Modding a mod?

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Just wondering, is it possible (or easy?) to make additions to a mod? For
example, I've been playing the Nez mod for a bit now, and I was wondering
how hard it would be to modifiy it myself to add the new "ladder only"
runewords? Can anyone point me in the right direction?

--
*Jwh101010 sc USWest
 
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On Sun, 6 Feb 2005 15:33:10 -0800, "JH" <no@email> wrote:

> Just wondering, is it possible (or easy?) to make additions to a mod? For
>example, I've been playing the Nez mod for a bit now, and I was wondering
>how hard it would be to modifiy it myself to add the new "ladder only"
>runewords? Can anyone point me in the right direction?

It certainly should be easier than making one yourself. Jabber had a
thread in here last week (? maybe the week before) where he got a lot
of good suggestions on making a mod, but basically the place to start
is
http://phrozenkeep.it-point.com/forum/kb.php?sid=23a0564b6bc6233e44fbba4339249d48
..

ald
"Knowledge is Power"
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ald <103175.3500@compuserve.com> wrote:
> On Sun, 6 Feb 2005 15:33:10 -0800, "JH" <no@email> wrote:
>
>> Just wondering, is it possible (or easy?) to make additions to a
>> mod? For example, I've been playing the Nez mod for a bit now, and
>> I was wondering how hard it would be to modifiy it myself to add the
>> new "ladder only" runewords? Can anyone point me in the right
>> direction?
>
> It certainly should be easier than making one yourself. Jabber had a
> thread in here last week (? maybe the week before) where he got a lot
> of good suggestions on making a mod, but basically the place to start
> is
>
http://phrozenkeep.it-point.com/forum/kb.php?sid=23a0564b6bc6233e44fbba4339249d48
> .

Cool, thanks


--
*Jwh101010 sc USWest
 
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"JH" <no@email> wrote in message news:110da9q5laafr6a@corp.supernews.com...
> Just wondering, is it possible (or easy?) to make additions to a mod? For
> example, I've been playing the Nez mod for a bit now, and I was wondering
> how hard it would be to modifiy it myself to add the new "ladder only"
> runewords? Can anyone point me in the right direction?

This probably isn't what you want to hear, but from what I've read in the
forum, it isn't possible to modify Nezeramontias. Apparently, you'd need
the .txt files the mod author used, and he's never made those public.

RelMark
 
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On Mon, 7 Feb 2005 19:35:53 -0500, in alt.games.diablo "RelMark"
<bsmith77@dreamscape.com> wrote:

>"JH" <no@email> wrote in message news:110da9q5laafr6a@corp.supernews.com...
>> Just wondering, is it possible (or easy?) to make additions to a mod? For
>> example, I've been playing the Nez mod for a bit now, and I was wondering
>> how hard it would be to modifiy it myself to add the new "ladder only"
>> runewords? Can anyone point me in the right direction?
>
>This probably isn't what you want to hear, but from what I've read in the
>forum, it isn't possible to modify Nezeramontias. Apparently, you'd need
>the .txt files the mod author used, and he's never made those public.
>
>RelMark
>

Extracting the txt files from the mpq files is relatively easy, just use
MPQ Viewer.
--

Gaze


"Chalk it up to experience" is a euphemism for "Dang I f**ked up!"
 
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"Gaze" <gaze@abnt.org> wrote in message
news:k1og01hp0n6rcro7ka453332ga4o5kucnu@4ax.com...
> On Mon, 7 Feb 2005 19:35:53 -0500, in alt.games.diablo "RelMark"
> <bsmith77@dreamscape.com> wrote:
>
> >"JH" <no@email> wrote in message news:110da9q5laafr6a@corp.supernews.com...
> >> Just wondering, is it possible (or easy?) to make additions to a mod? For
> >> example, I've been playing the Nez mod for a bit now, and I was wondering
> >> how hard it would be to modifiy it myself to add the new "ladder only"
> >> runewords? Can anyone point me in the right direction?
> >
> >This probably isn't what you want to hear, but from what I've read in the
> >forum, it isn't possible to modify Nezeramontias. Apparently, you'd need
> >the .txt files the mod author used, and he's never made those public.
>
> Extracting the txt files from the mpq files is relatively easy, just use
> MPQ Viewer.

Huh. I know little about modding, so what I read sounded reasonable to me.
Since I didn't see that mentioned, perhaps they weren't as well-informed as
I thought. :)

RelMark
 
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Gaze <gaze@abnt.org> wrote:
> On Mon, 7 Feb 2005 19:35:53 -0500, in alt.games.diablo "RelMark"
> <bsmith77@dreamscape.com> wrote:
>
>> "JH" <no@email> wrote in message
>> news:110da9q5laafr6a@corp.supernews.com...
>>> Just wondering, is it possible (or easy?) to make additions to a
>>> mod? For example, I've been playing the Nez mod for a bit now, and
>>> I was wondering how hard it would be to modifiy it myself to add
>>> the new "ladder only" runewords? Can anyone point me in the right
>>> direction?
>>
>> This probably isn't what you want to hear, but from what I've read
>> in the forum, it isn't possible to modify Nezeramontias.
>> Apparently, you'd need the .txt files the mod author used, and he's
>> never made those public.
>>
>> RelMark
>>
>
> Extracting the txt files from the mpq files is relatively easy, just
> use MPQ Viewer.

Ok, I'm not really sure what txt file would have runwords in it, I found a
runes.bin or rune.bin, what can I edit this with? other mods have a
rune.txt or such that looks complicated but looks like it's where the
runewords are. Nez does not appear to have such a file. Am I out of luck,
or does anyone have a suggestion?


--
*Jwh101010 sc USWest
 
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On Tue, 8 Feb 2005 17:43:16 -0800, in alt.games.diablo "JH" <no@email>
wrote:

>Gaze <gaze@abnt.org> wrote:
>> On Mon, 7 Feb 2005 19:35:53 -0500, in alt.games.diablo "RelMark"
>> <bsmith77@dreamscape.com> wrote:
>>
>>> "JH" <no@email> wrote in message
>>> news:110da9q5laafr6a@corp.supernews.com...
>>>> Just wondering, is it possible (or easy?) to make additions to a
>>>> mod? For example, I've been playing the Nez mod for a bit now, and
>>>> I was wondering how hard it would be to modifiy it myself to add
>>>> the new "ladder only" runewords? Can anyone point me in the right
>>>> direction?
>>>
>>> This probably isn't what you want to hear, but from what I've read
>>> in the forum, it isn't possible to modify Nezeramontias.
>>> Apparently, you'd need the .txt files the mod author used, and he's
>>> never made those public.
>>>
>>> RelMark
>>>
>>
>> Extracting the txt files from the mpq files is relatively easy, just
>> use MPQ Viewer.
>
>Ok, I'm not really sure what txt file would have runwords in it, I found a
>runes.bin or rune.bin, what can I edit this with? other mods have a
>rune.txt or such that looks complicated but looks like it's where the
>runewords are. Nez does not appear to have such a file. Am I out of luck,
>or does anyone have a suggestion?

Nez has both runes.txt and runes.bin in the mpq file. If you're using
MPQViewer as suggested you might check and make sure the filter is set at
either *.* (to see all files) or .txt (to see just the txt files) The files
themselves aren't really all that complicated if you're using a spreadsheet
type utility - one that can handle tab delimited txt files. There's D2Excel
for basic editing of existing items, but if there's a way to add items
using it I haven't found it. (other than editing unused items that are
already there that is - such as the many unsused runewords left in by
Blizz)

This has probably already been recommended earlier in the thread, I don't
recall, but Phrozen Keep has a decent guide for modding D2 "Idiot's Guide
To D2 Mod Making v1.3.pdf" or at least they used to. They also had a
beginners mod making kit with 4 or 5 of the basic tools needed.
--

Gaze


"Chalk it up to experience" is a euphemism for "Dang I f**ked up!"
 

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Gaze <gaze@abnt.org> stared blankly into space for a short while
before writing:
>
> Nez has both runes.txt and runes.bin in the mpq file. If you're
> using MPQViewer as suggested you might check and make sure the
> filter is set at either *.* (to see all files) or .txt (to see just
> the txt files) The files themselves aren't really all that
> complicated if you're using a spreadsheet type utility - one that
> can handle tab delimited txt files. There's D2Excel for basic
> editing of existing items, but if there's a way to add items using
> it I haven't found it.

Select any cell and right-click. Select "Add row". This will add a blank
row at the bottom. You will also have to add info to other files (unless
you are adding a new recipe to cubemain.txt). As stated, the beginner's
guide explains it all.

> (other than editing unused items that are
> already there that is - such as the many unsused runewords left in
> by Blizz)

You need to be careful here... When running, DiabloII only uses the .bin
files. The txt files are the uncompiled files that become .bin files
when DiabloII is launched. D2 will only compile a .txt into a .bin if
there is no .bin present, so modders usually delete the .bin of any .txt
that they have modified before launching D2 (so that it re-compiles the
appropriate .txt into the binary files that it uses when running). The
trap is that with the Nez mod, the author has included the modified
..bins but only the vanilla .txts, and if you modify the .txt and delete
..bin, you will be throwing away all of the authors modifications.

Now, if you understood all of that please explain it to me, 'cause I'm
buggered if I do ;)

Unfortunately, I haven't found a tool capable of editing the .bin files.

--
Doc

Q. What is the difference between Mechanical Engineers and Civil
Engineers?

A. Mechanical Engineers build weapons, Civil Engineers build targets.
 
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On Thu, 10 Feb 2005 01:22:49 +1100, in alt.games.diablo "Doc"
<the.doc.is.in@REMOVETHlSgmail.com> wrote:

>Unfortunately, I haven't found a tool capable of editing the .bin files.

D2Excel *should* work with the bin files as well as the txt files. It's
been awhile since I last used it but IIRC it has buttons to open and save
bin files as well as ones for txt files.

Thanks for the tip on "add row" I wondered what that did, I guess I never
had the bottom portion of an open file up when I tried clicking on it. <g>
--

Gaze


"Chalk it up to experience" is a euphemism for "Dang I f**ked up!"