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RetsReds

Sacred Game Modder
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Posts posted by RetsReds

  1. 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 ?

    :eek:

    my mind...is spinning

    :oooo:

    gogo

     

    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.


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  2. 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. :)
     

    Spoiler

    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:
     

    spacer.pngspacer.png

     

    Naturally, Snips has no problems dismantling clankers
     

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    In fact, she quite likes slaughtering them by the dozens

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    Nor does she mind solo infiltration missions of the enemy base 

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    Although some of the recent droideka models are getting quite ridiculous

     

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    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
  3. 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.

  4. 5 minutes ago, gogoblender said:

    Great captur!

    and got that Frak Reference...

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

    evah!

    :viking:

    gogo

    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

  5. 45 minutes ago, lacr said:

    About shadow warrior if you are using 2-handers, the situation is different : when you have willpower around 1000, raw power of double l-saber is such, that even common 2-handed sword with %LL vs boss looks pale, the only thing to fear - it is bosses like griffin, who are removing buffs

    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. :)

    46 minutes ago, lacr said:

    You can play for fun, not for stats, this is what I like about sacred 2 as well, you can meditate with it before sleeping :lol:

    I started listening to audiobooks while playing a couple of months ago - best idea I've had so far in 2020. :D

  6. 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. :P

    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. 


     

  7. 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 :D). 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.

  8. 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. 

    • Appreciation 1
  9. On 9/9/2020 at 7:43 AM, Flix said:

    Sure, I should be able to cook something up this weekend.  I have full replacements for all 6 Dryad and High Elf hair, but only one replacement for the Seraphim.

    jghU1X0.jpg

    yj5O3ql.jpg

    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?

  10. 12 minutes ago, Flix said:

    Yes.  Let's take a random example set blueprint:

    
    newBlueprint = {
      id = 2194,
      name = "set_inqui_inquisition_hand",
      palettebits = "1111111111111111",
      dmgvariation = 0,
      minconstraints = {15,13,0},
      lvljump = 15,
      usability = 0,
      allotment_pmfpi = {1000,0,0,0,0},
      uniquename = "unique",
      specialuseonly = 0,
      bonusgroup0 = {751,1000,10,9,1}, -- These 5 "bonusgroup" lines are what needs to be copied and pasted into the target item blueprint, overwriting whatever bonuses are there.
      bonusgroup1 = {767,1350,10,9,0},
      bonusgroup2 = {889,1000,10,9,0},
      bonusgroup3 = {512,1150,10,9,0},
      bonusgroup4 = {750,1000,10,9,0},
      itemtypes = {10820,},
      wearergroups = {'WEARGROUP_INQUISITOR',},
    }
    mgr.createBlueprint(2194, newBlueprint);

    Note that unless you're using the latest blueprint.txt from EE, D2F, or Addendum, you must use a proper text editor like Notepad++ to avoid breaking the encoding in the file.

    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);

  11. 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?

  12. 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. :D 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.

     

  13. 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. :D 

    • Appreciation 1
  14. 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. 

    • Like! 1
  15. 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. 

    • Appreciation 1
  16. 18 minutes ago, Androdion said:

    Anybody said Magic Coup?! :wow:

    Love that kind of build, played it to exhaustion I reckon. The great thing about it is that you can use Stray Damage mod to splash hits on nearby opponents, making its LL effect much more interesting. I still recommend any given LL+% weapon on a secondary weapon slot for bosses with that build though. It's like you say, as its a percentual and non-boss mobs have a much lower HP value leeching a flat amount is more effective. Though at Platinum/Niob above level 100 the distance between the two begins to fade a bit.

    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...

    • Like! 1
  17. 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. 

  18. 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. 

    • Like! 1
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