Search found 48 matches
- Fri Apr 16, 2021 12:55 pm
- Forum: Staff Announcements
- Topic: forum reorganisation
- Replies: 8
- Views: 8678
Re: forum reorganisation
It will be great to see this place shine again. Actually pulled out my old burned cds of phrozen backups to tinker with and get back into the swing for the new release.
- Mon Apr 16, 2012 3:11 am
- Forum: PlugY|NefEx|D2Mod
- Topic: PlugY, The Survival Kit 10.00 : For Patch 1.13 !
- Replies: 70
- Views: 80796
Re: PlugY, The Survival Kit 10.00 : For Patch 1.13 !
when the sequel is currently "in the works"? Soon to be a reality, not just in the works, no? This thread has been dead for a year. But as my ten year anniversary here is about to roll around I do not feel too bad for reviving it. I just wanted to say that after all this time I still love Diablo 2....
- Wed Nov 02, 2005 4:28 am
- Forum: Shadow Empires
- Topic: ....
- Replies: 5
- Views: 3047
Re: ....
Ah, lovely mondays...
Well, I for one am looking forward to the release of this mod. I have seen a lot of great things come from the keep and expect this will be another one.
Here is to the work you have completed so far!
Well, I for one am looking forward to the release of this mod. I have seen a lot of great things come from the keep and expect this will be another one.
Here is to the work you have completed so far!
- Mon Oct 31, 2005 3:23 pm
- Forum: Diablo II Chatter
- Topic: Deckard Cain Lovers!!!!
- Replies: 6
- Views: 640
Re: Deckard Cain Lovers!!!!
OK, I just had to say (after only a few minutes of playing) that this is the most fun I have had since CS2D. Seriously - considering your intentions - very nice work =) My only immediate suggestion would be customizable controls. Sory I didn't give more actual feedback - only had time for about five...
- Fri Oct 21, 2005 11:11 pm
- Forum: PlugY|NefEx|D2Mod
- Topic: A sugestion to PlugY (Sorry if it is an old sugestion)
- Replies: 18
- Views: 1237
Re: A sugestion to PlugY (Sorry if it is an old sugestion)
Sorry to intrude on this post, just a question: with this system, it seems that it would be mod independent, correct? So it would automatically update monsters, names, etc. in a .d2k (or whatever) for each character in each mod.Myhrginoc";p="244718" wrote:A little code work and you feed the monster ID as a parameter
- Thu Oct 13, 2005 12:49 am
- Forum: Keep Updates
- Topic: Keep Update 10/07/2005
- Replies: 8
- Views: 1824
Re: Keep Update 10/07/2005
[quote=TrueMage";p="243834"]
I want "New monster" contest! [/quote]
Praetorian begins converting an image of his ex into .dc6 format...
I will definitely have to create some new life, blood, and money sucking aura's for this one....
I want "New monster" contest! [/quote]
Praetorian begins converting an image of his ex into .dc6 format...
I will definitely have to create some new life, blood, and money sucking aura's for this one....
- Mon Oct 10, 2005 4:23 am
- Forum: Member Аnnouncements
- Topic: In case you didnt know
- Replies: 2
- Views: 575
- Wed Sep 21, 2005 6:58 pm
- Forum: PlugY|NefEx|D2Mod
- Topic: Suggestion for PlugY 7.0X
- Replies: 66
- Views: 5731
I think Bullnull means he wants to be able to create a new mpq file - similar to the Patch_D2.mpq - that only contains the files he has modified. This way people can download a very small "patch2_d2.mpq". This gives him the ease of an "MPQ" mod release as opposed to having to try and get users to ge...
- Wed Aug 10, 2005 2:56 am
- Forum: Diablo II Chatter
- Topic: How do i change back to 1.10?
- Replies: 8
- Views: 754
I just had to revert to 1.10 myself a few days ago. I just used an MPQ Viewer to open the SETUP.MPQ file on the expansion disc, extracted the contents of "SetupDat\Files 100\" (.dll's and .exe's) to the installation directory of D2, deleted the Patch_D2.MPQ file and re-applied the 1.10 patch. Everyt...
- Wed Jul 07, 2004 4:11 am
- Forum: PlugY|NefEx|D2Mod
- Topic: PlugY, The Survival Kit 2.00 is released !
- Replies: 153
- Views: 22025
- Tue Jul 06, 2004 1:38 am
- Forum: PlugY|NefEx|D2Mod
- Topic: PlugY, The Survival Kit 2.00 is released !
- Replies: 153
- Views: 22025
- Sun Jun 27, 2004 6:42 am
- Forum: PlugY|NefEx|D2Mod
- Topic: PlugY, The Survival Kit 2.00 is released !
- Replies: 153
- Views: 22025
/me rubs his hands together with anticipation Well, like it or not...I think it will be rather difficult to top yourself on this one. I have a few friends - we all get together to play d2 once ina while. This last weekend I updated a mod I designed for us and included your plugin, they all freaked o...
- Sun Jun 20, 2004 5:28 am
- Forum: PlugY|NefEx|D2Mod
- Topic: PlugY, The Survival Kit 2.00 is released !
- Replies: 153
- Views: 22025
- Thu Jun 03, 2004 9:16 pm
- Forum: Member Аnnouncements
- Topic: Seti@Home
- Replies: 10
- Views: 735
Five methinks... quite disheartening. So is this Moderator/admin backed, or merely fan based? EDIT: HOLY S***, my email addy is not recognized on seti. NOOOOO PS. I just found out that if I hold down the shift key and the "o" key, IE gives me a nasty letter, c/o the PK telling me not to shout....rof...
- Sun May 30, 2004 7:26 pm
- Forum: PlugY|NefEx|D2Mod
- Topic: PlugY, The Survival Kit 2.00 is released !
- Replies: 153
- Views: 22025
Re: PlugY, The Survival Kit 2.00 is released !
I just thought of a feature that would be nice. An option to remove skill points you had already placed. I wouldn't have thought of it had I not just put a point in the wrong skill.... Something like a "alt+click" to remove as well as the "Shift+click" to add al remaining skill points would be aweso...
- Fri May 28, 2004 7:24 pm
- Forum: PlugY|NefEx|D2Mod
- Topic: PlugY, The Survival Kit 2.00 is released !
- Replies: 153
- Views: 22025
rofl, I knew to look in charstats.txt. I HAVE been out of the modding loop for too long. Thank goodness I am back. Yohann, I just wanted to add that I truly appreciate a DLL plugin that has an extremely detailed logfile. It's nice to see what exactly is happening behind the scenes, know what changes...
- Thu May 27, 2004 5:06 pm
- Forum: PlugY|NefEx|D2Mod
- Topic: PlugY, The Survival Kit 2.00 is released !
- Replies: 153
- Views: 22025
Re: PlugY, The Survival Kit 2.00 is released !
Yohann, upon returning I found the second version of your plugin and I must say that I am very impressed. This is VERY nicely put together. Do you plan on adding an option to change the amount of stat points per level as well? In any event, this is a great plugin. Just wanted to send out my praise. =)
- Thu May 27, 2004 4:56 pm
- Forum: Code Editing
- Topic: Monsters on the automap
- Replies: 2
- Views: 267
Monsters on the automap
Well, I was actually still looking for an answer on my last post when it got locked... I searched the forum for the terms "automap" and "monster" in the same post, the first relevant response was February of 2003. It stated that this could possibly be accomplished via code editing if the functions w...
- Thu May 27, 2004 5:16 am
- Forum: Code Editing
- Topic: Automap
- Replies: 2
- Views: 200
Re: Automap
well, a year and a half later, I think I can stop waiting for a reply.. hehe...
[Topic has been "unwatched"] rofl
[Topic has been "unwatched"] rofl
- Thu Jul 31, 2003 12:11 am
- Forum: General Mod Making
- Topic: [1.10] More kills = More damage on a sword
- Replies: 13
- Views: 619
Re: [1.10] More kills = More damage on a sword
Well, the kill counter actually saves your number of kills each game. So if I have 345 kills when I save and exit, there will be 345 kills when I start up next time. So it wouldnt be much more than adding a new modifier that looks up this kill stat, and designing it to add x damage for every x kills...
- Wed Jul 30, 2003 3:06 am
- Forum: General Mod Making
- Topic: [1.10] More kills = More damage on a sword
- Replies: 13
- Views: 619
Re: [1.10] More kills = More damage on a sword
This would be a hard-coded feature. If we port over the kill counter plug-in to 1.10 beta, that would be a start. That adds the number of kills into your stats screen - and saves the number of kills in your character file. You would then need to add a modifier that checked that stat within your char...
- Tue Jul 29, 2003 3:28 am
- Forum: General Mod Making
- Topic: What are Elixirs?
- Replies: 17
- Views: 935
Re: What are Elixirs?
Herbs are implementable. to activate them you simply need to do the same to them as you would elixers. I actually made them transmute into elixers for awhile...just got bored.
Maybe I should release my modding work publicly instead of keeping it just between me and my friends and family...
Maybe I should release my modding work publicly instead of keeping it just between me and my friends and family...
- Tue Jul 29, 2003 12:53 am
- Forum: General Mod Making
- Topic: What are Elixirs?
- Replies: 17
- Views: 935
Re: What are Elixirs?
negatory. elixers didn't allocate points across in 1.09 or 1.08 or 1.07 either when you got one that gave you a point to vitality or energy and the others.. Not sure about how they did before that, never really started modding til after the expansion. EDIT: I as looking for the old post by the way t...
- Sun Jul 27, 2003 3:56 pm
- Forum: General Mod Making
- Topic: [1.10] Expanded Stash--What am I missing?
- Replies: 6
- Views: 367
Re: [1.10] Expanded Stash--What am I missing?
Are you using the new mega-inventory plugin available here at the Keep? Or modding the files yourself? If you are using the Keep's plugin, or an older plugin, make sure it is the one designated for 1.10. Blizzard changed the name of a couple columns making it a simple, yet annoying tweak the first t...
- Tue Jul 22, 2003 5:23 pm
- Forum: General Mod Making
- Topic: Back to modding after 2yrs: Need help
- Replies: 5
- Views: 324
Re: Back to modding after 2yrs: Need help
roger that