Diablo II Extended Mod adds:

  • Unused map files made into locations and repurposed guild/arena maps (also new locations in Full version):
    Act I + 6 (Full + 9)
    Act II + 4 (Full + 5)
    Act III + 2 (Full + 9)
    Act IV + 1 (Full + 4)
    Act V + 9
  • All unused normal (44) and guest (17) monsters,
  • Some cut monsters like the Quill Bear type,
  • 32 New Super-uniques (34 in Full version) in normal and new locations, based on monster types that didn't have a super-unique and with unused color palettes when possible,
  • Graphical changes like Fetish Blowdart, Mosquito Demon, Siege Beast, Reanimated Horde, Frozen Horror, Abominable variants and uniques/super-uniques having different colors,
  • Longer short areas like Monastery Gate and Valley of Snakes made into a normal area with monsters,
  • Enabled uniques/champions in areas that had them disabled on Normal difficulty (Bloody Foothills, Halls of Anguish...)
  • Enabled Goatman monster type idle sounds and Diablo laughs,
  • Unused ring/amulet graphic,
  • Enabled kick skill,
  • Enabled 2 unused Kurast Fragments and other things.

Mod was created on version 1.13c and supports both English and Polish language. It has these versions:

  1. Full Version: Complete version with everything. (This version also has a couple of Super-Uniques placed in different places compared to the Mixed version)
  2. Mixed Version: Everything from Full version, but without locations made by me, Diablo 1 Zombies. It has unused monsters in base game places because of lower amount of locations than Full version.
  3. Minimal Version: It's like the Mixed Version but with Act V locations only (and Cave Depths), Act V Super-Uniques only, No Evil Holes, Quill Bears, Spirit Mummy, Unused Hierophant and Unused Skeleton Mages.
  4. Fix Version: Without new maps, monsters, only changes are the graphics and sounds (Also enabled uniques in areas that have them disabled by default).

It includes optional addons that are installed by placing the addon files on top of the similarly named folders in the mod /data directory. Some of them may be conflicting by including the same files.

This mod is the result of my 3 years work.

Installation

*1. This mod Full, Mixed and Minimal versions require level, object, sound extension to work, I recommend installing BaseMod as it has all of these. (Also if using it, make sure that Extend Levels, Objects, Sounds of the BaseMod.ini are enabled)
2. Put Global, Local folders into the "data" folder in Diablo directory (or MODS/BaseMod), if it's not here then create it.
3. Make sure that the game .exe has -direct -txt in the properties. 3.2. If you want to have the Diablo Clone and Pandemonium Event, then disable it in either PlugY.ini or BaseMod.ini as the events in both mods conflict.
4. Play.

Installation (D2SE)

1. Open the Diablo II Extended D2SE.zip file and place the folder in it into Diablo II/MODS, 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. This mod Full, Mixed and Minimal versions require level, object, sound extension to work, I recommend installing BaseMod as it has all of these. Install it by placing the BaseMod folder contents into MODS/Diablo II Extended (Also if using it, make sure that Extend Levels, Objects, Sounds of the BaseMod.ini are enabled)
3. Make sure that the D2SE Launcher has -direct -txt enabled. 3.2. If you want to have the Diablo Clone and Pandemonium Event, then disable it in either PlugY.ini or BaseMod.ini as the events in both mods conflict.
4. Play.

* Fix version doesn't require any extensions.

Have fun with my mod!

Known Problems

  • A couple of new Super-Uniques (and base game ones) use purple color palettes and 2 shades of red that show properly in-game only if you have the Randtransform.dat file bug fixed (Requires hex editing) If you don't have it fixed use the "Super-Unique Alternate Colors" addon for them to look different than the base monsters,
  • This mod is not balanced for the "Classic" game option available upon character generation,
  • New entrances that are not a part of natural maze-level generation tend to disappear from automap if moving locations or using a portal,
  • There is a non-interactable entrance in Swampy Pit Lvl 4 (Full) and Bleak Burrow,
  • Overgrown Stronghold/Stronghold Basement don't have an automap as they use floor and wall textures that aren't mapped by the game, these two locations also sometimes have almost no monsters and sometimes a lot of them,
  • Last quest shows up in Quest Log when entering new Act V areas, thankfully it's only visual,
  • Diablo I Zombie Uniques and Champions don't have special colors as they use a coloring type that doesn't allow random colors, because of Zombie color palette file being full already (Full Only)
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RSS Articles

Diablo II Extended v1.06b

News

*Full and Mixed Version*
- Replaced Overgrown Stronghold entrance with a simpler one that doesn't have big empty space.
*Mixed, Minimal and Fix Version*
- Added a chest in Kurast Causeway to the empty building and another one to the end of water passage.
*Mixed and Minimal Version*
- Made Worldstone Keep Level 4-5 names consistent to previous levels (removed "The")
*Minimal and Fix Version*
- Removed a single Dune Beast from the front of Monastery Gate.

Diablo II Extended v1.06a

Diablo II Extended v1.06a

News

Diablo II Extended v1.06a update inluding some changes to Mixed (Full) Version and new Minimal Version

Diablo II Extended v1.05a

Diablo II Extended v1.05a

News

Diablo II Extended v1.05a update changing a lot about Act V monster placement and a bit about other acts.

Diablo II Extended v1.04e

Diablo II Extended v1.04e

News

Diablo II Extended v1.04e Small update, Hell Horrors are back with Monster Addon.

Diablo II Extended v1.04d

Diablo II Extended v1.04d

News

Diablo II Extended v1.04d Super-Unique balance update

RSS Files
Diablo II Extended v1.06b

Diablo II Extended v1.06b

Full Version

Diablo II Extended Mod Release with all planned features, including four versions: Full, Mixed, Minimal and Fix.

Unused Maps and Presets images

Unused Maps and Presets images

Other

Images of unused maps and map fragments. (.bmp format, 682mb size when unpacked)

Diablo II Extended v1.06b (D2SE, Full-only, all Addons)

Diablo II Extended v1.06b (D2SE, Full-only, all Addons)

Full Version

Full version only with all addons enabled (without original Baal's Champions colors and Magic Resist) This is the D2SE version by andsimo.

Diablo II Extended v1.06b (D2SE)

Diablo II Extended v1.06b (D2SE)

Full Version 1 comment

Diablo II Extended Mod Release with all planned features, including four versions: Full, Mixed, Minimal and Fix. This is the D2SE version by andsimo.

Diablo II Extended v1.06b (Full-only, all Addons)

Diablo II Extended v1.06b (Full-only, all Addons)

Full Version

Full version only with all addons enabled (without original Baal's Champions colors and Magic Resist)

Comments  (0 - 10 of 118)
TheMarkinton
TheMarkinton

Game crashes 3 seconds after i enter the "Arreat Summit"
Bassically when the character is supposed to say the line related to reaching it.
Can you check if it crashes for you too?

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VixyPlaying Creator
VixyPlaying

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

Reply Good karma+2 votes
TheMarkinton
TheMarkinton

Full version + Optional combined addons (Monster addon + greater mummy bestow skill)

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VixyPlaying Creator
VixyPlaying

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.

Reply Good karma+2 votes
TheMarkinton
TheMarkinton

Oh ok.
I guess its my combination of mods that makes the game crash.
I use this mod alongside other mods.

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VixyPlaying Creator
VixyPlaying

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

Reply Good karma+1 vote
TheMarkinton
TheMarkinton

I decided to install D2 again with your mod.
What happened to "Desolated Sands"? the optional desert area from the mod after the Arcane Sanctuary

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VixyPlaying Creator
VixyPlaying

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.

Reply Good karma+2 votes
TheMarkinton
TheMarkinton

Oh, Its ok.
It was kind of a let down since its less mod to explore.
I am gonna be checking this mod page constantly for updates.

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TheMarkinton
TheMarkinton

Nice to see you still updating the mod!
I left D2 months ago, but i keep coming back here to check if you are updating the mod anymore, and it is.
Very good job!
EDIT: Is there any changelog?
I mean a record of all the updates made, to see the changes over time.

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VixyPlaying Creator
VixyPlaying

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.

Reply Good karma+1 vote
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