Basemod was created by @devurandom from PK ... I had a talk about that recently with him and he said
I think you have to use a different loader to load basemod than the one that comes packaged with it.
So you'll need the source to change the loader(game.exe) which is not included by the creator. That's why I said it's better to make your mod by yourself if you have any c++ /asm knowlegde.
As for the mod you're trying to run most of the plugins for 1.10 modding are not available for 1.13. That's the other reason you might not be able to port your mod to 1.13.
The game.exe for basemod already has been edited to load BaseMod.dll but its not relevant really because its not able to be used with D2SE without editing. D2SE use's its own edited version of game.exe to inject plugY and any other dlls added so you would basically have to combine the additions into one game.exe easiest way to put it. did you mean the D2GS.exe needs to be edited to inject BaseMod.dll?
Im thinking its just simply getting D2GS to inject the dll. Ive been testing this for 2 days solid now and have no problem with basemod in single or multiplayer while its being injected through the D2SE_SETUP.ini inside my specific mod folder Rewakening.. its only for bnet which leads me to think the D2GS.EXE just simply needs to duplicate the process the client is running and the only difference is no basemod in the D2GS folder.
I inject it into game.exe using D2SE_SETUP.ini like this
Added: 09.02.2020 00:30
Ahhhhhhhhh !! That is something else, in your previous post I did not understand.
In a nutshell, what I have to do is not to modify the D2gs, but to modify the fog.dll or the win.dll so that it calls the functions of the game.exe of basemod.dll, that way it will load the modifications made in the dlls of the game. And so you don't have to play the D2gs ......
Thank you, now I will get to it.
The game.exe (if you have the ones that are in the current Basemod release folder as i do) there should be 3 in the basemod directory under Loaders\Game_exe\
This you probably already know. These are where basemod is being injected through but simply to get it to work fully on a a pvpgn server and i say fully because some features are obvisouly loading like the gamble refresh button is there and lets you click it, but nothing happens. D2GS has to also inject Basemod on the server side While D2SE injects it client side in order for it to work on pvpgn servers. this is how i see it from my perspective i may be wrong
Server model has to Match the Client Model and its why features only work offline and not on the pvpgn server. Because D2GS is essentially created from diablo 2's Game.exe consider it a modifed game.exe and they both operate in the same ways just coded differently
But in theory if its excuted on the server it may not even need to be on the client pc, Basemod that is and that is if someone can manage to get D2GS to inject basemod.. if you can do it to game.exe why not also in D2GS.exe is the question
Added: 09.02.2020 01:13
Well... with some testing.. I tried replacing the D2Win.dll in my D2GS directory with the one included in the BaseMod folder "\Loaders\D2Win_dll\1.13c\D2Win.dll" and added the BaseMod.dll and ini file into the D2GS Directory as well and it seems autopickup is now working too and it was not before when it should have been but gamble refresh is not. about to test full merc equip. One of these 2 changes or both enabled the auto gold pickup and maybe more functions