Search found 996 matches
- Wed Mar 16, 2022 1:23 am
- Forum: General Mod Making
- Topic: question on modding Misc.txt
- Replies: 1
- Views: 1456
Re: question on modding Misc.txt
Misc, Armor, and Weapons are compiled together, so when replacing bins you should adopt the common practice of repacking all bins.
- Sat Jan 30, 2021 9:39 pm
- Forum: Multimedia
- Topic: [Release] Ogodei's Diablo 1 Monster pack Final v1.3
- Replies: 48
- Views: 9707
Re: [Release] Ogodei's Diablo 1 Monster pack Final v1.3
How come this is spamming? I just simply ask question on this post and you chose to answer right here on my reply to ogodei?? Maybe you do not know the definition of spamming? I have already did search and after I couldn't find the answer I was looking for and I put this question right here to ogod...
- Sat Jan 30, 2021 7:11 pm
- Forum: Multimedia
- Topic: [Release] Ogodei's Diablo 1 Monster pack Final v1.3
- Replies: 48
- Views: 9707
Re: [Release] Ogodei's Diablo 1 Monster pack Final v1.3
Omg... another problem there is absolutely no problem when I run diablo with text files, but once I create patch mpq file and run diablo and always error messages and automatically turn off game when I face with new monsters... Any clue why it is? I have check text files a few times already, seems ...
- Thu Jan 28, 2021 2:26 pm
- Forum: Multimedia
- Topic: [Release] Ogodei's Diablo 1 Monster pack Final v1.3
- Replies: 48
- Views: 9707
Re: [Release] Ogodei's Diablo 1 Monster pack Final v1.3
Hey ogodei my friend, It's been a while and a new problem has been arisen that every new monsters' name shows up as 'an evil force' even I put names on monstats txt files. Do you have any clue why it is like that? How can I change that problem? You need to add your strings to any one of the ***stri...
- Wed Jan 20, 2021 4:17 pm
- Forum: General Mod Making
- Topic: Masterlist Correction
- Replies: 5
- Views: 511
Re: Masterlist Correction
There is nothing wrong with the fileguide in regards to this accusation.
Screenshot:
Screenshot:
- Sun Nov 15, 2020 2:33 pm
- Forum: General Mod Making
- Topic: Can't create particular set items
- Replies: 3
- Views: 460
Re: Can't create particular set items
I can't think of any other reason as to why a set item wouldn't drop. He never said from drops, he said from Cube Recipes. All other sets work but for 2... Someone who knows what could be causing this? Two things come to mind. 1. The most likely, an ilvl issue. The cube can only spawn items up to i...
- Sun Nov 01, 2020 2:16 pm
- Forum: Mods by Nefarius
- Topic: MetalStorm Progress Report (28 June 2016)
- Replies: 210
- Views: 108230
Re: MetalStorm Progress Report (28 June 2016)
Waiting for Metalstorm starts to feel like waiting for Cyberpunk 2077 (pre-E3 announcement). But I still don't get the reason behind not sharing any screenshots, videos etc. If the development is stalling, it might be a good idea to recruit people to the team or to go open source. Nefarius doesn't ...
- Sat Oct 31, 2020 1:22 pm
- Forum: Le Royaume des Ombres
- Topic: Year 2020 questions
- Replies: 3
- Views: 2706
Re: Year 2020 questions
480 views yet no single post or threads, cmon people at least show you are here :( First of all, edit your posts instead of double posting. Second, nobody is entitled to answer your post, especially when they might not have any information either. Xaphan has been away for some time, but still occas...
- Wed Sep 30, 2020 1:22 pm
- Forum: PlugY|NefEx|D2Mod
- Topic: [1.10]New D2ModPlugins
- Replies: 125
- Views: 51063
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? From the first page of this post. The skill will only be saved it is a class specific skill. ...
- Sun Sep 27, 2020 1:57 pm
- Forum: General Mod Making
- Topic: Modding different versions, and listfiles?
- Replies: 2
- Views: 518
Re: Modding different versions, and listfiles?
There are no version dependent listfiles, it's just a simple list of filenames. Even if you were to find one from 2002, there's hardly any difference between 1.10 and beyond. The most recent one [here] [mirror] is the be all end all of listfiles. If your MPQ editor isn't showing the correct paths an...
- Tue Sep 22, 2020 1:18 pm
- Forum: General Mod Making
- Topic: Disable or nerf/change rejuvenation potions
- Replies: 7
- Views: 783
Re: Disable or nerf/change rejuvenation potions
Changing the calc columns is enough is to nerf them.
If this has no affect, then that leads me to suspect you are not properly rebuilding your bin files.
If this has no affect, then that leads me to suspect you are not properly rebuilding your bin files.
- Sat Sep 12, 2020 5:18 am
- Forum: PlugY|NefEx|D2Mod
- Topic: D2ExpRes and PlugY conflict
- Replies: 1
- Views: 781
Re: D2ExpRes and PlugY conflict
Disable big stash and extra stats page and everything else works fine.
- Tue Sep 08, 2020 12:51 am
- Forum: Mod Concepts & Research
- Topic: What does your mod look like?
- Replies: 571
- Views: 144914
Re: What does your mod look like?
Been awhile since anything new was added. So here's a screenie of an angel. Oh, that was 2 years ago, I'm sure that now you have sth new, care to refresh this topic a little bit with some small teaser of your mod. :oops: :P :mrgreen: Here's a pic that highlights a few tests for the control panel. h...
- Thu Sep 03, 2020 4:23 pm
- Forum: Skill Clinic
- Topic: Unable to use stat formulae for innate passives
- Replies: 13
- Views: 2654
- Thu Sep 03, 2020 3:59 pm
- Forum: Skill Clinic
- Topic: Unable to use stat formulae for innate passives
- Replies: 13
- Views: 2654
Re: Unable to use stat formulae for innate passives
Also worth noting that clcs do not update if the value calculated on the next update is equal to 0, so in some cases you'll want to make sure the lowest possible value is -1 or 1. Calc fields can calculate to zero, the parser returns -1 if the field is empty, however... in all of Blizzard's genius,...
- Thu Sep 03, 2020 3:45 pm
- Forum: Skill Clinic
- Topic: Unable to use stat formulae for innate passives
- Replies: 13
- Views: 2654
Re: Unable to use stat formulae for innate passives
Unfortunately you can't use strength in passive calcs.
It should work correctly if you use a different stat.Firehawk wrote:They check if the stat is greater than 0 (strength) erroneously when applying passivestats to aurastate
That's done in a number of different places
- Sat Aug 29, 2020 1:01 pm
- Forum: General Mod Making
- Topic: CubeMain mod codes for specific skill trees
- Replies: 9
- Views: 826
- Sun Aug 23, 2020 10:15 pm
- Forum: Member Аnnouncements
- Topic: Fixed 1.13c TXT Files
- Replies: 34
- Views: 23368
Re: Fixed 1.13c TXT Files
They mean specifically this description in the text file.
IMO it's not a big deal.
Code: Select all
1 ring + 1 emerald + 1 antidote potions -> jade ring
- Tue Jun 16, 2020 1:27 pm
- Forum: General Mod Making
- Topic: Doubts on what's possible to do or not and how.
- Replies: 8
- Views: 699
Re: Doubts on what's possible to do or not and how.
Can i create a new Weapon Type? Like new Off-hand stuff and etc... (Without a sprite, just appears on inventory but it would be like the character has nothing on Off-hand, or if i can, attach some graphic to it like a aura when equipped and etc...) Yes, this is a fairly easy accomplishment. I even ...
- Mon Apr 27, 2020 10:10 am
- Forum: Multimedia
- Topic: [Question] Are there any user made releases of UI's (animdata.d2 file)?
- Replies: 4
- Views: 1015
- Sun Apr 26, 2020 2:53 am
- Forum: Code Editing
- Topic: need help for charm zones[1.13c].
- Replies: 2
- Views: 594
- Sat Apr 18, 2020 4:04 pm
- Forum: Kingdom of Tenai
- Topic: KOT crash after killing Diablo
- Replies: 11
- Views: 4333
Re: KOT crash after killing Diablo
This mod has been unsupported for nearly 15 years.
- Sat Apr 04, 2020 3:59 am
- Forum: General Mod Making
- Topic: Adding new colums in Uniqueitems.txt
- Replies: 9
- Views: 639
Re: Adding new colums in Uniqueitems.txt
Through the file, no. Through additional property modifications, It's doable.
- Sat Apr 04, 2020 2:38 am
- Forum: General Mod Making
- Topic: Possible to have an item value above 511?
- Replies: 5
- Views: 397
Re: Possible to have an item value above 511?
Stacks or quantity above 511 requires a code edit to work properly.
- Sat Apr 04, 2020 2:36 am
- Forum: General Mod Making
- Topic: Adding new colums in Uniqueitems.txt
- Replies: 9
- Views: 639
Re: Adding new colums in Uniqueitems.txt
Even if you add them to the file, they won't be read by the game.