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Posts posted by Flix
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2 hours ago, idbeholdME said:
voice line that does not play when it should
My working theory (untested) is that the voices worked in vanilla but broke when CM Patch removed a ton of unused text in global.res. This change carried over into PFP.
Thing is, as it turns out, such voiced lines actually require the text to be present for the audio to trigger, even though the text isn't actually displayed (the text could be anything so long as a hash entry is present).
Or it could be that the lines are just in the incorrect spot in global.res all along, resulting in the same problem.
The third and most troublesome possibility is that there's some code reason they don't play, but that shouldn't be the case with quest-related audio.
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12 hours ago, Lindor said:
So I wonder: how does this work then? If those are not a thing and "skill__enemy_focus" is actually useless, why does it exist then?
I often add the skill to new creatures out of habit. Since I found out the skill doesn't really do anything for NPC's, I've grown lax in making sure I've added it, as is the case with the Succubus summon.
The only thing I can think it would do is allow the spells to climb to higher levels. Remember without the Focus skill, combat arts will only gain partial levels after a certain point.
But, since NPC spells will always be at character level by default, only creatures who also have an "All Combat Arts +X" bonus would have any benefit from a Focus skill.
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3 hours ago, Vishanka said:
Need a place to vent
Its my 30th birthday today and I was hit by COVID yesterday and I'm really sick
Sorry to hear that. Wishing you a speedy recovery and happy birthday nonetheless.
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11 hours ago, Pityesz said:
By the way can you tell me where the quest scripts located? I have tried looking at the documents in the server folder but that doesn't seem like the one I'm looking for. I may try editing it myself since I strictly play CM alone and S2EE requires new character saves anyway
Sure, you're looking for scripts/server/quest.txt
Ancaria Airlines is named "S_HE_1_CM-Rundreise", quest id = 3538,
Search for this quest and then look for the line that says:
releasestage = 30,
and change it to:
releasestage = 10,
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Might be tied directly to the spellclass "cSpellSeHeilen". It's possible a more generic spellclass could be used, that would not target corpses and still apply all the desired effects. Testing would be required.
If you only ever wanted to cast upon yourself, you might be able to get away with changing the spellcontroltype from "eCAtype_b_boost_friendly" to "eCAtype_b_boost_self" or even "eCAtype_a_effect_self". That should prevent any external targets.
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Hello! Well, there are flags that can be set in the quest script to prevent this. Unfortunately they were not set by the CM devs.
I didn't design this quest but I think it's pretty neat (world tour of all the hard-to-reach places in Ancaria) so I went ahead and changed the flag for Ancaria Airlines and all attribute-granting quests in my mod Enhanced Edition.
This flag will make a given quest playable exactly once per character per difficulty, whether in Singleplayer or LAN, to prevent the kind of abuse you mentioned.
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Since you ruled out a lot of stuff, it's something with the language itself then?
Can you pick an attribute, use the original scripted entry, and see if it works then?
newBonus = { -- name = "crbonus_attr_dex_pc", rating = 0, basedonskill = "SKILL_INVALID", type = "BONUS_STATS", spez = "STAT_DEX", spez2 = "", usagebits = 65535, minconstraints = {1,0,0}, difficultyvaluerange0 = {0,23,525}, difficultyvaluerange1 = {1,23,525}, difficultyvaluerange2 = {2,23,525}, difficultyvaluerange3 = {3,23,525}, difficultyvaluerange4 = {4,23,525}, } mgr.createBonus(31, newBonus);
If so then change it line by line and see what breaks it.
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Speed cap is much higher in EE.
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Looks cool. Do bear in mind many colors are generic and are applied to multiple FX across different combat arts. So you may end up recoloring unexpected spells. This may not matter depending on where your interests lie.
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3 hours ago, idbeholdME said:
Good catch. If you don't want to wait for the next PFP release, just change entry9 for "se_te_notschild" in spells.txt to:
entry9 = {"et_chance_block_spell", 500, 10, 6, 41 },
Yeah it might take me a while. Funny enough, every single language except German has the "Mirror"/ Reflect chance tooltip text. So I'll have to update all PFP localizations, which I was going to anyway, due to some other discrepancies.
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4 hours ago, Vishanka said:Oh, I'd kindly request to revert that change and adjust the skill description instead then. I think the translation team messed that up.
In the german original description it says nothing of reflection and is called "barricade" or "protective barrier" (Schutzwall)
The reflection mod is for projectiles only.
@Flix ?
I actually noticed this just yesterday while working in the German localization of PFP. I'll revert it to Block and change the tooltips since the German can be considered the master.
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On 8/6/2022 at 8:26 AM, gogoblender said:
Divine Divinity really though .. as an S Tier?
Well I may be guilty of viewing that particular title through rose-tinted nostalgia glasses. The game means a lot to me. It was also my first online community.
Objectively most people don't rate the game much these days. Even the developers Larian studios said that the game they actually wanted to make was a turned-based RPG like Divinity: Original Sin, but their publishers from back then wanted a Diablo-clone instead, so the result was Divine Divinity, a sort of hybrid. In many ways the strongest parts of Divine Divinity aren't the dungeon-crawling or character building, but instead all the memorable RPG moments, hidden secrets, and Ultima-like interactability with the world. In that sense Divine Divinity might be more at home on a "best RPG's" list along with Baldur's Gate, Arcanum, or Planescape: Torment.
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On 7/26/2022 at 5:43 PM, Vishanka said:Haven't you done a mod that takes care of that issue or is that Enhanced Edition only or something else?
Enhanced Edition and also D2F feature all the Seraphim/Dryad/High Elf armor without body parts included. This was mostly thanks to Dmitriy's hard work. The result is custom skins are a breeze because you only have to worry about altering the base character texture.
If there was any demand I could probably make a standalone version.
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4 hours ago, xInquisitor1961x said:others as far as I understand just juice the bosses and pretty much raise health and damage.
Reborn does wayyyy more than that. https://docs.google.com/document/d/1q3P7XrYHUnQrfEd7nm0gTxyHwCdMHRcl/edit
The game is imminently more playable.
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If you'd just like widescreen resolution then try the PureHD mod:
I personally play Reborn 3.01 which was just after they introduced widescreen support to the mod but before they gutted a lot of core gameplay mechanics.
https://drive.google.com/file/d/19uhrgFl3UNFfGnzAVIkzrvV7UVEz21q4/view
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7 hours ago, idbeholdME said:
There is no reason the turrets would be causing this. They were healing him before and it was not causing any issues.
What? There's no way the turrets could have been doing anything but sitting there before 1.3.
7 hours ago, idbeholdME said:But the new spell is getting him stuck in melee prematurely it seems. I assume it's some sort of charge move or something?
If you don't see him performing it at all, then that definitely explains it. When this move is performed he angles his jet engines downward, igniting the ground around the player with blue flames.
Since he's unable to perform it, he gets stuck in a loop. I'll review the spell and see where it went wrong.
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8 hours ago, Lindor said:
Also despite not being scripted in equipsets.txt, the officers already have armor equipped in spite of only having weapon and shield scripted. It doesn't make sense, where do they come from?
Their armor is part of their base model. Anything you try to add will just appear on top of it (or worse, clipping through it).
That does bring up an alternative way to equip armor, and that is adding the itemtypes directly in the creatureinfo.txt entry, using the the eq_fallback line. I prefer to do this with armor sometimes, because it requires much less scripting.
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3 hours ago, gogoblender said:
Thats an endearing view of the game, it makes me so close to just pick it up in lieu of a night time reading book eh?
Steam tells me I spent 22 hours completing the full campaign. There are worse ways to spend a week.
3 hours ago, gogoblender said:I have read (a lot) about S type builds for Diablo 3... the kinds that are top notch DPS and nigh invulnerable to all enemies on the way up the latter... but S Quality games? Is this a standard categorization, or do you have more picks on what are considered in this upper niche?
I first heard of S-Tier in One Punch Man, where heroes are ranked (from lowest to highest): Class C, B, A, with Class S (super) at the top.
Lately I see a trend of "ranking" videos all the time on youtube that use the same tiers, so I guess it just kind of lodged itself in my vocabulary. I don't know where it originally came from.
My dungeon crawler ranking list:
S-Tier
- Diablo 2
- Grim Dawn
- Titan Quest
- Sacred 2
- Divine Divinity
- Diablo 3
- Sacred 1
A-Tier
- Dungeon Siege 2
- Shadows: Awakening
- Incredible Adventures of Van Helsing
- Wolcen: Lords of Mayhem
- Torchlight 2
- Torchlight 1
- Dungeon Siege 1
- Diablo 1
- Warhammer: Chaosbane
- Beyond Divinity
- Kult: Heretic Kingdoms
B-Tier
- Vikings: Wolves of Midgard
- Silverfall
- Nox
- Darkstone
- Dungeon Siege 3
- Sacred 3
C-Tier
- Legend: Hand of God
- The Chosen: Well of Souls
- Loki: Heroes of Mythology (need to make a D-TIer just for this one)
Yet-to-be-ranked cause I never seem to get around to them:
- Victor Vran
- Path of Exile
- Warhammer 40k: Inquisitor-Martyr
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I found Wolcen to be a thoroughly enjoyable adventure. While I would rank it below an S-tier game like Grim Dawn, Titan Quest, or Diablo2-3, it's a solid A-tier for sure, on par with Incredible Adventures of Van Helsing or Warhammer Chaosbane.
The graphics are way better than they have any right to be, the story and voice-acting are pretty good. Gameplay and character building are competently done but not groundbreaking.
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11 hours ago, xInquisitor1961x said:
I wanted to ask if those tools can be translated to english
https://translate.google.com/?sl=de&tl=en&op=translate
Not even joking this is how I use the tool.
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48 minutes ago, Lindor said:
then it's either the nonexistent surface "skelettlich-doomguard-id4_v" or
Thanks, I definitely need to fix this, but the result should only be some black/red areas on the model.
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I do not believe it is a missing model or texture. I've experienced both blunders in my time, and neither would give that soft crash.
- Missing models spawn a black box with red text that says "empty" on it.
- Missing textures still spawn the item/creature, but with a black texture with a big red "X" on it.
More likely, I've experienced this kind of crash:
- When iteminfo.txt entry points to a non-existent material (in material.txt).
- When itemtype.txt entry points to a non-existent classification (in typification.txt).
- When drop.txt points to a non-existent blueprint (we've ruled this one out).
I gave a quick look through both files but didn't spot anything.
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29 minutes ago, Lindor said:
But boost_divine_spark is not being called in EEs drop.txt
It never really existed. It was just an idea of Czevak's that he never completed. I had/have no real interest in it.
Problem is probably blueprint 228, I'll check it shortly. Edit: nope not that one.
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On 8/2/2022 at 6:09 AM, jwiz said:
You can easily cheese them for their items, gear and XP, as they do not actively fight you, if you avoid running thru the 'toy drop' trigger area.
Obviously those dark Seras lack any combat CA and fighting animations, they only have a defensive stance.
It just would be nice if they couldn't be that easily cheesed.
Oh, what a dumb exploit. I'd do better to re-script the quest so that can't happen. Thanks.
A nice touch after the "Is That Really You?" quest in the Blood Forest.
in Sacred 2 General Discussion
Posted
That's a great detail I never noticed.
questscripts.txt is a pretty powerful file in terms of making custom events occur. I really don't think it got used to its potential. If you look in the developer comments just for the main quest, the plans were to have so many more events custom-scripted into the fabric of the quests, that just never got completed.
Marcus really started to unlock the potential of custom scripts in CM Patch. Dark Rituals is a great example. He didn't just activate the quest but actually created all the custom events according to the developer comments. Thanks to his work I learned a lot with handling quests.