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Ed-Zero

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  • All time best video game ever played
    Sacred 2
  • Real Name
    Edward Zero
  • Country
    United States

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Indium Shaman

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  1. I think what will happen is that if you have relics in ORB_1-3, then those same relics will be in ORB_4-12. They will be in those slots, so if you put new ones into 4-12 then it will replace those that are in 1-3 as well. For example, if you were to do this: ORB_1 = 31; ORB_4 = 31; I think these will show the same relic, not have them both active. I'm not sure what would happen if you do: ORB_1 = 31; ORB_1 = 34; That might work, then again it might not. I have tried both ways to no effect. It's probably hard coded then.
  2. *Edit: Yeah, I think it was hardcoded as changing the equipsets did nothing. It must be hard coded as I've looked through every txt file in all the folders here. This is what I've come across.. in equipsets.txt in scripts/server: ORB_1 = 31, ORB_3 = 33, ORB_2 = 32, ORB_4 = 34, ORB_5 = 35, ORB_6 = 36, ORB_7 = 37, ORB_8 = 38, ORB_9 = 39, ORB_10 = 40, ORB_11 = 41, ORB_12 = 42 I think that if I change ORB_4-12 to 1-3 then they might be able to stack in typification.txt in shared scripts there is a CLF_RUNE but doesn't seem to have anything to do with it. newTypification = { id = 57, name = "CLF_RUNE", stat = "", modreal = 1000, modfocus = 0, modbasepoints = 0, bonusgroupID = 261, weapondamagespread = 0, fightdistance = -1.000000, } mgr.createTypification(57, newTypification);
  3. Alrighty everyone, Here's the two-handed weapons mod for v0100 of the CM Patch. Scythes were added this patch but were listed under Polearms, now it's under Axes so they could be dual wielded. Have fun! http://www.multiupload.com/ODSGM2QZPC# P.S. - I will update the first post with additional updates whenever they come about (aka: I will update if a CM Patch adds new weapons, weapon types, etc) Thanks Czevak! P.P.S. - In order for this to work when updating, you need to remove the previous CM Patch, apply the new one, then apply this. Instructions on where it goes is inside!
  4. It goes without saying that with the release of 0100 of the CM Patch, this mod becomes useless because of the new items in the game and possible new item type (scythe, not sure if it's two handed or not). Anyways, I'll be working on this today and should post the 0100 version of it for download when I finish.
  5. Do you mean Relics? in the relic holder you can use 12 relics, but only 3 are active at a time. Yeah, sorry. I meant relics. I want all 12 active instead of 3. I find it annoying that on xbox you can use 6 but on computer it's down to three...
  6. Hi Everyone, I'm now looking into figuring out how to get more than 3 relics count as active instead of having to switch all the time and only have access to those three. If anyone can help me out or point me in the right direction, I would gladly do it myself. Thanks in advance
  7. I'm glad everyone likes it! I'm just happy to contribute to the community!
  8. So after a while of looking at the code, I've figured it out! (with Czevaks help). My shadow warrior shown above looks pretty crappy but I tested it out by loading up a save game where he was level 2 and got to 9 or so.. that way I could get dual wield and see if it worked. Well, it obviously does! Which means to everyone that if they want to play with this mod, you don't have to start a new game, just install the mod and it will work with your current save!. The character animation for holding/swinging them looks great. You can see here in the picture that he's holding a halberd and spear, both normally two-handed weapons. All weapons that were two-handed weapons retain their attributes and abilities that they normally would have as well (so spears, two-handed axes, etc... don't have one handed bonuses) Here's what changed with the weapons: (By the way, I'm using the CM mod so you'd need to have the latest version of that in order to use this mod) Lets you use any two-handed melee weapon as a one handed weapon. Axes, Mage Staffs, Swords, Hammers were changed and retain their own skills due to their one-handed counterparts. Polearms and Javelins were modified to go under Axes for the Hafted Weapon properties. Also, this was the only way I could figure out how to get them to be one handed. Installation: install in your C:\Program Files\Deep Silver\Sacred 2 Gold\Scripts\Shared folder. Make sure to backup your existing itemtype file because this uses the community mod. Here's the download link: http://sharebee.com/9738e18a (This is a multi-upload site so people can get whichever service they like better) Thanks to Czevak for all your guidance! Enjoy!
  9. So... just bumping for bumping sake. Anyone figure out how to do so or can instruct me on it? I want to make this happen!
  10. Mod Changelog: -Updated for v0100 of the CM Patch. -Scythes were added this patch but were listed under Polearms, now it's under Axes so they could be dual wielded. Have fun! V0100 Download: http://www.multiupload.com/ODSGM2QZPC# I will update if a CM Patch adds new weapons, weapon types, etc P.S. - In order for this to work when updating, you need to remove the previous CM Patch, apply the new one, then apply this. Instructions on where it goes is inside! ++++++++ Original Post ++++++++ I'm quite sure this is possible (making all 2 handed melee weapons be able to be wielded in one hand, for dual wielding fun) and would do it myself but I do not know how or what to edit. I know it's possible because in the CM mod, brass knuckles were introduced and at first they were two handed for whatever reason and the editor switched them to be one handed...So if someone could direct me or even do it themselves (if it's simple enough) then I would appreciate it! Thanks in advance P.S. ~ 1st post here!
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