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Sacred Game Modder
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About Inspired

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    Silicon Mage

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    St. Petersburg, Russia

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  1. Yes, I had the same thing with attributes (changes made with Cheat Engine don't persist) and messing with the amount of skill points makes my character literally explode and die. I was never interested enough to actively look for a solution to this so not sure how to achieve this with CE. You can try Sacred Character Modifier though, I think it should work.
  2. Hey @Melandrhild, I've attached the edited alpha channel for the Seraphim hair texture (SERA_HAIR file) to remove the ponytails. Download. Paste it into the alpha channel of your modded texture or, if you're unsure how to do it, send me the modded red hair texture and I'll do it for you. This is how it will look (with original textures as an example):
  3. Oh, that looks like an early 2000s trainer all right. I'm feeling nostalgic now Yes, if you spawn creatures or characters the way I show in the video, they will fight on your side. So that would be pretty close to what you're describing. You might also be interested in this tutorial where I show how to change your starting companion.
  4. Give Norbyte's tool a try. It's designed specifically for Divinity games though so it might not work for Sacred 2 but it's worth a try.
  5. Why didn't you just download the binaries? Anyway, glad you got it to work in the end!
  6. Hey Lindor, I haven't read the whole thread and I'm totally unfamiliar with Sacred 2 modding so not sure if I get everything right but from a couple of your latest messages here it seems that you're having trouble getting GR2 models into Blender? If so, try this plugin for Noesis. I only recently discovered it in my research into The Elder Scrolls Online models, and it seems to work great for all types of GR2 files: meshes, skeletons and animation. Sacred 2 is there in the list of tested games so I guess it should work for you as well. Once you load a model into Noesis, you can then
  7. If you want to import item stats from an item that was previously exported with SIM, you need to know where to import them to. So it doesn't really matter that you don't want to change the original stats, the process is the same either way. Inspecting memory is a basic feature of Cheat Engine that can be seen here, for example. If you are not comfortable watching tutorials in English, google "Cheat Engine tutorials" in Russian. You will need to watch at least a few hours of tutorials and have a few days of practice (maybe even more) working with Cheat Engine before you can actually accomp
  8. So you do care about the item stats too, then? I'm confused now In that case I can't really help as, like I said, I haven't researched changing item stats. But, broadly speaking, if you want to research it yourself, start by searching for the model ID address like I explained above and then inspect the memory around that address - chances are the stats data will be somewhere close. If you figure out where the stats data is relative to the model ID, then you'll be able to easily replicate any item that you previously exported with SIM.
  9. Oh, now I see what you mean. Unfortunately, I don't know any way to go over the inventory and chest slots limit for items in-game. So yeah, you'll need to export items with Sacred Item Manager either way if you want to keep your whole collection, I'm afraid.
  10. I'm not sure why you want to use Cheat Engine then. Wouldn't just collecting items in-game be more fun? Or if you really want to create a trophy vault with ALL the unique items in the game, then just use Sacred Item Manager. Like you said, your inventory space is limited and you need SIM to export items anyway, so why not use it to create items in the first place? But if you really must use Cheat Engine for that, then you can do something like this: 1. Collect a bunch of random non-unique items. 2. Save the game and Export your character. 3. Open the character in Sacre
  11. It should definitely be possible but I haven't tried researching it as I'm not super interested in changing item stats. I can give you a couple of pointers though if you want to research it yourself.
  12. They look amazing! One thing I forgot to add that you can notice on these pictures is that Sacred models ripped with NinjaRipper need to be mirrored along the X-axis to look the same as in game. Unless you want your characters to be left-handed, haha From what I remember, you can easily do it in Blender by pressing Ctrl+M, then X, then Enter.
  13. Yes, there is a way to capture a specific pose from the game but, as you might have suspected, it's a bit complicated Of course, the easy way would be just to import models with animations into 3DS Max following the RuDDicK's tutorial but if you don't have access to 3DS Max, you can use Ninja Ripper and Noesis to rip models from the running game and then convert them to OBJ. Here's a good Ninja Ripper tutorial you can follow. For Sacred specifically, you will, of course, need to use the 32-bit (x86) version and as far as Ninja Ripper settings go, use the Intruder Inject method a
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