Alright, I was messing around a bit with getting the custom Hell Unleashed music into 1.6c and I think I got an acceptable result - though I still need to test stability.
This 1.6c file tree in this topic contains the file:
/D2SE/Patch_D2.mpq.
That file has the code and music from a previous version of Hell Unleashed (I don't know which version but I'd imagine 1.5?) - the exact data that I want in 1.6c.
After learning a bit about how D2SE works, I discovered the following inside D2SE_SETUP.ini:
Code:
#MPQ Setup
#1=Patch_D2.mpq gets loaded 0=gets unloaded. Use 0 only when your own .mpq holds all content of patch_d2.mpq
ModUsePatch_D2=1
#Names of up to 3 own MPQ Files in increasing priority. All of them are higher than patch_d2 32 Chars each maximum
ModMPQ1=Client_Edits.mpq
#ModMPQ2=
#ModMPQ3=
My procedure to get the Hell Unleashed custom music into HU 1.6c is as follows:
Go into the HU 1.6c mod folder: Diablo II/MODS/HU-1.6c/
RENAME Patch_d2.mpq to something else (I called it HU_16c.mpq)
COPY the Patch_d2.mpq from Diablo II/D2SE that I mentioned before INTO the HU 1.6c mod folder. This folder now has both files.
EDIT the D2SE_SETUP.ini files in the ROOT directory as well as in the HU 1.6c folder like so:
Code:
#MPQ Setup
#1=Patch_D2.mpq gets loaded 0=gets unloaded. Use 0 only when your own .mpq holds all content of patch_d2.mpq
ModUsePatch_D2=1
#Names of up to 3 own MPQ Files in increasing priority. All of them are higher than patch_d2 32 Chars each maximum
ModMPQ1=HU_16c.mpq
ModMPQ2=Client_Edits.mpq
#ModMPQ3=
This causes Hell Unleashed 1.6c to load the old Patch_d2.mpq (the random one from the D2SE folder that I have no idea what version it is but it contains the music+sound code) FIRST, and THEN load the HU_16c.mpq file - which remember is the ACTUAL 1.6c MPQ file that contains the game data.
The result is that we load in all the MISSING sound data from the old Patch_d2 file, then OVERWRITE it with the 1.6c mpq file. What you get is a game that's using the 1.6c patch_d2 MPQ data...but you ALSO have all the missing sound+music data.
I still need to figure out whether this has any negative side effect but after about half an hour of playtesting it seems to have worked perfectly. The only noticable side-effect is that I have an extra ~350 MB MPQ file that seems to add a couple of seconds to the "save and exit game" operation but I can more than live with that.