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Flix

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Everything posted by Flix

  1. 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:
  2. I didn't find such a topic after doing a search, so I thought I'd start a topic. I'm a screenshot junkie, especially since I discovered FRAPS a few years ago. Wish I could go back in time and give it to myself for all the games I played in years past. With Sacred 2, over time I've collected quite a few interesting ones. This is one in the desert. There's bus stop and a poor chap has turned into a skelton waiting for the bus that never showed up. These Orcs froze into ice sculptures trying to warm themselves by the fire in the Crystal Plane. Don't wanna meet the rodent this trap was made for! Reminds me of the opening quest to The Bard's Tale (hilarious RPG, get it on GOG). This was the day I realized the Shadow Warrior could resurrect even friendly, non-fighter corpses. While I was fighting some guards, a bear was killing a deer nearby. After I took out the guards and the bear, I brought them back with Rallied Souls, and the deer got up and joined my party too! Speaks for itself I think. Whoever can identify what's going on in this picture gets a cookie. Is it a spaceman in a flying saucer? This is the mad scientist's house who experiments on Orcs. I really appreciate the detail they put into this little side quest. He's got an Orc strapped to the table, and dissection tools, and even an anatomy paper in the style of DaVinci's Vetruvian man, but for Orc anatomy instead. Amazing. This was an interesting glitch. You can't really tell, but that Hydra is dead. After my Seraphim killed it, it didn't turn into a corpse, but froze into a statue like the Kraken staring at Medusa's head. This one's not funny, but I thought it was a really nice dramatic shot of all three types of Werewolves charging my High Elf, while Spiders creep up from behind.
  3. 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.
  4. 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
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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  
  10. Version 1.0.0

    5 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.
  11. Flix

    Seraphim

    I just used the save editor to add all 6 so I could test all the modifications at once, it was also a convenient way to show all of them in a single screenshot. Standard rules would apply in gameplay: chose one from each pair, for a total of three modifications.
  12. Flix

    Seraphim

    Alright boss, it's ready. Give it a try and if it looks ok I'll upload to our Downloads section. https://drive.google.com/file/d/1BVu0E2c8JcejAdlybtnBatm_DgCUz3oa/view?usp=sharing Let's do it by the books and install it using the generic mod enabler as described in the ReadMe file. If you want to be extra careful you can back up your character files first but it shouldn't mess with anything.
  13. Flix

    Seraphim

    No problem, you just happened to catch me during an active modding cycle so I've got all the game files open in my spare time. I'll shoot for uploading something by the time this long weekend is done. The upgrade to permanent buff may/may not work, we may have to settle for choosing between either temp or permanent only.
  14. Flix

    Seraphim

    I think Frenetic Fervor probably has the most similar FX. Which Seraphim spell would you want it to replace?
  15. Flix

    Seraphim

    You know, I found in the scripts where they had designed a Seraphim spell called klingenwirbel or something like that which translates to Blade Whirlwind but it was never even close to being finished. I could probably cook up something that worked properly, the big issue would be what FX to use. There's nothing in the game that really looks like Rotating Blades of Light. There's that spikeshield buff that turtles use. And I could maybe edit the texture of some other generic buff that has stuff spinning around the character (Combat Trance comes to mind) to make it look like the S1 spell.
  16. Flix

    "Joints Locked Due to Rust"

    There were many disabled character lines that were reenabled in the CM Patch. Lines for all characters when accepting new quests is one of them. The Dragon Mage also had several restored lines when approaching campaign bosses.
  17. Flix

    Sacred Under World Toolset

    Says the item is in violation of Google's Terms of Service. There's probably an exe in there. Sounds like an interesting download though, if it could be used to mod Sacred 1.
  18. When I was a child, we would take road trips around the U.S. And back then I always wondered, "why don't we built great big monuments and structures like the pyramids or giant castles?" All I ever saw were giant office buildings, just tall rectangles. The only awe inspiring stuff was natural, like mountains or forests or canyons. As an adult, it's much clearer to me. The pyramids were a fantastic waste of human blood and sweat and toil. They were immense tombs, for crying out loud. There's no gigantic monuments here because most of those ancient things existed for their own sake, or for the sake of some tyrant, or spiritual practice.
  19. Flix

    Need a new (or old) game

    Dude I've still got an i3 from 8 years ago. You get enough of a powerhouse GPU and it won't matter. With a GT 960 you should have few issues with Dragon's Dogma at 1080p (higher than that and you might have issues). These are some of my recent games, on my "to do" list. Haven't gotten around to them yet but they all look great: Ember Vikings Wolves of Midgard The Dwarves
  20. Flix

    Blind Guardian Interview

    I love that not only were Ascaron developers big fans of Blind Guardian, but the band members were also huge fans of Sacred 1. They didn't stop making game music with Sacred 2 either. Blind Guardian had another epic track in The Dwarves, which I picked up a while back but haven't gotten around to yet.
  21. Flix

    Epic Office Quest - High Elf

    That is absolutely the reason. Quest behavior got changed in Community Patch and then got changed again to fix/undo some of the aforementioned changes. That quest in particular is the big reason why new characters are recommended if changing game versions.
  22. Flix

    Sacred 2 Community Patch Questions

    It should just be magic and rare jewelry that got re-rolled. Anything unique (gold item name) should be unchanged.
  23. That's what I've been doing in my mods. Will continue to fine tune it. Between Toughness skill, certain combat arts, and items, a vanilla character can reach 100% damage mitigation for all types. I've decreased the mitigation granted by Toughness as well as the item modifier "sb_def_damping_any". I'm considering going a step further and allowing only 2-3 channels max on a single item, with the full spectrum only granted on Legendaries or as a set bonus.
  24. @dimitrius154 Do you have insight in the formula that makes Damage Mitigation stack without diminishing returns? It seems like an oversight given that it's not that hard to find the bonus (often for all channels on a single piece) and stack it up to 100%, effectively granting damage immunity. If it had diminishing returns like most other percentage modifiers it might be much easier to balance the game. I had a similar thought about Leech Life from Opponents %. It's designed in such a way that even a tiny amount takes great big chunks of health off of even bosses, killing them with a fraction of the hits and time that it would take without that one modifier. I don't know if it's scaling with enemy hitpoints or what.
  25. I have to admit this made me laugh out loud to imagine.
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