Creator of Diablo II Extended.

Comment History  (0 - 30 of 68)
VixyPlaying
VixyPlaying - - 68 comments @ BaseMod

Yeah I knew it already but thanks anyway.
From what I know is that the game .dll files aren't allowed by Blizzard to be included in mods. I fixed it a long time ago for myself but I don't know how to create new .dll files so that other people can have this bug fixed.

That's a good idea to include the guide in the files, if I'll do another patch for my Mod I will do so.

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VixyPlaying
VixyPlaying - - 68 comments @ BaseMod

Hello Devurandom.

I have a suggestion for the future, would it be possible to have an option in the BaseMod so that the "randtransform bug" from D2Client.dll is fixed?

The game uses 30 randtransform.dat color palettes for Champion/Unique/Super-Unique monsters, in the txt files it begins from the code number 8 and goes to 37.

The bug was introduced accidentally after the Lord of Destruction expansion pack - the last 8 palettes are omitted by the game, as a result purple colored special monsters (also 2 red color palettes) can't spawn in the game, it also makes the Super-Uniques that used these palettes appear as their default monster type appearance (for example Pitspawn Fouldog is supposed to be purple in-game but it defaults to no palette because of the bug).

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VixyPlaying
VixyPlaying - - 68 comments @ Diablo II: Extended

Mostly? I know that after 1.10 the game uses the txt file columns in this way: "mon" column is for basic monsters on Normal difficulty, "nmon" for basic and Champion/Unique monsters on Nightmare/Hell, and "umon" for Champion/Unique monsters on Normal.

Im sure that by changing something in one of the .dll files the game behaviour can be switched to keep using "umon" fields in Nightmare and Hell too, but then the basic monsters/guests exclusive to Nightmare/Hell won't appear in Champion/Unique form, so that's another problem.

I think the best way would be if the game would still use "nmon" for basic and unique monsters on NM/H and additionally keep using "umon" for every difficulty, though Im not sure if it's feasible at all as these two monster tables would probably have conflicts if overlapped in the spawning of Champions/Uniques.

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VixyPlaying
VixyPlaying - - 68 comments @ Diablo II: Extended

It's possible that the Diablo II developers did it unintentionally, they made a new monster table for Nightmare/Hell so that Guest Monsters appear as both basic and Champion/Unique monsters, but this resulted in the exclusively Champion/Unique monster table working only on Normal difficulty.

Aside of Act V the change also affected the Unique Balrogs from Outer Steppes of Act IV, and the Unique Undead Stygian Dolls in Durance of Hate Level 3, making them appear only on Normal difficulty.

I always though that the Blood Raven, The Summoner and Nihlathak are too easy as bosses (aside of Hell difficulty, barring The Summoner). Though in the files only The Summoner has a stronger version that uses Extra Strong/Extra Fast and extra modifiers depending on difficulty.

I was also amazed how the original Diablo II can be "upgraded" to run and look so much better. It improved the gameplay so much for me. Anyway, Im happy to hear about the randtransform bug being fixed and so on. Good luck with the .dll file.

Good karma+1 vote
VixyPlaying
VixyPlaying - - 68 comments @ Diablo II: Extended

Before 1.10 there was a Unique monster roster that was separate from the Basic monster roster.

Monsters from the Basic list appeared on every difficulty but never as Champions/Uniques.
While the monsters from the Unique list also appeared on every difficulty but always as Champions/Uniques. The Act V areas often had different monsters in both lists.

After 1.10 it works the same way but only for Normal Difficulty. The Nightmare/Hell difficulties have just one list for monsters that makes them appear as both basic monsters and Champion/Unique ones.

Which means that I couldn't make it so that there are different Champion/Unique monsters from the basic ones like it was before 1.10 (for example Frozen Horror as a basic monster only and a Snow Yeti exclusively as Champion/Unique in an area) as it requires code editing and the knowledge of making custom .dll files.

No problem, though it's unfortune that I couldn't replicate the old monster spawning behaviour as it requires a different kind of modding.

Good karma+1 vote
VixyPlaying
VixyPlaying - - 68 comments @ Diablo II: Extended

Alright I ran into a problem already: before 1.1.0 the monsters were chosen using a "Basic" and "Unique" table.

The first table worked in the way that the monsters in it appeared on every difficulty as their basic non-Champion/Unique version.
The second table worked in the way that monsters in it also appeared on every difficulty but only as Champions/Uniques.

This brings me to the problem - the game now works by having three different monster tables:
"Normal" - used for basic monsters on Normal difficulty,
"Nightmare/Hell" - used for both basic and Champion/Uniques of these difficulties,
"Normal Champions/Uniques" - used for Champion/Uniques of Normal difficulty.

From what I understand it is possible to create a custom .dll file that would change this behaviour to the original but I don't have any knowledge on the matter of creating such files.

I will make this addon as close as possible to 1.09 but unfortunately the Nightmare/Hell difficulty will just have the basic monsters as Champions/Uniques.

(4/17 update) I included the addon in two .zip files, it's not in the "All-Addons versions" as these are meant to include ones that don't revert or delete anything.

Good karma+1 vote
VixyPlaying
VixyPlaying - - 68 comments @ Diablo II: Extended

Sure, Im going to sleep now, but when I will be on the PC, I will try making it as an optional addon.

As for selection of active components, my mod only has options for disabling or enabling the 4 addons that it has right now by overwriting files on the normal versions (all-addons versions already have their files overwritten by all the addon files).

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VixyPlaying
VixyPlaying - - 68 comments @ Diablo II: Extended

Nope. I only gave statistics to the Quill Bears, Evil Wolves and made the 6 new Super-Uniques in randomly appearing Act V locations. Everything else has it's statistics unchanged.

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VixyPlaying
VixyPlaying - - 68 comments @ Diablo II: Extended

Well the description on this page already lists the biggest things that this mod changes.

There are no new Unique items/sets or changes to items as this mod is intended to not shift the balance, or the item hunting of the game. The only item changes are the unique Ring/Amulet graphics and also the unused Ring/Amulet graphics appearing in-game.

However the unused Black Soul variant of the Willowisps are in the Chaos Sanctuary which makes this place more difficult but I don't have any other place to place them in.

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VixyPlaying
VixyPlaying - - 68 comments @ Diablo II: Extended

I downloaded the zip to another folder, made sure that the -direct, -txt is enabled on D2SE.
Then I first completed the Den of Evil, closed the game and gone to the Cave Level 1. After this I completed Den of Evil on another new character and gone to the Cave Level 1 without exiting the game.
Sorry but it works for me so no idea what makes it crash for you.

Good karma+1 vote
VixyPlaying
VixyPlaying - - 68 comments @ Diablo II: Extended

There can be a lot of different problems causing this.
Which of the four zip files did you download?

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VixyPlaying
VixyPlaying - - 68 comments @ Diablo II: Extended

This message isn't telling me anything and nobody said anything about errors since 4 months.

If you are sure that you did everything correctly in the instructions then tell me what message appears when it errors.

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VixyPlaying
VixyPlaying - - 68 comments @ Diablo II: Extended

I don't remember where I got it, the original page for it is gone I think. Not sure where it can be downloaded safely now..

By "game .exe" I don't mean the game.exe file but the PlugY.exe, make a shortcut for it.

I have updated the installation tutorial and the non-D2SE versions with visual plugins, make sure to redownload.

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VixyPlaying
VixyPlaying - - 68 comments @ Diablo II: Extended

No problem. I also had the same situation some time ago, where I checked the files multiple times wondering why the music was gone.

Good karma+1 vote
VixyPlaying
VixyPlaying - - 68 comments @ Diablo II: Extended

My mod doesn't change the menu music in any way, so I have an idea:
Ctrl + M is a key combination that disables the menu music in every D2SE version/mod.
Press it in the menu and check if it enables the music back.

Good karma+1 vote
VixyPlaying
VixyPlaying - - 68 comments @ Diablo II: Extended

I had error #798 only for locations being accidentally set to a wrong act which is not the problem there.

Den of Evil is always renamed after the quest is completed. If the second level doesn't appear then it means that this "loader" Game.exe should be with -direct -txt after all.

1) The mod was done for the original game, Im sure it's not compatible with Resurrected as mod creation follows a bit different structure there.

2) The Extend Levels/Objects/Sounds only needs to be set to Enabled=1.

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VixyPlaying
VixyPlaying - - 68 comments @ Diablo II: Extended

The installation instructions show 4 files - BaseMod.dll, BaseMod.ini, BaseMod.mpq, and Patch_D2.mpq. Is it a typo or I misunderstand ? Im also not sure if -direct -txt parameters work for Game.exe itself, I always use the Diablo II.exe.
Is there any specific error message ?

Also if all above don't solve the problem: I didn't copy the Game.exe from BaseMod loaders folder before I was using the D2SE loader. So if the Game.exe from BaseMod is added then maybe it shouldn't need -direct, -txt and that's what's causing problems.

Good karma+1 vote
VixyPlaying
VixyPlaying - - 68 comments @ Diablo II: Extended

Also the problem with the unused monsters is that they are set to particular levels on Normal difficulty (for example Tomb Vipers from Act I have level 11), because of that I could only place them at specific points of the game to keep it balanced.

I could have easily changed these monsters levels to a different value and then place for example 8 monster in one area, but as said, I prefer to keep it true to original.

The new areas for Act I-IV are fun for one playthrough, after that they are just repetitive, especially with the 3 difficulty levels length.

Good karma+1 vote
VixyPlaying
VixyPlaying - - 68 comments @ Diablo II: Extended

1) The problem is that in Extra version these areas were designed to house unused monsters only (3-4 per area), because I wanted them to be guaranteed and also didn't want to copy the monsters that are already found in the normal game (aside of small exceptions)

I am not satisfied with a bunch Super-Unique monsters locations, they don't fit on the spots they were placed. I would really want to make some of them spawn randomly on the levels, but the modding capabilities for this game allow only to add new Super-Uniques to non-random locations and map fragments that appear only one time on one map.

I also choose to not modify or make more variations of the unused map files, as to keep them the same as they were made by the game Developers, apart of tiny things like adding doors. As such combined with the above problems, these areas are not very replayable.

Another problem is that the game becomes sort of over-bloated with content and these areas will overlevel the character. Though this issue may be subjective, because I always full-clear nearly all locations when playing.

I don't have any problems with the new Act V areas which have a lot of monster types on Nightmare/Hell difficulties, that's why they are in the Full Version.

2) I can't agree to this. Your's version combined with other mods would be probably seen as the "better version" that would be downloaded instead of my mod and even maybe a lot of people wouldn't care about the credits and assume that you made the Extended mod. Sorry but I don't feel right about this.

Good karma+1 vote
VixyPlaying
VixyPlaying - - 68 comments @ Diablo II: Extended

The problem is that Diablo II doesn't have the classic save mechanic that Diablo I has, it saves some info like locations layout in single-player, Quest states and the character itself but apart of that and a couple of other things, it pretty much "generates a new game" everytime it's started. Random Uniques/Champions are different, monsters and treasure containers are once again randomly placed on the map etc.

Well the game would have to generate monsters one time and then everytime the game is exited it would have to save the state of all the monsters. Which would then be loaded when playing again so monsters would be in the same place and condition they were left in.

Im a fan myself of the way that I can clear the Dungeons in Diablo I and they stay that way, but to do so in the second game would require game engine editing that I am not capable of and haven't seen anybody do it either.

Good karma+1 vote
VixyPlaying
VixyPlaying - - 68 comments @ Diablo II: Extended

If you are using our mod files/combining them with yours in your mod (Sorry if I misunderstood but it looks like this to me) and planning to redistribute it... is it not stealing?
Like my mod requires BaseMod to work but it's downloaded separately on it's page.

And only D2R developers know how long it will be updated. It may be longer than our mods. Is it a right decision to expect others to stop updating their mods for yours ? Like if many other mod makers would be asked to stop updating their mod for the sake of another they would likely ignore that message.

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VixyPlaying
VixyPlaying - - 68 comments @ Diablo II: Extended

That's what I don't get... Is your project made to be compatible with BaseMod, my Mod, and also made to have the changes from D2R, that's why updates for our projects (and D2R) would force you to update files of your project constantly?

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VixyPlaying
VixyPlaying - - 68 comments @ Diablo II: Extended

Well the decision whether Basemod is updated is entirely to devurandom96, it's after all his creation.
I understand you poured a lot of effort into your project, but it's hard to ask someone to stop working on something they value.
Im confused, why his and mine mod updated would stop your project?

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VixyPlaying
VixyPlaying - - 68 comments @ Diablo II: Extended

I would like to make more updates, but at the moment I have a bit of a burnout and lack of good ideas. It's not intended to be the final update though.

I can't add more translations because I have knowledge in only English and Polish.

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VixyPlaying
VixyPlaying - - 68 comments @ Diablo II: Extended

Yeah the other mods might do something about Arreat Summit too which makes the game crash.

Good karma+1 vote
VixyPlaying
VixyPlaying - - 68 comments @ Diablo II: Extended

It works for me.. Are you perhaps playing with a character that you used on an older version of the mod ? Because I changed the entrance to Darkened Glacier from Arreat Summit to Worldstone Keep Level 2, it would crash at the Arreat Summit as the older map of the area saved on the character wouldn't match with the current state of the mod.

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VixyPlaying
VixyPlaying - - 68 comments @ Diablo II: Extended

It doesn't crash for me in the Minimal version without addons, what version of my mod are you playing at ?

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VixyPlaying
VixyPlaying - - 68 comments @ Diablo II: Extended

I decided to remove it for multiple reasons:
- it was badly designed as it was a location that was just base game map fragments stitched together with no differing variants,
- it felt like a copy of Lost City concept,
- it was created in the first place to be a location for the Rock Dweller monster, but it's just unnecessary to have such a big place for one monster that is in Abandoned Floor anyway.

It had outdoor tombs but well apart from that this location was really uninteresting and a slog to go through.

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VixyPlaying
VixyPlaying - - 68 comments @ Diablo II: Extended

Well I can only reply with text in this comments section. The "Extra-only, all addons" file is only the Extra version with all non-experimental addons installed already. The other file includes a choice of 3 mod versions: Fix, Full, Extra and optional addons to install on top of the choosen version.

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VixyPlaying
VixyPlaying - - 68 comments @ Diablo II: Extended

Thank you :) I started posting articles detailing the changes under mod description (Are they showing ?) and there is a changelog of every update included inside the mod zip. file.

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