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About FlyingFox89

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  1. Hi there Llama! Some awesome work you've done here! I was wondering, how do you change the spell names and token name/descriptions? I've been doing some combat art modification myself, but I havn't figured out that.. THanks mate!
  2. Oh they do grant resistance, but not as much/diffrent as other relics. In addition the 3 active ones give a random bonus each too, that is different from random bonuses reieved by other relics. Ahhh sounds very cool indeed. Now are they obtainable from level 1, and are they drop only, iow not available from vendors? PS: I don't know if you've seen this thread on my modifications: http://darkmatters.org/forums/index.php?/topic/19341-editing-spell-names-and-descriptions-and-token-names-and-descriptions/page__pid__6934533#entry6934533 But either way, I deceided to halt that idea
  3. Hello Guys! Seeing as I'm having a bit of problem playing much this week (and the next for that matter..), would anyone mind explaining what these awesome looking items do, how they work, and what the general play experience with them is? I know the Devs like leaving certain things to be explored by the players, but if it's ok with them, I'd really like some insight into this new mechanic! Thanks!
  4. Hi there guys! (Especially the CM Dev team! ) Today I actually tried fist weapons for the first time, and noticed that they use daggr (I think?) and standard dual wield (when dual wielding ofc) animations. Now this is just my opinion, but I think they'd be a hell of a lot more fun if they used the unarmed animations... There really is nothing like a roundhouse kick inquisitor.. If this is possible, it would rule!! Anyway, love your work guys, keep it up! Thanks!
  5. Hi there everyone! Havn't Posted here in a long time... Anyway, After a long brake from total Sacred 2 modding, I've recently continued my work to to a complete Spell Rework. Note, this isn't just number adjustment. I'm attemting to completely modify a vast number of spells, to make the character a lot more interesting and fun. This also includes complete new visuals. So far I've had amazing success. Just an example: I'm changing the Dryad into much more of an assassin/rogu like character. So far she has an Invis spell, A visually awesome blink strike attack, and a whole bunch of
  6. Hi There. First off I'd like to give some background. (Skip this part if you just want to get to the point) Ever since I can remember, I've been a pretty hardcore ARPG fan, and aside from all the "Well-knowns" like Diablo; Dungeon Siege; and Titan Quest, I fell in love with the original sacred the very day I got it. But regardless of it's amazing immersiveness, it, like Sacred 2, has some major setbacks, that if avoided, could make it one awesome game. If there are any modders that could give any feedback on some of the points I'm about to mention, especially on if and how it's fixabl
  7. Hi there. I actually did this myself, for my dual wielding Dryad. It's quite easy. Find this in Spells.txt (Located in Sacre Folde>scripts>shared>) mgr.defineSpell( "dr_hu_projektilfokus", { eiStateName = "cSpellCast", fxTypeCast = "FX_DR_PROJEKTILFOKUS_C", fxTypeSpell = "FX_DR_PROJEKTILFOKUS", fxTypeCastSpecial = "FX_DR_CAST_M", duration = 20.000000, animType = "ANIM_TYPE_SM06", animTypeApproach = "ANIM_TYPE_INVALID", animTypeRide = "ANIM_TYPE_INVALID", animTypeSpecial = "ANIM_TYPE_RIDESM05-SPECIAL", causesSpellDamage = 0, tokens = { entry0 = {"et
  8. Well guys, Like I said, if there's anything spesific you're unsure about, ask here. I'll help.
  9. scripts>shared>spells.txt Feel free to ask if you need any help, I've done quite alot of combat art modification.
  10. Would you mind posting an example of one of those spells? If it is what I think it is, it is infact quite a tricky problem, but one I solved about an hour ago. So lets hope we're on the same track here hehe. Also, just as an interesting update, I managed to make my perfect High Elf. Amongs a whole bunch of balance changes, I did some of the following: (NOTE: these are all modifications to her default spells, not replacements from other spells. All modified spells include complete visuals, modifications, and effects as well.) -changed fire demon into fiery ember from temple guardian. L
  11. Hehe very cool stuff Mr Onion. Glad you decided to give it a shot. Truth is I'm just as curious as you about that. So if anyone knows the answer, you'd be helping out more than one of us. Anything other neat tricks you discovered by the way?
  12. Tried it exactly as you described, double checked n merged every mergable file. Still no use. Is there a possibility you could make a version of this mod for CM? I'm sure alot of people here use that. Thanks again.
  13. I'm glad you asked, but I'm not quite sure where to begin, so try and bear with me. You could go to Icemember's thread (in the works for Sacred2) for alot of details on this kind of editing. I'll mark anything you'll have to look up there with a "*". But some of the things I've personally experienced: First of all you need to edit creatures.txt. Find the hero you want by searching "SC_". This way you'll see a list of some unknown atributes for each class, and most important, the list of spells it has. It's all german, but I don't speak it, and I managed to translate the spell name (Hai
  14. Well I've been ignoring the graphics mostly (hence why I'm so gratefull for your download), but dabbeling alot with the actual edit of what the spells do. It's always been Sacred's biggest downfall in my personal opinion. Alot of the spells are just way underpowered, and alot even plain boring. But thanks mainly to ~icemember~, who showed me how to insert my very own balancing and fun. Some of the things I managed are as follow : -Exchanging Any spell with any other spell from a differant character -Editing animations, visual fx, and all tokens (what the spell actually does) S
  15. Hehe thanks alot dude. Will try it as soon as I get home from work. Thanks again. Btw, have you played around with editing the actual character spells yet?
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