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Comment History
DARTH---ALEXIEL
DARTH---ALEXIEL - - 23 comments @ BaseMod

Is it possible to use models of the Barbarian Combatants? They have dual swords, duals axes and sword/axe variations: Diablo.fandom.com

Good karma+1 vote
DARTH---ALEXIEL
DARTH---ALEXIEL - - 23 comments @ BaseMod

Is it possible to make a barbarian mercenary with two swords (duals), like in D2R?

Good karma+2 votes
DARTH---ALEXIEL
DARTH---ALEXIEL - - 23 comments @ Dreamaker-Mod

Is it possible to make a barbarian mercenary with two swords (duals), like in D2R?

Good karma+1 vote
DARTH---ALEXIEL
DARTH---ALEXIEL - - 23 comments @ BODLoader 2021 update

В рамастере некоторые файлы изменились, поэтому нужно сравнивать и добавлять недостающие строки.

В начале файла в Ruins_M4\DefFuncs.py список должен быть таким:
import ScriptSkip
import whrandom
import Reference
import NetSounds
import Doors
import Bladex
import AuxFuncs

P.S. Lost Original Content и AllMaps (после этой доработки) работают в ремастере и при прямой установке (замена файлов без мод-менеджера). New combos & Expert enemies пришлось конкретно перелопатить, но и он у меня заработал.

Good karma+1 vote
DARTH---ALEXIEL
DARTH---ALEXIEL - - 23 comments @ Diablo II: Extended

I did not plan to distribute my personal project, but if it is completed, it will still require installation on top of the BaseMod and Extended (Full-only, all Addons).

So, can you give me the text added by your mod to add it to other localizations? Of course, I will send them to you, I do not need it (with the exception of one).

Good karma+1 vote
DARTH---ALEXIEL
DARTH---ALEXIEL - - 23 comments @ Diablo II: Extended

Exactly! In fact, not so much can be transferred from D2R (mostly improvements in the level of locations, skills, items and rune words), but due to overlapping txt files and a huge amount of manual edits, it takes a very long time to do all this:
* D2LOD 1.13D / 1.14D + PlugY
* BaseMod
* Diablo II Extended (Full-only, all Addons)
* Breaking the Limits (my mod) :(

Good karma+1 vote
DARTH---ALEXIEL
DARTH---ALEXIEL - - 23 comments @ Diablo II: Extended

Oh, don't take it personally!

The thing is that all my changes are made to txt-files (and I try to transfer all the improvements from D2R as much as possible) plus my personal twicks:
* the level of normal enemies corresponds to Nightmare, of Nightmare to Hell, and Hell is fixed at maximum.
* enemy density doubled on Normal, tripled on Nightmare, quadrupled on Hell.
* max character level increased to 255.
* removal of all restrictions on the required level of skills and equipment.
* removal of class restrictions on equipment.
* all spell charges are converted to cast per hit/kill.
* all set, unique and runic items initially receive the status of ethereal and indestructible.
* etc

Accordingly, I will be able to start editing txt-files only after the end of support for D2R, the BaseMod and yours :(

Good karma+1 vote
DARTH---ALEXIEL
DARTH---ALEXIEL - - 23 comments @ Diablo II: Extended

It's just that I've been working on my personal project "Breaking the Limits" for a long time, and if the base and your mods keep updating - I'll never finish :(

If you give me instructions, I will translate your mod into all supported languages.

Good karma+1 vote
DARTH---ALEXIEL
DARTH---ALEXIEL - - 23 comments @ Diablo II: Extended

1.06b is a final version?

Is it possible to add translation into other languages?

Good karma+1 vote
DARTH---ALEXIEL
DARTH---ALEXIEL - - 23 comments @ Gothic 3: Lively Towns Mod (Russian, German and Polish versions)

Отключите синхронизацию файлов со стимом, а после установки контентмода внимательно проверяйте игровые архивы на отсутствие разрывов. Также можно использовать сборку модов Union, туда уже включена актуальная версия LTM.

Good karma+1 vote
DARTH---ALEXIEL
DARTH---ALEXIEL - - 23 comments @ BaseMod

How significant changes can be expected in the next update?

Can we expect improvements from Diablo II Resurrected 1.3.70161 (patch 2.4.3)?

Good karma+1 vote
DARTH---ALEXIEL
DARTH---ALEXIEL - - 23 comments @ BaseMod

Inaccurately expressed. I just added the values of the minimum and maximum damage in one-handed grip and the flag that this is a one-and-a-half weapon for the large axe in Weapon.txt - this is enough for a barbarian hero to take 2 of them in each hand.

P.S.
I almost forgot to ask you to fix a few annoying vanilla oversights in the next BaseMod update:
* Superior items cannot be converted to a socketed items via the use of Horadric Cube.
* Chance of summoning Valkyrie in the runeword "Peace" does not work if the weapon is in the hands of a hireling.
* Inability to create 6-rune`s runewords in some weapons (War Scepter, Divine Scepter, Caduceus, Flail, Knout, Scourge, Flamberge, Zweihander, Colossus Sword, Stag Bow, Reflex Bow, Ashwood Bow, Ceremonial Bow, Matriarchal Bow, Grand Matron Bow).

Good karma+1 vote
DARTH---ALEXIEL
DARTH---ALEXIEL - - 23 comments @ BaseMod

I dream to add a duals ability to the rest of the heroes (main characters), of course. Of the hirelings, I would like to add the amazon`s spears to the mercenaries, the sorceress's wands to the iron wolves, and two-handed axes and hammers as the duals for the barbarians hirelings (and barbarian hero too).

Good karma+1 vote
DARTH---ALEXIEL
DARTH---ALEXIEL - - 23 comments @ BaseMod

Yesterday I tested double large axes for the barbarian hero - they work, but are not displayed (forgot to register the necessary sprite with double axes).

Apparently, even if it is possible to add a duals ability to the rest of the heroes, it will still not be displayed :(

Good karma+1 vote
DARTH---ALEXIEL
DARTH---ALEXIEL - - 23 comments @ BaseMod

No, no, these are not wishes - my skills are enough for these edits :) I just want to be able to equip the hirelings with a full set and / or class-specific items.

I've heard that the Corrupt Rogues have many textures sets and can technically wield any weapon within the game - isn't it an idea for a completely new hireling in Act 4?

P.S. Is it possible to give all heroes the ability to fight with two one-handed weapons at the same time?

Good karma+2 votes
DARTH---ALEXIEL
DARTH---ALEXIEL - - 23 comments @ BaseMod

Yes, I have a couple of ideas for tuning parameters:
* 255 levels with vanilla maximum experience (3520485254)
* 2 skill points and 10 attribute points per level
* removal of skill`s skill requirements
* increase the duration of the sanctuaries to the maximum
* change potions health and mana from regeneration to instant recovery 20% / 40% / 60% / 80% / 100%
* removal of restrictions on weapons of hirelings
* removal of randomness in the abilities of hirelings and providing them with new auras with an eye to strengthening with rune words (rogues - Fanaticism and Holy Freeze, mercenaries - Meditation, Conviction and Concentration, iron wolves - Holy Fire / Lightning and Redemption, barbarians - Might)

Good karma+1 vote
DARTH---ALEXIEL
DARTH---ALEXIEL - - 23 comments @ BaseMod

"Extended Levels support [255 levels]" - do we need ourselves to write all of them (100-255) in the unpacked Experience.txt? Will this apply to hirelings too, or do they have a separate experience table?

P.S. You were right about the absence of BaseMod.mpq (looks like I didn't install any additional files from the MercMod / TXT folders at all).

P.P.S The author of "MercEquip + Extended Inventory fix" - Thanatos, one of your testers, you can check the details with him.

It is better to delete curler comment thread. I'm sorry for wasted your time!

Good karma+1 vote
DARTH---ALEXIEL
DARTH---ALEXIEL - - 23 comments @ BaseMod

"ExpandedStashCubeInventory&FullEquipMerc;" BaseMod.mpq (668313 b) included in BaseMod1138_2.zip on default, sow i can`t miss him :(

Good karma+1 vote
DARTH---ALEXIEL
DARTH---ALEXIEL - - 23 comments @ BaseMod

Full Merc Equip = 1

BaseMod 1.13.8 = no merc extra slots
BaseMod 1.13.8 + "MercEquip" mod = merc extra slots do not work
BaseMod 1.13.8 + "MercEquip (from BaseMod) fix" = merc extra slots are work

I think when you packed the FullMercEquip files into the mod`s mpq, you thereby lowered their priority in relation to the vanilla files of the game - that's why the unpacked files restore FullMercEquip`s work. Nothing else comes to mind.

Good karma+1 vote
DARTH---ALEXIEL
DARTH---ALEXIEL - - 23 comments @ BaseMod

I am not the author of this fix and I do not edit anything in it (although I understand the modding of Skyrim, Dark Souls, Blade of Darkness).

I mean that the extended equipment of mercenaries in BaseMod 1.13.8 works for me on 1.13C only after installing MercEquip in open form, with external files (in other words, MercEquip packaged in BaseMod 1.13.8 itself for some reason does not work even when activated in the config).

Windows 7 x64 last build, XP SP2 compatibility on, PlugY 14.03 + D2MultiRes 1.02, -direct - txt -3dfx.

Good karma+1 vote
DARTH---ALEXIEL
DARTH---ALEXIEL - - 23 comments @ BaseMod

OK... if possible, publish your version of "MercEquip" separately - for some reason it works for me on 1.13c only after installing the "MercEquip (from BaseMod) + Extended Inventory" fix, I quote information from there:

"The new MercEquip has now become part of BaseMod and without the presence of the latter (+ enabled option in ini) it will not work correctly (it can be installed as a separate mod and the cells will be visible, but nothing can be inserted into them).

At the same time, the old MercEquip works as a standalone mod (due to ItemTypes.txt), but you cannot attach a ring in it and, as it turned out, it will not integrate without an error with Extended Inventory

This means that BaseMod, which includes the new MercEquip and the old MercEquip, must be in either / or mode during installation, you cannot select both.
Extended Inventory mod can be with 2 variants of Inventory.txt file
1.when it is installed solo (the one in the repack now)
2.when it integrates with BaseMod - MercEquip

Without basemod and ItemTypes, I cannot dress things.
Without basemod but with ItemTypes present, I get an Inventory Data corruption error.

BaseMod MercEquip + Old MercEquip = Incompatible
BaseMod MercEquip + Extended Inventory = Compatible (needs logic to select the correct version of Inventory.txt)"

Mega.nz

Good karma+1 vote
DARTH---ALEXIEL
DARTH---ALEXIEL - - 23 comments @ BaseMod

Any news?

Good karma+1 vote