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Showing content with the highest reputation on 01/17/2021 in all areas

  1. I'm finally done going through de german localized global.res file. It took me a bit longer than I expected as I decided to apply corrections to all the string resources, even if they are only used to trigger the dialogue text, as Flix has pointed out earlier. Otherwise the correction list would be less than half as long, but I feel more comfortable with having done so. I have tried to be as consistent as possible with the corrections, but that wasn't an easy task as even the devs weren't consistent with their spellings for main denominations like Artamark (found: Artamak, Atamark) or Kufferath (Kufferrath). I've corrected those and others I came upon, but I surely missed quite a few. I've also translated descriptions into german for some items or stories that were left in english. I just hope I haven't botched up some inside pun (like: Windu's Mace). If I did so, please let me know. I'll upload (to Google drive) the global.res unencoded in a full form with all the changes and as a list of differences which only contains the corrected text resources, so everybody can have a go at it, if they like. I hope this works. Links: https://drive.google.com/file/d/1g4YG1TVe-k13snzBzBeIuskzQfHe1D1J/view?usp=sharing https://drive.google.com/file/d/1OEhn8WsZaTdY3By-aHCrpfE8SubFFOLI/view?usp=sharing @Flix maybe you're willing to include this into your upcoming 3.1 update. P.S.: I was working on the global.res file from S2EE 3.0 Core + Addons
    4 points
  2. Just noticed, I forgot these lines for balance.txt: ForgeSlot_BronceFactor = 1000, ForgeSlot_SilverFactor = 1070, ForgeSlot_GoldFactor = 1150, Afaik those values must match the other two lines I gave in order to work. I'll edit that in. This however leads to the answer to the following question: I general, for any number that sets the value of some bonus you always divide by 10, whether it being in spells.txt, blueprint.txt or balance.txt. So ForgeSlot_SilverFactor = 1070 means 107% which is a 7% improvement, so the value is SlotSilverPercentageImprovement = 7. All values must be interpreted as percentages, if not it can lead to misconceptions. Here's an example: name = "miniset_se_seraish_shoulder", bonusgroup0 = {511,1450,10,9,0}, newBonusgroup = { id = 511, name = "SB_addskill_CA_any ", bonuslist = { 366,}, } mgr.createBonusgroup(511, newBonusgroup); newBonus = { -- name = "sb_addskill_CA_any", rating = 27, basedonskill = "SKILL_INVALID", type = "BONUS_SKILL", spez = "SKILL_CA", spez2 = "", usagebits = 65535, minconstraints = {10,5,0}, difficultyvaluerange0 = {0,15,90}, difficultyvaluerange1 = {1,18,110}, difficultyvaluerange2 = {2,21,130}, difficultyvaluerange3 = {3,25,160}, difficultyvaluerange4 = {4,30,180}, } mgr.createBonus(366, newBonus); Would be pretty wierd if the seraish shoulder would give +145 to all Combat Art skills. Instead it gives +145% of the (hardcoded) base value of the bonus which is one, so a level 1 bronze tier item with no other scaling factors would give +1.45 to all CA skills. Another example would be the "et_spelldamage_xxx" and "et_dotdamage_xxx" tokens. These can be interpreted as flat values, but in reality they set the percentage of the (hardcoded) base value of the bonus, which for these tokens is just one. (Note: Not that it makes much of a difference, one could also interpret these as flat values, but then the divide-by-10-rule wouldn't apply anymore for all boni equally. It's just easier to understand.) Also keep in mind that the scaling is not set in blueprint.txt, it's dependend on how the bonus is used. Bonusgroups e.g. scale with difficulty while just the flat boni used e.g by tokens don't. The scaling is either hardcoded or defined for each different spell in spells.txt for tokens and in blueprint.txt for everything else. So the answer to the question is: it depends. There are also some exceptions: If you look up the Tokens in spells.txt, there are multiple tokens similar to this: et_boost_to_buff -- CA is changed to permanent buff, if x = 1000 Now after all these explanations, we can conclude that in this particular case, the 1000 either means a 100% chance that the gold socket appears or it only appears if the value is 1000. Either way, there's no point in changing that value. One last note: there are some tokens which are explained in the wiki by braking the divide-by-10-rule. E.g. et_duration_sec -- (x+y*calvl)/100 seconds duration for the combat art or effects from the combat art If it would instead say (x+y*calvl)/10 time units where a time unit is a tenth of a second, it would make more sense for the sake of consistency.
    1 point
  3. COFFEE!!! Ok, valid point. graphics24 merged with graphics23, graphics25 renamed to graphics24.
    1 point
  4. herbal -> purgatory A good herbal liqueur is Vegefeuer. Fegefeuer (purgatory) sounds similiar and Vegefeuer is a wordplay with Fegefeuer (because 55% alcohol) and Veg for herbal. Yes 55% means it burns and my wife say it tastes better if some alcohol is burned. I rarely drink because of my job, but if then I like it unburned and cool as ice. The liqueur was winning the gold medal at San Francisco World Spirits. https://www.vegefeuer.com/en/
    1 point
  5. Oh, and the bonus multipliers for silver and gold sockets are set in balance.txt, not blueprint.txt. These set the boni stated in the slot description: SlotGoldPercentageImprovement = 15, SlotSilverPercentageImprovement = 7, These are the actual multipliers: ForgeSlot_BronceFactor = 1000, ForgeSlot_SilverFactor = 1070, ForgeSlot_GoldFactor = 1150, So if those don't match, the description will state something different than what the socket actually does.
    1 point
  6. Flix answered that: The first parameter is the bonusgroup ID, Flix has been a little bit ambiguous here. The bonusgoups are defined in blueprint.txt as well: newBonusgroup = { id = 751, name = "SB_neut_slot_gold1 ", bonuslist = { 758,}, } mgr.createBonusgroup(751, newBonusgroup); newBonusgroup = { id = 859, name = "SB_neut_slot_gold2 ", bonuslist = { 758,}, } mgr.createBonusgroup(859, newBonusgroup); newBonusgroup = { id = 860, name = "SB_neut_slot_gold3 ", bonuslist = { 758,}, } mgr.createBonusgroup(860, newBonusgroup); You see, all these bonusgroups have only one bonus, and it's the same for all of them, also defined in blueprint.txt: newBonus = { -- name = "sb_neut_slot_gold", rating = 10, basedonskill = "SKILL_INVALID", type = "BONUS_SLOT", spez = "SLCAT_GOLD", spez2 = "", usagebits = 65535, minconstraints = {10,5,0}, difficultyvaluerange0 = {0,1,1}, difficultyvaluerange1 = {1,1,1}, difficultyvaluerange2 = {2,1,1}, difficultyvaluerange3 = {3,1,1}, difficultyvaluerange4 = {4,1,1}, } mgr.createBonus(758, newBonus); So the only difference is that it's calling different bonusgroups, but that difference doesn't have an ingame effect. We can only speculate on why the devs have defined the same bonusgroup multiple times. The Various Questions to blueprint.txt and txt file spreadsheet downloads topic should be a good source of information for further questions about blueprint.txt for you, Flix and Dimitrius154 have done a great job at answering my questions there.
    1 point
  7. The Elite Trimmed Textures package has been updated, all higher resolution normal textures have been removed, graphics25.zip now contains higher-resolution versions of diffuse textures released up to and including Ice&Blood. @Flix I've added graphics25 original content to graphics27. In case you plan to utilize the latest ETT package, I'd suggest adding graphics25 content to graphics26 beforehand.
    1 point
  8. Making her way through the deep, thick forest of Dyr Lain, our indomitable High Elf heroine unexpectedly encounters a fierce, unfriendly, and powerful tree boss, the Forest Guardian, who possesses many powerful tricks that could make this encounter our heroine's last. First, he may bind her in vines to prevent her from fleeing, moving to cast spells, or even protecting herself. His "Hard Hit" does a tremendous amount of physical damage; he may slow her run speed or even boost his regeneration were she to find the capability to land any hits of her own. Lastly, If she is fortunate enough to do any significant damage he has an unanticipated spell which will fully restore his health. Let us find out how our lady reacts to this unforeseen mortal threat.
    1 point
  9. soundly -> beaten gogo p.s. I get a little paranoid when I dont feel like im getting or am not going to get my full hours. I did work in a restaurant for a long time, but was never chef and didnt have those crazy hours I see in media.. hoping tonight this Sunday is better for you with some relaxing music and soft soft pillows!
    1 point
  10. LOOOL. "Bug" I started a new game curiously. After going the first two steps, I crashed my head on the desk because I downloaded, but didn't really install the new version from Nexus. So I saved, installed the new things via JSGME and loaded the freshyl started char. Strangely, there was a level 160 set item attached to the curser. So the level Char has now the level 160 sword of "Smoke and Fire" set. x'D I don't really bother, its just funny. ^^
    1 point
  11. Sleep -> soundly. I am craving a good looooong nights sleep, only waking up after 11 in the morning... Have been doing 14hour shifts again for 3 days this week, and yesterday was 16 hours...
    1 point
  12. prognosticate -> procastinate. If there was a pill to cure procrastination... I'll probably take it tomorrow...
    1 point
  13. Thank you. After days of trying to get Sacred 2 working on Windows 10, I find this forum and that post. Worked first time. Very grateful.
    1 point
  14. That's great. Thank you for the welcome. The CM Patch 1.60 is much improved as well. Great work on it too.
    1 point
  15. I decided to try yet another revision to skills for this build into the Enhanced Edition to see how it performs vs Community Patch. 2 - Magic Staff 3 - Tactics 5 - Elemental Magic Focus - Gust of Wind stun and attempt to maximize spell power from the spells 8 - Armor Lore 12 - Mentalism Focus - Maximize rune usage and buff protection 18 - Dragon Magic Lore 25 - Concentration 35 - Dragon Magic Focus 50 - Constitution 65 - Ancient Magic - Increase spell power and reduce enemy spell resistance Unfortunately, with this skill choice I don't see any place for Shield Lore to be a part of the build.
    1 point
  16. I nowadays hate doing food for birthdays. It gets compicated more and more from year to year. Me: Any special guests? Wife: Ingrid is now a vegan, Beate has a friend who is islam, Gerd has a gluten allergy, Wolfgang is trying to get away from alcohol,.... Me: Potato-Sauerkraut-Pancakes Wife: Sabine is on a diet... Me: Selfmade dried fruit chips with salt and pepper together with Coke light coffeeinfree? Shall I add tons of chilli and wasabi on the chips? Wife: I want some of them to come again. Birthday of my wife pre-corona. Wife: Sorry we had no time(!!?) to prepare anything. We reserved 40 places at a restaurant. Gerd: I allways liked your boar goulash Sabine: You had so nice Handkäse dumblings last year Beate: This is my new friend. He is pastor. ... This year corona, no guests Me: you know, we would have saved a lot of money last year if I would have done dried chips from quinces with wasabi last year. No guests anyway. All names changed, because my wife wants some to come again ;)
    1 point
  17. 1 point
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