Diablo II: Visions of Valor Mod

Information and updates for the Visions of Valor mod. If you have any questions or suggestions for the mod, please post them here.
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Diablo II: Visions of Valor Mod

Post by Alkalund » Sat Nov 30, 2002 1:43 pm

And a new mod project, by AngstMerchant:

Diablo II: Visions of Valor Mod
AngstMerchant" wrote:I have completed a beta version of a mod available for download right now. It's called Diablo II: Visions of Valor version 1.00 and it is a strictly graphics-oriented mod. It offers new and/or altered animations for a wide variety of skills and attacks as well as making non-physical (Fire, Cold, Lightning, Poison and Magic) attack indicators a little more noticable. Ready to see the new look for Diablo II??

http://www.beefycranium.com/

If you do download D2:VOV v1.00, please provide feedback. E-mail me and say it sucks. E-mail me and say it rocks. E-mail me and say you like the old animation for Thorns better than my new one. E-mail me and say it smells like glue. E-mail me and say I need to give SOJ now or I am gay. Just please. . . .e-mail me with feedback.
It is already available, so let the feedback begin :)

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Post by AngstMerchant » Tue Dec 10, 2002 1:38 pm

Diablo II: Visions of Valor version 1.10 is completed and available for download! New skill animations and descriptions, new monsters and more give the Diablo II a new look and doesn't affect gameplay in any mode of play. Tired of the same old animations? Give this mod a try. . .

Download Diablo II: Visions of Valor v.1.10
Last edited by AngstMerchant on Sat Jan 18, 2003 5:42 pm, edited 1 time in total.
You should be having Visions. . .

Visions of Valor skin for Diablo II: Lord of Destruction v. 1.10 coming soon.

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Post by Alphali » Tue Dec 10, 2002 2:05 pm

I liked the look of the page but it`s a little large...
can you get us some screenshots?
-=- Alphali -=-

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Post by AngstMerchant » Tue Dec 10, 2002 3:31 pm

What is wrong with the links that are on the page??
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Visions of Valor skin for Diablo II: Lord of Destruction v. 1.10 coming soon.

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Post by Logan » Tue Dec 10, 2002 4:27 pm

The links work fine, the problem is that your width settings make the page about 6 screens wide.

Not a problem in and of itself, but your text is centered, which means that you have to scroll all the way over to find the content.
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Post by Excel Excel » Wed Dec 11, 2002 2:53 am

Looks fine for me...I downloaded Unplugged/Lite and Visions of Valor. Expect a review of each maybe tomorrow.

BTW, do you have those Necromancer minion plug-ins? I wanna see how you did them and perhaps come up with some nifty other ideas
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Post by FirEFroG » Wed Dec 11, 2002 4:18 am

looks err sounds pretty cool... I'll check it out next week and give a review...
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Post by Excel Excel » Wed Dec 11, 2002 9:39 pm

Well the Unplugged version should be played with a higher level SP character as the sorc is the only one who can kill stuff off as soon as she appears. Besides that, it was pretty nice hitting 99 so fast and get a lot of good drops. Never tested out the rares though and never could get unique rings to drop.

Visions of Valor was cool...everything looked great...but there was a small problem. Apparently, in Act 2 you have a high chance of crashing when Mummies and skelletons are present in the same area. I'm not sure why it does this and I can't alt+tab to the error so that's all I pretty much know bout the bug.
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Post by AngstMerchant » Thu Dec 12, 2002 8:05 pm

Holy cow, ExcelExcel I love you, man. Seriously, I wanna e-mail you a bundt cake or something. You are the only person who has given me any feedback at all on this mod. I think I know what the problem is, also. I don't think I accounted for the skeleton archer monsters (now appearing as orc archers) getting resurrected by Mummies. Whaddya think?? I'll test it myself tonight but I want you to know I really appreciate the feedback.

And for anyone else who has tried this mod/skin and likes it, there is more to come: new golems for necros, new monsters in act 1 for sure and maybe in other acts--and thats just the next release. The long term should be a slow steady advance toward a virtual graphics overhaul. Heck, if I can get access to a 3D modeler again, I might do some original stuff or attempt to organize some folks to model new environment tiles. But those are just some new ideas in the works. . . . keep playing and keep the lines of communication open!! Oh, and don't let your meat loaf. . .

;)
You should be having Visions. . .

Visions of Valor skin for Diablo II: Lord of Destruction v. 1.10 coming soon.

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Post by Excel Excel » Thu Dec 12, 2002 8:16 pm

Well the only other bug as I mentioned was that in Unplugged so far that I've tested, only a sorc can get anywhere at level 1. The Necro just couldn't hit anything...cause apparently he had a 5% to hit and 95% chance to be hit. It's not that big a problem if you're planning to open BNet and your buddy is a sorc, but for SP it's a little trickier. I'm not too sure on how to fix it, but I'll keep ya posted.

Besides that, the only thing that annoyed my friend was the fact that the skeletons looked leechable. I'm sure that's just a small side effect. I'm highly looking forward to the next version where (I hope) Fanatscism and Conviction get a good make over. I'm gonna take my sorc outta the closet and give her a test with the graphical changes
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Post by AngstMerchant » Fri Dec 13, 2002 6:47 am

The issue with the inability to hit monsters is due to the monsters being level 99. This is set this high to allow the item drops to realize the full potential of each item drop. Allow me to illustrate. Let's say a monster is a level 35 monster and the treasure class table designates the unique cleaver, The Butcher's Pupil, as one of the items that will attempt to drop. Well, the level of the item in question is 47, which will prevent drop of the item. Instead, you will find a level 35 rare cleaver dropping. To avoid this problem, I could alter the unique items table, but this would result in generating atypical item data, which would lead to corrupted item data in the character file and the character would be unusable in normal Diablo II gameplay.

So, to avoid all this, I cranked the monster level up to 99. This will avoid the above-noted scenario and should allow for compatibility with future patches (i.e. any range of item level). A level 1 character has a significantly low chance of hitting a level 99 monster, this is true. However, I know from experience that any character class can hit these monsters, even at level 1. My favorite method is to target a monster, hold down the attack button, turn on 'The Osbournes' and just watch that for a for a minute until I score the damage I need. I did not design 'D2: Unglued Lite' for use with the extreme low end of the experience spectrum. Keep in mind these mods are more debugging tools than anything else. I should make that as clear in the abstract for D2:UGL as it is in the D2:UGP abstract, I guess.

Thanks for the heads-up.

:edit: The skeletons shouldn't be leechable. I don't believe they are. I'll test it and get back to you. The monstats table has a flag that denotes this and I assume that it controls the leeching potential. I didn't change the monstats table at all so leeching should not have changed. I'll check it out.
You should be having Visions. . .

Visions of Valor skin for Diablo II: Lord of Destruction v. 1.10 coming soon.

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Post by Excel Excel » Sat Dec 14, 2002 4:02 am

No no no no no. The skeletons AREN'T leechable but they look like they can be. That's just a graphical thing.

If you'd like, I can make a succubi sound pack for you
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Post by AngstMerchant » Sat Dec 14, 2002 5:08 am

Hehheh I sincerely appreciate the offer but the SFX issue for these anims is the hardest part to deal with. Due to the fact that the skeletons started out as a homogeneous cluster, they originally all used the same set of SFX. Now, I have to use a common set of SFX that will sound. . . .well, NOT dumb that could come from a succubus, the undead or an orc. It kind of limits me to basic barely-audible grunts and things as non-fabulous as that. :(

I would like to know more about this Act 2 error you encountered. I tooled around a little bit in Act with mummies but haven't encountered any issues so far. As noted above, I suspect the problem stems from a scenario involving the orc archer anims and mummies resurrecting these. If you could do the leg work for me, I would be quite grateful. Also, I have heard about a problem involving the names for charms going all chop suey--let me know if you see any evidence of this, too. Thanks!! :)
You should be having Visions. . .

Visions of Valor skin for Diablo II: Lord of Destruction v. 1.10 coming soon.

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Post by FirEFroG » Sat Dec 14, 2002 9:56 am

unplugged plus!
checked out the sorc only thing, not true... if you sit there long enough you do kill them, also... the assassin items and driud items drop once in a... um... well lets put it this way, played it for 2 days and found 1 druid 0 assassin. and hes right, not a single unique ring dropped off anything... although equiping a barb in full IK isnt hard anymore :P it was difficult to set up a druid, an assassin, and an amazon... and i didnt see any windforce... sorc had tal's in 2 mins, and necro had a few good things... but hes a necro nothing really UbEr for him, paladin was easy to equip, he can use almost anything, with the exception of class only stuff. and Kolidae scope(+2 all skills amy) wasn't dropping... picked up about 100 unique amulets and no kolidaescope.

A good thing for it was that when a set dropped, the whole set dropped... not just 1 peice. And you should sread out the uniques... you get all the unique helms of normal quality at once, all for exceptional at once, and all elites also... for all peices of equipment. if your going to be lvl 99 mine as well leave out the normal stuff... only good thing in normal stuff is tarn which is replaced by the shako anyways. thoughs are just a few things that stuck out... the no unique rings was the worst... i had no sojs after 10 mins into the game :P and i really needed mana leech, which the manald heal ring is good for but i couldn't find it.

Well i hope you got something good from this... basically i just pointed out the good the bad and the uglies for ya. Thanks... errr Your Welcome, The Frog
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Post by AngstMerchant » Sat Dec 14, 2002 1:06 pm

Okay, I will itemize some of the unaccuracies in this review (?).
unplugged plus!
The mod is called Unglued Plus. There is also a mod called Unglued Lite available for download at my site, http://www.beefycranium.com.

** edit: The Unglued mods are no longer available. **
hes right, not a single unique ring dropped off anything...
The Treasure Class table gives an approximate 0.75% chance of attempting to drop the unique rings with any kill. If the rings have already dropped once in the game, you will see a cluster of 6 rare rings dropped instead. Any given unique is only allowed to drop once per game; that's written into the game code and I am not really interested in changing it. The sets will continue to drop repeatedly without having to create a new game session. Keep in mind that these Unglued mods are provided as debugging tools, not cheats or full fledged mods for playing.
Kolidae scope [sic] (+2 all skills amy) wasn't dropping... picked up about 100 unique amulets and no kolidaescope [sic]
The Treasure Class table gives an approximate 1.5% chance to drop one of two groups of unique amulets. The groups are as follows:
Nokozan Relic
The Eye of Etlich
The Mahim-Oak Curio
Atma's Scarab
The Rising Sun

The Cat's Eye
Crescent Moon
Mara's Kaleidoscope
Highlord's Wrath
Saracen's Chance

The game will attempt to drop these amulets. As noted before, any one unique will drop only once per game sessions. If either amulet group has already dropped and is chosen again, the amulets dropped will be a group of five rare amulets with modifiers reflecting the current character level.

In the quote above, I assume you are talking about the 'Mara's Kaleidoscope' item. If you did in fact find 100 unique amulets without being able to find Mara's Kaleidoscope, you would have to have played at least 12 separate game sessions and have the worst luck in the history of gameplaying. Stay away from casinos.
And you should sread [sic] out the uniques
I would like to remind everyone once again that this mod was created as a debugging tool, not a cheat or a full-fledged mod. If you are looking for a particular item for testing purposes, having them drop in an organized manner would make the most sense.
if your going to be lvl 99 mine [sic] as well leave out the normal stuff
Removing the normal quality unique items would limit the functionality of this mod for testing purposes and I wouldn't want to limit that aspect of this project.

Firefrog, thanks for taking the time to review the 'Diablo II: Unglued Plus' mod. I think you may have misunderstood the purpose that this mod was originally designed to address. If you want to make a drop mod of your own, it is very easy as all the modifications you need to make can be addressed in the text file tables.
Last edited by AngstMerchant on Sat Jan 18, 2003 5:43 pm, edited 1 time in total.
You should be having Visions. . .

Visions of Valor skin for Diablo II: Lord of Destruction v. 1.10 coming soon.

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Post by Excel Excel » Sat Dec 14, 2002 11:05 pm

FirEFroG" wrote:unplugged plus!
checked out the sorc only thing, not true... if you sit there long enough you do kill them, also... the assassin items and driud items drop once in a... um... well lets put it this way, played it for 2 days and found 1 druid 0 assassin. and hes right, not a single unique ring dropped off anything... although equiping a barb in full IK isnt hard anymore :P it was difficult to set up a druid, an assassin, and an amazon... and i didnt see any windforce... sorc had tal's in 2 mins, and necro had a few good things... but hes a necro nothing really UbEr for him, paladin was easy to equip, he can use almost anything, with the exception of class only stuff. and Kolidae scope(+2 all skills amy) wasn't dropping... picked up about 100 unique amulets and no kolidaescope.
That's funny...I got two Nat's set and a Windforce before even entering the Den of Evil. Didn't find much druid gear, but the 40/15 jewels made me want Larzuk ASAP. I did find a the +2 to all skills ammy and I think it was from Madame Oak's Curio. Just keep smacking stuff and they'll drop. As for the unique rings, well that's been explained.

and finally, for the record...I'm a she...not a he ^^()
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Post by Thunderstorm » Sun Dec 15, 2002 4:59 pm

Hey I just dl all 3 versions - I start with Visions of Valor, version 1.10 Right ?

And when shall i play the 2 others ?

Well Me and my friend will play it now - then I will return with my opinion....

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Post by AngstMerchant » Mon Dec 23, 2002 11:22 am

Diablo II: Visions of Valor version 1.12 is now available for download! It features new animations for all Necromancer curses and a few other little changes. You can expect the same variety of animations you enjoyed in version 1.10 as well as the same versatility. Feel free to enjoy this mod with any mode of gameplay!

My apologies to the faithful for taking so long to put out the new version. I have been distracted. I recently built my first non-proprietary computer from the motherboard up (and I am happy to say that it booted on the first attempt--not bad for a n00b, huh??). I will now be able to do animation alterations and testing on the same machine, finally! Subsequent changes should come out a little quicker (after the holidays) and should feature new monster animations and Necromancer golem animations.

Download Diablo II: Visions of Valor version 1.12
Last edited by AngstMerchant on Sat Jan 18, 2003 5:44 pm, edited 1 time in total.
You should be having Visions. . .

Visions of Valor skin for Diablo II: Lord of Destruction v. 1.10 coming soon.

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Post by Excel Excel » Tue Dec 24, 2002 12:46 am

Cool...I'm downloading it now. I got a few plug-ins I've made if you're interested...I recently modded the werewolf to a Saber cat and the fire golem into a diablo 1 Blood Lord. Then again it is your mod after all lol. I'll give it a full review once I test the changes
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Post by AngstMerchant » Fri Dec 27, 2002 11:30 am

Crash Flash

It seems that using the Druid Purifying Cascade skill with Windows XP causes an unhandled exception x00000005 or whatever. I would be utterly grateful if someone out there who is rockin XP could do some exhaustive testing with all the skill animations. Honestly, I need all the feedback I can get because I don't have any OS except 2000. Keep me posted, guys!
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Visions of Valor skin for Diablo II: Lord of Destruction v. 1.10 coming soon.

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Post by Kraj » Sat Dec 28, 2002 9:14 pm

I only VoV played enough to see what all the skills looked like, so I don't know too much about different monsters and acts, but did encounter an access violation with Purifying Cascade and Nova in Act 1. The error did not always happen, and I think it only occurred when killing shamans. I hope that helps in your investigation.

Edit: Forgot to tell you...windows XP. Sorry :(
Last edited by Kraj on Mon Dec 30, 2002 9:38 am, edited 1 time in total.

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Post by AngstMerchant » Sun Dec 29, 2002 9:01 am

Kraj, what OS are you using??
You should be having Visions. . .

Visions of Valor skin for Diablo II: Lord of Destruction v. 1.10 coming soon.

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Post by DDDiablo » Sun Dec 29, 2002 5:34 pm

I'm just here to say that the mod is a very cool mod. All the changes are awesome.

I'm using xp and frost nova crashes on me. I think that it was due to graphical overload and doesn't remember whether or not I was killing fallem shamen.

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Post by AngstMerchant » Mon Dec 30, 2002 1:12 pm

Diablo II: Visions of Valor version 1.15 now available for download

In addition to the previous alterations, this version features new Necromancer golems. I'm really pleased with how these new animations turned out. I got lucky and found some animations that lend themselves easily to the pre-existing golem ideas so they didn't require much editing.

As always, please provide all the feedback you can, as it will lead to a better mod in the long-run. Direct all information to this thread or to Angst@Beefycranium.com. Include a thorough description of the issue, the operating system you are using and, if possible, screenshots. Another thing: please make sure the problem is mod-related. A single "Unhandled Exception" fatal error does not constitute a consistant gameplay issue.

The near-future of Visions of Valor includes new monster animations and new start screens, as well as fleshing out any details I may have over-looked so far. I would like to also reveal that I intend for these graphics changes to be featured in a true mod but I am waiting for the 1.10 patch before I endeavor to make any changes I have planned. (And waiting and waiting and waiting and waiting. . . .)

:(
Last edited by AngstMerchant on Sat Jan 18, 2003 5:44 pm, edited 1 time in total.
You should be having Visions. . .

Visions of Valor skin for Diablo II: Lord of Destruction v. 1.10 coming soon.

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Post by Excel Excel » Mon Dec 30, 2002 7:13 pm

VoV:1.12 late review.

It seemed that the bug in the crypts didn't really happen this time around which was nice. The necro curses looked awesomely good. The only bug I had was that the converted monster graphics were small, meaning I sometimes tried to WW through a friendly monster. Besides that, the new Fantascism looks very nice and I found this to be yet another master piece.

However, now I gotta test 1.15 lol. BTW, I love Teeth, Bone spear, and Bone spirit for the necro
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