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lolli42

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  • Content count

    38
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3 Fine

About lolli42

  • Rank
    Master of Antimony

Previous Fields

  • Favorite pizza topping
    mushrooms
  • Why do you want to join DarkMatters?
    to learn editing
  • All time best video game ever played
    sacred, gothic
  • Real Name
    Lorenz
  • Platform
    PC
  • Steam Name
    lolli42
  • Country
    Germany
  1. Holy Trinity

    im having a "dream" for some time an mmo-h'n's game so lets say, wow with sacred drop for example a mix between full party gameplay and nice loot grinding there are some games who "offer" such a gameplay, like archage or guardians of ember but somehow I dont feel comfortable, playing them I dont have the resources, to make such a game (ofc lol) but I will, when I do have them xD how ever, I think it would be possible, to mod sacred2 in a way, to provide this gameplay of holy trinity I think mobs and players would need more base HP and the life pots would have to be disabled in the way, they are working right now (making a char with an inventory full of pots basicly immortal), so that healers and tanks are needed everyone is dying more slowly but also safely and will need support and bosses will need a rlly long time to go down just like real raids the different aspects could provide the typical roles of a mmo like, exalted warrior is a fighter class, but celestial magic is a pure healer class and has almost no damage the shadow warrior ofc, would have a tank aspect with taunts, (he almost is a tank right now lol) and so on I dont know, how you could restrict players on 1 aspect, but maybe it can also be balanced, with hybrids I dont know, how the PVP mode in sacred2 is working, but it its also party based, that mod could rlly make ppl, buy this game tho I am not able to do that on my own, since I can only mod some visuals and spells if anyone would be interested in such a project, tell me
  2. Set boni in sockets

    hey guys I wanna make a little change in the game, that would still affect the gameplay a loooot any everyone would be happy I just dont know how... I wanna make set boni enabled, even if the jewelery is in sockets in armors or weapons there are so many sets and mostly you can only have 1 and sometimes not even a full set, because you dont have enough jewelery slots on your character O.o its probably just 1 line in some .txt file but I have no idea where I would find this anyone able to help? I think its here...but im scared D:
  3. Problems with editing blueprint.txt

    I have the same problem I just want to "sort" the .txt like I did with spells aswell, since they are pretty fraked up after the community patches and have no order anymore now for the blueprint I even downloaded notepad++, just copied the blueprint.txt into it, pasted it back into the editor and saved it item values will be gone and some items in sockets will dissappear
  4. How do you do bonusgroups in blueprint.txt?

    as said earlier, you are probably using the wrong editor? I dont know I did change something in blueprint once, and had to reinstall the game^^
  5. 42 spells

    Version 1.0.1

    3 downloads

    works with CM Patch v0160 + S2EE I am editing and creating spells form time to time, just to make the game more enjoyable for me since I am not able to edit "global.res" I cant call this an official mod but if you are into this, you can check the changes in the spells.txt and just try out, what I am messing up there I edited auras of different chars, to have their cooldown and reuse time equal, to have a more fluent gameplay tokens, to increase time or reduce cooldown, where changed to other effects the dragonmage got his whole dragenmagic aspect changed, to be a melee fighter, without using transformations the dryade got her jump back, a little edited, to have a more active gameplay the shadow warrior doesnt push away mobs anymore, when using scything sweep
  6. 42 spells View File works with CM Patch v0160 + S2EE I am editing and creating spells form time to time, just to make the game more enjoyable for me since I am not able to edit "global.res" I cant call this an official mod but if you are into this, you can check the changes in the spells.txt and just try out, what I am messing up there I edited auras of different chars, to have their cooldown and reuse time equal, to have a more fluent gameplay tokens, to increase time or reduce cooldown, where changed to other effects the dragonmage got his whole dragenmagic aspect changed, to be a melee fighter, without using transformations the dryade got her jump back, a little edited, to have a more active gameplay the shadow warrior doesnt push away mobs anymore, when using scything sweep Submitter lolli42 Submitted 05/03/2018 Category Ice & Blood Patches and Mods  
  7. hey @Flix I would love to have a look at this woodelve model still I dont know if im able to put her into the game im not very experienced yet and can just swap things but not create own things like animations, item sets or even new descriptions also I would like to import the woodelves voice, but I cant open the sacred1 paks
  8. wow that sounds great o: I didnt know, something like that allready existed does it work with all the armors and actions? is it based on the highelve? or totally new models?
  9. Version 1.0.3

    5 downloads

    works with CM Patch v0160 + S2EE this mod changes the whole appereance of the dryade to a woodelve gloves, shoulders and shrinkheads are visually disabled in this mod blowguns have been changed to bows, visually but you can still see them in their icons this mod also includes changes of "power unleashed" so your seraphim armors will probably look different
  10. Woodelve Mod View File works with CM Patch v0160 + S2EE this mod changes the whole appereance of the dryade to a woodelve gloves, shoulders and shrinkheads are visually disabled in this mod blowguns have been changed to bows, visually but you can still see them in their icons this mod also includes changes of "power unleashed" so your seraphim armors will probably look different Submitter lolli42 Submitted 05/02/2018 Category Ice & Blood Patches and Mods  
  11. Hey I got some problem with editing spells I am currently making an assasine-skilltree for my "woodelve" (I redesigned the dryade with the highelve) and I wanted to add some invisibility to her buff but not as op as the shadowwarrior...also to be dedected, when attacking but no matter how low I set the values of that token noone is caring for me I can walk by and attack and kill what ever I want and noone will notice me mgr.defineSpell( "dr_hu_projektilfokus", { eiStateName = "cSpellCast", fxTypeCast = "FX_SK_GEISTFORM_C", fxTypeSpell = "FX_SK_GEISTFORM", fxTypeCastSpecial = "FX_DR_CAST_L", duration = 10.000000, animType = "ANIM_TYPE_SM18", animTypeApproach = "ANIM_TYPE_INVALID", animTypeRide = "ANIM_TYPE_RIDESM01-HORSE", animTypeSpecial = "ANIM_TYPE_RIDESM06-SPECIAL", causesSpellDamage = 1, tokens = { entry0 = {"et_evade_detection", 0, 0, 0, 41 }, entry1 = {"et_invisible", 15, 10, 0, 41 }, entry2 = {"et_chance_evade", 300, 5, 0, 41 }, entry3 = {"et_chance_block_missile", 300, 5, 0, 37 }, entry4 = {"et_chance_block_spell", 300, 20, 0, 41 }, entry5 = {"et_addwalkspeed", 100, 1, 0, 41 }, entry6 = {"et_chance_evade", 100, 5, 1, 41 }, entry7 = {"et_invisible", 10, 5, 2, 41 }, entry8 = {"et_chance_block_missile", 100, 5, 3, 37 }, entry9 = {"et_addwalkspeed", 100, 1, 4, 41 }, entry10 = {"et_chance_block_spell", 100, 20, 5, 41 }, entry11 = {"et_regThisBuff", 500, 5, 6, 8 }, }, fightDistance = 0.000000, aspect = "EA_DR_HUNT", cooldown = 0.000000, soundProfile = 0, cost_level = 450, cost_base = 450, focus_skill_name = "skill_DR_hunt_focus", lore_skill_name = "skill_tactics_lore", spellClass = "cSpellSkGeistform", spellcontroltype = "eCAtype_t_buff", sorting_rank = 5, }) something wrong with that settings?
  12. Problems editing the global.res

    im trying that now with no results :x putting the global.res in the systemfolder decoding everything, editing and saving the globalDe_texts.txt, encoding everything replacing the old gobal.res in locale\De with the new global.res I made in the systemfolder then I decode the new global.res to check and my changes are gone
  13. Editing global.res

    I managed to open this files but I have no idea what to do for example: I try to edit the name of a skillmodification, because I chanced the effekt in the spells.txt how do I change the existing text for that skill mod?
  14. I recognized, that mods, that include spells, have the "global.res" edited I suppose, that all the visuals and descriptions of the spells are based there tho I am not able to open that file can you help me with that?
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