Jump to content

Flix

FDM Moderator
  • Content Count

    4,002
  • Joined

  • Last visited

  • Days Won

    539

Everything posted by Flix

  1. Are you ready for a brand new Sacred 2 experience? Presenting a new mod for Sacred 2 CM 1.60: Diablo 2 Fallen Latest update as of October 16, 2018! Download the latest release: Diablo 2 Fallen v11 Download D2 Music Pack Here The fonts needed for the interface are located in the pak/fonts directory of the mod. Right click each font and click "Install" to install them on your system. Diablo 2 Fallen is on SacredWiki! Get all the in-depth info and details on the mod! Features: 7 completely overhauled character classes with brand new combat arts, runes, skills and voices The worlds of Ancaria and Sanctuary merged - the lore of both games has been combined 6 new deities with new divine gifts, god statues, and quests (see list below) Dozens of new enemy designs, creature overhauls, plus new hero monsters and bosses (read about them in the D2F Creatures Thread) New Diablo-inspired user interface, loading screens, fx, and shrines (read about them HERE) Complete soundtrack and sound effects revamp (see link for D2F Music Pack download above) Gems, jewels, and charms integrated into gameplay New items: Necromancer Shrunken Heads, Amazon Trophies, Throwing Axes, Magic Wands, and more! Overhaul and rebalance for old item designs and modifiers Download the full Visual Guide to D2F Unique Weapons Read about all items, old and new, in the D2F Items Thread Better quest rewards for bosses and chain quests - find more uniques and special items through questing! See full list of new quest rewards HERE. Optional feature: Inferno Edition difficulty patch for extreme challenge. Read about it HERE. Elite Mounts project custom version integrated into mod. Custom integration of Survival Mod: Fight more powerful and aggressive enemies - with better XP & rewards! Custom version of Wardust's Serious Textures built in - No need for separate download Item Mod 1.2a and Reduced Fog Mod integrated Rewrites for character class quests (in progress, Druid quest is partially complete) Mercenaries. Hire past heroes from Sacred 1 to join you in your battles! (in progress) New Diablo-related quests (in progress) Meet the Character Classes: The Druid The Barbarian The Necromancer The Sorceress The Amazon The Paladin The Assassin Meet the New Gods: Gods in Diablo 2 Fallen are the Nephalem of Diablo lore, the god-like hybrids of angels and demons who became the progenitors of all the mortal races. They appear in the mod as likenesses of the original Diablo 2 character classes. Fiacla-Géar - The First Druid Rathma - The First Necromancer Helgrotha - The First Amazon Esu - The First Sorceress Bul-Kathos - The First Barbarian Philios - The First Paladin Meet the New Monsters: Old enemies have been redesigned, and all kinds of new enemies will appear across the map. Look out for the new bosses and "super-unique" elite enemies that will have special abilities. Read about all the enemies in the Diablo 2 Fallen Creatures Thread. D2F Strategies and Tips Debuffs, Part 1 List of New Quest Rewards Visual Guide to Unique Weapons Debuffs, Part 2 List of New Bosses & Superuniques Druid Shapeshifting Guide Debuffs, Part 3 Map of New Bosses & Superuniques
  2. 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.
  3. With no real aim in mind other than just wanting to record my playing, I decided to try making and uploading some videos of me on guitar. This is the test run, and it didn't turn out too bad for having a totally amateur setup. I hope to improve my recording and publishing skills. If anyone has any recommendations for the best software for editing and publishing audio/video (free or not) I'd be happy to hear them. Sí Bheag, Sí Mhór is Irish Gaelic for "Big Fairy Mound, Little Fairy Mound," this is one of the oldest and best known Celtic tunes by the blind bard Turlough O'Carolan.
  4. 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:
  5. 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.
  6. 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.
  7. 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.
  8. 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:
  9. 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.
  10. 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
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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  
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. Flix

    Seraphim

    I think Frenetic Fervor probably has the most similar FX. Which Seraphim spell would you want it to replace?
  21. 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.
  22. 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.
  23. 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.
  24. 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.
  25. 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
×