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  1. Sacred 2 Enhanced Edition 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 bug fixes, redesigned balance, quality-of-life improvements, and cosmetic changes. S2EE is designed for the player to install a single CORE module that contains the bulk of the changes. The player can then install some optional add-on modules: Optional "Alternate Spells" module. Install on top of the CORE to swap out several vanilla combat arts with new custom ones. Optional "Challenge Mode" patch. Install on top of the CORE to play with significantly increased difficulty. Optional "SuperSpawn" patch. Install on top of the CORE to play with significantly increased enemy spawn count. Optional "Classic Icons" module. Install to restore the aspect background and CA icons to vanilla. Optional "Classic Icons for Alternate Spells" module. Install to change the aspect background and CA icons to the "classic" style. Download the Mod: Sacred 2 Enhanced Edition. Total Changes and Fixes: Download Enhanced Edition Manual This mod is built from and requires the Community Patch 1.60 Currently supported languages: CORE Module: English, French, German, Polish, Russian, Spanish, Hungarian. Alternate Spells module: English, French, German, Polish, Russian, Spanish. ============================================================== Detailed Changes to Combat Arts: ============================================================== Alternate Spells Module: ============================================================== Divine Gifts: ============================================================== Horse Combat Arts: ============================================================== Combos ============================================================== New Player Portraits and Brighter Health Bar
  2. With only 6 sets (7 with CM Patch), the Dragon Mage has far fewer sets than the other characters of Sacred 2. This mod aims to give him some much needed attention with 3 new unique full armor sets: Draco's Garments of Mutation Chaoskampf Auspicious Powers Bonus Mini-Sets: Eternal Return Tooth and Nail NOTE: This mod was included in and superseded by the Community Items Mod, which has itself been included as part of the Community Patch 1.50 ------------------------------------------------------------------------ Chaoskampf Throughout the most ancient myths and legends of the West and the Near East, the motif of a hero struggling against a chaos monster appears again and again. More often than not, this monster is depicted as a dragon, the mightest of creatures. The Germans have a word for this eternal battle: Chaoskampf. This set honors those worthy foes by harnessing their chaotic power. Chaoskampf boosts the Combat Arts of the Dragon Magic aspect, and also provides several offensive bonuses designed to enhance the attacks of a Dragon Mage fighting with melee or ranged weapons. Spellcaster Dragon Mages of all kinds will also likely find value in most set pieces. Full Set Bonuses: +% Chance to Burn (3 Pieces) +All Skills (5 Pieces) + All Armor Types (7 Pieces) +% All Damage (Full Set) Available sockets: 8 Silver slots 8 Gold slots Set Pieces: (Head) Lotan's Unbreakable Skull +Dragon Berserk +Strength +Toughness Lotan is the seven-headed draconic aspect of Yw, the primordial chaos god. He lives in an underwater palace in the dark abyss and his nemesis is the great god Baal. Baal kills Lotan by cracking his skull, yet the dragon lord heals and is resurrected and kills Baal in turn. This cycle is continued through all time. (Shoulders) Ladon's Vigilance +Dragon Strike +% Spell Resistance +% Chance to Evade Attack Ladon was the serpent-like dragon that twined and twisted around the tree in the Garden of the Hesperides. Ladon guarded the immortality-giving golden apples that grew there, and had a hundred heads that never slept. Hercules was able to steal the golden apples only by tricking Atlas, who was permitted in the garden, into gathering them for him. In some versions of the tale Hercules must battle and defeat Ladon himself and take the apples. (Chest) Leviathan's Hardened Scales +Dragon Form +Chance to reflect Close Combat +Hitpoints +Defense "Can you pull in the Leviathan with a fishhook or tie down his tongue with a rope? Can you fill his hide with harpoons or his head with fishing spears? If you lay a hand on him, you will remember the struggle and never do it again! Any hope of subduing him is false; the mere sight of him is overpowering. Who can strip off his outer coat? Who would approach him with a bridle? Who dares open the doors of his mouth, ringed about with his fearsome teeth? His back has rows of shields tightly sealed together; They are joined fast to one another; they cling together and cannot be parted. His snorting throws out flashes of light; his eyes are like the rays of dawn. His breath sets coals ablaze, and flames dart from his mouth. His chest is hard as rock, hard as a lower millstone. When he rises up, the mighty are terrified; they retreat before his thrashing. The sword that reaches him has no effect, nor does the spear or the dart or the javelin. Iron he treats like straw and bronze like rotten wood. Arrows do not make him flee, sling stones are like chaff to him. A club seems to him but a piece of straw, he laughs at the rattling of the lance. Nothing on earth is his equala creature without fear." - Job 41:1-34 (Waist) Illuyanka's Guile +Dragon Familiar +% Spell Intensity +Ancient Magic Illuyanka was an ancient Hittite Dragon God. This serpentine monster was the nemesis of Teshub, the Sky God. When the two first fought, Illuyanka threw down Teshub and was victorious. Teshub was forced to scheme and enlist a goddess's help to entice Illuyanka and fill him with food and drink. Only then could the drunken Dragon be bound and defeated. Even in this state, it took the combined effort all the gods to overcome him. (Arms) Jörmungandr's Venom +Destroyer +% Chance Opponent Cannot Evade Attack Opponent Level for Deathblow Jörmungandr is the offspring of Loki, God of Trickery, and Angrboða, the Grief-Giant. When Jörmungandr was born, Odin took the small wriggling snake and cast it into the sea, where it grew in the boundless depths of the ocean until it was so large it completely encircled the world. For this reason it was known as the Midgard Snake or the World Serpent. He is the recurring enemy of Thor. The last meeting between the World Serpent and Thor is predicted to occur at Ragnarök, when Jörmungandr will come out of the ocean and poison the sky. Thor will battle and kill Jörmungandr and then walk nine paces before falling dead, having been poisoned by the serpent's venom. (Gloves) Vritra's Tenacity +Offensive Skills Damage of Enraged Players +% Chance for Critical Hit Vritra was the first-born of Dragons, a serpent beast who was the personification of drought. He blocked the rivers and kept all the water of the world captive in his 99 Fortresses. It took the might of the God Indra hurling lightning bolts and throwing down the great Dragon over and over again to defeat him. Every time Vritra was thrown down, he rose again, charging, unstoppable, even as lightning blasted his limbs from his body, he never ceased his onslaught, breaking both of Indra's jaws before he was finally rent apart by the God's lightning attacks. (Legs) Fafnir's Burning Blood +Eternal Fire +% Fire Damage +Attack Fafnir was a powerful and fearless Dwarf prince who was turned into a terrifying dragon by his own greed and lust for treasure. He poisoned the land around his cave with his toxic breath to guard his wealth. The hero Sigurd is able to face Fafnir only by using Odin's advice to dig deep trenches to divert the dragon's fiery blood when he is wounded. Sigurd eats part of Fafnir's heart to gain his power. (Boots) Hydra's Regeneration +% HP Regeneration -% Combat Arts Regeneration +% Run Speed The Lernaean Hydra was a great cthonic serpent with more heads than could ever be painted by artists. It had poisonous breath and blood so virulent even its tracks were deadly. So long as it retained just one head, it was invincible. And where one head was cut off, two more grew back in its place. Even when the demi-god Hercules cut off the Hydra's last immortal head, it remained alive and writhing until at last Hera placed it into the dark blue vault of the sky as a constellation. --------------------------------------------------------------------------------------- Auspicious Powers Dragons of the East are regarded as powerful guardians, and beings of luck and fate. These creatures exert considerable power over water, rainfall, hurricane, and floods. This set taps into their strength and mystical powers. Auspicious Powers is a heavily defensive set, and boosts select Combat Arts from both the Mentalism and Elemental Magic aspects. Weapon-using Dragon Mages may find some value in the set as well, in particular Magic Staff users. Full Set Bonuses: -% Regeneration Penalty From Buffs (3 Pieces) +All Skills (5 Pieces) -% Combat Arts Regeneration (7 Pieces) +% Damage Mitigation: All (Full Set) Available sockets: 8 Silver slots 8 Gold slots Set Pieces: (Head) Mei Long's Slumber Mei Long is known as the Sleeping Dragon. Fossils of this ancient dinosaur were found in China perfectly preserved in three-dimensional detail, with the snout nestled beneath one of the forelimbs and the legs neatly folded beneath the body. Mei Long was buried instantly in volcanic ash without even stirring from its sleep. +Combat Trance +Intelligence +Defensive Skills (Shoulders) Watatsumi's Protection Watatsumi is a great water god, a spirit dragon of the oceans and a divine protector. He has an underwater palace called RyÅ«gÅ«-jÅ at the bottom of the sea. He allowed his daughter's human husband to live with them in this sanctuary for 3 years. He is lord of all fish, sharks and crocodiles in the sea, and can command them to see humans to safety across long distances. Ancient Japanese emperors claimed lineage from Watatsumi. +Runes of Protection -% Detrimental Magic Effects +% Block Chance: Spell (Chest) Bashe's Voracity Bashe was an enormous giant reptile with a legendary insatiable appetite. His very name means 'inordinately greedy.' It is said that he could carry bears on his back and swallowed elephants whole. His skin was covered in scales that rattled and he had thick bristles like a boar's. The bones of his progeny or even the bones of the elephants who passed through him had mystical healing powers - people who made medicines from these bones lived long lives free of ailments. +% Combat Art Range +% Leech Life from Opponents +Chance to find Valuables +% Damage Over Time Reduction All (Waist) Qing Long's Everlasting Spring Qing Long, known as the Azure Dragon, is one of the Four Symbols of the Chinese constellations. It represents the East and the Spring season. It is also known as the Green Dragon and the Avalon Dragon. In China it is said that it is periodically reincarnated and possesses great heroes of the dynasties. In Japan it is one of the four guardian spirits of cities. Before the entrance of the Kiyomizu Temple there is a statue of the Azure Dragon which is said to drink from the waterfall within the temple complex at nighttime. +Stamina -% Opponent's Chance to Wound etc. +% HP Regeneration (Arms) Shesha's Paean Shesha is the king of all Nagas (serpent deities), one of the primal beings of creation, and an avatar of the Supreme God. Shesha holds all the planets of the Universe on his hoods and he constantly sings the glories of Vishnu from all his mouths. Shesha is depicted with a massive form that floats coiled in space, or on the ocean of milk, to form the bed on which Vishnu lies. It is said that when Shesa uncoils, time moves forward and creation takes place. When he coils back, the universe ceases to exist. His name means "that which remains", because when the world is destroyed at the end of the aeons, Shesha remains as he is. +Gust of Wind +Combat Art Skills +% Cast Speed (Gloves) Kaliya's Promise Kaliya was a great water naga that had retreated from his ancient home to find a place of safety in a river. However, his essence was of poison that threatened people wherever he went. No animals or plants could grow around where he lived. One day Krishna approached the pond, and when he saw how afraid the people were of Kaliya he fell upon the Dragon with all the weight of the universe. Kaliya's serpent wives then prayed with joined palms that Kaliya be spared, so Krishna allowed him to continue on, so long as he vowed to find a new home and to never to harass anyone again. +Mind Strike +Willpower +Concentration (Legs) Druk's Thunder Druk is the "Thunder Dragon" of Bhutanese mythology and a national symbol of Bhutan. A Druk appears on the Bhutanese flag, holding four jewels to represent wealth and the security and protection of its people. The ancient founder of the Drukpa lineage once witnessed the Namgyiphu valley glowing with rainbow and light. Considering this an auspicious sign, he entered the valley to choose a site for the construction of a monastery, whereupon he heard three peals of thunder the sound produced by the Druk. In their own language, Bhutan is called Druk Yul, or Land of Druk, and Bhutanese leaders are called Druk Gyalpo, the Dragon Kings. +Tornado +Magic Staffs +% Chance to Reflect Stun (Boots) Mizuchi's Deep Waters Mizuchi was a hornless yellow dragon, that dwelled in water and would breathe or spew out its venom, poisoning and killing many passersby. He had a large tribe of his kin that lived in deep vast underwater caves, where none dared to dive. He could also shapeshift into the form of a human or a swift deer. In ancient times human sacrifices were made to this ancient river-god. +Maelstrom +% Run Speed +% Chance to Evade Attack -------------------------------------------------------------------------------------- Draco's Garments of Mutation As of the last official release of Sacred 2 Ice and Blood, the original 6 characters had "Mutation" sets partially finished but they were not completed or implemented. The Community Patch team completed the sets and implemented them into the game. However, the new character added to Sacred 2 in the Ice and Blood expansion, the Dragon Mage, was left without such a set. This armor set is designed to be a "Mutation" armor set for the Dragon Mage. The pieces have few innate bonuses but a very high number of sockets by which to "mutate" the armor to adapt to whatever playstyle the player wishes. Full Set Bonuses: Visibility Range +% (3 Pieces) Armor +% (5 Pieces) Max Hitpoints +X (Full Set) Available sockets: 10 of Bronze 11 of Silver 11 of Gold Set Pieces: (Head) Draco's Crown Block Chance: Root +% (Shoulders) Draco's Conveyance Damage over time: Physical -% Damage over time: Magic -% Damage over time: Fire -% Damage over time: Poison -% Damage over time: Ice -% (Torso) Draco's Frame Damage mitigation: Physical +% Damage mitigation: Magic +% Damage mitigation: Fire +% Damage mitigation: Poison +% Damage mitigation: Ice +% (Waist) Draco's Cincture Chance to Find Valuables +% (Arms) Draco's Reach Damage +% (Gloves) Draco's Paw Chance for Critical Hits +% (Legs) Draco's Endurance Chance to Evade +% (Boots) Draco's Tread Run Speed +% -------------------------------------------------------------------------------------- Bonus Set: Eternal Return This is a mini-set composed of two rings. It is dragon-themed, and available to all classes. It is based on the concept of an eternally recurring universe, a neverending cycle of time, often symbolized by the image of a great serpent biting its own tail, forming a circle or ring. Two Egyptian creatures invoke the cyclical nature of time: Apep and Ouroboros. Full Set Bonus: +% Survival Bonus Set Pieces: Apep's Eclipse (Ring) Apep was the god of chaos and darkness, eternal enemy of light and truth. This dragon was known as "the serpent of the Nile" and "the world encircler". He was said to be miles long, and he lurked just below the horizon, waiting to swallow the sun every day. In his lust for darkness and hatred of light he also sometimes managed to swallow the sun during the day, causing the eclipse. He is quickly cut open and killed by Ra's followers, but returns when night falls. +% Chance to cause secondary effects + Life Leeched per Hit Ouroboros' Advent (Ring) Ouroboros is the dragon with its tail in its mouth, devouring while being devoured. It both destroys and regenerates itself at once. In the Egyptian book of the netherworld, it twines around the final union of Ra and Osiris, gods of life and the afterlife. Symbol of Gnostics and Alchemists, it represents self creation and perpetuation, existence without end. It is the cycle of months, seasons, years, of all time. It is the infinite dawn. Detrimental magic effects -X% Regeneration Per Hit -------------------------------------------------------------------------------------- Bonus Set: Tooth and Nail This two-piece set comprises a ring and an amulet. It features certain rare components ripped from foul creatures with unclean supernatural powers. Full Set Bonus: +% Leech Life Set Pieces: Lycanthrope Claw (Ring) +% Chance to cause Deep Wounds +% Chance to fear opponents away "What is Lycanthropy? The change of man or woman into the form of a wolf, either through magical means, so as to enable him or her to gratify the taste for human flesh, or through judgment of the gods in punishment for some great offence." - Sabine Baring-Gould, The Book of Were-Wolfes "It is a certain thing, and within the knowledge of all, that many a christened man has suffered this change, and ran wild in woods, as a Were-Wolf. The Were-Wolf is a fearsome beast. He lurks within the thick forest, mad and horrible to see. All the evil that he may, he does. He goeth to and fro, about the solitary place, seeking man, in order to devour him." - Marie de France, Bisclavret (Lais of the Werewolf) "In vain he attempted to speak; from that very instant His jaws were bespluttered with foam, and only he thirsted For blood, as he raged amongst flocks and panted for slaughter. His vesture was changed into hair, his limbs became crooked; A wolf,--he retains yet large trace of his ancient expression, Hoary he is as afore, his countenance rabid, His eyes glitter savagely still, the picture of fury." - Ovid, Metamorphoses Nosferatu Fang (Amulet) +% Chance to cause Open Wounds +% Chance to Poison When all was ready, Van Helsing said, "Before we do anything, let me tell you this. There are such beings as vampires, some of us have evidence that they exist. Even had we not the proof of our own unhappy experience, the teachings and the records of the past give proof enough for sane peoples. It is out of the lore and experience of the ancients and of all those who have studied the powers of the Un-Dead. When they become such, there comes with the change the curse of immortality. They cannot die, but must go on age after age adding new victims and multiplying the evils of the world. And so the circle goes on ever widening, like as the ripples from a stone thrown in the water. The nosferatu do not die like the bee when he sting once. He is only stronger, and being stronger, have yet more power to work evil. This vampire which is amongst us is of himself so strong in person as twenty men, he is of cunning more than mortal, for his cunning be the growth of ages, he have still the aids of necromancy, which is, as his etymology imply, the divination by the dead, and all the dead that he can come nigh to are for him at command, he is brute, and more than brute, he is devil in callous, and the heart of him is not, he can, within his range, direct the elements, the storm, the fog, the thunder, he can command all the meaner things, the rat, and the owl, and the bat, the moth, and the fox, and the wolf, he can grow and become small, and he can at times vanish and come unknown." - Bram Stoker, Dracula
  3. Are you ready for a brand new Sacred 2 experience? Presenting a new mod for Sacred 2 CM 1.60: Diablo 2 Fallen Latest update as of April 30, 2020! Download the latest release: Diablo 2 Fallen v.14 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. 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. Completely rebalanced gameplay. Fight more powerful and aggressive enemies - with better XP & rewards! Custom version of Wardust's Serious Textures built in. Reduced Fog Mod integrated Rewrites for character class quests - learn more about their personal backstory. All new quests imported from Diablo 1 and 2! New feature: The Hellfire Arena, a series of arena battles pitting you against waves of the strongest monsters and bosses! 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 Druid Shapeshifting Guide Debuffs, Part 3 Map of New Bosses & Superuniques
  4. Version v1.2b

    5,013 downloads

    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.
  5. Version 1

    1,507 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 undressed Mod 2016 (compatibility patch is available with the undressed 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 undressed Skins, Reduced Fog, Przemba's Visual Mods, and any music/sound mod.
  6. Version 2.4b

    7,108 downloads

    Sacred 2 Enhanced Edition by Flix Sacred 2 Enhanced Edition (S2EE) is the continuation of the old Enhanced Spells mod. S2EE came about during the development of the Community Patch and my other mods (such as Diablo 2 Fallen). S2EE contains hundreds of bugfixes, and numerous gameplay improvements that are not strictly fixes. S2EE is designed for the player to install a CORE module, then they may install some optional add-on modules. See the included "Sacred 2 EE 2.4 Manual.pdf" for full list of modules and features. Currently supported languages: CORE module: English, French, German, Polish, Russian, Spanish, Hungarian. Alternate Spells module: English, French, German, Polish, Russian, Spanish. ================================================= Installation: I HIGHLY advise NEW CHARACTERS or you may have broken quests, re-rolled bonuses on gear, or other odd behavior. 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 For Steam the root folder is C:\Program Files (x86)\Steam\steamapps\common\Sacred 2 Gold For GOG or disk version, the root folder is wherever you installed the game, for example C:\Sacred 2 Gold After running the GME once, it will make a folder called "MODS" there. Extract/copy/move the contents of the compressed zip file into the "MODS" folder. There should be 6 folders and some documentation (the documentation need not be placed in the MODS folder). S2EE contains one CORE module and five optional add-on modules. You must install "Sacred 2 CORE EE 2.4 - Required" at the very least. Run the GME and enable the CORE module. The GME will back up your clean files and will allow to you to easily enable/disable the mod as you wish. - Optional - add-on modules such as Alternate Spells, Challenge Mode, Classic Icons, and SuperSpawn should be installed afterward. Do not install any of the add-on modules without the CORE module installed first. ================================================== Compatibility: This mod requires Sacred 2 + Ice & Blood expansion with the latest patch (2.65.02) installed (or simply Sacred 2 Gold). This mod additionally requires that Community Patch 1.60 be installed. No previous versions or components of the old Enhanced Edition should be installed. No mods that alter scripts will be compatible with S2EE. This includes: Diablo 2 Fallen, undressed Mods, Boss Arena, Age of Heroes, Survival Mod, Llama's Mod, Wardust's Mods, Dimitrius's Patch Addendum Mods that are known to be compatible: Music Mods, Interface Mods, Main Menu Mods, Reduced Fog, Elite Textures (either official or the unofficial "trimmed" version), and simple texture mods like Eye mod or Grass mod. ================================================= Development (Enhanced Spells module): For detailed list of changes to combat arts (and Alternate Spells) , and for pictures and videos, and development info, visit this thread: ================================================= SuperSpawn Features: SuperSpawn multiplies the enemy spawn density across the map by a factor of 2-3x. Does not affect bosses or creatures spawned through quests. Respawn rate is not affected. Challenge Mode Features: Critical hit damage increased from 1.2x to 2x 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%. 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. Respawn rate remains vanilla (does not use lowered respawn rate from base EE). 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). ================================================= 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. Pokolfajzat - for translating the mod to Hungarian. Pesmontis for importing and adjusting several models. dimitrius154 for doing programming work and other advice. SX255 for making the new Deathly Spears icon. Luthal for helping me work out how to handle summoned minions. Caledor for ideas on adjusting balance, skill effects, and the interface. Charon117 for making tools for cleaning & optimizing scripts. Ysendra for making new Daemon textures. Everyone who played the mod and posted feedback. Llama for making his CM Patch Mod and showing me the way into modding Sacred 2 spells.
  7. Hi guys Almost a year ago I managed to find the infamous s2rw tool to edit the global.res file. I managed to use it at that time but now, after replacing my old pc with a new one and reinstalling sacred 2, all I get is the "no sacred 2 found" message at launch. How am I supposed to make it work? ps. I apologize in advance if talk about the matter is not allowed. I haven't found anything suggesting it is but all the relevant threads are no longer here so...
  8. 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 All-in-One Install Instructions 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 For Steam the root folder is C:\Program Files (x86)\Steam\steamapps\common\Sacred 2 Gold For GOG or disk version, the root folder is wherever you installed the game, for example C:\Sacred 2 Gold After running the GME once, it will make a folder called "MODS" there. Extract/copy/move the folder titled "Flix's Music Mod" from the zip file you downloaded into the "MODS" folder. Run the GME and enable "Flix's Music Mod." The GME will allow to you to easily enable/disable the mod as you wish. Recommended: Disable the battle music in options.txt, located in the following folder: C:\Users\<Username>\AppData\Local\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. Compatibility: This mod only works with the game's audio set to stereo - it will not work if audio is set to 5.1. This mod has no other requirements and will work with any version of the game. Should be compatible with any other mod that doesn't explicitly add audio tracks. 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. Full Tracklist: https://drive.google.com/file/d/1IFao4qkufCtYk6y2F1ewqTsISZIK6h6L/view 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!
  9. I don't know if this topic or question has been asked and discussed or not in this exact form, but none the less I want to make it. So my question is if there is any known, "unknown" or derelict mod or attempt of a mod for making potions stack in Sacred Gold or Underworld? Are there any mods for multiple tabs or a shared tab (for loot sharing)? I played Sacred extensively back in the days and I picked it up again recently and it made me remember the absolute "clusterfrak" of an inventory I had and I have now. Also, the unorthodox method which one has to go through every single time if one wants to share loot between his/her various characters. It just bugs me that so many talented people are out there playing or have played this wonderful game and yet I couldn't find anything on google concerning these issues. The mods I did find are basically useless as most of them are for cheating, which I despise, especially if comes to Sacred, which is a ridiculously easy RPG game. Seriously you have to be like ( and I do not kid you) an R-word to die in this game. Maybe that is because I only played vanilla or up to platinum and gold difficulty speaking, but honestly, if you die before platinum you are a noob. No kidding.
  10. 294 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 1st thank you. and yes they all attack. Basically graphed a Skeleton Warrior sk_kohorte Nether Allegiance buff spell to the end of a lot of circa Area buff spells. I left BFG, Vudu, Doppleganger buffs mostly alone for gameplay sake, with that said I strongly recommend against a permanent doppleganger as he will spawn a lot more minions; as you do; If you do try it, then you can always click on the buff bubble to destroy, & or re-summon. I modded script/.txt files: balance, creatures, spells. Camera shake is off; because every time for 4 Dragon pets would walk they would ground shake each1, which was making the game un-playable, and I have shrunk the Dragons also to 0.300000 to fit up to 4 onscreen. Enjoy>!... ps. make sure you download the closest version of SKWARVUDU.zip to your version of the game also, tyvm; in advance.; I have two now; One for v2.12 & one for v2.40 of the game. pss. I did not modify all of the scripts in the scripts folder; but a lil here & there in a bunch; so I just made sure, and atm, in 2014 seemed like the easy way to go; they are .zip folders so just make sure u save your current script folder from the game somewhere else in case you don't like; but I do very much; & I bet you will too; if you download, paste & copy?> I just saved mine to a different game save folder under documents in windows.> sacred2 saves, or something. psss. and if all of you like then kudos to my team; on that 4 month off season/ laid off season; put to good use.>?! The sakura demon; god power; inbred game spell I am also looking at modifying for the future; I have a couple of ideas of how to tame him; in my mind's eye?!>... 4 months; my brother & I put into the original modification of this Pet mod Acquisition!.> testing, checking; dbl. checking then re-checking again; triple checking; the script; & I even found a few mistakes in; mostly typos & un needed spaces. from the original that I corrected!.> Testing was the fun part; all parties; enjoyed!!!... so; I think you will too if you give it a free; try?!...>
  11. Looking at the new Area of Effect composal.. Would you like to tell me, how do you add Area of Effect to a Spell? I looked at an existing Area of Effect Spell entry1 = {"et_range_area", 200, 0, 0, 4 }, so I added an entry to a spell that I want to have Area of Effect on: entry8 = {"et_range_area", 200, 1, 0, 4 }, However that doesn't seem to work (the previous entry is 7) and it's a Debuff Spell. I tested vs normal sized mobs. What am I doing wrong?
  12. SERAPHIM BLACK ARCANNA View File Seraphim was my first character and she did not disappoint. The smooth Attack animation, the sci-fi powers and need I say the heels ... running in sand without sinking an inch and landing upright from a somersault down a cliff. Hence, I've decided to give her a little makeover starting with the boots, then the stockings which garters seem to always show. Pre-selected files for those with alternatives are included in the main file BLACK ARCANNA. The other zip files are the compilations of color or design options I had but also include the presets for completion. My retexture for her is rather basic but still meets my preference. Her black footwear and longer gloves inspired by The Witcher 3's Yennefer. The gold accents were my personal touch to make her look a little more exquisite. As for the powers, I wanted to go for something reminiscent of DC Comics' Raven. Black colored laser beams should look cool but nigh impossible so I settled with Violet Arcane magic. Similar to the Daemon from my previous post, I gave her eyes, brows and lips this time from Yennefer, removing the regular war paint in the process. I also lowered her hairline and gave her three hair colors -- black, auburn and white -- with different colored hair ties since I'm indecisive. I have also accidentally discovered a bug which erases the pigtails and included it in the zip file. Above are three of her less popular buffs. Light Shield with astrological signs since I wanted to keep it simple but rune-ish. Strength of Faith which I turned into an ankh -- Egyptian symbol of life. Light uses the same texture as Rotating Blades of Light but since I use the latter more often I had to turn the former to a light pink to make the other one violet. Usually preferred damaging spells RBoL and Lightning Bolt both turned violet. My boss killer, Celestial Light, with the in-game screenshot as the preset and the ones on the right -- 12 Zodiacs and Hallows -- as alternatives compiled into one zip. I am unsure of the potential of Energy Bolts since I don't use it but because it looks nice and reminds me of Starfire's star bolts from the DC Comics' Teen Titans cartoon I've recolored it as well. Last but not least, magical BFG shots to keep things consistent with the witchy theme. Violet Arcane and Storm magic along with the original Blue ones they came from; topmost as preset but everything found in the zip. NOTE: You might observe that several glowing objects in-game such as lamp posts may be recolored light pink because of this mod. If you find that this ruins the mood, skipping 5 TGA files starting with "PARTICLE" should fix it. This, however, reverts some of the skills to their original color. INSTALLATION. Unzip the file/s of your choosing and paste them within the PAK folder from where you installed Sacred. Enjoy! Submitter Ysendra Submitted 10/25/2019 Category Sacred Mods  
  13. SERAPHIM TEAL SORCERESS View File Big fan of Diablo 2's Sorceress. I've lost count of the years I spent on & off playing with her destructive Area of Effect magic. I considered then to make a reskin for the Seraphim based on her color scheme -- Teal or Dark Green with a shade of Red for hair. Other notable characters comes into mind with this such as the alternate outfit of Triss Merigold from the Witcher 3 (made more popular by cosplayers and at times intrusive ads on the web), Mera, love interest to Aquaman, from DC Comics ... and then there's Little Mermaid. I have included zip compilations of design options for Celestial Light and BFG in addition to the TEAL SORCERESS presets. D2's sorceress has a middle Eastern vibe to her visuals so I gave her a tan, facial features -- one being eyes a little rounder than those I used on the black version -- and I also removed the war paint and lowered her hair line. Outfit is just a teal recolor of the black one. SKILLS. Same as the Black reskin with Violet powers, changing skills to Teal would yield a range of colors such as mint, cyan, teal and blue brighter than the original. Twelve Zodiac signs as Celestial Light preset to make it look like a spell circle but not too intricate to become pixelated and Diablo's pentagram and a Yin & Yang symbol as alternative designs. Teal Storm Magic as the pre-selected BFG bullets with Arcane energy balls as an alternative as well as my hybrid sorceress' main attack spell, scorching Fireballs. Having tried other mods while in the process of making my personalized version, I have deduced that the BFG, and other skills such as the Daemon and BM fire spells for this matter, smoothly cycles through several textures to produce a pulsating effect. With this knowledge I have made Rainbow Disco Lights. NOTE: Recoloring particles for this texture mod may affect other objects in-game which use the same files. If you find it intrusive you may skip copying TGA files with names starting with "PARTICLE." This would turn the glow on lamp posts, etc. and some of the skills back to their regular hue. INSTALLATION. Paste selected unzipped files inside the PAK folder of your Sacred Install Directory. Enjoy! Submitter Ysendra Submitted 10/25/2019 Category Sacred Mods  
  14. Version 1.0.0

    45 downloads

    Big fan of Diablo 2's Sorceress. I've lost count of the years I spent on & off playing with her destructive Area of Effect magic. I considered then to make a reskin for the Seraphim based on her color scheme -- Teal or Dark Green with a shade of Red for hair. Other notable characters comes into mind with this such as the alternate outfit of Triss Merigold from the Witcher 3 (made more popular by cosplayers and at times intrusive ads on the web), Mera, love interest to Aquaman, from DC Comics ... and then there's Little Mermaid. I have included zip compilations of design options for Celestial Light and BFG in addition to the TEAL SORCERESS presets. D2's sorceress has a middle Eastern vibe to her visuals so I gave her a tan, facial features -- one being eyes a little rounder than those I used on the black version -- and I also removed the war paint and lowered her hair line. Outfit is just a teal recolor of the black one. SKILLS. Same as the Black reskin with Violet powers, changing skills to Teal would yield a range of colors such as mint, cyan, teal and blue brighter than the original. Twelve Zodiac signs as Celestial Light preset to make it look like a spell circle but not too intricate to become pixelated and Diablo's pentagram and a Yin & Yang symbol as alternative designs. Teal Storm Magic as the pre-selected BFG bullets with Arcane energy balls as an alternative as well as my hybrid sorceress' main attack spell, scorching Fireballs. Having tried other mods while in the process of making my personalized version, I have deduced that the BFG, and other skills such as the Daemon and BM fire spells for this matter, smoothly cycles through several textures to produce a pulsating effect. With this knowledge I have made Rainbow Disco Lights. NOTE: Recoloring particles for this texture mod may affect other objects in-game which use the same files. If you find it intrusive you may skip copying TGA files with names starting with "PARTICLE." This would turn the glow on lamp posts, etc. and some of the skills back to their regular hue. INSTALLATION. Paste selected unzipped files inside the PAK folder of your Sacred Install Directory. Enjoy!
  15. Version 1.0.0

    92 downloads

    Seraphim was my first character and she did not disappoint. The smooth Attack animation, the sci-fi powers and need I say the heels ... running in sand without sinking an inch and landing upright from a somersault down a cliff. Hence, I've decided to give her a little makeover starting with the boots, then the stockings which garters seem to always show. Pre-selected files for those with alternatives are included in the main file BLACK ARCANNA. The other zip files are the compilations of color or design options I had but also include the presets for completion. My retexture for her is rather basic but still meets my preference. Her black footwear and longer gloves inspired by The Witcher 3's Yennefer. The gold accents were my personal touch to make her look a little more exquisite. As for the powers, I wanted to go for something reminiscent of DC Comics' Raven. Black colored laser beams should look cool but nigh impossible so I settled with Violet Arcane magic. Similar to the Daemon from my previous post, I gave her eyes, brows and lips this time from Yennefer, removing the regular war paint in the process. I also lowered her hairline and gave her three hair colors -- black, auburn and white -- with different colored hair ties since I'm indecisive. I have also accidentally discovered a bug which erases the pigtails and included it in the zip file. Above are three of her less popular buffs. Light Shield with astrological signs since I wanted to keep it simple but rune-ish. Strength of Faith which I turned into an ankh -- Egyptian symbol of life. Light uses the same texture as Rotating Blades of Light but since I use the latter more often I had to turn the former to a light pink to make the other one violet. Usually preferred damaging spells RBoL and Lightning Bolt both turned violet. My boss killer, Celestial Light, with the in-game screenshot as the preset and the ones on the right -- 12 Zodiacs and Hallows -- as alternatives compiled into one zip. I am unsure of the potential of Energy Bolts since I don't use it but because it looks nice and reminds me of Starfire's star bolts from the DC Comics' Teen Titans cartoon I've recolored it as well. Last but not least, magical BFG shots to keep things consistent with the witchy theme. Violet Arcane and Storm magic along with the original Blue ones they came from; topmost as preset but everything found in the zip. NOTE: You might observe that several glowing objects in-game such as lamp posts may be recolored light pink because of this mod. If you find that this ruins the mood, skipping 5 TGA files starting with "PARTICLE" should fix it. This, however, reverts some of the skills to their original color. INSTALLATION. Unzip the file/s of your choosing and paste them within the PAK folder from where you installed Sacred. Enjoy!
  16. Version v14

    2,195 downloads

    Diablo 2 Fallen v14 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 The Hellfire Arena Please read the following! This mod requires the latest version of the Community Patch (1.60) 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. 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. 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. Set "Number of Speakers" to STEREO in the options menu. If you try to use 5.1 audio then the music and many sound effects will not play. 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 .zip file into the "MODS" folder. There should be three folders: "Diablo 2 Fallen v14", "D2F Inferno Patch", and "D2F SuperSpawn". 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 v14/pak/music]. Run the GME and enable Diablo 2 Fallen v14. 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" and/or "SuperSpawn" should be enabled after enabling the main mod. Disable 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 v14" folder into the "MODS" folder. Enable as usual. -Optional- "Inferno Edition" and/or "SuperSpawn" should be enabled after enabling the main mod. Disable before disabling the main mod. Play with NEW characters only. Use old characters at your own risk. Recommended - Disable Fight Music and Screen Shake in Options.txt: Be sure to Show Hidden Files and Folders Location of Options.txt: (Windows 10/7/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 invaluable 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 balance, skill effects and the inventory interface. SX255 for some Sabre Cat textures. Jordan0422 and Tharkun who did testing and provided lots of valuable feedback. Charon117 who made tools for cleaning & optimizing scripts. 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!
  17. 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?
  18. 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
  19. would it be possible to create a 3D inventory viewing mod like this ? >> like you mouse over your item in your inventory and the 3d object of your item rotates on screen so you can see exactly clearly what you are looking at in your inventory ingame If it is possible to create this sort of 3D view in Sacred 2 how would I do it ? What files would I have to edit / create and how ? I'm guessing it would be real hard or impossible to access the Sacred 2 inventory index and especially try to view it in a different camera ingame. but is it possible ? probably not because it is using system files that are hard coded and not accessible ? idk that is why I ask What game engine did they use to make Sacred 2 ? is it even possible to access the source ? Thanks in advance !
  20. Version 1.0.0

    77 downloads

    Grass Mod for Sacred 2 This mod desaturates and darkens the color of the grass and landscape in the game, primarily in Tyr Lysia and Artamark. Extract the archive then install with the Generic Mod Enabler available at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml If using Elite Textures, then rename the mod folder "mq" to "hq". Likewise if using the minimal textures setting, rename the folder to "lq". This mod should work with any version of Sacred 2, with or without expansions or Community Patch. It will work on top of other mods - just install it last to be sure it overrides other texture mods. These grass textures are identical to the ones used in my mod Diablo 2 Fallen.
  21. Sacred 2 Enhanced Edition View File Sacred 2 Enhanced Edition by Flix Sacred 2 Enhanced Edition (S2EE) is the continuation of the old Enhanced Spells mod. S2EE came about during the development of the Community Patch and my other mods (such as Diablo 2 Fallen). S2EE contains hundreds of bugfixes, and numerous gameplay improvements that are not strictly fixes. S2EE is designed for the player to install a CORE module, then they may install some optional add-on modules. See the included "Sacred 2 EE 2.4 Manual.pdf" for full list of modules and features. Currently supported languages: CORE module: English, French, German, Polish, Russian, Spanish, Hungarian. Alternate Spells module: English, French, German, Polish, Russian, Spanish. ================================================= Installation: I HIGHLY advise NEW CHARACTERS or you may have broken quests, re-rolled bonuses on gear, or other odd behavior. 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 For Steam the root folder is C:\Program Files (x86)\Steam\steamapps\common\Sacred 2 Gold For GOG or disk version, the root folder is wherever you installed the game, for example C:\Sacred 2 Gold After running the GME once, it will make a folder called "MODS" there. Extract/copy/move the contents of the compressed zip file into the "MODS" folder. There should be 6 folders and some documentation (the documentation need not be placed in the MODS folder). S2EE contains one CORE module and five optional add-on modules. You must install "Sacred 2 CORE EE 2.4 - Required" at the very least. Run the GME and enable the CORE module. The GME will back up your clean files and will allow to you to easily enable/disable the mod as you wish. - Optional - add-on modules such as Alternate Spells, Challenge Mode, Classic Icons, and SuperSpawn should be installed afterward. Do not install any of the add-on modules without the CORE module installed first. ================================================== Compatibility: This mod requires Sacred 2 + Ice & Blood expansion with the latest patch (2.65.02) installed (or simply Sacred 2 Gold). This mod additionally requires that Community Patch 1.60 be installed. No previous versions or components of the old Enhanced Edition should be installed. No mods that alter scripts will be compatible with S2EE. This includes: Diablo 2 Fallen, undressed Mods, Boss Arena, Age of Heroes, Survival Mod, Llama's Mod, Wardust's Mods, Dimitrius's Patch Addendum Mods that are known to be compatible: Music Mods, Interface Mods, Main Menu Mods, Reduced Fog, Elite Textures (either official or the unofficial "trimmed" version), and simple texture mods like Eye mod or Grass mod. ================================================= Development (Enhanced Spells module): For detailed list of changes to combat arts (and Alternate Spells) , and for pictures and videos, and development info, visit this thread: ================================================= SuperSpawn Features: SuperSpawn multiplies the enemy spawn density across the map by a factor of 2-3x. Does not affect bosses or creatures spawned through quests. Respawn rate is not affected. Challenge Mode Features: Critical hit damage increased from 1.2x to 2x 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%. 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. Respawn rate remains vanilla (does not use lowered respawn rate from base EE). 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). ================================================= 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. Pokolfajzat - for translating the mod to Hungarian. Pesmontis for importing and adjusting several models. dimitrius154 for doing programming work and other advice. SX255 for making the new Deathly Spears icon. Luthal for helping me work out how to handle summoned minions. Caledor for ideas on adjusting balance, skill effects, and the interface. Charon117 for making tools for cleaning & optimizing scripts. Ysendra for making new Daemon textures. Everyone who played the mod and posted feedback. 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  
  22. Wardust's Serious Textures and Spells Update + Repack >>Download on Sacred 2 Nexus<< --updated for CM 1.60 July 2018 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 1.60 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 1.60" and/or "Wardust's Spells Mod CM 1.60" 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: 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.
  23. Version 1

    1,322 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.
  24. Hi all! I'm new here and I come with a very specific question. I recently started a melee High Elf. I'm having a lot of fun, but Magic Coup's animation is very boring. I looked here and in other places for a user-created mod that improves the spell's animation, but I didn't find anything. I'm not talking about an entirely new animation, but simply a mod that enables Magic Coup to use all of the HE's melee animations and not just the same one. Something like this would really make it feel like she's fighting and not just waving her sword in the same pattern in front of her... Is there a mod like that? Is it possible/easy for one to be made? I, myself, am completely ignorant when it comes to modding, but if it's a matter of tweaking some of the game's files I can try (with some guidance). I'm playing with the Ice & Blood expansion but without the CM patch. I got my game from Steam. Thanks in advance! -Rets
  25. 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
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