Jump to content

Inspired

Sacred Game Modder
  • Posts

    54
  • Joined

  • Last visited

Posts posted by Inspired

  1. 1 hour ago, Flix said:

    Have you found a way to extract the true names of the wav files within sound.pak?  The pak extractor can export them but it gives them generic numbers as file names, and those won't suffice if a modder wanted to replace the sounds.  I can only see bits and pieces of file names if I look at sound.pak with a hex editor.

    Sorry, that's not something I ever tried doing. I'll look into it when I have some time later and will post if I figure it out.

  2. I've been doing a bit of modding and hacking Sacred lately, and I thought I'd share what I discovered with everyone in case anyone else might find it useful.

    I've created a Google Doc with some hacking info here.

    Check it out and let me know if you have any questions or if you try these and find any bugs.

    I'll probably add some more stuff in the future.

    • Like! 1
  3. 18 hours ago, nerd said:

    @Inspired Is there a way to edit ability score (e.g. Strength, Physical Regeneration, Charisma, etc) on a low-level character?

     

    I used Cheat Engine to allow large numbers of attribute points, but the changes don't seem to persist. Any advice?

     

    My goal is to max out skills and give myself high attributes, and then play through the game again on a 1st-level character. 

    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.

    • Thanks! 1
  4. 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):

    194dy44.jpg

    • Appreciation 1
  5. 11 hours ago, Stryp said:

    First, thank you for this, looks like a lot of work went into you creating this guide and the video. I will try everything out and play around a ton now that I know what to do! :D

    There was this +13 trainer for Sacred that I loved to use in 2005-2006, sadly, it can't attach to the game on anything other than Windows XP so I haven't been able to play around with it.

    There is an option which I found particularly interesting and maybe you could shed some light on whether it is doable by Cheat Engine - the Recruit Enemy which made your cursor recruit enemies to fight on your side (like the Seraphim's Conversion, but permanent). Can these be done by us? Or if I spawn creatures as you mentioned, will they fight on my side? (sorry couldn't watch the vid yet)

    Oh, that looks like an early 2000s trainer all right. I'm feeling nostalgic now :lol:

    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.

    • Appreciation 1
  6. 51 minutes ago, Lindor said:

    well the importing was already partially solved( although the Reader plugin improves and simplifies the process by miles <3). But the exporting has been an unsolved issue ever since, so I'm back to the old problem, the only known way by me to export as .GR2 files is a leaked plugin for 3dsmax. I think there is only one way left... going through the plugin line by line and trying to reverse the process. I'm really not an experienced programmer, I've done a bunch of sorting algorithms and some mathematical stuff for my university in python and some mods for factorio and scrap mechanic in lua, but that's it. This might take a while and it's very likely that it might not even work.

    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.

  7. 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 export it into a variety of different formats.

    • Appreciation 1
  8. 1 hour ago, Lororein said:

    I care about item stats because I want add in game same item I found. Without change stats. And I little don't understand about "inspect the memory around that address". How I can do that?

    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 accomplish what you need here. There's just no simple way, I'm afraid.

    --

    Если хотите загрузить в игру характеристики предмета, который вы ранее экспортировали через SIM, то вам в любом случае нужно знать, куда их загружать. Поэтому не имеет значения, что вы не собираетесь их менять, процесс все равно одинаковый.

    "Просмотр памяти" - это базовая функция в Cheat Engine, вот руководство по ней. Если трудно смотреть руководства на английском, загуглите русские руководства по Cheat Engine, наверняка что-то найдется. Для того чтобы понять, как вам сделать то, что нужно, придется наверное посмотреть несколько часов руководств по Cheat Engine и несколько дней (может, даже больше) практиковаться работать с ним. Какого-то простого решения нет, к сожалению.

  9. 8 hours ago, Lororein said:

    Well, yes, I do not mind increase slots, but I mean little different. Example, I find uniq sword Albion, export him and then delete him, it will free up space. Then in future, I want add him in game, and continue my adventure. Sorry for that, just too much love collecting :) 

    So you do care about the item stats too, then? I'm confused now :lol:

    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.

  10. 43 minutes ago, Lororein said:

    Yes, I'm strange, I know :D I don't want exactly Cheat Engine, if have another way, I gladly use him. But as I said, in-game all items won't fit in inventory and chest. I just want possibility add my collect items in game, without need start new game. Something like Titan Quest Vault and Grim Dawn Vault. And I want same item, not just model. But your method interesting too. 

    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.

  11. 1 hour ago, Lororein said:

    Yes, it was be nice) I tried work with Cheat Engine, but failed. But I also not interested in changing item stats. I just want collect all uniq item and sets, just for fun. I love collecting. But in game too little place for that. I planned export finding items with Sacred Item Manager, and make my own Sacred Vault for trophies :)

    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 Sacred Item Manager and check model IDs for all those items you collected.

    4. Load the game, attach Cheat Engine to the process and start searching for IDs of your items.

    For example, let's say you have a random cuirass with an ID of 3200 (just an example, not sure whether a cuirass with this ID really exists in the game). Search for 3200 in Cheat Engine (Scan Type: Exact Value, Value Type: 4 Bytes). You'll probably find a bunch of addresses with this value. If you see any of them changing and turning red, remove them from the list right away. If you see any green addresses, remove them as well.

    5. When you only have black addresses left, select half of all the addresses, then right click and "Change value of selected addresses" to something else, let's say 1200.

    6. Get back to the game and see if your cuirass has changed to something else. 

    If not, then none of those addresses you changed are right. Go back to Cheat Engine, change their value back to 3200 and remove these addresses from the list. Then check half of the remaining addresses. And so on until you find the address of your cuirass's ID.

    7. When you find the address of you cuirass's ID, you can change it to any other model ID in the game, and the look of your cuirass will change accordingly (the stats will stay the same though). And you can do the same with any other item you collected.

    Keep in mind that there are thousands of model IDs in Sacred so it might take a lot of time to find the right ID for the item you want. And I think model IDs start at 1200 (that should be a Metal Kite Shield).

  12. 3 hours ago, Lororein said:

    It's very good work, but I'm interesting if it possible add item in your inventory like with Sacred Item Manager, but without need start new game?

    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.

  13. 10 minutes ago, Ragnar1989 said:

    So, I exportet and edited this 3 charakters (pistoledwarf needs just some editing):

    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 :lol:

    From what I remember, you can easily do it in Blender by pressing Ctrl+M, then X, then Enter.

  14. 4 hours ago, Ragnar1989 said:

    I use ChituBox V1.5.6.1

    It's the recommended software for my ElegooMars UV-Resin printer.

    Maybe it's more understandable with an image. As you can see, the inside of the model is bright blue and is showing the details. The outside is darkblue and you can't see any details. Normaly the dark color show's the inside of the models

    Try Repair > Invert Normal like I've done here.

    Also, I'm not an expert in 3D modelling and even less of an expert in 3D printing so I might be wrong but I don't think normals affect 3D printing in any way. They are used for shading in digital rendering but they don't change the actual shape of the mesh.

  15. 10 hours ago, Ragnar1989 said:

    Hi, I think, I used the wrong file for the magician, but now it looks more like the skeleton.

    I tried the dae-conversion with the wizard as well. He looks great in Blender, but when I export him and open him with my printer-program, it seems, that the printer program thinks he is created inside out :cstars:

    What printing program do you use?

  16. 1 hour ago, gogoblender said:

    p.s. yah...even the upside down magician :D

    You could spin him while he's upside down on that pointy hat :lol:

    1 hour ago, Ragnar1989 said:

    I'm curious if there will be any other problems occuring :-D

    if you compare the 3D-Models of the magician and the wizard, you see, that the wizard doesn't show any details. But maybe ich can fix it with blender :-D stay tuned

    It's hard to say but it might just be a difference between these specific models. I'd say try converting the Magician the same way and see if there are any problems with him.

  17. 23 minutes ago, Ragnar1989 said:

    I tryed it. The SMD-convert was successfull, but the assimpd gives back an error :-( It says "the application couldn't start correctly (0xc000007b). Click "OK" to close the application."

    I also did erase the ".gr2"-part, same result

    Wow, Ragnar, you seem to be really unlucky with this stuff haha :lol:

    Well, I think what's happening here is something like this. I had to build assimp myself from the source code but since I'm not a programmer I guess I just might have not done it correctly. It works for me but it probably depends on some libraries that are present on my PC and are absent on yours. The only solution I can think of at this point is for you to download Microsoft Visual Studio (Community Edition is free, that's what you need) and install the same configuration that I have here.

    This is kind of an ugly solution since you'll have to download several gigabytes of software and libraries that you don't need and the worst thing is that it might not even work but, like I said, I'm not a programmer so this is the only thing I can think of. It it doesn't work, then I'm out of ideas, sorry.

    On a side note, that Battle Mage looks cool! Do you plan to paint it?

    • Thanks! 1
  18. 32 minutes ago, Ragnar1989 said:

    Thank you all :-D sorted the files and tried to convert the wizard.grn. I opend it with your recommended granny-viewer, got the ViewerConvertTemp.gr2, renamed it and startet the cmd. After start there were just the gloves of the Wizard. The cmd looks like this

    Yes, I've just tried converting the wizard with this method and I'm getting the same result. Guess some models just won't work this way.

    Alright, let's try another method then. You'll have to follow 3 steps with this one:

    1. Convert GRN to GR2 the same way you did for evegr2toobj.

    2. Download this tool, unpack it and drag and drop your GR2 model onto grnreader98.exe. Several questions should pop up. Choose "no" at the first one and "yes" at all the others. If it throws an error about triangles' indices not starting at zero, just ignore it and click "ok". When the conversion is finished, the tool will give you an SMD file.

    3. Download this tool and use it to convert the SMD file from the previous step to OBJ. This tool works through the command line like evegr2toobj so you'll need to type in the command in CMD. Here's an example of a command to use:

    assimpd export wizard.smd wizard.obj

    Hopefully this will do the trick.

×
×
  • Create New...
Please Sign In or Sign Up