[Fawahar] needs few tips [LOD 1.09b]

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Fawahar
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[Fawahar] needs few tips [LOD 1.09b]

Post by Fawahar » Wed Mar 01, 2017 9:27 pm

Hello, P.Keep! I'm into modding games for several years already. Purely ameteurish, but I enjoy it. A week ago I started concept work of modding Diablo LOD 1.07 mainly for my personal use, but if it happens to be good, I will share it with the community worldwide, of course.

As the concept of the mod is getting into shape, my mind starts to gather confusion, as I am pure newbie into modding. I have read few tutorials untill now, thats all. I would like to ask the experienced modders here for an advice and guidance.

At the moment, my first task will be to:

-Remove all existing uniques and set items from 1.07
-Add 40 compleately new sets, having around 150+ new items incorporated.

First questionis: What is the best way to approach the task?
Scond question: What is the average estimated time to finish similar task, considering if a person with enough experience does it?

Thank you, next beer is on me!
Last edited by Fawahar on Fri Jan 19, 2018 10:17 pm, edited 1 time in total.

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Re: [Fawahar] needs few tips [LOD 1.07]

Post by SpiKe. » Wed Mar 01, 2017 9:34 pm

You should take a look here.

viewtopic.php?f=4&t=14909

For your prefence u would need a Sheet Editor (like Excel), a Tbl Editor (for LNG-Strings) and a MPQ-Viewer/Editor (for packing/unpacking .txt/.bin files from the .mpq files).

Depending on how creative you are it can be done pretty fast. In my Mod i did around ~100 Uniques, 50 Runewords, 15 Sets and ~150 Cube Recipes in around a week by having a real "unique" concept for every item.
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Re: [Fawahar] needs few tips [LOD 1.09b]

Post by Fawahar » Thu Mar 02, 2017 8:56 pm

Thank you, J'P! I'll get in the papers there.

Meawhile, if someone has an idea for fast destroying of all the set and unique items from the game files, pelase share your experience.
Last edited by Fawahar on Wed Jan 31, 2018 9:40 pm, edited 4 times in total.

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Re: [Fawahar] needs few tips [LOD 1.07]

Post by SpiKe. » Thu Mar 02, 2017 9:07 pm

Destroying? Just remove the lines from uniqueitems.txt, sets.txt, setitems.txt, runes.txt (if u want to change the Runewords) and you are done.
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Re: [Fawahar] needs few tips [LOD 1.09b]

Post by Fawahar » Thu Oct 05, 2017 9:35 pm

By the way, have you heard about Infusion! It is my newest idea for Armor Craft. Will it be possible to be done in the way I am planning? magic items+runes+gems=magic items keeps original properties but gains new specific ones as well and gets ethereal, as well changes its quality to "crafted"...?
Last edited by Fawahar on Wed Jan 31, 2018 9:39 pm, edited 16 times in total.

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Re: [Fawahar] needs few tips [LOD 1.07]

Post by k0r3l1k » Thu Oct 05, 2017 9:41 pm

You're modding 1.07 so I'm not sure how accessible that version is for cube recipes. It's for sure possible with 1.10+.
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Re: [Fawahar] needs few tips [LOD 1.07]

Post by Fawahar » Fri Oct 06, 2017 2:24 pm

k0r3l1k" wrote:You're modding 1.07 so I'm not sure how accessible that version is for cube recipes. It's for sure possible with 1.10+.
Hmm... I am not big fan of 1.10+ . Thanks for the input, If its not possible I'll have to go in alcoholic delirium for several weeks and change my aim towards the newer patches. Ahh...

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Re: [Fawahar] needs few tips [LOD 1.09b]

Post by Fawahar » Mon Oct 23, 2017 8:56 pm

And one brief question - Can set items be made to acquire the unique items ability to be dropped only once. Like if there is somewhere a table value, which could indicate that the item can/cannot be dropped after it drops once?
Last edited by Fawahar on Wed Jan 31, 2018 9:38 pm, edited 1 time in total.

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Re: [Fawahar] needs few tips [LOD 1.09b]

Post by Fawahar » Fri Jan 19, 2018 10:23 pm

Hello again friends, do we have a list somewhere around for the shortcut codes of magical enhancement (prefixes and suffixes) so I don't have to make regular checks in the .txt file while creating uniques and set items?

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Re: [Fawahar] needs few tips [LOD 1.09b]

Post by AlphA - The Real One » Sat Jan 20, 2018 6:18 pm

Talonrage Property Plugin v1.x has a list included (obviously with his new itemstats). You can find it under Downloads - Standard Plugins v1.10 (Final).

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Re: [Fawahar] needs few tips [LOD 1.09b]

Post by Black_Eternity » Sat Jan 20, 2018 8:46 pm

There's one sticky right here in GMM, "Updated Magic Modifier List"
PureRage wrote:Durrrp, durrrp. idiot

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Re: [Fawahar] needs few tips [LOD 1.09b]

Post by Kieran » Sun Jan 21, 2018 12:23 am

Hello Mate,

You can find a list here. They are for v1.10 and I am not sure on how many changes there are between your patch and .10+

It might be worth making your own list from your patch files (MagicPrefix and MagicSuffix)

https://d2mods.info/resources/mcml-v110.php

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Re: [Fawahar] needs few tips [LOD 1.09b]

Post by Fawahar » Sun Jan 21, 2018 11:06 am

Thanks a lot, that I was searching for folks!

Now. Another issue...
What do you think is the most appropriate and painless way to force Gambling prices to be taken from armor.txt and weapons.txt? I don't need to touch anything else in gamble feature, just to fix the prices. What I understood... is that there is like two options, either I must use some .dll mods that will force that happen or code some files by myself. Currently researching on this topic without much of a luck, so please if you have experience in this issue go along and give me a hint!

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Re: [Fawahar] needs few tips [LOD 1.09b]

Post by Fawahar » Sun Jan 21, 2018 11:10 am

And just to announce, anyways my first posts make a bit of confiscation - lately I really decided to work with 1.09b, for various reasons, cubemain.txt one of the major ones. so 1.07 is no more scope of progress.

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Re: [Fawahar] needs few tips [LOD 1.09b]

Post by Fawahar » Mon Jan 22, 2018 4:40 pm

Another one comes to my mind: When editing MagicPrefix.txt and MagicSuffix.txt how to calculate the proper entry for the columns "level" and "levelreq"... Let's say that I want a prefix to start appear on items around character level 40. Is it proper to set level and levelreq to 40, or this will make the formula to work it out not the way I want? The same goes for item drop, if I set the parameters to 40 will the item drop around that character level (40) or not?

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Re: [Fawahar] needs few tips [LOD 1.09b]

Post by Kieran » Mon Jan 22, 2018 11:03 pm

Hello Mate,

Reference the first question; there is a very intensive guide for 1.09 and making items run from the gamble columns in armour and weapons.txt. You should check that out. It's in the code editing forum under a sticky (Sir Generals).

For the second question levelreq is just for the level requirement on the item. This holds no effect as to what level a mod will appear on an item. You could have the level set to 99 but level req set to 25. All this means is that the item mod would not spawn until level 99 but the level requirement to use the item with this mod would only be 25.

Hope that makes sense.

Kieran

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Re: [Fawahar] needs few tips [LOD 1.09b]

Post by Fawahar » Tue Jan 23, 2018 10:22 am

Makes perfect sense, I was not exactly sure about it because having some trouble spawning some prefixes. Not sure where the issue came from, probably bad entry somewhere in the armor type columns. The good news is that I managed to fix it...! even thou I am not sure how.

Still a bit confused about how the columns "rare" and "frequency" affect the spawn of the magic mod, so I set them all 1 till I have better idea what's must be the proper values for each mod.

I've found that info for gambling you directed me at(under FAQ, so that's how I missed it first time browsing there), however, I must admit after editing gambling.txt to spawn Exceptional and Ellie items the gambling feature became more balanced and is bearable even with the lvl generated pieces, so my brain if begging me to skip the CE (my brain fears CE, like sorc. fears guided arrow)

That's all well. Now another Q:
Do I need to use different .tbl files for making strings for Uniqes, Sets, Skills and Magic Mods(suffix,prefix) or all of them can be found in patchstring.tbl from the patch_d2.mpq?

Thanks for the advices ;) ;)

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Re: [Fawahar] needs few tips [LOD 1.09b]

Post by AlphA - The Real One » Tue Jan 23, 2018 10:52 am

You can add all your new strings into patchstring.tbl. Finding old strings depends a bit what you are looking for;).

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Re: [Fawahar] needs few tips [LOD 1.09b]

Post by Fawahar » Tue Jan 23, 2018 11:33 am

Cheers!

Q: And what about the columns etype1, etype2, etype3, and so on in MagicPrefix.txt, what they do modify, and for what reason I should use them? I've just recognized the fact that I have no idea about it.

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Re: [Fawahar] needs few tips [LOD 1.09b]

Post by AlphA - The Real One » Tue Jan 23, 2018 2:26 pm

iType1 to iType7 - These fields are ID pointers to ItemTypes.txt that control what item types this affix can appear on. The affix can appear on all item types that inherit the item type in this field. So putting 'armo' in here will make it appear on all armor (etc).

eType1 to eType5 - These fields are ID pointers to ItemTypes.txt that control what item types this affix will never appear on. The affix will not appear on any item type that inherits this item type. So putting 'armo' here would prevent it from showing up on all armor (etc).
Check the Fileguides in the Knowledge Base next time;).

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Re: [Fawahar] needs few tips [LOD 1.09b]

Post by Fawahar » Tue Jan 23, 2018 2:52 pm

Thanks for being so kind posting this for me, I check and check, and still miss half of the things!

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Re: [Fawahar] needs few tips [LOD 1.09b]

Post by Fawahar » Wed Jan 24, 2018 8:54 am

Q: "reduce-ac" mod must be entered with negative value like "dmg-ac" or not?

Edit: After some Test it seems the proper entry should be the positive value(when entering negative the mod does not work at all), yet the game string of the mod shows %target defense instead of -%target defense. Is this due difference in versions 1.09b compared with the latest patches?

The thing that bothers me is that let's say I enter value of 20% reduction it might understand it like 80% reduction. Nevermind I am almost sure that is not the case how the game works, I'd like to ask for some check opinions.

Edit2: Some more testing took place, since I missed to find the info around:

SKILLTAB mod has the following entries for 1.09b

skilltab 0 - bow and crossbow (amaz)
skilltab 1 - passive and magic (amaz)
skilltab 2 - javelin and spear (amaz)
skilltab 3 - fire skills (sorc)
skilltab 4 - lightning skills (sorc)
skilltab 5 - cold skills (sorc)
skilltab 6 - curses (necr)
skilltab 7 - poison and bone (necr)
skilltab 8 - summoning (necr)
skilltab 9 - combat skills (barb)
skilltab 10 - offensive auras (pala)
skilltab 11 - defensive auras (pala)
skilltab 12 - combat skills (pala)
skilltab 13 - masteries (barb)
skilltab 14 - warcries (barb)
skilltab 15 - summoning (drui)
skilltab 16 - shapeshifting (drui)
skilltab 17 - elemental (drui)
skilltab 18 - traps (assn)
skilltab 19 - shadow disciplines (assn)
skilltab 20 - martial arts (assn)

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Re: [Fawahar] needs few tips [LOD 1.09b]

Post by Fawahar » Sat Jan 27, 2018 1:51 pm

I get a crash error from time to time when adjusting get-hit skills and charged skill in prefixes/suffixes.

"pskillinfo && pskillinfo->fcanbeitemeffect"

The way I fix this is to delete the bad prefix, however I think there must be a better option, if I know what values could bring the error. Is it the skill values, the item entries on which they appear or anything else, I do not know.

So... If someone by any chance can elevate my knowledge on the subject, I'll be grateful.

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Re: [Fawahar] needs few tips [LOD 1.09b]

Post by Fawahar » Wed Jan 31, 2018 9:37 pm

Hay folks, is there any way without using CE to disable the coloring of socketed items when a gem is being inserted?

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Re: [Fawahar] needs few tips [LOD 1.09b]

Post by Fawahar » Mon Feb 05, 2018 1:11 pm

Hay folks, do you know how to charge Anya's item reward given just before the personalization(after saving her). I'd like to remove it completely if possible. Thanks.

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