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Diablo2 Kit Pack Series for Tob & EE v1.0, all finished!

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#1 shohy

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Posted 14 May 2017 - 10:57 PM

Diablo2 Kit Pack Series for Tob, BGT and EE series, it took me 13 years to finish them.
Those kits gains skills in Diablo2 yet loss most of original skills of BG.
Download: Attached File  Diablo2 Kit Pack Series v1.0.7z   7.86MB   24 downloads
Or: https://github.com/shohysie/BG2MODS
V1.0 Includes all of the 7 classes in Diablo2, and a lot of interesting skills are completed.
Details can be found in readme in uploaded files.
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Edited by shohy, 21 November 2022 - 05:16 AM.


#2 Gel87

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Posted 05 June 2017 - 10:31 AM

Very nice :D I'll try it out :D

 

I tryed to make a necromancer myself, but was not able to get the corpse and poison explotion to work xD It also had a fun sacrifice to sacrifice his summons in a explotion xD

 

I tested it a little now :) 

 

There seems to be a bug with golems. They get summoned then just dissapears stright away for me :S Except fire golem.

 

I loved the animations, although the bonespear spell could look less like ligtning. I have a version that looks very cool u can get if u want. It looks like silver dragon breath projectile with an small silver explotion for every target it hits so it looks like pieces of bones splinters off when hitting enemies. The splinter explotion wont trigger if they die instantly though ;d

 

It would also be nice if the curses showed somehow over their head, to easier see whos cursed.

 

And there are some really cool poison explotions from sod both for nova and psn explotion, incase u wanna have a look :D

 

Else than that, epic work man :D 


Edited by Gel87, 05 June 2017 - 01:43 PM.


#3 Gel87

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Posted 10 June 2017 - 02:40 AM

There is a problem. At level 36 or so u dont have anywhere to put profience points, meaning u cant level up....



#4 shohy

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Posted 15 June 2017 - 05:19 AM

Very nice :D I'll try it out :D

 

I tryed to make a necromancer myself, but was not able to get the corpse and poison explotion to work xD It also had a fun sacrifice to sacrifice his summons in a explotion xD

 

I tested it a little now :)

 

There seems to be a bug with golems. They get summoned then just dissapears stright away for me :S Except fire golem.

 

I loved the animations, although the bonespear spell could look less like ligtning. I have a version that looks very cool u can get if u want. It looks like silver dragon breath projectile with an small silver explotion for every target it hits so it looks like pieces of bones splinters off when hitting enemies. The splinter explotion wont trigger if they die instantly though ;d

 

It would also be nice if the curses showed somehow over their head, to easier see whos cursed.

 

And there are some really cool poison explotions from sod both for nova and psn explotion, incase u wanna have a look :D

 

Else than that, epic work man :D

 

 

There is a problem. At level 36 or so u dont have anywhere to put profience points, meaning u cant level up....

Thanks a lot, I'll try to make a better version. May I have a look at the animations?



#5 Gel87

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Posted 24 July 2017 - 10:05 PM

Very nice :D I'll try it out :D

 

I tryed to make a necromancer myself, but was not able to get the corpse and poison explotion to work xD It also had a fun sacrifice to sacrifice his summons in a explotion xD

 

I tested it a little now :)

 

There seems to be a bug with golems. They get summoned then just dissapears stright away for me :S Except fire golem.

 

I loved the animations, although the bonespear spell could look less like ligtning. I have a version that looks very cool u can get if u want. It looks like silver dragon breath projectile with an small silver explotion for every target it hits so it looks like pieces of bones splinters off when hitting enemies. The splinter explotion wont trigger if they die instantly though ;d

 

It would also be nice if the curses showed somehow over their head, to easier see whos cursed.

 

And there are some really cool poison explotions from sod both for nova and psn explotion, incase u wanna have a look :D

 

Else than that, epic work man :D

 

 

There is a problem. At level 36 or so u dont have anywhere to put profience points, meaning u cant level up....

Thanks a lot, I'll try to make a better version. May I have a look at the animations?

 

 

Hi, im sry was a little away from bg serie, so kinda forgot all about it. Im offshore at work now, i can upload the animations when i get home.

However, back home i tested the amazon kit, its very fun! But there is a couple of bugs, dno if i did anything wrong as i used ee-keeper to give myself teleport and bags of holding, boots of cheeta etc, but this happens:

Critic skill: I have 2 of them, need to cast them after every rest. Should this not be a passive albility?

Dodge skill: I have 1, same as above, need to recast after every rest.

 

I have like 10-12 skillpoints who refreash after rest. So i can stack a lot of skills. (this offcourse gave me a golden opportunity to test all skills without having to save just for the best ones)

The HLA avoid/dodge skill(forgot name), does not add magic resistance, it might add at first skillpoint, but at second skilling it certainly did not add any.

The penetrate HLA could not be skilled more than once, which is a bit contradiction to it's description saying adds 1% extra for each skilling. I also don't know how many percent it adds base.

 

Spoiler

 

Looking forward to test the other types as well.

 

Edit:

About the necromancer: The golem bug i experienced in start happens very rarely now.


Edited by Gel87, 24 July 2017 - 10:21 PM.


#6 shohy

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Posted 11 August 2017 - 07:43 PM

Hi, im sry was a little away from bg serie, so kinda forgot all about it. Im offshore at work now, i can upload the animations when i get home.

However, back home i tested the amazon kit, its very fun! But there is a couple of bugs, dno if i did anything wrong as i used ee-keeper to give myself teleport and bags of holding, boots of cheeta etc, but this happens:

Critic skill: I have 2 of them, need to cast them after every rest. Should this not be a passive albility?

Dodge skill: I have 1, same as above, need to recast after every rest.

 

I have like 10-12 skillpoints who refreash after rest. So i can stack a lot of skills. (this offcourse gave me a golden opportunity to test all skills without having to save just for the best ones)

The HLA avoid/dodge skill(forgot name), does not add magic resistance, it might add at first skillpoint, but at second skilling it certainly did not add any.

The penetrate HLA could not be skilled more than once, which is a bit contradiction to it's description saying adds 1% extra for each skilling. I also don't know how many percent it adds base.

 

Spoiler

 

Looking forward to test the other types as well.

 

Edit:

About the necromancer: The golem bug i experienced in start happens very rarely now.

All passive skill of Amazon should disappear after clicked, but sometimes the button never disappear and I can't find how to delete them even with an ee-keeper.

As the bug may not be avoided, I'll add some message in readme to inform that Critical Strike, Dodge, Avoid and Evade only work at the first 4 clicks. More casting (if the buttons don't disappear) will bring no more effective chances.

The refreashing skillpoints are also hard to avoid, Fortunately the bug rarely happens.

The HLA skill Evade no longer adds magic resistance in Ver 0.4. It only provides chance to keep out spells of magic attack, battle ground and disabling. And effective chances of such skills don't take the increasing mode of Diablo 2, they increase by X% per skilling. The X value can be found in readme file.



#7 shohy

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Posted 13 November 2022 - 01:40 AM

All of the 7 classes in Diablo2 are here now, it took me 13 years to finish them.



#8 Endarire

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Posted 13 November 2022 - 11:21 AM

Alleluia!

Note that Marcus the Diablo ii Barbarian Companion already exists.  He could go well with your kits.


Edited by Endarire, 13 November 2022 - 11:22 AM.


#9 Sergio

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Posted 14 November 2022 - 09:22 AM

Congrats for this release. I've taken a look at the readmes and you really put a lot of effort into this mod. I'm amazed.


Low hung brow, dazed look on your face..... It appears that you are correct, my friend. You are indeed a complete imbecile.


#10 Endarire

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Posted 14 November 2022 - 10:54 PM

Also, may we get this uploaded to GitHub for posterity?  How EET compatible is this mod?  (I'd much like for it to be EET compatible since that's been my preferred platform!)

Thankee!



#11 shohy

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Posted 15 November 2022 - 03:50 AM

Also, may we get this uploaded to GitHub for posterity?  How EET compatible is this mod?  (I'd much like for it to be EET compatible since that's been my preferred platform!)

Thankee!
This MOD is EET compatible.
I have no idea how GitHub works ;D I'll be glad if someone can help to upload.

#12 Endarire

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Posted 15 November 2022 - 11:39 AM

Enjoy these GItHub tutorials I made.



#13 shohy

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Posted 15 November 2022 - 08:00 PM

Enjoy these GItHub tutorials I made.


OK I put the files here

https://github.com/shohysie/BG2MODS


Edited by shohy, 21 November 2022 - 05:16 AM.


#14 Endarire

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Posted 16 November 2022 - 11:29 AM

Thankee!

Adding a release version and a proper readme.md would help.  The text of README.MD is what displays on the main page of your GitHub repository ('repo'), like this solid example.  A release tells the world that the code, while it may have bugs, is generally ready to use. 

Note that each repository is meant to be for one mod.  Maybe this means you restructure your GitHub account and add a separate repo per DIablo II kit, or you put all D2 kits in one repo.  (Separate repos would likely make them easier to maintain.)  Notice how, for example, Spellhold Studios has its GitHub account organized with one repo per project.

Once this is done, ask jastey for news forum access so the Infinity Engine modding world knows you did this.  Also post in this thread if your mod is EET compatible so it's added to the EET mod compatibility list.

What I mentioned was a buncha small steps compared to the giant leaps you've made so far in finishing your mods!

Thankee and alleluia!



#15 Endarire

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Posted 22 November 2022 - 01:35 PM

Thankee for updating your GitHub readme.md with relevant information.

General
-On the technical side, what say you to removing the summoning limit - on the EEs at least? There are other mods which remove the summon caps introduced by BGII. Part of the fun of being a D2 Necromancer is the horde.

-I have played Diablo II a lot over the past decades with Sorceress, Necromancer, Druid, and Paladin being my primary classes and the others being my secondary classes.

-Did you intend to include class progressions up to the engine-supported maximum level of 50? There are mods that allow this, and doing so would account for more players, including me.

-Should these kits be able to use consumables meant only for members of vanilla classes? For example, should a D2 Sor be able to use a scroll of cloudkill or animate dead? Check Shadow Magic for an example of a mod that adds new kits and a new casting system while preventing members of the original class (vanilla Sor/Wiz) from using its consumables and vice versa.

-Everyone should have a freedom ability of some kind, especially to prevent minions from getting stuck. (Giving it as an innate ability from level 1 - at least once daily - seems fair.) Druids and Necromancers need it most because they summon. If not from level 1, then granting everyone an innate freedom 1/day starting at character level 10 and increasing once daily per 5 levels thereafter seems fair. (Note that my revised Sorceress spell list grants freedom automatically as a level 9 spell known.)

-For skill points, it seems like these should be removed from the character's bar only when choosing an ability like Zeal. Not choosing an ability should either not remove the skill point or instead remove the skill point then immediately re-add it to the character. Alternatively, what about giving each skill point ability 999 charges that refresh daily, but only 1 charge to the abilities granted by them (Zeal, Sacrifice, etc.)?

-How do we access the hirelings in the original post?

-Druids, Necromancers, Paladins, and Sorceresses should get Dispel Magic. For example, grant them 1 daily use of it per 5 character levels starting at level 5. (If you use the recommend spell changes for D2 Sors mentioned below, Sors instead get Dispel Magic as a level 3 spell known automatically.)

-Druids, Necromancers, and Paladins should get some sort of Raise Dead or/and Resurrection ability.  For example, getting Raise Dead usable 1/day starting at level 10 and Resurrection 1/day starting at level 15 - possibly with extra daily casts every 5 levels - seems fair.  Yes, we have saving and reloading, but not everyone plays that way.

Sorceress
-To clarify, does Telekinesis allow remote unlocking of locked objects if the character also has a lockpicking ability?

-For the sake of being able to handle the higher level challenges and to account for things in BG(2) but not in the Diablo series, a Sorceress with this kit should also have these spells automatically known:

Level 1
-Find Familiar: Should be a class feature and some mods make it that way, but I like my pseudodragon or cat or arcane pet. Diablo III Wizards also get a Familiar.

-Identify: Diablo to its core.

-Magic Missile?: Pretty much guaranteed damage, and Diablo III has the Magic Missilea spell inspired this.

Level 2
-Invisibility: Was in Diablo's demo.

-Knock: Unlocks locked things. Diablo II had locked chests and keys sold in stores.

-Mirror Image?: Super useful defensive spell. Diablo III Wizards also get Mirror Image.

Level 3
-Detect Invisibility: Spot annoying enemies, like the Diablo II annoying nearly-invisible wraiths!

-Dispel Magic: Mage duels, debuffs, and buffs sometimes define BG2. This helps.

-Haste: Simulates D2 Teleport spam + Town Portal, as well as lag spikes and speed hacks.

-Remove Curse: Someone in the Diablo party should be able to cast it.

-Slow?: The included Frost Nova was mostly used for slowing foes.

Level 4
-Minor Sequencer: A caster with sequencers and contingencies is normally far better off than one without. Also simulates rapid clicking or botting.

-Stoneskin?: Diablo III Wizards have Diamond Skin and diamond is a stone. Beyond this, stoneskin is a standard protection for arcane casters and an early way to avoid being interrupted by physical damage when casting.

Level 5
-Breach: A signature buff removal spell.

-Lower Resistance: Allows more spells to work against more foes in BG2.

-Protection from Normal Weapons: Weak foes can't hurt me because I'm high level.

Level 6
-Contingency: A caster with sequencers and contingencies is normally far better off than one without. Also simulates rapid clicking or botting.

-Flesh to Stone?: Diablo had Stone Curse.

-Pierce Shield: Lowers spell resistance and removes buffs.

-Protection from Magic Energy: Someone in the Diablo II party needs to be able to prevent party wipes from horrid wilting and skull trap.

-Protection from Magic Weapons?: Super useful in general, and an assumed part of any arcane caster build at a certain point. I'm unsure how necessary it is for a D2 Sor, but it's at least close to needed.

-Stone to Flesh: Someone in the Diablo party must be able to remove petrification.

-True Seeing: Being able to notice and expose invisible creatures and remove illusions is just part of high level caster combat in the BG series. A major reason I wrote this post.

Level 7
-Project Image: Diablo III Wizards' Mirror Image does some damage with its spells.

-Simulacrum: Diablo III Wizards' Mirror Image does some damage with its spells.

-Spell Trigger: A caster with sequencers and contingencies is normally far better off than one without. Also simulates rapid clicking or botting.

-Limited Wish: Grants access to the limited wish quest and certain buffs and effects that may be important in BG2.

Level 8
-Spell Sequencer: A caster with sequencers and contingencies is normally far better off than one without. Also simulates rapid clicking or botting.

Level 9
-Chain Contingency: A caster with sequencers and contingencies is normally far better off than one without. Also simulates rapid clicking or botting.

-Freedom: Some enemies will use imprisonment. This prevents the need to reload every time it happens.

-Spellstrike: Undoing a buncha protections & buffs is just expected at this point.

-Time Stop?: Using it can sometimes simulate lag spikes. Not having it as an arcane caster is just seen as foolish, but I'm unsure how necessary it is.

-Wish: Used for wish resting to solo the game, and Diablo II is soloable as a Sor. (I've done it for a friend's birthday.) I'm unsure how important wish is considering Warmth.

Paladin
-For the Paladin Stronghold quest, the Diablo Paladin needs detect evil. Making it a toggled innate ability seems fair. (I know it's available on scrolls, but some people play vow of poverty games.)

-Paladins should get an innate raise dead ability (level 10ish) and later an innate resurrection ability (level 15ish). It's useful and Diablo has a Resurrect ability. Diablo II's beta also had Resurrect scrolls with purple coloration, just like Town Portal scrolls in D2 have a blue coloration.

-Should Paladin auras also have an improved alacrity effect on them so they take effect sooner?

-Does the Paladin's Cleansing aura also remove disease & decay statuses as it seemingly should? Does Cleansing also make the party immune to poison/disease/decay while active as it seemingly should? How does it affect negative levels?

-A better phrasing of Holy Fire/Freeze/Shock would be this or similar:
LV15: d2 cold damage to enemies within 20' and +4 cold damage each time you hit with a weapon you wield.

-For the Resist Cold/Electricity/Fire auras, why not just give +100% resistance to the respective energy type at maximum tier?

-In Diablo II, Holy Freeze is notably powerful because it also slows enemies. What sort of slow effect does Holy Freeze have with your kit? I ask since it's mentioned in the flavor description but not in the mechanical effect section.

-For the D2 Paladin, why is he limited to 1 point in weapons (longsword, etc.) when normal Paladins can put 2 points into each weapon? At present, it seems like a low level D2 Paladin needs the Might aura active to hit stuff.

-It seems like there should be some prevention or counter to the D&D status effects - via the auras or otherwise - of fear, charm, domination, negative levels/energy drain/level drain, ability score damage/drain (STR, CON, INT, etc.), petrification, instant death, sleep, stun, disintegration, and hold/paralysis. I don't claim any one ability need to prevent or remove or provide a bonus to saves versus all of these, but these are things that generally weren't in D2 but that matter a lot in certain D&D contexts!

-Perhaps Concentration also prevents & cures sleep, fear, charm, and domination. Perhaps Vigor also provides Freedom of Movement/Free Action or otherwise cures & prevents hold/paralysis, stun, and slow effects. Perhaps Sanctuary also removes but doesn't prevent ability score damage/drain and negative levels. Perhaps Holy Bolt also removes at least some negative levels and ability damage/drain.

-I'm concerned the Defiance aura is too weak at higher levels. Yes, it helps, but there's somewhat of an expectation that, at a certain point, AC doesn't matter because stuff will be hit pretty much regardless. Maybe you didn't encounter this in your testing but it's something to consider. (I noticed this when I GMed a 3.5 game and the party Paladin complained his sentient full plate armor didn't help him prevent hits like Mirror Image and spell buffs did.) If Defiance also provided a minor bonus to saves (like +1 or +2 to all saves initially then +1 more per tier) it would be more worthwhile, but the exact balance is something for you to consider.

-I'm also concerned Fist of the Heavens is too weak for a high level ability, just like how at least for awhile in D2, it was considered weak. In your kit mod, Fist has a wide damage variance (d12s) instead of something more traditional (d6s or d8s). Adding more dice of a smaller die size reduces variance and would likely make this more appealing, like making it deal d8 damage per 2 class levels to enemies in the area and heal allies for the same amount. I kept thinking, "But a skull trap does at least 10 damage dice at this point, and a vanilla skull trap does about 20 damage dice at this point. This Paladin isn't a Wizard, but Fist just seemed weak."

-Thorns also felt kinda weak because it requires allies to be hit, which is something we normally don't want happening! BG1 archers (the concept and the Ranger kit) are some of the most powerful character types because they can do a lot of damage with relative safety. Protection from magic weapons, mirror image, and stoneskin are some vanilla spells that prevent hits, making Thorns useless in this case. Thorns seems like it should amplify damage back to the attacker, such as dealing a minimum of twice the damage that was dealt the subject (minimum twice the Paladin's character level). This is another ability that seemed awkward to balance because it's either useless or very useful.

-Blessed Aim seems like it should also grant everyone affected Detect Invisibility/Oracle. At a high enough level it should also grant True Seeing. Note that the Inquisitor Paladin kit gets True Seeing from level 1.

Barbarian
-For the D2 Barbarian, you say he gets at character creation +1 to STR and Vitality. I think you meant +1 to STR and CON.

-Why limit him to 1 point in bows & crossbows when D2 Bow Barbarian builds exist? (Maybe that's what I saw when I played.) I know BG Berserkers have these limits. I'm curious, though I understand Barbarians in D2 much less so in BG2 are meant as ranged units.

-Find Item just seems weak. Getting only junk for the first tier in double digit levels just made it negligible. The second tier is only slightly better.


Edited by Endarire, 23 November 2022 - 02:35 PM.


#16 Endarire

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Posted Yesterday, 02:26 PM

In terms of class evaluations, compared to their original classes in BG1 & 2, the non-casters (Assassin, Amazon, Barbarian, and especially Paladin) come out ahead power-wise.  That's because BG1 & 2 didn't give many class abilities to any class besides weapon proficiencies and spells.  The Ranger and Paladin in BG1 & 2 are casters, but their normal casting is so weak as to be barely there, and readily replaced by class features that help them more.  Debatably, the default Thief traps are better than Assassin traps, but I'd normally rather have a D2 version of these classes than base.  These classes also have a similar design philosophy to later editions of D&D:  Give the non-casters interesting combat options in addition to hitting things and using skills.  Auto-attacking can be effective, but that alone doesn't keep player interest over the course of a long campaign.

For the casters, Necromancer isn't very comparable to normal Cleric.  They're effectively different classes.  The Druid is likely a bit weaker overall than the BG Druid due to the versatility of the spell list.  Sorcerers just got hosed.  I recommended fixes above because of the massive differences in expectations between D2 (fast-paced action with few buffs) and BG2 (sometimes fast-paced action with LOTS of buffs & debuffs depending on mods and difficulty).  The D2 Sorcerer also faces the 3.5 Warmage class problem of having many flavors of direct damage when he only needs 2, acid/fire (to kill trolls) and magic (for everything else) because BG1 & 2 spell effectiveness is in its versatility like healing, buffing, debuffing, and crowd control and not just bigger flavors of boom.

Sure, a D2 kit only party may work well for BG1 and maybe also SoD, but will likely struggle or stop working some time in BG2.  The above changes I mentioned are meant to counteract that to allow a D2 kit only party to win from Candlekeep to the final fight.

Thankee!