Debugged it a bit: after the fix, the recipes look correct and it's working with Gheed's but not Torch or Annihilus.
The issue seems to be because Annihilus and Torch have the "lvl" column in "uniqueitems.txt" set to "110", which means that the monster/area/shopkeeper/etc... must be at least level 110 before the item can drop (because they have unique ways in which they are dropped - like quest items). This seems to be preventing the Horadric Cube recipe from being able to generate these items unless the character is at least level 110 (impossible of course).
This change for annihlus seems to make it drop from other bosses. That or the increase droprate mod does it. I got an annihilus form andrea just now :/
I remember in a previous version of this mod, there was a way to remove your runes from a socketed item to keep rerolling it. Is this still possible? Or is there a way to simply make a runeword and then keep rerolling it?
All versions of this mod are available for download in the Files section. IIRC, if you use the reforging recipe, all of your socketed gems + runes will disappear anyway, since the item is being re-generated (even number of sockets will not be preserved). I am unsure off the top of my head if it's possible to create a cube recipe that will continuously re-roll a runeword item without removing the runeword.
I think there might still be a bug with rerolling Rainbow Facets: other rerolls work fine, but rerolling a Rainbow Facet always results in the resulting jewel being a random rare jewel instead of a rerolled Rainbow Facet.
I tried separately toggling the unique duplication, unique item level cap and other settings, and tried on characters with no other rainbow facets in inventory or stash, but the bug persists for me. Anyway, wonderful work on these mods, they're awesome :)
Dear Oleg, please advise how and what to prescribe in your script of this mod, so that the requirements were say not one rune for a reroll or other, but two, three and so on?
Off the top of my head, you probably need something like 'input 2': `${rune},qty=2`, or 'input 2': `${rune},qty=3`, instead of 'input 2': rune, See https://d2mods.info/forum/kb/viewarticle?a=284.
Is it possible to add arrows, bolts, and throwable weapons to be rerolled or relevelled to make it compatible with INFINITE RANGED WEAPONS FOR D2RMM? That mod adds magic/rare/crafted qualities for them.
I'm trying to modify the 'releveling' function to just upgrade an item's ilvl while keeping the original item intact, like sockets & affixes. I'd even settle for relevelling an item to 99 and rerolling it (as if a new one was dropped at the higher ilvl). But none of the tweaks I've tried work so far, any pointers?
I thought maybe changing the output to match the rerolling function (output: `useitem${ethereal === 'eth' ? ',eth' : ''},reg` ) while having the lvl passed in as well might do it but no luck.
To clarify, you are trying to remove this restriction:
Warning: this will reroll the item, so the number of sockets or the affixes on the item will not be preserved.
From the releveling functionality?
I can't help with that as I couldn't figure it out myself - there did not seem to be a way to do so as the "ilvl" column does not seem to be able to work with "useitem". That's why this restriction exists in the mod in the first place.
Yeah sorry, was a little unclear. That's basically all I was after - just keep the same item and do nothing but up it's level. Interesting to know though. Maybe I'll keep playing around a bit that that is weird that 'useitem' and 'ilvl' won't play nice. I def appreciate the background info though!
"There are also options to make the recipes free (the rune is not consumed) that can be useful for experimenting in a sandbox setting." - So I wanted to use free reforging, I am puting white item into the cube but nothing happens. How exactly this is supposed to work?
Can you change the relevel setting from set level 24/40/99 to adjustable the desired item level we want? I want to craft some items at their desired item level
I just can't get this mod (and Socket Punching) to work for whatever reason.
https://i.imgur.com/UCeAYWa.png
I have gathered a number of useful rare/magic bases but the recipes just don't work. Tried reinstalling the mod, tried changing the rune, tried toggling free forging, etc. I am using D2RMM and have other mods installed in the same list that do seem to be working, but this one just isn't.
If you share what "cubemain.txt" looks like in your "<Diablo II Resurrected>/mods/D2RMM/data/global/excel/" directory, it's possible to know of the recipes are being generated correctly or not.
The only thing I can think of off the top of my head is making sure your character is high level enough. Generally, a D2 recipe acting on an item won't work unless your character is at least the same level as the item.
Thanks for the reply. I found the issue. I had installed the Rune Easy Upgrade and Rune Downgrade mods by Jobus and somehow that had wiped out the changes in cubemain. When I removed all of the cube-related mods and then carefully reinstalled them while checking the file, the recipes were all finally added properly.
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I've tried adding torches by myself but ended up with blue large charm and after a few tries with white torch without mods
After placing low assa torch and rerolling with um I've got blue large charm +2 str. Maybe I'm doing something wrong or it's not working
The issue seems to be because Annihilus and Torch have the "lvl" column in "uniqueitems.txt" set to "110", which means that the monster/area/shopkeeper/etc... must be at least level 110 before the item can drop (because they have unique ways in which they are dropped - like quest items). This seems to be preventing the Horadric Cube recipe from being able to generate these items unless the character is at least level 110 (impossible of course).
I am unsure if there would be any side-effects from setting the "lvl" column to something lower (e.g. matching the "lvl req" column). I've added an optional setting to the mod that makes this change (https://github.com/olegbl/d2rmm.mods/commit/961694809de637adeab846173d378a29ff08467a) in version 1.3.
Thank you for your great work!
I tried separately toggling the unique duplication, unique item level cap and other settings, and tried on characters with no other rainbow facets in inventory or stash, but the bug persists for me. Anyway, wonderful work on these mods, they're awesome :)
'input 2': `${rune},qty=2`,
or'input 2': `${rune},qty=3`,
instead of'input 2': rune,
See https://d2mods.info/forum/kb/viewarticle?a=284.I thought maybe changing the output to match the rerolling function (output: `useitem${ethereal === 'eth' ? ',eth' : ''},reg` ) while having the lvl passed in as well might do it but no luck.
I can't help with that as I couldn't figure it out myself - there did not seem to be a way to do so as the "ilvl" column does not seem to be able to work with "useitem". That's why this restriction exists in the mod in the first place.
I def appreciate the background info though!
https://i.imgur.com/UCeAYWa.png
I have gathered a number of useful rare/magic bases but the recipes just don't work. Tried reinstalling the mod, tried changing the rune, tried toggling free forging, etc. I am using D2RMM and have other mods installed in the same list that do seem to be working, but this one just isn't.
What am I doing wrong here?
The only thing I can think of off the top of my head is making sure your character is high level enough. Generally, a D2 recipe acting on an item won't work unless your character is at least the same level as the item.
had wiped out the changes in cubemain. When I removed all of the cube-related mods and then carefully reinstalled them while checking the
file, the recipes were all finally added properly.