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Just a warning :)


Sankekur

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This is just a warning to anyone who is thinking of using a mod to increase the number of monsters spawned, because you might get a little bit more than you expected :o

screen4.jpg

And be careful in areas with spitting spiders

and when escorting someone be ready with the spacebar.

Edited by Sankekur
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Out of curiosity, how do you increase the mobs and does it affect MP?

 

Increasing monster spawns was discussed in this thread. What you are looking for is the spawn.txt and creatures.txt files located in scripts/server in the sacred 2 install dir. The line of interest in the spawn.txt file is total_density =, with this you can set the spawn density of the different monsters in different area. The max value is either 100 or 255 (one byte), I think its probably the latter. I set my densities to 1000 just for good measure.

The line of interest in the creatures.txt is groupmaxcount = , apparently if this is set to 0 there is no maximum on the number of enemies, but I am not to sure about this as I obtain better results by just setting the value relatively high (I used 8).

 

Because of the number of instances you'll have to change (about 4800 in spawn and 1800 in creatures) it might be a good idea to get a text editor with a search and replace function like notepad++. It is also due to the number of instances that I just set everything to max, to much effort to increase every thing by the same factor :o.

 

I am not sure about multiplayer haven't tested it, but I think it should work in LAN and open, but not sure.

 

Note: It doesn't seem to affect all monster equally, like the with undead legionaries the mobs just seem larger, but with most other things I have encountered so far it seems that there are more mobs and more creatures per mob. And beware of some caves.

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  • 5 weeks later...
ha

I just saw this...great looking mod.. reminds me of the days in old Sacred when we`d all go on Split fests.

 

:drunkards:

 

gogo

 

Thanks

 

Right after stopping undead from respawning this was the first thing I tried to mod, it just adds to the fun, for me.

 

Regards

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  • 3 weeks later...

The mod would be useful in early difficulties but by niob, if you didn't change back to normal, you would not be able to move without being surrounded. It is already like that in niob, so more mobs would be overkill. AFter playing niob, silver/gold feel too empty.

 

Hate to see the swamp with that mod.

Edited by colif
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The mod would be useful in early difficulties but by niob, if you didn't change back to normal, you would not be able to move without being surrounded. It is already like that in niob, so more mobs would be overkill. AFter playing niob, silver/gold feel too empty.

 

Hate to see the swamp with that mod.

 

Only played up to platinum using this. The swamps and any area that has spitting spiders is a total nightmare. Last time round I didn't do any of the escort quests in the swamp region, basically impossible. The NPC would just run of and insta-death.

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The mod would be useful in early difficulties but by niob, if you didn't change back to normal, you would not be able to move without being surrounded. It is already like that in niob, so more mobs would be overkill. AFter playing niob, silver/gold feel too empty.

 

Hate to see the swamp with that mod.

 

Only played up to platinum using this. The swamps and any area that has spitting spiders is a total nightmare. Last time round I didn't do any of the escort quests in the swamp region, basically impossible. The NPC would just run of and insta-death.

 

Funnily, even without this mod in swamp, the npc's have same chance of life. Only ones that survive are the ones that don't get attacked. Endless rooting via multiple olms would also be a nuisance, the fact the spitting spiders do it too (champions anyway) only adds to the fun. Getting 15k experience form Champion werewolves would be fun.

 

If it was like the Diablo 2 players option, it would be easier as you wouldn't need to exit game to change settings, and could turn it on/off with ease.

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Where can I get this mod?

The DIY is given in an earlier post in this thread (post 3 I think) if you want to try it yourself.

For those who are interested (and lazy :) ) download: Here or here.

 

Overwrite the creatures.txt and spawn.txt in the scripts/server dir with the files in the archive.

Note: These file also include other mods, like removing undead respawn, removing rats and bats, removing monster strafing etc. (I am also feeling lazy so I am not making a mod that just increases the spawns :) )

Note2: use at own risk and make backups of files you overwrite.

 

The mod would be useful in early difficulties but by niob, if you didn't change back to normal, you would not be able to move without being surrounded. It is already like that in niob, so more mobs would be overkill. AFter playing niob, silver/gold feel too empty.

 

Hate to see the swamp with that mod.

 

Only played up to platinum using this. The swamps and any area that has spitting spiders is a total nightmare. Last time round I didn't do any of the escort quests in the swamp region, basically impossible. The NPC would just run of and insta-death.

 

Funnily, even without this mod in swamp, the npc's have same chance of life. Only ones that survive are the ones that don't get attacked. Endless rooting via multiple olms would also be a nuisance, the fact the spitting spiders do it too (champions anyway) only adds to the fun. Getting 15k experience form Champion werewolves would be fun.

 

If it was like the Diablo 2 players option, it would be easier as you wouldn't need to exit game to change settings, and could turn it on/off with ease.

 

I didn't find the rooting to be much of a problem, I noticed that sometimes even if you are rooted you can still use Assailing Somersault to move to enemies. On the other hand the Olms that cast blind were a big problem, but with them I just turned their spells off in spell.txt or something (cheating I guess, but made the swamp a bit more enjoyable)

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  • 1 month later...
Where can I get this mod?

The DIY is given in an earlier post in this thread (post 3 I think) if you want to try it yourself.

For those who are interested (and lazy :D ) download: Here or here.

 

Overwrite the creatures.txt and spawn.txt in the scripts/server dir with the files in the archive.

Note: These file also include other mods, like removing undead respawn, removing rats and bats, removing monster strafing etc. (I am also feeling lazy so I am not making a mod that just increases the spawns ;) )

Note2: use at own risk and make backups of files you overwrite.

 

The mod would be useful in early difficulties but by niob, if you didn't change back to normal, you would not be able to move without being surrounded. It is already like that in niob, so more mobs would be overkill. AFter playing niob, silver/gold feel too empty.

 

Hate to see the swamp with that mod.

 

Only played up to platinum using this. The swamps and any area that has spitting spiders is a total nightmare. Last time round I didn't do any of the escort quests in the swamp region, basically impossible. The NPC would just run of and insta-death.

 

Funnily, even without this mod in swamp, the npc's have same chance of life. Only ones that survive are the ones that don't get attacked. Endless rooting via multiple olms would also be a nuisance, the fact the spitting spiders do it too (champions anyway) only adds to the fun. Getting 15k experience form Champion werewolves would be fun.

 

If it was like the Diablo 2 players option, it would be easier as you wouldn't need to exit game to change settings, and could turn it on/off with ease.

 

I didn't find the rooting to be much of a problem, I noticed that sometimes even if you are rooted you can still use Assailing Somersault to move to enemies. On the other hand the Olms that cast blind were a big problem, but with them I just turned their spells off in spell.txt or something (cheating I guess, but made the swamp a bit more enjoyable)

 

 

 

Hello!

 

I have a small question with you pose… the number of enemies is rather sufficient for me… I have nevertheless to test with this file, but I find that it there with too many enemies.

 

I come to the fact… of afflicting if I ask some too much: :D

Somebody little to remake the same thing by increasing the number of enemies slightly AND you can also increase the number of monster “Champion” (elite)?

 

 

Or if concealed makes a too great modification (so that its takes less time), could you just increase the number of Champion slightly PLEASE?

 

Thank you in advance with all those which will answer my request… and to afflict “bad English”… :P

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Guys, there appears to be a problem that despite much greater number of creatures, still only up to a maximum of 5 creatures are attacking the character in melee combat simultaneously, never more. Shooters not included.

 

Is there any file where this number can be tweaked? Kinda annoying and makes things too easy.

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Although, having said that, you could look for the bosses in scripts/server/creatures.txt, and maybe changing the groupmaxcount might work.

 

Regarding the rats again, you could also give them a groupmaxcount, since "Template_wild_rat" has groupmaxcount = 0,

I am guessing that if it's 0 it means that there's no maximum to the size of the group, so you could try with 1.

Quoting myself from this topic.

This would work for anything, not just bosses. And it was regarding decreasing the amount of monsters, so obviously increasing the amount would be what I'd do.

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Hello!

 

I have a small question with you pose… the number of enemies is rather sufficient for me… I have nevertheless to test with this file, but I find that it there with too many enemies.

 

I come to the fact… of afflicting if I ask some too much:

Somebody little to remake the same thing by increasing the number of enemies slightly AND you can also increase the number of monster “Champion” (elite)?

 

 

Or if concealed makes a too great modification (so that its takes less time), could you just increase the number of Champion slightly PLEASE?

 

Thank you in advance with all those which will answer my request… and to afflict “bad English”

 

Download: Here

This should increase the number of monsters only slightly.

The notes and use is the same for the previous download.

(Also, I think there is a thread somewhere in this forum to increase the number of elite monsters)

 

Regards

Edited by Sankekur
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Thank you Sankekur! :P

The modification of the number of enemies suits me perfectly! :tease:

 

For the number of monster elite…. I will make my small research on the forum ^^

 

Still thank you for your kindness :oooo:

 

Your welcome.

I am glad it was helpful.

 

Regards :)

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Dear Sankekur,

 

I appraise the effort that you've dedicated to this mod quite highly and I definitely enjoy it a lot.

 

To be honest I even couldn't resist the temptation of going further and modifying it. Things like making the mob quite aggressive, adding some extra champion spawns in spawns.txt, they are all there now, but there's still a certain point of discontent with the results.

 

The matter of concern is the problem of lazybone free-roaming bunch, which happens when too many melee attackers are closing up their ranks around my avatar. It appears that under no circumstance more than five close combat aggressors at a time would provide me a courtesy of trying to get my ass lacerated.

 

In the meantime, the rest of the pack (with a kind exception of ever-available bow-wielders) is trying to pretend they've got other noble inspirations and can usually be found doing trivial quests of wabbit-hunting and herb gathering in the immediate vicinity of the slaughterspot, or rather and most often just admiring the view.

 

Shall any of their five still fighting brethren go aloft, stricken down by a swift swing of mine, another one will take his place in turn. It seems like their special code considers it dishonorable and unworthy to outnumber any foe by a ratio higher than 5 to 1. Hence, by this poor choice of tactics they lose any elusive advantage they still had and have little chance of giving me anything but a scratch. I would therefore like to suggest the idea of having some new psychological training program administered to all of the hostile inhabitants of Ancaria to limit the extent of such an pathetic and unchallenged massacre.

 

If you will happen to find any solution to this problem in the script files or elsewhere please let me know.

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You could have a look in scripts\behaviour.txt. That seems to determine what they actually do under certain circumstances.

Although, I didn't find any limit of 5 anywhere, but I only had a quick look, so your results may vary.

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usually be found doing trivial quests of wabbit-hunting and herb gathering in the immediate vicinity of the slaughterspot, or rather and most often just admiring the view.

lol

 

Like what Malachor said you could look at the behaviour.txt file another option might be to set the behaviour through the creatures.txt file (srcipts/server) where each creature entry has a line:

behaviour =

With it being equal to whatever behaviour system.

It might be worth a try to set all of them to something like:

behaviour = "Enemy_warrior_brave",

This is just a suggestion after a quick look around, you could look for something more aggresive and set it to that, something like Enemy_warrior_insane_psyco_foaming_at_the_mouth_attack_everything_that_moves :D

 

Regards :D

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  • 1 month later...
Download: Here

This should increase the number of monsters only slightly.

The notes and use is the same for the previous download.

(Also, I think there is a thread somewhere in this forum to increase the number of elite monsters)

 

Regards

 

Hello!

So with the CM Patch V70 in there and a new creatures.txt spawn.txt ... Is it possible you Sankekur slightly modify the number of enemies as you do in my quote?

 

Here are the new files for the new and creatures.txt spawn.txt:

 

http://www.mediafire.com/?dm0n0jzvjz5

 

 

Je vous en serais reconnaissant!

 

D'avance merci et à bientôt!

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Download: Here

This should increase the number of monsters only slightly.

The notes and use is the same for the previous download.

(Also, I think there is a thread somewhere in this forum to increase the number of elite monsters)

 

Regards

 

Hello!

So with the CM Patch V70 in there and a new creatures.txt spawn.txt ... Is it possible you Sankekur slightly modify the number of enemies as you do in my quote?

 

Here are the new files for the new and creatures.txt spawn.txt:

 

http://www.mediafire.com/?dm0n0jzvjz5

 

 

Je vous en serais reconnaissant!

 

D'avance merci et à bientôt!

 

This is one of the things I was planning to do, to redo some of the mods I have made so that they work for the CM patch. But I guess I will quickly do this for you (with the files you uploaded) when I get home from work, since you asked so nicely :D

 

Regards :twitch:

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Right here is the more monster mod that increases the monster spawns slightly (as with the previous one). This one however only mods the monster spawns and not the other things that the previous one also did like stopping undead from respawning etc.

 

Download: Here (For CM patch v0070 (I think)).

 

I hope this works, let me know if you find any problems.

 

Regards :lol:

Edited by Sankekur
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Sankekur thank you! :happy:

It is still fun to see the rats, spiders, etc. ... in Ancaria! :o The number of enemies is perfect!

Especially when these little critters are often used to finish a quest! :dance:

 

 

Again thank you for listening!

Have a nice day, and soon! ;)

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