Author
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Topic: commonly requested mod features??
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FeistyGirl Honorary Warlord
   
Posts: 729 From: a padded cell somewhere Registered: Feb 2001 |
posted 16 February 2002 17:45
I'm taking a survey to see what mod features people would like to see the most. Please post your reply with features you would like to see in a mod. If you can, try to limit your replies to things that stand a chance of being implemented.  So far (my personal opinions): 1. Increased stash and inv space, possibly increased cube size also 2. Higher possible character levels (possibly up to 250) 3. More runewords / cube recipes / magical affixes 4. Balancing out some of the monsters and/or maps. Notice level 2 of Forgotten Tower has almost NO monsters, and many other levels have too many IMO. Things I would like to do but not sure if it's possible: 1. Switch some skills between classes (is there a way to do it with hex editing??) 2. Give more weapon / equipment options for hirelings (would also be cool if we could change the weapon gfx shown on the hireling) 3. Possibility to have more than one hireling at once TIA for any feedback!! ------------------ "Free speech is a right... not a never-ending obligation."

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FoxBat Moderator
   
Posts: 1618 From: PA, USA Registered: Feb 2001 |
posted 16 February 2002 18:19
Some skill swapping is possible. Check the code editing forum, do a search on some old threads. See my Hex Editing Tutorial if you need to get started, then the Recap on Skill Editing for how to change skills. You can look at Jarulf's "intro to dll part 4" post for further details.

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WanabeCoder Serf
Posts: 16 From: Germany Registered: Feb 2002 |
posted 16 February 2002 18:39
Hi Feisty!I don't want to turn everything upside down, but to make some things better. I dream of the following things in a mod (and dreams they will probably stay): 1. balancing as you already stated 2. increase usageability of some skills - ww is stopping on obstacles or accidently targeted monstes; you can't cast fissure or volcano near obstacles... 3. giving every char at least 3 strong attack skills with different damage types (three of this: phys, mag, fire, lght, cold and poison) so you can fight every double immune monster in hell alone if needed. 4. make act bosses drop specific items to have fun in the next act/difficulty too (that at least is possible, i know) That are the top 4 of my wishlist. Hope some ways to realize what is posted in this topic will be discussed here too (in the future i mean).

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Axalon Honorary Warlord
   
Posts: 2243 From: New England, USA Registered: Dec 2001 |
posted 16 February 2002 18:56
Hmmm ... well, all of what you mention are things I also want to see in a mod ... especially the things you list that might not be possible ....The switching of skills is an often requested feature, yet I don't believe anyone has done this yet ... but if it can be done, you could make a very diverse and customized character ... to suite one's personal taste  Giving the hirelings the options you mention would also be something I would very much like to see, and I *think* it would be possible to do this ... as for two hirelings, I'm not so sure, but it would be quite cool  I would like to see a clvl 360, which is what I have in the mod I'm working on ... Why 360? well, it completes a full circle (360 = circle, duh ) for your character, and it can be balanced without making them too powerful .... More level warps, connecting various parts of the game, but almost like a maze, which would be challenging, yet rewarding .... Speaking of rewards ... for every character class, there should a type of 'holy grail' item to possibly discover/find ... but it won't be easy, for the odds of obtaining it would be high, but not impossible ... and your character would have to be at a very level to find it and use it ... but finding this item, perhaps through many clues and hints, like the pieces of a puzzle ... would be EXTREMELY rewarding, and well worth the effort (this is also a feature in my mod in progress ) .... A more diverse and "creative" population of monsters, which would be exciting to see, and slay at the same time. Tombs of knowledge to find and discover, granting your character unique useful skills and benefits .... I could go on and on, but this should be good enough for now ... hope this helps  ------------------ "To dream a life, or to live a dream ... only through desire shall the sleeper awaken."

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Wyvern Honorary Warlord
   
Posts: 1137 From: A very large cave Registered: Jan 2002 |
posted 16 February 2002 20:43
mine r impossible so i gave up modding d2exp for now. 1 make skill books for all skills 2 make elixers for each stat 3 make it possible for players have 1 of each hireling 4 add new acts monsters and characters 5 combining 2 or more skills in one 6 adding new lvls to acts 7 replacing and adding quests 8 add item shrines and other cool shrines stuff that is possible i was gonna work on 1 totally new items and renamed all even rare 2 some replaced monster gifs 3 all graphics on items replaced 4 all monsters new stats 5 nerf physical immunity 6 nerf double imunities and tripple 7 allow all items able to be gambled 8 increase chances of gambling for uniques 9 balance out uniques make them not super powerful but useful and different than other itemson my impossible list let me know if any of those r possible thx espcilly the skill book one #1 my main reason for giving up .

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 16 February 2002 20:44
Elixirs are EASY to make...and make them work...now, should I tell you guys, I don't know.

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Axalon Honorary Warlord
   
Posts: 2243 From: New England, USA Registered: Dec 2001 |
posted 16 February 2002 20:53
Please tell, Apoc! please tell! and then go back to the religion topic, a new twist has just been introduced:d------------------ "To dream a life, or to live a dream ... only through desire shall the sleeper awaken."

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 16 February 2002 20:57
But then everyone will use the elixirs in their mod. There is only a few that know how to activate them and it's in the code editing forum if you just read there...

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SiLenTx Moderator
   
Posts: 739 From: Quezon City, Novaliches, Philippines Registered: Aug 2001 |
posted 16 February 2002 21:19
can't wait to see this  ------------------ quote: I live in drama but, I'll die in a comedy... --- SiLenTaSsaSsin® http://www.silentx.uni.cc

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Wyvern Honorary Warlord
   
Posts: 1137 From: A very large cave Registered: Jan 2002 |
posted 16 February 2002 22:29
aw don't be like that apoc i would share all my info. infact i am construcing a item pack to share with all and not afraid of ppl having the same graphics as my future mod. oh its in the forum cool thx apoc.[This message has been edited by Wyvern (edited 16 February 2002).]

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 16 February 2002 22:33
Go to misc.txt, and change the normal column to 1. Then, make it beltable and spawnable or whatever, save it, then add it's code in treasureclassex.txt and it should work.

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Chineseman Honorary Warlord
   
Posts: 357 From: The Philippines Registered: Mar 2002 |
posted 17 February 2002 19:03
What do the elixirs do anyway? 

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Zhoulomcrist Forum Admin.
    
Posts: 3239 From: USA Registered: Jan 2001 |
posted 17 February 2002 19:08
Elixers are an old and excellent carry over from Diablo 1 which, when used, add +1 to one of your 4 attributes (STR, DEX, VIT, MAG) depending on what elixer you managed to get. There is also one which adds to your HP and one which add to your Mana (Seperate from the VIT and MAG ones).------------------ Every day is Valentine's Day for the Skaarj, soldier! So, unless you wanna be kissin' & makin' love with their razor blades, you'd best stay on the move and keep firin'!!!! ********************* UT&T = Reach out and frag someone

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Chineseman Honorary Warlord
   
Posts: 357 From: The Philippines Registered: Mar 2002 |
posted 17 February 2002 19:29
Barbarians can wield two swords, right? How about making them wield two shields?! Bwahahahaah!!! 

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54x Moderator
   
Posts: 3080 From: Wellington, New Zealand Registered: Apr 2001 |
posted 17 February 2002 19:54
I'm sure I remember something about Elixers not working in 1.09+------------------ 54x. "My computer has wheels on giant stilts that allow me to drive it over all the other, slower computers." "For great bandwidth!" http://www.planetdiablo.com/newdawn/ New Dawn Forum

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 17 February 2002 20:02
Elixirs still work...I already tried them and they work fine.

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Axalon Honorary Warlord
   
Posts: 2243 From: New England, USA Registered: Dec 2001 |
posted 17 February 2002 20:30
Elixirs are cool They were so great to use in D1, I miss them, and I and wouldn't mind seeing them again  ------------------ "To dream a life, or to live a dream ... only through desire shall the sleeper awaken."

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Wyvern Honorary Warlord
   
Posts: 1137 From: A very large cave Registered: Jan 2002 |
posted 17 February 2002 20:36
me too most of all i miss the spell books . I was pretty pist when i first saw diablo 2's skill system.[This message has been edited by Wyvern (edited 17 February 2002).]

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Brother Laz Honorary Warlord
   
Posts: 1134 From: the place where angels watch... Registered: Dec 2001 |
posted 18 February 2002 01:09
Elixirs work????Cool! Kewl! C007! Hmmm... what I would like to see in a mod (besides monsters as chars, hehe) is all new affixes. It took me (only) 3 days to clear the old affix files, fill them up again with new affixes, and do some tiring copy-paste into the tbl, but it makes shopping more fun when all of the items have new affixes and stats, not just a select few of them. Grim blade of woe... dreadful plate of doom... preacher's staff of claws... sinister ring of the beast...  And some cursed affixes (that lower your stats) would also be nice. In fact, many affixes can be negative, including Dmg vs. Demons/Undead and Gold from Monsters. The only problem is that they don't go very far below zero, -10 is usually the limit, and I use -9 to be safe. Drunken: -1-10 AR.  ------------------ To practice the Arts of Modding is to be Damned. To master Them is to be Victorious. -D1 manual

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Chineseman Honorary Warlord
   
Posts: 357 From: The Philippines Registered: Mar 2002 |
posted 18 February 2002 02:14
Has anyone ever tried making Tyrael a playable character? 

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Brother Laz Honorary Warlord
   
Posts: 1134 From: the place where angels watch... Registered: Dec 2001 |
posted 18 February 2002 04:00
Me, and it can't be done. He doesn't have all directions, only front, left front and right front. Also, his wings are a separate graphic, and they're transparent. You can't keep that unless you replace the character cof files with monster cofs, and then you're heading for big trouble.------------------ To practice the Arts of Modding is to be Damned. To master Them is to be Victorious. -D1 manual

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Brother Laz Honorary Warlord
   
Posts: 1134 From: the place where angels watch... Registered: Dec 2001 |
posted 18 February 2002 04:05
quote: Originally posted by Wyvern: [B]me too most of all i miss the spell books . [B]
You can make a similar setup by making charms drop & sell with only +to skills (requires 210 entries in magicsuffix.txt...)and giving characters 0 points at level-up. For item storage just use the HC. (with expanded stash kit of course) That's what I'm doing in my mod, and it works great. Allows players to feast upon lower level skills before selling them for higher level ones. ------------------ To practice the Arts of Modding is to be Damned. To master Them is to be Victorious. -D1 manual

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stargazer79 Honorary Warlord
   
Posts: 883 From: Sweden Registered: Jun 2001 |
posted 18 February 2002 06:55
hehe well let me see guys  elixers.. hmm they can atually help here... sounds like iam hatchign an idea for a new lvl up system.. anyway.  as for the books.. hmm... well i did make a mod i had charged affixes for every single players ksill in the game.. i had reclassifeid skills into groups and all that..there was a levleing up system for each book. in which used spell pages souls, magic devices all kinds of things. to add pages and spells to a a book or to get the next Volume of the book. chareged affxixes meant each character coudl use them so it was great. and most of the skills were tested and proven to work.. even the apssives in a lot of cases (for isntance.. i had a sorcer running around wiht lvl 20 axe mastery it worked!!  my paladin was summing skeletins (with an interesting coding thing thathe would loose health eveyr tiem he did so .. very cool sidde effect as paladins really shoudlnt be summoning skeletons :P). made paryer a castqable heal spell, and holy bolt a castable heal other spell. also books were set up so that spelsl of same type were received or updagreed.. for isntance.. one book at lvl 1 would have firebolt at lvl 3 woudl have firebaal at lvl 4 woudl gain meteor, and level five woudl gain armageddon... i still have those files sitting here ther reason there is no mod to show these efforts. the books all ended up stuffed, it sucked.. they spanwed, but not with the approriate affixes.. not only that.. every item in game (weapons armor) all ended up with the same graphic.... and random spells affixes..... to this day i do not know what happened. i never figured it out.. its a real shame with over 1000 entries and a lot of time into it it just woudlnt work.
------------------ Love is the irresistable desire to be irresistably desired.

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stargazer79 Honorary Warlord
   
Posts: 883 From: Sweden Registered: Jun 2001 |
posted 18 February 2002 07:15
ok for another post more appririate to teh topicwha do i want to see.. Touchger smarter monsters. im sick if smack smack dead. id like some kinda of strategy, REQUIRED to kill some monsters. mayb its that some mosnters can only be killed by characters with the approrpriate abilities.. so maybe a lowl level barb cannot harm some kind of creature.. but a high levle barb might be able to go back to that creature with his brand new fire skill or whatever.. or charge skill, and smack the livingn daylights outta it and as such earn teh reward. id like to see, a more integrated story line.. that spans more than the cutscences and talking to towns folk.. for instance.. a prison, and empty level perhaps.. or somewhere where you go talk to a captured person and hey give you further advice. or even an item.. (a scroll) then transmute the scroll into a very very large item that has writings on it. so that hte user can read it.. a new levleing up system, in which gaining levels become more interested with levels ups. the rewards are greater... elixers back in.... a modified inventory, (i have a new armor system for instance). more interesting weapons... ie, a nice magic longsword, or something.. when you swing it it will push away enemies and stunf them whlie damageing them also (on.hit shockwave) or a sledgehammer that will on hit make the screen shake`... or will make a volcano appear on the spot. dragons that leave giant hordes of treassure and require teams to defeat. BETTER prefixes suffixes, in some case upgraded in otehr cases removed or replaced.. new skill system using books if i have to .. new spells.. better abilities to choose your progression of your character, a book that records yoru progress by giving you special abilities once specific tasks have been completed..  not asking for a lot am I? dual katana wileding asssasin.. balh enough for now 
------------------ Love is the irresistable desire to be irresistably desired.

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Brother Laz Honorary Warlord
   
Posts: 1134 From: the place where angels watch... Registered: Dec 2001 |
posted 18 February 2002 11:34
quote: Originally posted by stargazer79: (with an interesting coding thing thathe would loose health eveyr tiem he did so .. very cool sidde effect as paladins really shoudlnt be summoning skeletons :P
Er... how did you do that? I've been staring at the dlls for days and can't figure out how to make Blood Star cost health to cast. ------------------ To practice the Arts of Modding is to be Damned. To master Them is to be Victorious. -D1 manual

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