D2SE Modmanager, the final solution for Modmanagement

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Re: D2SE Modmanager, the final solution for Modmanagement

Post by Hans » Thu Dec 22, 2011 5:13 pm

If it was a virus what is the name of the virus. If the virus is still in the quarantine then you can send it to Norton to have it checked out by them.
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Re: D2SE Modmanager, the final solution for Modmanagement

Post by riesa » Thu Jan 12, 2012 11:05 pm

I have problem with D2SE + Zy-El 4.4C. I've downloaded and installed last version of D2SE and Zy-El 4.4C plugin, and some other mods plugins. Everything works fine beside Zy-El. I think there's some problem with PlugY. There's no shared/unlimited stash. Every other thing looks same as in normal version. What should i do to make stash work?

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Re: D2SE Modmanager, the final solution for Modmanagement

Post by d2vern » Mon Jan 30, 2012 4:56 am

You will need to run the plugy.ini file as an administrator and fix the following lines:


[STASH]
ActiveBigStash=1. 0 means it's disabled, 1 is enabled

ActiveMultiPageStash=1. Same as above
NbPagesPerIndex=100
NbPagesPerIndex2=1000
MaxPersonnalPages=0. 0 means infinite 4.29 billion or 2^32

ActiveSharedStash=1. Same as ActiveBigStash
SeparateHardcoreStash=1
displaySharedSetItemNameInGreen=1
MaxSharedPages=0. Same as MaxPersonalPages
ActiveSharedGold=1. Same as ActiveBigStash

Also, if it crashes due to a .dll problem, you might need a backup of said .dll file (not tested yet!) Seltsamuel might have an update on the mysterious 4.4c .dll problem. Otherwise, a system restart is necessary if you run Vista SP2 or later.
God of Zy-El since 2009. Active member of Mentaldom since 2007. Prone to taking extended dog naps. Kato is the cat, I'm the dog, Al-T is a tiger (cub), Hans is a Bee Gee look-alike and German porn star. Together, we are the Gods of Zy-El!

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Re: D2SE Modmanager, the final solution for Modmanagement

Post by Hellwolf_36 » Thu Feb 02, 2012 2:11 am

Hi, I've been using D2SE for a long time (about a year now) and I am a fan of it. But I have a problem:

The Allow Hardcore checkbox when running Zy-el does not function with checked but with the other mods it does. I need hardcore mode in order to play in a tournament or I gotta delete my characters as they die on Softcore.

Is there are a way to correct this? The only other option I can think of is copy the Zy-el directory from my upstairs PC and run it opposite of the D2SE. Or the dumb take a character and beat Normal way.

I have my Allow Hardcore variable set to 1 on the registry and the Allow Hardcore checkbox works on all other mods and it solves nothing.

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Re: D2SE Modmanager, the final solution for Modmanagement

Post by seltsamuel » Sat Feb 04, 2012 12:02 pm

Hi,

i checked this and you are right..
It looks like D2 Versions pre 1.10 do NOT check the registry value! But maybe iterate the savegames to look if a char finished the game. So for the Moment the solution will be to place a character inside the savefolder that finished it.

It might make you happy to hear that im working on a new D2SE Version at this verry moment and i can try to find and patch this check too.


EDIT:
Changed a misspelling and included pre 1.10 versions to the bug.
Last edited by seltsamuel on Sat Feb 04, 2012 1:58 pm, edited 1 time in total.

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Re: D2SE Modmanager, the final solution for Modmanagement

Post by ki4m » Sat Feb 04, 2012 12:57 pm

the "Allow HC Char" box does also not work for 1.07 and 1.08
I need more Dropbox space, pls register using this referal link, so you and me get 250mb more space:
http://db.tt/sbpJWYD1

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Re: D2SE Modmanager, the final solution for Modmanagement

Post by kidpaddle94 » Wed Feb 22, 2012 2:24 am

Hi Seltsamuel.

I really love D2SE, this is perfect for testing, and releasing my mod which is based on version 1.13c.

But recently, I discovered a little issue that is really annoying me. I'm trying to load up a modded Ijl11.dll in my mod.
The features we were implementing were not working, and after extensive testing and trial/error, we realized it was simply because I was putting Ijl11.dll in my mod folder, and that D2SE ignores this dll, and rather loads it from the source Diablo II directory.

Note, I understand that this is a dll which never changed through versions, so you didn't see the need of loading it on all versions like the other d2 dll files, but I must say that it is very problematic to me :(

No idea if you are planning an update (due to the v1.13d release, etc...), but if you do, please fix this little issue.

Thanks.

whist

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Re: D2SE Modmanager, the final solution for Modmanagement

Post by Al-T » Sun Mar 11, 2012 1:31 pm

After 10 years of using my own scripts for mod-switching I decided to download D2SE and give it a go. In the main I am very impressed at how easy it is to switch between mods of all versions and vanilla (all versions) but, sadly, I can not get the main feature of PlugY that I use, "ActivesavePathChange" to work.

All other features of PlugY that I like to use seem to work perfectly e.g. "AlwaysDisplayLifeAndManaValues", "AlwaysRegenMapInSP" and "ActiveDisplayItemLevel" but after changing both the PlugY.ini in the Mods\Zy-El folder (also did the same with other mods I have been running) and PlugY.ini, PlugYDefault.ini and PlugYFixed.ini files in the PlugY9 folder, it still sets the default path to the Mods\<modname>\save folder which is no use to me as I play in various tournaments and need to be able to set the path myself in order to keep different tournament characters separate and in their own save folders.

I know I could get around this by extracting the PlugYFixed.ini from the .dll and recompiling with my own parameters but I don't like doing this sort of thing to someone elses "modifications" so can I humbly ask that you look into enabling this feature please :?:

I'll continue to use D2SE for other Mods but will have to revert back to my own script for Zy-El (which doesn't interfere in any way with D2SE) in order to keep my characters separate until D2SE allows this invaluable feature of PlugY.
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Re: D2SE Modmanager, the final solution for Modmanagement

Post by Xaphan » Sun Mar 11, 2012 4:10 pm

With D2SE each mod have it's own save path, so why would you need this feature anyway ?

Edit : Nvm, read you message more carfuly and understand now.

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Re: D2SE Modmanager, the final solution for Modmanagement

Post by Buzi » Tue May 01, 2012 6:36 pm

Problem. Dont know how to pass -direct -txt extensions while using this tool. Help .

I' recently re-installed D2 after being away for some years.
I saw this mod manager and started using it as it vastly simplified my problems getting D2 and the glide patch to work as I wanted with Windows 7.
I basically use it to launch the game with working plugy and glide . No other mods.


However, I have a problem.
I wanted to simply load some edited data/excel files as we used to using the
-direct -txt extensions on the diablo2.exe /game.exe shortcut and have the game look there for edited txt tables.

I can not figure out how to force this mod manager to pass those simple switches. I tried tacking them on to the d2se.exe shortcut and had no luck.

I then copied the data/global/excel directory from the diablo2 install to the directory tree d2se occupies
which in this case would be diablo2/d2se/cores/1.13c/
In the hopes the game would load the edited txt tables.

Nada.

I am in the hopes someone still reads these boards taht can answer.

It appears from my reading of this thread the author of the
mod has not been around for many many months.

/sigh.

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Re: D2SE Modmanager, the final solution for Modmanagement

Post by m00hkuh » Wed May 02, 2012 10:09 pm

Buzi" wrote:Problem. Dont know how to pass -direct -txt extensions while using this tool. Help .

I' recently re-installed D2 after being away for some years.
I saw this mod manager and started using it as it vastly simplified my problems getting D2 and the glide patch to work as I wanted with Windows 7.
I basically use it to launch the game with working plugy and glide . No other mods.


However, I have a problem.
I wanted to simply load some edited data/excel files as we used to using the
-direct -txt extensions on the diablo2.exe /game.exe shortcut and have the game look there for edited txt tables.

I can not figure out how to force this mod manager to pass those simple switches. I tried tacking them on to the d2se.exe shortcut and had no luck.

I then copied the data/global/excel directory from the diablo2 install to the directory tree d2se occupies
which in this case would be diablo2/d2se/cores/1.13c/
In the hopes the game would load the edited txt tables.

Nada.

I am in the hopes someone still reads these boards taht can answer.

It appears from my reading of this thread the author of the
mod has not been around for many many months.

/sigh.
Hi,

its pretty simple.

Just go to your diablo2/d2se/cores/1.xx/ folder, open the D2SE_Setup.ini and add

Code: Select all

Modable=1
anywhere between
[Protected] & [END-Protected]

Now u can tick the "-direct -txt" checkboxes in the lower right of the D2SE "Mainscreen" whenever you want.

Greetz

€: Since i don't know if the above method interfere with any Mods using this core, it would be better to create an new folder inside diablo2/MODS/ and paste your data folder there.
Then simply create an new file in /diablo2/MODS/your folder/ and paste this:

Code: Select all

#This is for Modsystem compatibility only dont touch this!
[D2SE]
CreatedFor=2.1.0


#The User Checkboxes will be remembered here. All options can be altered inside GUI
[USERSETTINGS]
#Renderer 0=DDraw 1=D3D 2=not functional(openGL) 3=glide/3dfx default=3
Renderer=3
#WindowMode 0=Fullscreen 1=D2 inside Window (-w commandline) works only with glide+DDraw default=0
WindowMode=1

#NoSound 1=switch off sound (-ns commandline)
NoSound=0

#Enables Creation of HC Chars when ModAllowHC=1 default=1
EnableHC=1

#Enable PlugY when ModAllowPlugY=1
EnablePlugY=1

#Enable MultiRes when ModAllowMultiRes=1
EnableMultiRes=0

#Parameter for modding, only active when Modable=1
#Direct 1=use -direct commandline default=0
Direct=1
#Txt 1=use -txt commandline default=0
Txt=1


#Settings the Modder has to Set when using D2SE Modsystem it can be protected! Dont change anything here when its not your Mod and you want to play on Realm
[Protected]
#CoreEngine needed or included in this Mod all not included files will be taken from the Vanilla Folder of the Version!
#Supportet Cores are 1.07 1.08 1.09b 1.09d 1.10f 1.11b 1.12a 1.13PTR2 THIS MUST BE SET
D2Core=1.13c

#Modnames & Title 32 Chars each maximum
ModName=your name
ModTitle=your name

#Mod Versions 10 Chars each maximum
#ModMajorVersion=
#ModMinorVersion=
#ModRevision=

#Filename of a 250*60 Buttonimage in BMP format! keep the outer 1 pixel border black! used for Modselection
#ModBanner=#

#Button to launch readme can be file or Webpage
#ModReadme=
#Button to launch Descriptionfile can be file or Webpage
#ModDescription=
#Button to reach Homepage can be file or Webpage
#ModHP=
#Button to reach Forum/Board can be file or Webpage
#ModBoard=

#Allow the activation of -direct and -txt switch default=0
Modable=1

#Allows the Creation of HC Characters default=1
ModAllowHC=1

#1=Allow Singleplayer Multistart!
ModAllowSPFeature=1

#ModSystems used
#Allowed with Core 1.11b: NEFEX
#Allowed with Core 1.10f: D2MOD
#Allowed with the Cores it was compiled for: D2Extra
#Allowed with all supportet Cores: D2SE
#for correct configuration and handling of nefex, d2mod and D2Extra refere to their readmes, ini files and documentation!
#for correct configuration and handling of D2SE refere to the documentation as soon as its available.
#not all features of each System can work together watch out for Collisions be warned!
#dont use any of their loadsystems D2SE will load the modsystems in a clean way for you!!!
#D2SE 1=load and init D2SE on startup
ModUseD2SE=0
#Name of the D2SE Mod dll 32 Chars maximum
D2SEDllName=
#D2SEUtility 1=use utility functions inside D2SEUtility.dll
ModUseD2SEUtility=0
#Nefex 1=load nefex at startup it does selfinitialization
ModUseNefex=0
#D2Mod 1=load and init D2Mod.dll at startup
ModUseD2Mod=0
#D2Extra 1=Use D2Extra on startup make sure you have the correct version for your D2 Core!
ModUseD2Extra=0

#PlugY 1=use PlugY make sure the installed version supports the D2 Core!
ModAllowPlugY=1

#MultiRes 1=use Multires only allowed for 1.12a core !
ModAllowMultiRes=0

#MPQ Setup
#1=Patch_D2.mpq gets loaded 0=gets unloaded. Use 0 only when your own .mpq holds all content of patch_d2.mpq
ModUsePatch_D2=1
#Names of up to 3 own MPQ Files in increasing priority. All of them are higher than patch_d2 32 Chars each maximum
#ModMPQ1=
#ModMPQ2=
#ModMPQ3=

#Realm setup DONT EVER USE D2SE to connect to official BNet. Checksum will fail for sure!
#Only use the baseinstallation of D2 patched to newest Patch to play on BNet with starting game.exe !!!
#Im not responsible if you are stupid! make sure you have no type errors this cannot get verified automatic!
#RealmGateway=pvpgn.{No mentioning of private realms - consider this a warning}.org
#RealmTimezone=-1
#RealmGatewayName={No mentioning of private realms - consider this a warning}
#RealmSelected=Sanctus
#RealmPort=4650

#UPDATE Setup
#UpdateFile=
#UpdateMirror1=
[END-Protected]


#Her you can enable/disable and configure Features of the D2SEUtility.dll comming soon
[D2SEUTILITY]


#Read this from your own code for your own features!
[CUSTOM]



#dont touch this it must be at the end of file to check for corruptions
[END]
endoffile=4711
into an text file and save it as D2SE_Setup.ini .

€²:
If you are using any other core than 1.13c, you have to change

Code: Select all

D2Core=1.13c
to the one you need

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Re: D2SE Modmanager, the final solution for Modmanagement

Post by seltsamuel » Sun Aug 12, 2012 6:16 pm

Hi,

@Al-T
Im really sorry for my long absence here.. but my RL wasnt kind enough to leave me the time.
I see your problem but maybe the solution is so easy you not saw it ;-)

As im unable to allow plugy to set the savegamepath as it collides with D2SE basic feature to make a separate savefolder for every mod .. which is essential.. Why you not just copy the pluginfolder and rename it maybe tournament1 .. Tournament 2 .. You can easyly select it from mod selection and there is nothing more to change than the name so you can select it ?

As my answer is really late .. i hope you read it anyway.

I will be back in a few month .. and will bring a brand new release of D2SE with me.

Greetings

Seltsamuel

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Re: D2SE Modmanager, the final solution for Modmanagement

Post by Drac0 » Fri Aug 17, 2012 3:19 am

Glad to see you're still around still working on D2SE. Looking forward to seeing a new version.

Would still like to see the ability to add additional command line parameters. :)

Cheers

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Re: D2SE Modmanager, the final solution for Modmanagement

Post by weapon-x » Fri Aug 17, 2012 4:39 am

i think d2SE also needs a better UI menu... the current one confuses me alot :lol:

great job man :P

i am slowly collecting mods using d2se

cheers :)
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Re: D2SE Modmanager, the final solution for Modmanagement

Post by thefro2012 » Wed Sep 26, 2012 7:48 am

I would very much like to see eastern sun on the list of mods that work with it

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Re: D2SE Modmanager, the final solution for Modmanagement

Post by Demon9ne » Wed Mar 27, 2013 3:05 pm

seltsamuel: can you shoot me a PM when you're able? (You have PMs disabled, btw.)

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Re: D2SE Modmanager, the final solution for Modmanagement

Post by seltsamuel » Thu Mar 28, 2013 1:19 pm

@Demon9ne
You have a PM.. thanks for the info .. i wasnt aware that PM is disabled as i never changed anything inside the settings. Its now enabled.

@all
i have some free days now and im working under pressure on D2SE Modmanager V2.3

Greetings

Seltsamuel

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Re: D2SE Modmanager, the final solution for Modmanagement

Post by kidpaddle94 » Fri Mar 29, 2013 1:42 am

seltsamuel" wrote: i have some free days now and im working under pressure on D2SE Modmanager V2.3

Greetings

Seltsamuel
That is good news!

Thanks for the time you put on this :D

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Re: D2SE Modmanager, the final solution for Modmanagement

Post by Lucifer666 » Fri May 03, 2013 5:03 pm

You mate are a GOD!!! I heard a lot about D2SE,and only recently tried using it,man It makes it so simple I wonder why I did not start using it earlier...gonna try every mod for D2SE now since most of those can not be found anywhere else...

Keep up the good work!!!

Edit: D2SE Ancestral Recall installs fine,but when I try to run it it said something like: Error: BYTE 81 wanted but 01 found to change memory at 03A09295...what does that mean???

Edit 2: D2SE Aragor also throws some similar error to that of AR,only the numbers on the end of Error Message differ...

Edit 3: D2SE Blackened_Beta3.5fix throws almost the same error...
Look down at the body you may see no trace of wounds but in the eye the eye of the beholder one cannot asume.
Not a drop of blood is drawn but you know how it bleeds beware of the sharp edged weapon called human being
It is a shield of passion and strong will from this I am the victor instead of the kill

I will not feed your hunger, instead I bite the pain looking not back, but forward
I bite down hard
try to cover up the trail of deceit and daggers spawned from your soul

http://miyoshino.la.coocan.jp/eswiki/?Diary_Lucifer666

05/11/2012 I am now an ANGEL,damn and I always though that I'd be a Demon when I grew up...

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Re: D2SE Modmanager, the final solution for Modmanagement

Post by prodigypm » Fri May 03, 2013 9:04 pm

Lucifer666" wrote:You mate are a GOD!!! I heard a lot about D2SE,and only recently tried using it,man It makes it so simple I wonder why I did not start using it earlier...gonna try every mod for D2SE now since most of those can not be found anywhere else...

Keep up the good work!!!

Edit: D2SE Ancestral Recall installs fine,but when I try to run it it said something like: Error: BYTE 81 wanted but 01 found to change memory at 03A09295...what does that mean???

Edit 2: D2SE Aragor also throws some similar error to that of AR,only the numbers on the end of Error Message differ...

Edit 3: D2SE Blackened_Beta3.5fix throws almost the same error...
There are no errors in those mods since I have them all installed + seltsamuel doesnt come here very often (in these forums). For feedback write him at Snej's.
We're moving faster than lights and dealing with these demons inside so , Where are the ones who made us now!?

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Re: D2SE Modmanager, the final solution for Modmanagement

Post by Xaphan » Fri May 03, 2013 10:16 pm

This error is related to plugy.

open your plugy.ini, set "ActiveCheckMemory=0" and check again

do this in each mod directory that give you this error :)

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Re: D2SE Modmanager, the final solution for Modmanagement

Post by Lucifer666 » Sat May 04, 2013 7:30 am

Xaphan" wrote:This error is related to plugy.

open your plugy.ini, set "ActiveCheckMemory=0" and check again

do this in each mod directory that give you this error :)

I did this and this error came up from PlugY:

Error:Read Access missing to patch memory at 03958061.
Please install a clean version of Lord of Destruction.

You can avoid this error message by setting ActiveCheckMemory=0 in PlugY.ini
(Warning:Be careful when you use it,it shouldn't be used by common user)



So,I just did that...and it gave me this error message...

Edit:And I did reinstalll some days ago...

Edit 2: Also it seems that Immersion Mod has a more recent patch than 1.05b104...IE 1.05b105e...in that patch it seems that the Necromancer is included...

Edit: How would I go about adding PlugY to Kingdom of Tenai D2SE Installation???I wonder why it comes without it since there is so much stuff to collect there...
Last edited by Lucifer666 on Sat May 04, 2013 8:48 am, edited 1 time in total.
Look down at the body you may see no trace of wounds but in the eye the eye of the beholder one cannot asume.
Not a drop of blood is drawn but you know how it bleeds beware of the sharp edged weapon called human being
It is a shield of passion and strong will from this I am the victor instead of the kill

I will not feed your hunger, instead I bite the pain looking not back, but forward
I bite down hard
try to cover up the trail of deceit and daggers spawned from your soul

http://miyoshino.la.coocan.jp/eswiki/?Diary_Lucifer666

05/11/2012 I am now an ANGEL,damn and I always though that I'd be a Demon when I grew up...

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seltsamuel
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Re: D2SE Modmanager, the final solution for Modmanagement

Post by seltsamuel » Sat May 04, 2013 8:46 am

Hi,

at the moment im Bughunting inside my new Modmanager as one Bug is the last thing blocking me from releasing it.
Regarding the error messages this can have several reasons and solutions:

I assume you use Windows7 ? then probably the solution is that you have to completely reboot your machine until the mods run .. ASLR is the buzzword and plugy10 has problems with it and older D2 Versions.. sadly i configured the Modmanager to use plugy10 per default for all cores not 1.09b and 1.09d and its bugged like hell. As a fast solution please put a plugy 9 .dll into the modfolders making problems and only use 10 for Mods needing 1.13c cores. The loading mechanism of D2SE will prefer .dlls that are inside modfolder.

The new D2SE Modmanager V2.3 will hopefully reduce the problems as i set plugy9 as default wherever possible and 1.13d cores that are now supported have to live without plugy anyway as there is no plugy for it. Maybe ill do a D2SE_Utility.dll that is compatible with plugy and replaces it but this depends on the time i have for such projects.

PS:
Yes some of the Modplugins need to get updated but ill try to do this after the new modmanager is released.
Modmaker are free to contact me to maintain their own Mods so i can link directly to them i even can offer them resources to host the files.

Greetings

Seltsamuel

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Re: D2SE Modmanager, the final solution for Modmanagement

Post by Lucifer666 » Sun May 05, 2013 11:45 am

Sorry I edited my Post above with some new Q...I use XP windows,will try that with the PlugY 9 Dll's...

Edit: YES!!! It works now...no more errors!!!

Edit 2: Still interested to know how would I go about adding PlugY to D2SE mods that don't come with it??? for example the Kingdom of Tenai and CryptForge???

Edit 3: The Black Parade crashes with a Unhandled Exception...The error message is different than before...
Look down at the body you may see no trace of wounds but in the eye the eye of the beholder one cannot asume.
Not a drop of blood is drawn but you know how it bleeds beware of the sharp edged weapon called human being
It is a shield of passion and strong will from this I am the victor instead of the kill

I will not feed your hunger, instead I bite the pain looking not back, but forward
I bite down hard
try to cover up the trail of deceit and daggers spawned from your soul

http://miyoshino.la.coocan.jp/eswiki/?Diary_Lucifer666

05/11/2012 I am now an ANGEL,damn and I always though that I'd be a Demon when I grew up...

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Joined: Sat Feb 10, 2007 8:52 am

Re: D2SE Modmanager, the final solution for Modmanagement

Post by seltsamuel » Sun May 05, 2013 1:22 pm

Hi,

maybe i now sound a little bit picky .. but i wont support the modification of mods. When the modmaker not decided to add a plugy.ini and most times the additional screengfx he had his reasons. Plugy is enabled for all mods that supported them directly from the modder. Beside of this its not really hard to include it (if it not clashes with modifications the modder did!).

The Black Parade is sadly bugged and Shex knows this but lost his files. I encountered the Crashes myself with some chars .. some play fine.. cant do anything. The only thing i can do is remove the download but some people seem to play fine so i let it there.

Greetings

Seltsamuel

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