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Posts posted by Flix
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@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_allOne 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- 1
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33 minutes ago, jwiz said:
Yesterday I ran through the german localisation of the global.res with a spell-checker (again) to iron out some kinks still left in there.
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.
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1 hour ago, RetsReds said:
Completing certain quests in 3.2 seems to cause a quest circle to appear in El-Darrag - happened to a new dryad on her class quest and on a high elf on the spider boss quest in the human realm. Haven't gotten to the desert with either character yet to see if I can remove the circle by doing a quest there but that didn't happen in 3.1.
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.
1 hour ago, RetsReds said:Loving the patch so far otherwise, a lot of enemies feel much more interesting (boar-riders are adorable ). Also, is the enemies' damage bumped up a little bit overall or am I just dumb? I almost died on silver twice with a fairly defensive character and was like "Woah!"
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.
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18 minutes ago, jwiz said:
As some players in the german Sacred Legends forum have noted, sometimes activating the player char buff now completely alters the surrounding environment colors/tones as well:
Is that change due to shader alterations in the new mod and is it intended?
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.
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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.
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1 hour ago, desm said:
Hello to all, I still have the issue (reinstalled) where D2F doesn't keep my sound options changes. Any ideas why?
And also, my character is walking. I must have accidentally pushed one touch but can't find any to always make it run (I have to maintain pushed shift). Any solution?
Thank you.
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.
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28 minutes ago, dimitrius154 said:
Wonder if anyone produces quality keyboards anymore.
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!
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19 hours ago, dimitrius154 said:
@FlixIt appears you've substituted QuestView.xml with your older version, The reason it even worked with the older sacred2.exe was that it contained erroneous pointers to those entries.
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.
Quotewhich does not contain the necessary entries for "attrp", "skilp".
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).
QuoteEntries 1804406278 and 0431164270 also have to be present in global.res.
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?
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22 hours ago, dimitrius154 said:
That would be weird.
Maybe it's about the GME. I'd suggest trying the more basic installation approach.
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.
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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.
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15 hours ago, Rotluchs said:
I see you haven't got Lost Ark, Undecember oder Torchlight:Infinite in your list, also Last Epoch isn't there
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.
7 hours ago, Timotheus said:I didn't enjoy Victor Vran much at all, was a bit of a shame because the game seemed to be right up my alley. Wonder if you've picked it up by now Flix.
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.
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32 minutes ago, dimitrius154 said:
@FlixLet's try this one, the entire system folder: https://drive.google.com/file/d/1MKeizcyQ4lU6m131gpczp_o_0svceNA7/view?usp=sharing
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?
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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.
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1 hour ago, dimitrius154 said:
Hmm, D2F v14 definitley launches for me. have you tries a shortcut with -nocpubinding -skipopenal flags?
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'"
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7 hours ago, dimitrius154 said:
@Flixtry this one: https://drive.google.com/file/d/1JL0ZtrXP40Y9BGUF6IcCwG1U051Mif8t/view?usp=sharing pass - 12345
Thanks, but no luck. The same error and debug.log results. No errors in event viewer.
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31 minutes ago, dimitrius154 said:
@FlixFour files can be at fault: sacred2.exe, s2core.dll, s2logic.dll, s2render.dll. Try replacing them with the previous version, one by one.
As soon as I replaced Sacred2.exe the application started as expected. No launch errors.
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59 minutes ago, dimitrius154 said:
Hmm, any error entries within the Windows Application Log?
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.
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14 hours ago, dimitrius154 said:
s2render.dll replacement: https://drive.google.com/file/d/1iE-b5NqwoOrm1s0dQYBZip76MEGJQVrl/view?usp=sharing
Thanks. Sadly the error persists even with this replacement. The debug log report is the same as before.
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On 2/24/2023 at 5:52 PM, dimitrius154 said:
@Flix I'm starting to get useful backfeed, an update is currently projected within a week.
OK. Right now I'm getting an error on launch for D2F.
This is the debug log:
SpoilerTimer Initialising
Orc Initialising
Codec type 'CODEC_MTF' registered.
Codec type 'CODEC_HUFFMAN' registered.
Codec type 'CODEC_LZ77' registered.
Codec type 'CODEC_ZIP' registered.
ArchiveFactory type 'ZIP' registered.
ArchiveFactory type 'FILESYSTEM' registered.
Particle Emitter Type 'Point' registered
Particle Emitter Type 'Ring' registered
Particle Emitter Type 'Box' registered
Particle Emitter Type 'Cylinder' registered
Particle Emitter Type 'Ellipsoid' registered
Particle Emitter Type 'HollowEllipsoid' registered
Particle Emitter Type 'Line' registered
Particle Emitter Type 'TriList' registered
Particle Affector Type 'ColorFader' registered
Particle Affector Type 'LinearForce' registered
Particle Affector Type 'Scaler' registered
Particle Affector Type 'ColorInterpolator' registered
Particle Affector Type 'ColorImage' registered
Particle Affector Type 'Rotator' registered
Particle Affector Type 'PosRotator' registered
Particle Affector Type 'DirectionRandomiser' registered
Particle Affector Type 'DeflectorPlane' registered
Particle Affector Type 'DeflectorAabb' registered
Particle Affector Type 'DeflectorSphere' registered
Particle Affector Type 'LifeTime' registered
Particle Affector Type 'Velocity' registered
Particle Affector Type 'PerspectiveRotator' registered
Particle Affector Type 'FallDown' registered
MovieFactory type BINK registered.
SoundSystemFactory type 'MILES' registered.
Unable to load plugin 'Plugin_openal.dll' - could not find 'OpenAL32.dll'!
Orc initialized in 0.005sec -
On 2/23/2023 at 7:25 AM, Lorane said:
As requested these two mods now have Addendum-friendly versions available for download.
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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.
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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.
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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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4 hours ago, idbeholdME said:Discovered one more Monolith that does not have a location screenshot in the load menu. I've seen you add them to some who were missing screens in the past releases, so noting this one here too:
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Also, the Inquisitor's Doppelganger can mutate when exposed to T-Energy, at which point it loses its weapons, freezes in place and does nothing, so you have to recast it. Could the clone be prevented from mutating?
Will fix both in upcoming release.
Doppelganger has incorrect T-Energy creature ID, it should be set to himself (1929) to prevent mutation, instead it's set to the Inquisitor's ID (51), so he's sort of mutating into a stock standard Inquisitor with no gear.
EDIT: Got the thumbnail added. Funny enough all the thumbnails were present in the vanilla game with correct names and extensions but something must have been wrong with the encoding for about 6 of them because they don't show up unless replaced with a fresh TGA file.
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[REL] Diablo 2 Fallen
in Diablo 2 Fallen
Posted
Guess those never got translated. Let me know if you see anything else, I can update the French localization sometime.