[1.10]New D2ModPlugins
Moderators: Nefarius, Yohann, SVR
- GeorgiaBoy
- Champion of the Light
- Posts: 316
- Joined: Sat Aug 25, 2007 3:24 am
Re: [1.10]New D2ModPlugins
What version of PlugY would be recommended with the D2NPCs plugin? PlugY 10.00 seems not to like newtxt.dll...
This is my d2Mod.ini:
D2mod=D2mod.dll
ExtLvl=ExtLvl.dll
LvlReq=LvlReq.dll
Portal=Portal.dll
ExtObj=ExtObj.dll
Thanks,
GB
This is my d2Mod.ini:
D2mod=D2mod.dll
ExtLvl=ExtLvl.dll
LvlReq=LvlReq.dll
Portal=Portal.dll
ExtObj=ExtObj.dll
Thanks,
GB
Re: [1.10]New D2ModPlugins
Bug in D2SmallUtility
With this plugin installed reanimate item property does not work!
With this plugin installed reanimate item property does not work!
Re: [1.10]New D2ModPlugins
There is also this bug I already mentioned in this tread :
That's sad because the plugin is very intersting.
Just so you know it.Hi, I've found a new bug with the SmallUtility plugin :
If you kill someone with a poison attack (in my case, a wand with poison damage on it), the game crash with an access violation. The bug only appear when the monster is poisonned (turn green) and is supposed to die while poisoned.
I think this has something to do with the "Burn damage now add xp" setting
That's sad because the plugin is very intersting.
Re: [1.10]New D2ModPlugins
Two quotes of Dav92:
And since his Sources are HLA-sourcefiles, I don't think that there is anyone who could fix this, so you'll have to wait...
Since I've got no time for modding the last months, I'll release the sources and an offset-sheet.
So he has no time for modding atm, because he started to study...I'm still active developing plugins and modding this mod. Progress is really slow, but I will not quit it.
And since his Sources are HLA-sourcefiles, I don't think that there is anyone who could fix this, so you'll have to wait...
Re: [1.10]New D2ModPlugins
Sure, that's not a problem ^^
Real life always before modding
Real life always before modding
Re: [1.10]New D2ModPlugins
Got most of the stuff from ce forum and edited manually and the animated gfx i could get from svr's utility but dav92 mentioned a possible conflict with d2expres. I just did a brief test and didnt notice any problems, lets hope it stays that way.
The npc plugin is fabulous btw and the town plugin is something i waited 8 years for.
Really nice work dav92
The npc plugin is fabulous btw and the town plugin is something i waited 8 years for.
Really nice work dav92
- weapon-x
- Arch-Angel
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Re: [1.10]New D2ModPlugins
i really enjoyed setting-up my D2Newstats and D2ExpRes today
now i am planning to create my custom UI
i am using all your plugins right now and left PlugY
though the uber extra storage and sharing function of PlugY is cool
perhaps you could make one for us *just kidding
i heard you are busy with RL right now...
Thank You so much for these plugins... Dav92
Cheers !!
Edit: i've heard D2ExpRes can still use PlugY's Storage Features so i tried it myself
here's what i did
*PlugY.ini
[STASH]
ActiveBigStash=0
[INTERFACE]
ActiveNewStatsInterface=0
SelectMainPageOnOpenning=1
ActiveSharedGold=0 -> this is a window for cheats
[SKILLS POINTS]
ActiveSkillsUnassignment=0 -> my mod doesn't need em
[STATS POINTS]
ActiveStatsUnassignment=0 -> same for this one
*Last thing to do is to move the PlugY buttons
now i am planning to create my custom UI
i am using all your plugins right now and left PlugY
though the uber extra storage and sharing function of PlugY is cool
perhaps you could make one for us *just kidding
i heard you are busy with RL right now...
Thank You so much for these plugins... Dav92
Cheers !!
Edit: i've heard D2ExpRes can still use PlugY's Storage Features so i tried it myself
here's what i did
*PlugY.ini
[STASH]
ActiveBigStash=0
[INTERFACE]
ActiveNewStatsInterface=0
SelectMainPageOnOpenning=1
ActiveSharedGold=0 -> this is a window for cheats
[SKILLS POINTS]
ActiveSkillsUnassignment=0 -> my mod doesn't need em
[STATS POINTS]
ActiveStatsUnassignment=0 -> same for this one
*Last thing to do is to move the PlugY buttons
" It's not the size of the dog in the fight, it's the size of the fight in the dog. "
~Mark Twain
~Mark Twain
- HarvestWombs
- Arch-Angel
- Posts: 1019
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Re: [1.10]New D2ModPlugins
Strange, i never really noticed until today, but my Waypoints works fine until i try to change acts. (Using same waypoints.dll)Xaphan" wrote:- Lastly, and sadly, the Waypoints plugin don't work well. It dosen't crash, but you get some bad graphics glitches, and the arrows to go to the next or previous pages added by the plugin are in the middle of the panel (see the picture at the end of the post). This is the only downside I've found with this plugin because we can't have more than 9 WP per act, and many mods used to have more.
But there is a lot more space on the waypoint panel, can it be possible to add the ability to add more wayponts like you did with skills ? In 1024x768, you can easily show 18 WP per page
It gives an Unhandled Exception.
I just did a test with the Act 5 barbs, it worked, they killed monsters. But their AI makes them always walk north west.Xaphan" wrote:I just think about something :
Can you summon an ally (like a squeleton, or golem, or anything else) that follow you and assit you with the D2Spawn plugin ? If, yes, I allready know how to use this in my mod ^^
It's an interesting idea, without modifying a bunch of new missiles for a skill i can click a scroll and summon how ever many allies i want.
I've tested every AI that i could possibly think of that is ally, but as a suspected none follow you, also in my tests the monsters were not targeting the new allies.
EDIT: since no one post something new i edit mine.
With D2ExpRes: "Fill in IP" does not shift Y position. I understand that fipY controls X and fipX controls Y, so i don't think it is error on my part.
Also "Speech String" does not shift values at all.
Re: [1.10]New D2ModPlugins
in fact it seems that the 'kill' event is broken entirely which breaks;Volf" wrote:Bug in D2SmallUtility
With this plugin installed reanimate item property does not work!
item_manaafterkill
item_healafterdemonkill
item_healafterkill
all ctc on kill effects
reanimate
and possibly some others
for me this is a big problem as a major source of refreshment in my mod, as i also find d2smallutility somewhat necessary for many things not the least of which is defense while running. in fact i find most of the options in d2smallutility plugin valuable to the purposes of my mod.
Is there any chance this issue/bug could be fixed?
ps: i also made sure that this happens even when loading the plugin by itself, this does not seem to be a conflict with other d2mod/other plugins.
- Necrolis
- Throne
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Re: [1.10]New D2ModPlugins
its caused by one of my edits that dav92 blindly copied -.-
-Fixes the problem that on death events aren't executed when monsters
got killed by things like thorns and openwounds
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- weapon-x
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Re: [1.10]New D2ModPlugins
hi all,
so, i added a new vendor npc...
it works perfectly but the "hello" sfx on the first click doesn't trigger..
i removed the talk menu for this npc. *if it's worth mentioning
is this just the way it is?
or i missed something
and ideas?
so, i added a new vendor npc...
it works perfectly but the "hello" sfx on the first click doesn't trigger..
i removed the talk menu for this npc. *if it's worth mentioning
is this just the way it is?
or i missed something
and ideas?
" It's not the size of the dog in the fight, it's the size of the fight in the dog. "
~Mark Twain
~Mark Twain
- HarvestWombs
- Arch-Angel
- Posts: 1019
- Joined: Wed May 25, 2011 11:50 pm
Re: [1.10]New D2ModPlugins
I think that is normal behavior, as there isn't anywhere to choose which sounds to play.
- weapon-x
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Re: [1.10]New D2ModPlugins
ow... it bothers me to see a vendor NPC being is so quietBlack_Eternity" wrote:I think that is normal behavior, as there isn't anywhere to choose which sounds to play.
i hope dav will add a greeting option in the future
thanks bro
" It's not the size of the dog in the fight, it's the size of the fight in the dog. "
~Mark Twain
~Mark Twain
- weapon-x
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Re: [1.10]New D2ModPlugins
one small wrong entry on D2NPCFunc.txt
Qual-kehk row
qPlace = 2 ;this should be changed to 1
the default value inside the downloaded text is 2
which gives "an evil force menu" to Qual-kehk
Qual-kehk row
qPlace = 2 ;this should be changed to 1
the default value inside the downloaded text is 2
which gives "an evil force menu" to Qual-kehk
" It's not the size of the dog in the fight, it's the size of the fight in the dog. "
~Mark Twain
~Mark Twain
Re: [1.10]New D2ModPlugins
I never read the whole post so I apologize if this has already been posted by Dav.
What does exactly does this mean? Why are there two x values? It doesnt seem to make a lot of sense. Are they left and right edges of a field? If so, is the text left justified, right justified, or centered? Just out of curiousity, is the game hard coded to go to the tiny font once life breaks 1000?
;Life value #1
luvY=299 - I got this one.
luX1=90
luX2=115
;Life value #2
lfvY=299 - I got this one.
lfX1=125
lfX2=150
What does exactly does this mean? Why are there two x values? It doesnt seem to make a lot of sense. Are they left and right edges of a field? If so, is the text left justified, right justified, or centered? Just out of curiousity, is the game hard coded to go to the tiny font once life breaks 1000?
;Life value #1
luvY=299 - I got this one.
luX1=90
luX2=115
;Life value #2
lfvY=299 - I got this one.
lfX1=125
lfX2=150
AfterMath Overview: http://www.aftermathcentral.com
Following the path of least resistance is what makes rivers and men crooked.
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Mod Completion: Always under Construction
D2SE Compatible Only
Playing AfterMath v3.0.1 ~ 1020 MB
Released March 31, 2017
Following the path of least resistance is what makes rivers and men crooked.
- Author Unknown
Mod Completion: Always under Construction
D2SE Compatible Only
Playing AfterMath v3.0.1 ~ 1020 MB
Released March 31, 2017
Re: [1.10]New D2ModPlugins
The string/value is centered, between the two X values. I think (It never really bothered me, so I never really looked into it) it switches to the smaller font, if the value doesn't fit between X1 and X2. It may also be like you thought with the limit of 1000.
Re: [1.10]New D2ModPlugins
Does the NPC plugin support adding NPCs that can hire mercenaries?
AfterMath Overview: http://www.aftermathcentral.com
Following the path of least resistance is what makes rivers and men crooked.
- Author Unknown
Mod Completion: Always under Construction
D2SE Compatible Only
Playing AfterMath v3.0.1 ~ 1020 MB
Released March 31, 2017
Following the path of least resistance is what makes rivers and men crooked.
- Author Unknown
Mod Completion: Always under Construction
D2SE Compatible Only
Playing AfterMath v3.0.1 ~ 1020 MB
Released March 31, 2017
- HarvestWombs
- Arch-Angel
- Posts: 1019
- Joined: Wed May 25, 2011 11:50 pm
Re: [1.10]New D2ModPlugins
Yes, but iirc you cant make them sell specific mercs.Trevor" wrote:Does the NPC plugin support adding NPCs that can hire mercenaries?
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Re: [1.10]New D2ModPlugins
Is it possible to see the extended levels plugin for 1.13c?
- Necrolis
- Throne
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Re: [1.10]New D2ModPlugins
D2Mod doesn't work for 1.13c, however I posted all the edits needed to get 255 levels for 1.13c hereHorsedwarf" wrote:Is it possible to see the extended levels plugin for 1.13c?
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Blackened | Day of Death | D2GFEx
"What was yours is mine. Your land, your people, and now your life." - Lim-Dul, the Necromancer
Judgement is Final, Death is Eternal
Re: [1.10]New D2ModPlugins
I was able to get both the waypoint plugin and res plugin to work again for both a non d2se and d2se installation.
In trying to figure out what works and what doesnt work, I re-installed d2mod and d2se along with a handful of clean dlls and original plugins. In playing around with clean and edited dlls, I have a question for Dav92.
I noticed that your documentation says I need to use a rebased d2common. I have tried both the rebased d2common and the original one without any difference. IE both plugins work properly together in what appears to be identical manners.
My question. If I am required to use the rebased d2common which affects all absoluate references, why does the plugin work with an original d2common? My comp runs Win7 x64 Pro. IDK if that matters.
In trying to figure out what works and what doesnt work, I re-installed d2mod and d2se along with a handful of clean dlls and original plugins. In playing around with clean and edited dlls, I have a question for Dav92.
I noticed that your documentation says I need to use a rebased d2common. I have tried both the rebased d2common and the original one without any difference. IE both plugins work properly together in what appears to be identical manners.
My question. If I am required to use the rebased d2common which affects all absoluate references, why does the plugin work with an original d2common? My comp runs Win7 x64 Pro. IDK if that matters.
AfterMath Overview: http://www.aftermathcentral.com
Following the path of least resistance is what makes rivers and men crooked.
- Author Unknown
Mod Completion: Always under Construction
D2SE Compatible Only
Playing AfterMath v3.0.1 ~ 1020 MB
Released March 31, 2017
Following the path of least resistance is what makes rivers and men crooked.
- Author Unknown
Mod Completion: Always under Construction
D2SE Compatible Only
Playing AfterMath v3.0.1 ~ 1020 MB
Released March 31, 2017
Re: [1.10]New D2ModPlugins
It's good to hear that you got it working, good job.
I only tested my Plugins with the rebased D2Common, but now that I think of it, it shouldn't make any difference, since I use dynamically calculated addresses for it.
I only tested my Plugins with the rebased D2Common, but now that I think of it, it shouldn't make any difference, since I use dynamically calculated addresses for it.
Re: [1.10]New D2ModPlugins
Touchdown! I get to mod more.dav92" wrote:I only tested my Plugins with the rebased D2Common, but now that I think of it, it shouldn't make any difference, since I use dynamically calculated addresses for it.
AfterMath Overview: http://www.aftermathcentral.com
Following the path of least resistance is what makes rivers and men crooked.
- Author Unknown
Mod Completion: Always under Construction
D2SE Compatible Only
Playing AfterMath v3.0.1 ~ 1020 MB
Released March 31, 2017
Following the path of least resistance is what makes rivers and men crooked.
- Author Unknown
Mod Completion: Always under Construction
D2SE Compatible Only
Playing AfterMath v3.0.1 ~ 1020 MB
Released March 31, 2017
Re: [1.10]New D2ModPlugins
Added filecenter mirrors https://d2mods.info/filecenter/dload.ph ... cat_id=124
Re: [1.10]New D2ModPlugins
Is it possible to make a spellbook thats universal, and not restricted to one class? Can i ignore the column "charclass" in the D1Addskill.txt or put something in to ignore the character class restriction?