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Silver_fox

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Everything posted by Silver_fox

  1. Version

    326 downloads

    This is a visual mod for the Community Patch that was created by LazyTomcat back in 2011. You can find its full description in the respective thread: My personal CM-Patch Mod LazyTomcat was no longer able to keep his mod up to date, but he gave permission to share it "as is" with the community. This mod changes the following things: "Adornments of the Ancestors" got the graphics from "Golden Raven Mod" "Detheya's Agility" is a little cozy bauble "Faladal's Blizzard" got the graphics from "Diamond Ice Mod" Healthbar in rainbow design new make-up for Seraphim, High Elf and Dryad Cape of "Scourge of Lordaeron" removed because of clipping bugs (not on the shot) NOTE: LazyTomcat's mod was complied for the now outdated version of the Community Patch. It can be applied as is only to the version v120. However, most of the changes it does to the interface and textures are compatible with the later patch releases. If you are going to use it together with the latest versions of the CM patch, do not use the "scripts" folder from this mod.
  2. Version v2

    584 downloads

    These chests contains all High Elf Uniques present in Sacred 2 with Ice and Blood Add-on. The set items and new items from the Community Patch are NOT included. These chests contain: Tiara of Ardal Helmet of Insanity Co'Nahn's Chestguard Dwarvensilver Tunic Nishinku's Bracers The Impervious Finrohil's Agility Omegranas Rendal's Ruse Version 2 also contains Scribe Bracers of Atherton The information below applies to all items. Item levels: Silver difficulty: Levels 20, 25, 35, 50 Gold difficulty: Levels 65, 80, 95, 110 Platinum difficulty: Levels 125, 140, 155 Niob difficulty: Levels 170, 185, 200 NOTE: Due to the fact that the chests contain mixed items that have different level jump in game, some items can be of slightly higher levels than listed above. For example level 205 instead of 200. Instructions: The chest files should be extracted from this archive and copied from the respective folders to the savegame folder. Only one of the chests can be installed at the time. The location of the savegame folder is given below. For Windows XP: C:\Documents and Settings\<userID>\My Documents\Saved Games\Ascaron Entertainment\Sacred 2 For Windows Vista and Windows 7: C:\Users\<userID>\Saved Games\Ascaron Entertainment\Sacred 2 Be sure to back up your existing chest.sacred2chest file before doing anything! Installing any of these files will overwrite your Shared tab in your player chest.
  3. Silver_fox

    Christmas Cap

    Version

    43 downloads

    This chest contains a festive item present in Sacred 2 - the Christmas Cap that is present in game files, but can not drop normally and can be only accessed via modding, or using this chest file. The chest contains the Cap for the six original characters and is compatible with the base game. It is not clear whether the Cap was added in the same patch which adds the Christmas Sets or before it, therefore it's recommended to open this chest with fully patched version of Fallen Angel or Ice and Blood. The information below applies to all versions. Item levels: Bronze difficulty: Level 1 The Christmas Cap has no bonuses and no value besides its looks, so only one version per character was packaged in the chest. Instructions: The chest file should be extracted from this archive and copied to the savegame folder. The location of the savegame folder is given below. For Windows XP: C:\Documents and Settings\<userID>\My Documents\Saved Games\Ascaron Entertainment\Sacred 2 For Windows Vista and Windows 7: C:\Users\<userID>\Saved Games\Ascaron Entertainment\Sacred 2 Be sure to back up your existing chest.sacred2chest file before doing anything! Installing this file will overwrite the Shared tab in your player chest.
  4. Version v2

    47 downloads

    Have you ever wanted to see your character looking like a fool? Then you can consider the contents of this download to be just a funny way to celebrate April Fool's Day. However, this chest works, no jokes. This chest contains an Easter Egg item present in Sacred 2 - the Village Fool's Hat that is the reward for the Manners Maketh Kobold quest, in which you meet Master Y'Oldah. This chest contains the Hat for all seven characters, including the Dragon Mage, who got his version only with the Community Patch v110. So, having the patch installed before you try to open this chest is recommended, but not required. Without CM, the chest would be incomplete. The information below applies to all versions. Item levels: Silver difficulty: Level 1 The Village Fool's Hat has no bonuses and no value besides its looks, so only one version per character was packaged in the chest. Instructions: The chest file should be extracted from this archive and copied to the savegame folder. The location of the savegame folder is given below. For Windows XP: C:\Documents and Settings\<userID>\My Documents\Saved Games\Ascaron Entertainment\Sacred 2 For Windows Vista and Windows 7: C:\Users\<userID>\Saved Games\Ascaron Entertainment\Sacred 2 Be sure to back up your existing chest.sacred2chest file before doing anything! Installing this file will overwrite the Shared tab in your player chest.
  5. Version

    109 downloads

    These chests contains an Easter Egg item present in Sacred 2 Fallen Angel - the Bunny Ears of Might that are the reward for the Easter Eggs quest. Two main chests contain the ears for the original six characters collected on different diffilulty levels. These chests are compatible with all versions of the game after official patch 2.40. The third separate chest contains Bunny Ears for the Dragon Mage, which were added to the game only with the Community Patch v110. If you don't have the patch installed, this third chest would be empty when you open it. The information below applies to all items. Item levels: Bronze difficulty: Level 1 Silver difficulty: Levels 20, 40 Gold difficulty: Levels 60, 80 Platinum difficulty: Levels 100, 120, Niob difficulty: Levels 140, 160, 180, 200 Instructions: The chest files should be extracted from this archive and copied from the respective folders to the savegame folder. Only one of the chests can be installed at the time. The location of the savegame folder is given below. For Windows XP: C:\Documents and Settings\<userID>\My Documents\Saved Games\Ascaron Entertainment\Sacred 2 For Windows Vista and Windows 7: C:\Users\<userID>\Saved Games\Ascaron Entertainment\Sacred 2 Be sure to back up your existing chest.sacred2chest file before doing anything! Installing any of these files will overwrite the Shared tab in your player chest.
  6. Version

    84 downloads

    This chest contains Dragon Mage's Unique Scribe Bracers of Atherton introduced into Sacred 2 with the Community Patch v130. The chest contains several instances of the item in question found on various difficulties and levels. Item levels: Silver difficulty: Levels 20, 35, 50 Gold difficulty: Levels 65, 80, 95, Platinum difficulty: Levels 110, 125, 140, Niob difficulty: Levels 155, 170, 185, 200 Instructions: The chest file should be extracted from this archive and copied to the savegame folder. The location of the savegame folder is given below. For Windows XP: C:\Documents and Settings\<userID>\My Documents\Saved Games\Ascaron Entertainment\Sacred 2 For Windows Vista and Windows 7: C:\Users\<userID>\Saved Games\Ascaron Entertainment\Sacred 2 Be sure to back up your existing chest.sacred2chest file before doing anything! Installing this file will overwrite the Shared tab in your player chest.
  7. Version

    391 downloads

    These chests contains all Dragon Mage Unique Armor present in Sacred 2 with Ice and Blood Add-on. The set items and new items added with the Community Patch are NOT included. These chests contain: Baker Belt Dragonleather Shoes Draligan's Eyes Draligan's Tunic Habakuk's Legacy Hardened Dragonplate Helmet of Insanity King of Swallows Kulgrim's Protection Lucky Strike Markus' Cap Urdum's Tooth The information below applies to all items. Item levels: Silver difficulty: Levels 20, 35, 50 Gold difficulty: Levels 65, 80, 95, Platinum difficulty: Levels 110, 125, 140, Niob difficulty: Levels 155, 170, 185, 200 NOTE: Due to the fact that the chests contain mixed items that have different level jumps in game, some items can be of slightly higher levels than listed above. For example level 90 instead of 80. Instructions: The chest files should be extracted from this archive and copied from the respective folders to the savegame folder. Only one of the chests can be installed at the time. The location of the savegame folder is given below. For Windows XP: C:\Documents and Settings\<userID>\My Documents\Saved Games\Ascaron Entertainment\Sacred 2 For Windows Vista and Windows 7: C:\Users\<userID>\Saved Games\Ascaron Entertainment\Sacred 2 Be sure to back up your existing chest.sacred2chest file before doing anything! Installing any of these files will overwrite your Shared tab in your player chest.
  8. Version

    459 downloads

    These chests contains all Dryad Unique Armor present in Sacred 2 with Ice and Blood Add-on. They also contain the Well-worn Hat that was added to drops in the Community Patch. However, this item was present in game before CM, so it should show up in the chest even if you do not have the Community Patch installed. The set items are NOT included. These chests contain: Brogues of Haste Feather Trappings Gruni's Stole Helmet of Insanity Scribe Bracers ot Atherton Vashta's Breeches Vashta's Vestment Well-worn Hat Witches' Sabbath Wood Gnome The information below applies to all items. Item levels: Silver difficulty: Levels 15, 35, 50 Gold difficulty: Levels 65, 80, 95, Platinum difficulty: Levels 110, 125, 140, Niob difficulty: Levels 155, 170, 185, 200 NOTE: Due to the fact that the chests contain mixed items that have different level jumps in game, some items can be of slightly higher levels than listed above. For example level 90 instead of 80. Instructions: The chest files should be extracted from this archive and copied from the respective folders to the savegame folder. Only one of the chests can be installed at the time. The location of the savegame folder is given below. For Windows XP: C:\Documents and Settings\<userID>\My Documents\Saved Games\Ascaron Entertainment\Sacred 2 For Windows Vista and Windows 7: C:\Users\<userID>\Saved Games\Ascaron Entertainment\Sacred 2 Be sure to back up your existing chest.sacred2chest file before doing anything! Installing any of these files will overwrite your Shared tab in your player chest.
  9. Version

    860 downloads

    These chests contains all Seraphim Uniques present in Sacred 2 with Ice and Blood Add-on. The set items and new items from the Community Patch are NOT included. These chests contain: Helmet of Insanity Scribe Bracers ot Atherton Muadib's Visions Aelfren's Corsage Bodhie's Resistance Aelfren's Girdle Bodhie's Vestment Bodhie's Promise Divine Armor Angel's Wings The Bulwark Blade Breaker The information below applies to all items. Item levels: Silver difficulty: Levels 20, 35, 50 Gold difficulty: Levels 65, 80, 95, Platinum difficulty: Levels 110, 125, 140, Niob difficulty: Levels 155, 170, 185, 200 NOTE: Due to the fact that the chests contain mixed items that have different level jump in game, some items can be of slightly higher levels than listed above. For example level 205 instead of 200. Instructions: The chest files should be extracted from this archive and copied from the respective folders to the savegame folder. Only one of the chests can be installed at the time. The location of the savegame folder is given below. For Windows XP: C:\Documents and Settings\<userID>\My Documents\Saved Games\Ascaron Entertainment\Sacred 2 For Windows Vista and Windows 7: C:\Users\<userID>\Saved Games\Ascaron Entertainment\Sacred 2 Be sure to back up your existing chest.sacred2chest file before doing anything! Installing any of these files will overwrite your Shared tab in your player chest.
  10. Version 1

    138 downloads

    This chest contains two hafted weapons that were added to drops with CM patch v90. Though all items in this chest were present in game before the Community Patch, so the chest should work fine even if you do not have CM patch installed. The chest contains: Bugslayer and Hammer of the Righteous. The information below applies to both weapons. Item levels: Bronze difficulty: Levels 16 and 44 Silver difficulty: Levels 44 and 80 Gold difficulty: Levels 80 and 140 Platinum difficulty: Levels 140 and 162 Niob difficulty: Levels 162 and 200 as an added bonus the chest contains Gruma's Talisman - a legendary ammulet that was either added to drops in CM v90. Instructions: The chest file should be extracted from this archive and copied to the savegame folder. The location of this folder is given below. For Windows XP: C:\Documents and Settings\<userID>\My Documents\Saved Games\Ascaron Entertainment\Sacred 2 For Windows Vista and Windows 7: C:\Users\<userID>\Saved Games\Ascaron Entertainment\Sacred 2 Be sure to back up your existing chest.sacred2chest file before doing anything! Installing this file will overwrite your Shared tab in your player chest.
  11. Version

    770 downloads

    This chest contains new set items that were added to the game with CM patch v130. These are two weapon-based sets and 8 Gemmae. Weapon sets: - Remnants of Drizzt: Set for all characters based on Dual Wielding. There are two versions on this set in the chest - one of item level 35 and other of item level 85. Both versions are from Silver difficulty. - Memories of the Trees: Set for blowpipe wielding Dryad. There are two versions on this set in the chest - one of item level 40 and other of item level 80. Both versions are from Silver difficulty. Gemmae: All Gemmae are from Gold difficulty, so all the Sigils have defensive bonuses in addition to armor. As the Sigils can spawn with random bonuses, there are several versions of each Sigil in the chest (with different defensive bonuses). - BerDaiPayn, SinIthTer and KilthEmAl : there are two versions of these sets in the chest - one of item level 82 and another of item level 91. - YerLuvVun, DisTrukXion, ImMorTel : there are two versions of these sets in the chest - both are of item level 91, but the Sigils have different defensive bonuses. - TomMarVolOryDel, KlaAtuVerAtaNikTuh : there are three versions of these sets in the chest - all Sigils are of item level 91, but have different defensive bonuses.
  12. Version

    837 downloads

    This chest contains legendary, unique and set items that were added or modified with CM patch v90. Though some items are still missing here. The ones that are present: Full sets: - Black Death (complete set can drop and got the set bonus) - Kira's Protection (the same) - Equilibrium (new set for all characters) - Kendric's Archon (new set for the Temple Guardian) - Kanka's Relics (new set for the Shadow Warrior) - Pandamonium's Pride (new set for the Shadow Warrior) - Centrio's Insignia (new set for the Shadow Warrior) Legendaries: - Star of Silithar (Amulet) - Arnum's Signet (Ring) - Khral's Ring (Ring) - Khral's Talisman (Amulet) - I'm not sure if it can drop normally with CM v90, but I added it anyway - Charo's Brilliance (Ring) - Charo's Sparkle (Ring) Uniques: - Signet of the Apocalypse (Ring) - Gomil's Gold Pouch (Amulet) - Sand Eagle (Pistol) All the items are at level 80-95, from Silver difficulty level.
  13. Silver_fox

    Elite Mounts Project

    Somewhere in the world of Ancaria there is a priest who was destined to serve Gods in a remote location. He stays in his half-forgotten temple and rarely sees people except for hunters and travelling merchants who stop once in a while to make offerings to the Gods. This priest spends his free time breeding and training exotic creatures. Those rare times when he goes out of the temple, his pets usually follow him. He thinks that animals make good companions to lone travelers like him... and like you. There are also some rumors that this priest does not mind experimenting with machinery, so maybe if you manage to find him and pay him a visit, he would show you results of his experiments. With this, I start releasing the information about the Elite Mount project that had been in the works for quite some time. It began as a part of CM patch, then halted in its tracks and now is continued by me, Pesmontis and Flix as a part of the CM Items mod. As the mod is undergoing gradual integration into CM Patch, there is a possibility that the mounts would eventually return to CM proper and would be released as a part of CM v150. But it's just a possibility, and the first release, regardless of anything, would happen with CM Items mod, so this is the place to look for new mounts. We are not going to tell you the exact location of the temple where the priest and his pets reside, but this thread would gradually fill you in on his merchandise, so stay tuned. There are plans to create new Elite Mounts for each of the seven playable characters - these mounts would be better than the original special ones, but the opportunity to purchase them would open up much later in the course of main campaign. A couple of Elite Mounts are ready, so it's more than just talk, others are in process. Read on to learn more about the mount variety: High Elf's mount - the Dragon: Introduction and Stats - Video bonus mounts - new Wind Serpents: Introduction and Stats Temple Guardian's mount - the "Buzzsaw" Mobiculum: Introduction and Stats - Video Shadow Warrior Armored Hellhound and Inquisitor Armored Spider mounts - Introduction and Stats Dragon Mage's Armored Draconicicon mount - Introduction and Stats Seraphim's Cyber-Tiger mount - Introduction and Stats Dryad's Armored Lizard mount - Introduction and Stats Download Elite Mounts Mod
  14. Big thanks to Hooyaah and SX for running this thread. It made me smile when it was just starting and it still does. I went through all the pages again and was once again amazed by the amount of beautiful designs and psychedelic bugs that are abound in this game. Makes me want to play Sacred 2 again as well as to unearth the screenshots I have saved from my many previous playthroughs. A special "thank you" goes to Hooyaah for finally answering the question of whether or not there are any foxes in Ancaria. Back in the day when CM Patch developers were adding animals to their MP Island zoo, Marcuswob said that every developer, designer, translator or other crew member can be represented by any small creature that exists in the game world. I never asked for a special beast, but somebody thought to put me here as my namesake nevertheless, which made people look for foxes in Ancaria. At the time none were found, and I was amazed to find out that czevak and Marcus made one specially for the zoo (out of a small wolf, I believe). And now you found out that there are supposed to be some of these animals running in the woods (and probably swamps) of the game world. It makes me kind of happy to know that my personal animal is not a sole member of its species. Also, recently I met this most interesting fellow: This encounter reminded me that it's been more than a year since a certain well-respected Temple Guardian placed an order with my small item-crafting enterprise, but the item in question still hasn't been shipped to its rightful owner. I decided to remedy this sad fact as soon as possible. Putting it simple, I'm currently inventorying my unfinished modding projects with a plan to complete and release them to the general public. But just in case I get caught and eaten by some real-life emergency once again, and won't be able to release all the items properly, I'll leave the models of the explorer's hat and Inquisitor's hood modified for TG's doggy stature right here. The hood (which was obviously inspired by SX's current avatar) can be seen in the above picture, and hopefully can serve as "I'm sorry for taking so long" gesture. I'll just say that SX never ceases to amaze me with his drawings - they are very amusing and very fitting at the same time (one would think a Shadow TG working for the Inquisition during the main campaign ought to get one of their customary robes). The download contains the models only - they are linked to Ascaron's original textures. I'm still planning to make them a part of a proper mod a bit later, but for now I'll just leave them there: Download Link
  15. Silver_fox

    Sacred 2 Enhanced Edition

    It's good to hear that you decided to add all available skills to the list. At least now players won't be asking why you added one skill and not another. However I'm not sure about window height value that would fit everybody. Which UI design are you currently using? Is it the D2F one? I'm asking because with the default CM Patch UI and fonts the window height of 620 looks like this (both with and without UI scaling): Maybe it's just a weirdness on my laptop's part, or maybe different UI frames actually do affect the size of the space available inside the windows.
  16. Silver_fox

    Sacred 2 Enhanced Edition

    Hello again, Flix. It's really great to see that you're still doing the mods for this game. It's a bit sad that its community is not as active as it once was, so I decided to drop by and give you a heads-up on the new version of the Spell Mod. Adding new skills is a great idea as it adds more character build opportunities and for some people might warrant a few more playthroughs. I would have suggested adding everything for everybody just for variety's sake, but I know that some things are technically impossible, or at least incredibly hard (the High Elf is not going to Dual Wield unless you spend an insane amount of time making animations for that). As it is, your list looks reasonable and I'd say to go for it, but like Shadowflare I would have suggested to add all three remaining offensive skills to DM's roster as well as maybe throwing in Hafted for seraphim and Staffs for SW. I wonder what's the reason for the limitation? Do you think it unbalanced to give them a greater amount of skills? If you feel limited by the technical side of the business, like fitting all skills in the window, then it's not hard to remedy, at least in DM's case. If you actually removed Pacifism from the game, then DM should have 4 Basic Defensive skills and only 2 Advanced ones. You can shift Spell Resistance to the Advanced level and thus free some room in the window (it's a personal opinion, but I can't think of character whose only defensive skill is Spell Resistance). Alternately you can make the window slightly bigger to accommodate the changes (that's what I did in my game when I thought about expanding the amount of skills). To do so you need to edit Attributes.xml from skin-xml: look for where it says "CWindow name="skilloverview"" and change height from 590 to 640 or 650 (640 is enough for everything to fit, but you might think that 650 looks slightly better). That adds enough space for one more row of skills but keeps the window small enough to fit the screen well at 720p (I've never seen this game running at 800x600 and even if this resolution is possible, I don't think that many people would try it nowadays). Anyway, regardless of what you'd decide with the skills, I'll be looking forward for the new version of the mod. I was going to recommend it to my friends next time we think about playing Sacred 2 co-op, so it's great to know that the more polished version is on the way.
  17. This guide was written by Mibbs in russian and sent to me via PM. I merely made a translation. Influence that Skill Level has on Locked Item Modifiers Some Item Modifiers require specific skills to be unlocked. Bonuses this modifiers grant to the character depend on the level of a skill required to unlock them. For example, some types of armor drop with Detrimental magic effects -X% modifier that requires Armor Lore Mastery and scales with it. Every hard point invested in the respective skill (255 points maximum) increases the bonus from such locked modifier. 1. Item modifiers whose bonuses from different sources are normally added to each other (1+1=2) and Block chance: Close Combat/Projectiles/Combat Arts +x%. You can calculate the resulting bonus for these modifiers using the followin formula: Resulting Bonus from a Locked Item Modifier = Base Bonusnote + Base Bonus*Skill Level/255 Where Skill Level is capped at 255. Additional bonus is applied directly by multiplying with the Base valuenote for the Item Modifier Bonus. The Bonus' dependency on the Skill level is linear, when the Skill level reaches 255 the resulting bonus is approximately 2 times bigger than its base value. Approximate increase in the bonus granted by an Item Modifier after n points were invested in the respective skill: _______________________ n | Bonus increase _______________________ 1 | 2%, 50 | 18%, 75 | 27%, 100 | 36%, 150 | 54%, 200 | 72%, 255 | 90% If a modifier requires Skill to be Mastered, it would have its bonus value increased by 27% immediately after being unlocked. Note: It is necessary to keep in mind that the Base Bonus for each Item Modifier depends on a difficulty level. The higher the difficulty is, the bigger Base value bonuses have. Inctances of the same unique item found on Niob and Silver would have 33% difference in Base Bonus values. 2. Item Modifiers whose bonuses from different sources are applied in layers or have diminishing returns, for example Opponent's Chance for a Secondary Effect, Detrimental Magic Effects -x% and others. For these modifiers the skill bonus is either multiplied by the base value, but the additional bonus granted at each skill level is significantly smaller than in previous example. Bonus increase for these modifiers is a linear function and for n points invested in skill results in following values: _______________________ n | Bonus increase _______________________ 1 | 1% 50 | 6% 75 | 9% 100 | 12% 150 | 18% 255 | 30.5% If a modifier requires Skill Mastery (75+ points invested), it would have its bonus value increased by 9% immediately after being unlocked. 3. Item Modifiers that appear on Shields Locked Block chance modifier that appears on shields has its own dependency on skill level (it does NOT apply to similar modifiers that appear on armor pieces!) For n points invested in skill it would be the following: _______________________ n | Bonus increase _______________________ 40 | 50% 80 | 75% 192 | 100% 255 | 110% For example, if Kira's Wall has 43.7% Block chance at 1 point in Shield Lore, than at 255 points it would have 43.7*2.10 = 89.4%. If a block chance modifier requires Skill to be Mastered, it would have its bonus value increased by 72% immediately after being unlocked.
  18. Silver_fox

    Dragon mage's race

    Well, if asking one human to enslave another seems strange to you, then what about asking a Seraphim to do it? I mean the Seraphims are considered to be noble warriors of light, and one would suppose a holy warrior should be irritated by such ignoble request. And yet the guy who offers this quest would offer it to everybody regardless of appearance. He probably just thinks that all wandering adventurers are rogue outcasts who only care about the money and that his money is as good as everybody else's. If you are playing a Light Path char, you quickly prove him wrong by demonstrating that some adventurers do put morals above the money. By the way, it seems to be a common attitude among Tyr Lysia questgivers - if you are playing the Dryad you even have some people openly assume that you are adventuring due to being unfit to stay home and treat you as a renegade. As for the Dragon Mage - there are several characters who are openly called "Dragon Mages" in game. The playable character appears to be human (round ears, sturdy body and so on), and, as Flix said, is formally classified as such. Three other Dragon Mages he encounters during his quest (Gemblik, Fangil and nameless Dragon Mage Adept you find on the road) share the human appearance with the playable character, and the fourth (Varmin) is a definite High Elf. On the other hand these characters do not ever call themselves anything other than the Dragon Mages, and put a lot of value in being chosen and mentored by the Dragons. We are never told how the Dragons choose their apprentices, so it might be that there are Dragon Mages who belong to different races, and the different look of the guys encountered during the Dragon Mage's class quest seems to support this theory. From the journal entries and spoken comments, the playable Dragon Mage appears to be rather sarcastic and looking down on pretty much everybody except for Dragons. He is not kind toward humans, but his remarks on the High Elves he meets during his class quest are no better, and let us not start on goblinoids. So it appears that being a Dragon Mage is a cultural thing - their race is secondary if it matters at all. The Dragon Cultists of the Dragon Sea Islands are Elves for sure, but they are never actually called Dragon Mages. They are described as "dragon worshipers" and appear to be the servants of the Dragons but it is never mentioned that the Dragons teach them anything or see much value in them at all. They never use much magic, preferring to attack with polearms. From the quest about the conspiracy within the cult we learn that the leaders of the cult are conning their subordinates and only want to rob them of their money, so they are probably charlatans and there might not be any real Dragon Magic behind the cult at all. Then again, some of the cultists - certainly not all of them - might be actual Dragon Mages. In the end it's up to the player whether or not to think of the Dragon cult and the Dragon Mages as related groups. The game leaves room for both opinions. One more angle that might be worth considering is that there are two locations themed around Dragons and their followers - the Island in the Jade Sea where the playable character starts and the caves under the Dragon Sea Islands. In the first place you meet a couple of human-looking Dragon Mages, and the second one is populated by elven Dragon Cult. So it's possible that the southern Dragons choose their apprentices from some human tribe, and the northern Dragons from the elven cultists. My personal opinion is that the playable Dragon Mage is technically (biologically) human, but he renounced his origin when he was chosen to be apprenticed with the Dragons. Now that his study is complete, he considers himself a superior being and would be offended if someone bundles him up with the commoners of Artamark who never had an honor to talk to a Dragon let alone study from one. Then again, the Sacred 2 lore is a bunch of confusing and mutually contradicting texts - you can read rather different descriptions of the world, its races and events depending on which character you play and which path you follow - so every player can make everything he wishes out of it.
  19. Removing CM patch v150 is pretty easy. You can do it by running cm-disable executable that is included in the CM Patch download, or by downloading and running CM Reset tool from here (https://drive.google.com/folderview?id=0B6mWJPtqErDcdFJfR1VlM202ek0&usp=sharing&tid=0B6mWJPtqErDcSkg0eGdubGdVaHM) The separate reset tool would only come handy if you modded the game after installing CM and cm-disable does not run correctly. Otherwise, the regular CM patch package with enable and disable executable files has all you need. However, disabling CM patch won't help you link to the console. The console version is Fallen Angel without expansion or patches, so PC Gold version without CM is already different from it.
  20. Silver_fox

    [Dev] Diablo 2 Fallen mod for Sacred 2

    Since I'm doing 3D modelling and new visuals for characters and items for Diablo 2 Fallen, I guess this question is more to me than to Flix, who has his hands full working on mechanics, spells, stats, lore and pretty much everything else. Well, it's not the first time such suggestion comes up. Some time ago in Item Mod thread there also were requests to re-create Sacred 1 sets. I agree that many of these items were awesome and unique-looking, but re-making their models and textures to match the quality standards of Sacred 2 is going to be a difficult and time-consuming project. It's not an undertaking I want to plan for the nearest future, and certainly not for Diablo 2 Fallen. For this mod the goal is to create items visually or at least stylistically similar to what can be seen in Diablo 2, especially things that won't be fitting in Sacred 2 otherwise (for example, it does not make sense for the Dragon Mage to wear Druid pelts, but they are the most logical choice of equipment for the Druid). And items from Sacred 1 can fit into a world of Sacred 2 any other day, they don't need to be a part of a Diablo-themed mod to do so. Thank you very much. The pictures Flix posted are from work in process, so the final set for the Amazon might be slightly different in appearance. I'm planning to add leg armor and make a different helmet because the one pictured has been already implemented as Griffon's Eye unique, but the overall style of the set would remain the same.
  21. Silver_fox

    Genesis Siderea - new miniset for the Seraphim

    Actually, Gilberticus is right. There is a slight glitch in the wings textures. I noticed it too, and tried to tell about it during the internal testing of the Item Mod. But I got the same answer that the set never looked differently, and was not able to pinpoint the issue myself, so I let it slide. Now I found that the culprit is the volume texture. On most computers, when the game starts up, there is a slight delay in the loading of the volume maps and application of volume and fur effects. So you really see the base texture for a few seconds, then the volume map applies and you suddenly see black spots where there were none. Maybe on more powerful machines there is no such delay, so some people see the applied volume instantly and can never guess that the coloring might be different. That is how the wings look without volume texture (very flat, but the point is to notice the coloring): And that's how they look after the volume map is applied (notice the black spots with straight edges in the back view): The reason for the difference in looks is trivial - Sacred's game engine does not support mip maps for volume textures, and Pesmontis saved the wings' texture with mip map generation turned on (because it should be turned on for all other kinds of item textures). So while the volume map was originally created to match the diffuse texture, the engine interprets it differently, considering the area of the image filled with scaled down mip maps as part of the main texture, and applies the result a bit strangely. If you re-save the volume map with mip map generation turned off, that's how the wings would look: By the way, for the diffuse textures (and other textures for which the engine supports mip mapping) it does not matter if you turn the mip map generation on or off - the result looks visually the same. When you see the difference, it means that the engine does not support this function for the particular kind of texture, and therefore the save setting should be "off". EDIT: I attached the re-saved volume map for those who might want to try it out. You just need to extract the DDS file from the archive, and drop it to the folder named "pak\mq\maps\heroes\seraphim\sets\genesis" inside your game installation. n90vol.zip
  22. Silver_fox

    Guide on how to re-skin a Set

    I'm not a GIMP user myself, so the only thing I can advise is to check GimpChat for appropriate tutorials. Their tutorial index can be found here: http://gimpchat.com/viewtopic.php?f=10&t=5148 There seems to be a couple of tutorials about adding the alpha channel here, maybe they'd help.
  23. Silver_fox

    Help with Editing Sacred 2 Textures (First try)

    Making a certain part of the armor invisible using textures is possible, but not for all armors. For some of them you really need to edit the model itself if you want to get rid of some parts. As far as I know, you should not have trouble with editing Angeldust set, but for other items, it's better to open itemtype.txt, search it for the model that is used for the item in question, and check the list of flags. If FLAG_EQUIPCUT is present, it means that the character's body is not rendered beneath the armor, and therefore making some parts of such armor invisible can effectively cut holes in the character. Does not mean that such items can not be edited, only that you should be careful with them. To make a part of armor or weapon invisible using its textures, you need to do the following: Open the diffuse (_d) texture and check if it has alpha channel. Add it if it is not present. Editing the alpha channel, you need to color the parts that you want to remove black, and all the other parts white. Open surface.txt (found in scripts\client inside the game's folder) and find the surface entry for the item you are editing. To do so, you can simply search the file for the name of the texture without the extension (for example, for the Angeldust torso, searching for "c_sera-angeldust-torso_d" gives you the correct surface entry) Check the flags. If the surface entry has SURFACE_FLAG_MASKED on the list, then no change is required. However, if it has SURFACE_FLAG_OPAQUE, it should be changed to SURFACE_FLAG_MASKED. Save the texture, save the script and check in game. Note that the changes to textures can be done while the game is running and they are applied in game as soon as game's renderer reloads the texture. But any changes to scripts should be done when the game is not running and would apply only on the next launch. Note that if the item has fur or t-energy effects, making some parts of it invisible might be troublesome, because these two effects also use the alpha channel of the diffuse texture.
  24. Some time ago, Flix reminded us all that many of the old pages for Unique and Legendary items look quite bad (if not to say worse). Most of old images are almost unreadable, many item pages look underdeveloped. Now that Flix sinks a lot of his time into improving the information on various item and item modifier pages, it's a pity that readers' impression of these pages is worsened by bad image quality and unfortunate formatting. So what I am doing: New pictures, of course. I'm changing old pictures that showcase item stats as well as the ones of item in use. Of course, I'm not going to change good-quality pictures, only the less fortunate ones. All pictures would be edited in a uniform way to make a page look more neat. And of course only small GIFs for stats, so maybe some server space would be saved too (though that's not my main goal). Adding standart information about spawn levels, appropriate skills and attributes next to all item stats. Formatting the individual item pages so that they had more finished look (or at least did not look neglected) - making sections for modifiers, notes, maybe see also. Modifying individual pages so that pictures and essential info from them could be included into the main database page instead of being copied over. This prevents information from doubling, so we won't have to wonder how many more pages we would have to go through to finally change a certain picture or bit of information. Besides, it currently works for set items - why not for uniques? Changing database pages to inclusion instead of copying. Other than that, I'm correcting red links, but only if I remember what a correct version is. I fill in only mundane information and the facts I can easily remember (ones that do not require additional research), so I don't think that my work would completely eliminate the need for Flix's crusade against red links. Basically, I'm more concerned with how the pages look and check that nothing essential is missing. As with all modification/overhauling work, I don't want to proceed without feedback. So, to start the project, I modified the Community Patch Unique Items page and all its subpages for individual items. These weren't the pages that needed it most (and were the ones that changed least), but they were the pages I initially made and I felt more free experimenting with them. So I want to hear what you think. If you approve of the look and feel the CM section of the database currently has, I'd move on and bring more sections to look like this. Suggestions and feedback are not only welcome but necessary. Once I'm done with defining a final look for the images and page formatting, I would of course post a description of what format and editing I'm using, so others could do that as well. On a side note - as all good images in the main database have blue background on stats, I'm going to make new stat images for original FA and I&B uniques blue as well. CM ones are made with black background to match the actual CM interface. Already finished sections: Community Patch Unique Items Community Patch Legendary Items Legendary Database (more or less - all stat images look good now; will probably revisit later to see what can be done with "in use" pictures and individual pages) High Elf Uniques Currently Working On: Unlock Items Seraphim Uniques
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