Search found 28 matches

by hellfreezer
Thu Sep 19, 2019 8:44 pm
Forum: General Mod Making
Topic: Flippy file and chrtransform
Replies: 0
Views: 20

Flippy file and chrtransform

Is there anyway to seperate the 2? What I want to do is make the flippy files not change colors based on the chrtransform column while keeping the color change when the character is wearing it. If there is a code edit already known, I have been unable to find it. The reason I'm trying to do this is ...
by hellfreezer
Thu Sep 12, 2019 1:43 pm
Forum: General Mod Making
Topic: Skill change with item
Replies: 3
Views: 54

Re: Skill change with item

I'm not an expert on skills but the only thing I can think of and maybe someone can chime in, is to create a new dummy skill for your totem and add a synergy to tornado for this new skill and make the synergy add what you want. Can anyone say if this is a viable answer? If this works, I don't think ...
by hellfreezer
Mon Sep 09, 2019 1:14 pm
Forum: General Mod Making
Topic: Ancient unique and set items, similar to d3
Replies: 4
Views: 96

Re: Ancient unique and set items, similar to d3

I like that idea as well, the mod I'm working on isn't so much to change the game rather than add to it or make quality of life improvements and I think it would be cool to find a shako in act 1 normal and upgrade it and be able to see I found this helmet 50 levels ago and I can still use it. I also...
by hellfreezer
Fri Sep 06, 2019 2:35 pm
Forum: General Mod Making
Topic: Ancient unique and set items, similar to d3
Replies: 4
Views: 96

Re: Ancient unique and set items, similar to d3

Yeah, I think you're right. I've been thinking about it a bit and copy and paste and a percent calculator actually probably wouldn't take too long. Then just give them a lower percent chance to drop.
by hellfreezer
Fri Sep 06, 2019 1:58 pm
Forum: General Mod Making
Topic: Ancient unique and set items, similar to d3
Replies: 4
Views: 96

Ancient unique and set items, similar to d3

I saw a mod that has ancient and primal ancient versions that roll higher stats on the items like in Diablo 3. Does anyone have any ideas on how this could be achieved without recreating duplicates of every unique and set item in the game?
by hellfreezer
Sun Sep 01, 2019 4:51 pm
Forum: General Mod Making
Topic: Question of the 1st step.
Replies: 33
Views: 426

Re: Question of the 1st step.

Change only the token to gm, change goatman1 back to what it was originally and try again. When experimenting with new things, make one change at a time so when a problem occurs you know exactly what is causing it. Of course it isn't always possible to change one thing at a time but here it is. This...
by hellfreezer
Sat Aug 31, 2019 4:37 pm
Forum: General Mod Making
Topic: Question of the 1st step.
Replies: 33
Views: 426

Re: Question of the 1st step.

What exactly are you trying to do? I'm assuming that you have already extracted the data folder from the mpq and have downloaded a spreadsheet editor?

It's just my opinion, but I would suggest not starting with editing skills, I would start with some more simple modifications.
by hellfreezer
Sat Aug 31, 2019 4:10 am
Forum: General Mod Making
Topic: Boss descriptions
Replies: 1
Views: 85

Re: Boss descriptions

Maybe you could make a new property for the monster that doesn't have any effects? I have thought about doing this my self but I haven't got around to trying it yet.
by hellfreezer
Sat Aug 31, 2019 12:26 am
Forum: General Mod Making
Topic: Problem placing new super unique in ds1
Replies: 1
Views: 49

Problem placing new super unique in ds1

What seemed like a trivial task has turned into a bit of a pain. I made a new super unique in superuniques.txt and added it to the end of monpreset.txt, I edited obj.txt in the data folder of the ds1 editor. The ds1 editor is showing my new entry in superuniques.txt, however when I launch the game a...
by hellfreezer
Thu Aug 29, 2019 1:24 pm
Forum: General Mod Making
Topic: Automaps randomly dissapearing.
Replies: 2
Views: 87

Re: Automaps randomly dissapearing.

What .txt files have you modded yourself, or are you just using the plugins?

It sounds like a conflict between your modded .txt files and one of the plug ins you're using, try removing the plugins one at a time to narrow it down then you can focus on finding the exact problem possibly.
by hellfreezer
Wed Aug 28, 2019 6:40 pm
Forum: General Mod Making
Topic: Spawning the Butcher - Taunt Problem.
Replies: 4
Views: 996

Re: Spawning the Butcher - Taunt Problem.

I know this is old but I just ran into this exact problem while trying to recreate Leoric from Diablo 1 and I think I found the problem this person was having and maybe a problem that others could have in the future so I figured I would share my findings. It seems that regular monsters ignore the Ta...
by hellfreezer
Sat Apr 27, 2019 2:54 am
Forum: General Mod Making
Topic: Throwing weapons disappearing
Replies: 1
Views: 281

Throwing weapons disappearing

I have been working on this for about a week now, I have tried all of the code edits I could find (I'm using 1.13c) In my mod I have removed the quantity from showing on throwing weapons, applied the code edit which stops them from decreasing in quantity when thrown, I have set min and max and spawn...
by hellfreezer
Mon Feb 25, 2019 6:44 pm
Forum: General Mod Making
Topic: Need help fixing Unhandled Error
Replies: 20
Views: 773

Re: Need help fixing Unhandled Error

At what character level does your new skill unlock?
by hellfreezer
Mon Feb 25, 2019 6:00 am
Forum: General Mod Making
Topic: Need help fixing Unhandled Error
Replies: 20
Views: 773

Re: Need help fixing Unhandled Error

Is the skill added to a certain class or did it replace an existing spell. I haven't worked extensively with skills but I know each class must have the same number of skills. Have you tried putting the new skill on an item as an oskill?
by hellfreezer
Sun Feb 24, 2019 10:21 am
Forum: General Mod Making
Topic: Problem with levels.txt entry file
Replies: 5
Views: 290

Re: Problem with levels.txt entry file

Yeah, I can't find any other possible reason, I wonder if anyone found a code fix for it, I'll look around. Thank you.
I found it, edited original post.
by hellfreezer
Sun Feb 24, 2019 9:48 am
Forum: General Mod Making
Topic: Problem with levels.txt entry file
Replies: 5
Views: 290

Re: Problem with levels.txt entry file

I am using -direct -txt. As an update I used my new file for the den of evil and cave level 1 (den of evil after quest complete.) It shows the file after the quest is finished but during the quest it still shows the Den of Evil entry file. This isn't making any sense, I am wondering if the entry fil...
by hellfreezer
Sun Feb 24, 2019 8:43 am
Forum: General Mod Making
Topic: Problem with levels.txt entry file
Replies: 5
Views: 290

Problem with levels.txt entry file

I am modding the den of evil quest and I am having trouble with the entry file for the den. I made a new dc6 and put it in data/local/ui/eng/act1 and I named it A1L41.dc6. I change the *entryfile* column in levels.txt for the den of evil from A1L9 to A1L41, however it still shows "Entering The Den O...
by hellfreezer
Sat Feb 23, 2019 11:19 pm
Forum: Code Editing
Topic: [1.13c] Infinite arrows / bolts / throwing weapons / tomes / keys
Replies: 6
Views: 794

Re: [1.13c] Infinite arrows / bolts / throwing weapons / tomes / keys

Hey guys, I know this is pretty old but I am hoping someone can help me. All of the code edits worked for me except for the keys and for the quantity to not go down when using a throwing weapon as melee, is something missing?
by hellfreezer
Thu Feb 21, 2019 8:08 am
Forum: Member Аnnouncements
Topic: BaseMod Plugin
Replies: 244
Views: 24916

Re: BaseMod Plugin

Ahhhh that is what was happening to me, I never tried it without -direct -txt but it is working now with the .txt file.
by hellfreezer
Thu Feb 21, 2019 3:22 am
Forum: Member Аnnouncements
Topic: BaseMod Plugin
Replies: 244
Views: 24916

Re: BaseMod Plugin

That does look really cool, are those the default colors in the ini? Also I saw a picture you uploaded where you added beams to unique, and I'm assuming set items as well, I know this isn't the place for that and I don't want to clutter up this thread but if you get a moment and don't mind do you th...
by hellfreezer
Wed Feb 20, 2019 11:34 pm
Forum: Member Аnnouncements
Topic: BaseMod Plugin
Replies: 244
Views: 24916

Re: BaseMod Plugin

That would be great Tomkomaster. And I'll try that once I get home tonight, thanks.
by hellfreezer
Wed Feb 20, 2019 10:57 pm
Forum: Member Аnnouncements
Topic: BaseMod Plugin
Replies: 244
Views: 24916

Re: BaseMod Plugin

I am getting a similar error (maybe the same one I'm at work so I can't check right now) when trying to load it via PlugY. I haven't messed with it much, all I have done thus far is put the BaseMod configuration and the BaseMod.dll in my own mod folder and changed the PlugY configuration to read: Dl...
by hellfreezer
Wed Feb 20, 2019 8:14 am
Forum: General Mod Making
Topic: Issues adding sockets to arrows and bolts.
Replies: 7
Views: 360

Re: Issues adding sockets to arrows and bolts.

Ok, I had a little trouble but I finally got it working so I thought I would share in case anyone else wants to do this. I did exactly as stated above, but in properties.txt I had to set the *func1* column to 1, and the *stat1* column to item_dummysock. Also as a side note, I had arrows spawn with 2...
by hellfreezer
Tue Feb 19, 2019 8:26 am
Forum: General Mod Making
Topic: Issues adding sockets to arrows and bolts.
Replies: 7
Views: 360

Re: Issues adding sockets to arrows and bolts.

Wow that was really above and beyond, thank you so much!
by hellfreezer
Tue Feb 19, 2019 7:29 am
Forum: General Mod Making
Topic: Issues adding sockets to arrows and bolts.
Replies: 7
Views: 360

Re: Issues adding sockets to arrows and bolts.

Hmmm... I've never done anything like that but I believe I know what you're referring to if that's how people have made counters for things, so I'm guessing it basically counts the sockets and displays it that way? Could you point me towards a tutorial perhaps if so? I really appreciate your time.

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