Diablo II: Resurrected
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olegbl

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42 comments

  1. puntja
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    which setting is better for superchests? /players 8 or /players 0?
  2. suzukis
    suzukis
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    I only need 3 Countess Runes.
    Conflicts with this mod. After installation, additional enemies disappeared. I got very lonely
    https://www.nexusmods.com/diablo2resurrected/mods/288?tab=description
    https://www.nexusmods.com/diablo2resurrected/mods/184?tab=files
  3. pll644
    pll644
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    Is there a problem with using 'Increase Droprate' mode together?
    Fix countess is not working. (Only these two are in use.)
  4. waser0
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    Hi. Thank you for your hard works. Just wondering if I set to 'players 1' in D2RMM and set to 'players 8' in game, what am I playing? What is actually stronger command to control the game? Is it going to be like...drop rate as 1 player but difficulty as 8 players? or drop rate will also change to players 8?

    for example, so, if I set 'players 4' in d2rmm, is it going to be drop rate as 4 players, no matter I change number of players in the game?

    and can you please tell me how to disable this funtion? to be honest, it is great but i just need 'Fix Countess' lol.

    1. olegbl
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      /players 1 in the mod is the same as not having the mod installed.

      The /players command in game will work as normal. If your mod is set to /players 4, then the base chance for you to get drops is the same as if your game had /players 4. If you game also has /players 4, that further increases the drop chance.

      If the mod has /players 0, then the nodrop is already as low as possible (0), so the in-game /players command will have no further effect on drop rates.
    2. Azwraiths
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      If i understand correctly, the Drop Chance are accumulative. So if i set /player 5 in the mod and /player 3 in the game

      The Drop Chance will be at /player 8 and monster difficulty will be at /player 3?
    3. olegbl
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      That's sort of true.

      There are two caveats:

      1. D2 only affects drop rates at odd numbers of players (/players 1/3/5/7/etc...). The mod follows this behavior as well (unless you use a floating point number such as /players 4.5 in which case the mod would use a smoother interpolation than vanilla D2).

      2. Applying the /players modification to NoDrop rate twice isn't quite the same thing as applying it once with a higher value. /players 3 + /players 3 is not quite the same thing as /players 6.

      The math is pretty complex (you can check out the "treasureclassex.txt" section of this article for more details), so there's no easy way to understand it, but applying /players twice with half the value is more effective than applying it once.

      For example, if there is a treasure class with total drop values of 100, and NoDrop value of 100 (so, 50% of the time, nothing drops), then:
      /players 1 gives you NoDrop = 100
      /players 3 gives you NoDrop = 33
      /players 5 gives you NoDrop = 14
      /players 7 gives you NoDrop = 6
      /players 3 + /players 3 gives you NoDrop = 6 (more than /players 5)
      /players 3 + /players 5 gives you NoDrop = 1 (more than /players 7)
  5. pulsereaction
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    This is a great mod.

    Heads up for single player terrorzones: in TZs, champions and uniques have an additional drop, which is the Sunder Charms treasure class. If the configuration for this mod is 0, every single champion/unique/elite monster will drop a sunder charm, since that treasure class has 23000+ weight for noDrop, and 300 for the charms. Source: https://reddit.com/r/diablo2/comments/11339ll/sunder_charms_drop_rates_for_single_player_and/
    1. puntja
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      I can confirm that.. every unique drops a sunder which is kinda annoying :-\
    2. olegbl
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      Added an option to allow customizing /players specifically for Sunder Charms in v1.3.
  6. Archangel7x
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    Hello, thanks for the fantastic mod! Is there a way to reduce or tweak the amount of potions that drop in higher /players configurations? Thanks.
    1. olegbl
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      There's nothing built-in for that in this mod. You'd probably need a mod that would modify "treasureclassex.txt" to add some NoDrop chances to the various Potion related treasure classes.

      Maybe something like this:
      const treasureclassexFilename = 'global\\excel\\treasureclassex.txt';
      const treasureclassex = D2RMM.readTsv(treasureclassexFilename);
      treasureclassex.rows.forEach((row) => {
        const treasureClass = row['Treasure Class'];
        if (treasureClass.includes('Potion')) {
      row.NoDrop = 10;
        }
      });
      D2RMM.writeTsv(treasureclassexFilename, treasureclassex);
    2. Archangel7x
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      Awesome thanks for the info.
  7. krokyk
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    First thing I'd like to say is that the mod is perfect, as are others done by you and I'm really enjoying my time spent in Diablo, again after 20 years :)

    With the newest D2R update, the Countess does not drop any runes if the Forgotten Tower is terrorized. Otherwise it works as before the patch. Do you think you can have a look at that?

    Thanks, even if you do not :)
  8. rodripaco90
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    Is there any way to implement the Countess fix ( so she drops 3 runes )  , and avoid getting endless drops everywhere else?
    1. olegbl
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      You could replace https://github.com/olegbl/d2rmm.mods/blob/main/GuaranteedDrops/mod.js#L6 with the same contents as https://github.com/olegbl/d2rmm.mods/blob/main/GuaranteedDrops/mod.js#L34-L38 in your local downloaded copy of the mod. That will make the mod only apply to the Countess' drops.
  9. puntja
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    what is better regarding more drops/higher drop chance? players 8 or players 0?
    1. olegbl
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      See the tooltip in the mod manager.

      /players 1 = vanilla
      /players 8 = similar to vanilla /players 8, which is much higher than /players 1
      /players 0.5 = reduced drop chance from vanilla
      /players 0 = /players infinity - basically, there is no longer a chance that an item doesn't drop if it could
    2. puntja
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      thx for the reply. I've read the tooltip, but I am still quite confused

      for example high runes have a higher chance to drop on players 8. especially from chest and superchest. 

      so should I set it to player 8 or player 0 if I wanted the best drop chances for rare items? 
  10. gnaghi32
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    Hello,

    Is it possible to use this mod to decrease overall drops ? I play with 10x mobs and I get screens full of drops, I`d love to be able to decrease the amount of drops by a factor of 4-10, since my screen fills up pretty fast with items.
    1. olegbl
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      Hmm, try setting "players" to a value between 0 and 1 (you'll need the latest version of D2RMM to do so). e.g.:

      This will increase nodrop chances for any treasure class that has a non-zero nodrop chance.?
      The result should be that fewer items drop overall.
    2. gnaghi32
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      Now testing it with 0.2, but I`m not seeing any reduction in drops, going to try with 0.1 again.

      It seems I had the option difficulty from gameplay settings set to 8, gonna move it back to 1 to see if there's any difference with or without this mod.
    3. olegbl
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      Try version 1.2 as well. I realized that the calculation was a bit off for treasure classes with NoDrop > 100 - the new version fixes that. Note though that there are lots of treasure classes in the game with NoDrop = 0 which will not be affected by this mod.
    4. gnaghi32
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      Weirdly, now after deleting my .txt files, and letting d2rmm recreate them, it works correctly, i still get tons of gold, but i don`t think there's anything that can fix that.