Jump to content

Diablo 2 Mod for Oblivion


SpeedLives

Recommended Posts

as of 9/21/08, i have abandoned this project. please see my final post on page 2 for more.

 

 

alrighty, well im starting something i have wanted to do for a long time. i am attempting to create a Mod that basically makes the game of Diablo 2 using oblivion.

 

I always believed that if blizzard had remade Diablo 2 into a higher quality graphics game (just a straight port) it would be just as awesome as the original...they never did though.

 

so that means its up to me! (and others!)

 

 

In this thread i'll post what i've got done (so people can see what to expect) and what i need help with (so you extra nice and cool people can contribute :P).

 

post # 1: info/status + screenshots

post # 2: what i need help with + notes

 

 

My goal: completely include almost all areas and most NPC's of Diablo 2 into oblivion, in a seperate, huge world:

 

 

-->when starting a new character players will start in my new world, and not even set foot in normal tamriel.

-->leveling will (hopefully) not be based off of raising skills, but instead the traditional method of experience by # of kills.

-->the original Diablo 2 spells and skills will be included (to the best of my ability + possibility)

-->all completely custom monsters and NPC's (at LEAST changed stats, if not re-texed/new models)

-->Diablo 2's system of magic/rare/set item's (hopefully)

-->Original D2's classes

-->HORDES of monsters to fight

-->maybe a tweaked UI to look more D2-ish

-->and anything else that made D2 such a great game (remind me if im forgetting something!)

 

 

what i've got done so far:

-->80% of all the skills i can figure out how to do are mostly done

-->D2 worldspace created; its one HUGE flat plain :D

-->amazon,barbarian,necromancer,paladin, and sorceress classes + races all set up

-->first monsters (fallen, quillbeasts, and zombies) all set up and ready to go; complete with drops + random grouping (and corpsefire!)

-->necromancer skill's icons

-->started creating rogue's encampment

-->more to come!

 

This mod WILL be intended to be used alone, other larger (and popular) mods will almost undoubtedly confilct with mine. but they really wouldn't be needed anyways (and probably wouldn't even do anything besides)

 

if you have any ideas (that i didn't already list) please post them so i try to do them! i dont wanna leave anything out. please limit suggestions to things that were actually part of Diablo 2...not just random stuff you would like to see please.

 

 

screenshots:

 

(original D2 Icons)

 

Link to comment
Share on other sites

most of the help that i need right now is with scripting (unless someone knows how to do heightmap editing).

 

script work:

 

-----skills--------

dodge: get player armor value, add player level to it [ability]

 

valkyrie: create a copy of the player that will fight ONLY enemies, that disappears after an amount of time based on player level [casted spell]

 

Resurrect: Resurrect a dead monster and have it join the players faction, and fight until dead [casted spell]

 

Kill counter: i need some method of tracking kills of different kinds of monsters, which will be used to level up the player. i dont have much of an idea of how to do this...HELP greatly appreciated on this one. PM me or post if you're a genius that can script this.

-->previous work:http://thenexusforums.com/index.php?showtopic=74433

 

-------names-----

i need names of many of diablo's items, such as the magic prefixes and suffixes, and the set names. also all of the types of potions. i don't expect someone to list them all here; if you know where a list can be found online, please inform me! or you can list them here if you're really that 1337...

 

 

-------general-------

i need a script that will enable set effects (add enchantments depending on how many peices of the set player has equipped). i used to know or have a script that did this, but its gone now.

 

i need a way so that when a player casts a spell (such as magic arrow), the player attacks using a custom arrow i have created.

-->what i hope for: The player hits the cast spell key, and shoots a magic/fire/ice/cold/freezing arrow from their bow, casting fireball/frost damage/shock damage really isn't what im going for.

-->what i've got: casting adds an amount of the arrow to the players inventory

 

when players health hits 0 hp, DO NOT bring up edit/load menu; instead respawn player in town. (im not sure if this is possible). i suppose it might be more possible when the players health hits 1 hp; that's as good as dead anyways.

 

Anyone that helps will recieve HUGE credit and endless thanks!

Link to comment
Share on other sites

Hey there, posted in your last thread and noticed you're looking for a ressurection spell.

 

Mannimarco's staff has resurrection to it, but I don't know if it's timed or not, but you could check that out and see if it has a timer or not (if it does you could just set the time to REALLY long) and that should work for you. All you'd have to do if give the player the ability to learn it (turn it into a spell and not just an enchantment, pretty easy to do)

Link to comment
Share on other sites

Hey there, posted in your last thread and noticed you're looking for a ressurection spell.

 

Mannimarco's staff has resurrection to it, but I don't know if it's timed or not, but you could check that out and see if it has a timer or not (if it does you could just set the time to REALLY long) and that should work for you. All you'd have to do if give the player the ability to learn it (turn it into a spell and not just an enchantment, pretty easy to do)

 

cool, that will be 1 down if it works properly. dont see why it shouldn't :thumbsup:

 

regarding the timers and such, i think theres a way to permanently revive the NPC (other then through the console command)

Link to comment
Share on other sites

Reanimate and resurrection scripts/spells are a known cause for CTD's, you should probably be a little cautious about using them if it's absolutely necessary. Also the dodge feature, it's already implemented with high enough block & acrobatics skill, I think it would be better left that way so the player won't have an additional way of negating the enemy attacks than the ways already supplied in vanilla.

 

The 'valkyrie'; You might want to check for the scripts of doppelganger in SI.[spoiler WARNING-->

(Fought when you're getting the materials for re-creating the gatekeeper. It's a complete shadow replica of the playable character apart from the weapon it has.)

-->end of spoiler.] You would most likely need to modify the aggression and faction settings of the copy tho, and depending on which way you implements this, you might need to also add SI dependancy. Workaround would be adding an item that teaches the spell and it being directly linked to SI, then editing the actual doppelganger instead of modifying the script and re-distributing it, this way the spell wouldn't be possible to learn/use without having SI, but rest of the mod would work normally.(Implementation of what I said will most likely not be as easy as I may have made it sound.)

Link to comment
Share on other sites

Reanimate and resurrection scripts/spells are a known cause for CTD's, you should probably be a little cautious about using them if it's absolutely necessary. Also the dodge feature, it's already implemented with high enough block & acrobatics skill, I think it would be better left that way so the player won't have an additional way of negating the enemy attacks than the ways already supplied in vanilla.

 

The 'valkyrie'; You might want to check for the scripts of doppelganger in SI.[spoiler WARNING-->

(Fought when you're getting the materials for re-creating the gatekeeper. It's a complete shadow replica of the playable character apart from the weapon it has.)

-->end of spoiler.] You would most likely need to modify the aggression and faction settings of the copy tho, and depending on which way you implements this, you might need to also add SI dependancy. Workaround would be adding an item that teaches the spell and it being directly linked to SI, then editing the actual doppelganger instead of modifying the script and re-distributing it, this way the spell wouldn't be possible to learn/use without having SI, but rest of the mod would work normally.(Implementation of what I said will most likely not be as easy as I may have made it sound.)

 

regarding resurrection: it is a necro skill, so im gonna try it. im trying to get every reasonably possible D2 skill into oblivion. if i keep crashing though, yar it won't be included

 

dodge: dodge is NOT a player action in Diablo...it passively gives you defense in certain situations. thats why i want to increase the players armor.

 

valkyrie: well that was pretty complex...the way im going to distribute skills to the players is like this:

 

players will start with all their class skills...however they will not have the required level to use all of them. some skills are novice, journeymen, etc. so giving the spell to the player is not of any real concern i dont think.

 

as for the actual scripting and stuff, i thought i saw a spell mod (maybe PJ's compendium) that created replica's of whoever it hit. i was hoping to get something like that, only cast on self rather then on target. then again, maybe im just imagining that i saw that spell, it has been quite some time since i really played.

 

something about your post reminded me i need to increase arrow and spell projectile speeds to make them harder (if not impossbile)to dodge. im not trying to overpower spells/bows with this. just in D2, they don't really miss all that often.

 

thanks for the input :thanks:

Link to comment
Share on other sites

Ahh, so you're changing the skill system totally, my bad, however, making the 'dodge' ability balanced will be somewhat hard, unless you give the enemies insane buffs to the damage they deal, since the fact that the player will be able to manually dodge the attacks quite easily, ie. jumping backwards/left or right side at the right time(I'm a freak with timing things right. xD) so the swing/hit will miss.

 

Anyway, now onto the point; You might be able to use some of the scripts from SCA combat mods(just type Duke Patrick in the search panel) to enhance the fighting system, although they pretty much without exception require OBSE to run, some of the things there would most likely help you and some things on the other hand would not, you could try speaking with the author sca about the scripts you'd need and permission to use them. He's generally a nice guy.

 

The projectile speed is easy to increase, just edit the speed on the 'arrow' section, editing the speed of the bows quite often doesn't lead to wanted results, changing the arrow speeds however works perfectly. As for spell speeds, I know at least one mod which does this, only for shock spells tho. Faster Shock Speed When you're adapting this, you'll most likely need to alter the sound files a bit aswell to match the speed of the spell, not sure about the animations however. Instead of increasing the speed, would adding some kind of 'track target' script be possible? May not be as easy to do, but most likely it'd be visually much better looking than a fireball flying at 600m/s

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...