Diablo II: Resurrected

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Zy-El - New Dawn - Talonrage Resurrected

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About this mod

Good afternoon.
Collected myself a mod. I've always missed the difficulty in D2. So, after a year of playing, I switched to mods.
I stuffed everything I could into this assembly. To keep the game alive. The work is not over yet! Wait for updates))

Permissions and credits
                                                     Update 1.6

A lot of work has been done recently. And that means it's time to announce the good news)) 


I have been working for a long time to return the drop of all items in my locations, so that the drop rate would remain the same low. I managed to do it. Now everything is in place. I also slightly lowered the drop rates. But we are condensing it somewhere else)) This is also a surprise)) 
Due to this news, I decided to completely rebuild the loot filter. Based on all the latest updates to third-party mods, but with its own flavor. It seems to me it turned out beautifully. Returned the original names to the icons. Prefixes and suffixes differ in color. And much more...
And the most important thing. I Reworked the level system of Pandemonium and the last levels of Baal. Now up to 25 variations of different monsters can spawn on these locations. The level of Pandemonium in Hell has been increased to 120. The monsters in these locations are enhanced by another 20-30%. But they have an increased chance of dropping things and the chance of better things. By about 30%.
Runes training have an increased limit of use, for a place 200 increased to 5000.

I am at the stage of finalizing the spelling of the runewords in a good review. Left just a little bit. And I'll start tackling cube recipes.I also plan to touch the baal himself, change his summoning monsters at the throne to reinforced bosses. And get started on the uber location ported from Neza. These are 7 levels of complete hell. And at the end of the 2nd boss boss, Lucifer and Belial.

 
Update 1.5.1


Hands reached the summoners. Thanks to everyone who reported bugs with them.

Let's start with the necromancer. Skeletons now have a maximum of 10, just like the skeletons of mages. With each level +1 to BGN 10. Further, only the build-up of power. The golems remained the same at 3. But now you can summon the second at level 20 of the skill, and the third at level 30. All changes were made to the skill icons. It concerns skeletons, the display was broken. I fixed it.

Druids. Ravens are now a maximum of 5. I did not touch the vines and spirits. Also one at a time. Wolves, 5/3. Bears as well as golems 3 pieces to 30 skill level.

The same with all the summoning skills of other characters. Valkyrie, Dark Master, etc. 3 pieces to level 30.



Update 1.5

Hurray, it happened. Many thanks to user Nifsara. You pointed to a non-worthy line, which is why I found the whole essence of the mistakes made earlier.

I have checked and changed over 3000 lines. Fixed all IDs. Finally, all my runeword names have been earned. Everything is displayed as it should.
Unique items also have correct display. If there are any signs without a normal display. I ask for screenshots in the comments, I will fix it. But everything seems to be very good.

Mercenary skills have been changed. Found a smoother and more normal assembly for our women. It seems to me now what is needed.

Updated all third-party mods that were updated.

Now for those who have completely unpacked the version of the game. Many people report they have problems with my mod. As I did. I got the whole game out. I pulled out three main folders from the data folder of my mod. And moved them to the game directory in similar folders with the replacement of all files. I registered -txt in the shortcut and it worked for me. Everything is displayed as it should. I understand what this method carries. The fact that you will not be able to play other mods on the Internet. Since the main files of the game have been changed. Later, I will rebuild my assembly especially for you. That would be launched as it should. But it will be a little later. So far, only such options.


 
Update 1.4.5

I made a lot of mistakes in the last update. I fixed it all. I returned the splash, Skill requirements and all sorts of little things that I accidentally deleted.



Update 1.4.4

Added everything from the mod https://www.nexusmods.com/diablo2resurrected/mods/87 synergies work as they should.Also, about 100 more unique items from the mod https://www.nexusmods.com/diablo2resurrected/mods/113.
Who's in trouble with the barbarian. They can only be at the very beginning. The floor of the body is not really visible. But as soon as you make a change of weapon, it falls into place. And it never happened again. I do not know what this is connected with, maybe because of the update of Diablo itself. I will keep an eye on this. But so far the solution is this.


  
Update 1.4.3

Dear friends. Thank you very much for testing my mod assembly, finding bugs and letting me know about them. I physically do not have time to check everything. For this, we are very grateful to you.

Summoning monsters has been fixed in this update. I have reduced Vin's call to 1 instead of 3. I see no point in 9 worms. It also affected the spirits. Also 1 for each species. Wolves are now 3 pieces maximum. The top ones were left by 3. I also changed the summoning of skeletons and skeletons of magicians. Everything is as in the standard. Per level +1 to quantity. The same was true for the ravens.
Also a little rebalancing of skills. Took from the mod https://www.nexusmods.com/diablo2resurrected/mods/87.

I also changed a little loot. Reduced the drop of low quality stones by exactly 1.

Also the mod https://www.nexusmods.com/diablo2resurrected/mods/112 came to us. Let there be light on every little thing))


Update 1.4.2

Cut the weight as much as possible.

Guys, while I am doing my own pens the description of rune words and cube recipes. I decided to put everything that I have accumulated here. Maybe temporarily you will help in the game. I try to transfer all the information as quickly as possible into a more descriptive guide with a good description.


 
Update 1.4.1

Small update. Changed the dropout of rings and amulets. Removed white variations from loot. Until I add crafting with them. The item akare +1 was also added to stat points. For big money. Changed the price of rune charms. Money starts to matter.






Update 1.4


Hello everyone. I am not lost. I am currently working on a good runword description. I check them and write a good description in 2 languages. This is a little longer than I expected. But the work is in full swing. 
Aside from the description, I finally fixed the bug with the Barbarian. Now the additional file is not needed. Everything is in fashion.Also thanks a lot to D2R ESP v1.5.3 and their developers for their colored skill icons. They are now also with us.
Also, many minor fixes were made that do not affect the balance of the game.

Well, and most importantly, I finished with the runes. I transferred all working runewords from modo ZyEl here. Now there are words using Jewels. Currently in the game there are 1026 rune words. Good game)
And I continue to work on writing the description of the words and recipes for the cube.

Yes, I am very sorry, but we put on weight. I had to pull out all the textures and meshes of objects and characters.I had problems displaying newly added items.
Later I will try to trim the maximum weight. But so far this is the case.


Update due to departures in Act 5 of Hell.

I fixed everything. Many thanks to trunghieu0210 for discovering this right away. Also fixed the spawn of monsters. It was discovered that monsters in Hell do not have level 100. It has been fixed. In Kashmare, there was a little cap on the level of monsters starting from 45 and ending with 85 level. Normal left it as it is.


Update 1.3

Well then. I've worked a lot on balances this time. And I think I did it. This is the final balance update and little gimmicks. Now I will be engaged in drawing up a good guide for rune words, and cube recipes. Analyze the performance of each recipe. I will be engaged in displaying new rune words. In the meantime, here are the changes:

1. Start by changing your name. I don’t know for what reasons, but it didn’t work for me, although at that time I didn’t change anything in D2R. And it is with the mod. As soon as I changed the mod's hat itself, everything worked. Only TXT files and some textures are changed. So you can safely transfer the saves to a new location and everything should work. Well, at the same time, the mod not only achieved Hardcore for the game itself) but also got the name))

2. I'll start with the tastiest one))) Have you ordered it? Get it and sign up)) I have completely modified the loot filter mod. Now icons are divided into 3 types, like charms. 1, 2, 3, respectively Normal, Kashmar and Hell. I have posted one screenshot that shows this.

3. Balance. I lowered the experience exactly 2 times for all monsters. This was done as a gift to the balance by increasing the number of mobs. It seems to me now it will not be very easy to ruin everything and everything.
The second is that I raised the damage to all monsters by about 30-50%. Bossam by about 20-25%.

4. This is a drop of loot. Yes guys I did it. you can see screenshots. There are only two of them, but it is quite clear how it now falls out. There is enough gear. There are Runes, there are stones, there are all kinds of clothes. The balance seems to me to be just at the right level.

5. I managed to develop a skill leveling system. Now it looks like every 5 skill levels the cost increases by 1. 
For the next update, I will also try to add potions, bars, or something like that. Which will cost a lot of money and give +1 skill and +1 stat. and sold by the akara. Also add the Bossam Kashmare and Hell drop to the raid. So far I have experienced some difficulties with this in adding sprites to new objects. But I will definitely deal with this.

I also updated all the mods that I used in the general assembly. And I added Veng sprites for the bottles)) Looks funny.

I've tested everything. I created all 3 characters. they ran up to 2-3 acts. Realizing how difficult it is to start the game. It is difficult, but not impossible))I also created a sorceress 99 with all the skills and looked at all the difficulties for mobs and loot. Everything is in its place. I'm happy, try it too)

Thank you for playing this and leave your comments and corrections. And now I'm off to work on recipes and words. Expect a good review soon. Good luck with the game))



 
Update 1.2

In this update, the blow went to the balance of the game itself.
1. Increased the mana recovery for all characters.

2. I completely redid all the levels, now there is no such variety of monsters in the first locations. All mobs are in their places, and the number of unique monsters has decreased to x5 per place x40.But now all monsters have exactly 100% more HP. Fallen with 100 hp now have 200 bosses with 10000 hp have 20,000. Damage is not affected. It’s hard enough. Monsters of Hell are now all level 100. Bosses 110. My fifth point began to burn already at the beginning of hell)) But interest in the game increased significantly.

3. Due to this joy, normal loot has returned! Now things in the first act have no more than 10-12 levels. I also hit the loot. Due to difficulties for new players, I returned the HP and Manna banks, keys, poisons, explosions, they will not drop out often, but they will give a good bonus at the start.Things don't fall often. But enough to get dressed and start giving pills)
Drop Boss has returned to standard channels. The Countess now throws runes. Drop loot did not affect runes at all. Slightly reduced the drop of starting stones. The rest remains the same.

For the next update, I plan to rebalance the skill cap. I want to add the Neeramontis system.It looks roughly like this: The first skill costs one skill point, when it reaches five points it will cost two. it's already three by ten. The second skill will immediately cost two invested points, and so on. With this, I plan to add Delicious Potions to Akara that will give +1 Skill point and other + 1 stat point. But to make them at a very crazy price. This is exclusively for the late stages of the game. Thus, complicating the beginning of the game a little, and making the end more interesting. That is to say, more opportunities for development))




Update
Well, I have worked long and painstakingly. I took into account the opinion of everyone who left comments, thank you for testing my assembly!

First of all, I updated all the mods that I used earlier in the assembly.
1. Now an updated helper. When dying, does not lose things.

2.
 Updated the skinny display. now the appearance is what you need.
Etc...

3. I really feel like the mod was very lightweight. Due to the large drop in production. And I decided to turn life into hardcore.
All parameters of monsters at all difficulty levels have been improved by 50%. Watch out, fighter!Removed 150% of rewards for any monsters and bosses. Now it's not so easy to get it. 
I was thinking about how to reduce the number of monsters. But damn it. I love these goblins and zombies to cut off their heads from their shoulders))Therefore, I removed a lot of loot, someone should have 2 times less lags. Who have experienced difficulties before.
The balance of the beginning of the game has also been reworked. Unfortunately for those who have played before, you will have to start over to fully enjoy the game. But this is optional. Your character can safely continue the new version! Since I did not delete anything! but only added!
All stats of 20 for new characters! Previously, it was 30. For a level, they give 10 attributes and 3 skill points instead of 5.
Increased stamina cost! Now you won't run away for a long time! In battle warrior))
A lot of small intros, which, in essence, the game will strain your back point))

4. Completely modified the loot filter. I really liked the Minimalistic pictograms instead of item names mod. But it did not work for me at all, did not allow the game to start. Then I used it partially. Now, I have transferred all possible information from him. And it worked for me.
Now, instead of garbage from mobs, only cute icons.

5. And lastly, the most delicious news. 
I worked on this for a very long time and I succeeded. I have drilled all the things that can be perforated. Belts, rings, charms, boots, gloves.
longxiangkele - Thank you very much. For a long time I could not understand why the runic words stopped working in things. I fixed everything with your example.
All merchants now sell amulets for a small fee. I named them "Runic Amulet". They already have an initial bonus, although it looks like a white amulet! But you can get caught with holes. I added runic words under the amulets.
Well, my work with the Zy-El mod has continued. As I promised, another 200 rune words have arrived. Everything works as it should! 40 of them are intended only for amulets. The rest are scattered over all things. A little later, I will add things to each word where there is only one item. Not to be limited to one thing. 
I will continue to smiles and weed out in the same way. My database contains 8000 words. They are all worked out. But they require attention and time to transfer. Soon there will be words of the type rune + jevil + jevil + rune.
But I still have a problem with displaying the name of the rune word in the game. Although in runa-name.json I add lines with the name of the words. Can not understand. I drip the resource of the game. Perhaps somewhere else there is a .tht file with descriptions. Be sure to inform who will find a solution.
I also wanted to add a charm for 4 cells, like a shield. That she had 4 holes! and I could mine more powerful words. Everything works perfectly! It is functioning. But I didn't want to use any bast textures. Even the Hat or Shield. I can't explain it yet! I will continue to work with this. Or I will find a person who can port by re-encoding them to d2r. to add new charms.

In the meantime, 50 unique items were added, and 50 recipes for the cube. Small but nice things))

Some of them are shown in the screenshots.

I still do not display a part of the barbarian, if I put all the textures from that mod. So whoever has such a problem with my mod. The additional file contains those very unavailable parts. Unpack them into my mod directory in the data folder.

Oh yes, I also changed the drop of the runes and stones at the request. Now they fall stackable. But there are also ordinary slips. But very seldom.

All good games and stay tuned.




So what's in this package of Nonsense?)).
The Talonrage Resurrected mod was taken as a basis.

The Talonrage set currently includes the following content:

New Unique Items - About 1000 New Unique ItemsNew Runewords - About 90 New Runewords
New set items - about 65 new sets
New dice recipes - About 270 new formulas. See the mod's documentation for dice recipes.
New and changed magic prefixes
New and rebalanced magic suffixes
I agree with unique items. There is a whole mountain of them, I did not find runic words in it. 170 words as in the original. Either he meant new ones, then the author meant replacement of old ones. Or didn’t add something. A little later I will show with my example how I added words and what problems I encountered. Cube recipes, prefixes and suffixes are also available.
Then I added content from New Dawn.
NewUI elements (thanks to Bonesy, all credit to him)
New bosses and challenges at the end of the game (all act 1 is ready, acts 2-5 destroyed)
Rebalanced skills and items
1000 new unique items, runewords and sets (thanks to Talonrage, all credit to him)
Rebalanced the cube recipe system, added a lot of new things around (for example, Median_XL)
New socket system (like Median_XL)

And here is another list of mods, the contents of which I used in the modification:

Better SP - Using his example, I made a loot filter.Minimalistic pictograms instead of item names are used icons for the loot filter.
Deals damage
female melee mercenaries - this was the mercenary base. Configuration and behavior are taken from it.
Extended storage (with mercenary outfit)
Improving the quality of life for
single player Black Skin Assassin
D2R ESP - Improved Single Player
Barbarian as Kratos - Failed to change splash damage to melee boymedal. Changed the name in the config to the desired one, became invisible. 2 more textures from the set were not loading properly. The legs were completely absent, and parts of the armor had a gray texture. Although the barbarian was generally naked. Removed these details. Playability has not suffered yet. Kratos Runs and chops))Amazon Retouch
D2R Simple Loot Filter
10X Monsters Ultimate Edition
stackit - Run and Gem.

Then the old school began to drip. And my hands reached Zai-El.The site already has my first port. These are 10,000 levels. Unfortunately, I have not yet found how to get around the 99 level limit. If anyone found it, tell me. Anyway, as soon as my character reaches level 100. When I save and exit. I won't be able to play them anymore. Who will find a solution, I will be very happy. So a chapel of 99 levels will be enough for me for a week.
Therefore, the level is standard. Total 99.

They gave a blow to 200 unique items. This is just the beginning. The sprites and textures are taken from the classic D2R.So far I have added 30 runewords. Together with the classical ones, there are 200 of them. The further task is to bring up to 2000 words.
And then I ran into the second problem. This name of the runewords I added is not displayed. Although rune.txt and item-runes.json went in and added everything correctly. Screenshots can be viewed. Who knows, tell me?
Added 20 new monsters and made them super bosses. Scattered over D2R from act 1 to 5.5 for normal, 5 for nightmare and 10 for hell.

This is just the beginning of my work with the Zy-El mod, I plan to pull out all 1500 unique sets.10,000 unique items.
2000 runes.
1200 new monsters and NPCs.

What else is included in my build:

We start playing with a horadric cube. Have changed assistants. Amazon in act 1.2, assassin in act 3, witch in act 5.They can carry many different weapons with them.
Hardcore just goes off scale. When you leave the city, you will probably die 100 times. Before going into the details of my game. But she's here, although the beginning is very boring and shitty. Level 20 can be taken already by the first quest.
Locations are filled with crowds of mobs. Lots of unique, epic Uber monsters. Mod 40x brought joy))
10 points of characteristics are given per level. And 5 skill points.
Skill limit 99 levels.
But even this will not save in hell)))

Now the mod contains approximately:About 1400 unique items.
101 sets of things.
833 cubic recipes.
200 runic words.
They can be seen in the exel Rune.txt folder, where it is indicated which runes and what is inserted. A little later, when I port all 2000, I will put together a detailed guide to all the words.
Added sockets to all features. And to the maximum.It remains to pull out the textures of the perforated boots and gloves. Since without textures, it is displayed that there are holes, but nothing can be inserted. Who will help with this, I will be grateful.

A bunch of small changes like increased starting mileage for everyone, reduced stamina waste,removed from the drop bottles, keys, scrolls. I only fall in love with things, charms, runes, crystals. No bullshit)) And
etc.

Hope you enjoy my build! I tested it myself. I'm already in the third act of hell. I took 93. It seems that I did not find any errors. Except for the names not displayed on these 30 runewords.Have a nice game.

Installation.
Unpack the mods folder to the root of the game. Make a shortcut from d2r. Write in the object field -mod HardMod -txt
And enjoy the game)
Oh yes, I also changed the drop of the runes and stones at the request. Now they fall stackable. But there are also ordinary slips. But very seldom.
Increased the mana recovery for all characters.