Author
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Topic: Modding minions/hirelings
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surcina Serf
Posts: 2 From: Registered: Dec 2001 |
posted 12 December 2001 08:23
I've gone through the site and looked, but can't seem to find the right info. Can someone please point me in the direction to learn how to mod summonable creatures and hirelings? I'd like to make them a bit more useful in nightmare/hell levels. Thanks!Surcina

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Forsaken Honorary Warlord
   
Posts: 397 From: Dutch guy in France Registered: Sep 2001 |
posted 12 December 2001 08:30
hirelings you can mod in hirelings.txt, minions in monstats.txt. Assuming you already have experience on modding d2lod, I'd suggest just treating them as normal monsters and do some tryouts to see what does what.------------------ So much bandwidth, so little time

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NefariusDX Honorary Warlord
   
Posts: 1392 From: The Hadal Abyss of Eternal Oblivion Registered: Jun 2001 |
posted 12 December 2001 09:09
you can read the file guide i rote about monstats.txt v1.08+ check the resource section------------------ For every thing there is a opposite, for light there is darkness, for order there is chaos, for good there is Nefarius! ------------------------ XyRAX v21.00B the barnyard of Danger coming soon!!!

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masakari Honorary Warlord
   
Posts: 549 From: Germany Registered: May 2001 |
posted 12 December 2001 10:55
Hello and welcome.Modding hirelings.... there must be a lot of informations about it in the forum, maybee only for skills you can use for hirelings . Good modding. cu Masakari

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BMW Lord
 
Posts: 148 From: Singapore Registered: Feb 2001 |
posted 12 December 2001 12:54
lol. u can make the hirelings more powerful by making them function like a second human player.I made the rogues function exactly like elemental bowazons ; the act 2 guards function like paladins ; the act 3 sorcerors function like a sorceress and the act 5 barbs function like real human-player controlled barbs (I gave 'em warcries and such).  You might also want to pry into difficultylevels.txt to adjust how much damage hirelings do to act bosses. The column that controls this is hireablebossdamagepercent.

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masakari Honorary Warlord
   
Posts: 549 From: Germany Registered: May 2001 |
posted 12 December 2001 13:51
Here are two threads: http://dynamic2.gamespy.com/~phrozenkeep/ubb/Forum29/HTML/001663.html http://dynamic2.gamespy.com/~phrozenkeep/ubb/Forum29/HTML/000264.htmlVery interessting.  cu Masakari

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Forsaken Honorary Warlord
   
Posts: 397 From: Dutch guy in France Registered: Sep 2001 |
posted 13 December 2001 05:10
One thing I really loved to do is giving the fire rogues in act 1 enchant...it's just too cool seeing them enchant their bows with fire. Works perfectly. The Ice rogues I gave that funny assasin skill that speeds them up temporarily. One word of advice. Pay great heed to the chances to cast certain skills. Setting a certain skillchance too high can cause them to do nothing but that. I used this to my advantage to make hirelings become more active as they levelled up, by making the chance to use the higher level skills rise more per level up than the other skills.One other advice: never ever give a hireling more than one "passive skill". By this I mean skills that last, like all passive skills, auras, warcries, mana shield, frozen armor. The problem is that they will cast both of them, and then remain inactive till one of them expires...you can give a hireling different auras though, which means he will switch auras as he/she sees fit, once again determined by the chances you set for each skill. ------------------ So much bandwidth, so little time

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surcina Serf
Posts: 2 From: Registered: Dec 2001 |
posted 13 December 2001 07:25
My thanks. Looks like I've got some reading and experimenting to do. I'll let you know how it works.------------------ "We have just lost cabin pressure."

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masakari Honorary Warlord
   
Posts: 549 From: Germany Registered: May 2001 |
posted 13 December 2001 09:22
@Forsaken I'm not sure what you mean, because my act3 hirelings have frozenarmor and manashield and there is no problem. The barbarians in act5 have 2 really passive skills and no prob. The act1 hirelings have critical strike and pierce.There is one very very important think you must observe: in d2exp (not sure) is a state.txt in the file are listed the caster_states. These caster_states you must write in the skills.txt in the 3rd last row "caster_state. copy'n'paste from older post: To prevent cast and cast and cast ... set the STATE_xxx which is listed in States.txt (in d2exp.mpq maybe) in skills.txt in row caster_state. So like the act3 hireling looks if the frozen_armor is active the babarian-hireling will also look if the warcry is active. He will only cry again if the warcry is out. -old post end- And the act3 hireling cast at 1st the manashield and 2nd frozenarmor. Than he shoots iceballs, orbs and others  cu Masakari

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Forsaken Honorary Warlord
   
Posts: 397 From: Dutch guy in France Registered: Sep 2001 |
posted 13 December 2001 09:33
Great stuff masakari, thanks a lot. A big hug from me, assuming that doesn't offend you. One question, I see Clawmastery in there, but how about all the other passive skills from IE the sorceress, amazon and barb?------------------ So much bandwidth, so little time

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masakari Honorary Warlord
   
Posts: 549 From: Germany Registered: May 2001 |
posted 13 December 2001 10:17
What is IE?? All the dodge-skills i havn't testet because the hireling need surly the anim. Critical, pierce, att-boost (name??) works, slow missle (is very useful) too, but multi and strafe does't work.The passivskills from barb should work, masteries not sure. About the last cry which increase hp, man and stam and the cry which add 1+all skills not test because you can't use so many skills and i think it will be too powerful. Ironskin and n.resis works. Masteries of sorc i'm not sure (too powerfull for me) warthm there is no need. If there are no state_entries in states.txt so you cannot put it in skills.txt  !!The skills in higher level hirelings must be there on the lowlevel hirelings too, with 0% otherwise the skills on the highlevel hirelings will not be used!! Read all posts attentively so you will find many great stuff  Now to my question: My act1 hireling has innersight, firearrow, immolation, slowmiss, crit strike and pierce and in the game everything works very fine but if the hireling die and i go to town and reanimate the rogue than the rogue shoots invisible arrows with no dmg and no effect. But if i save and exit the game and i load the savegame everything works like before. Whats going on??? Please help. my old post: http://dynamic2.gamespy.com/~phrozenkeep/ubb/Forum29/HTML/001407.html Nobody observed it  Thanks cu Masakari [This message has been edited by masakari (edited 13 December 2001).]

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Brother Laz Honorary Warlord
   
Posts: 1134 From: the place where angels watch... Registered: Dec 2001 |
posted 13 December 2001 10:31
Is there a way to change the level cap on hireling skills from 20 to something else? Like 10 or 30?------------------ To practice the Arts of Modding is to be Damned. To master Them is to be Victorious. -D1 manual

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masakari Honorary Warlord
   
Posts: 549 From: Germany Registered: May 2001 |
posted 13 December 2001 12:00
The skills on hirelings should work like normal skills. So only dll editing will do it, but than for the chars, too.cu Masakari

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Forsaken Honorary Warlord
   
Posts: 397 From: Dutch guy in France Registered: Sep 2001 |
posted 14 December 2001 01:40
quote: Originally posted by masakari: What is IE?? All the dodge-skills i havn't testet because the hireling need surly the anim. Critical, pierce, att-boost (name??) works, slow missle (is very useful) too, but multi and strafe does't work.The passivskills from barb should work, masteries not sure. About the last cry which increase hp, man and stam and the cry which add 1+all skills not test because you can't use so many skills and i think it will be too powerful. Ironskin and n.resis works. Masteries of sorc i'm not sure (too powerfull for me) warthm there is no need. If there are no state_entries in states.txt so you cannot put it in skills.txt  !!The skills in higher level hirelings must be there on the lowlevel hirelings too, with 0% otherwise the skills on the highlevel hirelings will not be used!! Read all posts attentively so you will find many great stuff  Now to my question: My act1 hireling has innersight, firearrow, immolation, slowmiss, crit strike and pierce and in the game everything works very fine but if the hireling die and i go to town and reanimate the rogue than the rogue shoots invisible arrows with no dmg and no effect. But if i save and exit the game and i load the savegame everything works like before. Whats going on??? Please help. my old post: http://dynamic2.gamespy.com/~phrozenkeep/ubb/Forum29/HTML/001407.html Nobody observed it  Thanks cu Masakari [This message has been edited by masakari (edited 13 December 2001).]
Soory about that, ie means "for example". I tried the different masteries from the barb myself and they worked fine. Giving the act 2 merc spear mastery also had some very painful consequences :-) One thing I find curious though. In my mod the act 5 hirelings had stun and bash on normal, and stun and concentration on nightmare and hell, and they used concentration just fine... ------------------ So much bandwidth, so little time

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djc Serf
Posts: 16 From: Registered: Nov 2001 |
posted 14 December 2001 19:00
quote: Originally posted by Forsaken: Soory about that, ie means "for example".
Minor nitpick - "ie" stands for "id est", meaning, "that is..." You're thinking of "eg", standing for "exempli gratii" or something like that, meaning roughly "for example". A bit off-topic, but i figure it's useful info...
------------------ -djc

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