Jump to content

Flix

FDM Moderator
  • Content Count

    4,002
  • Joined

  • Last visited

  • Days Won

    539

Flix last won the day on June 23

Flix had the most liked content!

Community Reputation

3,332 Fine

1 Follower

About Flix

  • Rank
    Modimus Prime

Previous Fields

  • Favorite pizza topping
    Pepperoni
  • Why do you want to join DarkMatters?
    Sacred Mods and SacredWiki
  • All time best video game ever played
    The Witcher
  • Real Name
    Ben
  • Platform
    PC
  • Country
    United States

Profile Information

  • Gender
    Male
  • Interests
    Guitar, literature, games

Recent Profile Visitors

96,638 profile views
  1. Flix

    Flix's Guitar Videos

    Been a while since I recorded anything. This is the outro of a song called "Floods" by Pantera. I always thought it was very beautiful and feel compelled to play it whenever it rains.
  2. Here's a couple random things that were bugging me. I've been meaning to fix these for a while. Draconic Dragonfly / Dracolin swap These two were obviously meant to be the opposite expansion areas than where they appear in the vanilla game. When you see them swapped below there's no denying it, one with the demonic red eyes, and the other one icy white. Smaller hitboxes for small enemies People have complained for a while how gigantic the hitboxes for Small Dragons are, making it really hard to move around them in the Dragon Caves. Along the way I tackled some other enemy hitboxes, like Bats, Rats, and Thorned Hulks (Ents). Before: After: Rats after: Thraconian Beards First of all, they're now called "Barbarians" in the mod in order to integrate the D2 lore (yes the playable Barbarian is one of their rank). Second, the beards now match their hair colors. I always loved the randomized beards and facial hair for these enemies, but hated how they might get black, red, or silver beards randomly, even when it didn't match their hair & beard textures. Now they're still randomized, but the colors will match. Before: After:
  3. I'm in the middle of another development cycle for this mod, with the intent to release a final version of Diablo 2 Fallen. With all features complete, with all bugs squished. Version 12 will have one of the largest change logs ever. There were three major "features" that have been on my road map since the first release, but have yet to be implemented. Here's my thoughts: Mercenaries. Hirelings are not going to happen. I'm taking them off the list of plans. The reason is because the solution that we implemented to make quest escort NPC's more durable would also affect the hirelings' damage. Your merc wouldn't be able to do any worthwhile damage. The attempt to create an NPC who could sell hirelings (like a mount trader for people) also failed. Hairstyles/beards for Barbarian & Druid. These are actually coded to be fully functional thanks to Dmitriy, I just have to figure how to import the models into the game. Usually Pesmontis had done that in the past, and I don't have 3dsMax installed on my PC anymore. This feature is still uncertain. Character class quests rewritten for the new characters. I'm happy to say this is nearly complete. I've gone through every character's personal quest, Light and Shadow paths, to rewrite the dialogue and journal entries to be appropriate for the Diablo player characters. Along the way I ended revising almost every quest in the game to integrate Diablo-universe lore into the game in every instance possible. With those features out of the way, it just remains to fine tune balance and fix bugs. I'm still finding bugs both with the vanilla game and specific to my mod. There is also a MAJOR balancing pass to all enemies in the game, more comprehensive than any mod has ever done. More on balancing and bug fixing next time.
  4. Flix,

    Thank you for replying to my question about how to hide the HUD in Sacred 2 (Gold).  Unofortunately, I have no idea how to "erase all the interface textures so that they're invisible (open each file and erase it, making it transparent)".  I found some "graphics#.zip" files that contain user interface .dds files; but it does not matter what I do with them (the game shows no effect).  I even completely deleted archives containing textures for the UI, but the UI remains unchanged when I launch the game.  I am no modder, and I really need someone more knowledgeable to help me.  This would be my favorite game if I could turn the HUD off.  Is there any chance that you (or anyone reading this thread) would be willing to asssist me?  Even if you could tell me what files need to be modified, that would be a great help.  I play with Elite textures (but I do not know whether that has any bearing on the UI).  Anyway, if you have an idea, or could offer some instructions for a nubie, I would be most grateful.

    Sincerely, Xal

    1. Show previous comments  2 more
    2. xalamandria

      xalamandria

      Actually, I would be happy playing even if I had to be careful not to click the hidden HUD elements.  I know it is not perfect, but it would still achieve the immersion that is a sine qua non for me.  Game functionality might be awkward, even frustrating, but it would be worth it to me.  If you do know of a simple way to pull it off, please let me know.  Of course, I have no expectation that you should invest real time in this for me; I am just hoping you may know of a relatively easy solution.  Thank you for the time you have already given in replying to these inquiries.

      Sincerely, Xal

    3. Flix

      Flix

      >" I am just hoping you may know of a relatively easy solution"

      I don't, sorry.

    4. xalamandria

      xalamandria

      Thanks anyway!

      Best, Xal

  5. Flix

    Dimitrius's CM Patch Addendum

    Dmitriy, I had a question. A while back you told me that NPC's ignore the regeneration time on their spells, and are only affected by Cooldown. This would be mean that any creature bonus to Stamina or Regeneration Time -X% would be pointless right (aside from player characters and special mounts)? I was also thinking the property on Dragon Mage's Mind Strike that penalizes enemy combat art regeneration ("et_debuff_CA_regen") would be useless as well. If so, Mind Strike should probably have that base property and also the bronze mod Weakness replaced with something else.
  6. It is a fascinating place, and it's a region I haven't paid enough attention to I think. Maybe it's because it's so late in the campaign and I'm usually ready to push on to the next difficulty. But the island is deceptively large - there's actually a lot to explore here if you count the treetop city and the ruins in the mountains, not to mention the huge dungeon that's half the size of the entire island. One thing I noticed is a lot of interesting statues, shrines, and altars. The Dryad culture seems to borrow elements and designs from Aztecs and other ancient Central American civilizations. A lot of them are bloody and otherwise pretty sinister. There's also a statue that kind of reminds me of a vampire! Anyway, here's my photo album of them:
  7. Head east from Logaeiar, over the bridge into the ruins. Look for the mummy outside the entrance. The trick is that the quest marker does not appear until you actually find the mummy.
  8. Dear Flix,

    I spent hours trying to solve what I think should be a simple tweak to Sacred 2 Ice & Blood (v2.65.2) but found nothing of help. All I wish to do is to turn off the user interface / HUD in game.  The screen is far too cluttered for any real sense of immersion.  Is there any method you could propose (or generously create) to hide the HUD?  I am sure many others would enjoy it as well.  Thank you for considering this.

    Xal

    1. kokoka

      kokoka

      I just find an old answer for that , community patch 1.60 bro download and install it (also it have native languages) and it contains the 2.65 Hotfix/Patch also!

    2. kokoka

      kokoka

      Editing the autoexec.cfg to have "MaxFps" "30" in addition changing the additional options to the following should fix it: 
      [X ] Disable DirectX 6 commands 
      [X] Enable optimized surfaces 
      [X] Enable poly gap fixing (slower) 
      [X] Enable triple buffering 
      You could choose "Always specify these command-line parameters" to help the game to force these options, even if you leave that particular field empty.
      (I think this for Fallen Angel the base edition)

    3. Flix

      Flix

      Depends on if you want to just make the HUD invisible or actually want it gone so that it doesn't exist anymore.

      You also have to think about what exactly you want removed.  You say the interface, but that would include the inventory, skills window, CA windows, journal.  I'm assuming you just mean the HUD.

      The most basic answer would be to erase all the interface textures so that they're invisible (open each file and erase it, making it transparent), but all the invisible buttons would still be there and would be "in the way," in a sense, because you could click them.

      I have no idea if kohoka's solution above would work.

       

  9. A few nice shots from my latest playthrough. Crag Rock Valley. This is where my hero would go to retire once the questing is all finished. A Harvest Festival in Black Oaks Mutated Troll Alien. I love that they just embraced how their demons looked like aliens with this little quest. The Ghost Banquet. This quest is easy to miss, making it that much more special. Gigantic Bird's Nest in Dyr-Lain
  10. Flix

    Question regarding modding the game

    It's been "flagged for abuse." Don't know if users do that or if it's just something that Google does automatically for certain file types. I changed it to a MediaFire link. Thanks for the heads up.
  11. Flix

    Question regarding modding the game

    Yeah it's too broad a topic for me to cover, I do better with specific questions. General advice: Make a backup copy of your entire scripts folder before you start making changes You don't have to repack the models and textures in the graphics.zip files (though it's recommended to save space if there is a lot). You can put them in the "paK" folder loose, if you maintain the folder structures. Use a proper text editor for editing scripts, like Notepad++ or SublimeText. Blueprint.txt in particular needs to retain its encoding and plain old Notepad is known to break the file. Tools: Sacred 2 Reader/Writer: Encodes and decodes the global.res file, used for most of the game text. Some text is also stored in csv files you can just edit in Excel. I also use this tool to get the right ID's needed to link voices to quests. Sacred 2 Sector Editor: Can be used to hand place enemies/NPC's on the map, also useful for learning/checking the coordinates often used in quest.txt and other scripts. GIMP 2.8 + DDS Plugin: It's a free texture-editing alternative to Photoshop, which I couldn't be bothered to buy, pirate, or learn. I haven't had any challenge I couldn't figure out with it. GRNReader: Tool that can convert the gr2 models into files that you can import into 3dsMax. GrannyViewer: Very useful for viewing models and animations quickly. Can't render the model with textures or do any kind of editing.
  12. Flix

    Swapping Armor Textures

    Probably the best way to accomplish this is to replace the surface ID's for the items defined in itemtype.txt. The mutation set itemtypes are 6466 - 6472. I'm ignoring the battery since you don't see it. The itemtypes for all the color variations of this set are 9246 - 9266. The green set items all have the suffix "-var1" at the end of their surface ID. Let's take an example. This is the itemtype entry for the green helmet: newItemType = { -- standard info renderfamily = "RENDERFAM_ARMOR", renderprio = 0, family = "FAMILY_ARMOR", subfamily = "SUBFAM_ARMOR_HELMET", classification = "CLF_HELMET_CROWN", flags = "FLAG_EQUIPCUT + FLAG_BLACKBACK + FLAG_HASPREVIEWIMAGE", weargroup = "WEARGROUP_INVALID", -- 3d model + animation info model0Data = { name = "models/heroes/guardian/sets/std-special/n_templeguardian-special-helmet.GR2", surface0 = { mgr.surfGetID ("tg-special-helmet_n"), mgr.surfGetID ("tg-special-helmet-var1_n") }, -- This is the line we're going to copy. user = "WEARGROUP_TEMPLEGUARDIAN", }, -- logic bounding box logicBox = { minx=-4.931, miny=-10.583, minz=55.6, maxx=4.931, maxy=3.907, maxz=69.616, }, dangerclass = 0, } mgr.typeCreate(9258, newItemType); Copy that "surface0" line and paste it into the same spot in the itemtype entry for Dimiona's helmet, which is itemtype 6466. This tells the game to use the green textures for Dimiona's set without having to swap anything else. If you want to fully flip the colors and make the green set into white, you'd just cut/paste instead of copy/paste so that there's no more surface0 line left in the green itemtypes. The only thing is the icons won't be swapped.
  13. That just lets you know what skill controls the weapon. In other words, it tells you which weapon lore skill you would need to take to boost attack value and attack speed, and also which skill would unlock modifiers. So in this example: You'd still get all the modifiers, even though you don't have the skill (note that it's in red). The game's just letting you know if you want to boost your speed and attack you need that skill. Not every weapon has locked modifiers, you can always tell them because they're in red, like so: In this case, Chance to stun opponents and Combat Values (attack and defense) won't be granted unless you take the Hafted Weapons skill. But Chance for Freeze would still work.
  14. Rotating Blades of Light for Sacred 2 View File Rotating Blades of Light Mod -- by Flix Overview =================================== This mod imports the Sacred 1 spell Rotating Blades of Light into Sacred 2 for the Seraphim to use. This mod should be used with Sacred 2 Gold + latest Community Patch 1.60. It may or may not work on earlier versions of the game. This mod will not be compatible with any other mod that changes spells.txt or global.res (the game texts file). Install Instructions =================================== Download the Generic Mod Enabler (GME) and install it to your Sacred 2 root folder. Mod Enabler is available at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml For Steam the root folder is C:\Program Files (x86)\Steam\steamapps\common\Sacred 2 Gold For GOG or disk version, the root folder is wherever you installed the game, for example C:\Sacred 2 Gold After running the GME once, it will make a folder called "MODS" there. Extract/copy/move the contents of the zip file into the "MODS" folder. There should be a folder called "Rotating Blades of Light". Run the GME and enable the mod. The GME will back up your clean files and will allow to you to easily enable/disable the mod as you wish. Submitter Flix Submitted 05/29/2019 Category Community Patch  
  15. Version 1.0.0

    6 downloads

    Rotating Blades of Light Mod -- by Flix Overview =================================== This mod imports the Sacred 1 spell Rotating Blades of Light into Sacred 2 for the Seraphim to use. This mod should be used with Sacred 2 Gold + latest Community Patch 1.60. It may or may not work on earlier versions of the game. This mod will not be compatible with any other mod that changes spells.txt or global.res (the game texts file). Install Instructions =================================== Download the Generic Mod Enabler (GME) and install it to your Sacred 2 root folder. Mod Enabler is available at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml For Steam the root folder is C:\Program Files (x86)\Steam\steamapps\common\Sacred 2 Gold For GOG or disk version, the root folder is wherever you installed the game, for example C:\Sacred 2 Gold After running the GME once, it will make a folder called "MODS" there. Extract/copy/move the contents of the zip file into the "MODS" folder. There should be a folder called "Rotating Blades of Light". Run the GME and enable the mod. The GME will back up your clean files and will allow to you to easily enable/disable the mod as you wish.
×