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Flix

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Everything posted by Flix

  1. A few quick questions: I see that the "Chance for Melee Double Hit" mastery bonus text has been removed from weapon lore skill tooltips. Now that we know it's functioning, shouldn't it be restored? It could even be enabled permanently since it begins functioning even before mastery. The cooldown + regeneration time calculation is missing from my spell tooltips! Is this intended or did the strings change? This was useful information and the only way for the player to know actual cooldown times. In typification.txt, CLF_CHAINWEAPON has become CLF_LIGHTSABER, and CLF_RECEIPE has become CLF_DUBLADE. But itemnames.csv still references NGCLF_CHAINWEAPON and NGCLF_RECEIPE for the item names. Is it not necessary to change anything in this file? In the list of spell tokens affected by Lore skills in Addendum that I got from you some time ago, the list includes "et_shield_block" but the actual token in spells.txt is "et_shieldblock". I just wanted to make sure if it was a typo or if there wasn't a table in some dll that had the wrong name.
  2. Guess those never got translated. Let me know if you see anything else, I can update the French localization sometime.
  3. @dimitrius154 You've got some duplicate spell tokens at the bottom of your spells.txt Probably harmless since they're identical: mgr.addTokenBonus( {"et_prone_all", 905 }) -- 905 = bb_prone_all mgr.addTokenBonus( {"et_prone_all", 905 }) -- 905 = bb_prone_all One of those may not be pointed to the bonus you want it to be: mgr.addTokenBonus( {"et_chance_block_CC", 559 }) -- 559 = sb_def_chance_block_CC mgr.addTokenBonus( {"et_chance_block_CC", 906 }) -- 906 = bb_chance_block_CC
  4. Thanks, I'll check it out and maybe try to add it in a future patch (Hungarian team is also working on a new update). Lindor had replied with several German typos and text errors last year, but the reports are all spread out between this thread and maybe some in the Purist Fixpack thread as well. I did not get a chance to try to address them.
  5. Yes, something happened with the CM Patch that broke the fight trigger for "Attack is the Best Defense". The invaders and the town guard would just stand around until the player attacked and then they would start fighting. I couldn't reverse it perfectly since I couldn't figure out why it stopped triggering. The best I could do is what's in EE 3.2. Everything works correctly, the only side effect is that you get a quest marker in El-Darrag when the game starts. It goes away after you visit the town and start the quest. Maybe this change: - Several vanilla elites have received new buff spells based on their specialties (tank, archer, mage). You can tell by the buff FX these enemies use. Tank Stance increases Willpower, Defense, Chance to Block Melee, and Resistance to Secondary Effects. Archer Stance increases ranged attack speed and attack rating, adds a chance to block roots, and reduces the opponent's chance to reflect ranged damage. Mage Stance increases Intelligence, Spell Intensity, and Cast Speed, and adds a Chance to Block Spells.
  6. Try this to resolve: Show Hidden Files and Folders in Windows Navigate to C:\Users\<username>\AppData\Local\Temp\Ascaron Entertainment\Sacred 2 Delete the file named "shader.cache" Run the game and see the results I forgot this might be necessary. For some reason I had no need to do it, but I remember Lindor warning about deleting the shader cache with the new Ancient Bark. This isn't because of using old characters, since my test Dryad was very old, it might be system-related. EDIT: I read through the thread a little bit with Google translate. You also may want to gently remind that Shadow Veil is supposed to change the world colors like that. Those screenshots at least, look perfectly normal to me.
  7. PFP v1.4 is released! All links have been updated in the first post. Among the bug fixes, this release also adds support for several languages: French, German, Spanish, Italian, Russian, Polish, Hungarian. These translations contain all the text fixes (but none of the extra bits) from the Community Patch and Enhanced Edition provided by fans over the years. Thanks to @idbeholdME for rigorous testing and the relentless reporting.
  8. I think this is a side effect of me forcing some sound options in the file scripts/optionsDefault.txt. I did that so that the player did not have to go hunt down their options.txt and manually turn off commentary and fight music in the file. You should also be able to avoid this problem if you make your changes in the game's options menu before installing D2F.
  9. Judging by the ones we have at our office, not really. I've had the same favorite at home for a decade. A couple quick questions/requests as I dive into this massive merge project: Removing the vertex-animated Inquisitor models is now required, correct? His vanilla self looks all messed up as is (torso floating behind his body). Can you please check sacred2.exe when convenient and change the base text color from cream to plain white (0xffffffff or ffffff)? This would be the vanilla value. I believe there's something in that file that's affecting a lot of text globally beyond what the xml's can change. It looks good in Addendum but is mismatched to D2F's interface. This affects: tooltips for spells, attributes, items, loading screen tips, and place names on the map. Quest log and portals all look ok. Thanks for your continued support!
  10. This wasn't the cause, but it did send me down the right path to discovering the source of the problem. Addendum seems to contain two new xml files, ToolTip.Attributes.Skills.xml and ToolTip.WOOB.xml Without these present the game crashes with the error I've been seeing. I didn't scan closely enough and assumed these files were just overriding vanilla files since my mod didn't contain them. I think I just need to edit the font color and all will be well. I'll check for any other unique files hiding around the pak folder. Oh I added those entries to my own file, last week. I was trying to get into the game to check the positioning, since I'd guessed it would need some rearranging (I was right). Hm, well I've got these two entries present since v15 in preparation for this day: 1476921882 %{###,###,###,###}1 Skill Point(s) 1804406278 %{###,###,###,###}1 Attribute Point(s) What should 0431164270 read?
  11. Today's results: I tried it out on my old Windows 7 machine. I used the full system folder received from you on a base installation of Sacred 2, copied the entire folder over manually, no mod enabler. I received the same error and same debug log.
  12. I've been playing Dragon Age Inquisition for weeks (180 hours to finish a single playthrough) and one I thing I noticed was their approach to music was a bit different than usual games. In game, there's not much music, except at key story moments, like cutscenes, boss battles, romances... ...and taverns. They installed a "bard" in the major taverns and inns in the game. She follows the Inquisition around and is always there to perform new songs as the plot advances. So instead of the usual plinky tavern music and ambient chatter you hear in most fantasy games, you get full fledged songs. Because music is so rare when just exploring the vast wilderness, coming into a tavern to hear Maryden's music feels so warm and cozy. It reminded me a bit of all the bards installed in towns throughout Sacred 2.
  13. They're not finished yet, or weren't in August of last year, just in early access. Well Lost Ark is I suppose but I'm not interested in MMO's. I have a friend at work who talks to me about Last Epoch all the time, so it's been on my Steam wishlist for a while. Whenever it releases I'm sure I'll pick it up. I'll be glad to give Wolcen another spin when the new content drops. I played through the tutorial/prologue area, but it didn't grab me. It might be because it was too close on the heels of playing Van Helsing, and the "carbon copy" feeling was strong. It's the same visuals, the same music, the same supernatural steampunk aesthetic. Even the characters blend together. Van Helsing goes to Borgovia with his companion Lady Katerina. Victor Vran goes to Zagarovia to meet with Queen Katarina... I've actually spent the last 6 months playing through the entire Dragon Age trilogy in one go, as well as fair amount of Grim Dawn, the "king" of the genre IMO.
  14. OK, I backed up and removed my base system folder, replaced the entire D2F system folder with that one, then enabled the mod, and... the same error occurred as before. My usual system folder does not contain any of that securom stuff, and also has an additional file: goggame-1207665233.dll - however this was not present when I tried your system folder. Do you think GOG version might not be supported somehow?
  15. I'll try installing it on my old Windows 7 machine tomorrow. Some other findings: Copying an old Sacred2.exe (from CM Patch) while keeping all other Addendum/D2F system files causes the game to launch ok. BUT copying over the current standard Addendum exe still causes the same launch error. Installing the current standard Addendum in full (no D2F) and the game launches without issue.
  16. I have a shortcut with those flags added. Didn't resolve the error though. I also tried manually installing Openal32.dll. I still got an error though the debug log is slightly different now. Now it says "SoundSystemFactory type 'OPENAL' registered" instead of "could not find 'OpenAL32.dll'"
  17. As soon as I replaced Sacred2.exe the application started as expected. No launch errors.
  18. I checked Event Viewer but I don't see errors or any entries at all for the game under Windows Applications. Just the normal Information events.
  19. Thanks. Sadly the error persists even with this replacement. The debug log report is the same as before.
  20. As requested these two mods now have Addendum-friendly versions available for download.
  21. I have updated the mod for compatibility with Enhanced Edition version 3.2. I'm just now revisiting this thread to see the translation requests. I'll try to jump on those this weekend.
  22. Version 3.2 of Enhanced Edition is now released! Also available on the Sacred 2 Nexus. Aside from a huge amount of bug fixes, here are some other highlights: for 3.2: 5 quest monsters who were clones of regular enemies now have their own unique boss designs: Banshee, Evocator, Diaanja's Hellhound, the Dream Vampire, Pharaoh El-Leigh. The latter two are also elevated to boss rank with new powers. These designs come courtesy of Dmitriy and Pesmontis. More cut quests restored: Ghost Whisperings (Shadow Version) starts in the Artamark cemetery north of Fortress Reikenstein, like the Light version, but follows a totally different trajectory. Attack of the Undead begins near the southern edge of the lake above Clearview. Look for the family stranded with a crashed wagon. Thanks to Lindor's work with shaders, Ancient Bark FX no longer looks terrible and is used instead of the Scorpion Shield FX which was borrowed ever since CM Patch.
  23. I can make Addendum friendly versions of my ancillary mods if there's a demand for it. Might not happen till this weekend when I can examine the scripts.
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