Search found 39 matches

by hellnecrotom
Wed Jul 21, 2021 10:05 am
Forum: General Mod Making
Topic: Basemod v1.13.7 + Plugy v14.02
Replies: 0
Views: 676

Basemod v1.13.7 + Plugy v14.02

Hello there, brethren! USING D2 v1.14d --- NO D2SE I've recently downloaded Basemod from here: https://www.moddb.com/mods/basemod and PlugY 14.02 from GitHub. They seem to work together but it is probably not that stable because I didn't fully understand how to merge them. On top of this, I would li...
by hellnecrotom
Tue Jul 20, 2021 2:39 pm
Forum: General Mod Making
Topic: GAMBLING: More than 20 items per Gambling Page
Replies: 2
Views: 438

GAMBLING: More than 20 items per Gambling Page

Hey guys, I followed this guide to make gambling runes fun: https://d2mods.info/forum/kb/viewarticle?a=189 I also added a DC6 file for a blank rune successfully so that the person can't tell what rune he's gambling for. HOWEVER, in Misc.txt, the "cost" and the "gamble cost" fields don't seem to be ...
by hellnecrotom
Mon Jul 19, 2021 10:53 am
Forum: General Mod Making
Topic: v1.14d TXT extraction
Replies: 2
Views: 377

Re: v1.14d TXT extraction

Thank you - I figured it out from there. Owe you one! ;)
by hellnecrotom
Sun Jul 18, 2021 12:32 am
Forum: General Mod Making
Topic: v1.14d TXT extraction
Replies: 2
Views: 377

v1.14d TXT extraction

Hey guys, Do you know how to extract the TXT files from the latest version - v1.14d? I am using WinMPQ, but the problem is that they are nowhere to be found in Patch_D2.mpq (the files there are unintelligible). What am I missing? As I understood, "d2exp.mpq" is not the final version of the TXTs. Tha...
by hellnecrotom
Wed Nov 22, 2017 6:05 pm
Forum: General Mod Making
Topic: Skeleton Archers and Missile Damage
Replies: 1
Views: 455

Skeleton Archers and Missile Damage

Hey guys, I have a quick question here. I made a Summon Skeleton Archer skill for the Necromancer and the AI uses a skill to mimic the arrow. All is well, except for the fact that the damage comes from the missile that the skill uses (physical damage). So, my question is: how do I display that exact...
by hellnecrotom
Wed May 17, 2017 11:02 am
Forum: General Mod Making
Topic: Critical Strike Graphics
Replies: 2
Views: 787

Re: Critical Strike Graphics

Hey there, Unfortunately, I did a couple of tests but I didn't manage yet. I guess it must be something like the Crushing Blow "Bash" animation but nothing seems to change it. The only thing that I can get is that yellow little flash when I crit. Still waiting for someone to share a little wisdom he...
by hellnecrotom
Thu May 11, 2017 6:25 pm
Forum: General Mod Making
Topic: How to add teleport Werewolf and Werebear?
Replies: 3
Views: 850

Re: How to add teleport Werewolf and Werebear?

Open "skills.txt" and modify the "restrict" entry of the skill "Teleport" to "1".

This will allow you to teleport while in beast forms.

Cheers!
by hellnecrotom
Tue May 09, 2017 5:55 pm
Forum: General Mod Making
Topic: Critical Strike Graphics
Replies: 2
Views: 787

Critical Strike Graphics

Hey guys,

Does anybody know how to change Critical Strike and Deadly Strike graphics? I'm talking about adding an overlay or something whenever the crit procs. The "srvoverlay" box in skills.txt doesn't do the trick. Any ideas?

Thanks
by hellnecrotom
Mon Mar 27, 2017 6:46 pm
Forum: General Mod Making
Topic: Skill Cloning and Items
Replies: 11
Views: 1522

Re: Skill Cloning and Items

Nothing? :(
by hellnecrotom
Sat Mar 25, 2017 12:41 pm
Forum: General Mod Making
Topic: Vendor Item Supply
Replies: 5
Views: 1125

Re: Vendor Item Supply

I have removed all rows but the relevant ones for you to explore. Thanks :)
by hellnecrotom
Sat Mar 25, 2017 10:47 am
Forum: General Mod Making
Topic: Vendor Item Supply
Replies: 5
Views: 1125

Re: Vendor Item Supply

Weapons.txt name type type2 code alternateGfx namestr version compactsave rarity spawnable mindam maxdam 1or2handed 2handed 2handmindam 2handmaxdam minmisdam maxmisdam rangeadder speed StrBonus DexBonus reqstr reqdex durability nodurability level levelreq cost gamble cost magic lvl auto prefix OpenB...
by hellnecrotom
Wed Mar 22, 2017 7:57 pm
Forum: General Mod Making
Topic: Vendor Item Supply
Replies: 5
Views: 1125

Vendor Item Supply

Ok, so I've created a new staff (Bone Staff) with new graphics and all that. Basically, I cloned the War Staff and edited the bits that I needed to make it unique. Added Exceptional and Elite versions as well. Now, here's the catch: the item will only appear on Ormus' vendor screen. This is due to t...
by hellnecrotom
Sat Mar 18, 2017 12:37 am
Forum: General Mod Making
Topic: HP and MP values of 32768
Replies: 7
Views: 1250

Re: HP and MP values of 32768

Oh, thank you very much :D

Will this work with vanilla or with mods as long as I boot it up with the "DLLToLoad" of PlugY.ini?
by hellnecrotom
Fri Mar 17, 2017 10:11 pm
Forum: General Mod Making
Topic: Skill Cloning and Items
Replies: 11
Views: 1522

Re: Skill Cloning and Items

Ok, so let me get this straight: 1. First I remove the Staffmod from scepters and auric shields. That would be the "pal" entry. 2. Then I create new rows in automagic.txt and add my skills (all of them that I want to appear on scepters and auric shields --- this means all of the old skills and the f...
by hellnecrotom
Fri Mar 17, 2017 5:25 pm
Forum: General Mod Making
Topic: Skill Cloning and Items
Replies: 11
Views: 1522

Re: Skill Cloning and Items

So what method would you guys suggest to solve the problem? How could I use the automagic.txt to make the staffmods read a different range? We're drilling deep here, I know :-s
by hellnecrotom
Fri Mar 17, 2017 1:53 pm
Forum: General Mod Making
Topic: Skill Cloning and Items
Replies: 11
Views: 1522

Re: Skill Cloning and Items

Ok, so here's the thing: I thought that this might be the answer but the problem is that my automagic.txt has 42 lines only with no "skill" addition. It looks much like this only with 5 extra rows: https://github.com/Sduibek/d2mdcore/blob/master/%27Fixed%201.13c%20Files%27/AutoMagic.txt This is the ...
by hellnecrotom
Fri Mar 17, 2017 10:38 am
Forum: General Mod Making
Topic: HP and MP values of 32768
Replies: 7
Views: 1250

Re: HP and MP values of 32768

Ok, I checked the quick fix there but the link to the download is dead (and I am really bad at CE ). 65k life would be just enough as it would be impossible to exceed. Any further assistance?

Much love :D
by hellnecrotom
Fri Mar 17, 2017 10:27 am
Forum: General Mod Making
Topic: Skill Cloning and Items
Replies: 11
Views: 1522

Re: Skill Cloning and Items

I figured the thing might be there but I do not understand that file very much (after having read the guide. of course). Could you guys help me out a bit as to what to replace? :-s

Thanks
by hellnecrotom
Fri Mar 17, 2017 1:18 am
Forum: General Mod Making
Topic: HP and MP values of 32768
Replies: 7
Views: 1250

HP and MP values of 32768

Hey there,

Is there a way to bypass the maximum value of 32768 at HP and MP without bugging the game? If you go over that (the limit of the integer), it will use the value of 1.

Thanks
by hellnecrotom
Fri Mar 17, 2017 12:27 am
Forum: General Mod Making
Topic: Skill Cloning and Items
Replies: 11
Views: 1522

Skill Cloning and Items

Hey there guys, I have made a clone of Might, Concentration, Fanaticism, and Conviction and gave the clone skills to the Paladin. I did this so that I may nerf the auras that the monsters get (because I understand that these are hard-coded) at random and buff the ones that the Pally uses. The only p...
by hellnecrotom
Thu Mar 16, 2017 12:20 pm
Forum: General Mod Making
Topic: Necroskeleton and Necromage appearance
Replies: 6
Views: 1231

Re: Necroskeleton and Necromage appearance

Wow, this is amazing :D

Thank you very much!!!

GETTING TO WORK NOW!

I owe you a beer ;)
by hellnecrotom
Wed Mar 15, 2017 10:49 pm
Forum: General Mod Making
Topic: Necroskeleton and Necromage appearance
Replies: 6
Views: 1231

Re: Necroskeleton and Necromage appearance

Thanks :)

Eagerly awaiting your mastery
by hellnecrotom
Wed Mar 15, 2017 8:14 pm
Forum: General Mod Making
Topic: Necroskeleton and Necromage appearance
Replies: 6
Views: 1231

Re: Necroskeleton and Necromage appearance

OK, I tried both ideas and none of them yield a viable solution. Both options do the same: the Necromancer will create yellowish skeletons (like the ones that you have to fight) but they will still not be randomized (they all use the katana). Am I doing something wrong? Thanks for the quick reply, b...
by hellnecrotom
Wed Mar 15, 2017 6:59 pm
Forum: General Mod Making
Topic: Necroskeleton and Necromage appearance
Replies: 6
Views: 1231

Necroskeleton and Necromage appearance

Hey there, Another question here: is there a way to randomize the Necroskeleton and Necromage appearances only using monstats2.txt? I know that there is a CE version that was somewhat experimental but I am not that good with CE. I know that theoretically, if you enter multiple bodyparts, it should r...

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