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jwiz

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Everything posted by jwiz

  1. Did you destroy his recharging pylons? Afaik, this was supposed to happen, if you did.
  2. Yep, running thru the swamp with my Drayd and though she doesn't really noctices that so much as a ranged char, it sure feels out of place when you step into melee range and the moldered archers dont swap to a melee weapon but rather fire their bows in rapid mode. If they dont have any melee gear by default or lack any CA to use them, then they should rather try to back off until out of melee range when you approach, I suppose. Occasionally, you see them re-position themselves, but I think that is rather due to a blocked line of sight.
  3. 2x identical 'Helmets of the Thorns' as a reward from the 'Better Yields' quest on the Seraphim island? Is that a fluke or something off with the quest drop pool?
  4. When looking at the 2.65.1 global.res DE and EN, it is obvious the the german version has a ton of junk left in it. Lines that are named 'obsolete' or 'no mod' 'Don'tt use' or have some kind of stage direction like <gasping> or are even left blank but for a single space. Others starting with 'TEST:' which are clearly left over from earlier days. Decoding both global.res gives quite some different summaries: EN: global.res ID = L10C version number = 258 number of (sound) IDs = 140326 number of strings = 57989 number of Huffman tree nodes = 411 Huffman tree location: first byte offset = 1257188 (decimal) last byte offset = 1260479 (decimal) tree size = 3292 bytes, including the number of nodes (4 bytes). text tables printed OK DE: global.res ID = L10C version number = 258 number of (sound) IDs = 133587 number of strings = 64721 number of Huffman tree nodes = 277 Huffman tree location: first byte offset = 1311016 (decimal) last byte offset = 1313235 (decimal) tree size = 2220 bytes, including the number of nodes (4 bytes). text tables printed OK I wonder if that may cause some issues unless all the garbabe is cleaned out from the german global.res?
  5. I've just switched the german global.res with the english global.res from the PFP to make sure. Now the quest shows up as the correct 'Blind Guardian groupies' quest in the log. So the PFP is apparently not comaptible with any any other localized version of the game as quest resources have been altered/swapped. I think that should be mentioned in the patch notes to avoid confusion.
  6. I've encountered a possible quest mixup earlier today after re-installing the PFP and starting a new char from scratch. It seems the quest desc of 'Die Braut die sich nicht traut' (engl. the bride who doesnt dare?) clashes with the Bild Guardian quest line in the log. I've also somehow triggered the chapter 7 quest log page, though it is completely blank.
  7. Didn't do it for me (german localized version).
  8. Sorry, my bad. I got fooled by the JSGME installer and perhaps Hooyaah was too. I also noticed the Ice&Blood greeting screen. Reason: when installing the mod pack JSGME complains about altered quests.txt and spawn.txt and defaults to NO (!) as the answer. If you just hit ENTER to proceed, nothing gets installed. Did the installation again and now all seems fine so far, besides that I am not seeing the PFP 1.3 version string in the main window but just the v2.65.1 build 1782. But that maybe due to me running the german localized version, where the addtional string is perhaps not included? Btw, I'm currently combing thru the german string files (again) to correct misspellings and errors. If you still have notes of the string resources that you have amended or changed due to fixing/missing lore (not just the spelling corrections), could you perhaps let me know, so that I can include them into the german version too?
  9. As to missing bowstrings I've just noticed : Till Spiegeleule's bow from the dryad singleplayer campaign has no bowstring attached to his bow
  10. Thoughness used to roll on blue Dryad gear as well. Have you fixed this too?
  11. That seems to alleviate the problem to become unnoticable. Thanks for sharing.
  12. Yes, the shadows/reflections have always been somewhat bugged. But the textural artefacts I mentioned above are gone when I deinstall the PFP. You might just try it for yourself on a newly created highelf or dryad.
  13. Yep, now that I kept looking for it, I can see it on NPCs too. Seems to me something is off with bump mapping.
  14. I just had a quick look at the purist pack and am seeing some ugly textural artefacts on the upper body skins of the dryad and highelf, no matter if I choose default or elite textures. This had not been the case before. P.S. happens also on the Seraphim though less noticable due to more diverse body armour
  15. Sounds to me rather like a parsing error due to misspellings in quests.txt?
  16. I've always found the elite textures to be quite crash-happy without the 4GB patch. Don't know if the CMP automatically modifies the sacred2.exe that way.
  17. I assume you mean magic staves, then yes and no. The double attack works for the melee part but not for the shooting part. Afaik, Flix has only added a chance for addittional projectiles to the double attack mods for the Seraphim's 'Pelting Strikes' and the Temple Guardian's 'Battle Extension' in his latest S2EE v3.0
  18. One thing I noticed again during testing with the Inquisitior is that the facial speech animation in conversations is missing. Is it really not implemented or simply bugged?
  19. Does the T-mutation act like a CA, I.e would the tokens 'et_summon_level / et_summon_mylevel' work with mutated creatures?
  20. I was indeed thinking of fooling around a bit with such a feature if possible. I have been looking at the T-energy variants of chars but I havent found a possiblity to raise their spawn level. I wonder though, how NPC enemies do it when spwaning their adds.
  21. Just curious, is it possible to get T-mutants have raised a level after their mutations?
  22. Thanks for your input, I have posted that just to raise a bit of a discussion to see if others might think along the same lines about 'Goldenglade Touch' as I, I.e. that it currently needs a bit of additional work. I have referenced the 200 rune level on a theoretical base only, as I'm aware that for all practical purposes you'd rather end up at abt. 65% chance of stun reflect (2 out of 3) which seems fine for me, considering that it isn't the main purpose of GT. The willpower boost is why I choose it as a non-detrimental effect, as you correctly noticed. Contrary to you though, I think turning it into a buff for conveniance purposes would make it 'too' convenient, as the Dryad is a bit of a left-click only char out of the box and Flix, as I see it, tried his best to remedy that somewhat with his alt spells.
  23. After playing around with various chars, I've recently returned to my personal fav the dryad. I like the changes from 2.4 (and 3.0) so far, but I'm still kind of dissatisfied with 'Goldenglade Touch'. It seems somewhat 'meh' in comparison to most other skills and I've been looking into ways improve it. Therefore I'd suggest to add "et_chance_reflect_stun" to the base skill at 25% or 30% chance and increase it by 0.3% (3) per rune level. That way you'd end up with 85% or 90% stun immunity at rune level 200, which should be a good incentive to invest into this skill. I also think that the stun immunity is in line with the general skill, though I would have prefered a 'reduced stun duration', but obviously that is not a viable skill modifier in Sacred 2. (Personally, I have reduced the duration of the 'Goldenglade Touch' too from 45 sec to 30 sec with a cooldown of now 45 sec and adjusted the skill modifiers accordingly, but that is just me)
  24. I've also uploaded a corrected german AppendBonus.csv file now, as it contained 2 further errors. Here's the Link: https://drive.google.com/file/d/1GJt1NMkcXRv--99FmB50mwnnJzAcCnDE/view?usp=sharing
  25. Btw, renaming the file to just S2rw.exe (from S2rw.v1.7.exe) solved the issue. Seems Windows Defender all of a sudden got a bit finicky with file names after the last heuristics update.
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