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Showing content with the highest reputation on 02/28/2019 in all areas

  1. I know it's a total clickbait title but I actually want to discuss something important. And everyone knows that Ancaria was always great anyway. Over the course of time and different iterations of community made patches and mods there has been a lot of content added to the vanilla version of the game, and this is something that hasn't been consensual as far as I can tell. No one questions the ability for CM 1.60 to make the game stable, so all the added content that comes with it is to be endured in order to fully enjoy the game in its full splendor. And yet there are always folks that think that vanilla it should be. Now with that in mind there is one thing that's been talked about over the course of time, which is to make more standardized CM version. As daunting of a task as that may seem at first the question I ask is this, is it really a necessity or just something for a selected few who complain about no vanilla no game?! That's my first point so I'll keep the rest of the conversation below. Now, we all know how easy it is to mod this game, just grab GSME and enable the module you want to load on top of the game. You want added content? Load the module with "cm items", which would need what, an already existing blueprint and drop.txt files? Come to think of it it shouldn't really be that difficult to make a "vanilla cm patch" with optional modules to be added like any other mod with extra items and stuff. Now, I'm not talking about eliminating restored content but making newly created content an optional module. It's pretty much incredible just how much variety CM 1.60 and even EE 2.1 bring to the game in terms of enemy skins and weapons, as well as rng loot skins. The point I'm trying to make is that those things should stay, if they're in the game files anyway why shouldn't they? The only thing that they add is a greater visual variety in the game, they don't add more items to drop pools. Now the big question is this, do you, the community, feel like this is an endeavour worth taking? Making a CM Patch that has all vanilla plus only restored content, with the option to side-load all the extra content created by the community? What do you all think abou this? We have the tools, I know there's will out there. But how about it being something people actually want? And that my friends, is the million dollar question. Thanks for reading and I hope that we can discuss this.
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  2. Actually Flix and I discussed that issue on the EE topic. I asked him if there was a chance to make those extra sets/uniques/legendaries be absent from the drop lists as to make the pool smaller, and thus increase the chance to have full set drops, and then have them become fixed drops as quest rewards. And as it turns out all one has to do is eliminate the new gear from drop.txt and add their IDs to quest.txt as for them to drop as quest rewards. So what you're saying goes pretty much in line with that explanation he gave me. He mentioned that there's only the possibility to make a specific item drop as a quest reward, it's not possible to add a pool to randomise from. So you need to have that particular item as a reward for that particular quest, you can't make the quest reward a random legendary or set piece from a specific pool of items. Incidentally he already has made some items available through quest rewards in EE 2.1 like you say. Legendary relics in particular drop from all four elemental lords. As for your last line, to make them available via shared chests, it should also be an easy feat. If you keep the blueprint.txt with all the added gear but remove those items' IDs from the droplists then they won't drop, but when you place them in a shared chest their IDs will be present and trigger so they become usable. They just won't drop in-game. Think of them like the unlockable items on the Wiki. Somebody do correct me if I'm wrong here. So the community must speak up on the matter of the community-made content, I guess that's a given. To keep it or not to keep it, and how to keep it. I have my personal preference but I don't mind any of the alternatives, as long as it's (mostly) consensual. PS: On a side-note, I know there's a line in balance.txt that regulates the chance for runes to drop for the class you're currently playing with, and that you can change that line in order for them to drop only for your current toon (runeisforhero = 100 if memory serves). So my question is if there's any way to regulate the chance for set items to drop in the same way, less random between classes and more specifically to the class that's being played? That would probably be an interesting solution for the issue Hooyaah describes, unless mini-sets are accounted as being for all classes, which in turn would make such a change impractical anyway.
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  3. I confirm the archive can now be extracted. Thanks.
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  4. You might actually find making the dough is easier than you think, especially if you have a KitchenAid or similar mechanical mixing device. Even so, the recipe is usually quite basic (flour, yeast, oil, salt, warm water) and requires not much more than mixing / kneading and then being left to rise. And it tastes sooooooo much better than a pre-made partially cooked base you might buy at your supermarket.
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  5. ARPG maybe Diablo 1. Before then I played SSI gold box dungeons and dragons based RPGs. I played Legend of Zelda the first Nintendo game where you needed a memory cartridge and did not start from the very beginning Every. Single. Time. You. Played. The. Game.
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  6. Sorry for the delay! I've been super pressed for time lately so I can't go through and pull out all the entries for you, but I can tell you how to find them easily: use the Wiki to look at the spell descriptions and modifications, and then you can search for them in the decoded text file I sent you. For example, you can see the descriptions of Levin Array on its page: "Several streaks of lightning will shoot forward, inflicting damage on all opponents within a cone-shaped area in front of the Inquisitor" Search for some or all of that description in the text file. You can do the same for modifications. Like if you searched "Elongation -" it would take you to the entry: 2367041004 Elongation - Increases the range of the lightning streaks. which is the line you'd want to edit. If you want to change a spell name, you may want to do a "replace all" function because spell names are listed multiple times, for example once for the rune, once again for the spell interface, etc. You can use S2rw to encode the text file after you made changes. Check this topic where I describe how to use it. If you have trouble, you can also send it to me after you made your changes and I'll encode it for you. As for making a creature grant 0 XP, I don't think it can be done. :/ My best guess is the line "dangerclass = 1," in the creatures.txt entry might have something to do with it.
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  7. Hello. Sounds like a cool creation. To edit texts you have to decode the file "global.res" located in the game's "locale" folder. To do so you have to use a special tool called S2rw made by Pesmontis. If you want to skip having to decode the file, here is the raw, decoded texts (CM Patch 1.50, no mods installed): http://www.mediafire.com/file/cf8htto7ipg3voc/globalEn_texts_newpatch_original.zip I would always use a proper text editor like Notepad++ to make changes. Each entry is a hash (10 digit number), followed by a <TAB>, followed by the text. The decoded text file is vast and unorganized, so if you tell me which vanilla combat arts you changed, I can help point you to the proper hashes that need to be changed. I don't think you get any xp or loot from killing the Sakkara demon (maybe?) so I don't think that should be a problem.
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  8. I feel like I could write a truly monolithic post about the history and scope of Sacred 2 modding at this point, as I've been up to my ears in it for 3 years now. But I'll keep it short and expand it if necessary. The language in the Sacred 2 scripts is easy to understand, as is the structure of the game folders. I don't have any training or experience in programming and I learned to feel very at ease with them after a few months (at first it was a tad nightmarish though). There is a List of Mods and Modding Guides on the Wiki. Although the modding tutorials might be somewhat limited in scope compared to the actual mods. I'll link some actual mods below because I learned by example (and from some tutors like Pesmontis, Silver Fox, Czevak and Marcuswob). There are no tools to make editing these things easier, with the exception of the program s2rw.exe which decodes the game texts, and can re-encode them after editing. If the lack of an easy-to-use modding toolset is a deal-breaker, it's probably not worth continuing on. Item editing - totally possible, as the Community Patch and the Community Items Mod (now integrated into the the former) bear out. All existing items can be tweaked, you can add new items and sets, even new types can be added. Creature editing - again totally possible. The best examples are probably Diablo 2 Fallen and Elite Mounts. Change old creatures, add new attacks and enemy spells, add brand new monsters and bosses, etc. Spell editing - very easy to do once you understand spells.txt. Llama's Mod, Enhanced Spells, Age of Heroes, Diablo 2 Fallen all change spells. Balance editing - almost entirely done in a single, easy to understand script: balance.txt. You can get some dramatic changes from editing it (Modifying balance.txt). Quest editing is possible. Old quests can be changed, new quests can be added. New quests can have new quest-givers, quest items, quest targets (enemies), new rewards, quest text, even voiced audio (maybe), the whole package basically. It's only been done by the CM Patch authors though, as quest scripts are dreadfully complicated. Marcus and czevak have had success with them though, and seem to understand those scripts quite well. So far I've tweaked some existing quests but failed to add new ones. Map editing seems to be off the table. Making new regions, new dungeons, hell even new buildings or world objects like statues or portals, has been completely impossible for me, and I've not seen it done by any modders that came before me. Then of course there are more simple mods like texture editing, model swaps, music changes, camera changes, which you mentioned above. Stripping down the females remains the most popular mod ~sigh~ I wish Sacred 2 had come with a modding toolset like so many other games. But I have to remember it was mainly meant to be an online game, and that means no cheating. Even mentioning mods was banned on the official forums. Now though, as you say, I think many game developers realize modding increases the attraction and extends the life of games. Pesmontis is still active and about. He has helped me tremendously with Diablo 2 Fallen. Most other modders have generally chilled out or retired. I'll be happy to discuss it further with you though, if you have any questions.
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