Dance night at the allied base!
What do you mean "is there an english version?"
Nevermind, ignore these comments.
Actually, it seems whenever I start-up the game with this mod it causes PlugY to not work like it's supposed to with any other mod as well.
Why isn't PlugY working with this mod?
Ah, thanks for the details. :-)
Are the Necromancer's tentacle monsters stationary?
I get an error message when I get to a certain part of the underground tunnels in act 2 where it looks like it is going to crash but keeps going, but all that tells me is that something is supposed to happen here but isn't and something is wrong.
I keep getting a networking error when I try to download the 6.00 Beta.
What is the password for unzipping the complete guide.
Nevermind, apparently I had the wrong essence.
Any progress? I like the looks of this mod.
I'm trying to craft a shrunken head. I have all the materials needed, my crafting level is 37 and my gear level is 8, but it won't craft the item. What is happening?
Lets give them a "warm" welcome.
Could you please give me an answer?
When I try to open the game with the mod I get this error message:
"Error : Read access missing to patch memory at 038B8061.
Please install a clean version (********) of Lord of Destruction
You can avoid this error message by setting ActiveCheckMemory=0 in PlugY.ini
(WARNING: Be careful when you use it, it shouldn't be used by common user)"
Am I the only one whose getting this error message?
I should probably tell you that I'm still able to play the game with the mod (or at least how much of the mod it can use) but not without getting the error messages.
(sorry, this was meant to be my reply. Ignore this.)
The game starts fine but before the game opens, I get the following error messages:
"The procedure entry point FlsAlloc could not be located in the dynamic link library KERNEL32.dll."
"DLL error!
The selected Mod demands to use a Custom ModDll1 but this does not exist or could not get loaded. Please check the Modfolder for a proper installed ModDll1 or correct the settings inside D2SE_SETUP.ini to not use ModDll1!"
Items always have the same selling value regardless of rarity and/or magic effects they have.
Can they garrison structures?
Since the EP are a group of sapient AI does that mean;
1. EMP and magnetic weapons work on their infantry as well as their vehicles.
2. Since their vehicles have no (live) crews, that would make them immune to pilot sniping or otherwise to being made empty to being commandeered.
3. They would obviously be immune to mind control or anything that would make units change sides.
Overlord: They see me rollin', they runnin! >:D
Two questions:
1. will superweapons be in a prepped position (i.e Proton collider raised up, Vacuum Imploder opened up) 10 seconds before they're actually ready to fire?
2. will there be a minor faction version of the survival mode?
DamianDraco666
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