[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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dav92
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Re: [1.10]New D2ModPlugins

Post by dav92 » Fri Jan 14, 2011 11:22 am

Have you changed the Inventory.txt? If yes, then please double check your entries, as I had the same problem with a 1px difference.

In case you can't fix it, the upload your crash log and I'll look into it.

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Re: [1.10]New D2ModPlugins

Post by Ledrug » Sat Jan 22, 2011 11:56 pm

That probably was the cause. I cleaned up my txt files, and haven't had a crash since, thanks.

Incidentally I created some drop-in replacement dc6 for use at 1024x768. You can use it anyway you want if interested.

*Edit:

Eh wait, the crash is still there. If I change the gridBottom column in inventory.txt from 624/625 to 623, the crashing goes away. Coords still off by 1 somewhere in the code?

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Re: [1.10]New D2ModPlugins

Post by Xaphan » Sun Jan 30, 2011 1:11 am

The problem is definitely on your side.

I had the same problem before using this pugin, and then i've double and even triple checked my values, removed 1px at the bottom and the right of all my inventories, and the problem is gone :)

Edit :

I've a problem with the new version of the D2Towns plugin. It look like even if you set everything right, when u make a tp, you it ALWAYS direct you to the rogue camp (at least in act1, I haven't tester others acts).

I've made 2 news maps : id 133 and 134, and set D2Spawntown as follow :

For map 133 (an explorable area) :
Act : 0
SourceLvl : 133
TargetLvL : 134
*eol : 0

For map 134 (a town) :
Act : 0
SourceLvl : 134
TargetLvl : 134
*eol : 0

both lines at the end.

And i've set D2LvlTown as follow :

For map 134 only :
LevelID : 134
*eol : 0

At the end of the file.

The id 134 town act like a town, so this part work. But when i'm in my new area (id 133) (wich is connected to act 1 town (id 1) and my new town (id 134)), when I cast a TP, It lead me to the id 1 town instead of the id 134 it should. Also, even when i'm in the id 134 town and then save and exit, when I reload the game, i'm in id 1 town again.

I'm pretty sure the plugin worked before I re-upload it to get the new version, but unfortunately, I haven' the old one anymore. Can you please take a look at that, there must be a mistake in the new version, I'm pretty sure the old one worked like it should.

If you still have the old version, It can you upload it again so I can test if the problem come from the new version ?

Thanks in advance.

Edit again :

Problem was in my isc.txt stat line apparently. I've see the line was different from your in the readme, so I changed mine and now all work well :)

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Re: [1.10]New D2ModPlugins

Post by dav92 » Tue Aug 02, 2011 8:08 pm

Updated the first post with an updated version of the D2ExtendedMercPlugin.

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Re: [1.10]New D2ModPlugins

Post by Dew » Sun Aug 28, 2011 3:46 am

Was wondering it you could add the ability of automagics being applied to all item qualities in your small utility. I really like it especially the repair/replenish rates.
Thx for the hard work in these plugins :D
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Re: [1.10]New D2ModPlugins

Post by HarvestWombs » Sun Aug 28, 2011 8:02 am

Dew" wrote:Was wondering it you could add the ability of automagics being applied to all item qualities in your small utility. I really like it especially the repair/replenish rates.
Thx for the hard work in these plugins :D
That would be a nice feature. :) i would use it.
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Re: [1.10]New D2ModPlugins

Post by dav92 » Sun Aug 28, 2011 10:26 am

Yes, I'll add it with the next version.

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Re: [1.10]New D2ModPlugins

Post by Drac0 » Thu Sep 22, 2011 4:02 am

Finally got around to testing the killcounter plugin last night & I'm very happy with it. Started to use RicFaith's original counter until I realized it didn't count things like kills by necro summons & sin traps. This one just plugs in & uses the same stats etc I already had set so it's great.

Only thing more I could want is the bonus/messages that the original had.

Cheers

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Re: [1.10]New D2ModPlugins

Post by kidpaddle94 » Thu Sep 22, 2011 4:14 am

@Dav92: Those plugins are some really nice job. Great work! Some of them even tempt me to make a 1.10 version of my mod once the original softcoded version is done :D Thanks for all.

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Re: [1.10]New D2ModPlugins

Post by plupp » Mon Sep 26, 2011 9:37 am

Hmm first off im pretty new to modding.

Im trying to get this "D2ExtMerc" to work with plugY (1.13).
I added "DllToLoad=D2ExtendedMerc.dll" in the plugy.ini.... and:

[D2ExtMerc]
;MercOnlyItems active?
meon=1
;Rownumber from ItemTypes. If the row is after the expansionrow, substract 3, else 2.
itty=103
;ID of string to display from any tbl
idst=11143
;Can the merc be fully equipped?
ctmb=1
;Should the graphics of the empty itemslots be aligned to what is spezified in
;inventory.txt? Merc and Char!!!! (1=yes; 0=no);
stgo=1

Copyed the D2EntendedMerc.dll to my d2 folder. What am i missing? :P

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Re: [1.10]New D2ModPlugins

Post by Lurix » Mon Sep 26, 2011 9:39 am

plupp" wrote:What am i missing? :P
You're missing that D2Mod and it's plugins work with version 1.10 only, so you're unable to load it with Plugy, in any version other than 1.10.

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Re: [1.10]New D2ModPlugins

Post by plupp » Mon Sep 26, 2011 9:41 am

Aaah! Thanks alot! :)

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Re: [1.10]New D2ModPlugins

Post by Drac0 » Mon Sep 26, 2011 3:33 pm

Wouldn't have worked even if you had 1.10. All the info about any plugins goes in D2Mod.ini, not PlugY.ini. The DllToLoad line should only have DtMod.dll, not the plugins. ;)

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Re: [1.10]New D2ModPlugins

Post by weapon-x » Mon Sep 26, 2011 5:38 pm

yow ;)

i got intrigued by the these plugins, so i tried setting up my mod

along with the d2mod system.

i only do softcoding on 1.13c so reverting to 1.10 is not a problem.

i tried using the kill counter plugin...

i was expecting to see something like this:

Image *borrowed whist's screenshot :mrgreen:

i guess the counter plugin works like SVR's softcoded approach.

it'd be cool to have that function though :P

i hope the cool dude who made this plugin would consider using something like the screenshot above :lol:

:) i'll be messing with the other plugins later, if everything turns out more fun then i'll be reverting to 1.10 for good ;)

keep up the good work mr. cool dude :)
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Re: [1.10]New D2ModPlugins

Post by dav92 » Mon Sep 26, 2011 6:05 pm

Only thing more I could want is the bonus/messages that the original had.
Will be added.

@weapon-x
Something like that will be added to my NewStats-plugin. So you will be able to display any stat, you want, on screen.

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Re: [1.10]New D2ModPlugins

Post by weapon-x » Tue Sep 27, 2011 4:27 pm

dav92" wrote:Something like that will be added to my NewStats-plugin. So you will be able to display any stat, you want, on screen.
;) wow cool

will stay tuned for that bro :P



:)

and ow, i was messing-up with the new NPC plugin and boom :twisted:

i just added a trade menu for Kashya :mrgreen:

amazing !!

you just have to adjust *count, str2, dll2, funcaddr2, trarep, qnewc,

d2vendors.txt *cloned charsi's and changed the hcidx
monstats.txt *inventory=1
npc.txt *cloned charsi's line and renamed it to kashya

and you'll good to go :mrgreen:

good luck :)
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Re: [1.10]New D2ModPlugins

Post by HarvestWombs » Mon Oct 03, 2011 11:19 pm

[D2SmallUtility]
Okay I am having a little trouble with opening multiple instances at the same time.
I am using the rebased D2Common.dll as well.

My issue is that the second instance will not stay open.
The second Diablo II.exe will show up in the process list but then disappears as soon as it turns to Game.exe

incase these are any issue.
I am using Win7 64-bit, and i do have the compatibility set to WinXP and I am running as administrator.

any thoughts?

**EDIT**
Also for a future update, would it be possible to add the feature to allow other quality items to be given to character upon creation? (unique/set preferably) :)
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Re: [1.10]New D2ModPlugins

Post by dav92 » Tue Oct 04, 2011 9:35 am

Don't start with the Diablo II.exe but with the Game.exe, that should solve the problem.

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Re: [1.10]New D2ModPlugins

Post by HarvestWombs » Wed Oct 05, 2011 11:21 pm

dav92" wrote:Don't start with the Diablo II.exe but with the Game.exe, that should solve the problem.
Thanks Dav, that worked.

Btw, your plugins are awesome, any news on some upcoming releases?
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Re: [1.10]New D2ModPlugins

Post by Lurix » Thu Oct 06, 2011 8:26 am

Got a 'little' problem with D2Towns plugin.
I'm also using ExtLevels and so my Act town's LevelID is 137, I've edited D2SpawnTown.txt to link to my new town, and it partially works, but Levels with Id 147 and 148 keep going to Level ID 1 which is the original LoD Rogue Enchampement.

Any idea of why this would happen? Thanks.

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Re: [1.10]New D2ModPlugins

Post by GeorgiaBoy » Wed Oct 12, 2011 3:24 am

GeorgiaBoy" wrote:
dav92" wrote:Maybe, I first have to do a couple of other things, like softcoding the outdoor areas, but after that I'll do it.
Wow. So I would be able to generate more random outdoor areas? Another Tamoe Highlands, Blood Moor, etc.? That would be great!. That, with the new plugins and 1024 levels? Just wow.

Thank you, thank you, thank you.

Best Regards,

GB
Hi dav92,

Any progress on this?

Thanks,

GB

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Re: [1.10]New D2ModPlugins

Post by HarvestWombs » Thu Nov 03, 2011 6:09 am

[D2Vendors]
Maybe i did something wrong, but i added trade to Kashya and if i exit out of trade and come back all the items are gone?
any ideas?
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Re: [1.10]New D2ModPlugins

Post by dav92 » Thu Nov 03, 2011 11:39 am

That's a known issue, that will be fixed with the next version.

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Re: [1.10]New D2ModPlugins

Post by plupp » Sun Nov 20, 2011 12:41 pm

plupp" wrote:Hmm first off im pretty new to modding.

Im trying to get this "D2ExtMerc" to work with plugY (1.13).
I added "DllToLoad=D2ExtendedMerc.dll" in the plugy.ini.... and:

[D2ExtMerc]
;MercOnlyItems active?
meon=1
;Rownumber from ItemTypes. If the row is after the expansionrow, substract 3, else 2.
itty=103
;ID of string to display from any tbl
idst=11143
;Can the merc be fully equipped?
ctmb=1
;Should the graphics of the empty itemslots be aligned to what is spezified in
;inventory.txt? Merc and Char!!!! (1=yes; 0=no);
stgo=1

Copyed the D2EntendedMerc.dll to my d2 folder. What am i missing? :P
Ok! Now i did install Lod 1.10 instead... the graphics looks right! But i cant equip gloves, rings, amulet, belt or boots? He says "i cant use this"... Is there anything more i may do to get it work?

Solved! Hah... after like 5 reinstalls and read thru the guide 10 times! I forgot "starts in:" baaah :lol:

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Re: [1.10]New D2ModPlugins

Post by Xaphan » Thu Nov 24, 2011 4:31 pm

dav92" wrote:
Xaphan" wrote: Btw, is 6x12 skills the max we can have or can we have more by editing the D2ExpRez.ini ?
Yes, for the moment it's the maximum, but I could easily add morw with the next version.
Xaphan" wrote:- Lastly, and sadly, the Waypoints plugin don't work well. It dosen't crash, but you get some bad graphics glitches, and the arrows to go to the next or previous pages added by the plugin are in the middle of the panel (see the picture at the end of the post). This is the only downside I've found with this plugin because we can't have more than 9 WP per act, and many mods used to have more.

But there is a lot more space on the waypoint panel, can it be possible to add the ability to add more wayponts like you did with skills ? In 1024x768, you can easily show 18 WP per page :)
That's a problem, but the next version will have it implemented, so that you can add new waypoints as you need.
A bit more than one year have now passed since I've pointed this.
So, I just wanted to ask if there is any new on this part ? I know you said to not expect something soon but, well I try :)
I'm currently focussing on skills, and will be on maps after that, so I wanted to ask before I really start anything :)

Thanks you !

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