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Game Forum / Role Playing Games / Diablo / January 2005

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Either I'm stupid...

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Chris Lansdell - 28 Jan 2005 12:08 GMT
or this modding thing is not easy.

I have D2 Excel v1.0, the Table Editor, MPQ2k v1.0 (which won't do anything
visible when I run it), MPQView 1.1, and folder set up for the modded files.

HOW DO I OPEN ANYTHING???///???1!!!1!1!1

If I associate MPQs with MPQView, it just runs the program and doesn't do
anything. If I open the viewer, I can't get it to find any available files,
even when it's in the d2 directory. And when I go File -> Open Archive, it
finds the MPQs, but won't show me anything when I choose them. Wazzup wid
dat?

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Doc - 28 Jan 2005 12:27 GMT
Chris Lansdell <clansdell@nf.sympatico.ca> stared blankly into space
for a short while before writing:
> or this modding thing is not easy.
>
[quoted text clipped - 9 lines]
> go File -> Open Archive, it finds the MPQs, but won't show me
> anything when I choose them. Wazzup wid dat?

Launch MPQView
Click 'open archive'
Navigate to your DiabloII folder and (for the moment) double click
'patchD2.mpq'
Make sure the filter is set to either *.* or .txt
Click on the file you want to edit and click 'save' (cubemain.txt if you
want to mess with cube recipes)
Save the file to a work folder
Close MPQView
Launch D2Excel and open cubemain.txt
And away you go :)

If you want to test any of your changes, you can save your edited
cubemain.txt to (diabloii folder)/data/global/excel/cubemain.txt and
start DiabloII with the -direct -txt switches.

Have fun!

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Doc

SjoerdH - 28 Jan 2005 12:38 GMT
> Launch MPQView
> Click 'open archive'
[quoted text clipped - 4 lines]
> want to mess with cube recipes)
> Save the file to a work folder

I've never worked with MPQView, but just to be sure... don't you need to
pick a datafile for it to work? I think the mpq files don't contain any
meta-data, so you need a seperate file which tells the mpq editor what
files can be found where.

To Chris:

Have you tried the mpq editor I put up at http://www.liacs.nl/~shenstra/ 
? If you extract both those zip files into the same dir, start up the
executable and load an mpq, you should see something. If so, you're
missing something in MPQView. If it doesn't work either, there's
something strange going on. No idea what it could be, but it'd suck. -_-

Sjoerd
Chris Lansdell - 28 Jan 2005 13:00 GMT
>> Launch MPQView
>> Click 'open archive'
[quoted text clipped - 17 lines]
> missing something in MPQView. If it doesn't work either, there's something
> strange going on. No idea what it could be, but it'd suck. -_-

WOoooooooooooooooooooooooooooooooooT!

I used the one you suggested Sjoerd, MUCH easier. I read the Idiot's Guide
and it suggested changing key stacks. I thought to myself, "How am I gonna
test that?", so I changed the gambling price of ammys. Boom. I made a mod.
Now then...the fun begins.

What I'd like to do from here is solicit ideas for the following:

Uniques (full package, not just a name or an ability)
Runeword Sets

You may want to read the earlier thread to see  my ideas thus far.

Some background on the mod. It was originally going to be called Amazing
Generosity Diablo, and I was going to bump up treasure classes, increase
monster density, double monster life, and have fun. I'm still going to do
that, but I want to try and change some stuff. Can I change Baal's name to
B1FF? And Meph to Hell's Gaurdian? and Diablo to TOSfan182? (See where I'm
going here?) I want to make this the ultimate AGD mod for relieving tension
from griefers. Possibly even change NPC names to AGD regs...Warriv would be
short, as he stands by the stash. Cain would be mickey, cos he knows
everything. Am i looking at hacking DLLs here? I don't want to do that.
So basically, I'm looking for powerful stuff with powerful drawbacks, and
also early items that make the first few levels surviveable. Is it possible
to let characters start with a unique?
Also anyone who wants to help with donations of time, let me know. We would
have to meet up on a messaging service and brainstorm.

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EvilBill - 28 Jan 2005 15:15 GMT
Chris Lansdell <clansdell@nf.sympatico.ca> typed as if devouring a
plate of spoo:

> Some background on the mod. It was originally going to be called
> Amazing Generosity Diablo, and I was going to bump up treasure
[quoted text clipped - 5 lines]
> even change NPC names to AGD regs...Warriv would be short, as he
> stands by the stash. Cain would be mickey, cos he knows everything.

Lysander could be me, since I'm nearly deaf too ;)

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ald - 28 Jan 2005 18:08 GMT
>Is it possible
>to let characters start with a unique?

I don't know about *starting* with uniques, but it's obviously pretty
easy to let Corpsefire drop them, since quite a few mods do that.

ald
"Knowledge is Power"
VK`Sister`ald level 47 Rogue (HF V&K) (RIP :-( )
Matriarch Sis-West level 82 Bowazon (US West)
Champion RingsNThngs level 61 Bowazon (US West)
Slayer ZannEsu-ald level 51 Sorceress (US West)
Matriarch Sis-AR level 99 Bowazon (Ancestral Recall Mod)
Champion Creepy-AR Level 91 Necromancer (AR)
Slayer Zan-AR Level 79 Sorceress (AR)
Slayer SisEight-AR Level 78 Bowazon (AR)
Gems-AR Level 55 Barbarian (AR)
Matriarch Sis-otSEye Level 78 Bowazon (US West, co-op)
BtaSisEight-ald Level 50 Bowazon (LoD 1.10 SP)
Aragorn-AR Level 51 Zealadin (AR)
Champion LTwoSis-ald Level 79 Bowazon (US West Ladder)
CotSRSig #16
SjoerdH - 28 Jan 2005 18:36 GMT
>>Is it possible
>>to let characters start with a unique?
>
> I don't know about *starting* with uniques, but it's obviously pretty
> easy to let Corpsefire drop them, since quite a few mods do that.

I don't know either, but I know another alternative. :-) Give the player
two 'special' non-unique items that can be cubed to a unique.
Nezermontias does this, giving the player two soul shards which cube to
a unique charm.
 
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