-
Posts
33 -
Joined
-
Last visited
MilesTeg81's Achievements
-
diablo2resurrected [REQUEST] Mod Creation Guide
MilesTeg81 replied to realmichaelmaus's topic in Mod Ideas
This tutorial-vid shows you step-by-step how you can mod D2R:- 3 replies
-
- mods
- mod creation
-
(and 1 more)
Tagged with:
-
diablo2resurrected Running multiple nods
MilesTeg81 replied to Masumaka's topic in Mod Troubleshooting
you can extract mpq with MPQ Editor. * Then use this tutorial: This way you can simply drop everything in one folder. The savefiles are probably just in a new subfolder created by the mod somewhere at %USERPROFILE%\Saved Games\Diablo II Resurrected\mods\ Also see https://forums.nexusmods.com/index.php?/topic/10617008-zander-mod-not-showing-saved-characters/ https://forums.nexusmods.com/index.php?/topic/10569598-quick-combine-and-play-mods/ *Ladik's MPQ Editor: http://www.zezula.net/en/mpq/download.html -
diablo2resurrected Zander mod not showing saved characters
MilesTeg81 replied to Masumaka's topic in Mod Troubleshooting
glad I could help :) -
diablo2resurrected Zander mod not showing saved characters
MilesTeg81 replied to Masumaka's topic in Mod Troubleshooting
Savegame files are stored at %USERPROFILE%\Saved Games\Diablo II Resurrected The mod probably created a subfolder - you can simply copy/move your saves :) -
diablo2resurrected Changing base text colors in modern graphics mode?
MilesTeg81 replied to pragmasaurus9's topic in Mod Ideas
see https://www.d2rmodding.com/ guide "edit/color item names and other strings" for individual items. Groups of items are managed in C:\Diablo II Resurrected\Data\global\ui\layouts\_profilehd.json under TooltipStyle: "TooltipStyle": { "fontStyle": { "fontColor": "$FontColorWhite", "pointSize": "$TooltipFontSize", "alignment": { "h": "center", "v": "center" }, "options": { "pipeCharacterBehavior": "handle", "newlineHandling": "reversed" }, }, "padding": [ 20, 12, 20, 12 ], "inGameTargetPadding": [ 7, 1, 7, 1 ], "drawBorder": false, "centeredOnAnchor": true, "hp": 0, "backgroundColor": [ 0, 0, 0, 0.75 ], // This color is used for in-game tooltip label backgrounds "inGameBackgroundColor": [ 0, 0, 0, 0.6 ], // This color is used for the show items selected label background "inGameShowItemsSelectedBackgroundColor": [ 0, 0.25, 0.5, 1.0 ], "substringColor": "$FontColorLightGray", "healthColor": [ 0.31, 0, 0, 1.0 ], "borderColor": "$TooltipBorderColor", "DefaultColor": "$FontColorWhite", "QuestColor": "$FontColorGoldYellow", "RareColor": "$FontColorYellow", "CraftedColor": "$FontColorOrange", "TemperedColor": "$FontColorDarkGreen", "MagicColor": "$FontColorBlue", "SetColor": "$FontColorGreen", "UniqueColor": "$FontColorGoldYellow", "SocketedColor": "$FontColorGrey", "EtherealColor": "$FontColorGrey", "HealthPotionColor": "$FontColorWhite", "ManaPotionColor": "$FontColorWhite", "RejuvPotionColor": "$FontColorWhite", "GoldColor": "$FontColorWhite", "RuneColor": "$FontColorOrange", "EventItemsColor": "$FontColorOrange", }, Have fun :D -
diablo2resurrected [REQUEST] Mod Creation Guide
MilesTeg81 replied to realmichaelmaus's topic in Mod Ideas
https://d2mods.info/forum/viewforum.php?f=217 this is a good starting point. But without some experience (especially in D2 classic) modding D2R will be difficult. Guides for D2R are still in work afaik. edit: https://www.d2rmodding.com/ now has a nice collection of tutorials.- 3 replies
-
- mods
- mod creation
-
(and 1 more)
Tagged with:
-
Hi everyone! Such a great game! But I was completely lost when I first dipped into the .pak files… here is a small tutorial for everyone else who’s interested in modding textures and images: https://wiki.nexusmods.com/index.php/Textures_and_Images
-
IMHO it would be a blessing to get a well tested pack of the most essential mods together. I always look back at my modded Baldurs Gate where you can get this incredible tool that let's you download and install the most stable mods (50+) in a few simple steps! While not that flexible, you at least got a rockstable game with an incredible amount of mods. Oblivion and Skyrim is modding hell compared to that....
-
maybe some less gamebreaking solution: * make essential NPCs nonessential after all related quests are finished * make all essential NPCs nonessential that are not necessary to complete a complex questchain (optional sidequests) * is it possible to make essential NPCs only killable by the player?
-
Hi Detectives! I'm a old diablo fan and would love to have a better loot system for skyrim. Something like prefixes and suffixes for generic magic weapons - resulting in items having more than one effect. So I'm not looking for a "adds 20 new weapons" mod! Instead it should extend the generic magic items with 10000+ more variants Info generic magic weapons: http://www.uesp.net/wiki/Skyrim:Generic_Magic_Weapons
-
A dungeon maze that gets deeper and deeper - best with no way to go back - sounds interesting.... Maybe you could even add some merchants, shrines etc. A labyrinth where your main objective is to escape alive. Perhaps soften the pure dungeon crawl with some books and side quest. It could be a (under)world of it's own -reminds me of planescapes maze!
-
Skyrim's Creation Engine Map Size Limit
MilesTeg81 replied to nekineznanec's topic in Skyrim's Skyrim LE
There seem to be some serious bugs with anything beyond 128x128 playable area cells. The beyond skyrim is currently struggling with their combined tamriel map because of this :-( -
lol, great idea! some golden Daleks would actually fit quite well visually :biggrin: http://jaypgreene.files.wordpress.com/2010/12/daleks-2.jpg Maybe let them shoot shock damage like the dwemer spiders and let them hover. They have to be extremely strong and need custom sounds (actually, "EXTERMINATE" would be enough, right? :wink: )
- 13 replies
-
- doctor who
- dwemer
-
(and 6 more)
Tagged with:
-
Mhmm.... Better Whiterun and Better Winterhold look very nice! Didn't knew there is another one (and active!) beside 7Ks. I'm just downloading - can't wait to try it :biggrin: Now some nice trivia about Solitude from Wikia : - According to The Wolf Queen, Book 8, there was(?) a mages guild in Solitude by 3E 131 - Book 4 mentions a "Moon and Nausea" tavern. But that might better fit in the docks district. Also there is a mod that adds a public bathhouse: http://skyrim.nexusmods.com/mods/18811 I'd love to see a more citylike version of Solitude! So if I understand it right your mod tries to add enterable house while "Real Cities-Solitude" is more about the the looks, adding placeholder buildings to change the vista? Am I the only one that gets confused by all those city enhancement mods (especially whiterun) :confused:
-
I want great immersion. And for that realism is very important. Of course it's ok to have some pretty looking actors but more of a natural, believable beauty - NO hentai / botox whatever pimped up stuff... Also you can't appreciate light without darkness. So imho there needs to be more variety ingame. Some with ugly scars, disguised because of diseases, crippled etc. It's always this hollywood-look everywhere.... just so uninspiring and lifeless :rolleyes: You know what I mean: :biggrin: