D2 Mod Tutorial

Discuss applications of D2Mod (v1.10), NefEx (v1.11+), and PlugY, and post suggestions for future plugins.

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Lord_Drekas
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D2 Mod Tutorial

Post by Lord_Drekas » Fri Feb 18, 2005 5:25 am

A guide to installing and using the D2 mod system by yours truly lorddrekas. a rather long post but very easy ;)


I've run into or heard from a bunch of people that they would love to use the D2.mod set up but don't understand how to set it up properly. Its very easy but its easy to get confused when reading the read me especially for Dim whits like me heh.

Anyways I'll take you step by step through the D2 mod process. first I'll tell you what you need as far as files, then I'll tell you how to install it and set it up properly and then I'll explain on how to use it and add in the D2 mod plug ins, All in easy to read and understandable step by step instructions ;)




SETUP (step one)
***********************************************************************

Files you will need: the D2.mod set up itself and all the plug ins you want to add

dload.php?action=category&cat_id=124


1) Download D2.mod 1.02, I'd download this and install it first then get it running before trying to add in the plug ins so you don't get files confused ;) )


Once you have it downloaded , unzip it , doesnt matter where as long as you know where to find it. I always unzip everything to the default unzip folder and use that as a back up for all my zip files. In the zip file you will find 3 files and one folder - D2modsetup.bat , a Read me , a D2mod.dll and a folder named mymod with a D2mod.ini inside.

Read me: is just that a read me :p

D2modset.bat: is what will install the set up when we are ready.

D2mod.dll: is what will allow our mod to use the d2 mod set up.

d2mod.ini: is what controls the d2mod.dll and tells it what plug ins to use.



2) Either create a new folder inside your d2 main folder and name the folder whatever your mod is called, in my examples I'll call my mod "testmod" or if you are adding the d2mod to a pre existing mod subsitute 'testmod' for the name of your mod folder. If you had blackend as your mod and then you would call your mod folder blackened.


*note- In all my examples I'll assume you have D2 installed in its default directroy

"C:\Program Files\Diablo II"

So what you do next is create a folder inside the D2 main folder called "testmod" so know I have as the path to my new mod:


C:\Program Files\Diablo II\testmode

(note its in this folder you put your data\global\excel folder if you run it -direct -txt)


3) Now we need to transfer the files from the zip folder to the mod folder
for right now copy and paste the d2modsetup.bat the D2mod.dll and the d2mod.ini thats inside of the mymod folder in the zip folder. You are now done with zip folder so close it and you can use those files as a back up.


4) Cut and paste-"not copy and paste" the D2modsetup.bat and the D2mod.dll into your main d2 folder,so you will have them as follows:

your d2mod.ini goes in your testmod folder

C:\Program Files\DiabloII\D2modsetup.bat

C:\Program Files\DiabloII\D2mod.dll


5) Now we need to rename the D2mod.ini from the zip folder that we placed inside your mod folder, in the case of the example we just rename the d2mod.ini to testmod.ini, so we have the following:


C:\Program Files\Diablo II\testmod\testmod.ini




6) Launch the D2setup.bat( double click :P) and it should ask you if you want to install this mod (read the read me for troubleshooting ;)) answer yes and it should say set up complete. Your d2mod is now read to be used :D



Installing and using the d2 mod plug ins (step 2)
**********************************************************************


Download any of the plug ins you want to add :D

dload.php?action=category&cat_id=124


Now all the testmod.ini does is control which plug ins the mod will use , thats its only function. By default the .ini is set use the following plug ins 'merc d2mod , custom tables and statfix plug in. (note the d2 mod dlls for the merc, custom table plugins and statfix have to be in the testmod folder to work even though the .ini is set by default to use them, they arent included in the zip folder) So download the merc, custom table and stat fix d2mod plug ins.

1) Once you download the merc, custom table and statfix plug ins , unzip them. Each folder has two files a .ini file and the .dll , copy and paste the .dlls into your testmod folder. Dont worry about the .ini for these three you dont need them. You now have the merc, custom table and statfix plug ins installed and ready to go.(note. For the custom table strings please read the read me included as I wouldn't be explaining how to use it and each plug in will also have its own read me as to what the plug in does and any special instructions . I wouldn't explain how to use any of the plug ins such as extended levels or custom tables here as this is simple how to use and set up the D2mod system;) its also here you can check whether its working by running the game and cjecking to see id indeed your merc can now equip rings and ammys, jus make sure you run the game right-see shortscuts at the bottom.

C:\ProgramFiles\DiabloII\testmod\MercMod.dll

C:\Programfile\DiabloII\testmod\Statfix.dll

C:\ProgramFiles\DiabloII\testmod\Customtable.dll


Step 2 (continued explaining the .ini files.)
************************************************************************
Now I'll explain the .ini files and how to add one that isnt already enabled :D

Opening up the ini you see this:
(note anything pink are my side notes and not part of the .ini)




; D2Mod.ini
; Main ini for mod system dll (d2mod.dll)
;
;

[D2MOD]

StatFix=StatFix.dll
MercMod=MercMod.dll
CustomTbl=CustomTbl.dll
ExtLvl=ExtLvl.dll
BOL=BOL.dll

This is where you list the plug ins name you want to
to use. Note the merc , custom table and statfix
as well as the extended lvls and BOL. yet only the
merc, custom table and statfix are enabled by
defau t as you will see later, since thier .ini isn't
in the main .ini file.



;=====================================================
; Add ini
(This is where you copy and paste the .ini included
with each plug in as seen below).

;------------------------------------------------

[StatBar]

; StatBar.ini
; Ini file for statbar mod - used by Statfix.dll
;
; BLUE 151
; YELLOW 168 i
; MAGENTA 155
; GREEN 132
; CYAN 162
;
; stat1 = statID,MaxStatID,loColor,Color,HiColor,string key,divide
; stat2 ... more stats

stat1=8,9,5,132,162,4164,256


;------------------------------------------------

[MercMod] (This is the title of the plug in also note when copy and pasting plug in .ini you DO need the ;------- lines to seperate them heh much easier to keep everything organized too).

; MercMod.ini (name of the .ini included in the plug in
you do not need the individual .ini the modfolder
they are simply included so you can easily copy
and paste that into the d2mod.ini or in this case
the testmod.ini).


; Ini file for mercmod.dll (This is the .ini included in the plug in you download and what gets copied into the main.ini).
;
;
; merc1 = mercID,UseShield,additionalWeaponType1,2,3,4 ...
; merc2 ... more mercs
;

merc1 = 271,0
merc2 = 338,0
merc3 = 359,1 (.ini file from the merc plug in).
merc4 = 561,0



;------------------------------------------------

[CustomTbl]

; CustomTbl.ini
; Ini file for CustomTbl.dll
;
;
; table1 = TableName
; table2 ... more tables


table1=messages.tbl
;table2=CustomStrings2.tbl
;table3=CustomStrings3.tbl

Installing D2 mods not already enabled (step 3)
**********************************************************************

As you can see in the above example it explains where everything goesi so you can use that particular plug in. Now lets install a a plug in that isn't enabled by default :D

For this example I'll use the ultility plug in for d2mod, it contains numerous bug fix's. You can open up the utility.ini to see what all it fix's or adds.

So download the utiltiy d2mod plug in and unzip it. Now copy and and paste the utiltiy.dll
into your "testmod" folder:

C:\Program Files\Diablo II \testmod\utility.dll


Now you need to open up the .ini included in your utility plug in folder it looks like this.


;------------------------------------------------


;------------------------------------------------

[Utility]

; Utility.ini
; Ini file for Utility.dll
;
;
; Setting = Value
;

; number of skillpoints on level, normal is 1
SkillPoints=1

; enable runewords for lo,nrm,hi,mag,set,rar,uni,crf,tmp
EnableRuneWords = 1,1,1,0,1,0,0,0,0

; minimum "/players X" value allowed, normal is 1
PlayersXmin = 5

; maximum "/players X" value allowed, normal is 8
PlayersXmax = 127




************************************************************************
So the first step is set the ini to read and use the utility plug in you see this at the top of the .ini.

; D2Mod.ini
; Main ini for mod system dll (d2mod.dll)
;
;

[D2MOD]

StatFix=StatFix.dll
MercMod=MercMod.dll
CustomTbl=CustomTbl.dll
ExtLvl=ExtLvl.dll
BOL=BOL.dll

merely add the line utiltiy=utility.dll to that so it reads as below


StatFix=StatFix.dll
MercMod=MercMod.dll
CustomTbl=CustomTbl.dll
ExtLvl=ExtLvl.dll
BOL=BOL.dll
Utility=utility.dll add it here ;)


Now all you need to do is copy the .ini file from the utilty plug in folder into the "testmod.ini" in your "testmod" folder as shown in the last example below and save. The the plug in is now installed and ready to use w00t. Easy isn't it, yet I found when I read the original read me that is seemed to be confusing and took awhile to figure out and since then I've heard many other people also got confused which is the reason for this tutor.(no offense the authors of the original read me , just that it didn't make sense to me seeing as I can be really stupid a times ;)


; D2Mod.ini
; Main ini for mod system dll (d2mod.dll)
;
;

[D2MOD]

StatFix=StatFix.dll
MercMod=MercMod.dll
CustomTbl=CustomTbl.dll
ExtLvl=ExtLvl.dll
BOL=BOL.dll
Utiltiy=utiltiy.dll


;========================================================
; Add ini info for each mod


;------------------------------------------------

[StatBar]

; StatBar.ini
; Ini file for statbar mod - used by Statfix.dll
;
; BLUE 151
; YELLOW 168
; MAGENTA 155
; GREEN 132
; CYAN 162
;
; stat1 = statID,MaxStatID,loColor,Color,HiColor,string key,divide
; stat2 ... more stats

stat1=8,9,5,132,162,4164,256


;------------------------------------------------

[MercMod]

; MercMod.ini
; Ini file for mercmod.dll
;
;
; merc1 = mercID,UseShield,additionalWeaponType1,2,3,4 ...
; merc2 ... more mercs
;

merc1 = 271,0
merc2 = 338,0
merc3 = 359,1
merc4 = 561,0



;------------------------------------------------

[CustomTbl]

; CustomTbl.ini
; Ini file for CustomTbl.dll
;
;
; table1 = TableName
; table2 ... more tables


table1=messages.tbl
;table2=CustomStrings2.tbl
;table3=CustomStrings3.tbl

;------------------------------------------------this was added


;------------------------------------------------

[Utility]

; Utility.ini
; Ini file for Utility.dll
;
;
; Setting = Value
;

; number of skillpoints on level, normal is 1
SkillPoints=1

; enable runewords for lo,nrm,hi,mag,set,rar,uni,crf,tmp
EnableRuneWords = 1,1,1,0,1,0,0,0,0

; minimum "/players X" value allowed, normal is 1
PlayersXmin = 5

; maximum "/players X" value allowed, normal is 8
PlayersXmax = 127

; levels for the -actX switch, normal is 1,15,20,26,32
ActX = 1,15,20,26,32

; Use GambleCost entry for items, normal is 0 (FALSE)
UseGambleCost = 0

; set max items in gamble screen, normal is 14
MaxGambleItems = 14

; allow magic tabs at vendors, normal is 0 (FALSE)
UseMagicTabs = 0

; Max gold in stash (multiplier), normal is 50000
StashGold = 500000

; Max gold in inventory (multiplier), normal is 10000
InvGold = 100000

; 0 = no cap on exp granted by Ancients, normal is 1
AncientsCap = 1

; monster level differential, 25 is normal
MonsterDiff = 25

;Quest reward skillpoints for Book of skills,Den of evil, Izual
; normal is 1,1,2
QuestSkills = 1,1,2

; Make Telekenisis pick up all items, normal is 0 (FALSE)
tkTakesAll = 0

; Max Resist Cap (fire,cold etc) normal is 95
ResistCap=95

; Damage Resist Cap ( dmg_res) normal is 50
ResistCap=50

; Do not take gold from stash, normal = 0 (take)
NoRobStash=1

; Disable Magic Find Cap, normal = 0
NoMagicFindCap = 0


;******** added in 1.02 ****************

; Mephisto Drop Quest Item, normal is mss
MephistoItem = mss

; Allow Stash outside of town, normal is 0
StashMovable = 0

; Cain charges for identify, normal = 0
CainCharges = 0

; Monster HP playerX increase table, normal is 0,50,100,150,200,250,300,350
HPTable = 0,50,100,150,200,250,300,350


Thats all there is to installing and using the d2mod set up and use it. One additional note I overlooked , not all plug ins have a .ini. you need to add. Some plug ins just require you to add in the name uder the [D2MOD] to function such as the BOL plugin. Some such as the level gfx- adding the paralllax to different maps you need to put in the name mod as usual and put a text file in your Datat/Global/Excel folder for that mod. Always read the read me in the plug ins for special instructions ;).



Short cuts (step 4)
*************************************************************************
1) Make a copy of your D2 shortcut on your desktop and in the target field have it read as such:

"C:\Program Files\Diablo II\Game.exe" -mod testmode -direct -txt -w

The-mod is what lets the game know to use the d2 mod system in the testmod folder ;) and you can either use the -d-t-w depeding on the mod and your preferneces.

The only real problem I had with the d2mod system and it may because I did something wrong and didn't understand it ;). When you run testmod from your desktop shortcut it uses the main save from your D2 folder, so you have to be careful or just switch save files. or you can do what I did and just download vb scripts and run the game from inside your testmod folder:

dload.php?action=file&file_id=194.

The one thing I haven't tried is using the vb script with short cut method and that may solve the problem of which save file it uses


target:"C:\ProgramFiles\DiabloII\ -mod testmod\LaunchModGame.vbs"
Start in: "C:\Program Files\Diablo II\testmod"






addtional notes:
************************************************************************

For troubleshooting please read the orginal read me included in the d2mod set up folder as i had enough problems just installing it and In no way am i qualified to help trouble shoot other then any clarifications of my tutorial or typo's in this post ;)

As always credit goes to the original authors of the D2 mod system SVR and Joel who makes a lot of the plug ins and special thanks to Phrozen heart without whom we wouldn't be here and to Darque who originally helped me get the D2 mod system working for me :D

Hope this helps anyone having problems using the d2mod set up :D


edit:added note to besure to read the read me's for specific instructions regarding each plug in and correcting my spellings of utility :P

edit by Myhrginoc - formatting changes to eliminate horizontal scrolling
Last edited by Lord_Drekas on Thu Dec 08, 2005 6:10 am, edited 6 times in total.

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Post by sPoT » Fri Feb 18, 2005 5:54 pm

Make it sticky!
[EDIT]
Some mistakes: ultility; utiltiy; utilty
...
Just utility :mrgreen:
Last edited by sPoT on Fri Feb 18, 2005 6:02 pm, edited 2 times in total.
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Re: D2 Mod Tutorial

Post by Ancient_Hacker » Thu Jun 09, 2005 8:25 am

I know I'm doing something wrong here. Heres what I do, please tell me where I'm going wrong:

1. Extract D2ModSetup.bat/D2Mod.dll to My Diablo II Directory
2. Create folder called testmod in DII folder
3. Extract d2mod.ini to testmod folder
4. rename d2mod.ini to testmod.ini
5. run d2modsetup.bat
6. extract the .dlls for the included plugins
7. move my data\global\excel to testmod folder
7. run d2, which doesnt work. shortcut reads:

<Diablo II Directory>\game.exe -mod testmod -direct -txt -w

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Post by Havvoric » Thu Jun 09, 2005 9:00 am

Are the extracted dlls in step 6 in your testmod folder?

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Post by RicFaith » Thu Jun 09, 2005 11:42 am

ah hah! remove [color=00FF00]-mod testmod[/color] from the shortcut line. The [color=00FF00]-mod testmod[/color] line tells the D2Mod system the NAME of the ini file, not the location. To define the location, you should have it in the [color=00FF00]Start In:[/color] section.

Alternatively, you could rename the D2Mod.ini to testmod.ini.

-ric edits to cover his blunder-

Check if you put the correct place under Start In then, there's a possibility you don't have the right location there
Last edited by RicFaith on Thu Jun 09, 2005 12:38 pm, edited 1 time in total.

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Post by Havvoric » Thu Jun 09, 2005 12:04 pm

See step 4, Ric. He says he did.

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Re: D2 Mod Tutorial

Post by Ancient_Hacker » Thu Jun 09, 2005 5:19 pm

That was it, I didnt edit the start in section. Trying now...

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Post by misharohac » Wed Jul 20, 2005 7:42 am

I have tried most of these suggestions and nothing works. Everything is setup right with the folders and the .dlls, but my data folder doesn't load, even though the -d -t switch is there in the shortcut.

I will check the forum threads for solutions, but I can hardly believe that an "official" sticky can be so wrong.

Just a few little things.... what is the point of using all kinds of colours in the post, when one later finds "testmod" and "testmode" used interchangeably?

-EDIT-

Sorry, I don't mean to flame anyone whatsoever, I appreciate the work and effort that all of the knowledgeable people put in to make D2 modding fun for us "normals"... I just get so frustrated when I can't understand what really should be the simplest part of the whole thing... installation instructions.

- ONE LAST EDIT -

I have found the answers to some of the above listed problems by browsing through the threads, but one problem grows larger and larger the more I read: basic writing skills.

Most of the readme files attached to the plugin downloads are horribly disjointed. Please understand that I am not referring to bad grammar, which is definately a problem; I'm talking about the way the readme writers organize the file itself: they attempt to write step by step processes that end up not being step by step at all and make way too many assumptions about the reader's general level of informedness.

When introducing a product (plugin) to a market, the inherent value of the product cannot be appreciated without good marketing, advertisement and especially INSTRUCTIONS. Yes, there is an elite market of D2 modders that can modify .ini files and install .dll files and combine D2Mod with PlugY at leisure, without instruction, but please remember that this elite group will not decide the success or failure of this product in the long run, it is the casual user who will deem its value.

So last but definitely not least, let's all PRAISE YOHANN. Yes, plugY is good, great, and even revolutionary, but you know what makes it the very best plugin in the game? The support that YOHANN gives it. Versions, instructions, help in forums... I find the structure of his readme files by far the best and easiest to follow, and the irony is that English is most obviously not his first language. And yet he towers above the rest of us in his ability to explain his work.

Thank you Yohann, you are an example for the rest of us.
Last edited by misharohac on Wed Jul 20, 2005 10:24 am, edited 3 times in total.

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Re: D2 Mod Tutorial

Post by Myhrginoc » Thu Jul 21, 2005 1:39 am

Fair observation, but the best way to improve readme files is to PM the author and point out what is clear and what is not, or what might require a higher threshold of understanding than is warranted. Some plugins would require a higher understanding to use properly anyway, for example it isn't the extlvl plugin readme which will teach you how to edit maps (an extreme example, I know).
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Post by SVR » Sun Jul 31, 2005 5:51 pm

And again, to state what should be obvious ...

PlugY is a user mod.

D2Mod is a modding tool.

All plugins assume ...

1) you are making a mod.
2) you have D2mod installed & working
3) you know the basics of modding.


This sticky was donated by LD as an attempt to help users get the mercmod going and is specific to a particular setup.

The vast amount of possible variations makes it impossible to write an all encompassing how-to.

The d2mod.txt file has very simple, easy to understand instructions ...
Installing D2Mod.dll
--------------------

Extract d2mod.zip into the diablo II folder.
Run D2ModSetup
Click ok.

To uninstall:
Run D2ModSetup
Click ok.


Starting your mod
-------------------

A folder is created for your mod project called MyMod. You may rename it what you wish.
d2mod.ini is the only file there to start with.

You will place all d2mod plugins for your mod here as well as your data\ folder.
Copy the required lines from the plugins readme (if any) into the d2mod.ini in your mod folder.
Follow any specific instructions for non-code edit modifications. (txt files, etc).

You must create a shortcut to run D2 in this mod folder.

What do these instructions assume ?

1) you know how to extract a ZIP file.
2) you know how to run a program (D2ModSetup)
3) you know how to Create a shortcut.

I think that is a reasonable amount of knowledge to require.

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Post by Doombreed-x » Wed Aug 03, 2005 6:17 am

[quote=misharohac";p="234726"]When introducing a product (plugin) to a market, the inherent value of the product cannot be appreciated without good marketing, advertisement and especially INSTRUCTIONS. Yes, there is an elite market of D2 modders that can modify .ini files and install .dll files and combine D2Mod with PlugY at leisure, without instruction, but please remember that this elite group will not decide the success or failure of this product in the long run, it is the casual user who will deem its value.
[/quote]

Not exactly true. In fact, and especially in the computer market, being one of the elites that can use a program without having to read it's instructions can be one of your biggest assets.

How many people here know how to use System Architect? I do, and not because I read a manual. Because someone showed me how to start, and I figured out the rest. A lot of software gets designed for specific companies and specific uses. Employees don't necessarily get a book that covers everything. For the most part, they have to find their own way around, with only the knowledge of what they're supposed to accomplish looks like, not how to get there.

This is part of what being anywhere near any kind of expert entails; you learn how to find your own ways through things, given what the end should look like. If you need instructions for everything, good luck in life. You'll probably need it.

That said, SVR's instructions are rather simple. If you don't understand them, then you don't have enough basic info about computers. It's like telling someone to get you a glass of water. Under normal circumstances, this entails getting a glass, finding a water source, filling the glass and returning it to you. You won't usually see glasses filled with water waiting for the person to take to you.

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Re: D2 Mod Tutorial

Post by XiaN » Sun Oct 16, 2005 7:29 pm

One more thing i've noticed. If you have some savegames in your DiabloII\save folder there is the possibility to get a c0000000007-error.

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Re: D2 Mod Tutorial

Post by Myhrginoc » Mon Oct 17, 2005 3:53 am

Would that have happened to occur when going to the character selection screen? More comprehensive mods can make enough changes that is is necessary to keep mod characters away from those from other mods or from the unmodded game. That is why the mod managers and plugY feature custom save directories, to keep from mixing them.
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Re: D2 Mod Tutorial

Post by toshirozawa » Thu Dec 08, 2005 3:23 am

I do agree with what 'misharohac'. I find that a lot of experts are...excuse the term, but dickheads, and if you ask them for help, they will bash you down until your dignity is seeping from your ears. And then when you finnally figure out something, that seems to you as such an accomplishment, to them is a mear, grade 2 lesson, and they proceed in bashing you some more. I do realize a lot of programmers spend most of their time infront of a screen, probably why a lot of them need to refine their social skills.

Anyways....

I do however, greatfully appriciate the guide. Lot of time was put into it, and it was very easy to follow, probably the easiest tutorial/guide on PK I have found.
I have installed everything correctly, I just, however have a question regarding running the VBScript. When I run it, it tells me something about making bin files and how it could cause a problem. I could click no and run the game, but what does this message mean anyways. What happens if I click yes.

*Edit
In the .ini file, everyline that begins with a ';' I suppose is just a note.
How do we actually mod the game. The tutorial just mentions that the .ini file is so the mod knows what plug ins to use.
Last edited by toshirozawa on Thu Dec 08, 2005 3:36 am, edited 2 times in total.
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Re: D2 Mod Tutorial

Post by Myhrginoc » Thu Dec 08, 2005 6:06 am

toshirozawa" wrote:I just, however have a question regarding running the VBScript. When I run it, it tells me something about making bin files and how it could cause a problem. I could click no and run the game, but what does this message mean anyways. What happens if I click yes.
The questions in the script are so you can add the -txt and/or -w switches to game.exe. The -direct switch is always applied by the script, it has no effect if you play an mpq-only mod, but it pulls in all external files (except txt files) where they are present and properly organized in the Diablo II directory tree.

The first question adds the -txt switch, so you now have -direct -txt if you answer yes. This is only needed if you are compiling altered txt files, which makes it primarily a modmaker's tool. But players need this if a mod is released with txt files, or an updated txt file is the way a mod is patched.

The second question adds the -w switch, so if you need a windowed game then answer yes. The main reason for doing this is to be able to analyze the game, such as switching back and forth between a game and a debugger screen.
*Edit
In the .ini file, everyline that begins with a ';' I suppose is just a note.
How do we actually mod the game. The tutorial just mentions that the .ini file is so the mod knows what plug ins to use.
Yes, a leading semicolon indicates the line is a comment.

Are you asking how to mod the game with one or more plugins, or how to make your own plugins? The first case is, you mod the game just as before, which is outside of the scope of a tutorial on how to use d2mod. You might have new tables and/or some ini settings for the plugin, but each plugin's readme should show how to apply these. The MercDesc plugin is one such (although actually this is a modified Blizzard table rather than a brand new table). The second case requires you know a lot about programming, as you would be creating your own DLLs and getting the game to recognize them.
Last edited by Myhrginoc on Thu Dec 08, 2005 6:11 am, edited 1 time in total.
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Re: D2 Mod Tutorial

Post by toshirozawa » Thu Dec 08, 2005 3:24 pm

Alright, thanks Myhr. I'll go check out the 'how to use D2mod' tutorials now. I probably will have to stick with the 'ready to use' plug ins for now, I have no idea how I would go about creating a .dll file.
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Re: D2 Mod Tutorial

Post by Sarnum » Mon Jul 17, 2006 7:08 am

Hi Guys, I'm new here and trying to install d2mod system for D2:LoD 1.10.

What I did
1. made a folder in D:\Games\Diablo II\ called testmod
2. I copied d2modsetup.exe and d2mod.dll into D:\Games\Diablo II\
3. Then I put customtbl.dll mecmod.dll utility.dll statfix.dll into D:\Games\Diablo II\testmod\
4. I renamed the d2mod.ini file into testmod.ini and edited it [I'll paste the whole thing later]
5. I ran d2modsetup.exe and it said that the mod was succesfully installed
6. I created the shortcut of game.exe and put it on my desktop
7. I ran the game with -mod testmod -direct -txt -w parameters and I got it windowed
8. Down in the left corner It says [running the game] ... d2mod system 1.02

The problem => I just don't seem to get any Dll running, it just says so, no changes in mercs, statbar, nothing... max players still 8, min players still 1. Anyone knows what did I do wrong.

The contents of "testmod.ini"

; D2Mod.ini - v1.02
; Main ini for mod system dll (d2mod.dll)
;
;

[D2MOD]

StatFix=StatFix.dll
MercMod=MercMod.dll
CustomTbl=CustomTbl.dll
ExtLvl=ExtLvl.dll
BOL=BOL.dll
Utility = utility.dll


;=============================================================
; Add ini info for each mod here




;------------------------------------------------

[StatBar]

; StatBar.ini
; Ini file for statbar mod - used by Statfix.dll
;
; BLUE 151
; YELLOW 168
; MAGENTA 155
; GREEN 132
; CYAN 162
;
; stat1 = statID,MaxStatID,loColor,Color,HiColor,string key,divide
; stat2 ... more stats

stat1=8,9,5,132,162,4164,256



;------------------------------------------------

[MercMod]

; MercMod.ini
; Ini file for mercmod.dll
;
;
; merc1 = mercID,UseShield,additionalWeaponType1,2,3,4 ...
; merc2 ... more mercs
;

merc1 = 271,0
merc2 = 338,0
merc3 = 359,1
merc4 = 561,0



;------------------------------------------------

[CustomTbl]

; CustomTbl.ini
; Ini file for CustomTbl.dll
;
;
; table1 = TableName
; table2 ... more tables


table1=messages.tbl
;table2=CustomStrings2.tbl
;table3=CustomStrings3.tbl




;------------------------------------------------

[Utility]

; Utility.ini
; Ini file for Utility.dll
;
;
; Setting = Value
;

; number of skillpoints on level, normal is 1
SkillPoints=1

; enable runewords for lo,nrm,hi,mag,set,rar,uni,crf,tmp
EnableRuneWords = 1,1,1,0,1,0,0,0,0

; minimum "/players X" value allowed, normal is 1
PlayersXmin = 5

; maximum "/players X" value allowed, normal is 8
PlayersXmax = 127

; levels for the -actX switch, normal is 1,15,20,26,32
ActX = 1,15,20,26,32

; Use GambleCost entry for items, normal is 0 (FALSE)
UseGambleCost = 0

; set max items in gamble screen, normal is 14
MaxGambleItems = 14

; allow magic tabs at vendors, normal is 0 (FALSE)
UseMagicTabs = 0

; Max gold in stash (multiplier), normal is 50000
StashGold = 50000

; Max gold in inventory (multiplier), normal is 10000
InvGold = 10000

; 0 = no cap on exp granted by Ancients, normal is 1
AncientsCap = 1

; monster level differential, 25 is normal
MonsterDiff = 25

;Quest reward skillpoints for Book of skills,Den of evil, Izual
; normal is 1,1,2
QuestSkills = 1,1,2

; Make Telekenisis pick up all items, normal is 0 (FALSE)
tkTakeAll = 0

; Max Resist Cap (fire,cold etc) normal is 95
ResistCap=95

; Damage Resist Cap ( dmg_res) normal is 50
DmgResCap=50

; Do not take gold from stash, normal = 0 (take)
NoRobStash=0

; Disable Magic Find Cap, normal = 0
NoMagicFindCap = 0


;******** added in 1.02 ****************

; Mephisto Drop Quest Item, normal is mss
MephistoItem = mss

; Allow Stash outside of town, normal is 0
StashMovable = 0

; Cain charges for identify, normal = 0
CainCharges = 0

; Monster HP playerX increase table, normal is 0,50,100,150,200,250,300,350
HPTable = 0,50,100,150,200,250,300,350

;******** added in 1.02.01 ****************

; Mephisto uses DCC gfx, 0=no, 1=On Death, 2 = Always (normal is 0)
MephUsesDCC = 0

Edit: Thx ... My Lack of knowledge knows no limits, now it works ^_^ <hug> :)
Last edited by Sarnum on Tue Jul 18, 2006 9:00 am, edited 1 time in total.

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Re: D2 Mod Tutorial

Post by Myhrginoc » Tue Jul 18, 2006 3:50 am

Do you have D:\Games\Diablo II\testmod in the shortcut's Start In property?

EDIT - you're being overly harsh with yourself, you just started recently. I have been modding and exploring game mechanics for five years, and I don't know half myself (like skills and animations).
Last edited by Myhrginoc on Wed Jul 19, 2006 1:48 am, edited 1 time in total.
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Re: D2 Mod Tutorial

Post by Sasquatch-WF » Sun Jan 28, 2007 4:36 am

Could you explain how to make it so I can uber. I cant seem to find a plugin that allows you to add that to your mod. If you got a link that would be great =)

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Post by onyx » Sun Jan 28, 2007 5:35 am

D2Mod doesn't do that, but PlugY does.
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Re: D2 Mod Tutorial

Post by Sasquatch-WF » Sun Jan 28, 2007 7:16 am

So is there no other mod that does ubers? If so what is it and were can I find?

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Post by onyx » Sun Jan 28, 2007 7:18 am

There is no other plugin that does that, only PlugY. All mods that implement ubers do it via PlugY.

Let's not use the D2Mod tutorial thread for this discussion.
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Re: D2 Mod Tutorial - Problem with Installation

Post by lordzapharos » Tue Apr 17, 2007 7:47 pm

I can't get any of my dlls to work! Here's what I did:

1. Downloaded D2MOD 2.0
2. Copied D2ModSetup.bat and D2Mod.dll to C:\Program Files\Diablo II.
3. Made a new folder (ZMOD3.0) in the Diablo II directory.
4. Renamed D2Mod.ini to ZMOD3.0.ini, and put it in C:\Program Files\Diablo II\ZMOD3.0
5. Put my data folder for my mod in C:\Program Files\Diablo II\ZMOD3.0 folder.
6. Put various plugins in C:\Program Files\Diablo II\ZMOD3.0
7. List of plugins:

KillCounter.dll
KillExp.dll
LevelUp.dll
NewTxt.dll
SignedSpell.dll
SklTree.dll
Utility.dll
Waypoints.dll

8. Ini file looks like this:

; D2Mod.ini
; Main ini for mod system dll (d2mod.dll)
;
;

[D2MOD]

StatFix=StatFix.dll
MercMod=MercMod.dll
CustomTbl=CustomTbl.dll
ExtLvl=ExtLvl.dll
BOL=BOL.dll
SklTree=SklTree.dll
NewTxt=NewTxt.dll
LevelUp=LevelUp.dll
SignedSpell=SignedSpell.dll
Waypoints=Waypoints.dll
KillExp=KillExp.dll
Utility=utility.dll
KillCounter=KillCounter.dll

;=============================================================
; Add ini info for each mod here


;------------------------------------------------

[StatBar]

; StatBar.ini
; Ini file for statbar mod - used by Statfix.dll
;
; BLUE 151
; YELLOW 16
; MAGENTA 155
; GREEN 132
; CYAN 162
;
; stat1 = statID,MaxStatID,loColor,Color,HiColor,string key,divide
; stat2 ... more stats

stat1=8,9,5,132,162,4164,256


;------------------------------------------------

[MercMod]

; MercMod.ini
; Ini file for mercmod.dll
;
;
; merc1 = mercID,UseShield,additionalWeaponType1,2,3,4 ...
; merc2 ... more mercs
;

merc1 = 271,0
merc2 = 338,0
merc3 = 359,1
merc4 = 561,0



;------------------------------------------------

[CustomTbl]

; CustomTbl.ini
; Ini file for CustomTbl.dll
;
;
; table1 = TableName
; table2 ... more tables


table1=messages.tbl
;table2=CustomStrings2.tbl
;table3=CustomStrings3.tbl

;------------------------------------------------

[SignedSpell]
;Default: 13
;Maximum: 31
pSpell=13

;------------------------------------------------

[Waypoints]
;pSpellEnable=1
pSpell=14

;------------------------------------------------

[Utility]

; Utility.ini
; Ini file for Utility.dll
;
;
; Setting = Value
;

; number of skillpoints on level, normal is 1
SkillPoints=1

; enable runewords for lo,nrm,hi,mag,set,rar,uni,crf,tmp
EnableRuneWords = 1,1,1,0,1,0,0,0,0

; minimum "/players X" value allowed, normal is 1
PlayersXmin = 5

; maximum "/players X" value allowed, normal is 8
PlayersXmax = 127

; levels for the -actX switch, normal is 1,15,20,26,32
ActX = 1,15,20,26,32

; Use GambleCost entry for items, normal is 0 (FALSE)
UseGambleCost = 0

; set max items in gamble screen, normal is 14
MaxGambleItems = 14

; allow magic tabs at vendors, normal is 0 (FALSE)
UseMagicTabs = 0

; Max gold in stash (multiplier), normal is 50000
StashGold = 100000

; Max gold in inventory (multiplier), normal is 10000
InvGold = 50000

; 0 = no cap on exp granted by Ancients, normal is 1
AncientsCap = 1

; monster level differential, 25 is normal
MonsterDiff = 25

;Quest reward skillpoints for Book of skills,Den of evil, Izual
; normal is 1,1,2
QuestSkills = 5,2,3

; Make Telekenisis pick up all items, normal is 0 (FALSE)
tkTakesAll = 0

; Max Resist Cap (fire,cold etc) normal is 95
ResistCap=99

; Damage Resist Cap ( dmg_res) normal is 50
ResistCap=75

; Do not take gold from stash, normal = 0 (take)
NoRobStash=0

; Disable Magic Find Cap, normal = 0
NoMagicFindCap = 0


;******** added in 1.02 ****************

; Mephisto Drop Quest Item, normal is mss
MephistoItem = mss

; Allow Stash outside of town, normal is 0
StashMovable = 0

; Cain charges for identify, normal = 0
CainCharges = 0

; Monster HP playerX increase table, normal is 0,50,100,150,200,250,300,350
HPTable = 0,50,100,150,200,250,300,350


9. My shortcut looks like this:

Target: "C:\Program Files\Diablo II\Diablo II.exe" -mod ZMOD3.0 -direct -txt -w

Start In: "C:\Program Files\Diablo II\ZMOD3.0"

10. I load up the game and load a character.
11. None of the features (bigger stash/inventory, four skill tabs, kill counter, etc.) work!!!


What did I do wrong???

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Post by onyx » Tue Apr 17, 2007 7:52 pm

Maybe it doesn't like the point in ZMOD3.0? Try renaming the folder/ini to ZDMOD3 and edit your shurcut, then try again.

If that fails, check your Diablo II log to see if the plugins are loading at all.
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Re: D2 Mod Tutorial

Post by snowknight » Tue Apr 17, 2007 7:57 pm

Does D2Mod System 1.02 (or whatever version) show up in the lower left corner of the title screen? Did you run d2modsetup.bat?

Minor note: D2Mod 2.0? I hope that was just a typo since the last version was 1.02.

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