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Flix

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Posts posted by Flix

  1. 7 hours ago, chattius said:

    I think there was more 'love' in the shadow warrior (Schattenkrieger).

    Too bad I never heard those before.  I preserved as much as I could find in English and put it on his WIki page.

    https://www.sacredwiki.org/index.php/Sacred_2:Shadow_Warrior

    Reading through that actually reminds me, even his backstory is different in Light vs Shadow. Shadow version was a bloodthirsty marauder, while the Light version was a respected hero who got sent on a suicide mission because he was helping investigate the resurrection conspiracy in Thylysium, ironically becoming a victim of it himself.

    Too bad there's not more in-game text about him being linked to T-Energy and therefore denied the afterlife even if he died again. It gives him more reason to care about the main questline.

    • Like! 1
  2. 7 hours ago, idbeholdME said:

    I guess I mostly found the redemption arc of the Light version a bit too cliché

    Funny, our views on the Shadow Warrior and TG are sort of flipped.  They both "come back to life" after a time and have to decide whether to reinvent themselves. I guess I just imagined the human as being more likely to do so than the machine.

    The Shadow Warrior reminds me of The Nameless One from Planescape Torment in a way. Wakes up in a morgue, can't remember much about himself, finds out later that he did all kinds of awful things in his past life, but is he still that same person? Maybe it is kind of cliche now.  Maybe the relentless cyborg that can't be turned from his original purpose is too.

    6 hours ago, idbeholdME said:

    Definitely the most relevant character to the main quest out of the 5 besides the Seraphim/Inquisitor.

    Now that I think about it, a Light Path TG might make a better foil to the Inquisitor than the Seraphim does, honestly.  The TG at least is embroiled with the ancient history of the Machine and has a personal reason to care about its disposition. The Seraphim just wants to shut if off because... bland goodness.

    7 hours ago, idbeholdME said:

    Dryad I have played the least of  ...  Haven't played her in Shadow.

    It gets weird. There are these recurring "romance" story beats, in Thylysium and Nor Plat, and then with her old flame.  For the first, the Shadow Dryad hatches this convoluted conspiracy to pit two families against each other that results in everyone dying. Why? Cause someone cut down a tree at some point, or something.  It feels like a scheme the Shadow Elf might do, but way out of character for the Dryad.  Then in Nor Plat a similar "Romeo and Juliet" situation arises and the Dryad just goes psycho and kills everyone.

    • Like! 1
  3. 20 minutes ago, idbeholdME said:

    Could this behavior be explained somehow?

     I mean not to sound like a smart-ass but this is the explanation:

    20 minutes ago, idbeholdME said:

    I am using the vanilla s2render.dll.

    Swap it out for the fixed one if you'd like to see how it looks when all affected targets display the FX.

  4. 1 hour ago, idbeholdME said:

    What I'm interested in however, is the itemtype (8605), specifically how it looks.

    There's nothing really special about that itemtype, it's also a normal-tier helmet.  You can find it in blueprint 1240, "hero_helmet_ornamented_fight_normal".  Visit any merchant with your Dryad and you'll likely spot it.  I deemed the would-be unique too unfinished for PFP.

      

    1 hour ago, idbeholdME said:

    I had no idea it was an all class unique. I took it for a Seraphim only item because that's the only character I've ever seen it on :Just_Cuz_21:. Good to know that all the classes have access to what is arguably the best helmet in the game.

    Yeah it's a very rare drop and, when I tried adding it a quest reward in other mods, it seemed to be random which variant you'd get. Same as with the Fool's Cap and some other "all class" helmets. Just a crapshoot.

  5. 15 minutes ago, idbeholdME said:

     I assume the skills weren't touched in any way in the PFP? Would you be able to check some of the Toughness values in the Fallen Angel, whether they correspond to the current wiki numbers? If it was indeed changed with Ice & Blood, I'll update the wiki with correct values.

    No I didn't mess with it or any skill values in PFP.  I nerfed it back to Fallen Angel values in Enhanced Edition since Damage Mitigation is so OP. 

    Probably the Wiki was never updated for Ice and Blood.

    • Like! 1
  6. 2 hours ago, idbeholdME said:

    Unfortunately did nothing. Just brought back the original behavior where the DP only spams Ruthless Mutilation constantly. Will stick with my workaround where he uses at least 3 out of the 5 CAs from the aspect.

    Yeah that would be because there's no cooldown on Ruthless Mutilation. Also that AI won't use regular weapon attacks. I suspect more was done in Addendum than just changing the linked AI.

  7. 4 hours ago, dimitrius154 said:

    Fantastic. I can't see any remaining issues now. Much appreciated. I just need to play test the campaign.

    Actually... is there any chance of the tooltip text going back to white?

    This might illustrate the difference (v15 vs. v16). 

    2Kcwxkm.jpg

    Most of the rest of the text is actually the white color, just the item, skill, and spell tooltips that are not.

    The plain white just looks really crisp and clean and Diablo-ish.

    image.png.2456261b44054733eb4731f285110caf.png

     

    EDIT: Sorry there was also still this one:

    UI_TT_SE_CM_BEKEHRUNG_PROPERTIES_3  "et_prone_all" is still showing as flat value

    image.png.f5cfd914f49e49a24d32dc817d1a73bd.png

    • Like! 1
  8. 1 hour ago, Kashenkon said:

    I

    About this 9 year old file... kinda 50% of all found typos what I corrected, are still in this file. So I have to search them again, correct again... so I prefer to keep work on that file, what I already corrected and translated.

    It's not 9 years old, it's from only a few months ago. 

    • zomgod! 1
  9. @desm There are 4 new unique items in the upcoming release that in not sure how to translate. Do you think you could find out what the names were called in the French Diablo 2, or try to translate them?

    Stormlash

    Sander's Superstition

    Heart of the Oak

    The Cranium Basher

  10. On 6/14/2023 at 11:47 PM, Kashenkon said:

    Hello, I am new on this site here, but not new into modding.

    After download / install the "Community Patch" and playing the game, I found strange or wrong translates and many typo's in the german language. I was try to found all of them and correct it.
    Some NPCs, Monsters or items was not translated, like "Rogers Raving Razor". They are translated now.
    Only those item names like "Lord Waynes Playerkiller" or references to real persons like "DarkEagle" are not translated, because german players normally not translate from those special words.

    Download global.res [DE]

    But fairly I have to tell some worth mentioning changes for german (or other) players:

    [1.]
    The set "Feld, Wald und Wiese" (Range Array) is translated wrong, but since this used for many years, I dont change the set name. As a fan of the "Matrix" movies, I changed the designations from the set parts after reading the descriptions on Sacred Wiki (Range Array). Now all parts has the Name "Trinity's" inside it, for a better reference to the movies.

    There exist another global.res version on the german forum "Sacred Legends". I changed on this version the set name to "Bereichsmatrix", this is more closer to the english name. If anyone cares about it, so download it there.

    [2.]
    The set "Origin of the Seraish" has now the correct lore name "Sereish".

    Fact: All other items (like this one) are called "Sereish", this set in Sacred 1 too.
    As another reference: One NPC in Sacred 2 is called "Heritage Keeper Sereish".

    Note: I suggest, to change this typo in the english language too.

    [3.]
    The set "Megalcarwen's Garments of Mutation" has been corrected too. In Sacred 1 you can follow a "lovestory" between the Dark Elf Laurelinad and the Wood Elf Maegalcarwen. So this set use now the right lore name of the female Wood Elf from Sacred 1.

    Note: I suggest here too, to change this typo (the missing "a") in the english language.

    Important Notice:
    I was NOT correct other sets, like "Niokaste" or "Nikotaste". Only the wrong translations and confirmed lore names, mentioned above here.

    Thank you for the Community Patch!

    Welcome to the forums.  You might find it useful to refer to, or even use a base to work from, the file jwiz produced on correcting the German texts. 

    While technically prepared for the Enhanced Edition, the texts should work fine with CM Patch 1.60.  I have no way to really gauge how many typos, mistranslations, or other errors he corrected, but it might be worth checking so as to at least avoid potentially unnecessary duplication of effort.

  11. On 5/11/2023 at 5:49 PM, dimitrius154 said:
    On 5/12/2023 at 8:26 AM, dimitrius154 said:

    Thanks for this!  I have incorporated the files into the v16 build.  Things are looking promising for a release.  There is a small handful of issues:

    • The "Stomp" FX is still emanating from the Werebear's head.  It's not the worst thing (resembles a 'roar' now), but I wonder if the FX bone wasn't the issue after all.
    • Druid can't use shields.
    • Amazon should have 2h swords restricted. This was entirely my bonehead mistake; I don't know why I thought she had animations for them.
    • Assassin can't use 1h or 2h magic staves.
    • The Assassin model is lacking the shield bone. He can equip them but they appear on the ground.
    • Necromancer shrunken heads are oriented correctly now, but became far away from the body.  I hate to request model work but I'm at a loss without 3dsMax. I'm not sure if it's the Inquisitor model or the shrunken heads themselves that might need to change.
    • 0LhgE1D.jpg
    • Poison Nova still has purple star casting (FX_INQ_VERGELTUNG_C). I've looked through every particle script and FX file in the HQ folder, and I can't seem to recolor it. It changes back to green without the Add. binaries. S2render maybe?
    • OmCrcm1.jpeg

    A small number of the new spell tooltips have the values expressed as flat numbers instead of percentages. Could that be altered?

        UI_TT_SE_CM_BEKEHRUNG_PROPERTIES_3  "et_prone_all"
        UI_TT_IN_IN_KASTEIUNG_PROPERTIES_3  "et_chance_block_CC"
        UI_TT_SK_HC_KAMPFRUF_PROPERTIES_1  "et_charge_AW_rel"
        UI_TT_SK_HC_KAMPFRUF_PROPERTIES_3  "et_charge_attackspeed"

    So for example it shows: Chance to Block: Melee  727.  Instead of 72.7%

    Most of the text is now white (hoorah!) except for spell, skill, and item tooltip text. These are still showing as the off-white color that clashes with rest of the interface.

    a4rl885.jpg

  12. 1 hour ago, idbeholdME said:

    True. In creatures.txt, there is not that many entities that use it, only Ker Demon, Dryad summons and DM's Protector. But there is no way to tell what else uses that behavior through the hardcoded way. SW's Skeletons or resurrected enemies? Destroyers? Inquisitor's minions from Subjugation? I'll probably try it as an experiment but won't stick with it as it would probably break more things in the background...

    Although, speaking of Ker Demon, I just noticed it has 2 spells defined in creatures.txt:

    spells = {
            entry0 = { "enemy_area_meteor" },
            entry1 = { "enemy_feuerball_homing" },
        },

    I am currently playing a Ker Inquisitor, but whenever I summon the Demon, all it does it smack enemies with its fists. Never seen it cast either of those spells.

    Nevermind, wrong creature. The god power demon only has double hit.

    Behaviors are also assigned to taskcreatures in quest.txt and questscripts.txt.

    I think in PFP the Protectors will be the only summons with a spellclass linked to Hireling_brave_ex

    SW's summons should use Hireling_brave

    • Appreciation 1
  13. 5 hours ago, idbeholdME said:

    Ah, thanks.

    So nothing I'd be able to change myself then. Or... could I theoretically get around that by changing the definition of Hireling_brave_ex to be the same as Hireling_mage_no_defense in behavior.txt, create a new replacement, say "Hireling_brave_ex2", copy the original's definition and change all the creatures that used the original into the new one? I would not be editting the link (beyond my abilities), but getting around it purely in behavior.txt?

    Could work.  I've done similar maneuvers in D2F. You'd also be affecting any other summons linked to that behavior though. 

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