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Could we have synergies add to spells even when all spells are past level 20?
Example of such would be how Cyclone Armor doesn't increase Hurricane's duration once Cyclone Armor hits level 20, making the synergy useless past that point.
Unsure if other synergies work similarly though. Miiiight be the only one that stops based on level.
Also I'm fairly sure Telekinesis does nothing for Energy Shield, it's not clear what it does tbh.
I know but is there a way to teach the game (maybe later on) to differentiate between items that proc meteor, and hte skill itself? To assign maybe two different cooldowns that won't affect the usage of skills.
I ask because some really good weapons and items do this, but when they proc, all your skills are locked from use due to the cooldown regardless of your class, unfortunately.
It sort of dis-incentivizes the usage of such items for their inteded use, and instead more for a sort of disenchantment material.
Would it be possible to remove the skill cooldown that proccing skills like meteor and blizzard gives? It kinda makes some weapons designed for using skills to be a bit bad imo.
I dunno. Was just a question I wanted to ask. ^_^
OH also, if you were thinking of making Double Swing not take mana, well it does take mana.
When at 0 mana, you can't use it sadly.
It's only working on a specific level of Double Swing.
Also is it possible still to get ot Uber Tristram? If so, have the chances of getting the materials needed at all changed or are those recipes also deactivated for now?
Here's a non-expirable discord link Discord.gg
Thank you so much! :D
Aeon, I'm begging you, pleaaaaase tone down the appearance of burning souls in the Arcane Sanctuary, or tone their damage down or something. They're absolutely ridiculous and it's almost impossible as a bone necro to survive even with maxed out lightning resist for more than a minute. :/
In Median XL, there's an item called a Character Orb, where you can cube specific items with to make it as a sort of modular charm of sorts. Granted, you can only have so much on it as every addition increases level requirement by 2, but it includes specific unique charms as well (i think).
It would be nice though if we could make something like Honorific items, which is what the Warped items take after.
It might be a good idea to package the Registry file with the download files in this download, incase someone can't get the right gateway.
I kinda get The Sin War Realm when I login on the gateway, displayed as GoN.
Install newest version (March 3, 2017 Version) by downloading it (I know it's obvious.) and extracting it to your mod folder, replacing literally everything. If all else fails, do the following.
Edit D2SESetup.ini in your Glory of Nephilim folder located in /Diablo II/MODS using notepad, ran as administrator.
Press Ctrl+F and type in 1.13c.
You'll be brought to the cores section of the file. At the very bottom of this chunk of text, if it's NOT 1.13c, then change it to such.
Should then work
I'm wondering, how do you change the colors of item qualities? I want to figure out if you can do it via hex editing (and how), or if you can do it via D2 Excel editing, and which file to edit to do so with.
I ask because I badly want to make the Unique color, or Rare color not suck total crap and be really similar to one another by making one or the other Red or some specifically different color in color in mods other than this one.
I honestly can't wait to play this at a more complete stage if a new version is up and coming.
Whne you join a multiplayer game with a character, trying to enter a singleplayer game yields the "Generic bad file" error for some reason.
Multiplayer works pretty well though btw. TCP/IP obvs. Minus hte fact that if you join a TCP/IP game, the character corrupts in some way so that it doesn't save properly upon leaving a game, via timing out and it also makes it so that you can't play solo anymore.
For those playing this mod wondering: Where is hte Sewers level?
It's been placed after Maggot Lair Level 2, so you'll have to find the Maggot Lair to get to Radament.
Oh you mean "Automatically Archive my Broadcasts"? Yeah, I've done so now.
On here, or somewhere else? I haven't recieved anything in my inbox yet.
Also yeah, I just realize it says that in the Inbox, as such, I feel uberdumb. x3
Where do I find it? In Glide options?
Another Question: Why does the Sureshrill Frost Unique Mace have a class-dependant + To Frozen Orb affix?
I go on my Druid, it says +16 to Frozen Orb.
On my Necromancer, and Paladin, it says +13.
On my Sorceress, it says +3.
Why? Just curious tbh.
Streaming Diablo 2 Mod: Glory of Nephilim if anyone wants to know Twitch.tv
Will do so everyday from 6PM to 8PM. OR later. I dunno.
I'm not a wimp, so I know it's tough as crap.
Tbh, it would be nice, even if to ask for good builds and tips, like aka: How to break Dark Diablo's Immunities as a Necromancer.
If someone does, please feel free to PM me an invite or something.
I understand. DO want to inform you though that the Secret Cow Level Waypoint doesn't work properly with the portal active. The waypoint only teleports to the portal, not the other waypoint.
It's sorta semi-easy to make it work with D2SE
Look under the addons section of D2:LoD for something called MyMod v1.0.0 sfx
It'll come with a sample D2SESetup.ini and some documentation. You'll need to edit it in notepad (might need to run it as admin).
It needs a set image of a specific dimension, the MyMod items come with such an image.
Copy the MyMod image and D2SEsetup.ini to the mod folder which lacks both.
So long as the image is the same dimensions, and has a pixel of black space around it (used to indicate selection) you can use it though.
Anyways, editing it, you'll find the Mod Title and Name beign something else. You don't NEED to edit this, but it helps when you do this to multiple mods.
What you DO need to do is edit it so it uses the right Core version, aka 1.13c for some mods, 1.09 fr others. Just do a Find (ctrl+f) command for 1.13c and it'll take you to the Cores section, the bottom of the chunk of text, where you put the version.
This version HAS to be the version of Diablo 2 which the mod works most with. If it isn't, you're bound to crash. You can usually figure out the version by merely loading the game up and looking in the bottom left corner. the version will only indicate letters there if that version had multiple letter variations of it. 1.13 won't.
You put that version into the cores section of that setup.
It should then work for D2SE, so you can do it for Back to Hellfire, it just requires a bit of legwork.
Honestly if it's at all possible, It'd be nice if you could find out what causes D2SE to auto-minimize the game when it isn't in focus, and let me know, since if I can, I'd like to fix a few mods in my library to make sure they don't do that.
Just fyi, you cannot create the Horadric Staff. Just so someone should know for the future, you literally cannot progress past act 2 because the horadric cube is now a weapon for some reason.
Alot of these problems would be fixable by merely just making this compatible with D2SE, which handles multiple different versions of Diablo 2 and LOD without needing you to make another installation of Diablo 2, JUST to play this mod.
It seems whenever desura tries to open the actual game, my cursor poofs, comes back in with a black cursor and then goes to normal. I've waited for 20 mins and nothing's happened, so I can only assume the game is failing to launch for some reason. Is there any way i can alleviate this problem? WEll I mean does anyone know how to fix this problem?
This is the full 2.39 version, and to open a UMOD if you can't do it normally is to downlaod a small program called UMOD extractor. It's a godsend, in a way i prefer it over the original installer since it extracts slightly faster and is portable by default c:
What happens if the gametype is invisible and the relics don't work? What do i do then?