[1.10]New D2ModPlugins

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

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Re: [1.10]New D2ModPlugins

Post by dav92 » Sat Dec 04, 2010 9:33 am

That's the normal behaviour of D2 as I haven't changed where the portal appaers, I only changed the level it is pointing to.

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Re: [1.10]New D2ModPlugins

Post by kingpin » Sat Dec 04, 2010 12:44 pm

You need to add the special tile + set Position flag in levels to set own position. Othervise it take default postion that is entrace / wp. Depend what it finds first in the scan.

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Re: [1.10]New D2ModPlugins

Post by cla$$ics » Sun Dec 05, 2010 7:41 pm

The town portal spawns correctly, however, I cannot make my player spawn at Cell A at first (it spawns in the Rogue Encampment instead)
Although done for our needs, mod-makers should like these changes, too.
11/1/08 - COTL; 5/10/09 - Angel; 11/11/09 - Archangel

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Re: [1.10]New D2ModPlugins

Post by dav92 » Sun Dec 05, 2010 8:18 pm

If it is a freshly created char, then you have to add a new line to the D2SpawnTown with SourceLvl=0 and targetlvl=ID of Cell A, if it is an already existing char, then you have to add a new line with the SourceLvl=the level the char was last and targetlvl=ID of Cell A.

Edit: I forgot some information in the readme, I'll update it asap.

Edit2: Fixed. Just redownload it.

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Re: [1.10]New D2ModPlugins

Post by cla$$ics » Sun Dec 05, 2010 11:11 pm

dav92" wrote:If it is a freshly created char, then you have to add a new line to the D2SpawnTown with SourceLvl=0 and targetlvl=ID of Cell A
does not work, and can confirm this.
Although done for our needs, mod-makers should like these changes, too.
11/1/08 - COTL; 5/10/09 - Angel; 11/11/09 - Archangel

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Re: [1.10]New D2ModPlugins

Post by Lurix » Mon Dec 06, 2010 12:10 am

I've changed the starting location in my mod to be Level with ID of 137.
So what I thing you've to is:
First to give your area TownRestrictions with D2LvlTown.
And than to choose a Starting area with D2SpawnTown, So for the Level you want to be your starting point you need both of your files Source and Target Level to be setted to the Town's ID, like mine use Id of 137.
And than for each new created Area you need to give it source Level = Area's Level and Target = Your Town ID, or instead each time you save in any not signed area, next time you get in with your char you will be in Rogue Enchampement.


I also got a question to Dav92:
I'm wondering if your ExtMercs Plugin allows all the Hirelings to be sold in one Act only?

Thanks ;]

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Re: [1.10]New D2ModPlugins

Post by dav92 » Mon Dec 06, 2010 4:01 pm

I'm wondering if your ExtMercs Plugin allows all the Hirelings to be sold in one Act only?
That should be no problem, because the hireables were softcoded at least since v1.10f

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Re: [1.10]New D2ModPlugins

Post by kingpin » Mon Dec 06, 2010 7:53 pm

dav92" wrote:
I'm wondering if your ExtMercs Plugin allows all the Hirelings to be sold in one Act only?
That should be no problem, because the hireables were softcoded at least since v1.10f
As long as you have changed the hard coded locations it would work. But, in vanilla it wont work to sell all Hirelings in same act.

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Re: [1.10]New D2ModPlugins

Post by dav92 » Mon Dec 06, 2010 9:12 pm

Then it will not work, as I haven't changed anything related to hirelings.
But to be sure, you could just try it.

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Re: [1.10]New D2ModPlugins

Post by pepa90 » Tue Dec 07, 2010 4:29 pm

Link to D2ExpRes.rar not work for me, can you please do something with it, i want it very much....Thank you

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Re: [1.10]New D2ModPlugins

Post by dav92 » Tue Dec 07, 2010 5:21 pm

The link works without problems, so the problem has to be on your side.

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Re: [1.10]New D2ModPlugins

Post by AdmiralCrackbar » Wed Dec 08, 2010 4:59 am

For D2ExpRes, would it be possible to change the monster's aggro area to extend to the boundaries of the screen for the new higher resolution? I think many players shun the MultiRes hack because of this issue, and it gives the player a significant tactical advantage over the enemy. I know this can't be "easy", or someone probably would have done it already, but you seem to have some expertise with CE.

Nice job with these plugins, by the way. Your works seems to be speaking for itself, what with the volume of responses in such a short period of time :)

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Re: [1.10]New D2ModPlugins

Post by Necrolis » Wed Dec 08, 2010 6:05 am

dav92" wrote:The link works without problems, so the problem has to be on your side.
I had problems with the links too when I checked these
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Re: [1.10]New D2ModPlugins

Post by dav92 » Wed Dec 08, 2010 11:21 am

would it be possible to change the monster's aggro area to extend to the boundaries of the screen for the new higher resolution?
Yes, it is. In Monstats.txt there are three columns controlling this: aidist, aidist(N), aidist(H)
I had problems with the links too when I checked these
Mediafire is sometimes down, so maybe that's the problem.

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Re: [1.10]New D2ModPlugins

Post by SheX - Lost Mage » Wed Dec 22, 2010 9:20 pm

dav92, thank you!!!
thank you!!! thank you!!! thank you for this plugins!!! I'm happy! Very VERY happy!!! :D :)
If this is possible i'll wait plugin for new quests. :)
---
Edit:
It works! I'm happy )))
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Re: [1.10]New D2ModPlugins

Post by Xaphan » Tue Jan 11, 2011 11:17 pm

Hi Dav92,

I think I've found a strange bug with the D2Towns plugin. When I use it, the strength of my characher is changed every time I enter a map, to the level ID of this map.

For exemple, if I enter the Rogue Encampement, my strength is set to 1, and as soon as I enter a new map I've done, my strength become 133 (wich is the ID of this map). I did not try others maps, but I'm pretty sure the same will happen.

Do you have any ideas what can cause this ? Other than that, the pugin work prefectly, but that make the game completely unplayable.

Also, I've see you said you have D2Mod 1.03, but I have the 1.02 one and can't find any link to dowload the 1.03. Where did you get it ?

And a last one : With the ExpRes plugin, the D2ExpRes.ini you have put with the plugin show the class when you create a new char right one under the other. With the normal images, they overlap in the game, wich make me thing you have changed thems to something else. So, I just need to change the images of each class of the character creation screen and the game will know the new size of the images (and the MouseHoverOver), or should I do something more ? (I know I can move the images with the ini, this is just a question about the images themselves)

Thanks in advance !

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Re: [1.10]New D2ModPlugins

Post by dav92 » Wed Jan 12, 2011 11:54 am

When I use it, the strength of my characher is changed every time I enter a map, to the level ID of this map.
May it be, that you forgot the following in your d2mod.ini or set it to an incorrect value?

Code: Select all

[D2Towns]
;Which stat is used to save the current lvl? (must be under 255)
Stat=189
lso, I've see you said you have D2Mod 1.03, but I have the 1.02 one
My plugins also work with D2Mod 1.02.
So, I just need to change the images of each class of the character creation screen and the game will know the new size of the images (and the MouseHoverOver)
Yes, that will work.

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Re: [1.10]New D2ModPlugins

Post by Xaphan » Wed Jan 12, 2011 1:14 pm

dav92" wrote:
When I use it, the strength of my characher is changed every time I enter a map, to the level ID of this map.
May it be, that you forgot the following in your d2mod.ini or set it to an incorrect value?

Code: Select all

[D2Towns]
;Which stat is used to save the current lvl? (must be under 255)
Stat=189
This is not in the readme of the version I have, so yes that must be it ! I'm going to test it right now.

Thanks for others replies !

Edit : tested and yes, that was the problem. Thanks ;)

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Re: [1.10]New D2ModPlugins

Post by dav92 » Wed Jan 12, 2011 1:35 pm

If it's not in the ReadMe, then please redownload the plugin, as I've uploaded a fixed version a couple of weeks ago.

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Re: [1.10]New D2ModPlugins

Post by Lurix » Wed Jan 12, 2011 2:05 pm

When I maked what you said, I'm even unable to pick the Torch or the Annihilus because I'm direclty spawned at level with ID 1, which is the cLoD town, and my town's ID is 137, it worked before if we ignore the problem with the Strenght.

Any ideas? Thanks ;]

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Re: [1.10]New D2ModPlugins

Post by Xaphan » Wed Jan 12, 2011 3:28 pm

I've re-download it, thanks for the info.

By the way, did you have already uploaded new versions of plugins, to correct some bugs I've posted here ?

(I've tested the D2MultiRes plugins, and this problem :
On the [TCPIP] section of the ini, changing canY and canX don't seems to move the cancel button for me. Maybe that's a conflict with a code edit I've done (Clicking on other multiplayer on the main screen put you directly in the TCPIP scren in my mod.)
was a problem on my side. It work now.)

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Re: [1.10]New D2ModPlugins

Post by dav92 » Wed Jan 12, 2011 4:20 pm

I write something like "Date, updated with..." when I am uploading new versions.

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Re: [1.10]New D2ModPlugins

Post by Ledrug » Thu Jan 13, 2011 9:36 pm

The D2ExpRes mod is really nice, but I have one problem with it: the skill unassignment button by PlugY does't seem to work now.

I'm using the 1024x768 resolution, by default the unassign button shows up in the middle of the skill tabs and is not clickable. I moved it out of skill tabs via plugy.ini file, now it can be clicked, the button depresses, and nothing happens. Seems clear that the UI works, but the code responsible for dealing with skill points does not.

It's not obvious to me that the D2ExpRes would break that part of PlugY, any ideas?

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Re: [1.10]New D2ModPlugins

Post by dav92 » Thu Jan 13, 2011 9:52 pm

I've written on the first page, that the D2ExpResPlugin could conflict with PlugY, so I won't fix it. The problem is not the fixing, but there are too many different PlugY version I then would have to support.

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Re: [1.10]New D2ModPlugins

Post by Ledrug » Fri Jan 14, 2011 12:50 am

dav92" wrote:I've written on the first page, that the D2ExpResPlugin could conflict with PlugY, so I won't fix it. The problem is not the fixing, but there are too many different PlugY version I then would have to support.
C'est la vie, I guess. Anyway, here's another problem: after playing for a while and there are a number of items in the inventory, moving cursor from outside of inv into it will crash the game with access violation c0000005. That's with the rebased 1.10 d2common.dll, no plugins except d2mod loading D2ExpRes, a few txt files that give gloves and boots sockets (kinda doubt the last point matters?) It doesn't seem to happen to newly created chars, maybe due to mostly empty inventory.

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