Search found 839 matches

by Black_Eternity
Tue Feb 20, 2018 4:05 pm
Forum: General Mod Making
Topic: Changing Splash screen version text
Replies: 4
Views: 29
United States of America

Re: Changing Splash screen version text

It actually requires code editing.
by Black_Eternity
Mon Feb 19, 2018 5:31 pm
Forum: Eastern Sun
Topic: Ask the Experts
Replies: 8062
Views: 362997
United States of America

Re: Ask the Experts

I type in message, but how do you post? I've never used Discord, one of my grandsons did. Big question is, is it always dark? Alpha saw your welcome on Discord By pressing Enter or Return will post message. To change to Light Theme go to your User Setting (Gear icon in bottom left corner by your us...
by Black_Eternity
Mon Feb 19, 2018 5:27 pm
Forum: General Mod Making
Topic: How to increse the quantity of runes drop
Replies: 3
Views: 37
United States of America

Re: How to increse the quantity of runes drop

There are also treasureclass entries for the runes (Runes1-Runes17), Also make sure you are testing on monsters with a high enough lvl to be able to drop them.
by Black_Eternity
Sun Feb 18, 2018 6:47 am
Forum: General Mod Making
Topic: Perfect Stats Mod help
Replies: 12
Views: 160
United States of America

Re: Perfect Stats Mod help

My first guess would be to look at the values in itemstatcost.txt, check the file guide to find what columns control what exactly.
by Black_Eternity
Sat Feb 17, 2018 5:26 am
Forum: General Mod Making
Topic: Perfect Stats Mod help
Replies: 12
Views: 160
United States of America

Re: Perfect Stats Mod help

There shouldn't be any difference in the file list. Iirc any patch greater than 1.13 was just bug patches.
by Black_Eternity
Thu Feb 15, 2018 11:33 am
Forum: General Mod Making
Topic: How to add maximum sockets to the item?
Replies: 11
Views: 112
United States of America

Re: How to add maximum sockets to the item?

You need to check your max sockets in itemtypes and on the item itself. In my mod I currently have some cube recipes similar to this, but If I try the add 4 socket recipe on an armor that has only 2 max sockets.... I only get 2.
by Black_Eternity
Thu Feb 15, 2018 7:33 am
Forum: General Mod Making
Topic: Perfect Stats Mod help
Replies: 12
Views: 160
United States of America

Re: Perfect Stats Mod help

Please do not double post, instead edit your previous post if you would like to add additional information, or questions. (it will mark the topic unread) No the game will read the data folder first and then the mpq's, when using -direct. No, superior items will gain their stats through QualityItems....
by Black_Eternity
Thu Feb 15, 2018 4:47 am
Forum: General Mod Making
Topic: Perfect Stats Mod help
Replies: 12
Views: 160
United States of America

Re: Perfect Stats Mod help

To answer your first question, yes set all min values to that of the max value. Base items are located in Armors, Weapons, Misc. Magics - MagicPrefix, suffix Rares- RarePrefix, suffix Uniques - self explanatory Sets - ditto Cube Recipes - Cubemain Sockets are controlled by two things, the amount the...
by Black_Eternity
Wed Feb 14, 2018 6:35 pm
Forum: General Mod Making
Topic: How to add maximum sockets to the item?
Replies: 11
Views: 112
United States of America

Re: How to add maximum sockets to the item?

Looks correct, but did you try?
by Black_Eternity
Wed Feb 14, 2018 10:53 am
Forum: General Mod Making
Topic: How to add maximum sockets to the item?
Replies: 11
Views: 112
United States of America

Re: How to add maximum sockets to the item?

Please do not double post, instead edit your previous post if you need to add any more information.

You should try adding the sockets through the properties columns instead of the output and see if that helps.
by Black_Eternity
Wed Feb 14, 2018 10:49 am
Forum: General Mod Making
Topic: Configurating a drop mod and other stuff
Replies: 4
Views: 66
United States of America

Re: Configurating a drop mod and other stuff

That's because the treasureclassex references the item code and not the item name, check out your other txt files to find what you are looking for. As far as the probabilites, read the treasureclassex.txt file guide for information on how the game calculates drop chances. There has also been a pleth...
by Black_Eternity
Tue Feb 13, 2018 4:14 pm
Forum: General Mod Making
Topic: Configurating a drop mod and other stuff
Replies: 4
Views: 66
United States of America

Re: Configurating a drop mod and other stuff

Everything you want to do, is only a few simple search results away.
Even reading through the last few pages of topics in the last six months will yield some good information.
by Black_Eternity
Mon Feb 05, 2018 5:35 am
Forum: General Mod Making
Topic: Barbarian using 2h swords
Replies: 2
Views: 53
United States of America

Re: Barbarian using 2h swords

This sounds like a job for code editing, to get it to work properly.
by Black_Eternity
Sun Feb 04, 2018 1:18 am
Forum: Mod Concepts & Research
Topic: What does your mod look like?
Replies: 522
Views: 71169
United States of America

Re: What does your mod look like?

Hahaha, my mod looks much different now. :P
by Black_Eternity
Wed Jan 31, 2018 1:23 am
Forum: General Mod Making
Topic: Newb D2SE Mymod question
Replies: 2
Views: 52
United States of America

Re: Newb D2SE Mymod question

D2SE_Setup.ini
by Black_Eternity
Thu Jan 25, 2018 4:26 am
Forum: Staff Announcements
Topic: Welcome to the new keep!
Replies: 39
Views: 956
United States of America

Re: Welcome to the new keep!

We all get it.... it looks different, big deal.
Some of us are just happy that Volf is nice enough to keep the community going.
by Black_Eternity
Wed Jan 24, 2018 2:23 pm
Forum: General Mod Making
Topic: What D2 version should I mod
Replies: 5
Views: 151
United States of America

Re: What D2 version should I mod

As far as version differences, there's really not much between 1.10 and up besides a few bug "fixes". 1.10 is by far the most documented for code locations. And the soft coding aspect is the same from 1.10 up. And I honestly can't tell you why people gather around 1.13c, but at one point it was the ...
by Black_Eternity
Mon Jan 22, 2018 9:11 pm
Forum: General Mod Making
Topic: How can I modify CubeMain and still get Uber Tristram to work for PlugY 1.13C?
Replies: 18
Views: 182
United States of America

Re: How can I modify CubeMain and still get Uber Tristram to work for PlugY 1.13C?

JustinYummy wrote:
Mon Jan 22, 2018 9:03 pm
I was under the impression that you NEEDED .bin files for this type of modding to work.
Well you do, but it's something that the game does on it's own. (for the most part)
You only need them when distributing your mod.
by Black_Eternity
Mon Jan 22, 2018 7:34 am
Forum: General Mod Making
Topic: How can I modify CubeMain and still get Uber Tristram to work for PlugY 1.13C?
Replies: 18
Views: 182
United States of America

Re: How can I modify CubeMain and still get Uber Tristram to work for PlugY 1.13C?

First I need to understand exactly how you're loading you mod through D2SE, because the way you make it sound is as if you're loading the base 1.13c core, and not the MyMod setup. All you need are three simple things to get it to work. 1. The MyMod plugin (located in the original D2SE topic itself) ...
by Black_Eternity
Mon Jan 22, 2018 6:58 am
Forum: General Mod Making
Topic: How can I modify CubeMain and still get Uber Tristram to work for PlugY 1.13C?
Replies: 18
Views: 182
United States of America

Re: How can I modify CubeMain and still get Uber Tristram to work for PlugY 1.13C?

So you're trying to modify cubemain or what? I fail to see the issue here then.
If yes, you should read around some more. An exorbitant amount of people have been walked through how to start basic modding in the last six months.
by Black_Eternity
Mon Jan 22, 2018 6:43 am
Forum: General Mod Making
Topic: How can I modify CubeMain and still get Uber Tristram to work for PlugY 1.13C?
Replies: 18
Views: 182
United States of America

Re: How can I modify CubeMain and still get Uber Tristram to work for PlugY 1.13C?

Once again, you shouldn't have to even touch the txt files, meaning you don't need to use the command line parameters.
But you have to make sure that PlugY itself has Ubers enabled.

PlugY.ini:
[UBER QUEST]
ActiveUberQuest=1
by Black_Eternity
Mon Jan 22, 2018 6:23 am
Forum: General Mod Making
Topic: How can I modify CubeMain and still get Uber Tristram to work for PlugY 1.13C?
Replies: 18
Views: 182
United States of America

Re: How can I modify CubeMain and still get Uber Tristram to work for PlugY 1.13C?

-direct -txt works on all versions.
If you're already using 1.13c there should be no need to even touch the txt files, just enable the setting in plugy.ini
by Black_Eternity
Mon Jan 22, 2018 2:03 am
Forum: General Mod Making
Topic: How can I modify CubeMain and still get Uber Tristram to work for PlugY 1.13C?
Replies: 18
Views: 182
United States of America

Re: How can I modify CubeMain and still get Uber Tristram to work for PlugY 1.13C?

So you are trying to get Ubers in a 1.10f version of D2 using 1.13c txt files?

IIRC PlugY only enables ubers in SP in versions 1.11+??? Correct me if wrong.

If it does, then you also need to check your levels.txt.
by Black_Eternity
Sat Jan 20, 2018 8:46 pm
Forum: General Mod Making
Topic: [Fawahar] needs few tips [LOD 1.09b]
Replies: 28
Views: 1343
United States of America

Re: [Fawahar] needs few tips [LOD 1.09b]

There's one sticky right here in GMM, "Updated Magic Modifier List"
by Black_Eternity
Sat Jan 20, 2018 5:24 am
Forum: Staff Announcements
Topic: Welcome to the new keep!
Replies: 39
Views: 956
United States of America

Re: Welcome to the new keep!

Volf wrote:
Sat Jan 20, 2018 5:07 am
Increased to 15 per page.
All files get announced when added or updated so they can also be searched in File Center Announcements forum.
That's great, Thank you Volf for your service.

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