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Lindor

Sacred Game Modder
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Everything posted by Lindor

  1. Here are my personal thoughts on that (though nobody asked): One of the two main reasons to levelup goldenglade touch for me was the willpower increase. It has double the scaling of grim resilience which is pretty insane. Normally a dryad has very low willpower, but with goldenglade touch and on higher levels she can become comparable to shadow warrior on wielding lightsabers. Also healing before EE was suuuper super strong and after the nerf to potion spamming it would have become even stronger, together with the ancient bark healing the dryad became basically immune to anything tha
  2. Hmm speaking of invisibility bugs, this reminded me of something: Sometimes on entering or leaving dungeons your character randomly gets invisible. Don't know what causes this, but this time teleporting doesn't fix it, you'll need to restart a new game session.
  3. Or when a melee attack is initiated but during the animation the enemy runs away but it still hits xD
  4. Oh then I'm sorry for having caused the headache. Didn't know that it can influence it even on the freshly dropped items front. Good that the puzzle has been solved. For any further testings I'll create new toons then.
  5. The hero which got the item dropped was an unskilled testcharacter from the forum, it was a dryad. This means the toon was created before EE. Could that be an infuence? The item in question dropped after upgrading to 3.0 though.
  6. Seems we posted simultaneaously
  7. Yes as I said a white ring with poison damage, but only for the game session I found the ring in. The next time I loaded the game it had correct pickup sound.
  8. From time to time I search for new solutions for the .gr2 exporter problem. It seems that even with using Sacred2's granny.dll, the latest importers and exporters are not compatible, and I've tested a few, so the most chances come probably with plugins made for older games. I found an importer/exporter for Neverwinter Nights 2 by someone named FreshLook: https://github.com/Arbos/nwn2mdk/releases The tool searches for NWN2's granny2.dll. If I knew the folder structure of NWN2, specifically where it's granny2.dll is located, then I could probably make it using Sacred 2's granny2.dll and maybe
  9. Can you give us a link pls?
  10. 60s is already pretty long so it's probably intended and not a bug. But only Flix knowsxD Here's how to change it: Unzip the file. In EE version, open scripts\shared\spells.txt. Search for "se_cm_bekehrung". In the section tokens, look for entry0 = {"et_duration_sec", 6000, 0, 0, 8 }, The first number, 6000, means 60 seconds duration at level one. The second number, 0, is the scaling with CA level. Change it to your liking. If you e.g. want +0.6 seconds duration per CA level so that the duration is doubled at CA level 100, it would look like this: entry0 = {"et_duration_sec
  11. I always find these things interesting. I think I've read a thread somewhere where somebody travelled to normally inaccessible places via a special mount trick. He or she or they found out some interesting things, one was that when he searched for this island in the bluestone lake you can see on the map, there was actually nothing there. I couldn't find the thread anymore but I think that it was right during or short after the CM patch development days, I know that because they talked about a lot of leftover dev places that got removed with the CM patch, e.g. there were a bunch of questgi
  12. Np Wish I'd found the icy skull death FX for the crystal region creatures as well, they don't seem to have particle scripts EDIT: That just gave me an idea: Does somebody have a folder with the original Fallen Angel particle scripts? I could then run my code on them and check which ones have been added with Ice&Blood. Maybe I find some that I've missed.
  13. To-do-list: copy all reverse engineered FX into this topic sort them into the correct spoilers (skip the Casting FX and Spell FX spoilers for now) add all particle scripts with a corresponding FX name in the merged list add all FX names without a corresponding particle script in the merged list add screenshots to all open FX names/ particle scripts and descriptions to all open screenshots test all _I FX for possible skipped FX sort all spoilers alphabetically (by the FX name) find out which ones are Casting FX or Spell FX and sort them into the c
  14. Ignore this post or delete it pls
  15. Thanks, I did not know that Yeah, that's why I tried every FX both as casting and effect FX. Unfortunately I did that simultaneously so I don't know exactly which is which - half the work, but missing some information. If you know some FX which have that property, you can tell me and I'll edit it in
  16. This does not list: Vanilla Boss FX (excluding Traps) Vanilla Hero FX Standard FX: Yet unknown on which routine they work. Standard FX: These FX work both on the casting and spell routine Casting FX: These FX only work on the spell casting routine (fxTypeCast, fxTypeCastSpecial) Spell FX: These FX only work on the spell effects routine (fxTypeSpell) Hidden FX: These FX are built into the spellclass and/or eiStateName (mostly spellclass). Nearly all spellclasses with spellcontroltype = "eCAtype_a_effect_attack_ray" have that property.
  17. I revived several new FX: FX_AREAFIRE1 FX_BLOOD FX_BLOODDROPS1 --audio only FX_BLUE1 --I think I have tested this earlier and it crashed my game. now that I found a spellclass that works with nearly all FX, cSpellHeFeuerball, it works perfectly fine. FX_BOOST --auto-trigger FX for consumables. NOT force-triggerable. FX_DEATH_BLOODSKULL FX_DEATH_EOD_SERVANT1 --looks absolutely amazing FX_DEATH_EOD_SERVANT2 FX_ENTZUENDEN_C FX_ENTZUENDEN FX_FEDERNLASSEN --the feathers are pretty big FX_FIRE1 FX_FLYINGBATS FX_GEN_S
  18. @jwiz, @Flix Spotted another spelling mistake: 1245762801 Meglacarwens Vermächtnis If not Maegalcarwen, then at least Megalcarwen pls EDIT: and another one. Old: 0133204698 Was steht denn nun in diesem Brief... bla bla bla... hm... hm... AH! Hier:<br>"Es geht darum, möglichst viele Eier zu sammeln!”<br><br>Ach was! So weit war ich auch schon. Oh, das geht's weiter:<br>"Viele Eier bedeuten Reichtum!"<br><br>Was das nun wieder zu bedeuten hat?! Da vorne läuft gerade einer von ihnen in diese Höhle. Ich sollte ihm folgen. Vielleicht finde
  19. Just noticed, I forgot these lines for balance.txt: ForgeSlot_BronceFactor = 1000, ForgeSlot_SilverFactor = 1070, ForgeSlot_GoldFactor = 1150, Afaik those values must match the other two lines I gave in order to work. I'll edit that in. This however leads to the answer to the following question: I general, for any number that sets the value of some bonus you always divide by 10, whether it being in spells.txt, blueprint.txt or balance.txt. So ForgeSlot_SilverFactor = 1070 means 107% which is a 7% improvement, so the value is SlotSilverPercentageImprovement = 7. All value
  20. Oh, and the bonus multipliers for silver and gold sockets are set in balance.txt, not blueprint.txt. These set the boni stated in the slot description: SlotGoldPercentageImprovement = 15, SlotSilverPercentageImprovement = 7, These are the actual multipliers: ForgeSlot_BronceFactor = 1000, ForgeSlot_SilverFactor = 1070, ForgeSlot_GoldFactor = 1150, So if those don't match, the description will state something different than what the socket actually does.
  21. Flix answered that: The first parameter is the bonusgroup ID, Flix has been a little bit ambiguous here. The bonusgoups are defined in blueprint.txt as well: newBonusgroup = { id = 751, name = "SB_neut_slot_gold1 ", bonuslist = { 758,}, } mgr.createBonusgroup(751, newBonusgroup); newBonusgroup = { id = 859, name = "SB_neut_slot_gold2 ", bonuslist = { 758,
  22. Speaking of spelling mistakes, there's one thing which is tickling my inner detective Monk: Seraphim's Mutation set is called Megalcarwen's Garments of Mutation, yet the wood elf companion if you start as dark elf in Sacred 1 is called Maegalcarwen: Also shouldn't it be more of a Dryad or High Elf set for the sake of consistency? And, speaking of which, why is there no Laurelinad set for the Inquisitor?
  23. As explained, that is not possible (at least for me). I can only alternate the existing effect, but it will always be the same for all potions (and trophies).
  24. Seems like I celebrated a little bit too early. I made a really sloppy mistake! When copy-and-paste-ing the particle scripts from my sorted spreadsheet, there is a whole column I skipped! Thanks for @desm and @dimitrius154 for making me realise it, we discussed about potion FX and said particle script, fx_boost.particle, is part of that column. Here they are: I gotta be honest, I kinda started to miss going through them anyway despite it's a lot of work, but the results are really motivating so I don't see it as a horrible error but rather as an opportunity to revive even more FX
  25. Thanks! That is a huge help! It does have a particle script and it looks modifyable! @desm Generally speaking, what kind of FX do you have in mind?
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