Eathanu 1 Posted March 20, 2013 Share Posted March 20, 2013 Greetings! I recently bought Sacred 2 on Steam and have mostly enjoyed it (as much as I have been able to play, at any rate), but there has been one consistent cause for unneeded strife: Sight range. I have tried ignoring the need to hug every wall and corner, and I've simply found myself unable (OCD at its finest. I also can't walk counterclockwise around the wall separating my kitchen from my living room). My hope is that, with the relative ease of modding the game, someone might know of a way to help me with this. I'm fairly certain the problem is the small sight range, as not seeing past the water's edge doesn't bother me as much as not being able to capture that last little bit of mountain range. I don't know which possibility would work best, but I'm open to suggestions. A ring that adds +500% (or so) sight range on its own seems to be my best bet (I would be more happy just modding the base sight range of all characters to be significantly larger, but I can't seem to find a way to do so). I've seen the item editor, but it looks like you need to know the numeric codes of things before you can hope to change/add new items, and with the wiki down I have no idea where to begin. Can someone please help me enjoy this game? Link to comment
lujate 578 Posted March 20, 2013 Share Posted March 20, 2013 Welcome aboard! Check this out: Guide to Customizing the Sacred 2 Camera View and optionsCustom txt Link to comment
Eathanu 1 Posted March 20, 2013 Author Share Posted March 20, 2013 Welcome aboard! Check this out: Guide to Customizing the Sacred 2 Camera View and optionsCustom txt Thank you, but what I meant was the sight range stat; the thing that reveals the map. For my physical sight range, I play the game at a pretty close isometric view, so ingame settings are more than adequate for me. Granted, I'm still reading through the topic, but it doesn't appear to have anything to do with what I'm looking for. 1 Link to comment
Popular Post johnmedgla 7 Posted March 20, 2013 Popular Post Share Posted March 20, 2013 (edited) This is slightly more difficult than you might expect. In scripts/server/balance.txt there's a line that reads: RangeClearFOW = 1000, you can try to increase that number, but as I recall it increases the range at which the map turns from grey to coloured without actually revealing things like shrines, portals, quest targets etc - it's worth testing this first, since it's been many years since I tried fiddling with it. If it works, super, if not - you can add the following token to one of the buffs you use in scripts/shared/spells.txt. entry(x) = {"et_RangeOfSight", 5000, 0, 0, 41 }, This will increase your character's sight range by 500% in the same way equipping items with +500% vision range would, and has the benefit of not potentially breaking the item generator so it starts spewing out jewellery with silly stats. For example, to add it to the Inquisitor's Purifying Chastisement, we would edit it as below: mgr.defineSpell( "in_in_kasteiung", { eiStateName = "cSpellCast", fxTypeCast = "FX_INQ_KASTEIUNG_C", fxTypeSpell = "FX_INQ_KASTEIUNG", fxTypeCastSpecial = "FX_INQ_CAST_L", duration = 10.000000, animType = "ANIM_TYPE_SM06", animTypeApproach = "ANIM_TYPE_INVALID", animTypeRide = "ANIM_TYPE_INVALID", animTypeSpecial = "ANIM_TYPE_RIDESM06-SPECIAL", causesSpellDamage = 0, tokens = { entry0 = {"et_wounded_thold", 250, 0, 0, 37 }, entry1 = {"et_wounded_rage", 1000, 50, 0, 37 }, entry2 = {"et_damage_fire_rel", 180, 20, 1, 9 }, entry3 = {"et_damage_magic_rel", 180, 20, 2, 9 }, entry4 = {"et_wounded_thold", 100, 0, 3, 37 }, entry5 = {"et_chance_criticalhit", 99, 1, 4, 5 }, entry6 = {"et_damping_any", 99, 1, 5, 41 }, entry7 = {"et_damage_any_rel", 180, 20, 6, 5 }, entry8 = {"et_RangeOfSight", 5000, 0, 0, 41 }, -- THIS IS WHAT WE ADDED }, fightDistance = 0.000000, aspect = "EA_IN_INQUISITION", cooldown = 0.000000, soundProfile = 0, cost_level = 300, cost_base = 300, focus_skill_name = "skill_IN_inquisition_focus", lore_skill_name = "skill_tactics_lore", spellClass = "cSpellInqKasteiung", spellcontroltype = "eCAtype_t_buff", sorting_rank = 5, }) Note that you MUST change the number after 'entry' to match whatever skill you're placing it into - in this case the spell has tokens 0-7 already, so you add the token as entry8. Hope this helps, and good luck. Edited since I initially chose a really stupid skill to demonstrate this with. The Seraphim buffs all behave very strangely in terms of static modifiers for a variety of reasons that aren't really relevant. If you need this on a seraphim, then please let me know, otherwise you should be good to go with modding a buff from any other class in the way I indicated. Edited March 20, 2013 by johnmedgla 3 Link to comment
Eathanu 1 Posted March 20, 2013 Author Share Posted March 20, 2013 Wow, you really underestimated how difficult I thought this would be. From the research I had done on this prior to signing up to the forum (~8 hours of it) I was under the impression that hex editing (at the very least) would be involved. This is peanuts. Thank you. Link to comment
lujate 578 Posted March 20, 2013 Share Posted March 20, 2013 I see, so were asking about Visibility not camera. My bad. Link to comment
Popular Post Valkyr 18 Posted October 5, 2013 Popular Post Share Posted October 5, 2013 In scripts/server/balance.txt there's a line that reads: RangeClearFOW = 1000, you can try to increase that number, but as I recall it increases the range at which the map turns from grey to coloured without actually revealing things like shrines, portals, quest targets etc - it's worth testing this first, since it's been many years since I tried fiddling with it. If it works, super I have the Sacred 2 Gold v2.65.2 with the Community Patch, and I just test your first setting by changing the default number from “600” to “5000” as follows: “RangeClearFOW = 5000” and, as you said, the gray areas turned in color in an increased radius, and also shown shrines, portals, quest targets, and all interactive objects. I think in this version really works... 2 Link to comment
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