Elite items are blocked from crafting
Moderator: Nizari
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Elite items are blocked from crafting
I was just playing my own modded version of Modworked (v11+ I think, but I'm not sure of the exact version). The mod doesn't mess with cube recipes, yet I'm unable to make crafted gloves from Vampirebone Gloves, which suggests that either the "upg" code in CubeMain isn't working, or the game is failing to recognize Vampirebone Gloves as elite Heavy Gloves. I was able to craft a Mesh Belt (an exceptional items) in the same mod, which suggests the latter, though there's a chance something in the mod is limiting "upg" to exceptional items and not elite items.
I'm posting this as its own thread rather than in the Modworked thread because I added some test recipes, and there's a chance one of those is responsible for the bug. I haven't had a problem with any other cube recipe, just crafting of elite items.
I'm posting this as its own thread rather than in the Modworked thread because I added some test recipes, and there's a chance one of those is responsible for the bug. I haven't had a problem with any other cube recipe, just crafting of elite items.
Re: Elite items are blocked from crafting
You can assume anything really weird is going to be a Modworked problem since the mod restructures a bunch of files, especially weapons.txt and armor.txt, where nearly every weapon/armor item has its code as its type, which I now see has changed some cubing behaviors in unexpected ways. You got unlucky in that you chose belts as your point of comparison: those were not modified in Modworked due to the hardcodedness of the belt type.
The problem is with how upg works and how Modworked sets code=type. I assumed that setting code=type would be fine, since the game prioritizes calling code over type in cubemain (e.g. in vanilla, Axe is used for the Axe weapon and for the Axe class, so if you spawn an axe via cube, it will always spawn the Axe weapon rather than a random item of the Axe class). But for the upg parameter, it prioritizes calling type over code, so it becomes only able to call the type, of which only Heavy Gloves is a member, and so only Heavy Gloves will be allowed.
This issue can be fixed by changing the type names or code names. I attached the version 13 changelog, which you can copy-paste entries from to fix the bug (or, if your mod has not changed itemtypes.txt, automagic.txt, weapons.txt, armor.txt and misc.txt; then you can just use those new txt files directly).
Note that this may cause save compatibility issues. If the above fix does cause issues, you could instead try:
(1) Make a new itemtype that all Heavy Gloves have (you'd have to do this with other crafting bases too), which you then use as an equiv. So for example, if you give Heavy Gloves, Sharkskin Gloves and Vampirebone Gloves the additional equiv type of 'abcd', and then make it so the craft requires 'abcd' type, then these items will all become viable targets for the crafting.
(2) Specify each base individually. So you'd have to make 3 recipes per base, one for Heavy Gloves, one for Sharkskin Gloves and one for Vampirebone Gloves.
It's unfortunate that I didn't find it in testing since it might cause save issues (although hopefully it doesn't!). Thanks so much for finding this bug OrderOfTheScribble, I'll be sure to update Modworked ASAP.
The problem is with how upg works and how Modworked sets code=type. I assumed that setting code=type would be fine, since the game prioritizes calling code over type in cubemain (e.g. in vanilla, Axe is used for the Axe weapon and for the Axe class, so if you spawn an axe via cube, it will always spawn the Axe weapon rather than a random item of the Axe class). But for the upg parameter, it prioritizes calling type over code, so it becomes only able to call the type, of which only Heavy Gloves is a member, and so only Heavy Gloves will be allowed.
This issue can be fixed by changing the type names or code names. I attached the version 13 changelog, which you can copy-paste entries from to fix the bug (or, if your mod has not changed itemtypes.txt, automagic.txt, weapons.txt, armor.txt and misc.txt; then you can just use those new txt files directly).
Note that this may cause save compatibility issues. If the above fix does cause issues, you could instead try:
(1) Make a new itemtype that all Heavy Gloves have (you'd have to do this with other crafting bases too), which you then use as an equiv. So for example, if you give Heavy Gloves, Sharkskin Gloves and Vampirebone Gloves the additional equiv type of 'abcd', and then make it so the craft requires 'abcd' type, then these items will all become viable targets for the crafting.
(2) Specify each base individually. So you'd have to make 3 recipes per base, one for Heavy Gloves, one for Sharkskin Gloves and one for Vampirebone Gloves.
It's unfortunate that I didn't find it in testing since it might cause save issues (although hopefully it doesn't!). Thanks so much for finding this bug OrderOfTheScribble, I'll be sure to update Modworked ASAP.
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Re: Elite items are blocked from crafting
Cypress, I'm glad you were able to find the fix so quickly. I've applied the changes, and they didn't appear to cause any save issues.
Edit: It looks like there was a delayed issue, because I'm now crashing as soon as I hit the Single Player button. Restarting my computer didn't fix the issue, so here's the error log, not including the stack dump:
Edit: It looks like there was a delayed issue, because I'm now crashing as soon as I hit the Single Player button. Restarting my computer didn't fix the issue, so here's the error log, not including the stack dump:
Code: Select all
18:26:49.660 ***** UNHANDLED EXCEPTION: ACCESS_VIOLATION (c0000005)
18:26:49.660 Fault address: 6F8EB52F 01:0000A52F C:\Program Files (x86)\Diablo II\D2SE\CORES\1.13c\D2Win.dll
18:26:49.660 eax:ffffff1c ebx:00000039 ecx:00000000 edx:137a0ba4 esi:0f420004
18:26:49.660 edi:0000002d ebp:137c0674 esp:0019e6e0 eip:6f8eb52f flg:00210282
18:26:49.660 cs:0023 ds:002b es:002b ss:002b fs:0053 gs:002b
18:26:49.660 --------------------------------------
18:26:49.660 Thread 7468 ***
18:26:49.660 ----------
18:26:49.660 User defined symbols path: C:\Program Files (x86)\Diablo II;C:\Program Files (x86)\Diablo II\MODS\Legacy Convenience (internal);C:\Windows
18:26:49.661 Enumerate modules...
18:26:49.661
Enumerate modules...
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Re: Elite items are blocked from crafting
That's a really nasty crash, I've rarely ever had it where I can't even start up the single player screen. A few questions and tests to consider:
•Do you know which character is causing the issue (that is, can you separate your save files and find one specific file which is breaking the game)?
•Do you remember picking up any items on that character recently?
•Where were you last on that character? What act, what difficulty, did you pick up any quest items recently?
•Does the game stop crashing if you swap out your weapons.txt/armor.txt/misc.txt/itemtypes.txt with versions before you applied the changes (if you don't have these backed up, then you could try the files from the version of Modworked your mod is built on)?
Or if you'd prefer, you could give me your data/save files so that I can do some bug testing.
•Do you know which character is causing the issue (that is, can you separate your save files and find one specific file which is breaking the game)?
•Do you remember picking up any items on that character recently?
•Where were you last on that character? What act, what difficulty, did you pick up any quest items recently?
•Does the game stop crashing if you swap out your weapons.txt/armor.txt/misc.txt/itemtypes.txt with versions before you applied the changes (if you don't have these backed up, then you could try the files from the version of Modworked your mod is built on)?
Or if you'd prefer, you could give me your data/save files so that I can do some bug testing.
Re: Elite items are blocked from crafting
remove all your assassin chars from the save folder and you might be able to enter the char select screenOrderOfTheScribble wrote: ↑Sun Jun 18, 2023 11:30 pmcrashing as soon as I hit the Single Player button
due to some strange reasons, if some unknown specific modifications made within itemtypes.txt, assassin characters may cause a crash like this.
as what i experienced, an item type with the name 'wswd' would cause an assassin crash, and some unknown modifications with multiple equiv helmets may also cause that.
strange enough... i don't know why...
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Re: Elite items are blocked from crafting
I decided to try the mod again today without any changes first to see if the problem fixed itself, and apparently it did. I was even able to play an assassin for a session. My computer was off for some time since my last post, which means it must've been a random crash that needed a hard restart. I don't get why a random crash like that would be fixed only by a hard restart and not a soft restart.
Edit: After exiting D2SE, the crash returned the next time I started up the mod. I still don't know what's causing the crash, but I can now go through testing, so I'll keep editing this post as I get more info on the crash.
Edit 2: I tried deleting my assassin and PlugY backups and was able to play 1 session, then the crash returned. I then deleted PlugY backups again and disabled that feature. With backups gone, I was able to get 1 more session in, then the crash returned after exiting all the way out. I then moved my manual backups all the way out of the D2 folder, and the crash is still there. I also disabled PlugY's ActiveCheckMemory setting during this testing, so I can rule that out as a cause.
Edit: After exiting D2SE, the crash returned the next time I started up the mod. I still don't know what's causing the crash, but I can now go through testing, so I'll keep editing this post as I get more info on the crash.
Edit 2: I tried deleting my assassin and PlugY backups and was able to play 1 session, then the crash returned. I then deleted PlugY backups again and disabled that feature. With backups gone, I was able to get 1 more session in, then the crash returned after exiting all the way out. I then moved my manual backups all the way out of the D2 folder, and the crash is still there. I also disabled PlugY's ActiveCheckMemory setting during this testing, so I can rule that out as a cause.
Re: Elite items are blocked from crafting
If the crash is happening randomly, then that sounds kind of like the monstats baseid crash. It's a particularly nasty one since it happens at random and it is easy to accidentally make happen, so a lot of mods even release with this crash still in them.
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- Posts: 28
- Joined: Wed Apr 05, 2023 7:35 pm
Re: Elite items are blocked from crafting
I've downloaded the "d2txtanalyzer updated by cla$$ics" program from the Phrozen Keep's download section, and it didn't find any baseid issues. It did show me that I didn't fully implement the item types changes (i.e. I still had the blocking weapons, and I didn't apply the changes to a couple runewords I made), so I deleted the blocking weapon rows in Weapons.txt and applies the item type changes to Runes.txt. I also edited Levels.txt to remove monsters that the program found non-existent. After all these changes, I tried playing the mod again, and it still crashed at the same spot. This suggests that it's not the baseid crash, even if it's as random as one.
Edit: I've deleted the save folder, and I'm no longer getting the crash. It looks like it was just a save issue manifested in an unusual way.
Edit: I've deleted the save folder, and I'm no longer getting the crash. It looks like it was just a save issue manifested in an unusual way.