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Found 34 results

  1. Are you ready for a brand new Sacred 2 experience? Presenting a new mod for Sacred 2 CM 1.50: Diablo 2 Fallen Latest update as of July 27, 2017! Download the latest test release: Diablo 2 Fallen Beta 9 Download D2 Music Pack Here The fonts needed for the interface are located in the pak/fonts directory of the mod. Right click each font and click "Install" to install them on your system. Read this post for how to use D2F with the Elite Texture Pack Diablo 2 Fallen is on SacredWiki! Get all the in-depth info and details on the mod! Features: 7 completely overhauled character classes with brand new combat arts, runes, skills and voices The worlds of Ancaria and Sanctuary merged - the lore of both games has been combined 6 new deities with new divine gifts, god statues, and quests (see list below) Dozens of new enemy designs, creature overhauls, plus new hero monsters and bosses (read about them in the D2F Creatures Thread) New Diablo-inspired user interface, loading screens, fx, and shrines (read about them HERE) Complete soundtrack and sound effects revamp (see link for D2F Music Pack download above) Gems, jewels, and charms integrated into gameplay New items: Necromancer Shrunken Heads, Amazon Trophies, Throwing Axes, Magic Wands, and more! Overhaul and rebalance for old item designs and modifiers Download the full Visual Guide to D2F Unique Weapons Read about all items, old and new, in the D2F Items Thread Better quest rewards for bosses and chain quests - find more uniques and special items through questing! See full list of new quest rewards HERE. Optional feature: Inferno Edition difficulty patch for extreme challenge. Read about it HERE. Read this post for how to use D2F with the Elite Texture Pack Elite Mounts project custom version integrated into mod. Custom integration of Survival Mod: Fight more powerful and aggressive enemies - with better XP & rewards! Custom version of Wardust's Serious Textures built in - No need for separate download Item Mod 1.2a and Reduced Fog Mod integrated Rewrites for character class quests (in progress, Druid quest is partially complete) Mercenaries. Hire past heroes from Sacred 1 to join you in your battles! (in progress) New Diablo-related quests (in progress) Meet the Character Classes: The Druid The Barbarian The Necromancer The Sorceress The Amazon The Paladin The Assassin Meet the New Gods: Gods in Diablo 2 Fallen are the Nephalem of Diablo lore, the god-like hybrids of angels and demons who became the progenitors of all the mortal races. They appear in the mod as likenesses of the original Diablo 2 character classes. Fiacla-Géar - The First Druid Rathma - The First Necromancer Helgrotha - The First Amazon Esu - The First Sorceress Bul-Kathos - The First Barbarian Philios - The First Paladin Meet the New Monsters: Old enemies have been redesigned, and all kinds of new enemies will appear across the map. Look out for the new bosses and "super-unique" elite enemies that will have special abilities. Read about all the enemies in the Diablo 2 Fallen Creatures Thread. D2F Strategies and Tips Debuffs, Part 1 List of New Quest Rewards Visual Guide to Unique Weapons Debuffs, Part 2 List of New Bosses & Superuniques Note about Party Buffs Debuffs, Part 3 Map of New Bosses & Superuniques Druid Shapeshifting Guide
  2. Wardust's Serious Textures and Spells Update + Repack Download on Sacred 2 Nexus Introduction: Wardust made a great mod in 2011-2012 for CM Patch 1.30. You can find his old Serious Textures thread HERE and the blog he made for the mod HERE (these are outdated/abandoned). This new release allows Wardust's mod to be used with the latest CM Patch 1.50 and the Generic Mod Enabler. It is not my intention to take over and continue development of this mod; this is a faithful update of Wardust's great work, to ensure new players can use it. My intention was to fix the bugs and glitches, make an English translation, get the mod updated for CM 1.50, improve mod compatibility, and streamline the installation process. The only content removed was buggy or glitched textures/models/scripting that couldn't be repaired, as well as a huge amount of redundant (unused/unchanged) textures. This significantly cuts down on the mod's file size, from a 1.5GB download down to only about 250MB! New content was added such as missing icons, Inquisitor textures, support for custom skin colors, and an English translation/bugfix of the spells mod component. The changes to spells, balance, creatures, and spawns was turned into a separate module (Wardust's Spells Mod) that can be activated independently of the Serious Textures pack. Install Instructions: Install Community Patch 1.50 Install Wardusts mods using the Generic Mod Enabler (available at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml )The Generic Mod Enabler should be installed in the base installation folder for Sacred 2. Run it once and it will make a folder called "MODS" there. Place the "Wardust's Serious Textures CM 1.50" and/or "Wardust's Spells Mod CM 1.50" folders into the MODS folder. Run the GME and enable the mod(s). The order doesn't matter. Uninstall by disabling with the GME. Compatibility: If you use this version, Item Mod 1.2a and Elite Mounts compatibility are now built into both modules. Install Wardust's mods from this download AFTER installing Item Mod 1.2a and Elite Mounts. The Wardust compatibility patch included with Elite Mounts mod should NOT be used (in the future I may remove it). Otherwise, the Serious Textures module should be compatible with any other mod except Diablo 2 Fallen, in which it is already included. Do not install them simultaneously. The Spells module is not compatible with any other spells mods or any mod that changes spells.txt or creatures.txt. The module's files "spawn.txt" and "balance.txt" can be deleted or overwritten without affecting any functionality. They are included to preserve Wardust's changes to balance, challenge, and enemy density. Thanks to: Wardust for making and sharing his mods with the Sacred 2 community. Silver Fox for helping me work through all of the textures and spot errors and bugs to squash. --Flix, Feb. 2016 What follows are the features of the spells mod by Wardust, presented for the first time with an English translation. ======================================================= ======================================================= Wardust's Spells Mod Seraphim Hallowed Restoration becomes Righteous Condemnation (Mortifying Pillory) Divine Protection becomes Crushing Vortex (Clustering Maelstrom) BeeEffGee becomes Dracolin Familiar (summons a Dracolin companion that buffs the Seraphim) High Elf Fire Demon becomes Dragon Fire (Dragon Strike) Incandescent Skin becomes Flame Skin (combines properties of Incandescent Skin and Fire Demon, and now summons a small dragon pet instead of an imp). NO conflict with Crystal Skin (can be active simultaneously). Frost Flare becomes a copy of Glacial Thorns (you will have two copies of this spell now) Expulse Magic becomes Arcane Nova (Flaring Nova) Magic Coup becomes Pillar of Light (Radiant Pillar) Shadow Warrior Ruinous Onslaught becomes a copy of Scything Sweep (you will have two copies of this spell now) Augmenting Guidon becomes a copy of Frenzied Rampage (you will have two copies of this spell now) Astral Lord aspect becomes Elemental Lord Spectral Hand becomes Lightning Strike (Cobalt Strike) Skeletal Fortification also becomes Lightning Strike (you will have two copies of this spell now) Shadow Veil becomes Purgatory (Fiery Ember) Rallied Souls becomes Ring of Ice (Icy Evanescence) Nether Allegiance becomes Call of the Ancestors (now summons knights instead of skeletons) Dryad Dust Devil is replaced with a copy of Darting Assault (you will have two copies of this spell now) Moribund Animus becomes Jungle Companion (now summons White Leopards that buff the Dryad instead of a ghost) Goldenglade Touch becomes Cyclone (Tornado) Edaphic Lances becomes Wind Flurry (Gust of Wind) Temple Guardian Combat Alert becomes Battle Shroud (combines with T-Energy Shroud to become a single permanent buff) T-Energy Shroud becomes Gravity Well (Clustering Maelstrom) Untouchable Force is now Bionic Auxiliary (summons Temple Guardian soldiers instead) Dryad's Cabalistic Voodoo aspect also gets a new background image: My overall impression of Wardust's mods is that he wanted to downplay anything Satanic (pentagrams, demons, etc.), and remove any imagery/powers that referenced demonology, necromancy, and the occult.
  3. File Name: Community Items Mod File Submitter: Flix File Submitted: 23 Mar 2014 File Category: Community Patch Community Items Mod v1.2b The Community Items Mod 1.2 is now integrated into the Community Patch 1.50. This download is a small mod that is designed to be installed on top of Sacred 2 Gold + CM Patch 1.50. ================================ Features: 1) The mod restores some item designs that were present in the CM Items Mod 1.2 but were removed for copyright reasons (which are now resolved) when the mod was integrated into the CM Patch. This mod restores their unique designs. Without this mod the items will use generic item models from Sacred 2 (but will still function). The items with changed appearances are: a) Torch of Light b) Axe-Bot 2525 c) Forgotten Technology d) Spear of the Dryads e) The Catalyst f) The Iron Knight g) Earthshaker h) Soulflay Fork 2) The mod also contains a hotfix for an issue with the leg armor of the new Frozen Gems set, which flash and glow due to a script error. The error is corrected with this mod. 3) 1.2b introduces a couple fixes for the Children of Asha Set (left boot mesh spike fix, double cape mesh fix) and a fix for the Doom Guard Set (better cape weights). Updated 2/6/2017. ================================ Installation: 1) It's always best to install Sacred 2 mods with the Generic Mod Enabler (GME). It can save a lot of headaches and frustration. Get it free at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml 2) Install the GME into your Sacred 2 root folder and run it once. 3) Place the "Item Mod 1.2b" folder into the MODS folder created by the GME. 4) Use the GME to activate this mod. If updating from v1.2a: Simply disable the old version with the mod enabler, delete the old folder, then enable the new 1.2b version. Install order is the same. Compatibility with other mods is the same. This mod REQUIRES Sacred 2 Ice and Blood with the latest official patch (2.65.1.0 or 2.65.2.0) plus the latest Community Patch (1.50). ================================ Development threads and more info: New Dragon Mage Sets in Development New Uniques and Legendaries Brainstorming ================================ Thanks to my CM Items Mod team: Silver Fox for overseeing and handling the development of v1.2. Also for his scripting, mastery of the game files, insight into item balancing and planning, attention to detail, encouragement, and his work on textures and reviewing bonuses. His modding expertise and dedication helped to make every little piece of this mod as good as it could possibly be. Pesmontis for his crucial knowledge and tireless efforts in helping to get this project off the ground and completed, and for all his hard work editing textures and models, his kindness and endless patience, and wonderful item contributions. It would not have been possible without him. Special thanks to: Dimitrius154 and LazyTomcat for contributing their amazing work to the mod. Other volunteer testers (Gilberticus, Dragon Brother, SX255). People who offered up suggestions and requests, and contributed ideas and work to the mod: (Dragon Brother, Thorin Oakenshield, Chattius, Giberticus, SX255, Dave-O, Moonpaw). Czevak and Dragon Brother for getting me going with starter tips on what files to edit. LazyTomcat, Wardust, and others who made mods before me so I could follow their example. Gogoblender and Schot for hosting this mod on Darkmatters.org Everyone at Darkmatters who has followed the development of this mod and offered support and encouragement (especially Yoshio). Marcus and Czevak for adding the mod to the Community Patch. Click here to download this file
  4. Version 1.4

    4,687 downloads

    Sacred 2 Enhanced Spells Mod v. 1.4 by Flix This evolved from my personal mod for playing Sacred 2. I decided there were enough improvements and interesting changes to share it with adventurous players. The mod is a combination of fixes, redesigned balance, and cosmetic changes. Some Combat Arts were also replaced with brand new ones. Currently supported languages: English, French, German, Polish, Russian, Spanish (Spanish patch requires download of additional patch file). ================================================= Installation: The recommended way to install this mod is to use the Generic Mod Enabler (GME). This mod is already set up to be compatible with the GME. Get it at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml Simply download the GME and install it to your Sacred 2 root folder. A typical example of the installation folder is C:\Sacred 2 Gold. After running the GME once, it will make a folder called "MODS" there. Then just place the "Enhanced Spells Mod 1.4" folder into the "MODS" folder, and use the GME to enable it. The GME will back up your clean files and will allow to you to easily uninstall/reinstall the mod as you wish. "Challenge Mode" patch should be installed the same way, after installing the main mod. ================================================== Compatibility: Sacred 2 Enhanced Spells is built from the latest CM Patch (1.50). Therefore it requires the latest Ice & Blood patch and the latest CM Patch. As of v1.3, this mod has built in compatibility with Elite Mounts. No compatibility patches are necessary. Be sure to install Elite Mounts FIRST, then install Enhanced Spells AFTER. Other mods that alter the same files are definitely not compatible (Llama's CM Patch mod, Age of Heroes, Survival Mod, etc.). If you prefer Przemba's Visual Mods over my own portraits, install them after Enhanced Spells. Nude Mod 2016 is not compatible but check that mod for a patch. Because of the way Sacred 2 handles spells, old characters can be safely loaded into Enhanced Spells. Their Combat Arts will be changed, however the change is not permanent. If you load an old character into the mod, but then decide to uninstall the mod, you can continue playing the character with their original Combat Arts. Likewise, new characters started under the mod will simply revert to the standard Combat Arts if the mod is uninstalled. For the best experience, it is recommended to start a new character when playing Sacred 2 Enhanced Spells, unless you just feel like experimenting or using the Sacred 2 Character Editor to respec your Combat Arts. ================================================= General Changes and Fixes: For the most part, weaker Combat Arts received boosts where appropriate. There is not much nerfing going on in the mod. However this is not intended as a cheat mod where you one-shot everything. Balance is still important. All weapon-based combat arts, hybrid combat arts, and almost all offensive spells now hurl enemies when they die. This is part of an effort to restore the older, more interesting death animation for most enemies that involves the corpses flying back rather than just dropping dead. This is more dynamic, exciting, and similar to other action RPG's. It should feel like hard hits make a major impact, rather than having the enemies simply falling down limp on the spot. Normal weapon hits will still make enemies drop dead. Most temporary buffs last much longer, but have longer cooldowns as well. There are fewer modifications that increase temporary buff duration and reduce cooldowns, but in most cases it will still be possible for the duration to catch up to the cooldown at high levels. Every class now has at least one summoning combat art, and most have two or three. Some are temporary and others are buffs. All Combat Arts, old and new, got updated icons. The original icons are ok with their bright colors and simple, bold lines, but I found them too cartoon-like and often kind of "cute." Furthermore a lot of them got reused from character to character. These new Combat Arts are designed to be less monochrome and "icon-like" and more realistic, textured, and unique. All tooltips were revised and updated with uniform terms and more accurate descriptions of what the combat arts and modifications do. There were a fair amount of vague, confusing, or just plain wrong terms used in the old tooltips. For just one example, there should be no more cases of "Regeneration Time" and "Cooldown" being used interchangeably. Also notably all Energy Shields now use the same terminology for the same properties, and the terms match up better with the item modifiers that affect them. Tornado and Gust of Wind are no longer called "Whirlwind" and "Flurry" on their runes and in the Rune Exchange Screen. ================================================= Development: For detailed list of changes to combat arts, and for pictures and videos, and development info (and bug reporting), visit this thread: http://darkmatters.org/forums/index.php?/topic/21916-enhanced-spells-mod-sacred-2/ ================================================= Known Issues: - Not all properties of a Combat Art update dynamically in the CA tooltip text. This is a pre-existing issue in the vanilla game as well. However rest assured that all properties of Combat Arts should be clearly described in the CA description text and will appear (if applicable) in the Sigma bonus overview and/or character overview. - Sonic Vortex is missing the visual effect when mounted. No known solution. - Dragon's Wrath cannot go into a combo. No known solution. If you find bugs, exploits, or other issues, don't forget to let me know so I can address them. ================================================= Thanks to: - desm for translating the mod to French. - Shadowflare85 for translating the mod to German. - KrystianCzach243r for translating the mod to Polish. - Nikoleagle and LordKomar for translating the mod to Russian. - Deivix for translating the mod to Spanish. - SX255 for making the new Deathly Spears icon. - Luthal for helping me work out how to handle summoned minions. - Everyone who played the mod and posted feedback. - Gogoblender and Schot for hosting this mod on DarkMatters. - Llama for making his CM Patch Mod and showing me the way into modding Sacred 2 spells.
  5. Sacred 2 Enhanced Spells Mod by Flix This evolved from my personal mod for playing Sacred 2. I decided there were enough improvements and interesting changes to share it with adventurous players. The mod is a combination of fixes, redesigned balance, and cosmetic changes. Some Combat Arts were also replaced with brand new ones. Download Page for Version 1.4 of Sacred 2 Enhanced Spells Mod Currently supported languages: English, French, German, Polish, Russian This mod requires the Community Patch 1.50 General Changes and Fixes For the most part, weaker Combat Arts received boosts where appropriate. There is not much nerfing going on in the mod. However this is not intended as a cheat mod where you one-shot everything. Balance is still important. All weapon-based combat arts, hybrid combat arts, and almost all offensive spells now hurl enemies when they die. This is part of an effort to restore the older, more interesting death animation for most enemies that involves the corpses flying back rather than just dropping dead. This is more dynamic, exciting, and similar to other action RPG's. It should feel like hard hits make a major impact, rather than having the enemies simply falling down limp on the spot. Normal weapon hits will still make enemies drop dead. Most temporary buffs last much longer, but have longer cooldowns as well. There are fewer modifications that increase temporary buff duration and reduce cooldowns, but in most cases it will still be possible for the duration to catch up to the cooldown at high levels. Every class now has at least one summoning combat art, and most have two or three. Some are temporary and others are buffs. All Combat Arts, old and new, got updated icons. The original icons are ok with their bright colors and simple, bold lines, but I found them too cartoon-like and often kind of "cute." Furthermore a lot of them got reused from character to character. These new Combat Arts are designed to be less monochrome and "icon-like" and more realistic, textured, and unique. All tooltips were revised and updated with uniform terms and more accurate descriptions of what the combat arts and modifications do. There were a fair amount of vague, confusing, or just plain wrong terms used in the old tooltips. For just one example, there should be no more cases of "Regeneration Time" and "Cooldown" being used interchangeably. Also notably all Energy Shields now use the same terminology for the same properties, and the terms match up better with the item modifiers that affect them. Tornado and Gust of Wind are no longer called "Whirlwind" and "Flurry" on their runes and in the Rune Exchange Screen. Optional "Challenge Mode" patch. Install on top of the mod to play with significantly increased difficulty. Optional "Classic Icons" pack. Install on top of the mod if you don't like the new icons. Combat Arts will use their original icons, and new/swapped Combat Arts will have icons in the "classic" style. ============================================================== Seraphim Combat Arts Exalted Warrior Soul Hammer - Silver Mod Disarm now gives 100% chance to disarm. In fact you will see all further instances of disarm modifcations now give 100% chance. This is because it only works on enemies with weapons, and furthermore (unlike Sacred 1) it doesn't actually knock the weapon onto the ground for the player to pick up. Therefore it could use a boost to be really useful. Pelting Strikes - No changes (except hurling slain enemies) Assailing Somersault - Increased the jump distance from 7.5 to 10 meters. Dashing Alacrity - Initial duration increased from 20s to 90s, but duration increase per CA level halved. Cooldown increased from 60s to 120s. Chance to block root increased from 20% to 40%. Delay Silver mod replaced with Vigor, a hitpoint regeneration mod. Reprisal and Ardor mods swapped places. Impatience gold mod now reduces the cooldown to 96s. Battle Stance (Buff) - No changes Celestial Magic Archangel's Wrath - has been moved to Celestial Magic aspect (replaces Instill Belief). No changes otherwise (except hurling slain enemies). It was moved here because it seemed better suited to Celestial Magic, and I needed room in the Revered Tech aspect for a more appropriate CA. Baneful Smite - Bronze mod Disarm now gives 100% chance to disarm Radiant Pillar - No changes Sublime Guardian (Buff) - New combat art (Replaces Hallowed Restoration). Summons an angelic ally, a Seraphim who fights with sword and shield. "Five Buffs? This is madness!" True, it does bring the buff count up to 5, but the Seraphim's buffs are pretty specialized compared to those of the other characters. Battle Stance has not much use to a pure caster Seraphim. Cleansing Brilliance is not much use unless fighting Undead or T-Mutants. If you're not dedicated to the BeeEffGee then you're probably not using it much at all. Sublime Guardian is a more all-purpose buff. She attacks with melee attacks only. Modifications allow upgrading her armor, speed, damage, attack and defense. Cleansing Brilliance (Buff) - Boosted the hitpoint regeneration from 10 to 20 hp/s Revered Technology Sonic Vortex - New combat art (Replaces Archangel's Wrath). Emits a piercing sound shockwave in front of the Seraphim that damages opponents, shatters their armor and lowers their defense. This new CA is an adaptation of Kraal's Sonic Scream for the player. It carries a powerful property that inverts enemy physical armor, that was previously only available to the player with the Dragon Mage's Mind Strike. Can be modified for knockback, fear, damage over time, increased range, deathblow, and removing enemy buffs. Flaring Nova - No changes (except hurling slain enemies) Divine Protection - Initial duration increased from 15s to 90s, but duration increase per CA level halved. Cooldown increased from 60s to 120s. Bronze mod Capacity changed to Steadfast, a mod that increases the Seraphim's base Willpower attribute. Silver mod Boost now reduces the cooldown to 96s. Gold mod Improved Mirror changed from "block spells" to "reflect spells" to match the tooltip description. Warding Energy (Buff) - No changes BeeEffGee (Buff) - No changes Video of Sublime Guardian and Sonic Vortex ============================================================== Inquisitor Combat Arts Gruesome Inquisition Callous Execution - No changes (except hurling slain enemies) Ruthless Mutilation - No changes (except hurling slain enemies) Mortifying Pillory - Much higher chance that more enemies attack the branded outlaw. Silver mod Expulsion changed to Punishment, a mod that debuffs the target's Combat Art regeneration Frenetic Fervor - Initial duration increased from 15s to 45s, but duration increase per CA level halved. Gold mod Relentless changed to Conviction, a mod that increases the Inquisitor's Willpower attribute. Purifying Chastisement (Buff) - increased the wounded threshold to 35% of hitpoints, and made silver mod Merciless raise the threshold to 50% of hitpoints. Astute Supremacy Levin Array - No changes (except hurling slain enemies) Eruptive Desecration - has been moved to Astute Supremacy aspect (Replaces Raving Thrust). Base range increased from 5 to 7 meters. Silver mod Danger Zone's range increase is now boosted to match that of the Apocalypse gold mod. Clustering Maelstrom - No changes Zealous Doppelganger - Duration increased from 30s to 90s. Gold mod Determination changed so that it adds to the Doppelganger's resistances instead of increasing duration. Can Be Upgraded To: Zealous Doppelganger (Buff) Reverse Polarity (Buff) - No changes Nefarious Netherworld Dislodged Spirit - Duration increased from 6s to 8s. Bronze mod Spite changed so that it Disarms the target (100% chance) rather than increasing duration. Inexorable Subjugation - Minion lifetime increased from 30s to 50s. Hits per second increased from 1 to 1.25/s. Gold mod Probation increases minion lifetime by 15 seconds (formerly 10s). Now has "Minion Lifetime" text in the tooltip. Harbinger of Death (Buff) - New combat art (replaces Eruptive Desecration). Summons a powerful enslaved daemon warrior to assist with melee attacks. Modifications allow upgrading her armor, damage, speed, attack and defense. Paralyzing Dread - Initial duration increased from 20s to 45s, but duration increase per CA level halved. Soul Reaver (Buff) - No changes ============================================================== High Elf Combat Arts Arrant Pyromancer Ancestral Fireball - Fireball graphics changed to look bigger and more robust. They can also shake the screen sometimes. Blazing Tempest - No changes (except hurling slain enemies) Incendiary Shower - No changes (except hurling slain enemies) Fire Daemon (Buff) - Demon now starts at level 2 and gains 1 full level with each level increase. His health regeneration is doubled and now scales with CA level. His Fireball is now more powerful and he now casts more spells (Eternal Fire, Eruption). I found the little fire monkey to be too weak to kill anything and also easily killed in the vanilla game. He should be properly powered up now. Incandescent Skin (Buff) - No changes Mystic Stormite Frost Flare - No changes (except hurling slain enemies) Glacial Thorns - No changes (except hurling slain enemies) Raging Nimbus - Duration now slightly increases per CA level. Cascading Shroud - Duration increased from 20s to 45s, but duration increase per CA level is halved. There is evidence in the game files that at one point Cascading Shroud was designed to be upgradeable to a permanent buff, however I opted to keep it temporary and rework the duration instead. Crystal Skin (Buff) - No changes Delphic Arcania Cobalt Strike - Chain Reaction mods now give a 90% for a chain strike (formerly 80%). Explosion gold mod now gives a 60% chance for causing area damage (formerly 50%) Magic Coup - No changes (except hurling slain enemies) Thaumaturgic Nova - New combat art (replaces Shadow Step). The High Elf conjures a shockwave blast of magical energy that radiates outward in an intense nova. The burst slows enemy movement and causes lingering damage. This spell plays something like a cross between Flaring Nova and Energy Blaze. Can be modified to increase the magic damage, increase magic DOT, debuff enemy attack speed, enemy attack rating, increased range, and chance to stun. Expulse Magic - Initial range reduced, but range now scales with CA level. Mage's Familiar (Buff) - New combat art (replaces Grand Invigoration). The High Elf conjures an ethereal Familiar which strips enemies of their magical power, and in turn causes her own hitpoints and spells to regenerate at an increased rate. Combines the properties of Grand Invigoration with my idea for the "lost" High Elf combat art Familiar, presented here as a summoned spell wisp that buffs the High Elf and assists with some offensive lightning spells. Modifications remain the same as vanilla. ============================================================== Shadow Warrior Combat Arts Death Warrior Demonic Blow - No changes (except hurling slain enemies) Scything Sweep - since all weapon CAs hurl enemies now, gold mod Hurl is changed to Inflamed, a mod that adds fire damage to Scything Sweep. Rousing Command - duration increased from 20s to 45s. Cooldown increased from 60s to 75s. Bronze mod Persistence changed to Readiness, which adds to the Shadow Warrior's base defense value. Labyrinthine Warlord (Buff) - New combat art (replaces Ruinous Onslaught). Summons an ally in the form of a raging minotaur lord to aid the Shadow Warrior in combat. Attacks with melee weapon attacks only. Can be modified to increase the minotaur's damage, armor, attack speed, and attack and defense. Grim Resilience (Buff) - Silver mod Readiness replaced with Guard, a mod that adds resistance to all secondary damage effects. Malevolent Champion Frenzied Rampage - No changes (except hurling slain enemies) Belligerent Vault - Jump distance increased from 7.5 to 20 meters. Gold mod Unbound has its chance to break roots increased from 50% to 75%. Spell control type is changed to "eCAtype_m_move_go" to allow for more freedom in choosing target areas. Augmenting Guidon - Range now slowly scales with CA level. Silver mod Tutor replaced with Aegis, a mod that reduces detrimental magic effects. Killing Spree - Duration increased from 20s to 45s. Cooldown increased from 60s to 75s. Silver mod Perseverance changed to Shockwave, a mod that increases the range of the discharge. Reflective Emanation (Buff) - No changes Astral Lord Spectral Hand - No changes (except hurling slain enemies) Skeletal Fortification - No changes. Rallied Souls - Summoning range now increases per CA level. Values for both Silver mods have been boosted. Shivering Miasma - New combat art (replaces Shadow Veil). The Shadow Warrior emanates a chilling aura of death. This cold from beyond the grave causes ice damage and slows opponents' attack and movement speed. (45s duration, cooldown 75s). Can be modified to increase the ice Area of Effect damage, lower enemy armor values, reflect root effects, debuff enemy defense, or extend the aura to allies and minions. This is a reactivated unused CA from the game scripts. Can also be upgraded to become a permanent buff: Deathchill Aura (Buff) Nether Allegiance (Buff) - Starts with 3 skeletons as a base. ============================================================== Dryad Combat Arts Capricious Hunter Ravaged Impact - No changes (except for hurling slain enemies) Darting Assault - No changes (except for hurling slain enemies) Venomous Entrapment - New Combat Art (replaces Forest Flight). The Dryad sets a poisonous trap for her enemies that damages any who pass over it. It seeks enemies and will slowly chase after them if they move. The trap inflicts physical and poison spell damage as well as poison DOT. Can be modified to increase the poison damage, chance for poisoning, chance to stun, debuff enemy defense, chance for critical hits, and deathblow. This adds to the small list of spell-based combat arts that are boosted by Tactics Lore. Dust Devil - Duration increased from 15s to 18s. Range now slowly scales with CA level. Silver mod Elongate replaced with Obscure, a mod that adds a chance to block missiles. Sinister Predator (Buff) - The innate attack rating boost now applies to all weapons instead of just ranged weapons. Bronze mod Rapid Fire now increases the attack speed for all weapons, not just ranged weapons. I wanted to rework this CA somewhat to allow a boost for a Dryad using melee weapons. Cabalistic Voodoo Twisted Curse - New combat art (replaces Twisted Torment). Causes spell damage (equal parts magic/poison), slows movement speed, and lowers attributes of the target for a brief period. Enhanced effect against opponents who correspond to an equipped shrunken head. Increases the chance for victims to drop shrunken heads when they die of Twisted Curse. Basically I designed this spell to combine the best properties of Twisted Torment and Black Curse. Neither CA was very impressive on its own, Twisted Torment with its headhunting ability but pitiful killing power, Black Curse with its good debuffs but no damage. The spell fx remain the same as Twisted Torment. Modifications are now: Lower enemy movement speed/lower enemy physical armor, add more magic damage/increase duration, and increase poison damage/shutdown enemy buffs. Viperish Disease - Inflicts more base damage. Duration and cooldown are both decreased. Initial range decreased but now scales with CA level. Increased chance to infect more opponents. Malicious Totem - Cooldown reduced from 15s to 10s. Priestess of Doom (Buff) - New Combat Art (replaces Black Curse). Summons an ally in the form of a Blood Dryad shaman who assists with spells and staff attacks. She casts a totem pole, a root spell, and a lightning spell that causes life leech. She also attacks with her staff when her Combat Arts are on cooldown. She can be modified for enhanced armor, increased health regen, higher weapon damage, increased chance to find shrunken heads, higher summon level, and to boost the player's casting speed. Moribund Animus (Buff) - Increased hireling's physical damage from bronze mod Malice. Nature Weaver Edaphic Lances - Base density of thorns is increased (from 0 to 100) Tangled Vine - Increased the range boost from the Encroach mod (from 2 to 3 meters) Goldenglade Touch - Redesigned it to be long term with light healing as opposed to very brief with massive healing. Duration increased from 8 to 45s. Cooldown increased from 10s to 60s. Hitpoint regeneration decreased from 30 hp/s to 6 hp/s. Bronze mod Flow hp regeneration decreased from 22 hp/s to 6 hp/s. Gold mod Diligence now adds 10 seconds to duration rather than 4. Acute Mind - Duration increased from 15 to 45 seconds, but duration no longer increases with CA level. Bronze mod Proficiency and Gold mod Easiness are swapped places. Proficiency is changed so it increases duration of Acute Mind by 10 seconds. Ancient Bark (Buff) - Hitpoint regeneration slightly boosted from 3.0/s to 5.0/s. ============================================================== Temple Guardian Combat Arts Devout Guardian Dedicated Blow - No changes (except for hurling slain enemies) Battle Extension - No changes (except for hurling slain enemies) Deathly Spears - Can now strike multiple times by default. Number of jabs scales more quickly with CA level. Gold mod Jab changed to Impale, which adds a chance for deep wounds. Combat Alert - Duration increased from 15 to 70 seconds, but duration increase per CA level is halved. Cooldown increased from 30 to 100 seconds. Battle Aura (Buff) - When converted to Permanent Buff (Battle Aura), values are no longer halved, but are at approximately 2/3 the original values instead. T-Energy Shroud (Buff) - No changes Lost Fusion Ampifying Discharge - Now has a mix of physical/ice as an innate damage types. Bullets now home in on enemies, so they can't miss. Now has an 80% chance to bounce to 2 other enemies (formerly 70% chance to bounce to 1 additional enemy). Ricochet mods now each give a 60% chance to hit one additional opponent (formerly 20% chance). Damage from Ice Bullet mods slightly decreased. Furious Emblazer- Increased base fire damage and hits per second. Increased chance to burn from Immolation bronze mod (from 25% to 35%). Jolting Touch- Hits per second now scales with CA level. Archimedes Beam - Hits per second now scales with CA level. Changed damage types from magic/physical to magic/fire and increased base damage. Now has a 75% chance to pierce, 75% chance for knockback, and will hurl slain enemies. Fight distance is tripled, allowing use from greater distances. Sentinel Construct - New Combat Art (replaces Propelled Levitation). A buff that creates an allied Temple Guardian for combat support. He attacks with melee attacks only. Can be modified to increase the construct's damage, armor, attack speed, and attack and defense, and lowered regeneration times for the Temple Guardian. Source Warden Primal Mutation - Has been reworked and given a somewhat different description to emphasize the toxic, radioactive aspect of mutation. Damage types changed from magic/physical to magic/poison. Modifications are now: Chance for Critical Hits/Chance for Poisoning, Chance to hit additional opponents/Lower enemy attributes, and Additional poison DOT/Lower enemy attributes. Positronic Overload - New Combat Art (replaces Fiery Ember). The Temple Guardian overloads his system with T-Energy and discharges the excess power in a concentrated laser blast that damages and stuns enemies in the target zone (fire/magic damage mix). This spell is a an adaptation of Kraal's laser attack for the Temple Guardian. Can be modified for: Additional Magic DOT/Additional Fire DOT, Chance for Critical Hits/Chance for Knockback, and Chance to Weaken/Chance for Burning. Icy Ember - New combat art (replaces Icy Evanescence). Causes fire and ice damage to opponents within a certain radius, while providing the Temple Guardian and allied players with increased resistance to these elements. Basically it is a combination of Icy Evanescence and Fiery Ember. However, it no longer debuffs enemy resistance to these elements without modifications. Modifications are: Increase fire damage/Debuff enemy movement speed, Increase ice damage/Debuff enemy attack speed, and Lower enemy ice resistance/Lower enemy fire resistance. The spell graphics are the ice crystals of Icy Evanescence, but when combined with the fire damage's chance to burn, there will be a lot of flaming enemies, so there is a nice mix of fire/ice visuals going on. Charged Grid - Cooldown decreased from 30s to 20s. Untouchable Force - Chance to stun increased from 10% to 15%. Magic damage from Field Damage mods increased slightly. ============================================================== Dragon Mage Combat Arts Dragon Magic Dragon Berserk - The Dragon Berserk now has scaling multi-channel damage mitigation, extra base fire and physical armor, and scaling bonuses to attack, defense, armor, and health. At the beginning, his raw power is a bit higher than vanilla Ice & Blood, but lower than with the CM Patch 1.40. The main thing keeping him from being OP in early levels is a shorter duration, and a nerfed extension of duration from hits. However, the power scales much better now, so he will be viable all the way to endgame. I removed the two Frenzy modifications (that makes hits add to duration of the form) and replaced them with modifications that add to armor % and damage %. The Concentration mod no longer increases duration but adds a chance opponents cannot evade attacks. The bonus of Life Leech % from the Steal Life mod (added by CM Patch) is changed back to flat Life Leeched per Hit, and scales better with CA level. Lacerate - LL % was moved to the Lacerate CA. Lacerate now has a scaling chance for deep wounds, double hit, stun, and splash damage. The damage, attack, and bleeding chance are lower initially but scale much better now. Frenzy has become Blood Frenzy, now has a higher wounded threshold. I cut the cooldown in half and lowered the duration by 4 seconds. The attack speed bonus is higher, and the spell now grants a chance to disregard armor and a chance to reflect close combat.. Eternal Fire - Is now cast as a cone-shaped fire spray in front of the Dragon Mage, allowing multiple opponents to be hit. Cooldown and duration decreased from 8s to 4s. Initial range decreased, but range now slowly scales with CA level. Spell now inflicts some flat fire damage and fire damage over time in addition to the vanilla "plague fire." Plague fire damage now scales better with CA level (double increase from vanilla). Increased chance for fire to jump to additional opponents. Dragon Strike - Range now slowly scales with CA level. Fire damage now scales slightly better with CA level. Dragon's Wrath - New Combat Art (replaces Dragon Form). Temporary buff (90s, cooldown 120s). The Dragon Mage channels draconic power to enhance his weapon damage (adding fire and magic damage) and attack value %. Also raises the attack speed limit and adds a chance for weapon hits to strike multiple opponents. This is a temporary buff designed to help Dragon Mages who want to attack with weapons. Can be modded for additional ice damage/chance to disregard armor, chance for critical hits/life leech, and chance to hit additional opponents/chance opponents cannot evade. Draconic Ally - New combat art (replaces Familiar). Buffs the Dragon Mage in the same way as Familiar, but also summons an allied dragon who is a fighter in its own right (unlike the Familiar, which just hung out). The Dragon casts a Fireball and Blazing Tempest. Can be modded for boosting the Dragon's armor/increased hitpoint regen for the Dragon Mage, fire mitigation/increase attack & cast speed, and increase max hitpoints/regeneration time -% (the silver and gold mods all affect the Dragon Mage, not the summon). Elemental Magic Elemental Strike - New Combat Art (replaces Magic Wall). The Dragon Mage channels the raw powers of fire and ice through his weapon and hurls an elemental bolt at enemies (hybrid combat art). In essence this is a modified version of Archangel's Wrath for the Dragon Mage. For a while I had this CA execute as a melee hit, like Magic Coup. But after experimenting, it seemed like a magical projectile was more suitable for the Dragon Mage. Modifications are: add chance to hit additional opponents/increased damage, add life leech/make projectiles seek their targets, and chance for burning/chance for freezing. Gust of Wind - No changes (except for hurling slain enemies) Tornado - Range now slowly scales with CA level. Now does more damage, a mix of physical and ice damage by default (formerly only physical damage). Disarm gold mod now has 100% chance to disarm enemies (was formerly 20%, then changed to debuff enemy attack in CM Patch). Destroyer - Destroyers are now 25% larger. They now do more damage, a mix of physical and fire damage (formerly only physical damage) and have a 50% chance to knock back enemies. Gold mod Explosive is now Volatile, which increases the Destroyers' fire damage. Protector - Now summons 2 Protectors by default. Values from all Bronze and Silver mods are increased (summon level, health regeneration, attack and defense, armor). The "Familiar" modification that summoned an extra Protector is changed to one that lowers the regen penalty from the buff. Protectors in vanilla had AI that did not allow them to cast their combat arts - that is now changed. Protectors now cast a temporary self-buff, a root spell, and a dirt spray attack. Mentalism Mind Strike - No changes (except for hurling slain enemies) Energy Blaze - Range now slowly scales with CA level Maelstrom - Range now slowly scales with CA level Combat Trance - Initial duration increased from 15 to 90 seconds, but duration increase per CA level halved. Cooldown increased from 60 to 120 seconds. Silver mod Experienced now reduces the cooldown to 96 seconds. Runes of Protection - Chance to stun enemies increased from 10% to 15%. ============================================================== Horse Combat Arts The idea here is to make riding horses more appealing, and hopefully encourage more people to consider the Riding skill. Leap now has a scaling 50% chance to break roots, and will slow movement speed of enemies at the starting location. Charge now buffs the rider with defense, damage mitigation, and light healing during the charge. The charge damage also scales better and can hurl enemies away. Rear Up now has better damage scaling and can hurl enemies away. It also now has a scaling 40% chance for bleeding damage. The icons are unchanged from vanilla. ============================================================== Divine Gifts The idea here is to make the god spells more appealing, and hopefully encourage more people to consider Divine Devotion because it will transform these spells from great to fantastic. Dazzle - damage boosted, duration increased, cooldown lowered from 900 to 300s Sakkara - duration boosted from 20 to 90s, cooldown lowered from 1800 to 400s Will-o-wisp - duration boosted from 10 to 11s, damage boosted, cooldown lowered from 1200 to 400s Infusion - duration doubled from 10 to 20s, cooldown lowered from 900 to 300s Kuan's Breath - raised max level of enemy affected (to avoid the spell no longer working when survival bonus raises enemy levels too high), decreased cooldown from 1200 to 300s Inspiration - increased duration from 15 to 25s, lowered cooldown from 900 to 300s ============================================================== Combos Unfortunately there's not much I can do with Combos, such as making them function more like Sacred 1, so I just upgraded the icons. ============================================================== Skills and Attributes Dragon Mage can now learn the following skills: Dual Wield, Hafted Weapons, Ranged Weapons, Blacksmith. Spell Resistance is now secondary skill. Dryad can now learn the following skills: Hafted Weapons, Toughness, Blacksmith. High Elf can now learn the following skills: Hafted Weapons, Combat Reflexes, Toughness, Blacksmith. Constitution is now primary skill. Inquisitor can now use shields and learn the following skills: Shield Lore, Enhanced Perception. Shadow Warrior can now learn the following skills: Magic Staves, Bargaining. Seraphim can now learn the following skills: Hafted Weapons, Blacksmith. Temple Guardian can now learn the following skills: Magic Staves, Alchemy. Concentration is now primary skill. Damage Lore is now a primary skill choice for all characters, so that a pure spellcaster doesn't have to take a weapon skill to access it. Pacifism skill removed from game. Recovery Elixirs now have additional temporary DOT damping unlocked by the Alchemy skill. Trophy powers now scale better with the Alchemy skill. Improved the effect of the Enhanced Perception skill. Attributes' effect on weapon damage is increased. ============================================================== Challenge Mode Features: Critical hit damage increased from 1.2 to 1.5 times damage. 20% increase of T-Energy damage against the player. Chance for T-Energy to mutate enemies increased by 25%. Max speed in the game quadrupled. The player isn't faster by default, but will benefit from more Run Speed +% gear. Enemies will move faster as well. Enemy aggro range tripled. Aggro range for white (much lower level than player) enemies doubled. Boss aggro range increased by about 10%. No more damage downscaling for NPC's (they will inflict full damage on each other). Range for clearing the fog of war on the map is tripled (results in more enemies). Cooldown for healing potions is doubled. Slightly lower chance to get runes. Enemies gain greater damage from attributes. Overall intensity of enemies increased by 25%. Enemy weapon and spell damage and armor significantly increased (from about 40% on bronze to over 300% on Niobium). Champion enemies receive greater bonuses to hitpoints, damage, armor, chance for critical hits, and attack and defense. They are no longer simply normal enemies with a bit more health. They can be extremely deadly. The challenge patch is OPTIONAL and is only for players who feel that Enhanced Spells could use a greater challenge. ============================================================== Classic Icons Pack Install these on top of the mod if you don't like the new icons and want to play with the original CA icons (just delete the new ones from the icons folder and put these in instead). New and swapped Combat Arts will have icons done in the "classic" style: ============================================================== New Player Portraits and Brighter Health Bar
  6. Almost every week I get the question on the forums or in private messages: how do I make a specific unique or legendary drop for me? This is a guide to how you can mod the scripts to get any item you want to drop as a quest reward. The key is making the item(s) the reward for a quest that is very easy to solve: in this case, it is the multiplayer "start quest" which only requires you to enter a LAN game and either go through the portal or climb on your mount. Detailed instructions are as follows: You should use a good text editor like Notepad++ for investigating and editing the game's text files. 1) First identify the blueprint ID for the item or items that you want to get. Do this by looking in blueprint.txt. It's located in the scripts/server folder of the game install folder. There is no master list of all the ID's and proper item names, but you can figure it out by some trial and error. For the CM Patch items at least, the items mostly have the proper names commented in the entry. Here's an example: newBlueprint = { id = 4143, name = "sword01set02_desertrose", palettebits = "1111111111111111", dmgvariation = 100, minconstraints = {40,13,0}, lvljump = 10, usability = 0, allotment_pmfpi = {700,0,0,0,300}, uniquename = "", specialuseonly = 0, bonusgroup0 = {895,1200,10,9,0}, -- Serious Open Wounds bonusgroup1 = {878,1250,10,9,0}, -- Freeze bonusgroup2 = {893,1300,10,9,0}, -- Opponents Defense bonusgroup3 = {894,800,10,9,0}, -- Opponents chance to reflect melee bonusgroup4 = {751,1000,10,9,0}, -- Gold Slot itemtypes = {13511,}, wearergroups = {'WEARGROUP_DEFAULT',}, } mgr.createBlueprint(4143, newBlueprint); This is the blueprint for the sword Desert Rose. You can see that the ID is 4143. 2) Next step is to enter that blueprint ID as a quest reward for the multiplayer quest in quest.txt (also located in scripts/server folder). Search "multiplayer" in quest.txt and it will take you to the proper quest entry (there is only one instance of the word). Add a new line defining a quest reward just above the line that says "report_required = 0," Add this text: rewards = { {4143,0}, }, The number 4143 can be replaced with any other blueprint ID. If you want multiple items, just add them underneath the previous ones like so: rewards = { {4143,0}, {4144,0}, {4145,0}, }, Save quest.txt (back it up first!). Now on to step 3. 3) Now you can go get the item in-game. To start with, select "Multiplayer" and then "LAN" at the start screen (don't worry, you can take your normal singleplayer characters into a LAN game, then return to singleplayer games with nothing changed). Create a new game, remembering that higher difficulties will yield better versions of the item. When you start the game, you'll be on Multiplayer Island. Then all you need to do is either enter a portal or just climb on your mount, the "quest" will complete and the item(s) will drop to the ground!
  7. Sacred 2 Enhanced Spells Mod View File Sacred 2 Enhanced Spells Mod v. 1.4 by Flix This evolved from my personal mod for playing Sacred 2. I decided there were enough improvements and interesting changes to share it with adventurous players. The mod is a combination of fixes, redesigned balance, and cosmetic changes. Some Combat Arts were also replaced with brand new ones. Currently supported languages: English, French, German, Polish, Russian, Spanish (Spanish patch requires download of additional patch file). ================================================= Installation: The recommended way to install this mod is to use the Generic Mod Enabler (GME). This mod is already set up to be compatible with the GME. Get it at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml Simply download the GME and install it to your Sacred 2 root folder. A typical example of the installation folder is C:\Sacred 2 Gold. After running the GME once, it will make a folder called "MODS" there. Then just place the "Enhanced Spells Mod 1.4" folder into the "MODS" folder, and use the GME to enable it. The GME will back up your clean files and will allow to you to easily uninstall/reinstall the mod as you wish. "Challenge Mode" patch should be installed the same way, after installing the main mod. ================================================== Compatibility: Sacred 2 Enhanced Spells is built from the latest CM Patch (1.50). Therefore it requires the latest Ice & Blood patch and the latest CM Patch. As of v1.3, this mod has built in compatibility with Elite Mounts. No compatibility patches are necessary. Be sure to install Elite Mounts FIRST, then install Enhanced Spells AFTER. Other mods that alter the same files are definitely not compatible (Llama's CM Patch mod, Age of Heroes, Survival Mod, etc.). If you prefer Przemba's Visual Mods over my own portraits, install them after Enhanced Spells. Nude Mod 2016 is not compatible but check that mod for a patch. Because of the way Sacred 2 handles spells, old characters can be safely loaded into Enhanced Spells. Their Combat Arts will be changed, however the change is not permanent. If you load an old character into the mod, but then decide to uninstall the mod, you can continue playing the character with their original Combat Arts. Likewise, new characters started under the mod will simply revert to the standard Combat Arts if the mod is uninstalled. For the best experience, it is recommended to start a new character when playing Sacred 2 Enhanced Spells, unless you just feel like experimenting or using the Sacred 2 Character Editor to respec your Combat Arts. ================================================= General Changes and Fixes: For the most part, weaker Combat Arts received boosts where appropriate. There is not much nerfing going on in the mod. However this is not intended as a cheat mod where you one-shot everything. Balance is still important. All weapon-based combat arts, hybrid combat arts, and almost all offensive spells now hurl enemies when they die. This is part of an effort to restore the older, more interesting death animation for most enemies that involves the corpses flying back rather than just dropping dead. This is more dynamic, exciting, and similar to other action RPG's. It should feel like hard hits make a major impact, rather than having the enemies simply falling down limp on the spot. Normal weapon hits will still make enemies drop dead. Most temporary buffs last much longer, but have longer cooldowns as well. There are fewer modifications that increase temporary buff duration and reduce cooldowns, but in most cases it will still be possible for the duration to catch up to the cooldown at high levels. Every class now has at least one summoning combat art, and most have two or three. Some are temporary and others are buffs. All Combat Arts, old and new, got updated icons. The original icons are ok with their bright colors and simple, bold lines, but I found them too cartoon-like and often kind of "cute." Furthermore a lot of them got reused from character to character. These new Combat Arts are designed to be less monochrome and "icon-like" and more realistic, textured, and unique. All tooltips were revised and updated with uniform terms and more accurate descriptions of what the combat arts and modifications do. There were a fair amount of vague, confusing, or just plain wrong terms used in the old tooltips. For just one example, there should be no more cases of "Regeneration Time" and "Cooldown" being used interchangeably. Also notably all Energy Shields now use the same terminology for the same properties, and the terms match up better with the item modifiers that affect them. Tornado and Gust of Wind are no longer called "Whirlwind" and "Flurry" on their runes and in the Rune Exchange Screen. ================================================= Development: For detailed list of changes to combat arts, and for pictures and videos, and development info (and bug reporting), visit this thread: http://darkmatters.org/forums/index.php?/topic/21916-enhanced-spells-mod-sacred-2/ ================================================= Known Issues: - Not all properties of a Combat Art update dynamically in the CA tooltip text. This is a pre-existing issue in the vanilla game as well. However rest assured that all properties of Combat Arts should be clearly described in the CA description text and will appear (if applicable) in the Sigma bonus overview and/or character overview. - Sonic Vortex is missing the visual effect when mounted. No known solution. - Dragon's Wrath cannot go into a combo. No known solution. If you find bugs, exploits, or other issues, don't forget to let me know so I can address them. ================================================= Thanks to: - desm for translating the mod to French. - Shadowflare85 for translating the mod to German. - KrystianCzach243r for translating the mod to Polish. - Nikoleagle and LordKomar for translating the mod to Russian. - Deivix for translating the mod to Spanish. - SX255 for making the new Deathly Spears icon. - Luthal for helping me work out how to handle summoned minions. - Everyone who played the mod and posted feedback. - Gogoblender and Schot for hosting this mod on DarkMatters. - Llama for making his CM Patch Mod and showing me the way into modding Sacred 2 spells. Submitter Flix Submitted 08/09/2014 Category Community Patch  
  8. <p>Oh, please, does anyone have a copy of this Editor anywhere? The Spawn rate is driving me insane and there's just no way I can edit 4800 entries by hand.</p> <p>Official source is down: <a href="http://darkmatters.org/forums/index.php?/topic/19813-sacred-2-downloads-moonpaws-spawntxt-editor-with-gui/">http://darkmatters.org/forums/index.php?/topic/19813-sacred-2-downloads-moonpaws-spawntxt-editor-with-gui/</a></p>
  9. Elite Mounts Project

    Somewhere in the world of Ancaria there is a priest who was destined to serve Gods in a remote location. He stays in his half-forgotten temple and rarely sees people except for hunters and travelling merchants who stop once in a while to make offerings to the Gods. This priest spends his free time breeding and training exotic creatures. Those rare times when he goes out of the temple, his pets usually follow him. He thinks that animals make good companions to lone travelers like him... and like you. There are also some rumors that this priest does not mind experimenting with machinery, so maybe if you manage to find him and pay him a visit, he would show you results of his experiments. With this, I start releasing the information about the Elite Mount project that had been in the works for quite some time. It began as a part of CM patch, then halted in its tracks and now is continued by me, Pesmontis and Flix as a part of the CM Items mod. As the mod is undergoing gradual integration into CM Patch, there is a possibility that the mounts would eventually return to CM proper and would be released as a part of CM v150. But it's just a possibility, and the first release, regardless of anything, would happen with CM Items mod, so this is the place to look for new mounts. We are not going to tell you the exact location of the temple where the priest and his pets reside, but this thread would gradually fill you in on his merchandise, so stay tuned. There are plans to create new Elite Mounts for each of the seven playable characters - these mounts would be better than the original special ones, but the opportunity to purchase them would open up much later in the course of main campaign. A couple of Elite Mounts are ready, so it's more than just talk, others are in process. Read on to learn more about the mount variety: High Elf's mount - the Dragon: Introduction and Stats - Video bonus mounts - new Wind Serpents: Introduction and Stats Temple Guardian's mount - the "Buzzsaw" Mobiculum: Introduction and Stats - Video Shadow Warrior Armored Hellhound and Inquisitor Armored Spider mounts - Introduction and Stats Dragon Mage's Armored Draconicicon mount - Introduction and Stats Seraphim's Cyber-Tiger mount - Introduction and Stats Dryad's Armored Lizard mount - Introduction and Stats Download Elite Mounts Mod
  10. Diablo 2 Fallen

    Version Beta 9

    595 downloads

    Diablo 2 Fallen Beta 9 Introduction: Diablo 2 Fallen is a semi-conversion mod for Sacred 2 that transforms the game world, character classes, items, enemies, and many more aspects into those of Diablo 2. Relevant Links: D2F Development Thread D2F Release Thread D2F on SacredWiki Please read the following! This mod requires the latest version of the Community Patch (1.50) to be installed beforehand. Do not to have any other mods installed if you're going to play D2F. None. This is a huge mod and compatibility is very limited. Item Mod 1.2a hf is already included, and custom versions of the Survival Mod, Serious Textures mod, Reduced Fog, and Elite Mounts are also integrated. Music is not included. The Music Pack is a separate download available HERE. There is a small new music patch as of Nov. 27 2016. Read this post for how to use D2F with the official Elite Texture Pack. Set "commentary" to OFF in the options menu. The characters will still speak at certain times (inventory full, accept/reject/solve quest, find unique, etc.), and all of those instances have been replaced with D2 character voices. If you don't turn commentary off you will hear a weird mix of vanilla and D2F character voices. The fonts needed for the interface are located in the "pak/fonts" directory of the mod. They are three .ttf files. Right-click each one and select "Install" to install them on your system. Detailed Install Instructions (New Users): Download the Generic Mod Enabler (GME) and install it to your Sacred 2 root folder. Mod Enabler is available at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml Root folder for Steam is C:\Program Files (x86)\Steam\steamapps\common\Sacred 2 Gold Root folder for GOG or disk version may be as simple as C:\Sacred 2 Gold After running the GME once, it will make a folder called "MODS" there. Extract the contents of the D2F archive into the "MODS" folder. There should be two folders: "Diablo 2 Fallen Beta 9" and "D2F Inferno Patch". If using the D2F music pack, extract its contents ("music" folder) into the "pak" folder of the mod. So the structure will look like: [Diablo 2 Fallen Beta 9/pak/music]. Run the GME and enable Diablo 2 Fallen Beta 9. It may take a long time to install. The GME will back up your clean files and will allow to you to easily enable/disable the mod as you wish. -Optional- "Inferno Edition" patch should be enabled after enabling the main mod. Disable it before disabling the main mod. The fonts needed for the interface are located in the "pak/fonts" directory of the mod. They are three .ttf files. Right-click each one and select "Install" to install them on your system. Play with NEW characters only. Previous Users: Disable the old version of D2F with the GME (important!) Remove the old D2F folder from your "MODS" folder. Place the new "Diablo 2 Fallen Beta 9" folder into the "MODS" folder. Enable as usual. -Optional- "Inferno Edition" patch should be enabled after enabling the main mod. Disable it before disabling the main mod. BACK UP YOUR OLD CHARACTERS! You can continue playing with characters started under previous versions of D2F, but new characters are always recommended when upgrading. Recommended - Disable Fight Music and Screen Shake in Options.txt: Be sure to Show Hidden Files and Folders Location of Options.txt: (Windows 7/Vista) C:\Users\<Username>\AppData\Local\Ascaron Entertainment\Sacred 2 (Windows XP) C:\Documents and Settings\<Username>\Local Settings\Application Data\Ascaron Entertainment\Sacred 2 Search for the line "volume_group02" and change the value to 0 Search for the line "cameraShake" and change the value to 0 Thanks to: Pesmontis for all his ideas and insight, and helping me import countless new monster and item designs. dimitrius154 for advice, contributing new models and textures, and coding. Silver Fox for scripting advice, and his work on textures, making new items, god statues, and the Druid's quest. Vampire and desm for making the French version. Wardust for hundreds of ideas on changing textures of the landscape, enemies, and the characters. steinerrr for ideas on how to increase the power and challenge of monsters. Caledor for ideas on adjusting skill effects and the inventory interface. SX255 for some Sabre Cat textures. Jordan0422 and Tharkun who did testing and provided lots of valuable feedback. The CM Patch team and all the modders who came before me, made modding tools, and showed me the way. Everyone who played the mod, posted feedback, and gave support. This mod is very much a product of the entire Sacred 2 community at DarkMatters. Thank you!
  11. Diablo 2 Fallen View File Diablo 2 Fallen Beta 9 Introduction: Diablo 2 Fallen is a semi-conversion mod for Sacred 2 that transforms the game world, character classes, items, enemies, and many more aspects into those of Diablo 2. Relevant Links: D2F Development Thread D2F Release Thread D2F on SacredWiki Please read the following! This mod requires the latest version of the Community Patch (1.50) to be installed beforehand. Do not to have any other mods installed if you're going to play D2F. None. This is a huge mod and compatibility is very limited. Item Mod 1.2a hf is already included, and custom versions of the Survival Mod, Serious Textures mod, Reduced Fog, and Elite Mounts are also integrated. Music is not included. The Music Pack is a separate download available HERE. There is a small new music patch as of Nov. 27 2016. Read this post for how to use D2F with the official Elite Texture Pack. Set "commentary" to OFF in the options menu. The characters will still speak at certain times (inventory full, accept/reject/solve quest, find unique, etc.), and all of those instances have been replaced with D2 character voices. If you don't turn commentary off you will hear a weird mix of vanilla and D2F character voices. The fonts needed for the interface are located in the "pak/fonts" directory of the mod. They are three .ttf files. Right-click each one and select "Install" to install them on your system. Detailed Install Instructions (New Users): Download the Generic Mod Enabler (GME) and install it to your Sacred 2 root folder. Mod Enabler is available at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml Root folder for Steam is C:\Program Files (x86)\Steam\steamapps\common\Sacred 2 Gold Root folder for GOG or disk version may be as simple as C:\Sacred 2 Gold [*]After running the GME once, it will make a folder called "MODS" there. [*]Extract the contents of the D2F archive into the "MODS" folder. There should be two folders: "Diablo 2 Fallen Beta 9" and "D2F Inferno Patch". [*]If using the D2F music pack, extract its contents ("music" folder) into the "pak" folder of the mod. So the structure will look like: [Diablo 2 Fallen Beta 9/pak/music]. [*]Run the GME and enable Diablo 2 Fallen Beta 9. It may take a long time to install. The GME will back up your clean files and will allow to you to easily enable/disable the mod as you wish. [*]-Optional- "Inferno Edition" patch should be enabled after enabling the main mod. Disable it before disabling the main mod. [*]The fonts needed for the interface are located in the "pak/fonts" directory of the mod. They are three .ttf files. Right-click each one and select "Install" to install them on your system. [*]Play with NEW characters only. Previous Users: Disable the old version of D2F with the GME (important!) Remove the old D2F folder from your "MODS" folder. Place the new "Diablo 2 Fallen Beta 9" folder into the "MODS" folder. Enable as usual. -Optional- "Inferno Edition" patch should be enabled after enabling the main mod. Disable it before disabling the main mod. BACK UP YOUR OLD CHARACTERS! You can continue playing with characters started under previous versions of D2F, but new characters are always recommended when upgrading. Recommended - Disable Fight Music and Screen Shake in Options.txt: Be sure to Show Hidden Files and Folders Location of Options.txt: (Windows 7/Vista) C:\Users\<Username>\AppData\Local\Ascaron Entertainment\Sacred 2 (Windows XP) C:\Documents and Settings\<Username>\Local Settings\Application Data\Ascaron Entertainment\Sacred 2 [*]Search for the line "volume_group02" and change the value to 0 [*]Search for the line "cameraShake" and change the value to 0 Thanks to: Pesmontis for all his ideas and insight, and helping me import countless new monster and item designs. dimitrius154 for advice, contributing new models and textures, and coding. Silver Fox for scripting advice, and his work on textures, making new items, god statues, and the Druid's quest. Vampire and desm for making the French version. Wardust for hundreds of ideas on changing textures of the landscape, enemies, and the characters. steinerrr for ideas on how to increase the power and challenge of monsters. Caledor for ideas on adjusting skill effects and the inventory interface. SX255 for some Sabre Cat textures. Jordan0422 and Tharkun who did testing and provided lots of valuable feedback. The CM Patch team and all the modders who came before me, made modding tools, and showed me the way. Everyone who played the mod, posted feedback, and gave support. This mod is very much a product of the entire Sacred 2 community at DarkMatters. Thank you! Submitter Flix Submitted 01/17/2017 Category Community Patch  
  12. This is my personal collection of songs I use for playing Sacred 2. After I played Sacred 2 for a while, I got very tired of always hearing the same 30 second loop of battle music over and over again. I had "listener fatigue." So I did the trick where you disable the fight music in options.txt. This was a little better, but I again noticed I was only hearing about 5 minutes of background music for each region, repeated over and over again. Furthermore, these tracks were too peaceful and ambient, which makes sense because they were meant to be heard out of combat only. Rather than just load up a playlist in a media player every time I played Sacred 2, I decided to actually integrate new songs into the game. I learned from Wardust's great music mod that all that is necessary is converting an audio track to .ogg format, giving it the correct file name, and placing in the game's pak directory in a subfolder called "music." This is the result: Flix's Music Mod. I didn't alter the battle music, since I don't use it anymore. Instead, I think most of the tracks have enough energy and interesting parts to suit battles and town visits alike. I like most of the original regional background music, so most of it is not gone. Instead, it's supplemented with a much wider range of music. So not only will you hear new and different songs, you'll actually be hearing about 150% more music total. In Sacred 2, day time lasts about 45 minutes, night lasts about 15. There is usually enough night music to fill up the entire time without any looping, and the day time music might loop two or three times at most (assuming you don't change regions or go into a dungeon). Download: Flix's Sacred 2 Music Mod Part 1 Flix's Sacred 2 Music Mod Part 2 Flix's Sacred 2 Music Mod Part 3 + Patch - Install After Parts 1-2 Northland Music Patch - Install Last OR All-in-One Music Pack @ Kirmizi Perfect Instructions: I split the songs into 4 zip files. After downloading, extract Part 1 and 2 into your Sacred 2\pak folder. This should create a single folder called "music" containing all the new songs. Then extract Part 3 + Patch and the Northland Patch into the "music" folder. Overwrite files when prompted. Disable the battle music in options.txt, located in the following folder: (Windows 7/Vista) C:\Users\<Username>\AppData\Local\Ascaron Entertainment\Sacred 2 or (Windows XP) C:\Documents and Settings\<Username>\Local Settings\Application Data\Ascaron Entertainment\Sacred 2 Search for the line "volume_group02" and change the value to 0. This will let you hear more of the new music instead of the repetitive battle music. About the music: Basically I picked interesting tunes that I never really get tired of hearing, which was the whole point. Most of the original music is still present in some form too. I tried to stick to the general tone of each region. Night music is usually more peaceful, although in the Swamp, the Blood Forest, and Nor Plat it is more menacing than day music. Dungeon music is mostly unchanged, but in some places it is more ominous. Tyr Lysia's music is generally enchanted and peaceful. There are plucked strings and harps, elf-like woodwinds, mysterious and wistful themes, keyboards, harpsichords, even some whistling and chanting. The dungeon music is generally more intense and oppressive. Artamark's music is folksy and medieval sounding, like a gathering of minstrels. During the day the tunes are mostly in the Celtic and Western European folk vein, while at night warm strings tend to dominate. There are also a few more epic, grandiose themes intertwined in this region. Nor Plat's music is all-out warfare. Intense battle music with percussion, winds, brass, strings. Seraphim Island is way more solemn and forlorn. Almost every track has male or female chanting vocals of some kind, in sort of soaring, hymn-like reverie. It's designed to really evoke how far the Seraphim have fallen but also their majesty and grace. The Dragon Caves now have an additional song that makes me think of wandering sweltering lava caves with crazed cultists. Swamp daytime music is now much more pleasant. In fact it probably has some of my favorite tunes. In the daytime it is generally melancholy and solemn, with some rhythmic cult-like chanting. The night music is quite ominous and fearful and will make you look over your shoulder. The music of the Bengaresh Desert is much more entrancing now. Daytime music evokes the hot sun, scorching wind, and some various Egyptian themes, while at night you'll hear some pulsing music that may make you think of sultry Arabian Nights. The Jungle and Dyr-Lain are marked by tracks with more intense jungle drums and melodic percussion along with tribal flutes and nature sounds that enhance the ambience. Crystal Plane has more icy ambient music that evokes the frozen gems of the region. In addition to the beauty of the region, there is also the slight sense of something unnatural and eerie, like maybe the Seraphim shouldn't have made such a place. So now that's reflected in the music as well. The Blood Forest now has some music that evokes being lost in the woods in addition to the original spooky horror-movie type music. Some of the music matches the weird beauty of the Blood Forest. The Wastelands now has some more epic and heroic themes intertwined with the lonely and sparse default music. This is the lead-up to the final battle and you see skirmishes between the forces of light and shadow all around, so some more rousing music was in order. The entirety of the Great Machine plays the Nameless Guardian boss music because it's a longer track and it's appropriately intense for the final stretch of the campaign. The music for Northland/Christmasland has cold wintry songs that walk the line between gothic and playful. Just as the region is one of holiday delights, it is also one with deadly dangers lurking in the snow. Multiplayer Island music is unchanged. If you choose to leave the battle music enabled there is some new fight music for the Gar'Colossus and the Grand Inquisitor, but nothing too special. Enjoy!
  13. How to add names with s2rw?

    Hi! I'm making a mod for my sister. I'm making a set named "Anna's Dance" (Cuz her name is Anna, and she dances), And I'm planning on having four items in it: Anna's Sway (Chest) Anna's Grip (Gloves) Anna's Twirl (Belt) Anna's Movement (Leg) I know you have to edit the global.res file to name things, but I don't know how, other than modifying current names, which I don't want to do because I just made new set items. Can anyone help? Thanks in advance!
  14. File Name: Elite Mounts Mod File Submitter: Flix File Submitted: 18 Jan 2016 File Category: Community Patch Somewhere in the world of Ancaria there is a priest who was destined to serve Gods in a remote location. He stays in his half-forgotten temple and rarely sees people except for hunters and travelling merchants who stop once in a while to make offerings to the Gods. This priest spends his free time breeding and training exotic creatures. Those rare times when he goes out of the temple, his pets usually follow him. He thinks that animals make good companions to lone travelers like him... and like you. This mod adds new special mounts for all 7 characters. They can be purchased from a new special mount dealer deep in the Jungle. Detailed information on all the variations in mount appearance and stats can be read about in this thread on DarkMatters forums. Each character gets 4 new special mounts, with the exception of the High Elf, who gets 7 new mounts. This mod requires the Ice and Blood expansion (or Sacred 2 Gold) and the latest Community Patch (1.50) to be installed beforehand. The CM Items Mod (optional) should be installed after the Community Patch but before anything else. Supported languages: English, French, German, Polish, Russian, and Spanish (Spanish requires download of an additional language patch). Installation (with no other mods installed): Download the Jonesoft Generic Mod Enabler (GME) and install it to your Sacred 2 root folder (the main folder where Sacred 2 is installed). Mod Enabler is available HERE After running the GME once, it will make a folder called "MODS" there. Extract the contents of the rar file and copy the "Elite Mounts v1.10" folder into the "MODS" folder. Run the GME and enable Elite Mounts v1.10. It may take a moment to install. The GME will back up your clean files and will allow to you to easily enable/disable the mod as you wish. The mod also comes with compatibility patches for some of the more popular Sacred 2 mods. Use the Generic Mod Enabler to activate them in the order described below. Installation order if using other mods: Elite Mounts Mod Wardust's Serious Textures Mod (must be version from Sacred 2 Nexus) (ignore compatibility patch) Enhanced Spells Mod (+ optional Challenge Mode) or Survival Mod or Llama's CM Patch Mod (choose one, these three mods are not compatible with each other) Compatibility Patch for whichever mod you chose to install at step #3 (Llama Mod or Survival Mod ONLY, Enhanced Spells 1.3+ has built-in compatibility so no patch necessary). This mod is NOT compatible with: Sacred 2 Nude Mod 2016 (compatibility patch is available with the Nude Mod) Diablo 2 Fallen (mounts are already integrated) Any older mod not updated for CM Patch 1.50 This mod should work just fine with Fleet's Nude Skins, Reduced Fog, Przemba's Visual Mods, and any music/sound mod. Click here to download this file
  15. SkWarVuDu240.zip

    Version

    268 downloads

    This is a modded scripts folder build and is meant to be extracted/copied/and,or pasted as such. With that said please make a back-up of your original Sacred2 Fallen Angel scripts folder before over writing with any modded 1s ty. and yes they all attack. Basically added a Skeleton Warrior Nether Allegiance buff to the end of a lot of Area buff spells. I left BFG, Vudu, Doppleganger buffs alone for gameplay sake, with that said I strongly recommend against a perm. doppleganger as he will spawn a lot more summons. If u do try it, then u can always click on the buff bubble to destroy, & or re-summon. I modded script/.txt files: balance, creatures, spells. Camera shake is off for Dragon pets, whom I have shrunk also to 0.300000 to fit up to 4 onscreen. Enjoy>
  16. Elite Mounts Mod

    Version

    1,327 downloads

    Somewhere in the world of Ancaria there is a priest who was destined to serve Gods in a remote location. He stays in his half-forgotten temple and rarely sees people except for hunters and travelling merchants who stop once in a while to make offerings to the Gods. This priest spends his free time breeding and training exotic creatures. Those rare times when he goes out of the temple, his pets usually follow him. He thinks that animals make good companions to lone travelers like him... and like you. This mod adds new special mounts for all 7 characters. They can be purchased from a new special mount dealer deep in the Jungle. Detailed information on all the variations in mount appearance and stats can be read about in this thread on DarkMatters forums. Each character gets 4 new special mounts, with the exception of the High Elf, who gets 7 new mounts. This mod requires the Ice and Blood expansion (or Sacred 2 Gold) and the latest Community Patch (1.50) to be installed beforehand. The CM Items Mod (optional) should be installed after the Community Patch but before anything else. Supported languages: English, French, German, Polish, Russian, and Spanish (Spanish requires download of an additional language patch). Installation (with no other mods installed): Download the Jonesoft Generic Mod Enabler (GME) and install it to your Sacred 2 root folder (the main folder where Sacred 2 is installed). Mod Enabler is available HERE After running the GME once, it will make a folder called "MODS" there. Extract the contents of the rar file and copy the "Elite Mounts v1.10" folder into the "MODS" folder. Run the GME and enable Elite Mounts v1.10. It may take a moment to install. The GME will back up your clean files and will allow to you to easily enable/disable the mod as you wish. The mod also comes with compatibility patches for some of the more popular Sacred 2 mods. Use the Generic Mod Enabler to activate them in the order described below. Installation order if using other mods: Elite Mounts Mod Wardust's Serious Textures Mod (must be version from Sacred 2 Nexus) (ignore compatibility patch) Enhanced Spells Mod (+ optional Challenge Mode) or Survival Mod or Llama's CM Patch Mod (choose one, these three mods are not compatible with each other) Compatibility Patch for whichever mod you chose to install at step #3 (Llama Mod or Survival Mod ONLY, Enhanced Spells 1.3+ has built-in compatibility so no patch necessary). This mod is NOT compatible with: Sacred 2 Nude Mod 2016 (compatibility patch is available with the Nude Mod) Diablo 2 Fallen (mounts are already integrated) Any older mod not updated for CM Patch 1.50 This mod should work just fine with Fleet's Nude Skins, Reduced Fog, Przemba's Visual Mods, and any music/sound mod.
  17. Hi to everybody. For years I've been in love with sacred 1 e 2. But now I wonder how to mod the SB in Sacred 2?. (In S1 there was the SHE to modify statistics and SB, but in Sacred 2 no ) The SB is the best parameter for anyone
  18. File Name: Sacred 2 Reduced Fog Mod File Submitter: Flix File Submitted: 05 Jun 2015 File Category: Ice & Blood Patches and Mods This is a simple mod that makes the fog in the game more transparent, allowing you to see further into the distance. Installation: If you don't have the Generic Mod Enabler (GME), download it at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml Install the GME to your Sacred 2 installation folder and run it once. It will make a folder there called "MODS". Place the "Reduced Fog Mod" folder into the "MODS" folder. Run the GME again and you can now enable/disable the mod as you wish. Compatibility: This mod should be compatible with any other mod. It is already included with my mod "Diablo 2 Fallen". It does not require the CM Patch. It was tested with the Ice and Blood expansion, but it would probably work with the base game Fallen Angel as well. Known Issues: Depending on your camera settings and positioning, you may notice some "pop-in" of distant objects like trees and buildings. If you have a slow computer or elite graphics turned on you may notice a slight performance hit when running. Click here to download this file
  19. Version 1

    347 downloads

    Reduced Fog Mod for Sacred 2 This is a simple mod that makes the fog in the game more transparent, allowing you to see further into the distance. Installation: If you don't have the Generic Mod Enabler (GME), download it at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml Install the GME to your Sacred 2 installation folder and run it once. It will make a folder there called "MODS". Place the "Reduced Fog Mod" folder into the "MODS" folder. Run the GME again and you can now enable/disable the mod as you wish. Compatibility: This mod should be compatible with any other mod. It is already included with my mod "Diablo 2 Fallen". It does not require the CM Patch. It was tested with the Ice and Blood expansion, but it would probably work with the base game Fallen Angel as well. Known Issues: Depending on your camera settings and positioning, you may notice some "pop-in" of distant objects like trees and buildings. If you have a slow computer or elite graphics turned on you may notice a slight performance hit when running.
  20. This is yet another idea I've had brewing in my head for a very long time. I found some time over the weekend to actually flesh it out enough to be able to share some of my ideas. I want to make a mod that adds new bosses and enemies. In addition to working with a few really cool monster types from Sacred 2, I also had this idea of "Wild Mounts." Why aren't there more tigers or lizards running around Ancaria? Most of the mounts have ecological niches where they would fit in, and it would be interesting to face revamped versions of them as foes (like the little Hell Hounds/big Hell Hound boss in the Blood Forest). Right now what I'm showing you is a boss roll-call. I've done just the barebones work here, creating the creatures, placing them on the map, and sketching out a basic quest-line for them. It's a looooong way from being finished, and since I've never made a quest before, it may not even be possible to do them. But, it's fun anyway, so, here's my ideas in rough campaign quest order: Radismus & Lucidius - Burning and Crystal Skeletons Two Elven sorcerers consumed and corrupted by a lust for power and magic, the twin brothers Radismus and Lucidius turned to dark magic to acheive their aims. They made their lair in the depths of the abandoned prison island off the coast of Thylysium. The remnants of corpses and evil psychic emanations of the sprawling stone dungeons was the perfect environment for the two necromancers to practice their craft. Evidently they acheived their goal of immortality, though in the most gruesome way. They remain as skeletons, shackled to a single room in the deepest level. Radismus remains consumed by his fiery hatred, and Lucidius frozen inside his icy misery. Their bodies are ruined but their magical power remains lethal. Shengis - Mountain Troll Shaman Deep in the mountains of Nor Plat, you find an injured allied Orc soldier. For days, the Orc has been tracking a particularly powerful Troll Shaman named Shengis. The Orc is unable to continue the hunt, but as a new member of the clan, you decide to finish the job. Shengis is brutally strong and possesses an arsenal of spells. Bast - Dragon Berserk On west Dragon Sea Island, a fearful dragon cultist approaches you and frantically tells you that one of the neophytes, Bast, has been attempting dragon magic way beyond his skills. Most recently he has foolishly dabbled with the Dragon Berserk spell, and lost all control after the transformation. He is now rampaging across the island. As a Dragon Berserk, Bast can use Lacerate and Blood Frenzy, and should be approached with the utmost caution. Father Dagon - Unique Monster After entering the Swamp through the magical portal, you meet a few members of an elven archaeological expedition hiding among the stone ruins of Khatuz. They tell you that they unearthed some ancient manuscripts in Bengaresh, then followed the signs north to the Hissil'Ta swamp, and in their searching awoke something terrible. Creatures that should lay in a deep dreamless sleep are now returning to life and corrupting the marshes. Something is gathering and controlling the Olm, normally mindless swamp creatures, and organzing them into fanatical legions. You decide to track down this unearthly being in the northern swamps. Mother Hydra After defeating Father Dagon, sinister clues point to an even more terrible and powerful creature in the drowned bogs of the southern swamps. Fighting down fear, you resolve to track down the ultimate source of the evil and put an end to it once and for all. Kumonga - Shroud Spider Kumonga is an enormous solitary Shroud Spider that lives in the vast wastes of the Bengaresh Desert. There are no settlements or structures near his territory. It is a desolate, barren place shunned by all. Kumonga comes from the ancient Du'Rach word for "spider," and there is evidence that its presence was known even in ancient times pre-dating the first human and elf settlements. Tekeli - Monitor Lizard The village of Eloeth Sun is split between a town on the Dyr-Lain mainland and a small island settlement, connected by a long wooden bridge. On the mainland, near one end of the bridge, you see a Dryad lizard trainer, visibly upset. She tells you her oldest Battle Monitor, Tekeli, has gone rogue the previous day. Half-blind and half-mad, the huge lizard went berserk and broke free while being saddled, fatally biting one Dryad rider and crippling another with a lash of her tail before retreating to the beach. The other Dryads were forced to abandon the small island village until someone is able to subdue the beast. I had a terrible time trying to un-saddle the Sabertooth Tiger and getting the fur effect to show up. It kept crashing my game, so my idea to make a Sabertooth boss in the Temple of Tears may or may not be created. I may put something else in that location, since it seems like the perfect place for a boss. I would probably integrate this with the Enhanced Spells Mod and/or the CM Items Mod, just so there aren't too many overlapping mods creating confusion and installation woes. That's all for now. Any thoughts on what might make a good boss, location, or quest storyline?
  21. Hy! Prepare for mi bad english! jejeje I've always believed that the colors of the NPCs and heroes were too ridiculous Heroes with red, cyan and yellow at the same time! The purpose of the mod it's to convert Sacred2 in a game a little more serious. Here some pics and the download links http://sacred2mod.blogspot.com.es/ Uploaded with ImageShack.us Uploaded with ImageShack.us Uploaded with ImageShack.us Uploaded with ImageShack.us
  22. So I finally started playing Sacred Underworld with a slight personal modding. But I ran into a serious setback: how do you edit sound.pak? I found a way to extract all the sound into wav and mp3, but that’s it. These files don’t work like GRN and TGA do. Also, does Mental Regeneration work on a Dwarf? He starts with 0, so it seams suspicious to put points into it.
  23. PERMANENT Hair Color Tutorial For The Seraphim Hello~! Originally posted here. If you can find it in your heart to click and view this page I would be so happy lol. I haven't seen a guide for this so why not be the first? ^_~ I think everyone already knows how to change their female character's hair color using the console. The problem is that it won't be saved when you exit the game. Also, the colors will not be the the same with the colors you see/choose on the Web. I tried to use pink (#ff6666) but it came up as orange. This is due to the fact that the hair color of the seraphim is actually Yellow/Blonde/Whateva. The SYS HAIRCOLOR command only adds the pink on top of the yellow or something like that So if you want to achieve a more specific color, you should edit the "sera_hair2_do.dds" which can be found inside the graphics02.zip. Edit it with GIMP (Best and easiest photo editor) and you can just use the colorize option to change it to whatever combination you like. See the pic below of my seraphim with Baby pink hair and Dark Pink (?) highlights The Plaid Skirt is still a WIP haha Just remember that when you do this, You will change ALL of the Seraphim's hair in the game. That's not a problem, right? What I did so you won't have to close-open the game, just edit the texture while the game is running and Press CTRL + F1 (I learned this thanks to SilverFox ) in-game and the textures will all be reloaded after a 2 second lag. To remove the mod, just delete the file. The "sera_hair2_do.dds" should be inside these folder: Low Quality Textures = D:\SACRED2\pak\lq\maps\heroes\seraphim Med Quality Textures = D:\SACRED2\pak\mq\maps\heroes\seraphim Then Play~! I think this works for the other characters as well? Didn't try coz The seraphim is all we Need #PigtailsFTW For your Convenience, I uploaded a zip file containing the folder(s) and the "sera_hair2_do.dds" inside. Just place in the PAK folder,make a back up and edit right away~! Mediafire Download Here. For More MODS CLICK HERE ~SevPOOTS
  24. File Name: PINK seraphim File Submitter: SevPOOTS File Submitted: 23 Jan 2015 File Category: Sacred Mods Just Retextured The seraphim to make her look Pink. Because Pink > Any other color. Watch The Video Here: View More Mods Here: https://sevpoots.wordpress.com/sacred-sacred-2-mods/ Click here to download this file
  25. PINK seraphim

    Version FINAL

    66 downloads

    Just Retextured The seraphim to make her look Pink. Because Pink > Any other color. Watch The Video Here: View More Mods Here: https://sevpoots.wordpress.com/sacred-sacred-2-mods/
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