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Posts posted by RetsReds

  1. Hey, Narjnaar, here's an  easy way to change the look of a buff (or any spell, really) without having to turn off the buff display from the options menu:

    You can change the Bark animation to anything - I've changed it to the Inquisitor's Reversed Polarity animation on one character and to the Sinister Predator animation on another character. This way you can still see the cool-looking Sinister predator buff without having to suffer the ugly Bark animation. The process is quick and simple, just read through that thread. And remember to back-up your spells.txt file before tweaking it, of course. :)

    Besides, you can just play without Bark too - it would have to be a ranged character and you'd have to play extra carefully. Picking up an extra defensive skill would be nice. But it is possible. But if this is your first time playing dryad/sacred, I'd recommend using Bark, it's just that good of a buff. :)

    Have fun!

    Edit: Oh, I guess I'm a bit late to the party... sorry, I hope it's still useful.

    • Like! 1
  2. 15 hours ago, Flix said:

    For total authenticity you will also want to change the icon(s) and also the text inside global.res.

    The icon doesn't seem like a problem but changing the CA/mods description would be nice. What is this global.res and where is it?

  3. 16 hours ago, dimitrius154 said:

    It's not complicated, and pretty compatible with your current savegame. Just keep the spell name, the "aspect", "focus_skill_name", "lore_skill_name", "sorting_rank" substrings in spells.txt unchanged and it's a go. In that particular example. Some CA's have certain mechanics tied to "eiStateName" and some timings tied to animations. Over-engineered? Lacking common sense approach? Welcome to German software. 

    Awesome, thanks. I hoped that just tinkering with spells.txt would be enough but had to check if there isn't anything else I'd need to do. I'm glad there isn't. :)

    • Like! 1
  4. So, this is probably way above my skill set but I'd be remiss if I didn't ask - how complicated is it to mod/replace combat arts? Say, something simple like replacing a seraphim's Soul Hammer with Demonic Blow - how complicated would that be? The animation can remain the same, as well as the sound effect - it'd just be a matter of tweaking some numbers and lines in one/several text docs, right? It'd be awesome if someone could give me some pointers.

    • Like! 1
  5. 8 hours ago, dimitrius154 said:

    Unfortunately, the fix requres moderate understanding of the Assembler language. Also, the CMP 1.60 files have been heavily modified over the last 2 years. One cannot adequately use them for comparison against the current Addendum set. That's why I keep my own 'Librarium' for reference and quick backtracking.

    I see. Ok, thanks for the quick answer. :)

  6. On 8/5/2018 at 2:58 AM, dimitrius154 said:

    The invisibility property deactivation has a peculiar check(kind of incorrect, IMHO). Anyway, I've just had that issue fixed in the Addendum, hopefully.

    Hey, Dmitriy. About that invisibility bug - is the fix overly complicated? Can a dummy like me fix it on their own local computer? I'm playing with the CM patch only and I'd like to use both CS and the SS invisibility but the bug's annoying. If the fix is a matter of just changing a couple of lines of notepad code, can you walk me through it? If it's more complicated than that, then nevermind. :)

  7. 1 hour ago, dimitrius154 said:

    Hmm, "mount_sprung" already has the "et_chance_break_root" property. 



    Huh. I feel like I've tried to leap out of roots hundreds if not thousands of times and it has never worked. The horse does "teleport" to the chosen location but it doesn't "leap" and the roots always remain active after the "teleport/leap". What am I missing? I'm maxing out riding on all horse-using characters...

  8. On 11/20/2020 at 9:56 PM, Flix said:

    I made those for EE.

    • Pestilent Fang
    • Inferno Rock
    • Arctic Crystal
    • Mystic Pearl

    There's also the Ogre Knuckle, which is a physical-based socketable item for the damage slot.

    Are these available in a separate mod? I like the idea of a physical-based socketable for one of my current characters.

  9. 6 hours ago, Flix said:

    Sorry, I just re-read the topic and realized what was going on.

    The thing is, the various pieces of Sophia's set draw on the same .dds map.  There's no one texture for the wings; you would be required to erase just the part of the texture that covers the wings.

    I see. So, I switched the three "sophia armor" files with the invisible textures and that indeed made the wings invisible.... as well as the entire rest of the sophia set. :D

    Ok, this problem is beyond me. I'll add a Read-me note in my zip to alert people about it.


  10. I finally stumbled upon a set of wings I haven't managed to change - the Impressions of Sophia wings. Or rather, I've changed their model but their mq maps are still visible. I went through all the pak zips but I never found a mq\maps\heroes\seraphim\sets\sophia with maps for wings in them, just 3 files for armor in zip graphics13.

    So, I created a sophia folder in my mq\maps\heroes\seraphim\sets\ and I copied the invisible .dds with a dozen of different names in the hopes of accidentally hitting the right one. It didn't work.

    Does anyone know where the maps for the sophia wings are and how I should rename the .dds to make them invisible as well. I don't actually intend on using the sophia set on my current seraphim so it's no biggie but I'd like to update google drive file I linked to above.

  11. 3 minutes ago, Flix said:

    Find the gr2 file with the suffix: _RUN_BH.  That's running barehanded.  Make a copy of it (not inside the zip file, use loose folders) and rename it so the suffix is _RUN_GUN instead.

    Now the seraphim will use the barehanded running animation while equipped with a pistol. 

    By the way, you will not need to change anything in the animation.txt script because the timings are identical between the two animations.

    Thanks. What's even more confusing to me is which are the idle and which are the in-combat animations. There are 3x idle and 3x fidle animations per weapon and as far as I know there are only 2 in-game idle animations for each weapon - one rare and one that's more common. And I'm even more at a loss as to which are the in-combat animations - there should only be 2 per weapon type too, I think.

    If you don't know off the top of your head, don't bother to search/test, it's no biggie. I might try messing with them at some point when I have more time.

  12. 3 hours ago, Flix said:

    Mostly in graphics05.zip I think.  You'll just have to look.  There's not that many of them.  Animations are within the models folder, like so: models/heroes/seraphim/

    Found it, thanks. I probably won't fiddle with it tho, I can't really pinpoint the animations I want, the names are confusing. Good to know tho, thanks again. :)

  13. 2 hours ago, Flix said:

    If you want to switch animations, it works like switching anything else.  Find the source animation you want to use, and rename it to the target animation's file name.  Place it in the pak folder and make sure the folder paths match what is in the zip file.

    You will also likely need to find the animation entry in animation.txt and make sure the timings are copied over from the source animation.  Incorrect animation timings can cause a "skipping" effect.

    Ok but which pak zips are the animations stored in?

  14. Hey guys and gals, I have another quick question - can I change the running animation of a character through the pak folder? I've wondered several times about that over the years so I thought I'd finally ask. For example, I don't like how a character runs with a pistol, can I change the running animation to that of normal unarmed run by switching something in the pak folder?

    Edit: Well, I guess it doesn't matter how and through which folder - is there a way to change a character's running animation? 
    Also, can the idle animations be changed? For example, to switch one of the idle animations with one of the in-combat animations?

    • Like! 1
  15. Hey everyone. So, I've been playing around with Instill Belief with several test characters and there are a couple of things I don't understand (I&B with CM patch only).

    What exactly are the benefits of CM Lore to Instill Belief? The wiki says that "Celestial Magic Lore - improves combat art effects" but which effect does it improve exactly? I've used Instill Belief with CM Focus only and it still converts the target and a buddy (with Bronze Elocution mod) a 100% of the time even though I don't have CM Lore.

    Also, what does "Conversion Chance: 5.4%" mean? It is 100% chance non-stop when I've used it. Granted, I've only used it in silver difficulty - can it miss at higher difficulties or against certain enemies?

    Am I missing something obvious? I'm thinking of trying a new seraphim and I'm wondering whether it's worth it to pick up CM Lore for Instill Belief, Radiant Pillar, and Hallowed Restoration. Or, I can save myself the skill slot, forgo HR and just use RP and IB for crowd control as usual.

  16. 40 minutes ago, gogoblender said:

    Brilliant! captioning is an art...and you have the panels down perfect... Thanks for the creativity...and... after seeing what Flix is trying out for sacred 2 with Deep AI... could Deep Fake be used put on ANY face on Sacred 2 in game ?


    my mind...is spinning




    Oh, the possibilities! Adding togruta montrals or lekku (head tails) to the dryad would be SICK! Either as a hairstyle or as a helmet model... I'm crap at anything related to graphic design tho... 

    Still, even just the fact that you can make her hold the off-hand sword backwards was enough to give me the illusion of playing with Ahsoka. :)

    The Sith vibes were real too btw. The black of the standard Ancient Bark animation and the red of Goldenglade are very sith-y. If anyone's a fan of Asajj Ventress from Clone Wars, the dryad even has an item set that's almost identical to one of her looks in the show.


  17. Some very miiiinor spoilers for The Mandalorian TV show if anyone's not up to date with it. Anyone even just keeping up with the rumor mill shouldn't be surprised by this but I've added spoiler tags just to be safe. :)


    Anyway, in the anticipation of a certain togruta former-Jedi making her first live-action appearance in the incoming S2E5 of The Mandalorian, here's my Ancarian Ahsoka finally beating niob:



    Naturally, Snips has no problems dismantling clankers



    In fact, she quite likes slaughtering them by the dozens



    Nor does she mind solo infiltration missions of the enemy base 



    Although some of the recent droideka models are getting quite ridiculous





    So, yea, S2E5 of Mando can't come soon enough. :P

    I had abandoned that build a while ago but came back to it to push it to niob when the new season of Mando started. I almost got the full Mormorin's set too, it would have given my Snips a much more "tribal" feel to fit with the Clone Wars Ahsoka but I'm still missing a few pieces. So, I'm running with Detheya's instead.

    I switched the Detheya's models with those of Twigs & Leaves cause Detheya's butt-ugly :P I also swapped the animations of Goldenglade's and Acute Mind and removed the Ancient Bark animation cause I didn't like the red and black on her. Although, AB and Goldenglade with dual red lightsabers make her look like quite the badass Sith lord. :D



    • Respect! 1
  18. Hi again. I think I have another question in the same vein - I'm thinking of playing a mounted 2H staff Magic Coup elf but the mounted 2H staff animation is horrendous - it's the same as the polearm animation and it doesn't look good. And I don't want to play staff-n-board.

    So, how can I change the mounted 2H staff animation to something more adequate like that of the mounted 1H staff - a simple swing. I tried changing the Magic coup line:

        animTypeSpecial = "ANIM_TYPE_RIDESM13-SPECIAL",

    with several other random numbers such as RIDESM12-SPECIAL, RIDESM11-SPECIAL, RIDESM10-SPECIAL, but nothing changed.


    Edit: Mm, nvm, I'm gonna go with something else.

  19. 5 minutes ago, gogoblender said:

    Great captur!

    and got that Frak Reference...

    Long live BSG... best series ever made...




    Well, the forum actually auto-corrected the F-word to Frak but I don't mind, it is a great reference from a great show. Now we've got Star wars, BSG, and Sacred 2 all in one post - always trust the Darkmatters forum. it knows what it's doing. :P

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