Jump to content

RetsReds

Sacred Game Modder
  • Posts

    155
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by RetsReds

  1. As was I. I just followed the guide, there was no improvisation on my part. I used the Arcane Wind Serpent (10889) and the I&B Frost tiger (12867) I tried to see if I can make the Draconicon (12978) look better but I couldn't figure out how to align her with the mount - she sits a little too far back on the saddle and looks silly. But the tiger was an easy fit, surprisingly.
  2. The shield clips the leg, unfortunately, but it does that on many mounts and for many classes, including on normal horses. As for the snowy effect under the tiger - that's the Crystal skin, I changed its visual with another aura this way, with some help from Flix.
  3. Edit: IT WORKED! I'm an idiot.. I was trying to copy the wrong models all this time - the ones below the itemtype_id number, not the ones above it as I should have. Unfortunately, the Flame Horse looks a bit silly as the High Elf floats a bit above it. Does she do that on a normal flame horse as well? Weird... I tried with a Draconicon as well, she clips its saddle a little bit but it looks better overall. Edit2: Is there a way to change the position of the HE model in relation to the model of the mount? Maybe via the numbers under the "-- logic bounding box" line in itemtype.txt? Edit-I-don't-know-witch-one: No, tinkering with the logic bounding box numbers didn't change anything for me... there HAS to be a way to move the HE model a bit forwawrd on the saddle... Edit3: I tried with a sabertooth tiger and she fits even BETTER on it! Oof, the choice between a tiger and a draconicon will be hard now.
  4. I have 2 quick questions that I can't seem to find conclusive answers for. 1- Does AW fully transform the elemental damage of the weapon into fire or just partly? I know that with Magic Coup even though the indicator in the F menu says that any fire, poison or ice damage of the weapon are fully transformed into magic damage, that's not actually the case. So if you put a molten rock on a weapon your Magic Coup does a combination of magic, fire, and physical damage instead of mostly magic and a bit of physical as the indicator states. Does the same go for Archangel's Wrath as well? If you use an ice/physical weapon with AW will it do a mixture of fire, ice, and physical or will all the ice damage switch to fire as the indicator seems to... indicate? 2- Does AW work with the Double-hit mechanic? Again, I know that Magic Coup works with Double-hits from things such as the Sword weapon lore Mastery - does the same go for AW? Thanks!
  5. Mmm, I think I'll need a little help... ... Edit569232: Nvm, I figured it out.
  6. Hm, pity... Well, I'll try it some time next week and report back. Edit: So, I'm guessing the Draconicon can work on pretty much all characters, including the HE because the animations for riding horse-type models would work on the Draconicon as well? Edit2: Or, I might just try taking the Flaming horse model, that should be guaranteed to work... It's so frustrating that we can't cast combat arts while on horseback, I actually really like the horse models....
  7. So, I thought it'd be fun to have my high elf ride a saber-tooth tiger for a change. The Elite Mounts Project's dragons are cool but I don't like any variant of the Wing Serpents / Fey Drakes - vanilla, Ice & Blood, or the mod versions. I've always found the tigers to be a bit too small for a Seraphim but they might look awesome on a HE. I did a bit of research and I found several possible solutions that were posted years ago. I won't have too much time to tinker with the idea over the weekend (and I'm generally awful at it) so I thought I'd use the time to double check if this method by Syraph would work. There have been no responses to it but it sounds like the best & simplest solution. So, would this work? I don't want to change the properties of the mount, just its visual appearance, sounds, and combat animations. Thanks!
  8. Ok, sounds simple enough, even for me. I'll try it out, thanks! Out of curiosity - what happens when you change the requirements on an armor piece? I'm assuming it shouldn't be able to fit on another character's physical model, right?
  9. So, I'm exclusively talking about certain class-specific items like the Seraphim-only shields and 1H swords (not even about the SW's 2H hammers) - not about armor sets. I'm just getting kind of annoyed with my Magic coup elf getting awesome Seraphim weaponry that she can't use. Yes, there's an abundance of loot she can use and the Seraphim items aren't technically better, I just see no reason why the swords and shields should be restricted. I looked at the iteminfo.txt and itemtype.txt files in \Steam\steamapps\common\Sacred 2 Gold\scripts\shared folder but I'm not really sure which lines in the seraphim shields & swords I need to change and to what. Does anyone have a clue? I'm using the CM patch btw. Thanks!
  10. Hi guys and gals, I have a quick question - how can I hide the smoke from the Smoke Demon shield? It's a great shield and the smoke effect is pretty cool & unique but I keep getting new versions of the shield and end up using that shield only, so I'm getting tired of not being able to see my character. I think it's been ~20 levels since I've last seen my whole character. Is there a notepad file somewhere I can tinker with to turn off the smoke? Thanks!
  11. Thanks, I'll take a look at these as well! After I changed Crystal skin I also changed the Ancient Bark effect to that of Reverse Polarity - it fits the Dryad's theme pretty well. Reverse Polarity - fxTypeSpell = "FX_INQ_VERGELTUNG",
  12. Now that's a buff that I won't have to hide. It fits with the Shadow Step animation too. I'm definitely taking her to niob.
  13. Oh, I haven't stopped lurking. It's a great forum for a great game. I just rarely have anything to add or say. Even this has been said before, I just thought I'd repost it under a Crystal skin topic so maybe it reaches someone else too.
  14. I think I solved my problem, in a way. I'll share it here in case someone else is wondering what to do in the future (since, as we all know, this game will be played as long as the Earth is spinning ): I found this old thread where Broken*Days was looking to fix the same issue with Ancient Bark. I followed what he did and went to \Steam\steamapps\common\Sacred 2 Gold\scripts\shared and opened spells.txt There, I searched for this line for Crystal skin (high-school German helped a bit): mgr.defineSpell( "he_st_kristallhaut", { and underneath it I replaced this line: fxTypeSpell = "FX_HE_KRISTALLHAUT", with this line: fxTypeSpell = "FX_SK_WILLENSSTAERKE", This way I changed the visual effect of Crystal skin with the visual effect of Grim Resilience. It's not the solution I was looking for, so if anyone knows how I can create a new visual effect (such as a blue Incandescent skin effect), that'd be great. But even just this solution suits me fine.
  15. Hi guys and gals, I'm glad the site's back online! I have a quick question - do you know if there's a mod (user-created, not a CA mod) that changes the visuals of crystal skin? I'm loving my Delphic-Ice elf atm but crystal skin is just too ugly - something like the Incandescent skin's visuals but in light blue would be much tolerable/cooler imo. I'm having a hard time believing that in 10 years no mod-capable individual has felt the same way. I googled about it but I couldn't find anything. If you know if such a mod existing, that'd be great. Edit: I'm absolutely not asking for someone to make such a mod now - that sounds like too much work for just me. Just, if you know of such a mod existing, let me know. Thanks!
  16. Huh... interestingly enough, cameraShake was already set to 1. I tweaked the camera distances a bit and that worked, but the camera shake isn't happening. Am I just stupid and not accounting for something? Is the camera supposed to shake only when I crit/overkill something? Cause I tested it pretty extensively and there's no way I haven't critted/overkilled in all the testing. I dunno, I guess I'll just have to live with it. The CM patch gives too many other goodies that make this a small price to pay.
  17. Yes, it's there! Thanks a lot! I'll try out my SW later tonight! And the world shall tremble before me again!
  18. Hmm, I can't find that folder anywhere. All I find is "Options_readme.txt" and "OptionsDefault.txt", and neither of them has such a line. I'm using Steam.
  19. Awesome, thanks! I'll try it out as soon as I manage to wake up.
  20. Hi, I have a quick question - I recently installed the community mod (it's amazing, I can't believe I played for so long without it!) but I encountered a small problem. Before the patch, when I played my 2H hammer SWarrior, hitting used to cause the screen to shake and tremble, which I thoroughly enjoyed. Now, with the community patch, the screen remains perfectly still when I hit and I don't know why. I checked out the Options menus, I googled and searched in several different ways, but I can't see how to reverse it. I want the world to tremble when I hit kobolds, damn it! If anyone knows the answer to my rather silly and insignificant question, I'd be really grateful. Cheers!
  21. I don't know about special places for rune farming but I did notice on my High Elf that you can't eat more than 200 runes per combat art (I don't know why, I couldn't find any info about it). So, keep that in mind when farming if you start reaching 200 as there won't be any point to farm beyond that (other than to slot runes into items I guess). As for shrunken heads - they are the cornerstone of a Voodoo dryad but for a Hunter dryad they are pretty much just for the stats they provide. Your auto-attacks, RI and DA won't deal more damage to enemies if you have the corresponding head equipped, so don't bother collecting the best of every head type or anything like that - just find a nice golden head that gives good bonuses. If you are playing a Hunter/Voodoo mix then you can farm the best of every type as the heads will boost Black curse, Twisted Torment, Anumalus, as well as the totems. On my melee hunter/nature dryad I'm just using 1 head with nice bonuses and that's it. As for the survival bonus - don't worry about it, it increases pretty quickly at first. You'll be above 50% in no time, and from there the increase rate slows down but so does your levelling speed, so... GL HF!
  22. Hmm, so I did pick the wrong mod... Pity. It seems so weird to just give the Double shot effect to the skill with certain weapons even if the mod isn't picked. Maybe it's worth making a new dryad then. I'm still just in gold, it's not too late. I'll also be able to pick Spell Res over Combat Ref... Thanks for the info, Chattius!
  23. Thanks for the warm welcome! Yea, the totem dryad was fun. I played her without viperish disease and just took it slow with the totems. It was really surprising how much the right heads affected the totems' damage, and little Scorpy was a monster!
×
×
  • Create New...
Please Sign In or Sign Up