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SwiftManslayer

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  • Favorite pizza topping
    Pepperoni!
  • Why do you want to join DarkMatters?
    Sacred 2 fanboy, want to do extentual modding :)
  • All time best video game ever played
    Sacred 2?
  • Real Name
    Michael
  • Country
    South Africa

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  1. Ah I see, yes that does make sense. Thank you Flix The implications seem clear for most objects then, but what exactly does it do for player equipped gear? Since it is defined for gear that player characters can equip, does it just determine the 'hitbox' for the player model based on the items equipped? (where not having any items equipped would use the defaults for that slot)
  2. Quite a large undertaking that you've committed to here, I respect the dedication. The portraits remind me of Neverwinter Nights, can't exactly remember how all the portraits in that game looked but you could use some of them as a resource perhaps, if you haven't already. They all look amazing. Well, assuming there's no copyright issues or anything along that wavelength. Current images look great and really do match their respective in game models, great work
  3. Hey again, I've been messing around with changing item appearances and I was just wondering what the logic bounding box paramaters in itemtype.txt do, if anybody knows. I'm assuming its something to do with the items position on the model, or its position that the game recognises for certain graphics effects, but I don't know for sure. The code I'm referring to is this: -- logic bounding box logicBox = { minx=-9.623, miny=-8.72, minz=0.12, maxx=12.52, maxy=13.248, maxz=72.018, }, just an example which belongs to the very first entry in itemtype.txt.
  4. Thanks for your replies Flix. I downloaded OllyDebug and tried it, but for some reason it couldn't open s2logic.dll. I tried both versions, maybe it wont work because my operating system is 64 bit. I think I will just go with the easier route of not messing with the executables and libraries :} I was also thinking of letting my character learn more than 10 skills and editing the GUI accordingly, but I think that also requires meddling with those tricky dll files
  5. Ah I see, this is pretty much what I expected. I did think what might happen if I replace "minion lifetime" with ice damage over time or some other completely different text, but it makes sense that the value would still relate to the old variable given as there is no section to change that in the global.res. Have you perhaps ever tried changing the hard coded segments in the .dlls? I'm thinking of trying that but Im not sure if the effort is worth the result to be honest, if it would even work in the first place. Things can get really tricky if I start trying to de-compile dll files. Thank you, I have been reading these forums for many years, I just never posted since I didn't have much reason to. And yeah, Sacred 2 will never get old for me, its still super fun to play, and it originally released back when I was in high school . Sacred 1 as well actually, still extremely fun to this day.
  6. Greetings, I've recently decided to pick up my childhood love again, Sacred 2, for some singleplayer fun. I thought I'd play an Inquisitor, since I've never really spent much time on him before. I'd also like to customise the game to my liking, so I decided to make a little personal mod to revamp some of his combat arts. Now, I must give extensive thanks to all the contributors on the Dark Matter modding forums, the insights I have discovered here allowed me to learn very quickly how to get my mod working. Thank you so much. I was particularly inspired by the work of Flix on his enhanced edition and enhanced spells mods. I've successfully managed to alter several of inquisitor combat arts effects and graphics/animations, for example, I'm changing Nefarious Netherworld to be more oriented towards ice damage and debuffs, including a frost ray attack using the same graphic as High Elf Frost Flare, and as such I've moved Inexorable Subjugation over to Astute Supremacy, making that aspect focus on magic damage. I've also succesfully decoded global.res and can see easily enough which text to modify to affect the combat art names and description. My issue is with the values the tooltip displays, like the combat art damage and regen time, minion lifetime on inexorable subjugation, etc. These values update with your characters statistics and I'm not really sure how to make a combat art display different ones. The damage and regen time are present most of the time when they are required, so that is fine. But I dont know how to indroduce new elements, such as 'minion lifetime' on the old raving thrust which has been converted to inexorable subjugation. global.res only gives me a hash ID and a text string, nothing really to indicate which combat art I am attaching text to. From what I understand about the game and my reading on this forum it might be that these values are controlled not by the global.res, but rather by one of the .dll files or the .exe, which would make editing them a real pain. So my question is essentially, has anyone had success with this part of the CA tooltip? Or should I resignedly be content with adding some text in the description part of the tooltip, giving a value + increase per level, instead of the sleeker alternative of having it update its total value itself.
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