[Patch D Released] Eastern Sun Rises

Information and updates for the Eastern Sun mod. If you have any questions or suggestions for the mod, please post them here. Click here to visit the official web site.

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[Patch D Released] Eastern Sun Rises

Post by AlphA - The Real One » Mon May 15, 2017 4:39 am

Hidden Treasure
Post a screenshot once you find one of those Hidden Treasures
and as a reward they shall be named after you.
Whoever can obtain all eight Hidden Treasures will be offered
the chance to design his own Set.
[IMPORTANT]

Read the readme before patching!

[CHANGELOG]

Skills
-reworked Damage Augmenter (Strength of the Ancients, Vigor of the Ancients and Iron Skin dont need Damage Augmenter anymore)
-removed Barbarian Passive
-fixed Maul Synergies
-improved Synergies for Shockwave, Hunger(20%) and Maul(20%)
-changed SWearbear to be a Druid Skill (added 6 Dummy Skills for other classes), added skillicon
-changed the FoH skillrequirements, no longer requires Hyno Blast.
-reduced the manacost of Bone Wave, Multishot and Poison Nova by approximately half
-increased damage for vampires from (0,0,1,2,3,3 per lvlrange to 1,1,2,3,4,4)
-reworked revieve code, playability should be much higher now
-added dragonflight animations
-nerfed timestop and added a castdelay, also changed the castoverlay
-nerfed explosions caused by immolations fireballs
-nerfed creeping doom by about 10% less damage on lvl 20
-buffed ravens, they get a 5% base chance for open wounds and are now affected by auras
-fixed protection from evil, now works as intended
-buffed druid creepers, they attack slightly more often now


Fixes
-added fixes for various Vanilla bugs
-fixed Inner Sight -% Damage Reduce, technically it is working as a curse now, so it can overwrite or
be overwritten by such
-fixed Sway Defense%, removed Snynergies
-attempted to fix the manaburn bug
-fixed a bug in shadow masters attack behaviour
-fixed mercenary running animation
-fixed UI background
-fixed various strings


Items
-disabled wisdom and identify scrolls, keys, stamina, antidote and thawing pots to drop after Normal difficulty
-disabled all throwing pots to drop after Normal difficulty
-reduced droprate for health/mana pots in Nightmare (~50%) and Hell difficulty (~70%)
-disabled normal gems to drop after Nightmare difficulty
-lowered the chance to drop arrows and bolts, but increased the chance to drop rare and unique versions (in Nightmare and Hell)
-slightly increased the chance to drop higher tier weapons/armors
-limited another tier of low level affixes for armors and wepaons to a certain lvl range, will slightly improve magic/rare drops in Nightmare and Hell
-Kanji runes needing only 1 crystal instead of 2 (except God and Heaven runes)
-added 112 new jewelry graphics and replaced all old ones
-added 8 Hidden Treasures, they already spawn with the forged flag and can't be unforged
-added Hellfire Torch (Diablo in Hell Act4 has a higher Chance for dropping it)
-replaced a few diablo 1 item gfx
-removed the tokenizer
-Items will now show how many Tinkerpoints are left
-lowered the chance for several less wanted Oskill suffixes to spawn
-changed ctc suffixes to be a little more steady and higher
-added ctc suffixes for Decrepify, Lower Resist and Pierce Flesh and Bone (all curses are also now on their own suffix group)
-all ctc curses suffixes can now only spawn on weapons
-Lower Resist and Pierce Flesh and Bone are less likely to spawn than the other two
-magic and rare armors can now spawn with 2 all skills and 1-2 char skills
-armors can now roll a higher enhanced defense roll
-added a new group of prefixes for armors (find out yourself)
-replaced a few baseitem gfx
-added a new suffix for jewels which adds Splash Damage on Attack
-tweaked some armor prefix chances/lvl req
Higher level rare javelins will now spawn with replenish once again
A new charm has been added called the Killcounter
-The Killcounter can be forged with 2 Maple Leaves + a perfect gem (PG). Use a Ruby/Sapphire/Amethyst or Emerald to get a bonus to your Vitality, Energy, Strength or Dexterity respectively, the Maple Leaves will be LOST if you unforge your Killcounter
-lowered CtC Splash Damage on Jewels to 5/10/15%, while 5/10% can spawn on rare jewels, 15% can only spawn on magic jewels




-Rerolls accept now Gem Cans. This works for every Rare/Magic Weapon/Armor part ( except the norm quality Axe for now )
Rare Weapon/Armor + 2 Flawless Gems ( -58 Points in selected Gem Color ) = Rerolled Rare Weapon/Armor
Eth Rare Weapon/Armor + 2 Perfect Gems ( -486 Points in selected Gem Color ) = Rerolled Eth Rare Weapon/Armor
Magic Weapon/Armor + Flawless Gems ( -29 Points in selected Gem Color ) = Rerolled Magic Weapon/Armor
Eth Magic Weapon/Armor + 2 Blemished Gems ( -162 Points in selected Gem Color ) = Rerolled Rare Weapon/Armor
-Weapon/Armor/Misc ( no Runewords ) + tp + magic eraser ( page 1 ) = removes Knockback from item


DLL
-added Gold Pickup.dll (thanks to MW95)
-added D2BuffIcons.dll
-added a Buff/Debuff Overlay (all shrines share the same skillicon)
-replaced the MercMod.dll with the ExtendedMerc.dll, which should fix the following bug:
"If you give them the 2nd sword, it's lost forever",
however this limits the act5 merc to 1 1h/2h sword and he wont be able to wield shields anymore
-added D2Dyes.dll
-removed all char/inv color transformations from affixe/uniques and sets
-added 21 new pots to color items in whatever color you like
-added D2Killcounter.dll
-added a new Unique charm which will display all kills correctly. Monsters with a level of 30 or lower than you wont count towards kills.
This also replace the kill/death display on the attack skill
-added D2SmallUtility.dll
-enabled defense while running
-removed the expcap of two screens while in a party
-gamble screen should be always full now
-added the gamble.exe
-increased Tome of Townportal to a total of 500
-increased Tome of Identify to a total of 500
-increased all Weapons with Quantity to a total of 1000
-changed Replenish Quantity and Durability to 1 per 4 frames

Misc
-you won't be able to max out skills until level 95, on the upside the
maxlevel is increased by 1 for every skill once you reach level 100
reworked parts of the User Interface
-renamed two area's in act 5 to give credits to Tsuru and Perfect Cell
-Act1 Hirelings can now use crossbows

- Remove Sprite Limit
- TCP/IP Delay fix - Hyperjoin Multiplayers
- More informations on the /FPS chat command
- COF Cache Memory -> Increased from 2 Mb to 20 Mb.
- Sprite Cache Memory -> Increased from 67 Mb to 250 Mb.
- CelData Cache Memory -> Increased from 0,5 Mb to 5 Mb.
- CPU Infinite loop bug fix - CPU load drops to 1% or less on newer computers
- Fix Item lost and Remove corpses



Plugins
Added the D2AnniversaryUIPlugin by Lurix. To disable remove the PANEL folder in Data\Global\UI.
Added a new Font by thanosdk. To disable remove the font folder in Data\Local.
Added parts of the HU Improved FX MKII by PureRage. To disable remove the levels.txt in Data\Global\Excel.
Included Ogodei's Autumnal Theme for the current patch. To disable remove the folder Tiles in Data\Global.

[CREDITS]
madbrahmin, Lastcorpse, Lurix, SpiKe,
thanosdk, PureRage, MnW95, Ogodei,
ocarinas, Dav92, Fog, Sky, Thaison,
maks

[DOWNLOAD]

Created a git-hub project. Newest version can be always found there.


[DISCORD]

Join the Eastern Sun Rises Discord Server


[SCREENSHOTS]

Image Image Image
Image


Cheers
AlphA
Last edited by AlphA - The Real One on Sun Dec 03, 2017 5:16 pm, edited 43 times in total.

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Re: [RELEASE] 4.2A Community Patch

Post by blackduck » Mon May 15, 2017 10:53 am

Some thoughts and questions:
-disabled wisdom and identify scrolls, keys, stamina, antidote and thawing pots to drop after Normal difficulty
-disabled all throwing pots to drop after Normal difficulty
-reduced droprate for health/mana pots in Nightmare (~50%) and Hell difficulty (~70%)
-disabled normal gems to drop after Nightmare difficulty
-lowered the chance to drop arrows and bolts, but increased the chance to drop rare and unique versions (in Nightmare and Hell)
-slightly increased the chance to drop higher tier weapons/armors
-limited another tier of low level affixes for armors and wepaons to a certain lvl range, will slightly improve magic/rare drops in Nightmare and Hell
Doesn't reducing unwanted stuff from dropping increase the amount of other stuff dropping? Not necessarily an issue but something that might be an issue if more interesting stuff becomes too common.
-Kanji runes needing only 1 crystal instead of 2 (except God and Heaven runes)
The reduction of crystals required for Kanji runes is a great change. 200 points worth crystals for a single Kanji rune was definitely too much. (I have over 1.5M kills on my barbarian and Bitter Peridots are the only crystal that I have over 200 points for as I like to farm the Andariel's Dressing room with the ghost cow level.) My gear has been at the point where I don't need kanji runes for like the last 1M kills. This gives some idea how useful those kanji runes actually were with that 200 points requirement...
-added fixes for various Vanilla bugs (thanks to LastCorpse)
Can you go into details?
-added Statfix.dll to fix caps on life, mana and stamina
-removed Barbarian Passive
What caps? What barbarian passive?

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Re: [RELEASE] 4.2A Community Patch

Post by AlphA - The Real One » Mon May 15, 2017 11:55 am

Doesn't reducing unwanted stuff from dropping increase the amount of other stuff dropping? Not necessarily an issue but something that might be an issue if more interesting stuff becomes too common.
Nope. Different Treassureclass. Still I would appreciate any testing. Unique quiver and bolts may drop too often now.
Can you go into details?
German changelog can be found here. Nothing really gamebreaking. Just improving/changing certain monsters behaviour.
The reduction of crystals required for Kanji runes is a great change. 200 points worth crystals for a single Kanji rune was definitely too much. (I have over 1.5M kills on my barbarian and Bitter Peridots are the only crystal that I have over 200 points for as I like to farm the Andariel's Dressing room with the ghost cow level.) My gear has been at the point where I don't need kanji runes for like the last 1M kills. This gives some idea how useful those kanji runes actually were with that 200 points requirement...
That seemed to be the easier way than adjusting their droprates.
What caps? What barbarian passive?
Those mentioned;). Basically it enables Iron Skin working as an Oskill for Mercs again. While changing those I got ride of the other two too. Resulting in removing the Barbarian passive state. Now he use the same Damage Augmenter als every other class. (This does make the 27 state bug more possible in MP).

Cheers
AlphA

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Re: [RELEASE] 4.2A Community Patch

Post by blackduck » Wed May 17, 2017 5:21 pm

I haven't had too much time to play ES but the few short attempts to play it weren't too promising. I uninstalled the game entirely in the beginning, made a fresh install, installed ES and applied the community patches. The game started ok and seemed to be fine but within 5 minutes of playing the game crashed. Another try allowed me to finish one Ghost Cow level with the Andariel's Dressing Room (or whatever it is called) but then it quickly crashed when I was doing casual clear of The End. That makes 2 crashes in the time that was maybe worth 20 minutes of gameplay at most. Due to this the game is not really playable for me with this patch.

My guess is that one of those new DLLs is causing some problems. Using Win 10 64bit with XP SP 2 compatibility mode and admin privileges if those matter. Game seemed to work fine with these settings before applying 4.2A.

---

Crash problems aside here is some other notes I made:

- Gold autopickup is awesome. <3 I don't really like/need the counter on bottom right but I can live with it.

- While the changes helped with the item clutter on \p8 ghost cow level it still is very tedious to go through the loot in order to find the interesting stuff. Some sort of modifiable item filtering would be very welcome addition. Basically it would just hide all the dropped items that met some defined parameters. For example I would like to hide all white items. Show all ethereal items. Hide all Flawless (and below) gems. Hide all runes below Sa. Hide all non-unique charms (I only need very few Small Charms as material for Squares.) Hide all potions besides Full Rejus. Hide Ancient Decipherers and so on...

---

This is something that has been bugging me a long time about the ES. Currently the most efficient way to make Maple Leaves is to farm hundreds of millions of gold, gamble rings on a low level character, reroll those rings to class specific uniques and then making Devil's Food out of those. It is very tedious, very much the opposite of fun and kills your mousehand due to all the repeatitive clicks and movements. However it is the most efficient way so when the whole endgame is about grinding Maples it is kinda the go-to-method.

I have done some math and it takes around 300 Gamblings on a level 1 character and it goes down to around 174 gamblings once the gambler is a level 80+. Unfortunately the gold cost of rings also goes up so the gold cost of each maple increases almost linearly as the character level increases. Because of this the lower level character you use the more efficient you will be goldwise. (Running between gambling vendor and chest probably makes some level 10+ character better than a level 1 if you have a character with tons of Gold Find.)

When using a level 1 character each Maple Leaf costs around 2.51M on average. At level 9 the cost is 2.89M and it increases to 13.46M/Maple Leaf @ level 100. Players can decide to not do this or they can make shortcuts while feeling that they are cheating. Because of this I would suggest that some form of solution should be done about this. I'll throw few ideas how to solve this.

- Gambled jewelry could have a fixed cost like in LoD. This does not really fix the problem that gambling is the easiest way to make Maples but at least one would be able to use a high level character and gambling high level rings is more interesting than gambling low level ones which have no chance of being good. (Gambling low level uniques or sets as low level character might become problematic though if this solution is applied.)

- Add Maple Leaves to NPC vendors for a certain cost. The most direct way to fix the "issue" as this would eliminate the whole gambling part entirely. Players who make Maples with gambling could then focus entirely at the "farming gold" -part.

- Remove the "7 rare amulets/rings -> 1 unique" -recipe. It is not particularly good recipe outside of this kind of use. Gold into Maple Leaf conversion kinda makes Maples much less valuable so removing the method entirely might even be better for the game. (I would claim the Maples would then be too rare but who am I to say that.)

- Add an item to the vendors that is like the 6-packs of gems but adds a lot of amulet or ringpoints. This would allow players to reroll the amulets/rings while skipping the stupid gambling part.

(Personally I made Charsi sell me Maples for 4.25M each which is the cost of a Maple leaf when gambling with a level 15 character and saving the Fallen Stars for making unique jewels. I know that I'm a filthy cheater but I want to have fun when playing and gambling even just 100M worth of gold is a huge pain when using a low level character.)

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Re: [RELEASE] 4.2A Community Patch

Post by AlphA - The Real One » Thu May 18, 2017 12:38 am

Try replacing the Pickup.dll with this one: Pickup. It's a newer version made by the author. Beware that it's not working with Windows XP. Also you might need to update Visual C++ Redistributable für Visual Studio 2015

If it still crashes after this please remove the statfix.dll and let me know if that fixed it.

Regarding filter I sent you a PM.

Removing the rare-> unqiue recipe in general would be best in my eyes too. For this first version however I tried to not change anything on the basegame. I found that the secret scroll recipes could actually cut short to 25. Removing a couple useless ones and those really bad item conversions ones.

Cheers
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Re: [RELEASE] 4.2A Community Patch

Post by blackduck » Thu May 18, 2017 6:29 am

I'll try some other settings when I have time. What does the statfix.dll do?

Initially I was more a fan of the last option but after thinking the Dragon Stoning removes a lot of viability from a big portion of the items. Since the list of stats that cannot be d.stoned or gem melded is really short some Jeweler's items are almost always the best items because jewels are insanely good and almost all stats can be added with d.stoning/gem melding. Problem is that this is still true even without easy Maples since with enough playing someone might actually make enough maples to add all the interesting stats into his jeweler's items. Takes just some legendary effort to do that.

I'm not sure if I like the idea of reducing the Ancient Scroll -recipes as I find them being pretty cool. Perhaps the worst ones could be altered to be better?

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Re: [RELEASE] 4.2A Community Patch

Post by AlphA - The Real One » Thu May 18, 2017 7:37 am

It should prevent a lifecap overflow. Not really necessary though.

Well that's the main problem ES has. The question is how to encounter it. Possible ways are:
-Removes maples and the possiblity to lower the lvlcap.
-Make uniques more "unique" aka more special stats (check Resurgence Mod to get an idea). This however would require to make place in Itemstatcost.txt.
-Reduce the possibilities to dstone or lower the dstone caps.
-Limit the item/stat combination that can be dstoned. (For example resistence only on armor and helmets).

Another problem is how tinkering currently work. As you can endlessly tinker any rw.

Regarding scret recipes. Those are the ones I would keep.

Code: Select all

1   ->  1
12 ->  2
13 ->  3
14 ->  4
15 ->  5
16 ->  6
17 ->  7
23 ->  8
26 ->  9
27 ->  10
28 ->  11
30 ->  12
37 ->  13
39 ->  14
40 ->  15
41 ->  16
42 ->  17
43 ->  18
44 ->  19
45 ->  20
46 ->  21
47 ->  22
48 ->  23
49 ->  24
50 ->  25
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AlphA

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Re: [RELEASE] 4.2A Community Patch

Post by gogodanny » Thu May 18, 2017 9:08 am

Hi there - sorry for the perhaps stupid question but I pretty much forgot all about installing mods as I didn't paly D2 in a couple years.

So recently I installed the official ES Version that can be found in the Database.

If I install your patch now (which I REALLY want) how would I do that so I don't have to forfeit my chars? I'M using win7 64bit.

Also: I really wanna do that 4,5Mio gold = 1 Maple at vendor thing. How can I do that?

THanks a lot in advance

Oh and 1 More thing: Somebody has got a spare AS#50 flying around? highly appreciated :)
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Re: [RELEASE] 4.2A Community Patch

Post by blackduck » Thu May 18, 2017 9:46 am

How does tinkering runeworded items endlessly work? Is it just so that one can tinker the item, make the runeword, remove the runes and the item's tinkering point pool is refreshed?

Regarding the Ancient Recipe removal... No more Belt-Gloves-Boots conversion? 8-O I'm not saying that would be bad for the game but... I'd really have to rethink my build since I couldn't just use Goldarks in all of those slots on all characters. :D

Ancient Scrolls 2 and 3 are there just for convenience. I have used them few times just to make some socketable items for runewords when I have been lazy. (Gamble blue item, use scroll 2 or 3, use socket donut => profit!) I wouldn't be too sad if they were removed but at the same time I don't see any reason to remove them either.

I'd also keep scrolls 4 and 5 as I don't see it being a problem if someone fills out a low level set or gets a low level unique easily with these recipes. The cost is rather high with the 2 perfect gems, 2 dragon stones and a crafted item so I don't see them problematic. Someone who is finishing normal for the first time might want some specific set or unique item and these recipes would allow him to spend a significant amount of resources in order to get it. A richer player would just gamble the item with chits or via regular gambling and probably end up getting the item cheaper.

Ancient Scroll 6 probably has to be removed as it kinda allows loopholing Maples. It is more expensive to make them with that recipe when comparing to gambling but if the gambling method gets plugged then it probably is worth it to plug this one too. It is probably cheaper to just gamble the level 75 unique jewelry too so there is no real reason for this recipe to exist beside the fact that it allows sub-level 80 characters to make level 75 unique amus/rings. (I'd honestly just level my character to level 80 and if it is first character they can't afford gambling/abusing this recipe anyway since it is so expensive to use.)

Scroll 10 looks interesting to me because +xp modifier is such a rare stat in items. Perhaps it could remain but the materials could be streamlined. I can't imagine myself going through all the effort of trying to roll a decent rare amulet with 5% bonus XP because each roll requires so many bodyparts. Basically each ear is 5 parts so in total each roll costs 18 bodyparts in total. (Ok in softcore one could kill some other character and get ears easily but in HC the ears are really annoying to get.)

Scrolls 18-21 are pretty weird. They only work on blue items. Right? If yes then they allow some interesting minmaxing with some oskill gloves at least as one could get 120% FCR for 12 Cookbooks without adding level penalty. Same goes for the other stats but I think the FCR is the most interesting stat while not losing all that much when settling with just blue gloves instead of rare/unique ones. Perhaps some tweaking is required to make them more useful while not making them op (in the world where Maples are actually rare) but I'm not sure if I would straight up remove them.

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Re: [RELEASE] 4.2A Community Patch

Post by AlphA - The Real One » Thu May 18, 2017 11:27 am

You don't. The patch is 100% compatible. All you might need is download the newer goldpickup.dll I linked. You need to unpack the mpq, get the misc.txt open it with either d2excel or AFJ Sheet and do a small edit there. Then you add it to the data folder along the other txts you find in there. In case you started the game before you need to remove the misc.bin from the datafolder.

Well without getting into details how tinkering works. As long as you not remove the runes it can be tinkered endlessly. Once you remove the runes everything you tinkered is lost.

As you said before, it really limits the choice even further. In order to "force" players to use more different items it has to go.

Let me put it this way, how is an item unique if you can simply create it via a cube recipe?

For the rest, the intention behind scrolls was it to lock more powerful recipes behind them so players wouldn't use them right away. Removing the scroll doesn't necessarily mean removing the recipe as a whole.

In another post I mentioned the possibility to add new itemstats. This is currently not possible as ES is already using the maximum available, every scroll and every line in each stocker use a line. By removing half the scrolls, decals and lod coupons we could free up a few lines. To give you an quick example, Wrath of Asmodeus could be changed to allow players to shoot two extra Fireballs while having it equiped.

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Re: [RELEASE] 4.2A Community Patch

Post by blackduck » Thu May 18, 2017 11:59 am

I thought that you'd remove those recipes entirely. Good to hear that some of the recipes would remain but just not require the Ancient Scrolls. That actually makes a lot of sense considering that the usefulness of some of them is rather limited.

At least for me uniques are just another class of gear. I've never had issues with the fact that I can "craft" them with certain recipes. I'm mostly just interesting what those recipes actually allow me to do and how expensive the materials are. After all anyone can just gamble a certain unique so using the recipes to make the item is just an alternative way of obtaining it.

New itemstats actually sounds really cool. Especially if something like that would be possible to do.

I'm not really sure how I feel about getting rid some of the rune decals as I definitely would like to keep "the whole collection" of them in the game. At the very least all the good runewords should be kept in. (Or just rework runewords so there is equivalent runewords among the runewords that use ES runes and then get rid of all the LoD rune decals entirely.)

Same goes for LoD coupons. Most of them are totally useless. There is few ones that are really cool though like Stone of Jordan, Bul-Kathos' Wedding Band, Mara's Kaleidoscope and Dracul's Grasp. I'm also that sort of pervert that I enjoy collecting the LoD uniques that are really rare in LoD. Finally I can own a self-found Tyrael's Might! Perhaps there could be a LoD unique stones that would transform white items into LoD uniques?

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Re: [RELEASE] 4.2A Community Patch

Post by AlphA - The Real One » Thu May 18, 2017 12:43 pm

Well we could either merge the lod runewords into ES runes or make the better ones Kanji runewords. Well the point behind removing lod uniques and runewords is for one that most of them are never used. And second to free up space in the itemstatcost.txt and reduce the overall content. In my opinion we should figure out what can be improved or removed before adding anything new to ES.

Combining all those possible changes we talked about would already result in a rather big gamechange and as such would really fit the description of a community patch / plugin anymore. Beside those changes would be rather time consuming and I'm not sure I would have the motivation to do it alone.

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AlphA

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Re: [RELEASE] 4.2A Community Patch

Post by Doub » Thu May 18, 2017 3:19 pm

@Alpha
If you ever do changes on the vanilla type skill pre-reqs, make sure u add that info on the changelog plz. :)

Cheers!
Last edited by Doub on Thu May 18, 2017 9:46 pm, edited 1 time in total.

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Re: [RELEASE] 4.2A Community Patch

Post by gogodanny » Thu May 18, 2017 3:58 pm

God Alpha I love you for this patch. I couldnt manage to find decent stuff lately, now in my first run almost no crap, plenty rares, a couple runes ... awesome - great work

Just 1 more question - how would I go about adding maple leaf to vendors? - can somebody perhaps PM me that? thanks and hope I dont violate anything (else plz delete)
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Re: [RELEASE] 4.2A Community Patch

Post by AlphA - The Real One » Fri May 19, 2017 7:29 am

You need to unpack the mpq, get the misc.txt open it with either d2excel or AFJ Sheet and do a small edit there. Then you add it to the data folder along the other txts you find in there. In case you started the game before you need to remove the misc.bin from the datafolder.

In case you can't figure it out yourself report back. Don't forget to check the fileguide for misc.txt in the knowlegde base.

Cheers
AlphA

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Re: [RELEASE] 4.2A Community Patch

Post by gogodanny » Fri May 19, 2017 8:55 am

Hey Alpha - thanks a bunch but this largely outweighs my knowledge and skill ... guess i'll be doing it the old way :-D

COuld someone send me the prearranged file? so all i gotta do is copy-paste-play? :-)
Last edited by gogodanny on Fri May 19, 2017 11:02 am, edited 1 time in total.
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Re: [RELEASE] 4.2A Community Patch

Post by AlphA - The Real One » Fri May 19, 2017 9:32 am

Maybe blackduck can upload his file for you.

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AlphA

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gogodanny
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Re: [RELEASE] 4.2A Community Patch

Post by gogodanny » Fri May 19, 2017 11:03 am

smart thought ... i just did that :D
only 2 things are infinite - the universe and human stupidity ... although i'm not sure yet about the universe (c) Albert Einstein
http://miyoshino.la.coocan.jp/eswiki/?p ... hot051.jpg (WOW)

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Re: [RELEASE] 4.2A Community Patch

Post by blackduck » Fri May 19, 2017 4:57 pm

@gogodanny: Sent pm.

@Alpha: The updated pickup.dll seems to work as I was able to play few hours without any crashes.

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Re: [RELEASE] 4.2A Community Patch

Post by skogstrollet » Sat May 20, 2017 7:44 pm

Is there a way to just apply the Gold pickup? I havn't applied any community patches as far as I know.
I tried to just put in the Pickup.dll in my "es300r" folder and then added the line "D2Pickup=D2Pickup.dll" in D2Mod.ini.

Nothing happens. Tried in loader.ini as well wich gave me an error saying I'm missing glide.3x.dll.
Installed the wrapper, removed multires since they seem to conflict. Still didn't work. Ideas?

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AlphA - The Real One
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Re: [RELEASE] 4.2A Community Patch

Post by AlphA - The Real One » Sun May 21, 2017 4:52 am

For your first issue, tried the fixed version from above and updated Visual C++ Redistributable für Visual Studio 2015?

Multires? If you playing the 1.12a version of ES, the goldpickup.dll wont work as it was made for 1.10. If you playing 1.10 could you link the multires you using?

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AlphA

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Re: [RELEASE] 4.2A Community Patch

Post by skogstrollet » Sun May 21, 2017 8:00 am

You are right, I'm running 3.00 r6d 1.12a mod.
So I guess 1.10 is for the community updates and other plugins?
I'm so used to multires now that I can't swap that out for pickup =/

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AlphA - The Real One
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Re: [RELEASE] 4.2A Community Patch

Post by AlphA - The Real One » Sun May 21, 2017 8:28 am

Nah you can patch over all former community updates as well as mine, beside all dlls that work via the D2ModSystem, in this case the Gold Pickup.dll and Statfix.dll. Remove those alongside the D2Mod.ini / D2SE_Setup.ini from my plugin and it'll work fine for you too.

All that's left is to start with the following commands, -txt -direct.

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gogodanny
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Re: [RELEASE] 4.2A Community Patch

Post by gogodanny » Mon May 22, 2017 1:19 pm

Hi again - got quite an important question I guess ... all of a sudden the augmentor doesn't work anymore (lvlreq 120) and my dmg went from 2-31k to 500-13k ... help?

€dit: I placed your file (and then blackducks) into the folder and used ES launcher.

Every new char I create spawns an unusable lvl 120 augmenter too :-/
Last edited by gogodanny on Mon May 22, 2017 1:27 pm, edited 1 time in total.
only 2 things are infinite - the universe and human stupidity ... although i'm not sure yet about the universe (c) Albert Einstein
http://miyoshino.la.coocan.jp/eswiki/?p ... hot051.jpg (WOW)

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Re: [RELEASE] 4.2A Community Patch

Post by AlphA - The Real One » Mon May 22, 2017 1:25 pm

Create a new one. I'm not quite sure what's causing this, as I only changed the barbarian augmenter. If you notice any further irregularities let me know.

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AlphA

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