Search found 9296 matches
- Sat Nov 13, 2021 1:09 am
- Forum: The Fury Within: Ancients & Awakening
- Topic: Once it was Dead
- Replies: 32
- Views: 10343
Re: Once it was Dead
Where the heck has he been??? It occurred to me that I have been missing in action longer than I ever expected. Apologies to any and all for a much slower re-emergence for this mod! <rant> <whine> I would like to say I have been coding, but we had a big dust-up in the non-digital world and that...
- Wed Oct 13, 2021 1:55 am
- Forum: Member Аnnouncements
- Topic: BaseMod Plugin
- Replies: 514
- Views: 115067
Re: BaseMod Plugin
Blizzard can make policy changes whatever and whenever they want...it is their intellectual property. We do not have that privilege; their stance is quite clear on code bending for D2R and is unlikely to change near-term (if ever). So, final word: it is not a topic to discuss on this site how you mi...
- Thu Sep 30, 2021 10:12 pm
- Forum: Zy-El: Trial by Fire
- Topic: Zy-El 4.6 developement
- Replies: 8
- Views: 4761
Re: Zy-El 4.6 developement
I don't think Kato returned since the days we turned out v4.4c. Also, since there were code changes this won't be ported over to D2R unless Blizzard has a change of heart.
- Mon Sep 20, 2021 1:14 pm
- Forum: General Mod Making
- Topic: Rare rings and amulets never drop. How do I fix?
- Replies: 3
- Views: 478
Re: Rare rings and amulets never drop. How do I fix?
After putting the higher quality chances to roughly 90%/90%/100%/80%, that doesn't leave much opportunity for base items which are generated after all the quality checks fail. You might set rare at 80% and see if that gets you a more preferable balance.
- Fri Sep 17, 2021 12:56 am
- Forum: Staff Announcements
- Topic: forum reorganisation
- Replies: 8
- Views: 8625
Re: forum reorganisation
These posts apear to refer to a specific mod (plenty of guides for vanilla, after all). So a few pointers to help you get your question answered: Post your question in the mod forum, rather than a totally unconnected place Include enough description if you don't know the mod's name (!?) so somebody ...
- Mon Sep 06, 2021 6:54 pm
- Forum: The Fury Within: Ancients & Awakening
- Topic: Once it was Dead
- Replies: 32
- Views: 10343
Re: Once it was Dead
After a month, no visible changes. I am rebuilding more code than expected, this is not quick work. Code rebuild is about half done, but I have the worst parts completed (I think).
- Thu Sep 02, 2021 1:54 am
- Forum: Code Editing
- Topic: [Question] Editing dll to allow the game to load tables from Data folder
- Replies: 3
- Views: 637
Re: [Question] Editing dll to allow the game to load tables from Data folder
Perhaps we can figure out an easier approach if we know something about what you used a new txt file for and which game version. For example, several plugins for d2mod (v1.10f only) provide all the coding and you just edit a txt file as normal for vanilla files. Basemod and Nefex have the capability...
- Mon Aug 30, 2021 6:17 pm
- Forum: General Mod Making
- Topic: Simple question (about versions 1.13c and 1.14d)
- Replies: 1
- Views: 281
Re: Simple question (about versions 1.13c and 1.14d)
One approach would be to load patchstring.tbl from one vanilla version into a table editor that can export to csv or txt file (afj tbl editor can export), then repeat with the other vanilla version. Compare the two exports with your file compare of choice and see what changed. If nothing is differen...
- Sun Aug 22, 2021 10:15 pm
- Forum: General Mod Making
- Topic: [Tutorial] Summoning minions with random skills
- Replies: 4
- Views: 3459
Re: [Tutorial] Summoning minions with random skills
Very nice tutorial!! I might borrow these ideas for Awakening, since I'll have plenty of room to fill. Did you try this technique out with the opposition?
- Sun Aug 22, 2021 10:07 pm
- Forum: General Mod Making
- Topic: problem with reading data struct in diablo
- Replies: 1
- Views: 260
Re: problem with reading data struct in diablo
When discussing code, we really need to have the game version and what locations you are examining in the code. Much of the site's documentation is geared towards v1.09x and v1.10 (when we had the most active members) even though later versions have been out for quite some time. Especially after 1.1...
- Thu Aug 19, 2021 4:36 am
- Forum: Code Editing
- Topic: [1.14d] Help fixing the PermStoreItem problem
- Replies: 3
- Views: 10920
Re: [1.14d] Help fixing the PermStoreItem problem
It is an acquired art, to be sure! Another tack is to use the debugger and search for weapons (least number of duplicates)—in Ollydbg, right-click on disassembly window, search for all text strings, right-click on that window to search for desired text. When you get a location below a bunch of stack...
- Wed Aug 11, 2021 11:27 pm
- Forum: Code Editing
- Topic: [1.14d] Help fixing the PermStoreItem problem
- Replies: 3
- Views: 10920
Re: [1.14d] Help fixing the PermStoreItem problem
I don't work with 1.14x and the changes between 1.14 and earlier versions are extreme, so this might be less than helpful. For this kind of code searching, a debugger is more useful than a hex editor. Since all the procedures will be in one massive file, there are two ways to dive in: pattern recogn...
- Sun Aug 08, 2021 5:18 pm
- Forum: Eastern Sun
- Topic: Diablo II Ressurection mod
- Replies: 7
- Views: 5649
Re: Diablo II Ressurection mod
Glad the patched DLL did the trick! For your other problem, study Line 54 and see if this is an item that loads an affix, which itself calls a skill with min/max settings. I am going to assume you are making these changes for private use only, we do not support releasing other people's work without ...
- Sat Aug 07, 2021 5:09 am
- Forum: Eastern Sun
- Topic: Diablo II Ressurection mod
- Replies: 7
- Views: 5649
Re: Diablo II Ressurection mod
Been many years since I tried ES, so I'll start with a question: does the mod have its own DLLs? If not, try downloading the Chance Cast fix for 1.09d out of our File center, under DLL Plugins for 1.09x. Beyond that, I don't have any recomemndations for you other questions, except the assertion is b...
- Sat Aug 07, 2021 4:51 am
- Forum: The Fury Within: Ancients & Awakening
- Topic: Once it was Dead
- Replies: 32
- Views: 10343
Re: Once it was Dead
Yes, I do have some much appreciated expert assistance! We'll get through this, then I can go back to ironing out the actual mod problems and finishing the long-awaited features. Elder beware! Just a heads up, I got wind of a trip I'll need to take, could be any day. I figure the DLL mess will take ...
- Wed Aug 04, 2021 12:14 am
- Forum: The Fury Within: Ancients & Awakening
- Topic: Once it was Dead
- Replies: 32
- Views: 10343
Re: Once it was Dead
It isn't D2SE, it is non-standard patching of old software on Windows 10 compiled with new tools. Before this DLL problem arose, I could bring up the alpha3 character select screen from a D2SE launch. I thought of dependencies early on, but even shoving all the d2 and plugin DLLs in the same folder ...
- Mon Aug 02, 2021 5:39 pm
- Forum: The Fury Within: Ancients & Awakening
- Topic: Once it was Dead
- Replies: 32
- Views: 10343
Re: Once it was Dead
No news is not necessarily good news. Bug tracking continues; butt-kicking for goodness!! I ran into a real puzzler while trying to find out why CustomTbl apparently is ignoring my tfw strings file and after fixing a relocation error in the ExtLvl plugin; certail DLLs are playing hide-and-seek! It m...
- Mon Aug 02, 2021 5:10 pm
- Forum: Map Editing
- Topic: worldspace in levels.txt : increasing areas ?
- Replies: 8
- Views: 20696
Re: worldspace in levels.txt : increasing areas ?
Sounds useful. I have an Excel planner I have used for TFW: Awakening which allows a 5500 x 3450 (5549 x 3499?) world space for each act. Not sure why my numbers are slightly larger than Paul's after fifteen years, lol! 0 to 1000 in X and in Y are reserved for Type 0 "wilderness" levels, with seeds ...
- Mon Aug 02, 2021 4:38 pm
- Forum: General Mod Making
- Topic: Shadow Warriors keep dying?
- Replies: 3
- Views: 453
Re: Shadow Warriors keep dying?
The Keep isn't dead, but especially during these summer months there isn't much foot traffic. If you don't find anything useful with the Search function, you might check the Discord site to see if any of the more active people there have worked with ther Shadow Warrior skill. (I know there has been ...
- Mon Aug 02, 2021 4:29 pm
- Forum: Code Editing
- Topic: issue with summon skill
- Replies: 2
- Views: 504
Re: issue with summon skill
While we are waiting for somebody knowledgeable about the finer points of skills editing (which isn't me, btw), let's remember there are Terms of Service and a topic should be in only one place. Locking this duplicate request now. If the one in GMM ends up being a code editing exercise, it can be tr...
- Wed Jul 28, 2021 12:36 am
- Forum: Member Аnnouncements
- Topic: v6b8/v14a3 Overworked/Modworked 1.13c Txt Files: Bug Fixes, Descriptions and Modding Support
- Replies: 118
- Views: 16182
Re: v6b5/v7 Overworked/Modworked 1.13c Txt Files: Bug Fixes, Descriptions and Modding Support
TransformColor only exists in the three affix files: magicprefix, magicsuffix and automagic.
- Mon Jul 26, 2021 6:41 pm
- Forum: PlugY|NefEx|D2Mod
- Topic: ExtLvl v2 - new fix for a very old problem
- Replies: 0
- Views: 976
ExtLvl v2 - new fix for a very old problem
Bugs do happen but most bugs don't take fourteen years to fix. :oops: :oops: :oops: :oops: I posted the actual fix on Discord legacy #modsystems ahead of replacing the version at the Keep. https://d2mods.info/forum/viewtopic.php?f=133&t=46996 https://d2mods.info/forum/viewtopic.php?f=133&t=61273 htt...
- Sat Jul 24, 2021 6:37 pm
- Forum: Code Editing
- Topic: [1.10f] Allow full range of palshifts
- Replies: 1
- Views: 535
Re: [1.10f] Allow full range of palshifts
Nice tweak! Just to be sure I understand and something for me to test, I have translvl 0 through 4 for the various fallen types, which the existing code is treating as if 2 through 6. So existing Fallen translvl 1 (Carvers) are shown as if translvl 3 because of the code shift, so I need to make Carv...
- Sat Jul 17, 2021 6:00 pm
- Forum: The Fury Within: Ancients & Awakening
- Topic: Once it was Dead
- Replies: 32
- Views: 10343
Re: Once it was Dead
I doubt you want the blow-by-blow of debugging. PlugY (of all things) decided to quit cooperating, not just for TFW but generally...traced it down to a strange assumption that any Blizz DLL it doesn't recognize must be version 1.13d. That doesn't help much when running 1.10 mods! I can either keep t...
- Fri Jul 09, 2021 12:58 am
- Forum: The Fury Within: Ancients & Awakening
- Topic: Once it was Dead
- Replies: 32
- Views: 10343
Re: Once it was Dead
Yes, I added the Sigils. If you still have your previous characters, nothing I have done to date will keep them from loading.