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Diablo 2 Fallen v13b

Hotfix 13b is included in the main download. Only grab the hotfix from HERE if you downloaded v13 before Feb. 5. 2020 and don't want to re-download the whole mod.

Introduction:

Diablo 2 Fallen is a semi-conversion mod for Sacred 2 that transforms the game world, character classes, items, enemies, and many more aspects into those of Diablo 2.

Relevant Links:

Please read the following!

  • This mod requires the latest version of the Community Patch (1.60) to be installed beforehand.
  • Do not to have any other mods installed if you're going to play D2F. None. This is a huge mod and compatibility is very limited. Custom versions of the Survival Mod, Serious Textures mod, Reduced Fog, and Elite Mounts are also integrated.
  • Music is not included. The Music Pack is a separate download available HERE. There is a small new music patch as of Nov. 27 2016.
  • Set "commentary" to OFF in the options menu. The characters will still speak at certain times (inventory full, accept/reject/solve quest, find unique, etc.), and all of those instances have been replaced with D2 character voices. If you don't turn commentary off you will hear a weird mix of vanilla and D2F character voices.
  • The fonts needed for the interface are located in the "pak/fonts" directory of the mod. They are three .ttf files. Right-click each one and select "Install" to install them on your system.

Detailed Install Instructions (New Users):

  • Download the Generic Mod Enabler (GME) and install it to your Sacred 2 root folder.
  • After running the GME once, it will make a folder called "MODS" there.
  • Extract the contents of the D2F .zip file into the "MODS" folder.  There should be three folders: "Diablo 2 Fallen v13", "D2F Inferno Patch", and "D2F SuperSpawn".
  • If using the D2F music pack, extract its contents ("music" folder) into the "pak" folder of the mod.  So the structure will look like: [Diablo 2 Fallen v13/pak/music].
  • Run the GME and enable Diablo 2 Fallen v13. It may take a long time to install. The GME will back up your clean files and will allow to you to easily enable/disable the mod as you wish.
  • -Optional- "Inferno Edition" and/or "SuperSpawn" should be enabled after enabling the main mod.  Disable before disabling the main mod.
  • The fonts needed for the interface are located in the "pak/fonts" directory of the mod. They are three .ttf files. Right-click each one and select "Install" to install them on your system.
  • Play with NEW characters only.

Previous Users:

  • Disable the old version of D2F with the GME (important!)
  • Remove the old D2F folder from your "MODS" folder.
  • Place the new "Diablo 2 Fallen v13" folder into the "MODS" folder. Enable as usual.
  • -Optional- "Inferno Edition" and/or "SuperSpawn" should be enabled after enabling the main mod.  Disable before disabling the main mod.
  • Play with NEW characters only. Use old characters at your own risk.

Recommended - Disable Fight Music and Screen Shake in Options.txt:

  • Be sure to Show Hidden Files and Folders
  • Location of Options.txt:
    • (Windows 10/7/Vista) C:\Users\<Username>\AppData\Local\Ascaron Entertainment\Sacred 2
    • (Windows XP) C:\Documents and Settings\<Username>\Local Settings\Application Data\Ascaron Entertainment\Sacred 2
  • Search for the line "volume_group02" and change the value to 0
  • Search for the line "cameraShake" and change the value to 0

Thanks to:

  • Pesmontis for all his ideas and insight, and helping me import countless new monster and item designs.
  • dimitrius154 for invaluable advice, contributing new models and textures, and coding.
  • Silver Fox for scripting advice, and his work on textures, making new items, god statues, and the Druid's quest.
  • Vampire and desm for making the French version.
  • Wardust for hundreds of ideas on changing textures of the landscape, enemies, and the characters.
  • steinerrr for ideas on how to increase the power and challenge of monsters.
  • Caledor for ideas on adjusting balance, skill effects and the inventory interface.
  • SX255 for some Sabre Cat textures.
  • Jordan0422 and Tharkun who did testing and provided lots of valuable feedback.
  • Charon117 who made tools for cleaning & optimizing scripts.
  • The CM Patch team and all the modders who came before me, made modding tools, and showed me the way.
  • Everyone who played the mod, posted feedback, and gave support. This mod is very much a product of the entire Sacred 2 community at DarkMatters. Thank you!

What's New in Version v13b   See changelog

Released

General:

  • Minor tweaks to tooltip grammar and formatting.
  • Formatted some scripts in anticipation of compatibility with the Mod Merge project.

Items:

  • Fixed a bug where "All Armor +X" (flat bonus only present on unique and set items) had massive values on Easy difficulty.
  • Reduced v13's boost to single skill bonuses from 4x to 3x vanilla values.
  • Flawless Sapphires no longer give poison resistance.

Enemy:

  • Gar'Colossus: Reduced physical melee damage and the damage mitigation on his energy shield.
  • Gahanka the Wendigo: Reduced vitality and damage mitigation. Also reduced his arsenal of special moves to a Hard Hit and Stone Throw. The stone does less damage now. In return his overall chance to hit is slightly higher.
  • Swirling Mist of Miasma's twister spell now does much less damage, and is no longer used by the "easy" version of the monster from the Light path.
  • Mutated Giant Spider: Reduced melee damage and chance for critical hits.

Amazon:

  • Charged Strike: Gold mod "Fumble" now correctly decreases opponent attack rating, instead of defense rating.

Assassin:

  • Azoth Hologram in opening cutscene is no longer silent (restored audio).
  • Mind Blast: Bronze mod "Crushing Blow" now works. Silver mod "Handicap" no longer grants both its own effect + Crushing Blow.

Druid:

  • Armageddon: Corrected a bug that caused the meteor count to decrease with level rather than increase. As a side effect, meteor count now begins much lower but scales much higher.
  • Tornado: Added scaling info to mod tooltips.
  • Poison Creeper: Corrected tooltips for "Impair" and "Intent" mods.
  • Oak Sage: Corrected tooltips for "Lightfoot" and "Spirit of Barbs" mods.

Paladin:

  • Vengeance: Corrected tooltips for "Aim" and "Bleeding" mods.
  • Charge: Tooltips now correctly show healing values in percentages.
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User Feedback

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Спасибо за великолепный мод и что не забываете про Sacred,скажите вы продолжаете работу над этим модом?

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So far so good, but one question, I'm playing US version of sacred 2 modified with ice and blood, the only thing I see are the runes say one thing and does something completely different.  Do I need ib for this?  I have Sacred 2 on another computer.  BTW it plays a lot smoother with diablo

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I salute the mod creator and all involved with this project. Started playing today and it's amazing.

What is the level cap if I start in normal and just play it through? I notice there are no higher stages as in regular Sacred 2. Is this what Inferno difficulty is for--play through and then export to that to reach 200+? My apologies if I have overlooked the obvious answer.

In any event, thank you.

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So, I've downloaded everything needed but I can't find the pak/fonts directory in the mod.  Any suggestions or help?

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5 minutes ago, mystical_fan said:

Ok, it's all good.  Found it and I'm up and running.

 

Bravo! And enjoy his Mod 

:)

 

gogo

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Many thanks to all the mod developers.Amazing work.And thank you for not forgetting about this game

Edited by Azazy
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A very fun mod concept, but most ranged weapons (bows, thrown, some spells) crash the game for me.

"An exception has occured!

Error #:1

Function: ParticleSystemManager::createSystem

Description: template not found'x_stone_streak',

File: ,\Graphics\particle\particleSystemMgr.cpp

Line: 199"

Otherwise the mod works like a charm.

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5 hours ago, Juopunumies said:

A very fun mod concept, but most ranged weapons (bows, thrown, some spells) crash the game for me.

"An exception has occured!

Error #:1

Function: ParticleSystemManager::createSystem

Description: template not found'x_stone_streak',

File: ,\Graphics\particle\particleSystemMgr.cpp

Line: 199"

Otherwise the mod works like a charm.

This will happen if you don't have Community Patch 1.60 installed first.  The "stone_streak" file was added in that patch.

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54 minutes ago, Flix said:

This will happen if you don't have Community Patch 1.60 installed first.  The "stone_streak" file was added in that patch.

That fixed the problem; I had cm 1.50 installed. Thanks!

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Why dialogs are not appear 

On 4/11/2019 at 12:08 AM, Flix said:

This will happen if you don't have Community Patch 1.60 installed first.  The "stone_streak" file was added in that patch.

Why dialogs are not appear

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6 hours ago, FilipMadalin said:

Why dialogs are not appear 

This happens because you didn't install the fonts that come with the mod.  I included them in the folder: pak/fonts.

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I never really tried this mod, due to the fact that I love clustering maelstrom and the piping in the Blood Poison set. But I just tried it out; those two things are such a tiny price to pay when you consider all that this mod adds. Thank you so much for this mod :)

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13 minutes ago, Gilberticus said:

I never really tried this mod, due to the fact that I love clustering maelstrom and the piping in the Blood Poison set. But I just tried it out; those two things are such a tiny price to pay when you consider all that this mod adds. Thank you so much for this mod :)

Thanks man!   I'm working on the definitive, "final" version of the mod right now, so let me know if there's any bugs or if anything just feels "off." 

Been playing the mod the past few weeks and I can say the new monsters I added hit a little too hard and soak up a bit too much damage, they will be better balanced in the upcoming version.

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I am noticing one issue, with the Sorceress. I know how to use the teleport spell; you point your cursor where you want to teleport to. But when I put it into a combo, let's say I cast nova and then teleport, she stays put instead of teleporting where my cursor is pointing to. I don't know if teleoprt isn't supposed to be put in a combo, or if teleport is supposed to be cast before other spells in the combo, but that's what I'm encountering so far. 

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16 hours ago, Gilberticus said:

I am noticing one issue, with the Sorceress. I know how to use the teleport spell; you point your cursor where you want to teleport to. But when I put it into a combo, let's say I cast nova and then teleport, she stays put instead of teleporting where my cursor is pointing to. I don't know if teleoprt isn't supposed to be put in a combo, or if teleport is supposed to be cast before other spells in the combo, but that's what I'm encountering so far. 

I think Shadow Step acts the same in the vanilla game doesn't it?  Teleport as it is is pretty much just a copy of Shadow Step with the Cooldown and teleport delay decreased.

I just the character just doesn't know where to target.

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I honestly don't know, I've never used Shadow Step before. But as long as you know, it's all good. I have nothing further to report as far as bugs and whatnot. 

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Yeah, CAs that need targeting don't work as intended when they're the second one in a combo. Shadow Step included.

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