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RetsReds

Sacred Game Modder
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Everything posted by RetsReds

  1. So, I'm using Sacred 2 I&B with the Community Patch but I'd like to play a melee staff build. I can't figure out what to tweak in the game files to make them melee again, can someone give me some pointers please?
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. Dryad: *pole-dances for cash cause blacksmithing a lightsaber in Ancaria costs a crapton of gold* Little girl: What are you doing? I wanna do that too! Girl's father in the distance: Get the frak away from my daughter, you decadent tree-dweller! Cultural differences, amirite?
  7. Both pyro and ice elves excel at super fast boss-killing and mob-cleaning. Meteor shower and Ice shards are straight-up boss nukes. I'm very fond of Delphic melee elves too - not too fast at clearing mobs but very cool to play and slay bosses with. As for dryad - nature dryads are amazing boss killers with Acute mind and the epy-smthing lances. Range and melee hunter dryads are also amazing boss killers with range dryads also being awesome against large bands of mobs. Acute mind and Goldenglade touch also allow for some very weird and fun staff or lightsaber action (edit: the latter is only true with the community patch). As far as I know voodoo dryads used to be the fastest leveling build in the game before a nerf to viperish disease, I think now they are more balanced, someone can correct me on that, I don't play much voodoo. All in all, the dryad is the most versatile class imo, I've seen even no-weapon melee dryads. For the dragon mage, I can't weigh in, I only have very limited experience with the class. From what I've seen/read, it's a very capable, fun and unique class as well. He has lots of Area of Effect spells so he's surely great at cleaning mobs too. Edit: Also - welcome to the forums and have fun with Sacred 2! It's a huge game so you've got a lot of exploring ahead of you. I'd recommend trying the community patch at some point as it unlocks a lot of extra-but-still-balanced stuff. But for a first play-through(s) even just the vanilla game has a ton of goodies to offer.
  8. There are many cookie-cutters like this one. Acute Mind dual-staff dryad is also insane, from what I've read. It's up to you whether you want a cookie-cutter build or something fun. I'm currently playing a 2-hander warrior going into niob - I don't care that DW would be better, if it's fun, it's fun. I started listening to audiobooks while playing a couple of months ago - best idea I've had so far in 2020.
  9. Yea, grim resilience and goldenglade do bump up the willpower quite a bit. That's offset by the l-sabers' lower damage and the fact that they're usually lower level since you'll mostly get them from quests. And even when they are better, I wouldn't say you're "forced" to use light-sabers, you can play with whatever you want - I've even seen no-weapon melee builds, there's no need to min-max stuff. The best thing about sacred 2 is that you can do wacky builds. Anyway, the seraphim doesn't have any willpower buffs and only has her naturally high base willpower so l-sabers are a pretty balanced and fun option for her.
  10. Do you use the community patch? In the vanilla game l-sabers benefit from str, only in the patch they benefit from willpower. I think it's cool that they are a willpower weapon, it makes them more unique and allows for some pretty interesting builds (such as my former Goldenglade Touch Jedi dryad Ahsoka ). L-sabers have a lower base damage than other swords but for a class/build with extra willpower they can be awesome. SW is also awesome with l-sabers in the patch because Grim Resilience gives him a ton of willpower just like Goldeglade for the dryad. The seraphim has base willpower that's pretty high even if you don't put points into it, especially with a high survival bonus. So I don't think you've screwed yourself too much by not investing points in willpower - I almost never put points in dmg attributes anyway, I usually just dump everything in vit.
  11. Sure, both %LL and flat-value LL work with any weapon, including lightsabers. The seraphim has a couple of sets with %LL bonus and there's a 2-piece jewelry set with %LL as well. There are several quests with fixed lightsaber rewards on the Community patch so you can replay them on LAN to upgrade your weapons. The only issue is that they'll be on-level and not above level sabers. But the seraphim is great with lightsabers as she has high Willpower so you should have fun.
  12. As lugate said, you can scroll through the world (M) map. You can't scroll the Tab map but you can slightly adjust its scale through the Settings (cog wheel) button in the top right. As far as the dragon caves are concerned (which, I'm assuming is the big dungeon in the center-north part of the map you're talking about, the one below Seraphim island) - they are an entire area of the game, not just a normal dungeon - they are Act V. They get fully revealed on the world map as you enter the main sections of them so they're easy to keep track of through the world map, ignore the tab map. Just follow the main quest indicator on the world map and it'll get you through.
  13. Hi, Matias. - I don't pay much attention to the time but I usually finish silver ~level 50, gold ~75, and platinum ~100-110. But it depends on the character, sometimes I'll rush to niob, other times (with weaker builds) I'll stay in gold till later. My current SW is level 109 at the end of platinum and has played for 5 days and 1 hour. That's with a lot of dilly dallying, however - you know, walking slowly around town, looking cool and stuff. - Mm, there are lots of weird and interesting mechanics in the game so I'd guess you still haven't seen everything, no. I have over 2,000 hours on Steam atm and I'm still occasionally surprised by something. Plus, you can add the Community Patch and you'll unlock a whole bunch of new cool stuff that's perfectly balanced with the vanilla game. - Well, lots of items unlock new properties on higher difficulties. But the main difference is that platinum and niob are considerably harder than silver and gold. Silver and gold are almost like tutorial difficulties to the other two, especially if you're purposefully playing with a weird weak build. - I haven't bothered sharing save files with people but it should be just the one file, yes. Or, you can just share a couple of screenshots, that's usually interesting enough.
  14. Ooh, the dryad ones are awesome! I got the mod, it looks even better in-game. I can't find the skin color change mod for the dryad, however. Is it up as a separate mod somewhere?
  15. Awesome, thanks! And to switch set bonuses I should just tinker with this: newBlueprintSet = { -- Detheyas Gewandheit id = 25, name = "", singleSet = 1, groupSet = 0, mixedSet = 0, artefact = 0, blueprintsinset = {1924,1925,1926,1927,1928,1929,1930,}, bonusgroupsforset0= {682,1500,5,0}, <------------------- just this line to swap the set bonuses? Or the 4 lines below it too? Or switch the 7 itemtype IDs in the line above? bonusgroupsforset1= {671,1500,3,0}, bonusgroupsforset2= {890,2000,7,0}, bonusgroupsforset3= {515,1500,6,0}, bonusgroupsforset4= {0,0,0,0}, } mgr.createBlueprintset(25, newBlueprintSet);
  16. I was thinking of something in relation to that - how can I swap the stats of items? And sets' bonuses too? I was thinking of switching the models, item icons, etc. of two different sets but I thought it might be easier to just switch their item and set stats. Is it just a matter of swapping some lines in a notepad file?
  17. I've ignored several characters for a long time because I didn't like their looks too (I still don't play with the inquisitor). I hated how the SW runs for a long time too. But usually, once I play with them for a bit, I start enjoying the different looks and quirks. The TG's unique mount, the unicycle, also makes him look very different so you can give that a try too. Edit: Here's a quick video of how the TG looks when riding and fighting from the Mobiculum mount (from 16 minute on) - quite different than when he's just walking.
  18. It's sounds like an awful lot of work. It should be doable, modders make entire new classes with the models and animations of the original classes, but it's going to take a while to copy all the animations, item models, etc. I sometimes change certain item models, spell animations or mount models which is easy enough but changing everything? Yeesh... It's probably easier to just change some of the SW's combat arts with those of the TG that you want and play that "modded" shadow warrior. It's still going to take a while to alter the animations and sound effects but it'll be faster. What'd be even easier is to just get used to the TG's visual appearance. He's a bit weird, sure, but hey, he is unique, you gotta give him that.
  19. Yes, so, fleet gave me a working link to his original mod: http://www.wolflore.net/viewtopic.php?f=118&t=2642 I copied the dds and gr2 files from his mod into several more folders for the genesis, sophia, sopor, and virtues sets (genesis, sopor, and virtues in mq and genesis and sophia in models - those were the ones in the original zips,). The original mq folder in the mod also only had the std-iron vanilla set so I added the other std-s (lol), ancient, angeldust, and mystique. They had gr2 files in the models folder but not in mq, I don't know why. Here's a link to what I've got so far: https://drive.google.com/file/d/1frhrnbGsTehht3DiWXJfhnAA1A8SPBwO/view?usp=sharing I started a new seraphim to try it out, all the wings I've checked so far are properly invisible. I haven't bothered generating every single model, I'm just going through the game for now. I'll update it if I've missed something.
  20. Pick a weapon lore skill (sword, hafted, polearm, dual wield, whatever you're using) and start pumping points in it. The "chance to hit" stat is one of the key stats in the game - it's normal to be missing if your chance to hit is low. Your chance to hit is generally based on your "attack value" stat and on the enemy's "defense value" stat - the higher your attack value is, the better your chance to hit. The best ways to boost your chance to hit are: Increase your weapon lore skill. Increase your strength and/or dexterity (although it's usually better to let them increase naturally and put your points in vitality or stamina.) Pick a buff that boost your chance to hit and/or attack value such as Sinister predator or Battle stance. Pick gear that increases your attack value and/or chance to hit or gear that lowers the enemy's chance to dodge. Pick combat art mods that boost the chance to hit whenever you can. Magic coup's "Target focus" mod is a good example. With most classes the first several levels will be a string of constant missing unless it's a class with a nice offensive buff like Sinister predator or Battle stance. Once you dump some points in your weapon lore skill. however, and you get several pieces of armor and/or rings/amulets with "chance to hit", you'll be golden. There's a similar system with the spells in the game where "Spell intensity" increases your spell's chance to hit while the enemy's "Spell resistance" increases their chance to resist your spells. But spells are generally easier to hit with most of the time.
  21. Absolutely, Magic coup elves have been my favorite builds in the game too - S&B, Polearm, even bow elves, MC's LL is that insane. I so wish 2H swords or DW worked for high elves...
  22. One thing I always wished about relics is for some relics to give bonuses to two general skills. So if, for example, I'm playing with both Riding and Enhanced Perception, I wouldn't have to switch between an *80 armor + 4 EP* relic and an *80 armor + 4 Riding* relic but would also have the option of using an *80 armor + 2 EP + 2 Riding* relic.
  23. There's also "Life leech+X" on some combat arts like Demonic blow, Magic coup, and others. At first glance them seem as straightforward and basic as the "Life leech+X" on weapons and gear - just a flat amount of life leech, not nearly as spectacular as the "Life leech +X%" which is a great boss-killer. However, such combat art bonuses have the added benefit of being boosted by skills like Tactics lore (Demonic blow), Delphic Arcana lore (Magic Coup), etc. So, while this type of flat life leech bonus can be easy to ignore on gear, don't overlook it in combat arts - there it's often spectacular. The basic rule of thumb is that "life leech +X%" is great against bosses but the flat "life leech +X" (especially on combat arts) is better on mobs. I especially love the life leech of Magic coup - it's actually much higher than the same bonus on Demonic blow or on the Inquisitor's combat arts (5 + 5 life leech per level vs 3 + 1.5 per level) and it can leech a LOT of life at higher levels and max Delphic Arcana lore.
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