Whatever changes are made to the skills.txt file here make the game crash when opening the Barbarian skill tree. Sword Mastery on items is being listed as "An Evil Force".
I'm not sure what I am doing wrong but I can't get this to load. I've installed a dozen or so mods for D2R and had no issue - although all the others were through D2RMM. I have extracted the mod folder "Necro" to the "mods" folder under my D2R install. I have tried adding the argument in the launcher game settings and also trying it by adding it to my D2R game executable. I'm wondering if there's some conflict with the D2RMM argument. I have tried the following:
-enablerespec -mod D2RMM -txt -mod Necro -txt
-enablerespec -mod Necro -txt -mod D2RMM -txt
-enablerespec -mod D2RMM -mod Necro -txt
-enablerespec -mod D2RMM -Necro -txt
...and probably some others by now.
Here's my install path: G:\Diablo II Resurrected\mods\Necro
Any suggestions on what the heck I’m doing wrong? TIA.
Does anyone know if there is a way to scale the speed increase down to say, half the boosted speed? Is it possible to adjust the speed increase? Where in the files should I look to edit
Just a heads up, the upcoming patch for D2R is going to completely bork most mods, and they plan on modifying Undead Mages and Golems, so this mod will need to be updated.
I don't have access to my files atm, on another computer, but I'll see what I can do from memory...
First, open up pettypes.txt Find the Golem Line. Right now, there should be clay, blood, metal, and fire golems all on this line. Create 3 new rows named bloodgolem, firegolem, and metalgolem, and copy/paste the Golem line in each Then, remove all of the relevant baseicon, mclass, and micon1 info from each line, until they match what golem it is - i.e. the Bloodgolem should only have the baseicon, mclass, and micon1 for the blood golem, etc. So you should have Golem, which summons the clay golem, Bloodgolem which summons the blood golem, fire for fire, metal for metal.
Then open up skills.txt Find the skills for Blood, Fire and Metal golem and change their pettype column (BI) to what you named them in pettypes.txt
Now you can summon 1 of each of the golems, so you can have 4 golems up at a time. Technically, I think you can just change petmax in skills.txt to 4 and summon one of each, but this would also let you summon 4 of any combination of them, but I haven't tested that because that's not how I want to play it.
I've asked on Phrozen Keep, but can't get a solid answer.
I'm trying to set it up so that once your Raise Skeleton skill hits level 20, you can summon a max of 10 skeletons. So basically, you earn a skeleton every other level and cap at 10 once you hit 20, and this isn't raised by +skills.
I have been able to make it so that you start with 1 skeleton, and get a skeleton every other level, but I can't figure out how to cap it. I've tried using the same param lines from the druid's bear which has a max = 1 code, but instead made it max = 10 on the skeleton. Doesn't work. I tested by setting the max skill level to 40, you can summon 11 at level 20 and the number just keeps going up every other level until you hit 40.
So I have the code for starting with 1 skeleton, .5 every level, based on the base skill only, but I can't figure out how to cap it.
I've debated whether to turn off minion collision - what's your experience with it? Is it too OP/does it take challenge out of the game, or is it in line with QoL-type improvements?
Not having collision made the Maggot Lair a complete breeze! And it makes clearing maps much much easier. The one major complaint I've had about summon builds is they are so much slower than most other classes. Now it's much more on par. Still in normal mode, not sure how much it will affect nightmare/hell.
You could probably get away with setting them to 1 / 1 instead of 0 / 0.
Unfortunately, getting stuck seems to just be a matter of life for Diablo 2. With or without collision, and without Teleport, I've lost more Iron Golems than I can count to them randomly getting stuck in the wall, or, even worse, stuck in a completely open map without anything to actually get stuck on. The AI in this game is just complete buggy garbage.
I don't have teleport on my Necro yet, so I can't attest to what happens when you port with them, but without collision, ranged ones like the Mages will just stand in one place in one pile, while the melee based pets will run out and attack things. They aren't stuck there though, they can move.
43 comments
Needs urgent fixing.
Recently, there was 2.5 patch and after that, whenever I play offline, my mecenaries die for no reason and game crahses.
i was wondering if you could update this necro mod for 2.5 patch so that there is no crash happening.
thanks!
-enablerespec -mod D2RMM -txt -mod Necro -txt
-enablerespec -mod Necro -txt -mod D2RMM -txt
-enablerespec -mod D2RMM -mod Necro -txt
-enablerespec -mod D2RMM -Necro -txt
...and probably some others by now.
Here's my install path:
G:\Diablo II Resurrected\mods\Necro
Any suggestions on what the heck I’m doing wrong? TIA.
i wonder did u ever managed to find a solution ?
First, open up pettypes.txt
Find the Golem Line. Right now, there should be clay, blood, metal, and fire golems all on this line.
Create 3 new rows named bloodgolem, firegolem, and metalgolem, and copy/paste the Golem line in each
Then, remove all of the relevant baseicon, mclass, and micon1 info from each line, until they match what golem it is - i.e. the Bloodgolem should only have the baseicon, mclass, and micon1 for the blood golem, etc.
So you should have Golem, which summons the clay golem, Bloodgolem which summons the blood golem, fire for fire, metal for metal.
Then open up skills.txt
Find the skills for Blood, Fire and Metal golem and change their pettype column (BI) to what you named them in pettypes.txt
Now you can summon 1 of each of the golems, so you can have 4 golems up at a time. Technically, I think you can just change petmax in skills.txt to 4 and summon one of each, but this would also let you summon 4 of any combination of them, but I haven't tested that because that's not how I want to play it.
I'm trying to set it up so that once your Raise Skeleton skill hits level 20, you can summon a max of 10 skeletons. So basically, you earn a skeleton every other level and cap at 10 once you hit 20, and this isn't raised by +skills.
I have been able to make it so that you start with 1 skeleton, and get a skeleton every other level, but I can't figure out how to cap it. I've tried using the same param lines from the druid's bear which has a max = 1 code, but instead made it max = 10 on the skeleton. Doesn't work. I tested by setting the max skill level to 40, you can summon 11 at level 20 and the number just keeps going up every other level until you hit 40.
So I have the code for starting with 1 skeleton, .5 every level, based on the base skill only, but I can't figure out how to cap it.
NVM, found it! Oh gods, the days of suffering through the Maggot Lair are over!
Monstats2.txt, the SizeX and SizeY line. Set them both to 0 for, say, pets and hirelings, and they can stack on top of each other!
You could probably get away with setting them to 1 / 1 instead of 0 / 0.