Search found 27 matches
- Tue Apr 20, 2021 7:51 pm
- Forum: General Mod Making
- Topic: iLvl > 99 Issues
- Replies: 2
- Views: 516
Re: iLvl > 99 Issues
So I take it iLvl cannot be increased beyond 127? So I'll have to adjust my iLvls and change the level req bit to 8 so I can keep requirements above 127. I assume that I need to cap my magic prefixes and suffixes at 127 as well? (with level requirements being higher) Does the iLvl cap effect Treasur...
- Sun Apr 18, 2021 8:45 pm
- Forum: General Mod Making
- Topic: iLvl > 99 Issues
- Replies: 2
- Views: 516
iLvl > 99 Issues
So I have a mod that goes up to character level 200. Hell difficulty is levels 100+ and Elite items are generally all set to levels 100+. Elite items never drop which leads me to think there's an issue with items beyond level 99. Plugy won't list an iLvl over 99 which is probably just a limitation o...
- Fri Apr 16, 2021 9:20 pm
- Forum: General Mod Making
- Topic: Transformed States and Casting
- Replies: 4
- Views: 501
Re: Transformed States and Casting
That seems pretty easy. I'll give it a try this weekend when I have the time to look at it. Thank you.
- Thu Apr 15, 2021 11:49 pm
- Forum: General Mod Making
- Topic: Transformed States and Casting
- Replies: 4
- Views: 501
Re: Transformed States and Casting
Where can I read up on how to clone the animation? I'm not even sure where to look. I do have the Animdata editor although I've barely touched it.
- Tue Apr 13, 2021 4:37 pm
- Forum: General Mod Making
- Topic: Transformed States and Casting
- Replies: 4
- Views: 501
Transformed States and Casting
So I have a mod and a class that is capable of transforming into either a Succubus, Cantor or Vile Mother. While transformed into a Succubus or Cantor the character's casting frames are affected by effects that slow attack animations such as chilled (the Vile Mother's casting frames are unaffected)....
- Sat Dec 19, 2020 1:14 am
- Forum: Multimedia
- Topic: DC6 Maker Issue
- Replies: 6
- Views: 1464
Re: DC6 Maker Issue
That image solved all my problems, thank you!
I was using DC6 Maker which wasn't able to read the 24 bit files but I saw you are using DC6 Creator. I downloaded that instead and it resolved all my issues.
I was using DC6 Maker which wasn't able to read the 24 bit files but I saw you are using DC6 Creator. I downloaded that instead and it resolved all my issues.
- Fri Dec 18, 2020 4:08 am
- Forum: Multimedia
- Topic: DC6 Maker Issue
- Replies: 6
- Views: 1464
Re: DC6 Maker Issue
I'm hoping to find a free image editor that will save it properly. I've attached an image of what it currently looks like in-game.
When I save it with Paint the colors take on a bluish tint and enough pixels turn black to render them transparent when DC6 Maker converts the image.
When I save it with Paint the colors take on a bluish tint and enough pixels turn black to render them transparent when DC6 Maker converts the image.
- Wed Dec 16, 2020 8:56 am
- Forum: Multimedia
- Topic: DC6 Maker Issue
- Replies: 6
- Views: 1464
DC6 Maker Issue
What file format (and program) do I need to save images in for the DC6 Maker 3 program to properly adapt that image for use in Diablo 2? So currently the only way I've been able to create images and get them into my mod is to use good ol' MS Paint, save the image as a 256 color Bitmap and then use D...
- Thu Oct 08, 2020 3:03 pm
- Forum: Multimedia
- Topic: Sounds.txt : Replacing Sounds Issue
- Replies: 2
- Views: 778
Sounds.txt : Replacing Sounds Issue
I've been looking to replace the wave files listed in Sounds.txt with custom wave files but I've run into a problem. I've been building and testing my mod in -direct -txt mode and it seems like the existing Sounds.txt fields are only pulling their data straight from the MPQ files and ignore everythi...
- Sat Sep 26, 2020 12:03 am
- Forum: Multimedia
- Topic: [Release] Ogodei's Diablo 1 Monster pack Final v1.3
- Replies: 48
- Views: 9642
Re: [Release] Ogodei's Diablo 1 Monster pack Final v1.3
Quick question for you Ogodei, I want to place some D1Succubus in the act 1 catacombs but I noticed that their damage was not scaling well for low levels. They were doing 200+ a pop. I dropped their damage to 1-2 for testing and they still did about 100 a hit (way too high for act 1 normal!). With f...
- Mon Sep 14, 2020 1:27 am
- Forum: General Mod Making
- Topic: Level 127
- Replies: 2
- Views: 438
Re: Level 127
Awesome, thanks! So glad it was an easy fix. I've never actually messed with the ItemStatCost file before.
- Sat Sep 12, 2020 3:37 pm
- Forum: General Mod Making
- Topic: Level 127
- Replies: 2
- Views: 438
Level 127
So my idea was to allow character/monster/item levels up to 200 but I just realized that my character level reverts to level 127 when I reload the game. I'm guessing a lot of other things might also cap at level 127? In game I can go past it just fine but it'll just break when I reload the game. Is ...
- Wed Aug 19, 2020 1:25 am
- Forum: Skill Clinic
- Topic: New Ranged Javelin Skills
- Replies: 3
- Views: 843
Re: New Ranged Javelin Skills
Thank you. That guide is a good read but I'm having a couple issues with it. One, a lot of the fields referenced are different than the fields I have in my Skills.txt file. A few of them I figured out the different names but not all. Two, it lists some basic combos for useful skill types but not the...
- Tue Aug 18, 2020 12:19 am
- Forum: General Mod Making
- Topic: Monsters that look like Hirelings
- Replies: 3
- Views: 511
Re: Monsters that look like Hirelings
There's a lot of AI fields (that I've never touched before) so I'm not sure where 100/1/100 goes or what it even does. Does anyone have the entire line of a functional monster merc in the txt file that they can post? If I have something that works to begin with I should be able to tweak it from ther...
- Sun Aug 16, 2020 1:18 am
- Forum: Skill Clinic
- Topic: New Ranged Javelin Skills
- Replies: 3
- Views: 843
New Ranged Javelin Skills
I've been tinkering with creating new skills. So far I've been using existing skills as a base to keep things simple. I want to create some ranged base javelin skills that release elemental attacks upon impact but I'm having trouble finding a skill to base it off of. Say I want Charged Bolts to be r...
- Sun Aug 16, 2020 1:15 am
- Forum: General Mod Making
- Topic: Monsters that look like Hirelings
- Replies: 3
- Views: 511
Monsters that look like Hirelings
My goal was to make an area filled with monsters that looked like all of the hirelings. I've had no trouble creating new monsters before based off of existing creatures (I even made a monster based off of the Camel animation and that isn't even a full set of animations) but I can't seem to get the h...
- Sun Sep 01, 2019 3:37 am
- Forum: General Mod Making
- Topic: Question of the 1st step.
- Replies: 37
- Views: 3659
Re: Question of the 1st step.
I'm certainly not an advanced modder so take this advice with a grain of salt. But one thing you could do is to edit the "necroskeleton" entry in MonStats.txt instead of having to edit the skill itself. Change the skeleton model and AI and any stats you want.
- Sun Sep 01, 2019 3:32 am
- Forum: General Mod Making
- Topic: Punch Mastery
- Replies: 2
- Views: 359
Re: Punch Mastery
Unfortunately hth is applying bonuses to melee weapon damage but not unarmed damage.
- Sat Aug 31, 2019 5:46 am
- Forum: General Mod Making
- Topic: Punch Mastery
- Replies: 2
- Views: 359
Punch Mastery
I'm not sure if this is doable but... I want to create a "Punch Mastery" skill similar to the Barb's weapon mastery skills but it only effects punching damage. I noticed the Barb's mastery skills use the "passiveitype" field to designate what type of weapon the mastery effects. So "swor" for swords....
- Mon Aug 26, 2019 12:20 am
- Forum: Multimedia
- Topic: [Release] Ogodei's Diablo 1 Monster pack Final v1.3
- Replies: 48
- Views: 9642
Re: [Release] Ogodei's Diablo 1 Monster pack Final v1.3
Never mind! I think I must have just over-wrote some files incorrectly when updating from the base to v1.3
Great pack! Thanks for all the hard work!
Great pack! Thanks for all the hard work!
- Sun Aug 25, 2019 8:57 pm
- Forum: Multimedia
- Topic: [Release] Ogodei's Diablo 1 Monster pack Final v1.3
- Replies: 48
- Views: 9642
Re: [Release] Ogodei's Diablo 1 Monster pack Final v1.3
Hey, this monster pack looked really interesting so I thought I'd give it a try but I'm having a problem. I can't get the monsters to visually appear on-screen and I'm not sure what I'm doing wrong. I am doing my testing in -direct -txt mode. I have added all of the required data to the TXT files. I...
- Sun Feb 03, 2019 12:49 am
- Forum: General Mod Making
- Topic: Level Lighting Question
- Replies: 1
- Views: 378
Level Lighting Question
So I have a mod that uses the "Intensity" "Red" "Green" "Blue" properties inside Levels.txt to create some unique lighting environments. I noticed however that while the colors show up in full screen, they do not show up at all in windowed mode. Is there a way to get those colors to show up in Windo...
- Wed Jan 09, 2019 5:45 am
- Forum: Multimedia
- Topic: New Death Screen Message? (LoD 1.14)
- Replies: 2
- Views: 2368
New Death Screen Message? (LoD 1.14)
Hi all,
I'm interested in changing the "You have died" message. It looks like it might be a .DC6 but I couldn't find anything in the MPQ files that seems like it would fit what I am looking for. Is there a way to change this message?
Thank you.
I'm interested in changing the "You have died" message. It looks like it might be a .DC6 but I couldn't find anything in the MPQ files that seems like it would fit what I am looking for. Is there a way to change this message?
Thank you.
- Tue Jan 08, 2019 7:32 pm
- Forum: Map Editing
- Topic: Quick Q on Duplicating Maps (LoD 1.14)
- Replies: 3
- Views: 1340
Re: Quick Q on Duplicating Maps (LoD 1.14)
Thank you, I'll read up on the links. I had this idea in my head that the actual code to move players from one map to another was buried inside of some kind of special map files. If I choose not to use an extended levels plugin, could I simply overwrite existing levels to be able to add more Maggot ...
- Tue Jan 08, 2019 7:17 pm
- Forum: General Mod Making
- Topic: TC Problem (LoD 1.14d)
- Replies: 2
- Views: 408
Re: TC Problem (LoD 1.14d)
Ah, I see! Thank you very much. That makes sense.