I've trawled around the net and found another web
provider, and started to put the stuff back on the site.
You should now be able to download the mod engine files
and the graphics pack. When I've got access to the rest
of the files, I'll upload them as well (which should be
later today)
4 April 2001
This site has been hosted on free web space for several
months, and today they finally managed to delete the
entire site, why, I have no idea. This page is here just
to say that I will be putting things back up over the
next day or two, but the links on the left hand menu
currently don't work. Please bare with me and everything
should be back to normal soon.
2 April 2001
A new version of the eXtreme mod engine has been released
today. I've found and fixed the problem with the armour
editor, and I've also finished the weapons editor, both
of which I've played with and seem to work. The one thing
I did notice is that specifying a weapon with maximum
damage over 255 doesn't seem to work. I found this out by
setting a gothic bow to 100-500 (instead of 10-50). It
did come out much higher in the game, but not 500, so I
am assuming 255 is the max (not including magical
bonuses). Let me know what your experiments reveal.
Remember, if you want the graphics to show up in either
weapon or armour editor, you need to download the
graphics pack into the same folder as your mod engine
files, which should then create a sub folder called
'images'.
1 April 2001
No, its not an April's fool joke, just another update. I
hope to have the weapons editor up and running in the
next day or two, and WillieBubba mailed me to say that
the armour editor didn't seem to be working. I've checked
it out and there does seem to be something stopping the
changes made in the armour editor, getting into the game.
I'll find out what, and tomorrow, I'll post a new
version. For those interested, here's a sneak preview of
the weapon
editor, it still has a
little work to do but its mostly complete. The
interesting thing about the screen shot is that it shows
that according to blizzard's official website, a gothic
bow does 10-50 damage, but according to the mpq file,
thats the damage for '2 handed', not missile damage. I
think its just another example of blizzards programming
teams getting confused. For those who have been playing
with the mod engine a fair bit, you may have also noticed
some strange things, like a balrog's resist fire goes
down from 100 to 80 when you move up from normal to
nightmare difficulty, then it goes back up again to 100
at hell difficulty. Yet more bugs in the mpq files I
suspect.
26 March 2001
Fixed a small bug in the d2 mod engine which was stopping
monsters appearing if you ticked the 'Monsters appear on
Automap' box. Hopefully they should now appear. I'm also
investigating how to get certain monsters to have a
health bar when they are included in a level (Quill Bears
for example). Thanks to BlackMajikMage for spotting
pointing these two out.
23 March 2001
A day late, but another update to the mod engine. The
armour editor is now in place, and the weapons editor is
nearly there. A couple of things to mention. First, the
download has now been split into two files, the base
files which never change, and the engine files which do.
You only ever need to download the base files once, and
if you've already downloaded a previous version of the
mod engine you'll have them already. The other thing to
mention is that the armour editor (and weapons editor)
can make use of the same graphics pack that was
originally used for my now defunct item manager; download
it from the link on the left and extract it into the same
folder as your mod engine files, you should then get a
sub folder called 'images'.
21 March 2001
Cleared out the old news from the site today, and finally
got round to uploading the remaining official game
patches and no cd patches, so there should be one there
for every Diablo II version.
Later on today I hope to finish the weapon and armour
editors and upload a newer version of the eXtreme mod
engine. I'm also going to split the download into two
files, because its only one file that usually changes
(the D2mod.exe file). The next addition to the mod engine
will probably allowing the edit of all the 'other' items
that fall outside the armour and weapons editors, and
then a skills tweaker. I'm also going to try to massage
the amazon into a fighter/mage class, and if I can get it
to work, I'll post it as a file you can throw into your
overrides folder if you want to use the new class.
19 March 2001
No new updates today, although work continues on the
eXtreme mod engine to incorporate the next set of
features. I'm currently working on item editting, so you
can do things like change names, graphics, and the stats
of items (damage, defense rating etc).
I have also done some experimentation with a skills
modifier. I was really hoping to be able to create a
custom class using all the skills in the game (including
monster skills too) and use one character class as a
base. Unfortunately, whilst you can tweak the existing
skills (turn ice arrow to 'fire bolt' for instance), I
haven't yet been able to replace it with say zeal. I got
some of it working, but there's obviously something I'm
missing which I suspect is coded into the game dlls, and
unless I do some serious code hacking, it means its not
something I can do via the mpq files. I may still
implement a skill 'tweaking' page to the eXtreme mod
engine, which will let you do things like alter the mana
cost, level requirement, prerequisite skills, damage etc,
but not fundamentally change what the skill does. In any
event I've got to finish the item editting part first :)
17 March 2001
A couple of additions to the mod engine today. If you
select a monster in the locations box, it will
automatically set the spawned flag for you in the monster
editor so you don't have to remember to do it. I've also
implemented an overrides folder which will allow you to
update the game with files modified by other mod
makers. Here are two mod parts that were taken from
www.phrozenkeep.com which I've modified slightly to work with
the eXtreme mod engine. To use them, just extract the zip
files into your overrides sub-folder of your eXtreme mod
engine folder. The first is a mod
that increases your cube, stash and inventory size and
gives you a couple of stones of jordan (at least it did
to the character I tested it on), and the second stops XP loss on death at higher difficulty
levels.
Download the latest eXtreme mod engine from the link on
the left.
17 March 2001
Yet again my web host has lost the last upload of the
eXtreme mod engine file, but I've uploaded it again, so
apologies for those who tried to get it yesterday. Its a
very slightly older version than that posted yesterday,
but the difference is minimal. Remember that when you add
a monster to an area using the locations button, to check
that monsters 'spawned' value in the monster editor. If
it isn't 1, I don't think it will appear. I also haven't
tried adding boss monsters (Andariel, Duriel etc) to the
locations boss list . I have got them to appear by adding
them to the regular monsters list, but there is a slight
side effect in that they don't get the red health bar
above their heads; otherwise they work fine.
16 March 2001
Having played around with the eXtreme mod engine for a
while, I thought I'd post up some screen shots of the
kinds of things you can now do with it :) This first one shows my Valkyrie in the middle of a
group of Quill bear, which never make an appearance in
the original game. There is also the boss mephisto, and
even more of him off screen, firing lightning at me. Oh
yeah, and I throw in a claw viper for good measure too!
The second and third screen
shots show another unused monster, this time the RatMan
Shaman and the Undead RatMan. Interestingly enough, the
ordinary Ratman does make an appearance in Act 3.
One last thing to mention. Because you have to set the
spawned flag in the monster editor to 1 if you want
monsters to show up, I'm going to make the monster area
selection do this automatically whenever you insert a
particular monster into a location. It saves you having
to remember to check this flag in the monster editor.
If you have some nice screen shots of patches made using
the eXtreme mod engine, post me a link, and if they are
good enough, I'll include them here!
16 March 2001
More updates to the eXtreme engine today. Some of you may
have noticed that if you add bosses or certain other
monsters to the list of monsters to appear in an area,
they didn't show up, this is because each monster also
has a 'spawned' flag which determines whether it can
appear randomly or not. The good news is that this field,
along with the most common monster stats, can now be
editted in the new monster editor. Download the latest
eXtreme mod engine from the link on the left and start
editting those monsters. I've also tweaked the monster
list to remove monsters that are set as 'dummy' or
'unused' because there are no graphics available for
these, and if you try to add these to your game it would
crash.
14 March 2001
I've uploaded another version of the eXtreme mod engine
because (yet again), the last upload got corrupted. The
good news is that this version has a new page which
allows you to edit the monster locations so that you can
make any monster appear in anywhere in the game. (Hell
Bovines in Act1 anyone?)
13 March 2001
The updated mod engine has now been uploaded, so you can
now tweak the number of monsters that appear. My next
task is to enable you to fight against monsters that
aren't currently used in the game, and also let you set
where monsters appear (Balrogs in the cold plains for
instance). Watch this space :)
12 March 2001
Apologies for those who have tried to download the
eXtreme mod engine today. I made some updates and
uploaded it again, only to find it hadn't uploaded, so
I've put the original back up for you, and when I get
access to the updated files again (on a different PC),
I'll upload those (tomorrow). The updated engine now also
allows you to change the size of the monster groups, so
you can have a large numbers on screen at once. Download
the new engine tomorrow which will have that update, and
fix a minor bug with the blocking code.
10 March 2001
Attention all mod makers. I'm keen to start developing
the mod engine to allow users to alter pretty much
anything they like, and I would like your input. If
you've created a traditional mod that you think has come
cool features, and would like them included in the next
eXtreme mod engine release, email me at [email protected] The advantage of using the mod engine is
that users will be able to customize their mod as they
see fit. Any developers whose work is included in the
eXtreme mod engine will be naturally creditted in the
about box of the application.
8 March 2001
Finally got some more time to update the site. Firstly a
couple of things. For those who don't know, the patches
for 1.04 seem to work fine with 1.05, so if you haven't
found a 1.05 no cd patch yet, use the 1.04 ones off this
site!
The big news is that I've now finished work on my first
mod. Its more of a mod engine that a true mod, because it
alters your diablo II files on the fly. It allows you to
modify various characteristics of the normal single
player game to simulate the increased difficulty found in
large multiplayer games. The beauty of the mod engine is
that unlike traditional mods which you can't modify, if
you don't like the settings you've made, simply re-run
the software and change them.
Download my eXtreme Diablo II modifier here or from the link on the left.
16 January 2001
Well, it seems the gamecopyworld cracks DO work, at least
with Windows 98. For some reason they don't with NT 4.
Now I've been able to test it, I've posted a copy which
you can get from the link on the left. There are two, one
for 1.04C which I haven't tested, and one for the regular
1.04B patch.
After some deliberation, I've decided not to implement
another item manager, this means that it will only work
for Diablo 2, versions 1.00 - 1.03. The reason I've
decided not to do any further development is because I
came across a rather excellent editor written by a coder
called Jamella. You can check out his editor, which works
with 1.04 right here. Whilst there are still some bugs in it,
there are fairly minor. There are improvements I could
make to the user interface, which I also had planned for
the next item manager, but I really can't devote the time
to it. All that said, I will be sending Jamella an email
to see if he's willing to cooperate on a joint project.
So what am I going to do in the meantime ? Well I am
still very much active with Diablo 2, and am currently
getting my hands dirty writing mods. What I want to try
and do is re-map one of the acts, to make it completely
new. If I can do it, then I'll start on the rest. The
idea is that the items and characters won't change, which
means you can use them in regular games with no side
effects.
9 January 2001
I tracked down a couple of no cd patches for v1.04 from www.gamecopyworld.com but they didn't work. Whether its because I
was testing them using Windows NT 4.0 and not Windows
9x/ME I'm not sure. This lead me to try an alternative
method using a program called daemon tools, which you can
download from the link on the left. This basically allows
you to either play with a copied CD, or, make a disc
image of the play CD and use that as a virtual CD rom.
Daemon tools reads a wide variety of disc images,
including those generated by cdrwin, which again, you can
download from the link on the left. Some of you may need
to download aspi drivers for cdrwin to work properly but
they are easily found on the net (I didn't post a link
because the aspi drivers you need depends on your
operating system). When I have some more time, I'll post
up a step by step guide for those who can't work it out
from the daemon tools documentation.
4 January 2001
Work on the new item manager goes ahead well. Most of the
item fields for the two new item formats have been
discovered, and its just a case of getting time to code
the changes. I've also thought I'd found a no cd patch
for version 1.04; it was originally written for v1.03 but
reportedly worked for v1.04 too, although I've tried it
and unfortunately it doesn't.
I'm looking at ways of converting all the items in the
old 27 byte format to the new 15 or 31 record length. If
I can work out how its done I'll post up a utility to let
you alter your item files, and also make sure the item
manager reads the old format too.
1 January 2001
Whilst recovering from the christmas break, I've finally
found a few minutes to update the site and post up a
little news regarding the new 1.04 patch that came out a
short while ago.
I've received a large number of emails saying that the
item manager no longer works with Diablo 2, version 1.04,
and after a little poking around the save game files I
can see why. In short, the item record format inside the
save games has changed; from a standard 27 byte record to
either 15 or 31 bytes, which means I need to work out a
few fields all over again. Rest assured that a new
version of the item manager will be out, and will handle
the new patch, I'm just going to have to drag myself away
from Baldurs Gate II for a few hours...
Overall, the reaction to the v1.04
patch seems fairly positive, although there are some
glaring bugs that have been introduced
as a result of the patch. Most of you will have
encountered the durability problem, or if you haven't
yet, you will soon. If you aren't sure what its all
about, you can check out the latest reactions on the
alt.games.diablo newsgroup.
I've uploaded the 1.04B patch if
you haven't got it already, and I'll keep my eyes out for
the no-cd patch when it appears.
Check back in the next week or so
and I'll try to have a version of the item manager ready
for you. Oh, I've also found out why some of you get the
'file is already in use' message, when its not, and that
will also be cured.