Search found 32 matches
- Mon Sep 30, 2019 5:20 pm
- Forum: General Mod Making
- Topic: General modding queries
- Replies: 5
- Views: 446
Re: General modding queries
The output looks fine. The number of sockets are also limited based on the level of the item in itemtypes.txt. If you take a peek at the cubemain.txt file guide there are columns that controls the level of the item, check your recipe and see what you may have going on there.
- Mon Sep 23, 2019 4:51 pm
- Forum: General Mod Making
- Topic: Help With Horadric Chest
- Replies: 5
- Views: 346
Re: Help With Horadric Chest
I have a feeling it's not spawning the monster because it's in town, rather than the monster not dropping items in town. I'm not home so I can't look but isn't there a column that controls if the monster can be in town or not? Just checked the file guide, monstats.txt does in fact have a column to a...
- Fri Sep 20, 2019 11:34 pm
- Forum: General Mod Making
- Topic: General modding queries
- Replies: 5
- Views: 446
Re: General modding queries
Yes, but of course you will need to create your new item for the cube recipe, and incorporate it into the cube recipe as input 2. Also assuming you wanted this for weapons as well, then you would have to make a recipe for that, and if you wanted to stick to your griswold idea, make him drop the item...
- Fri Sep 20, 2019 9:05 pm
- Forum: Code Editing
- Topic: Flippy files ignore chrtransform 1.13c
- Replies: 0
- Views: 633
Flippy files ignore chrtransform 1.13c
I'm am extremely uneducated when it comes to code editing, if anyone has time or by chance already knows how to do this, I am trying to make the flippy files not change colors based on the chrtransform column in the txt files. I am creating color beams for my mod and they are clashing.
- Fri Sep 20, 2019 8:57 pm
- Forum: General Mod Making
- Topic: General modding queries
- Replies: 5
- Views: 446
Re: General modding queries
Number 2 and 3 are obviously very possible, number 1 however is a different story, maybe add a new item that you can cube to put sockets in an item? For 2 and 3 check out the drop mod tutorial and treasureclass file guide.
- Thu Sep 12, 2019 1:43 pm
- Forum: General Mod Making
- Topic: Skill change with item
- Replies: 3
- Views: 348
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 ...
- Mon Sep 09, 2019 1:14 pm
- Forum: General Mod Making
- Topic: Ancient unique and set items, similar to d3
- Replies: 4
- Views: 338
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...
- Fri Sep 06, 2019 2:35 pm
- Forum: General Mod Making
- Topic: Ancient unique and set items, similar to d3
- Replies: 4
- Views: 338
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.
- Fri Sep 06, 2019 1:58 pm
- Forum: General Mod Making
- Topic: Ancient unique and set items, similar to d3
- Replies: 4
- Views: 338
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?
- Sun Sep 01, 2019 4:51 pm
- Forum: General Mod Making
- Topic: Question of the 1st step.
- Replies: 37
- Views: 3659
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...
- Sat Aug 31, 2019 4:37 pm
- Forum: General Mod Making
- Topic: Question of the 1st step.
- Replies: 37
- Views: 3659
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.
It's just my opinion, but I would suggest not starting with editing skills, I would start with some more simple modifications.
- Sat Aug 31, 2019 4:10 am
- Forum: General Mod Making
- Topic: Boss descriptions
- Replies: 1
- Views: 324
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.
- Sat Aug 31, 2019 12:26 am
- Forum: General Mod Making
- Topic: Problem placing new super unique in ds1
- Replies: 1
- Views: 265
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...
- Thu Aug 29, 2019 1:24 pm
- Forum: General Mod Making
- Topic: Automaps randomly dissapearing.
- Replies: 2
- Views: 304
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.
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.
- Wed Aug 28, 2019 6:40 pm
- Forum: General Mod Making
- Topic: Spawning the Butcher - Taunt Problem.
- Replies: 4
- Views: 1186
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...
- Sat Apr 27, 2019 2:54 am
- Forum: General Mod Making
- Topic: Throwing weapons disappearing
- Replies: 1
- Views: 547
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...
- Mon Feb 25, 2019 6:44 pm
- Forum: General Mod Making
- Topic: Need help fixing Unhandled Error
- Replies: 20
- Views: 2224
Re: Need help fixing Unhandled Error
At what character level does your new skill unlock?
- Mon Feb 25, 2019 6:00 am
- Forum: General Mod Making
- Topic: Need help fixing Unhandled Error
- Replies: 20
- Views: 2224
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?
- Sun Feb 24, 2019 10:21 am
- Forum: General Mod Making
- Topic: Problem with levels.txt entry file
- Replies: 5
- Views: 450
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.
I found it, edited original post.
- Sun Feb 24, 2019 9:48 am
- Forum: General Mod Making
- Topic: Problem with levels.txt entry file
- Replies: 5
- Views: 450
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...
- Sun Feb 24, 2019 8:43 am
- Forum: General Mod Making
- Topic: Problem with levels.txt entry file
- Replies: 5
- Views: 450
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...
- Sat Feb 23, 2019 11:19 pm
- Forum: Code Editing
- Topic: [1.13c] Infinite arrows / bolts / throwing weapons / tomes / keys
- Replies: 8
- Views: 2884
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?
- Thu Feb 21, 2019 8:08 am
- Forum: Member Аnnouncements
- Topic: BaseMod Plugin
- Replies: 514
- Views: 115175
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.
- Thu Feb 21, 2019 3:22 am
- Forum: Member Аnnouncements
- Topic: BaseMod Plugin
- Replies: 514
- Views: 115175
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...
- Wed Feb 20, 2019 11:34 pm
- Forum: Member Аnnouncements
- Topic: BaseMod Plugin
- Replies: 514
- Views: 115175
Re: BaseMod Plugin
That would be great Tomkomaster. And I'll try that once I get home tonight, thanks.