Torchlight II

Torchlight II

Block Indicator Plus (v.111)
66 Comments
doudley  [author] 20 Jul, 2017 @ 9:49am 
If they don't dodge, a miss most likely would happen...not sure if there's a "Miss" floating word when it happens but I'm sure there's a wind-like sound when an attack missed.
Aherin  [author] 20 Jul, 2017 @ 1:20am 
Well if they don't dodge it makes my job easier. It's a good point actually :)
Kris 20 Jul, 2017 @ 1:18am 
I look forward to it if you do! The yellow/red shield looks really good as a block indicator. Maybe a blue hooded mask would fit in well as a dodge indicator, not sure if enemies even dodge attacks.
Aherin  [author] 20 Jul, 2017 @ 12:55am 
Yes I think we did talk about it at one point. If I get some time, I see if i can take a look at it :)
Kris 20 Jul, 2017 @ 12:48am 
You're welcome. It's probably better with this version, I don't need to worry about the Warbound too much, the enemies and my character are priority so it makes sense! Have you thought about making one for dodge? :D
Aherin  [author] 20 Jul, 2017 @ 12:42am 
Thanks man :) I'm glad you like it. If having block indicators for Warbound is important for you though I've heard it does work for my original mod:
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=366894044
Only thing here is that all the blocks (monsters and friendlies) have the same indicator.
Kris 20 Jul, 2017 @ 12:38am 
This is brilliant, looks cool in-game, now I can see how much my craze for vitality pays off!
I have noticed that it does not show for pets/allies, like the ones added in the BiA and Warbound mods, that's no big deal.

Well done on a great mod based on a simple idea! This should be for everybody, at first I wasn't sure, had to see how it looked and now I'm keeping it :)
doudley  [author] 13 Jun, 2017 @ 5:36pm 
Very true my friend
Aherin  [author] 13 Jun, 2017 @ 2:10pm 
Ha well I guess it shows how collaboration can lead to new ideas and improvments that everyone can benefit from :)
doudley  [author] 13 Jun, 2017 @ 6:16am 
Wow, you really did it, Aherin! With the shattered shield and everything! And yeah, I merely copied the modification you did with the original block indicator, so it's sort of your idea still ;D
Aherin  [author] 13 Jun, 2017 @ 4:46am 
@Lone Wolf McQuade: Hey man I went and added a broken shield particle to this, based on how doudley did it in his new mod :) (which funnily enough seems to be the same method for how I made my original mod! I really should have thought of it myself! :D)
Aherin  [author] 13 May, 2017 @ 2:39pm 
Nice idea :) I'll see if I can find a trigger for it.
Lone Wolf McQuade 13 May, 2017 @ 1:10am 
I think it'd be really cool if when you break an enemy shield (Shattered!) it shows the red shield icon break apart or with a crack down the middle. This at all a possibility?
doudley  [author] 2 May, 2017 @ 10:48pm 
Thanks to Potion of Insight and its almost endless tweaks. :P

That's where I learned that skills and effects can spam the rendering/particle cache of the game.
Aherin  [author] 2 May, 2017 @ 10:40pm 
I haven't seen the issue crop up in a few play sessions so I'm gonna say it's fixed. Thanks doudley ;)
Aherin  [author] 27 Apr, 2017 @ 5:11am 
Hey guys doudley has helped me try out a little fix for the icons sometimes turning off (not sure if anyone else has noticed this).

If you could test this out and let me know if it comes up. If it does btw, for now you can go to town and back and it will reset. As far as I can tell so far, it's stopped though. Thanks!
Aherin  [author] 23 Apr, 2017 @ 1:45am 
Cheers man :) As usual I had some help from doudley in preparing the images.
steffire3 22 Apr, 2017 @ 2:32am 
@Aherin: Congrats! ^_^

Using adjustment tools inside art apps like Paint.net is usually the most efficient way to edit art without manually painting them with a brush!

I rely on them when I don't want to "damage" the structure of the icon yet need to change it's final appearance within the game.

Paint brushes tend to be used when there's no image yet.

Adjustment tools tend to be used when there is an image already.
doudley  [author] 21 Apr, 2017 @ 7:15pm 
I noticed that Steam have updated its workshop submission's preview (mod icon), no more stretched/squeezed icons but now it leaves a black portion if icon is not square. Although Workshop Home still uses squeezed icons.
doudley  [author] 20 Apr, 2017 @ 3:23am 
Cool...I have not yet to look at the icons closely but by the looks of it in-game, on my screen, no details have been lost.
Aherin  [author] 20 Apr, 2017 @ 3:05am 
Well I started trying to go in and manually colour over them..too hard :) So in the end I just adjusted the brightness and contrast of the whole image slightly. It also reduced the hardness of the outside too. I then made the whole layer more transparent.. to like 185 alpha or something.
doudley  [author] 20 Apr, 2017 @ 3:03am 
How did you manage to soften the lines? I'm glad the black outlines are gone, its just not meant for this type of particles.
Aherin  [author] 20 Apr, 2017 @ 2:54am 
Cool man yeah that's good. I still might make them a bit more transparent. Thanks for taking a look!
doudley  [author] 20 Apr, 2017 @ 2:30am 
I like the new icons, definitely better than before! Although I haven't tested it on the desert areas (daylight).
Aherin  [author] 18 Apr, 2017 @ 3:00pm 
Just gunna leave off the mod pictures till it's finalised.
Aherin  [author] 18 Apr, 2017 @ 2:43pm 
I've softened the lines on the icons and they look much better now I think.
Aherin  [author] 18 Apr, 2017 @ 1:32am 
*Mod Updated*
Ok so with the help of doudley the shield icons have been updated. They should show up better in all environments now. Feedback about the change is most wanted. I'm happy to tweak it more if people think it needs more work.
doudley  [author] 17 Apr, 2017 @ 9:48pm 
@Aherin I've sent you a private message
Aherin  [author] 17 Apr, 2017 @ 8:34pm 
Argh not having much luck making these icons stand out and still look good. It looks like the original image was made to be rendered as additive and is already on a black background. So an added softened black border or shadow just doesn't show obviously. I tried removing the black from the original image but then it leaves a jagged rough edge around the outside. I think it might have to see if I can find a different image to use
Aherin  [author] 16 Apr, 2017 @ 3:20pm 
I'll also try your idea too steffire3. Heh that's what I did for the text my mod title images, I didn't think of u using it in this context!
Aherin  [author] 16 Apr, 2017 @ 3:15pm 
Thanks for the tips guys. I started working on it last night, but it's​ going to be a bit more fiddly than I thought. The way the particle is rendered (additive) seems to make it transparent in game. I'm thinking of I use alpha instead and get rid of the black background from the original image it'll look more solid?
steffire3 16 Apr, 2017 @ 5:12am 
@ (authors): It would be a good idea to follow PJ (TM)'s advice but I would suggest duplicating the image for both the gold and red shields with a black version and just simply slide it over two pixels to the side and two pixels down behind the original shields images.

That will give it a nice angled shadow that can be seen against a light backdrop.
doudley  [author] 16 Apr, 2017 @ 4:47am 
But no issues with the player's block particle (yellow) on light background? It would be great to make the red block particle more distinct on strong light backgrounds just like in Act 2 desert areas like you said.
Aherin  [author] 15 Apr, 2017 @ 5:09am 
Cool thanks PJ, I'll give it a try!
TOG | Phanjam 15 Apr, 2017 @ 5:04am 
Hey Aherin. One technique is to give it a black backgorund (with soft edges)
Aherin  [author] 15 Apr, 2017 @ 12:10am 
Was just playing through act 2 with this mod and I noticed that the red enemy block particle is quite hard to see in the desert areas during the day. I'm going to see if I can tweak it so it shows up better.
Aherin  [author] 9 Apr, 2017 @ 3:57pm 
Ok "learning with" it is then 😀
TOG | Phanjam 9 Apr, 2017 @ 7:23am 
A compilation of these would be a GREAT idea guys ;)

To be honest with you I've been adding these to my own personal-use combo mod, to stay within the 10 mod limit...
doudley  [author] 9 Apr, 2017 @ 3:52am 
It should say "learning WITH doudley" instead, the fun is mutual Aherin! :steamhappy:
Aherin  [author] 9 Apr, 2017 @ 3:43am 
Cheers man :) It's been great fun learning from doudley.
doudley  [author] 9 Apr, 2017 @ 12:14am 
Thanks Phanjam! I'm hoping we could make these neat add-ons into a compilation one day. :)
TOG | Phanjam 8 Apr, 2017 @ 12:07am 
a-HA! you guys been busy busy BUSY! :steamhappy:
how did i miss this GREAT add-on?! Subscribed! I love what you guys are doing with lots of neat improvements *!thumbsup!*
Aherin  [author] 6 Apr, 2017 @ 4:50am 
Yeah I can't see "Absorbed" in there. Camera shake could be a nice way to make it nice and viceral.
doudley  [author] 6 Apr, 2017 @ 4:45am 
About crit, lets just make it a bit flashy perhaps add a little camera shake into it (if it is not already implemented)

I think, "Absorbed" is the only indicator we cannot touch...or I'm wrong about that?
Aherin  [author] 6 Apr, 2017 @ 4:40am 
About dodge, there's a trigger for it in GUTS so we could do it :)
doudley  [author] 6 Apr, 2017 @ 4:35am 
I'm already on it, regards BBE mod. Got me curious why it can disable the Blood Effects toggle in settings...
Aherin  [author] 6 Apr, 2017 @ 4:32am 
Yeah thats right steffire3, it was definitely the original intention to give ppl another option besides the over-the-top wall of text that the verbose option gives :)
steffire3 6 Apr, 2017 @ 4:32am 
Can "Dodge" be indicated or is that completely seperate?

The utility of this mod can be seen as a welcome visual overhaul of the "Verbose" option setting inside TL2 which displays "in game events" like "health and mana steal" among a few other things.

A fix towards "Better Blood Effects Mod" may also be of interest here for all those packs like TL2 Essentials out there on the Workshop.
Aherin  [author] 6 Apr, 2017 @ 4:13am 
That crit trigger you were talking about sounds cool. You were thinking of a cool flashy particle effect right? Whenever you crit?
doudley  [author] 6 Apr, 2017 @ 4:11am 
That's a big definite go for me! :)

I would love to see a compilation of added/improved indicators next!