Author
|
Topic: Having some trouble with uniques/sets
|
mrbean1121 Serf
Posts: 21 From: Ottawa, Ontario, Canada Registered: Dec 2001 |
posted 07 December 2001 15:34
Hi. As whoever read my previous post may recall, I was having difficulty getting my mod to work under LoD. I've since figured that out, and a new problem has arisen.I am attempting to put a new unique quilted armor and cap, and a new assassin set dubbed "Silent Killer" into my mod. I modified uniqueitems.txt and setitems.txt appropriately to do this. What I don't understand is why the items don't seem to work. I tried to insert them into the game using Jamella's Hero Editor on a pre-1.09c character and then converting the character to 1.09c, but the game spat "Cannot enter game, bad inventory data" at me when I tried to start a game. I put the complete flag on a name that was already there in uniqueitems.txt and gave it some mods just to see if it would work. Sure enough, my method of importing the unique through Jamella worked with this pre-installed name. To sum up, my question is what else do I have to modify in order to make my new unique items/set items work? Thanks for all replies. mrbean1121

|
JrEye Honorary Warlord
   
Posts: 339 From: Clare, MI USA Registered: May 2001 |
posted 07 December 2001 15:35
Im no modding expert but I dont think an itemed can be both unique and a set item at the same time------------------ Webmaster of JrEye's Eastern Sun Fan Site Running the first ever Eastern Sun Diablo 2 ladder Eastern Sun the best mod for Diablo 2 If you have got the guts, play n00d in ES LoD!

|
mrbean1121 Serf
Posts: 21 From: Ottawa, Ontario, Canada Registered: Dec 2001 |
posted 07 December 2001 15:38
They aren't both unique and set, I made two uniques: Drognan's Crest and Aladdin's Rags, and a set called "Silent Killer" which includes four items targeted at an assassin. But, they didn't work when I tried to put them onto a character.

|
jbouley Forum Admin.
    
Posts: 4907 From: Portland, Maine, USA Registered: Jan 2001 |
posted 07 December 2001 15:56
Did you actually modify the game patch or run this from -direct -txt?It sounds like you just modded the .txt files and then tried to import items without having actually repacked them, generated bins and then pack those .bin files into the patch as well. Besides, I don't think a modified item can be imported properly with Jamella's (I might be wrong...haven't seen the latest version). To actually generate the items, you could simply modify TreasureClassEX.txt to drop the base items and make the chances of them being set or unique very high. You could also mod the weapons.txt and/or armor.txt file by putting 1 in the Unique column...then the vendors who sell those items will be selling uniques and rares of that item (set the cost of the item to 1 to minimize expense). ------------------ - JEFF "A hero is no braver than anyone else. He is only brave five minutes longer." For my latest mod (for LoD/expansion), download at http://www.fileplanet.com/dl/dl.asp?/planetdiablo/phrozenkeep/mods/sic_beta.zip - Or for old stuff (for classic D2), visit my orignal mod site at www.planetdiablo.com/sanctuary

|
mrbean1121 Serf
Posts: 21 From: Ottawa, Ontario, Canada Registered: Dec 2001 |
posted 07 December 2001 15:58
I did indeed pack the files in .bin format into the MPQ. I'll try to do what you said below, though - with luck, I'll have the items showing up. By the way, do the vendors sell set items when configured like this, as well?mrbean1121

|
Kobu Lord
 
Posts: 105 From: Tokyo Registered: Dec 2001 |
posted 07 December 2001 17:08
Instead of messing with Jamella, force quill rats to drop what you are looking for. Jamella bombs out on items already in the game as it is.Ah, didn't see the fine answer above.  [This message has been edited by Kobu (edited 07 December 2001).]

|
mrbean1121 Serf
Posts: 21 From: Ottawa, Ontario, Canada Registered: Dec 2001 |
posted 07 December 2001 18:11
I didn't miss the answer, actually... I made Charsi sell unique items 'cause I couldn't figure out how to make quill rats drop what I want. If anyone could explain it that would be good... another question I have, is about the naming of new uniques. In the txt files, my three new uniques are named "Aladdin's Rags", "Ice Shank", and "Drognan's Crest". However, all three, whenever generated, were given the name "an evil force". How can I correct this problem?mrbean1121 P.S. I.E. is messing up the colors for this forum, making it hard to read. Is this a known problem? It looks fine in netscape on other computers.

|
mrbean1121 Serf
Posts: 21 From: Ottawa, Ontario, Canada Registered: Dec 2001 |
posted 07 December 2001 18:45
I read below about an expansion pack version of string.tbl. I can't remember the table's exact filename, but maybe I could fix my naming problem if I had access to this file? Problem is, I checked Patch_d2.mpq and D2exp.mpq, and didn't find the expansion string table file. I am using MPQView, can anyone tell me which MPQ this file is in, or post a link to an online copy of the 1.09c version? Thanks  mrbean1121

|
jbouley Forum Admin.
    
Posts: 4907 From: Portland, Maine, USA Registered: Jan 2001 |
posted 07 December 2001 18:57
Go to Tools of the Trade....download the MPQ View datafile I recently uploaded there...use it before opening up the d2exp.mpq...then you will see the expansionstring.tbl file. There is a third .tbl file as well, patchstring.tbl, which is in the patchd2.mpq. And string.tbl, of course, is in d2data.mpq------------------ - JEFF "A hero is no braver than anyone else. He is only brave five minutes longer." For my latest mod (for LoD/expansion), download at http://www.fileplanet.com/dl/dl.asp?/planetdiablo/phrozenkeep/mods/sic_beta.zip - Or for old stuff (for classic D2), visit my orignal mod site at www.planetdiablo.com/sanctuary

|
Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 07 December 2001 19:54
To answer your other question about making monsters drop certain things, read this: http://dynamic2.gamespy.com/~phrozenkeep/ubb/Forum29/HTML/002303.html ------------------ God gave me a brain to use but I miserably failed to use it to my advantage

|
mrbean1121 Serf
Posts: 21 From: Ottawa, Ontario, Canada Registered: Dec 2001 |
posted 07 December 2001 20:27
I read the thread you suggested, and tried changing the item codes to the actual set names (in this case, "Blade of Shadows", "The Dark Spyre", "The Contract" and "Whiplash") but the game still crashed in nightmare. The set is item level 18 all around, so theoretically the smith should be able to drop my set in nightmare. Why is it crashing? I don't understand what's missing. I'll put a little chart here of exactly what I've done so far.Treasure Class: Smith (unchanged from original) Picks: -4 Unique: Blank Set: 2048 Rare: Blank Magic: Blank Nodrop: 0 Item1: The Contract Prob1: 1 Item2: Whiplash Prob2: 1 Item3: The Dark Spyre Prob3: 1 Item4: Blade of Shadows Prob4: 1 Item5-10: Blank Prob5-10: Blank Sumitems: Blank Totalprob: Blank Dropchance: Blank Sumdrop: Blank Better: 0.0000 Term: 0 I know I've done something wrong, I just don't know what. What can I say, I just started this today  mrbean1121

|
Kobu Lord
 
Posts: 105 From: Tokyo Registered: Dec 2001 |
posted 07 December 2001 20:59
Sorry, I meant that I didn't see the answer already written. Try the three character code for the base item of the particular unique or set instead.I find editing the quill rats' level in monstats.txt so they can drop anything to be much easier than hunting down a particular creature. They already have lines (Quill 1, Quill 1 (N), Quill 1 (H)) in TCE.txt so they are very easy to mod. When you get the drop right, copy it to where you actually want it to go. I just read that other thread. I didn't even know you could reference stuff by the name. [This message has been edited by Kobu (edited 07 December 2001).]

|
mrbean1121 Serf
Posts: 21 From: Ottawa, Ontario, Canada Registered: Dec 2001 |
posted 07 December 2001 21:42
Ok, here's what I've done now:I changed the quill rat level to 99. I then configured the Quill 1 drop to be stu, skr, rin, vbt (studded leather, scissors katar, ring, heavy boots). Other than that I configured sort of like the smith. I went out into the blood moor and killed a quill rat. What I got was: the studded leather and the heavy boots. The ring was cathan's and the scissors katar was rare for some reason. But the other thing I noticed is that the set items I did get only had 2 built in mods, with no green ones showing up when working together - all of the set items were supposed to have at least 3 built in mods. After this initial run, any further attempts at killing quill rats would result in an unhandled exception, causing evidently enough a game crash. I don't have a clue what's going on. mrbean1121 P.S. goin to bed now; my head hurts :P I'll check the forum in the morning to see what I should do about this stuff 

|
Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 07 December 2001 22:13
Well, the ring was Cathan's because there are multiple set rings so the game decides which one to drop based on their rarity values. So, it's not guaranteed you will get your set ring if there are multiple types of the same set base item(in this case, there are Angelic Halo, Cathan's Seal and your set ring you created). As for built in set mods, did you type in the inherit mods and other mods correctly? As in, were your mod codes for the attribute correct? Actually, if it isn't correct, it should crash your game. And for the rare scissors katar, I have no idea...did you give it a rarity value? Did you make it spawnable at all? If not, those could be some reasons why it doesn't work properly.------------------ God gave me a brain to use but I miserably failed to use it to my advantage

|
Kobu Lord
 
Posts: 105 From: Tokyo Registered: Dec 2001 |
posted 07 December 2001 22:48
Hmmm. I just tried it out myself with Sander's Folly. Quill Rat 1 (H) has -4 drops at 0 unique 3000 set 0 rare 0 magic. I set the items to cap 1 vbt 1 vgl 1 bwn 1. All quill rats drop the right stuff, although most of the caps come out as an infernal cranium.Try like I did here and one by one, substitute your own items. If the set item mods aren't showing up, it's probably a problem in your setitems.txt. I usually copy an existing item and slowly morph it into what I want. I don't think you are doing this, but if you try to force a unique that has already been generated in that game to drop, it might cause some problems.

|
Myokai Honorary Warlord
   
Posts: 298 From: Entsteig, Sanctuary Registered: Oct 2001 |
posted 08 December 2001 07:03
I also have the Jamella problem when testing my uniques.What should look like Wisdom's Wrap Templar Coat Durability: xx/xx Defense: xxxx +xx to Fire Resistance (Based on Character Level) +xx to Cold Resistance (Based on Character Level) +xx to Lightning Resistance (Based on Character Level) +xxx to Life (Based on Character Level) +xxx to Mana (Based on Character Level) +x to Absorb Fire (Based on Character Level) +x to Absorb Cold (Based on Character Level) +x to Absorb Lightning (Based on Character Level) +xxx% to Defense (Based on Character Level) Level 13 Meteor (60/60 Charges) looks like this Wisdom's Wrap Templar Coat Durability: 255/0 Defense: 0 0 to Damage Level 28 Chain Lightning Sentry (255/0 Charges) when imported with Jamella. When found in the game, everything works. Jamella appears to contain many bugs, particularly with hit-skills, gethit-skills and charges (it gets the order of the columns wrong!) and with affixes like skill or dmg-norm ('Unknown magic modifier, cannot be instanciate'). ------------------ Playing with fire . . . will get you BURNED! LoD Inferno status: beta 0.2 uploaded to Jeff and will be available on the Phrozen Keep next update; beta 0.3 in the works [This message has been edited by Myokai (edited 08 December 2001).]

|
mrbean1121 Serf
Posts: 21 From: Ottawa, Ontario, Canada Registered: Dec 2001 |
posted 08 December 2001 09:47
I think I just found out what the problem is. When I configured the quill rats to drop all items except the claws, it worked very well - I constantly got an all-set drop usually including some of my new set. But, when I added the item code for my set claws, the game crashed. As a test I replaced the code with 7qr, which is scissors suwayyah (spelling?) which is the claw out of Natalya's Odium. When I killed a quill rat, the game again crashed. Apparently there's something wrong with dropping set claw class weapons - anyone ever seen this before?mrbean1121

|
mrbean1121 Serf
Posts: 21 From: Ottawa, Ontario, Canada Registered: Dec 2001 |
posted 08 December 2001 11:21
I did it I did it I did it!!!I got my whole set to drop  Plus, a slight down side: I uncovered the exact problem which was making Diablo II crash. It appears that any item which has + to individual skills (e.g. my Scissors Katar was supposed to have +3 Cloak of Shadows) will make the game crash when using this determined method of making items drop. I changed my Scissors Katar into a Short Sword to test whether, like I previously stated, it's just a claw problem, and guess what - the game still crashed. Then I clued in: the Nat claw and mine both had + individual skills! Hello... I removed that mod from my Scissors Katar, turned it back into a scissors katar (from a short sword), tested it, and whadaya know, it dropped normally. So there we have it, a bug with set testing, unfortunately. Just thought I'd share what I did so everyone knows about this problem and can avoid it :/ mrbean1121

|
Kobu Lord
 
Posts: 105 From: Tokyo Registered: Dec 2001 |
posted 08 December 2001 16:46
Something else must be going on. I can drop Natalya's Mark with no problems.[This message has been edited by Kobu (edited 08 December 2001).]

|
mrbean1121 Serf
Posts: 21 From: Ottawa, Ontario, Canada Registered: Dec 2001 |
posted 13 December 2001 10:15
That's strange then... could something be screwed up with my comp or my LoD install? I also found out that plus to skill tabs on items using this drop method makes my game crash.  mrbean1121

|
mrbean1121 Serf
Posts: 21 From: Ottawa, Ontario, Canada Registered: Dec 2001 |
posted 13 December 2001 15:17
I thought I'd provide some information as to what happens when I try to make items with skill tabs/individual skills drop. I don't recall the exact error message, but when I ran LoD in a window, I got a nice little "UNHANDLED_EXCEPTION" thingymajoob when it tried to drop any item with above mods. :/mrbean1121

|