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Sacred 2 Mod Compilation - offered to community

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Hello everyone,

 

I've been lurking this forum a day or two now. After having collected several game 'tweaks' and texture mods from here and other places aswell.

 

I would like to offer you all my mod compilation, that I will be using myself :lol:

 

 

in advance; To all modders, thank you for putting effort into creating mods and sharing it with people on ze interwebs :blink: I apologis if I do not give proper thanks to the creators of the mods I have used in this compilation, there were really too many to keep track of, and at the time of downloading stuff I didnt think of remembering names.. So, anyhow if you see your creation(s) here. Thank you~

 

Also, I do not own any of the files I am refering to in the following post, sacred 2 and all of its associated content belongs to Ascaron and it's respected partners. I am not making any money doing this, I offer these modifications to other people free-of-charge.

 

( never forget to backup the files you edit, what I always do is simply create an entire copy of the game before modding. )

 

 

1. On to the mod- ( These code edits are not included in the .rar file which you can download at 2. You will have to do it yourself. )

 

Firstly tweaks you can do yourself; ( this will require editing of various .txt files, don't worry, even those with no modding experience will be able to get it done. )

 

**

 

Lessen monster autoleveling:

( Affects how high or low, the level difference will be of monsters in comparison to your characters level )

 

open Balance.txt and search for

AllEnemy_lvl = {1,10,20,200,250},

set the min/max level bands to liking.

 

 

**

 

 

Make bosses respawnable:

( As the title states, makes bosses and some mini-bosses respawnable )

 

(some of these were taken from non-pc versions of the game, therefor might not exist for pc.)

open creatures.txt and find the corresponding id codes for these creatures;

1 Banshee

2 Bloodclaw

3 Carnach

4 Daloriel the Depraved

5 Facettelion

6 Forest Guardian

7 Garganthropod

8 Gar'Colossus

9 Harpy Queen

10 Holos

11 Kral of the Winged Daemons

12 Lord of Searing Flames

13 Octagolamus

14 Raging Boar

15 Sinister Prince

16 Swirling Mist of Miasma

17 The White Griffon

18 Thranak

19 Gahanka

20 Grunwald Cave Dragon

21 Gyrvim Island Dragon

22 Bengaresh Desert Dragon

23 Hissil'Ta Swamp Dragon

24 Evocator

25 Dark Prince

26 Earth Lord

27 Ice Lord

28 Poison Lord

29 Raging Boar

30 Raging Boar

31 Terus General

32 Sinister Prince

 

open quest.txt

1 Use the creature id's to find the correct quests relating to the specific bosses

2 Set the following part as described;

"persistent = 1,"

 

 

**

 

 

No more difficulty gamemode restrictions:

( Sets the required character to be able to play at higher difficulties to level 1, allowing to play even Niobium at level 1, this does not change the required level for quests at that setting however. List of difficulty levels;

* Bronze

* Silver

* Gold

* Platinum

* Niobium

)))))))))))))))))))))))))))))

 

Open your scripts\server\balance.txt

 

set LevelMinForDiff = {1,1,60,100,140}
to LevelMinForDiff = {1,1,1,1,1}

 

ALSO

 

set LevelCapDiff = {60,100,140,180,200}
to LevelMinForDiff = {1,1,1,1,1}

 

 

**

 

 

Smaller inventory items:

( Basically makes all inventory items extremly small, allowing you to have more inventory space = less running back and forth to merchants. )

 

Openg scripts\shared\iteminfo.txt

Then change all the

'' invbreite ''

and

'' invhoehe ''

values to 1.

 

 

**

 

 

More Monsters xtimes spawn:

( Increases the size of groups of monsters, meaning theres more to kill )

 

In scripts/server

( use find and replace option )

 

open spawn.txt

set

total_density = 50

 

open creatures.txt

set

groupmaxcount = 8

 

 

**

 

 

Invisible escorts and friendly npc's:

( Makes all friendly npc's (or neutral), guards and escort npcs and such immortal, basically ALL npc's cannot damage each other. )

 

open scripts\server\balance.txt

 

set

NpcFightDamageDownScaling = 500

to

NpcFightDamageDownScaling = 0

 

 

**

 

 

Better item drops:

( As title states, increase drop rates for better loots.)

 

open script\server\balance.txt

 

replace;

 

  ZRareExpectation15 = 3,
 ZRareExpectation14 = 12,
 ZRareExpectation13 = 24,
 ZRareExpectation12 = 46,
 ZRareExpectation11 = 58,
 ZRareExpectation10 = 72,
 ZRareExpectation09 = 88,
 ZRareExpectation08 = 106,
 ZRareExpectation07 = 124,
 ZRareExpectation06 = 144,
 ZRareExpectation05 = 166,
 ZRareExpectation04 = 456,
 ZRareExpectation03 = 638,
 ZRareExpectation02 = 819,
 ZRareExpectation01 = 1000,
 ZRareExpectation00 = 250,

 

AND

 

NORMAL_STANDARD = 500,
 NORMAL_RUNE = 63,
 CHAMP_STANDARD = 1500,
 CHAMP_RUNE = 125,
 BOSS_STANDARD = 4500,
 BOSS_RUNE = 1000,
 EXTRAGOLD = 0,
 EXTRAPOTION = 0,
 EXTRARUNE = 0,
 Trader_Item = 5000,
 Trader_Many = 15000,
 Trader_SpecialOffer = 5000,
 Well_Potion = 1000,
 QUEST_UNIQUE = 500,

 

 

**

 

 

Different mouse pointer:

(I have yet to do this myself, there was a topic about it around here somewhere, but the links to the files are dead.)

 

edit the pak\graphics10.zip\hq\gui\hwcursor files with gimp to your liking

 

 

**

 

 

Faster walk/run speed:

( As title states, you walk+run waaaaay faster, also mounts are faster aswell.)

 

open CommonSpeedcreatureinfo.txt

replace these;

 

Seraphim: walk- 80, run- 200
Dryad: walk- 80, run- 200
Shadow warrior: walk- 80, run- 200
Inquisitor: walk- 80, run- 200
High elf: walk- 80, run- 200
Temple guardian: walk- 80, run- 200
Dragon Mage: walk- 80, run- 200

 

AND

 

Seraphim mount: walk- 170, run- 400
Dryad mount: walk- 170, run- 400
Shadow warrior mount: walk- 170, run- 400
Inquisitor mount: walk- 170, run- 400
High elf mount: walk- 170, run- 400
Temple guardian mount: walk- 170, run- 400
Dragon Mage: walk- 170, run- 400

 

 

**

 

 

More speciality potions at merchants:

( Merchants sell more potions like;

Potion of the Mentor

Concentration Potion

Recovery Elixir

Potion of Undead Death

)))))))))))))))))))))))

 

open \scripts\server\drop.txt

 

Search for "mgr.createDroplist(1491,{ -- Stock_trader_potions"

 

copy pasta over section of code;

 

++++++++++++++++++++++++++++++++++++++++++++++++++++

 

 

id = 1491,
rank = 0,
dmgpreference = 0,
dmgprobability = 0,
entry0 = {
weightedprob=200,
blueprint=59,
},
entry1 = {
weightedprob=20,
blueprint=58,
},
entry2 = {
weightedprob=20,
blueprint=57,
},
entry3 = {
weightedprob=200,
blueprint=654,
},
entry4 = {
weightedprob=20,
blueprint=655,
},
entry5 = {
weightedprob=10,
blueprint=656,
},
entry6 = {
weightedprob=200,
blueprint=657,
},
entry7 = {
weightedprob=20,
blueprint=659,
},
entry8 = {
weightedprob=10,
blueprint=653,
},
entry9 = {
weightedprob=200,
blueprint=652,
},
entry10 = {
weightedprob=20,
blueprint=651,
},
entry11 = {
weightedprob=10,
blueprint=650,
},
entry12 = {
weightedprob=200,
blueprint=649,
},
entry13 = {
weightedprob=20,
blueprint=648,
},
entry14 = {
weightedprob=10,
blueprint=647,
},
})

 

++++++++++++++++++++++++++++++++++++++++++++++++++++

 

Then search for "mgr.createDroppattern(108,{ -- Trader"

copy pasta over section of code;

 

++++++++++++++++++++++++++++++++++++++++++++++++++++

 

 

id = 108,
dangerclass = 1,
inittype = 23,
entry0 = {
expecttype=13,
droplist=1463,
minquality=1,
},
entry1 = {
expecttype=13,
droplist=1522,
minquality=1,
},
entry2 = {
expecttype=13,
droplist=1385,
minquality=1,
},
entry3 = {
expecttype=13,
droplist=1480,
minquality=1,
},
entry4 = {
expecttype=13,
droplist=1480,
minquality=1,
},
entry5 = {
expecttype=14,
droplist=1496,
minquality=12,
},
entry6 = {
expecttype=13,
droplist=1491,
minquality=1,
},
entry7 = {
expecttype=13,
droplist=1418,
minquality=4,
},
entry8 = {
expecttype=13,
droplist=1473,
minquality=1,
},
entry9 = {
expecttype=12,
droplist=1385,
minquality=5,
},
entry10 = {
expecttype=12,
droplist=1418,
minquality=7,
},
entry11 = {
expecttype=13,
droplist=1491,
minquality=1,
},
})

 

 

++++++++++++++++++++++++++++++++++++++++++++++++++++

 

 

**

 

 

5 Minutes regen for Divine Gifts:

( Some divine gifts take about 15 to 30 minutes to restore per use, this changes that to 5 minutes.)

 

open scripts\shared\spells.txt

search for

 '' EA_GOD_ANY ''

 

Change value of '' Cooldown '' on all 7 seven entries of cooldown to;

300.000000

 

 

**

 

 

2x experience from kills:

(Not sure if this does what it is supposed to do, but theres no harm in it at least, MOAR XP!.)

 

open Balance.txt

find MPExperience

 

Multiple the current value by two.

 

 

**

 

 

Change swaprune prices:

( Lowered the prices for swapping runes A LOT, from over 12000 gold to simply 1000 gold, somewhat a cheat.)

 

Open balance.txt

 

edit the value's of the follwing lines;

SwapRune_One
SwapRune_Two
SwapRune_Three
SwapRune_Four

to = 1000

 

 

**

 

 

Increase RuneDropFrequency:

( Runes drop more often.)

 

Open balance.txt

find RangePickupLoot

 

Multiply value by 3.

 

 

**

 

 

Increase Font Size:

( Increases the ingame text size, useful for people with higher resolutions.)

 

1. Navigate to your Sacred 2 /pak folder

2. Open the skin-xml.zip file with winrar

3. Within the skin-xml.zip navigate to the Fonts folder

4. Extract the Fonts.xml file

5. change the font size of all text equally

6. Save and re-add files to archives with save&update option

 

 

**

 

 

Increase loot pickup radius:

( Pickup radius is now increased, this means you won't have to chase after loot so much during pickup.)

 

open optionsCustom.txt

find

options.autoCollectRadius = 160

 

Change value to

400

 

 

**

 

 

No boss debuff ability:

( I always thought it was lame, bosses are no longer able to 'automagically' fully debuf your character, somewhat a cheat.)

 

open scripts\shared\spells.txt

search for the entry

 "et_closedown_buff"

 

change every instance so it would look something like this;

entry3 = {"et_closedown_buff", 0, 0, 0, 0 },

 

 

**

 

( The above coding has not been aplied to these files, all that the following contains is textures and some scripts that came with new models. )

 

2. Aaaand now onto the texture modifications; ( again I send my Thanks to the creators of these mods, I unfortunately forgot to remember their names..)

 

Compressed File size is 49,8mb. Now availible at multiple locations.

>> Location 1

>> Location 2

>> Location 3

( you only need to download one of these three. )

Inside the .rar I included this post in a text file.

( For those that don't know how to open a .rar file, use this program Winrar )

 

Some of the changes;

 

Makes menu ui, transparent

Replaces healthbar with rainbow-like indicator levels (high health,low health)

Changes the skins of a lot of armors and weapons (too many to name)

Replaces seraphim, inquisitor, dryad, shadow warrior. With other skins (new look)

Adds lightsaber weapons, replaces 6 ingame swords ( those swords were ugly anyways, so nothing was lost)

Changes the look of mounts and their sadles

Replaces the original worldmap to be more seamless and also places more map markers to locations that had no mapmarkers before.

Increased graphical effects on weapons and spells ( a texture quality increase )

Replaces the graphics of some of the buffs used ingame to something less obstructive ( things like barkskin, will now no longer fully cover armor.)

Removes underwear from female characters, meaning a little nudity ( Only nude when character is not wearing any armor. )

Improves thickness of blood and gore, monsters will bleed more.

Changes imp into an Orc.

 

+Various minor improvements

 

 

Keep in mind now that I originally made this compilation for myself, but I figured that I might aswell share it. :)

 

Enjoy, Goodbye :lol:

 

 

 

 

 

 

Taglist for google:

 

sacred sacred1 sacred2 sacredfallenangeliceandblood sacred fallen angel iceandblood

sacred2mods sacred 2 mods sacredmods sacredfallenangelmods Sacred fallen angel mods

sacredfallenangeliceandbloodmods sacred2fallenangeliceandblood sacred2fallenangeliceandbloodmods

 

 

NOTES TAKEN FROM THIS POST WHICH IN THIS POST HERE (edit by gogoblender):

 

http://darkmatters.org/forums/index.php?/topic/15537-sacred-2-mod-compilation-offered-to-community/page__view__findpost__p__6939414

 

As posted by bleach fan, links in this original post aren't working. He has updated info. Please refer to his post via my posted link to see his work.

  • Like! 2

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wow

 

I just sent you a pm

 

 

Welcome to DarkMatters!

 

:)

 

gogo

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So what version of the game is this compilation compatible with?

 

To be honest, I think this will work with any version of the game, I mean I see no reason why it shouldn't.

I am playing with the gold edition, and it works fine on that, I have it patched to the lastest version.

 

The textures really won't be a problem at all, since they simply replace existing objects.

Same goes for the coding, as long as you stick to the instructions everything should be fine.

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It sounds great. But how do I install the textures mod? There is info in the files, but it doesn't mention where to put the files.

I can override some .txt files, but there are no .dds and .ogg files in the game directory to override.

Edited by Martin

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Seems to work fine, except for one thing.

 

My Seraphim's (and any new seraphim for that matter) model is completely busted. She looks like a large blob of stretched skin. Also The Dragon mage is just a black cube.

 

Anyone else getting this? Tried to get screenshot, but it comes out black (I must be a new player).

 

Please help, this mod looks really cool, but it's just horrible to see my poor serra so busted.

 

EDIT: Upon further testing, I see that any chest armour on seraphim gives me the same full body samurai like armour, and any other piece of gear makes that part of her body invisible.. :bow:

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When the upload is available (as of now, it's temporarily unavailable for me), I will give it a shot and see if I encounter any problems. FlyingFox89, are you using any other mods? Could it be a mod compatibility issue?

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Ok, I think I've solved the seraph armor bug, and hopefully others aswell. There were some bad references in the script files.

Also, made the file downloadable from 3 different locations, to prevent links from dying too quickly.

 

 

Let me know if there are any other problems.

 

~thx

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Was able to get the file; thanks for posting it! :-)

 

The only prb I encountered was with the Seraphim armor; it made her pelvis vanish if I removed the chest armor. That and her eyes kept flickering, although that was pretty neat.

 

I'll try the new file shortly...

 

Again, thanks for sharing!

Edited by junkcollector

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Do you by any chance no how to change the font colour of the runes for the combat arts in this MysticOnion?

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At work right now, but will retry asap. Is the Graphics mod compatable with the CM- patch by the way?

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Do you by any chance no how to change the font colour of the runes for the combat arts in this MysticOnion?

 

Unfortunately no, there were two threads about it on others forums that I found. But nobody seemed to be able to get it done.

If you find a way, please let me know.

 

 

Was able to get the file; thanks for posting it! :-)

 

The only prb I encountered was with the Seraphim armor; it made her pelvis vanish if I removed the chest armor. That and her eyes kept flickering, although that was pretty neat.

 

I'll try the new file shortly...

 

Again, thanks for sharing!

 

Flickering eyes you say? make screenie :agreed:

Let me know if the problem persists.

 

 

 

 

At work right now, but will retry asap. Is the Graphics mod compatable with the CM- patch by the way?

 

I'm not sure. you can't simply overwrite all the files, because then you would also overwrite scripts that contain references that the cm-patch probably uses.

 

Here's a method that should get it working properly;

1. Download and install this program WinMerge This file will allow you to merge two scripts file. ( those are the ones with .txt extension and .xml )

 

2. Backup your entire gamedirectory

 

3. install cm-patch

 

4. Download My mod and extract the files inside your gamedirectory, when it asks press yes to overwrite. BUT DO NOT overwrite the .txt (or .xml files, those contain references used by the cm-patch.

 

5. Find all the duplicate files, and remember where they are located

 

6. Open winmerge and select File>Open, a menu will open requiring you to select two files. Where it says LEFT browse to your gamedirectory (where cm-patch is installed) and select one of the duplicate scripts.

 

7. Then where it says RIGHT select the script with the same name from my mod. (you can extract the scripts files from the mod to a temporarly folder)

Example: Left: Spells.txt Right: Spells.txt

 

8. When those two have been opened, find the tool on the top toolbar called; All Left the click it, might take a while if they are big files.

Doing this will overwrite any possible entries used by cm-patch by also preserves some cm-patch references that will not require overwrite.

Should it so happen that winmerge states there are no difference between the two files, then no editing is required.

 

9. When done simply press X to close, and when asked select to save the file. (which should be the file on the LEFT )

 

10. Repeat process with other duplicate scripts. I think you should also be able to do this with .xml files, Best not to overwrite those with the .xml files from my mod As the probably contain references used by the cm-patch.

 

 

Should be perfectly fine to overwrite .dds files and such, as those are just graphics.

Don't worry, its more easier then it sounds. Let me know how it goes :thumbsup:

Edited by MysticOnion

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Hehe thanks alot dude. Will try it as soon as I get home from work. Thanks again. Btw, have you played around with editing the actual character spells yet?

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Hehe thanks alot dude. Will try it as soon as I get home from work. Thanks again. Btw, have you played around with editing the actual character spells yet?

 

 

This mod does modify some spells, but only graphically.

 

What are you implying?

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Well I've been ignoring the graphics mostly (hence why I'm so gratefull for your download), but dabbeling alot with the actual edit of what the spells do. It's always been Sacred's biggest downfall in my personal opinion. Alot of the spells are just way underpowered, and alot even plain boring.

 

But thanks mainly to ~icemember~, who showed me how to insert my very own balancing and fun.

 

Some of the things I managed are as follow :

 

-Exchanging Any spell with any other spell from a differant character

-Editing animations, visual fx, and all tokens (what the spell actually does)

 

Some o the spesific things I've done is give my dryad Astute supremacy (Inquisitor Aspect);

Edit Sinister Predator (Ranged Combat Buff) to work for all weapons, instead of ranged only;

Sinister Predator also give a small movement speed boost, instead of projectile piercing (useless on melee)

Make her multi hit do more hits (Not that imbalanced, seeing as I play melee):

Multi hit has 100% hknockback instead of 30%

 

And a bunch of other small tweaks. It's a fun, yet pretty balanced hero in my opinion now.

 

 

I'm currently working on Making a combat high elf, with some actual melee abilities. Gonna go on with that tonight.

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Well I've been ignoring the graphics mostly (hence why I'm so gratefull for your download), but dabbeling alot with the actual edit of what the spells do. It's always been Sacred's biggest downfall in my personal opinion. Alot of the spells are just way underpowered, and alot even plain boring.

 

But thanks mainly to ~icemember~, who showed me how to insert my very own balancing and fun.

 

Some of the things I managed are as follow :

 

-Exchanging Any spell with any other spell from a differant character

-Editing animations, visual fx, and all tokens (what the spell actually does)

 

Some o the spesific things I've done is give my dryad Astute supremacy (Inquisitor Aspect);

Edit Sinister Predator (Ranged Combat Buff) to work for all weapons, instead of ranged only;

Sinister Predator also give a small movement speed boost, instead of projectile piercing (useless on melee)

Make her multi hit do more hits (Not that imbalanced, seeing as I play melee):

Multi hit has 100% hknockback instead of 30%

 

And a bunch of other small tweaks. It's a fun, yet pretty balanced hero in my opinion now.

 

 

I'm currently working on Making a combat high elf, with some actual melee abilities. Gonna go on with that tonight.

 

well that sounds nice! :P

Do you know if its possible to create a new character class?

Also, could you please explain to me how you go about changing spells as you described.

 

 

 

For respawnable Boss and mini boss is not make to respawn many boss I try but don't make to respawn all :(

 

Are you saying that some bosses do respawn but some do not, or are you saying that after having used the respawn tweak no bosses or mini-bosses respawn at all?

Edited by MysticOnion

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well that sounds nice! :D

Do you know if its possible to create a new character class?

Also, could you please explain to me how you go about changing spells as you described.

 

I'm glad you asked, but I'm not quite sure where to begin, so try and bear with me.

 

You could go to Icemember's thread (in the works for Sacred2) for alot of details on this kind of editing. I'll mark anything you'll have to look up there with a "*". But some of the things I've personally experienced:

 

First of all you need to edit creatures.txt. Find the hero you want by searching "SC_". This way you'll see a list of some unknown atributes for each class, and most important, the list of spells it has. It's all german, but I don't speak it, and I managed to translate the spell name (Hail google)

 

It really is as simple as copying the desired spell (example Faucherblits, the german name for Inquisitor spell Levin array) and overwriting it with Blitz (Seraphim lightning bolt spell).

 

NOTE: there are problems. I have not yet, but are determined to find a way around these:

- It seems only spells from the same aspect number can replace each other. So for example, if you want give a dryad fireball (arrant pyromancer), you have to replace one of the spells from the top aspect (capracious hunter). In other words, top aspect, middle aspect, or bottom aspect.

If this condition is not met, the new spell will display, but for reasons I have yet to discover, the combat art rune cannot be read.

- Spells with complex animations, like the combos (pelting striked; frenzied rampage) will not work on a character that does not already have that kind of animation, like the Highelf.

-Replacing a buff with one from a differant character, seems to add two "0's" to the regeneration time. So instead of adding +45%, it'll add +4500%. Wich I don't think I need to explain why it's a problem. lol. In theory you can replace the tokens (what the spell actually does) of the default buff with the one desired, but this will take personal experimentation, as some of the features of spells seem hard coded.

 

You can also go to spells.txt and edit certain attributes of each spell. Once again, "*" to get advanced details about this. Basically you can set the animation number to match the spell (all characters have set defaults, you just need to find an animation you like by casting all the spells that character has, then finding the right spell in spells.txt, and use that animation number on you new spell.

Also, in Spells.txt, you need to edit what lore and focus skill it uses. And finally, you need to set the spells entry number, like the menu position. 1 2 3 4 5. *

After that, you can start playing around with the actual values of the spell. what it does in other words.

 

NOTE:

-New spells (adited in creature.txt) will ONLY work when starting a new game, with a new character. The spells attributes, aka Spells.txt, can be edited on an already existing campaign. So basically, give your character the all the spell replacements you want before you create that new char. Then, you can start editing those individual spells bit by bit, each time running the game and loading that char to see if the desired effects worked.

-At the bottom of Spells.txt is a list of all the tokens. Thins like chance to bleed, add attackspeed, and pretty much everything else a spell could do.

 

EXPERIMENT, EXPERIMENT, EXPERIMENT - It's not difficult, and you require no programming knowledge. and the rewards are AWESOME!

 

In theory you could create a completely new hero, but it wont be an easy task. First of all, it wont be as making a new slot, as completely replacing a default hero. You need that template, so one of them has to go.

Just off the top o my head, some of the obsticles one would have to overcome:

-In spells.txt, all the spells are there. not just hero spells. Monster spells aswell. And technically you could use any of these on your hero. Problem is runes. You can get the spell if there is no way of learning it.

-Equipment and animations. Self explanatory.

-Class quest, spell icons and descriptions. All these inds of stuff.

 

To be honest, this is very new to me, and I myself am diving deeper and learning more about it every day. Best thing to do (like I did) is backup your game, and edit like the wind. Experiment. Try as much as you like. there are ALOT of possibilities.

 

Sorry for my somewhat obscure english, so if anyone is unsure about anything, please ask, I'm glad to try and help. It's ver difficult to explain everything I've done and how I've done it off the top of my head.

 

:)

Edited by FlyingFox89

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Here's a method that should get it working properly;

1. Download and install this program WinMerge This file will allow you to merge two scripts file. ( those are the ones with .txt extension and .xml )

 

Tried it exactly as you described, double checked n merged every mergable file. Still no use. Is there a possibility you could make a version of this mod for CM? I'm sure alot of people here use that.

 

Thanks again.

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I tried to get a screenshot, but it doesn't catch the flickering eyes.

 

big0000.th.jpg

 

That said, the other version you uploaded works fine for me. :-D

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well that sounds nice! :sick:

Do you know if its possible to create a new character class?

Also, could you please explain to me how you go about changing spells as you described.

 

I'm glad you asked, but I'm not quite sure where to begin, so try and bear with me.

 

You could go to Icemember's thread (in the works for Sacred2) for alot of details on this kind of editing. I'll mark anything you'll have to look up there with a "*". But some of the things I've personally experienced:

 

First of all you need to edit creatures.txt. Find the hero you want by searching "SC_". This way you'll see a list of some unknown atributes for each class, and most important, the list of spells it has. It's all german, but I don't speak it, and I managed to translate the spell name (Hail google)

 

It really is as simple as copying the desired spell (example Faucherblits, the german name for Inquisitor spell Levin array) and overwriting it with Blitz (Seraphim lightning bolt spell).

 

NOTE: there are problems. I have not yet, but are determined to find a way around these:

- It seems only spells from the same aspect number can replace each other. So for example, if you want give a dryad fireball (arrant pyromancer), you have to replace one of the spells from the top aspect (capracious hunter). In other words, top aspect, middle aspect, or bottom aspect.

If this condition is not met, the new spell will display, but for reasons I have yet to discover, the combat art rune cannot be read.

- Spells with complex animations, like the combos (pelting striked; frenzied rampage) will not work on a character that does not already have that kind of animation, like the Highelf.

-Replacing a buff with one from a differant character, seems to add two "0's" to the regeneration time. So instead of adding +45%, it'll add +4500%. Wich I don't think I need to explain why it's a problem. lol. In theory you can replace the tokens (what the spell actually does) of the default buff with the one desired, but this will take personal experimentation, as some of the features of spells seem hard coded.

 

You can also go to spells.txt and edit certain attributes of each spell. Once again, "*" to get advanced details about this. Basically you can set the animation number to match the spell (all characters have set defaults, you just need to find an animation you like by casting all the spells that character has, then finding the right spell in spells.txt, and use that animation number on you new spell.

Also, in Spells.txt, you need to edit what lore and focus skill it uses. And finally, you need to set the spells entry number, like the menu position. 1 2 3 4 5. *

After that, you can start playing around with the actual values of the spell. what it does in other words.

 

NOTE:

-New spells (adited in creature.txt) will ONLY work when starting a new game, with a new character. The spells attributes, aka Spells.txt, can be edited on an already existing campaign. So basically, give your character the all the spell replacements you want before you create that new char. Then, you can start editing those individual spells bit by bit, each time running the game and loading that char to see if the desired effects worked.

-At the bottom of Spells.txt is a list of all the tokens. Thins like chance to bleed, add attackspeed, and pretty much everything else a spell could do.

 

EXPERIMENT, EXPERIMENT, EXPERIMENT - It's not difficult, and you require no programming knowledge. and the rewards are AWESOME!

 

In theory you could create a completely new hero, but it wont be an easy task. First of all, it wont be as making a new slot, as completely replacing a default hero. You need that template, so one of them has to go.

Just off the top o my head, some of the obsticles one would have to overcome:

-In spells.txt, all the spells are there. not just hero spells. Monster spells aswell. And technically you could use any of these on your hero. Problem is runes. You can get the spell if there is no way of learning it.

-Equipment and animations. Self explanatory.

-Class quest, spell icons and descriptions. All these inds of stuff.

 

To be honest, this is very new to me, and I myself am diving deeper and learning more about it every day. Best thing to do (like I did) is backup your game, and edit like the wind. Experiment. Try as much as you like. there are ALOT of possibilities.

 

Sorry for my somewhat obscure english, so if anyone is unsure about anything, please ask, I'm glad to try and help. It's ver difficult to explain everything I've done and how I've done it off the top of my head.

 

:)

 

Thank you for putting in the effort to typ this out, this in combination with ice's posts, will help me learn more. I might be tempted to create a new version of this mod someday ;)

 

 

 

This MOD contained and CHRISTMAS ISLAND?

 

No it does not, you can however first install the christmas mod, and then my mod. But do not overwrite the .txt and .xml files.

Use this method:

 

Here's a method that should get it working properly;

1. Download and install this program WinMerge This file will allow you to merge two scripts file. ( those are the ones with .txt extension and .xml )

 

2. Backup your entire gamedirectory

 

3. install cm-patch

 

4. Download My mod and extract the files inside your gamedirectory, when it asks press yes to overwrite. BUT DO NOT overwrite the .txt (or .xml files, those contain references used by the cm-patch.

 

5. Find all the duplicate files, and remember where they are located

 

6. Open winmerge and select File>Open, a menu will open requiring you to select two files. Where it says LEFT browse to your gamedirectory (where cm-patch is installed) and select one of the duplicate scripts.

 

7. Then where it says RIGHT select the script with the same name from my mod. (you can extract the scripts files from the mod to a temporarly folder)

Example: Left: Spells.txt Right: Spells.txt

 

8. When those two have been opened, find the tool on the top toolbar called; All Left the click it, might take a while if they are big files.

Doing this will overwrite any possible entries used by cm-patch by also preserves some cm-patch references that will not require overwrite.

Should it so happen that winmerge states there are no difference between the two files, then no editing is required.

 

9. When done simply press X to close, and when asked select to save the file. (which should be the file on the LEFT )

 

10. Repeat process with other duplicate scripts. I think you should also be able to do this with .xml files, Best not to overwrite those with the .xml files from my mod As the probably contain references used by the cm-patch.

 

Even thought flyingfox89 claims this method does not work for him, it might for you. No harm in trying.. Just be sure to make a backup of your game before you modify anything.

 

 

Here's a method that should get it working properly;

1. Download and install this program WinMerge This file will allow you to merge two scripts file. ( those are the ones with .txt extension and .xml )

 

Tried it exactly as you described, double checked n merged every mergable file. Still no use. Is there a possibility you could make a version of this mod for CM? I'm sure alot of people here use that.

 

Thanks again.

 

What do you mean with 'Still no use'. Something installed wrongly?

 

 

I tried to get a screenshot, but it doesn't catch the flickering eyes.

 

big0000.th.jpg

 

That said, the other version you uploaded works fine for me. :-D

 

After some experimentation I've discovered how to do this, it takes two overlapping references used for the same set of eyes, One reference points to a eye texture/file and the other reference point points to a missing file :P Buggy, but funny indeed.

 

Let me know if you encounter any other problems.

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Hi there,

 

I have no other mods running and using patch 2.43 install. (PC) I noticed the blood textures immediately were displaying as large red and black texture blocks or chunks coming out of the npc's body during battle. Not compatible with my install...

 

PS Is there any text file command line to increase Gore in the game?

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Nice compilation. I especially find the invincible npcs and escorts to be a godsend, mainly due to the game's pesky autosave feature.

 

Cheers. :)

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