Jump to content

Unlocking NPC and Unused Items for the Player


Flix

Recommended Posts

> ".. should start pouring.."
"It's raining items, halleluja.."

If you find items that need editing / repositioning, then just let me know, OK?

 

> ".. trying out the Crossbows.. able to wield them properly.."

Wielding would have to use the "..gun" animations, but if a crossbow is considered a 'gun', the shooting effect doesn't match.
A different shooting effect (eg. a small flying arrow) would require a separate weapon class.

Edited by Pesmontis
  • Like! 1
Link to post
  • Replies 68
  • Created
  • Last Reply

Top Posters In This Topic

Top Posters In This Topic

Popular Posts

This is sort of a sub-project of Community Items Mod. After Silver Fox suggested I check for a shield that appeared in the art book but not in the game, I went and combed through all the game files s

It's this time of the year again... Which reminded me of an unused item that was discovered in game files at the same time as the Mountain Slippers unique. However, it was an item of limited use and n

Ah, another S1 item popped up. Well, in that case I guess I could try to see what could be done with it. I wonder how and why those ended up in there.   Speaking of messed up animations, I tried

It's a two-handed sword, blueprint 2462 "unlock_sword_2h_krollslaw". Not sure if it can drop normally with CM, or has the same trouble as the shield.

 

Oh, I know that sword. I think I saw it in one of Knuckles' standard armor chests. I've never seen it drop though, so I'll check on it and add it to the drop lists if it's not there.

 

krollslaw=coleslaw ? lol

Link to post

I think I found an Unlock Item that isn't documented on the Wiki, and wasn't made to drop freely with the CM Patch. It's called "unlock_shield_tower_gruni" in blueprint.txt, and it's only present in one droplist (shields) in drop.txt, so it won't drop freely. It's called "Grunwalds_Schutz" there. So, I think what I'll do is try to add it to all the proper droplists so it will drop like other shields and unlock items currently do.

 

This one actually do show up in the game, but weirdly enough as a yellow rarity item (yes, it can appear at vendors). It acts as an unique otherwise with predetermined stats.

I hope you put some of the one-handed staves into the generic loot pools. There's only one type of elemental damage one-handed staff (ice). It could be cool if there were some fire poison or magic ones as well.

  • Like! 1
Link to post

Hmmm...now that I look at the shield...it's tier 12! That means it's rare-quality, not gold-text. So it would behave as you said. It still should be on more droplists however. I wonder if I should also change the tier to 13 so it's a proper gold-text unique?

 

I'll see what I can do about adding some random staves.

Link to post

Any chance we will see your work as a seperate download? Its always such a hassle to update my mod with the latest CM patch, if any new CM patch will ever come out. Plus it would go well with my new project. Now that im a better programmer than I was back then when I made the editor for the spawn.txt, I wanna create an item editor. Simple put, it will allow you to change item properties with a gui and edit the bonusgroups too. And maybe I even can get it to create set items, though that might be a whole new thing all together, I think you need to edit the global.res for the set item names and such. Ill ask around

Link to post
  • 1 month later...

Have the easter cult bunny robes been unlocked for the Inquisitor?

Cultgatherer.jpg

 

Well, I finally looked into this. Sadly it can't be done without a large amount of work. Turns out the bunny robes aren't separate pieces of equipment, they are basically full-body replacements made specifically to conform to the NPC Inquisitor model, which doesn't match that of the playable Inquisitor. So I don't see it happening. :(

 

Stay tuned though because there are a few more cool NPC weapons and shields I haven't posted before that I'm going to unlock soon...

  • Like! 1
Link to post

This is an amazing find guys! I was wondering if there is a chance of seraphim S1 shield wings or the bikini default like in the picture on page 1 hidden around in Sacred 2 files. I like the seraphim sword! To bad it's bugged though :( Is it something that could be fixable?

Edited by Saraphima
  • Like! 1
Link to post

This is an amazing find guys! I was wondering if there is a chance of seraphim S1 shield wings or the bikini default like in the picture on page 1 hidden around in Sacred 2 files. I like the seraphim sword! To bad it's bugged though :( Is it something that could be fixable?

 

Thank you. It can and has been fixed, and released actually.

 

New Uniques and Legendaries

 

And here's the post about the sword and other S1 items. There aren't any other S1 files in Sacred 2 that I found, but some things could be imported over with a little work. :)

Link to post

They wouldn't look as good, that's right. Not just because of lq textures but also models with lower polygon count. I think looking at the Sereish sword and the Daemon shield that are in the mod would be a fair indication of the visual quality of S1 items.

  • Like! 1
Link to post

I thought so, but still cool. You see them in any angle instead of a few angles compared to S1 so that is a great trade off right there. Kinda old school in a new school kind of way. Now if you could get S1 characters into Sacred 2 but only use S1 items that would be cool also but that would be tons of work to do. Keep up the super cool work :)

  • Like! 1
Link to post

Now if you could get S1 characters into Sacred 2 but only use S1 items that would be cool also but that would be tons of work to do...

 

Psst...don't tell anybody but... :D

 

http://I.imgur.com/SUi4x1Q.jpg

 

Realistically we could only add them as NPC's or followers, but she's pretty much ready to go. That's something for another day though, with all the other projects planned first...

 

EDIT: Fixed the link.

Edited by Flix
  • Like! 1
Link to post

Huh. Making a new NPC model for what could have been an NPC accessory item set. Well, that's one way to do it. I'm shore they had their reasons.

 

Well, it's the same old NPC model (plus the ears and feet), just a new full-body texture, so it was probably the quickest, easiest way for them to make a rabbit cultist. The thing is the textures for the NPC Inquisitors don't map onto the playable Inquisitor's model.

  • Like! 1
Link to post

This is like finding a small treasure chest. I like how you named them - Undead Weapons, as if they have some unearthly life of their own or maybe they are posessed by vengeful spirits.

 

The models are actually good (except for the Legionaire sword), it's the textures that make these weapons look a little drab. They are of fairly low quality. Given enough time for re-texturing, it is possible to turn the bow and the orc sword into really cool-looking weapons. This bow, with bone-like spikes and dog heads at the sides just asks to be retextured into something Anubis-themed (black wood and gold, like Egyptian statues).

 

It's a very good idea about a sword+shield set, but maybe it's better to consider pairing the Centurion's sword with the shield - they both have yellow-ish metal and skull-shaped elements (the center of the shield and the base of the sword's hilt). The archer's sword is cool, but doesn't match the shield unless you retexture it.

Edited by Silver_fox
  • Like! 1
Link to post

>"it's the textures that make these weapons look a little drab. They are of fairly low quality."

 

Yeah, and these are the hq textures I've got loaded for them too, so if I simply unlocked them, they would be looking a bit worse for the average player (using the default mq textures).

 

I'll work on adding these to the game tonight.

Link to post

 

Have the easter cult bunny robes been unlocked for the Inquisitor?

Cultgatherer.jpg

Well, I finally looked into this. Sadly it can't be done without a large amount of work. Turns out the bunny robes aren't separate pieces of equipment, they are basically full-body replacements made specifically to conform to the NPC Inquisitor model, which doesn't match that of the playable Inquisitor. So I don't see it happening. :(

Well, it's the same old NPC model (plus the ears and feet), just a new full-body texture, so it was probably the quickest, easiest way for them to make a rabbit cultist. The thing is the textures for the NPC Inquisitors don't map onto the playable Inquisitor's model.

 

Odd, because I can easily do it all with this (and it also sort of works on other PCs): graphics11.zip\models\npc\highelves\inquisitor\j_hu-m-rabbitcult-equip01.GR2

 

inq1-1.jpginq2.jpg

 

 

  • Like! 1
Link to post

The equipment works ok, but it's just the ears and feet. And there's already a pair of bunny ears as a unique item. So what would I be adding...just a pair of rabbit feet? I mean I guess I could retexture a pair of Inquisitor robes to match the bunny robes, and then make them new itemtypes, etc. But that's not the same as just unlocking a pair of existing robes, which is what I had in mind.

  • Like! 1
Link to post

This post is just for interest and humor. There is a certain Sacred 2 weapon type that was only half finished and never implemented. Czevak reported that it lacked the necessary animations, and later I confirmed it. Then a little while ago Pesmontis noticed that an enemy uses one of these weapons, and tried unlocking it. Overall, the results were tantalizing and comical, because this weapon just refuses to work quite properly for the player.

 

This is the chronicle of the Flail.

 

There are two such items designed for the player sitting in the game files. The models and textures have the names "Lash" while the entries in the scripts use the (inactive) weapon classification "Whip."

 

This one of the lashes in-game:

MHAHg2gt.jpg

The other one is more like a whip with three small tines or prongs at the end.

 

The crazy thing is, despite being unimplemented, they got updated with Ascaron's hi-res texture pack, and you can see that they have some really nice high quality texture designs.

 

The main obstacle to making it usable is that it just sticks out straight like a stick, because the chain/whip part has no animations. This results in all kinds of inappropriate behavior, like when blocking:

69ZBIlst.jpg

"I put my flail into my eyeeeee...."

 

The lack of proper attack animations means the High Elf uses unarmed animations, which always looked a little strange, but even more when incorrectly wielding this spiky stick:

P2Nil6st.jpg Gd2owR5t.jpg g8CFuBxt.jpg

::Cue parade music:: The High Elf leads a jolly invisible parade down the roads of Tyr Lysia. C'mon, Fay Drake, keep up!

 

After the parade, the High Elf is tired of her shenanigans and decides to take a rest on her Drake.

VOOP10it.jpg Bxf2jZut.jpg 4BYxwWTt.jpg

This is the result of lacking appropriate animations for the flail while mounted.

 

Most of these silly glitches could be fixed by changing the classification so that sword or axe animations were used instead, but the main problem would remain: the chain would still be stiff and straight. So there was just far too much work left undone on these weapon types to mod them into the game.

 

That might have been the end of the story, except not long ago Pesmontis reported that a certain enemy was spotted using a chain weapon:

InwiXZyt.jpg

These are of course some of the soldiers of the Undead Legion in Tyr Lysia. That is a working, animated chain weapon! It's technically classified as a sword by the game.

 

So Pesmontis tried creating a new itemtype and blueprint for the weapon using that model. I tested it as well, except using my usual shortcut of just "unlocking" the existing itemtype and making it usable by the player. I'll post Pesmontis's pictures here since our results were the same:

 

oQV8wrbt.jpg 5q3V54Wt.jpg

A promising start! It is wielded correctly, although the main problem that will plague the rest of the testing is already apparent: the animations of the chain are tailored to the short skeletons with their stumpy legs, so the chain doesn't hang down taut like it should...it hovers several inches above, giving a persistent "floating" effect to the mace part.

 

1AA1YYot.jpg r0DaCGUt.jpg

As you can see, when attacking or when running, it looks pretty good. However, this partly an illusion of the screenshot caused by the appearance of motion. It should not also look like this even when the character is standing still.

 

82gyNqTt.jpg

This is the block stance; the Shadow Warrior is holding the weapon still. The hover effect is very noticable here as the chain floats in the air rather than hanging down like it should.

 

Idle animations look decent but not quite right:

y9clbOwt.jpg PCZYGvwt.jpg

 

So this was a case of "so close yet so far." They could be added to the game, but probably only as gag items, due to the way they misbehave.

Edited by Flix
  • Like! 1
Link to post

Oops, looks I missed another undead item earlier: this is the shield worn by our flail-wielding skeleton soldier above. It's small and not very flashy, but it's got a nice look. It's been unlocked and added to the pool of random magic shields.

 

OdbmE28t.jpg

  • Like! 1
Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...