @ 4:03pm 
@retro, I'm not sure what to do. Steam workshop is not a perfect platform, by any means, and if you've subbed and unsubbed, you can try to visit the link mirror on

http://www.runicgamesfansite.com/vbdownloads.php?do=download&downloadid=382

That will let you download and add the mod manually to get the effect, but you won't get updates through steam. I'm also not 100% positive that it will work with steam, as it is the full mod for the standalone version of TL2 (the single file is too large to post on the workshop).

I know other people have had to unsubscribe, clean, resub a few times before it finally works. I think it has something to do with what the workshop does when it pushes the file to your computer, but I have no way of knowing that for sure - just a suspicion based on other user experiences.
Stevey 15 Oct, 2013 @ 11:17am 
Hey Thoughtcrime, no problem, like you say it is literally for less than a minute, so it's no big deal :)

Thanks for the reply.
Retroburn 15 Oct, 2013 @ 3:32am 
I found this: AppData\Roaming but there's no "Runic Games" or "Torchlight 2" folders there. I made sure all instances of "retex" has been deleted from my system, unsubscribed, subsribed again, let Steam download your awesome stuff --- and afterwards it still show the same: just a blank for the retext (1 of 2) mode. Any advice?
Thoughtcrime  [author] 14 Oct, 2013 @ 4:15pm 
I get that as well. I've looked into that particular area, and if you're using Synergies, it's especially bad. The reason I came up with is that there are a lot, and I mean, a LOT of graphics elements in that area. There are props, water (which has 3+ layers to make), snow, and a whole bunch of mobs - all of which have modified textures on every vanilla resource. Now, I'd also be willing to guess that I have one or two textures that are unoptimized, and have a large filesize, and it all adds up at that camp to affect performance. However, what it would take to find out exactly what is causing it would take quite a bit of time for less than one minute of gameplay.

It's less intrusive to my sanity to apologize profusely and hope that you can forgive me.
Stevey 14 Oct, 2013 @ 1:38pm 
I'm getting some pretty bad framerate drops (from 120 down to 45) in the slavers camp in Act 1, disabled this mod (and part 1) and the problem has gone, so not sure whats happening there
Retroburn 13 Oct, 2013 @ 12:17am 
Thanks man!
Thoughtcrime  [author] 12 Oct, 2013 @ 4:10pm 
C:\Users\<RetroburnsUsername>\AppData\Roaming

Something like that. Sometimes the folder will be hidden, but if you've downloaded GUTS, there is an option under file (I think) that will open the appdata folder. If you don't have GUTS, search google for the windows version you have and AppData Roaming. That should help you find it.
Retroburn 12 Oct, 2013 @ 12:34am 
The only directory I could clean them is this: Documents\my games\runic games\torchlight 2\mods but insofar as "in your appdata > roaming folder" is concerned, no luck. :(
Retroburn 12 Oct, 2013 @ 12:33am 
"in your appdata > roaming folder" --- where is this exactly? Please help. :(
chi 16 Sep, 2013 @ 11:00pm 
Hey TC. if you have time coming up to work on an update the latest version of synergies includes a really big dungeon with some custom tile sets that are pretty buggy in some areas, you don't need to do much since they are all pretty gorgeous but if you wanted to patch up the bugs I for one would be extatic. I don't know what kind of permissions you'd need but I doubt the synergies team would complain much if you were to do it and I know your textures are quality work so it'd be nice.
Thoughtcrime  [author] 16 Sep, 2013 @ 7:57pm 
Common issue. Work around is to delete them both in the steam folder and in your appdata > roaming folder, unsubscribe and resubscribe. Sounds like a pain, and it is, but it's an oddity with the workshop.
House Sardel 16 Sep, 2013 @ 7:41am 
So, I have Retex part 1 v.18 and Retex part 2 v.19 subscribed through Steam. That being said, when I go into the ModLauncher, it shows Retex part 1 like normal and Retex part 2 is there as well but the words are not. It is just a blank space on my load order. Is this a common issue and is it something I can fix?
chi 22 Jul, 2013 @ 9:16pm 
Also I wouldn't write off moding skyrim, much of the player base likes mods that add challenge and immersion and there have not been any that add a durability function yet outside of frostfall and that only applies it to tools used to chop wood and such but no equipment. And you could most definately realize your thoughts with the stat growth with their toolkit which again nobody has taken that aproach with stat or skill mods and you could take it in a whole lot of directions. The only thing you would have to worry about any real competition on is texture mods.

I would love to see what you could achieve on skyrim seriously so please consider.
chi 22 Jul, 2013 @ 9:09pm 
Even if that worked the problem with blue items is still there.