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qd0t

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qd0t

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Stackit - by qd0t

What does it do that diddy didn't do?

Makes the gems and runes stackable, indirectly but stackable!
Its fully functional without any weird behavior!

Gem max stack=30, Rune max stack=10, Key max stack=50
Auto-stack on pickup is ON! Yeah baby!

How does it happen?

For each gem and rune there is a new inactive (dummy) alternative item added that is stackable, it is not socketable, and gem shrines will not upgrade these.
For gem shrine to work, you will have to have the vanilla 'charged/socketable' gem in your inventory to work.
If you care enough about gem shrines you can carry an active/charged/socketable gem you want to upgrade with the shrine, or stop before hitting a shrine,
use the cube on the inactive gem, etc, you get it. If not you will always get a chipped gem from a shrine.

The vanilla gems and runes are not touched function-wise, some had their hd inventory graphics changed to represent them being 'activated/charged' by the cube,
but other than that there is nothing changed so all rune words, socket effects etc work just fine!

The vanilla activated(socketable) gems/runes no longer drop, only their inactive counterparts that will auto stack in your inventory on pickup.
You might still encounter a vanilla gem drop that has been hard coded in, like in shrines.
After you have a stack of lets say 7 Lem runes, you put them in a cube and transmute them into stack of 6 + stack of 1 (single inactive),
then you ctr+click the stack of 6, transmute again and you have a charged socketable Lem rune. If you want to deactivate it, just click the transmute again.
Yes, you can finally unstack your keys as well!

This means that for a new character, the gems and runes will not be usable till you get the cube in act 2! So its best to use the mod after that.

Why this way?
If you would make the runes and gems simply stack you will run into problems with socketing them. Socketing a quant=1 stack of socketable item
will produce a weird item behavior that on every load will increase the added stats (to a limit). Anyway, we don't want that, at least I don't.

using it with other mods:
If you are using custom loot filter/color mode, please keep in mind that data/local/lng/strings/item-runes.json was altered to make the dummy runes have orange font color.
This mod added a lot of entries to misc.txt and items.json, with codes 1**, so please keep this in mind for any potential conflicts.
The items.json entries are weaved into the vanilla ones in the middle, vanilla runes use new _mod sprites, while the stackable runes use stock sprites.
Also there is over 200, yes 200 new recipes in the cubemain. I could not find any elegant way of doing this that was working without any bugs.

Customizing it:
You can mix and match the sprite files all you want so feel free to do that.
If you want to make maximum stack higher you should also edit the cubemain.txt and add new lines at the bottom.
I advise against using a direct quantity function in the cubemain This result in unstable stacks and even result rolling over
and breaking your stack, making it stuck at quant=511

The dummy items use vanilla strings and 3D models.

How to use:

Extract the chosen archive version to D2R main directory.
Note: the mod is always called “stackit”, the archive name is only to distinguish the versions!

Create a new shortcut for D2R.exe, with these flags added at the end of target field: " -mod stackit -txt"
Usually: "C:\Games\Diablo II Resurrected\D2R.exe" -mod stackit -txt

To change between the artwork, simply extract the other version over the old one overwriting it.

Saves:

Because we are adding new items saves will have a separate directory for this mod, located usually here:
C:\Users\*User_Name*\Saved Games\Diablo II Resurrected\mods\stackit

Using existing save files:
Just copy them into the above mentioned folder.

uninstalling:
remove(convert) all dummy/inactive/stackable items from your stack/inventory, and make sure you don't have key in quantity over 12!
then move the save files from the mod sub dir and remove the mod.
Your saves should work fine!