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Flix

FDM Moderator
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Everything posted by Flix

  1. Same reason there's this page https://sacredwiki.org/index.php/Sacred_2:Seraphim_Mystique_Set And this page https://sacredwiki.org/index.php/Sacred_2:Sopor_Aethernis Genesis is just one of a kind though, so no other skins to add to the page. It's the same for all CM Patch sets. If they're reskins of an existing armor set, they're listed with the others of their kind. If they're unique they live on a page alone.
  2. I'm sorry to hear that. I hope you recover swiftly and completely.
  3. Thanks but there's really no need to post them here. As we discussed back in May of last year there won't be any more releases of Enhanced Edition. It's now at a point where people can build on top of it if they wish.
  4. Sure thing, I can help with that. I'll start writing up some stuff this week and see what I can publish.
  5. I can write guides if I knew there was some demand. I can either do script analyses or instructions on how to complete a specific goal. I just need to know what people are interested in learning. Dumping the sum total of knowledge I've picked up would be a lot of time and effort. I've been quiet because a lot of the recent mod discourse has been fx related things I have no clue about or big giant overhaul tools that I just can't see myself using.
  6. Kind of. In vanilla it appears on magic or better items. In EE it only appears on rare or better items. It's in the change log, buried in there somewhere in the Item Modifiers section. Rationale: By George, RpH is powerful. So powerful it's easy to stack enough to completely bypass the game's entire system of regeneration time vs. Combat Art level. You still can in EE, but you'll have to work for it.
  7. Hello! You may freely combine them. Just install PFP first, then the Portrait Pack afterwards. Happy playing!
  8. Well, I think it's certainly a great idea, but I'm about to ready to hang it up with modding Sacred 2. I'd like to complete one final release of D2F and then I will bow out. So you have my support but I don't think I'll be delving into the game files much any more.
  9. Yes, that's correct. Thanks for trying the mod and writing back.
  10. Please re-read the first post in the thread. All the answers to your questions are there. I doubt I could re-phrase in a more clear or concise manner. I would recommend to start over from scratch, if you want to use the Purist Fixpack.
  11. These two are not meant to be combined. Purist Fixpack alone is sufficient.
  12. It's fixed in the upcoming release. I'm just lacking some final code touches before it's playable.
  13. Technically it'll work if you just use the graphics.zip files from EE, but you should have the Elite Textures Trimmed installed anyway and that would cover everything in the vanilla game. You'd also end up changing your graphics in other ways like icons and UI elements. Better to just follow Hooyaah's link above.
  14. Perhaps. It's somewhat balanced by the new behavior where it only affects a small radius around the caster rather than "as far as the eye can see."
  15. I can say with confidence that it doesn't act this way in vanilla. Enemy factions return to normal after the duration expires.
  16. Vanilla: PD doesn't work. CM Patch: in an attempt to fix it, the "applying debuffs to yourself" fiasco was created. PFP/EE/Add.: The spell functions as intended. Similar story for Augmenting Guidon.
  17. Replace balance.txt with PFP's file. Open blueprint.txt, find the three blacksmith arts. They all start with forge_material_ The blueprint ID's are 1676, 1677, 1678. Delete the "bonusgroup2" line from each entry. Funny, I'm staying on 1.1.98 for the foreseeable future.
  18. It is inadvisable to mix the scripts from these two mods. If you copied only those files over you would have a large number of missing and undroppable items, items without models, items without textures, items without icons, enemies missing equipment, etc. The game can also crash whenever it tries to drop an undroppable item. You need the full set of scripts as well as all the files in the pak folders.
  19. It can all be done through creatures.txt. Scroll down to the section where the skills are added to each creature (addCreatureSkill) The entries are in numerical order by creature ID. The player characters are as follows: id = 1, -- Seraphim id = 51, -- Inquisitor id = 93, -- Shadow Warrior id = 94, -- Dryad id = 209, -- High Elf id = 210, -- Temple Guardian id = 1949, -- Dragon Mage When you find each character's set of skill entries, you can add/remove skills and also set different ones to primary/secondary (with the "advanced" flag).
  20. Check on page 6 of the change log linked in the first post: The following sets were created by Ascaron but were omitted from any drop lists despite being completed. They will now drop. o Arbereth's Garments of Mutation (Inquisitor) o Dimiona's Garments of Mutation (Temple Guardian) o Glimborin's Garments of Mutation (High Elf) o Megalcarwen's Garments of Mutation (Seraphim) o Mormorin's Garments of Mutation (Dryad) o Tallin's Garments of Mutation (Shadow Warrior) o Centurio's Insignia (Shadow Warrior) o Bergonix' Judge (All-Class miniset) o Bratgrimace's Legacy (All-Class miniset) The following Legendary items (including those from from Kira's Protection, Black Death, & Equilibrium) were likely intended to be part of various all-class mini-sets (à la Bergonix and Bratgrimace). However, since no set bonuses were scripted by Ascaron, I did not presume to invent any and instead the items will drop as individual Legendaries: o Arnum's Signet (Ring) o Charo's Brilliance (Ring) o Charo's Sparkle (Ring) o Gruma's Breath of Perdition (Staff) o Gruma's Talisman (Amulet) o Insignia of Thunder (Amulet) o Kira's Iridescent Shard (Amulet) o Kira's Guardian (Ring) o Khral's Ring (Ring) o Nitao's Amulet of Agony (Amulet) o Nitao's Ring of Suffering (Ring) o Shadow of Urtak (Ring) o Star of Illumination (Ring) o Star of Silithar (Amulet) The Dragon Mage's mutation set will also drop. I allowed myself that one. No other item sets from CM Patch will be found in PFP. Happy playing!
  21. I would personally recommend applying the Enhanced Edition on top of CM Patch 1.60. I picked up right where we left off with the Community Patch work in EE. Alternatively you could use the Purist Fixpack (by itself, not combined with any other mods). This is strictly the fixes and is much more current (probably double the fixes) that CM Patch alone features. My best guess as to the cause of your problem is possibly something with the locale files (the game texts). Since the Airlines quest is functioning, the script seems ok. But the text that's in place is incorrect. Therefore there must be some of mismatch between the your scripts and your texts file.
  22. Hello. I have some code-related issues to report as the testing continues. Using the latest batch of D2F system files. UI_TT_SE_CM_BEKEHRUNG_PROPERTIES_3 "et_prone_all" is still showing in the CA tooltip as a flat value. For example 'Opponent's Armor 225' instead of 'Opponent's Armor - 22.5%'. When using the spellclass "cSpellGsKriegsrausch", the factions don't reset after duration expires. All affected enemies continue to be hostile to one another. I really like the new behavior & FX otherwise. I cannot get "BONUS_CHANNEL_CONV_TO_BEST" to appear on any item blueprints. I have the string in place in global.res but the tooltip is absent and none of the weapon damage is being converted. Sure it's functional? I can still enter singleplayer mode with a multiplayer character. I get the warning but then it allows me in anyhow. My shapeshifted Druid in Werewolf/Werebear form is only attacking using ATTACKB_BH animations now. The ATTACKA_BH animations are still in place and scripted, but they're being ignored. Other creatures using the same animation entries are attacking as expected. Can this be attributed to code changes and reversed if so? The Temple Guardian has a strange issue where his IDLEB_BH "deactivating sound" plays constantly, even when he has a 1h weapon equipped and is not performing that particular idle animation (the one where he falls down temporarily and then revives). I am hearing that sequence of sounds when he's just casually looking around behind him. My Assassin (TG) is unable to de-cloak from using "cSpellSkGeistform" (Cloak of Shadows). Normally using ranged/magic attacks have a chance to de-cloak, and using melee attacks has a 100% chance to de-cloak. Well, with my Assassin, nothing deactivates the buff, except the duration expiring. Here is the spell definition for Cloak of Shadows: And here is the spell entry for "cSpellGsKriegsrausch" (it is the Necromancer curse "Confuse"):
  23. The newest release of Prometheus, my mod for Van Helsing Final Cut, is now available! A slew of bugfixes comes alongside new and restored endgame content for Adventure mode. New maps, bosses, and improved Set and Godlike items!
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