GoMule with expanded storage and full equip merc

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movomo
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Joined: Fri Apr 22, 2016 5:18 pm

GoMule with expanded storage and full equip merc

Post by movomo » Sun Apr 24, 2016 4:00 am

Hi guys, glad to make acquaintance with the fine people of Phrozen Keep.

I'd played diablo 2 mostly on realm, but started playing single player mods just recently.
I noticed that the popular muling programs such as ATMA or goMule becomes unusable, with certain mods that uncaps character level or changes inventory spaces.

So I modified GoMule a little bit to change that. Some folks that use stash-expanding mods, addtional equipments for merc mod, level-uncapping mods may find my modification useful.
It's now working and I think now it can be used by others.

Some screenshots here:
[spoiler]
Image
Image
Image
[/spoiler]

What's changed:
- Now goMule will accept characters that are 100th level or higher.
- You can enable the expanded storage feature in the project->preferences menu. You can switch back and forth between vanilla storage and ex storage.
- Proper display of anni and torch.

And how to install:

Code: Select all

* Installation and usage

1. First off, you need to install jre 7u80 or higher.
    Get it here:
    (7u80 for win xp) http://www.oracle.com/technetwork/java/javase/downloads/jre7-downloads-1880261.html
    (8u92) http://www.oracle.com/technetwork/java/javase/downloads/jre8-downloads-2133155.html
    If your jre version is 7u80(1.7.0_80), 8u92(1.8.0_92) or anything that 
    somehow looks like a higher version than 7u80, you're golden.
2. Then you need the original GoMule R0.42 by Randall & Silospen.
    Get it here: http://gomule.sourceforge.net/
    Actually it doesn't exactly need to be R0.42. Prior versions will probably 
    work, too.
3. You need to overwrite GoMule R0.42 with this version (X0.50). At the
moment, the "GoMule" directory in the X0.50 archive contains 8 files in total.
Merge them with the original GoMule R0.42, and it will overwrite 2 files:
    GoMule.jar and d2111\misc.txt
4. You're done. To enable expanded storage, go to the Project->Preference
menu and check the "Extended" option, instead of "Vanilla".
jre 7u80 for win xp: http://www.oracle.com/technetwork/java/ ... 80261.html
jre 8u92: http://www.oracle.com/technetwork/java/ ... 33155.html
original gomule download: http://gomule.sourceforge.net/
The file is too big to be attached here.
https://www.dropbox.com/s/zfk4ekzn76ngy ... 0.zip?dl=0


If you don't mind, please download, try it and holler me if you find bug.
I'm far from java expert, though. In fact I hardly know anything about java. I just... did it anyway. Learned a thing or two about java in the process, but still. If you spot bug I'll try to fix it, but I can't promise it.
Anyways, enjoy!

PS... will anyone tell me how to use spoilers here?

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devurandom
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Re: GoMule with expanded storage and full equip merc

Post by devurandom » Sun Apr 24, 2016 8:43 am

Looks Great !! I think you're the first to do this. I remember searching months ago if someone had modified GoMule for the expanded stash, but couldn't find anything.

No issues so far in testing this.

It's correctly displaying the Annihilus and Helfire Torch since your last update.

Image

Image


:)
Assembly Reference | 1.13d Code Edits | UVLoD | BaseMod Plugin

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movomo
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Joined: Fri Apr 22, 2016 5:18 pm

Re: GoMule with expanded storage and full equip merc

Post by movomo » Sun Apr 24, 2016 2:44 pm

That's a huge relief. Thanks!

By the way, in game you can't give the shoes side ring to a merc in uvLoD while you can in goMule. I don't know about other fully equip merc mod. Should the shoes-side ring slot be disabled to prevent potential problem?

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devurandom
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Re: GoMule with expanded storage and full equip merc

Post by devurandom » Sun Apr 24, 2016 6:24 pm

It wont make any difference to the game. In testing code I've been able to force a second ring temporarily by changing stack values... but as soon as you change rings on the merc the game will spit the second ring out.

The only mods that allowed for 2 rings on merc I know of are 1.10 mods.. because the code is different here.
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