Search found 96 matches
- Tue Aug 10, 2021 11:25 am
- Forum: Member Аnnouncements
- Topic: v6b8/v14a3 Overworked/Modworked 1.13c Txt Files: Bug Fixes, Descriptions and Modding Support
- Replies: 118
- Views: 16266
Re: v6b5/v7 Overworked/Modworked 1.13c Txt Files: Bug Fixes, Descriptions and Modding Support
I have an another hopefully useful addition and/or fix for modworked: In weapons.txt, armors.txt and misc.txt, if you put 8 into the Transform and InvTrans columns for each weapon, armor and misc item, then all items can spawn in the game colored if they spawn with an affix that changes colors. Thi...
- Wed Jul 28, 2021 8:17 am
- Forum: Member Аnnouncements
- Topic: v6b8/v14a3 Overworked/Modworked 1.13c Txt Files: Bug Fixes, Descriptions and Modding Support
- Replies: 118
- Views: 16266
Re: v6b5/v7 Overworked/Modworked 1.13c Txt Files: Bug Fixes, Descriptions and Modding Support
An item will have the same color in inventory and on the character if spawned with an affix that changes the color of the item.
- Tue Jul 27, 2021 8:45 pm
- Forum: Member Аnnouncements
- Topic: v6b8/v14a3 Overworked/Modworked 1.13c Txt Files: Bug Fixes, Descriptions and Modding Support
- Replies: 118
- Views: 16266
Re: v6b5/v7 Overworked/Modworked 1.13c Txt Files: Bug Fixes, Descriptions and Modding Support
It does changes the color on the character if an item spawns with an affix that changes the color of the item. Like for example the prefix Vulpine, which in vanilla can spawn on shields and amulets and changes the items color to blue in the inventory and on the character too. However amulets which s...
- Tue Jul 27, 2021 6:13 pm
- Forum: Member Аnnouncements
- Topic: v6b8/v14a3 Overworked/Modworked 1.13c Txt Files: Bug Fixes, Descriptions and Modding Support
- Replies: 118
- Views: 16266
Re: v6b5/v7 Overworked/Modworked 1.13c Txt Files: Bug Fixes, Descriptions and Modding Support
I have an another hopefully useful addition and/or fix for modworked: In weapons.txt, armors.txt and misc.txt, if you put 8 into the Transform and InvTrans columns for each weapon, armor and misc item, then all items can spawn in the game colored if they spawn with an affix that changes colors. This...
- Thu Jul 15, 2021 6:11 pm
- Forum: Member Аnnouncements
- Topic: v6b8/v14a3 Overworked/Modworked 1.13c Txt Files: Bug Fixes, Descriptions and Modding Support
- Replies: 118
- Views: 16266
Re: v6b5 Overworked 1.13c Txt Files: Bug Fixes, Descriptions and Modding Support
There are several unused object groups in ObjGroup.txt, which can be easily enabled in the game by adding their ID to Levels.txt. Some of those object groups are 11,12,13 and 73. Since these alter the gameplay a bit, I suggest to implement them in SuperOverworked if you want.
- Fri Jun 11, 2021 9:40 am
- Forum: Member Аnnouncements
- Topic: v6b8/v14a3 Overworked/Modworked 1.13c Txt Files: Bug Fixes, Descriptions and Modding Support
- Replies: 118
- Views: 16266
Re: v5 Overworked 1.13c Txt Files: An Attempt at Fixing Bugs
Amazing work Cypress, I will add these changes to my WIP mod. Just a couple of notes: - in skill.txt, lines 357 and 500, says that its unused357 and unused500, but there are some datas in those lines. Are they safe to remove or are those lines needed for something? - In vanilla Diablo 2, negative va...
- Sat Jun 05, 2021 7:31 pm
- Forum: Member Аnnouncements
- Topic: v6b8/v14a3 Overworked/Modworked 1.13c Txt Files: Bug Fixes, Descriptions and Modding Support
- Replies: 118
- Views: 16266
Re: v4 Overworked 1.13c Txt Files: An Attempt at Fixing Bugs
Very impressive bugfixes Cypress, Im definitely using this as a base for my mod. Here are some other missing fixes which you can add to this, or to overworked v2 if youre making it (which I cannot wait :-) ) - Add description to other potions with exact values (health potions, mana potions) - Add mi...
- Sun Oct 27, 2019 9:47 am
- Forum: Code Editing
- Topic: [1.10] Fixing SrvDoFunc 49
- Replies: 9
- Views: 2905
Re: [1.10] Fixing SrvDoFunc 49
Very nice find, thank you. Anyone can do the same for 1.13c ?
- Wed Sep 18, 2019 11:34 am
- Forum: Skill Clinic
- Topic: Max trap Shots
- Replies: 0
- Views: 2210
Max trap Shots
Hi I have a problem with increasing the Assassins maximum shots her traps can shoot via an item effect. I have already created the entries in itemstatcost and property.txt, modified the skills.txt and skilldesc.txt files, spawned an item with the new modifier and tried it out. In game, the informati...
- Sun Aug 25, 2019 7:28 pm
- Forum: General Mod Making
- Topic: unused objgroup
- Replies: 0
- Views: 470
unused objgroup
Hi I noticed that in levels.txt some act 3 dungeon levels use the object group 72, which in objgroup.txt file is not used. Is there something else supposed to be instead of object group 72, or is that object group missing entries ? Or can that object group be deleted from levels.txt, cuz I suppose i...
- Wed Aug 21, 2019 7:23 am
- Forum: General Mod Making
- Topic: Boss descriptions
- Replies: 1
- Views: 326
Boss descriptions
Hi all
I tried to add some descriptions to bosses (Diablo, Blood Raven, etc.) via monstats.txt and DescStr column, adding the string to TBL file, but it doesn't show up under the boss's health bar. Is it a bug or is there some other way to make it happen ?
I tried to add some descriptions to bosses (Diablo, Blood Raven, etc.) via monstats.txt and DescStr column, adding the string to TBL file, but it doesn't show up under the boss's health bar. Is it a bug or is there some other way to make it happen ?
- Wed Aug 21, 2019 2:22 am
- Forum: Code Editing
- Topic: Randtransform.dat
- Replies: 1
- Views: 417
Randtransform.dat
Hi all
Anyone knows how to fix the randtransform.dat bug in 1.13c version of the game? I cannot find anything about the fix, not even for older versions.
Anyone knows how to fix the randtransform.dat bug in 1.13c version of the game? I cannot find anything about the fix, not even for older versions.
- Fri Jul 12, 2019 10:27 pm
- Forum: Member Аnnouncements
- Topic: [Unsupported] Path of Exile Currency Mod/Plugin
- Replies: 19
- Views: 4466
Re: [Mod Release] Path of Exile Currency Mod/Plugin
Is it intentional that there is no recipe for veiled essence + rare charms? There are for arcane essence + magic charms.
- Thu Jul 11, 2019 2:16 am
- Forum: Member Аnnouncements
- Topic: [Unsupported] Path of Exile Currency Mod/Plugin
- Replies: 19
- Views: 4466
Re: [Mod Release] Path of Exile Currency Mod/Plugin
Fantastic work, will test it out when I get home from work. However, I did a quick look at it and noticed the card quantities are incorrect in cubemain.txt. Every single card recipe says it needs 7 quantity, even those whose should be 5 and 3.
- Wed Jul 10, 2019 3:22 pm
- Forum: Member Аnnouncements
- Topic: BaseMod Plugin
- Replies: 514
- Views: 116881
Re: BaseMod Plugin
If you have time, could you please look into extending the hiredesc.txt file? Currently, it is hardcoded, but there are plugins for older versions of Diablo 2. Would be cool to be able to add new entries to the file in the newer versions of the game. Thank you. Here is a topic I found about it: http...
- Wed Jul 10, 2019 6:15 am
- Forum: Member Аnnouncements
- Topic: [Unsupported] Path of Exile Currency Mod/Plugin
- Replies: 19
- Views: 4466
Re: [Mod Release] Path of Exile Currency Mod/Plugin
Thank you, I've made them based on that older version. And a question: I don't played Path of Exile much, so I don't know for sure, but was there an orb or something to repair and/or recharge your items? I know there is a recipe for that in Diablo 2. If so, could you add that item into this mod ? If...
- Wed Jul 10, 2019 2:53 am
- Forum: Member Аnnouncements
- Topic: [Unsupported] Path of Exile Currency Mod/Plugin
- Replies: 19
- Views: 4466
Re: [Mod Release] Path of Exile Currency Mod/Plugin
Thats ok if you readded them back, but could you tell which ones were disabled? I would like to try out the game without them. Or the older version is without those recipes, cuz I can disable them based on that version.
- Tue Jul 09, 2019 12:39 pm
- Forum: Member Аnnouncements
- Topic: [Unsupported] Path of Exile Currency Mod/Plugin
- Replies: 19
- Views: 4466
Re: [Mod Release] Path of Exile Currency Mod/Plugin
Wonderful mod and plugin. Just implemented v1.1.1 into my mod, but here are a few things: - in cubemain.txt, there are typos at lines 415, 426 and 427 - output field usretype instead of usetype - again, line 380, the 7 same cards recipe, is missing the output field, I think it should be "any,nor" - ...
- Tue Jul 09, 2019 11:58 am
- Forum: General Mod Making
- Topic: help with error
- Replies: 3
- Views: 440
Re: help with error
I checked gamble.txt, and there were randomly missing codes from the file :-O I certainly didn't delete those, maybe Excel did it??? Nevermind, after using the fixed txt files from the site, the problem is gone. I've added my new items, and everything seems to be working again :-) Thank you devurand...
- Mon Jul 08, 2019 3:54 pm
- Forum: General Mod Making
- Topic: help with error
- Replies: 3
- Views: 440
help with error
Hi Using v 1.13c. Recently, I added some new misc items with some new cubemain recipes, but when trying to test, it gives me this error when creating a new character: Halt Location : , line#2016 Expression : Unrecoverable internal error 6fdc2d42 I tried to remove my entries, modify them, and just fi...
- Tue May 14, 2019 5:35 pm
- Forum: Member Аnnouncements
- Topic: BaseMod Plugin
- Replies: 514
- Views: 116881
Re: BaseMod Plugin
Hi /dev/urandom, Thank you so much for this great baseline mod, I really enjoy using it on my Single Player game. If I may, I have one request which I think could be a cool feature which I know is a plugin for d2mod or similar and that is being able to dye items. Maybe Akara can sell dyes that enab...
- Wed Apr 03, 2019 6:22 pm
- Forum: Member Аnnouncements
- Topic: BaseMod Plugin
- Replies: 514
- Views: 116881
Re: BaseMod Plugin
I was so used to click and drag items that I dont experimented with keyboard keys. When you mentioned the new shift click feature in basemod, I immediately tried it out. When I wanted to test that on the store pages too, I thought that you didnt added the feature to store pages. But good to know tha...
- Tue Apr 02, 2019 5:32 pm
- Forum: Member Аnnouncements
- Topic: BaseMod Plugin
- Replies: 514
- Views: 116881
Re: BaseMod Plugin
Oh, I didnt realised that. Ctrl+ right clicking is fine for me, don't need to change that to shift clicking, if its working with ctrl.
- Mon Apr 01, 2019 11:17 pm
- Forum: Member Аnnouncements
- Topic: BaseMod Plugin
- Replies: 514
- Views: 116881
Re: BaseMod Plugin
An excellent update, devurandom :-) I just did a quick test, everything so far seems to be working as it should. Will test it thoroughly in the coming days, for sure :) Tested the shift clicking to quickly store and take out items from the stash, and the endless storage space from the Plugy too, it ...
- Sun Mar 17, 2019 10:53 pm
- Forum: Member Аnnouncements
- Topic: BaseMod Plugin
- Replies: 514
- Views: 116881
Re: BaseMod Plugin
I think I found a small bug: Im using D2SE along with basemod and plugy in mymod. Im loading basemod from D2SE and plugy is enabled through D2SE. When exiting the game, it gives and unhandled exception error. I think there is a bug when unloading before the game exits. When I disable the basemod plu...