Diablo II Extended Mod adds:
Full version
Mod was created on version 1.13c (Original Diablo II: LoD) and is in English language.
BaseMod, PlugY, D2GL wrapper and SGD2FreeRes are included in it.
The mod has these two variants:
It includes optional addons that are installed by placing the addon files on top of the similarly named folders in the mod /data directory.
This mod is the result of my 3 years work.
1. Open the Diablo II Extended D2SE.zip file and place the folder in it into Diablo II/MODS directory, if it's not here then create it.
1.2. If it's not the Full-only version then move the Global, Local folders from the zip file into the "data" folder in MODS/Diablo II Extended.
2. Make sure that the D2SE Launcher has -direct -txt enabled.
3. Play.
1. I recommend to backup or copy the game folder. Place the content from "Essential Files" into your Diablo II directory (or a copy of it).
2. Put Global, Local folders into the "data" folder in Diablo directory, if it's not here then create it.
3. Create a shortcut for PlugY.exe and make sure that it has -direct -txt in the properties.
4. Play.
Have fun with my mod!
VixyPlaying - Diablo II Extended
andsimo - D2SE mod version and updating the mod with D2GL wrapper/SGD2FreeRes
devurandom96 - BaseMod
Y. Nicolas - PlugY
bayaraa - D2GL
rnd2k - D2GL adapted for D2SE
Seltsamuel - D2SE
Mir Drualga - SGD2FreeRes
Note for modmakers: please don't redistribute this mod and use it privately if you want to merge it with a different mod.
*Full and Fix Version*
- Removed the guaranteed Cathedral shrine, it's actually not unused,
- Fixed some things that remained outdated.
*Full Version*
- Lowered the Lightning resistance of Demon Wolves,
- Reverted Desert Wings in Halls of the Dead Level 3 to their normal appearance,
- Changed the Blighted Lair entrance to a trapdoor by the Frozen Tundra waypoint to match the Random Act V Maps addon,
- Reverted the Swampy Pit Level 3 to it's normal state: (1/30 Update)
+ Soul Killer Blowdart now replaces the Flayer Blowdart in Flayer Dungeon Level 2,
+ Blood Hook was moved to Swampy Pit Level 1,
+ Pit Viper was moved to Swampy Pit Level 2,
- Removed the Demon Spawner from Nightmare/Hell difficulty Worldstone Keep Level 4,
- Removed the Postgame areas.
Diablo II Extended v1.08c - a small patch changing a couple of things
Diablo II Extended v1.08b - a big update for the D2SE mod version and a small one for Full Version.
The status of the Diablo II Extended Mod and what's coming.
Diablo II Extended Mod v1.08d with all planned features, including two versions: Full and Fix. This is the D2SE version by andsimo.
Full version only with all addons enabled. This is the D2SE version by andsimo.
Images of unused maps and map fragments (.bmp format, 856mb size when unpacked)
This is the Full version only with all addons enabled.
Diablo II Extended Mod v1.08d with all planned features, including two versions: Full and Fix.
Greetings,
I have been referred to You by the creater of the BaseMod, for I have a very particular request, which might be in-line with the spirit of Your mod.
I play Diablo II LoD 1.13 with Pluggy and newly also a little slice of BaseMod. I am basically trying to craft the greatest 'vanilla' D2 experience for myself, and there is but one missing piece.
Act V is, in my estimation, far more ambient and meaningful during normal difficulty, and loses much of its magic when the guest monsters become a thing. The fantasy is broken and it's just skeletons all over again anyway. This is one of the many odd changes of post 1.10 D2, and the only one which truly bothers me.
Would You by any chance be willing to include a new possible feature in your mod, that is the restoration of Act V nightmare and hell difficulties to their pre-1.10 state, but with 1.13 appropriate monster attributes?
If this were possible, and if Your mod allows for individual selection of active components, then I would be able to include this Act V restoration, together with few other features from Your mod (including the unique ring visuals, which I love, or perhaps the unique colors for previously colorless super-uniques), but keep the game intact otherwise - and play the greatest variant of original D2 LoD, that I wish to play.
I know this is a hefty request, but believe me that both I and plenty of other lovers of pre-1.10 D2, who otherwise enjoy most of 1.13 on single-player, would absolutely adore You for bringing the real Act V back!
Best wishes
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).
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.
This mod constantly errors.
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.
Upon entering Cave 1, my game/screen freezes.
And i have run the *Diablo2_DefaultGamma (Run me if u have blackscreen)*
There can be a lot of different problems causing this.
Which of the four zip files did you download?
Diablo II Extended v1.08d (D2SE, Full-only, all Addons)
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.
-direct and -txt enabled when u lunch D2SE? or inside the D2SE_SETUP.ini?
--
Nvm i did it. TY.
--
I know the name itself implies but the mods goal but is it possible to add a small description with the most important changes of the mod? Like: How many new uniques/sets? any changes to base items?
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.
Ok but compare to vanilla mini bosses/bosses do a lot more dmg (i like it btw). So i guess u increased the difficulty.
--
Ok Thank you.
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.