Search found 51 matches
- Wed Mar 29, 2023 9:15 am
- Forum: General Mod Making
- Topic: I think I just broke the game.
- Replies: 0
- Views: 382
- Sat May 07, 2022 11:42 pm
- Forum: Member Аnnouncements
- Topic: v6b8/v14a3 Overworked/Modworked 1.13c Txt Files: Bug Fixes, Descriptions and Modding Support
- Replies: 118
- Views: 16260
Re: v6b5/v7 Overworked/Modworked 1.13c Txt Files: Bug Fixes, Descriptions and Modding Support
Are there any plans on adding the D2R 2.4 runewords, or is that something for individual mod makers to do?
- Tue Dec 28, 2021 6:48 am
- Forum: General Mod Making
- Topic: [help] how could I remove the "*.wav" files in "d2exp.mpq"?
- Replies: 5
- Views: 3571
Re: [help] how could I remove the "*.wav" files in "d2exp.mpq"?
You could also change the volume listed in sounds.txt
- Mon Dec 06, 2021 3:38 am
- Forum: General Mod Making
- Topic: TCex Unique/Rare/magic column values and chance to drop
- Replies: 1
- Views: 796
- Mon Nov 22, 2021 6:19 am
- Forum: Member Аnnouncements
- Topic: v6b8/v14a3 Overworked/Modworked 1.13c Txt Files: Bug Fixes, Descriptions and Modding Support
- Replies: 118
- Views: 16260
Re: v6b5/v7 Overworked/Modworked 1.13c Txt Files: Bug Fixes, Descriptions and Modding Support
I can't think of anything specific besides maybe a few small pools in act 1, but possibly doing a few play throughs and seeing what does/doesn't show up couldn't hurt. Edit: After looking at the automap.txt fileguide, it doesn't seem too hard to change the automap, just a little bit time consuming. ...
- Tue Nov 16, 2021 7:13 am
- Forum: Member Аnnouncements
- Topic: v6b8/v14a3 Overworked/Modworked 1.13c Txt Files: Bug Fixes, Descriptions and Modding Support
- Replies: 118
- Views: 16260
Re: v6b5/v7 Overworked/Modworked 1.13c Txt Files: Bug Fixes, Descriptions and Modding Support
Have you given any thoughts on expanding or improving the automap?
- Tue May 04, 2021 5:19 am
- Forum: General Mod Making
- Topic: item prob in atomicTC
- Replies: 3
- Views: 377
Re: item prob in atomicTC
I think the Rarity column also affects what item gets picked when TreasureClassEx.txt tells the game to drop an item from one of the autoTC entries. An easy way to test this would be to open ItemTypes.txt, scroll down to the "Class Specific" line, change the entry in the rarity column to 99, and the...
- Thu Mar 11, 2021 10:19 am
- Forum: Mod Concepts & Research
- Topic: Act 3 Hireling Skills
- Replies: 1
- Views: 614
Act 3 Hireling Skills
I just had a though of having the act 3 hirelings be dual elemental casters instead of single elemental casters. I have two problems, though: 1. I'm not sure what dual elemental sorc builds I should try to use. 2. The hirelings can only use 6 skills. I'm thinking of fire/lightning, lightning/cold, c...
- Tue Mar 09, 2021 7:39 am
- Forum: Member Аnnouncements
- Topic: Nameless Mod for 1.13
- Replies: 4
- Views: 1306
Re: Nameless Mod for 1.13
Yes, I'm still (slowly) working on it. I'm working on MagicPrefix.txt and MagicSuffic.txt right now, reworking what groups everything is in. I've also been thinking about adjusting the frequency as well, but I'm not entirely sure if I want to give the "good" properties a higher frequency so that the...
- Tue Jan 12, 2021 8:03 am
- Forum: Member Аnnouncements
- Topic: Fixed 1.13c TXT Files
- Replies: 34
- Views: 23368
Re: Fixed 1.13c TXT Files
Would it be possible to have these fixed txt files in a zip instead of a rar? I'm doing my modding in linux, and using zip files is easier than using rar files.
- Fri Dec 04, 2020 3:07 am
- Forum: General Mod Making
- Topic: Another problem with recipes, quest-related
- Replies: 3
- Views: 383
Re: Another problem with recipes, quest-related
The cheap way to do it would be to have the recipe require an item that can only be dropped by Baal, and that (possibly) has that same item listed in the "output b" column or the "output c" column so you can use it again for another recipe without having to kill Baal again.
- Fri Aug 28, 2020 4:41 am
- Forum: General Mod Making
- Topic: CubeMain recipe to change a magic item to normal quality
- Replies: 7
- Views: 1023
Re: CubeMain recipe to change a magic item to normal quality
Did you put a zero in the eol column?
- Tue Jun 09, 2020 10:14 pm
- Forum: Map Editing
- Topic: Object -580
- Replies: 0
- Views: 935
Object -580
Earlier this year, I came across the strategy of doing Lower Kurast runs to try to get some of the higher runes in the game. One of the screenshots I saw had all of the map object numbers showing in the object name, and the chest objects that people were looking for was object -580. I started wonder...
- Tue Jun 09, 2020 9:47 pm
- Forum: Member Аnnouncements
- Topic: Nameless Mod for 1.13
- Replies: 4
- Views: 1306
Re: Nameless Mod for 1.13
The main difference is that I added object -580 (aka LK super chests) to a bunch of map tiles in act 1 - 4, and mainly to the act 3 jungle and kurast map tiles.
- Mon Jun 08, 2020 5:27 am
- Forum: Member Аnnouncements
- Topic: Nameless Mod for 1.13
- Replies: 4
- Views: 1306
Nameless Mod for 1.13
https://www.dropbox.com/s/g0iyuh43otobgjh/nameless_mod.zip?dl=0 I made this mod to add a few "needed" improvements to the game: A bigger stash No xp penalty when dieing No skill timers Synergies affected by skill bonuses Hell mode act 2 mercs now use Fanaticism, Conviction, and Salvation Act 3 Fire ...
- Sat Apr 25, 2020 9:00 pm
- Forum: Code Editing
- Topic: some way to remove minions from baal?
- Replies: 2
- Views: 424
Re: some way to remove minions from baal?
There might be a way with map editing, but I haven't tried it.
- Thu Aug 22, 2019 1:34 am
- Forum: Member Аnnouncements
- Topic: Mod Release: Nameless Mod for 1.13
- Replies: 0
- Views: 973
Mod Release: Nameless Mod for 1.13
https://www.dropbox.com/s/j7qbwnpx1b813op/nameless_mod.zip?dl=0 I made this mod to add a few "needed" improvements to the game: A bigger stash No xp penalty when dieing No skill timers Synergies affected by skill bonuses Hell mode act 2 mercs now use Fanaticism, Conviction, and Salvation Mercs from ...
- Tue Jul 23, 2019 6:11 am
- Forum: General Mod Making
- Topic: Repeatedly crashing when selecting character.
- Replies: 2
- Views: 308
Re: Repeatedly crashing when selecting character.
What txt file did you edit?
- Sun Aug 12, 2018 8:17 pm
- Forum: Off-Topic
- Topic: Blizzard announcing multiple Diablo projects
- Replies: 5
- Views: 4237
Re: Blizzard announcing multiple Diablo projects
Why is it a dead company to you?
- Tue Apr 03, 2018 7:54 pm
- Forum: General Mod Making
- Topic: How to generate .bin files in linux?
- Replies: 6
- Views: 657
Re: How to generate .bin files in linux?
Opening a terminal in the diablo 2 directory and running "wine game.exe -direct -txt" (without the quotes) works for me in Linux.
- Fri Mar 02, 2018 10:39 pm
- Forum: General Mod Making
- Topic: add prefix to cube receipe input
- Replies: 3
- Views: 391
Re: add prefix to cube receipe input
Use "cm3,mag,pre=xxx" for the prefix you want and "cm3,mag,suf=xxx" for the suffix you want.
- Fri Feb 16, 2018 5:48 am
- Forum: General Mod Making
- Topic: Skill description (raise skeleton)
- Replies: 4
- Views: 346
Re: Skill description (raise skeleton)
Check SkillDesc.txt
- Wed Dec 13, 2017 7:04 pm
- Forum: General Mod Making
- Topic: Question about casting
- Replies: 0
- Views: 198
Question about casting
How do I change how long it takes to cast a skill without using items that lower cast rate?
- Mon Oct 02, 2017 7:23 pm
- Forum: Member Аnnouncements
- Topic: [Mod Release] Nameless Mod for 1.13d
- Replies: 3
- Views: 1585
Re: [Mod Release] Nameless Mod for 1.13d
https://www.dropbox.com/s/bu1ifmv9yj9rx ... d.zip?dl=0
Updated the mod with a few cube recipies that add Holy Shield to normal scepters.
Updated the mod with a few cube recipies that add Holy Shield to normal scepters.
- Fri Jun 16, 2017 2:58 pm
- Forum: Member Аnnouncements
- Topic: [Mod Release] Nameless Mod for 1.13d
- Replies: 3
- Views: 1585
Re: [Mod Release] Nameless Mod for 1.13d
Added a bigger stash Removed skill timers Synergies are now affected by skill bonuses Hell mode Act 2 Combat mercs now use Fanaticism Hell mode Act 2 Defence mercs now use Salvation Hell mode Act 2 Offensive mercs now use Conviction Act 1, Act 3, and Act 5 mercs have more skills to use/level Mercs h...