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Modding potential in Sacred 2


Bondbug

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With apologies to Gogo and hoping for comment from Pesmontis among others.

 

Put me down not as totally incompetent but as hopelessly out of date. I developped exercises for computer literacy, 20-25 years ago with the old Mac Classics, and developping costing spreadsheets for various business needs. I have spent months and months doing quite complex mods using the design facilities with the original NeverwinterNights (a complete 8 region game with its own storyline, entered from the final exit of the game's introductory sequences), with Morrowind and Oblivion (buildings all over the place including a farm village with pub and stable of horses available for use, just for the sheer pleasure of getting them to work!!) even layouts for such as Settlers2 and Colonization. None of this involved over complex professional level programming. With Morrowind and Oblivion there is TES. With NWN there was superb design set up (“Building your own adventures”) and support including detailed tutorials and a scripting programme (was it Lilac Soul or some such) where you told it what you were trying to achieve and it gave you the details to copy and paste into your script.

In some of these you placed a door, cave entrance or portal of some kind into the game landscape, and from there entered your own world, with your own NPSs and “Partners”. Anyone could do this for off-line use.

What I have seen on offer here seem to be bits of scripting for inserting into various game files, to control the 3rd party viewpoints or leave the clothes off the female chars. Done by people with the professional knowledge to understand and manipulate the programming for people who do not wish to, or are incapable of, modding themselve.

So basically I am interested to know what modding in Sacred 2 has to offer for people like myself who do not have the same programming skills as the “boffins” but are interested in more active modding of the NWN Morrowind and Oblivion type. Probably for off-line use, as old gadgees like myself are happy to play off-line in whatever time is available.

Modding is/was very active in these games and has in some cases been successful in keeping a game alive long after its normal life span. Obviously some control would be needed over what might be offered for download, but it would be interesting to be able to place a portal of some sort through which we could go into a layout or story line of our own making. Just for the pleasure of getting it to work and improving our understanding of the game.

Er .... did anyone understand all that? TES for Sacred anyone? :wacko:

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As you said Dragon Brother; Flix has come up with precisely what I was looking for, and beautifully set out (unlike my usually long winded and round about style) :)

 

Many thanks.

 

Oh by the way Flix, it was the undressed mod I was trying. I got it installed and working (quite nice sort of bikinis), but for some reason the pre-programmed heroes are no longer on offer, and I wanted to compare their development with choices that I, in my ignorance, have made. Any idea why this may be?

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I have studied the info and advice above and the List of Mods and Modding Guides, and made several alterations to my interface (?)

Just one more question if I may. Is it possible to edit the size of the panels for Inventory, Attributes & Skills, and Combat Arts, specially the Inventory?

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I have studied the info and advice above and the List of Mods and Modding Guides, and made several alterations to my interface (?)

Just one more question if I may. Is it possible to edit the size of the panels for Inventory, Attributes & Skills, and Combat Arts, specially the Inventory?

 

You might want to try activating the option "UI Scaling" in the options menu.

 

There's also a way to resize the windows, but it won't increase the size of the panel's contents, just the border.

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OK Flix. I activated the "UI Scaling" option. What exactly does it do?

I am spoilt by Lotro where you can open a great long list of UI items you can adjust.

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OK Flix. I activated the "UI Scaling" option. What exactly does it do?

 

It scales up the user interface according to the game's resolution.

 

Here's how it looks on my system before and after enabling UI scaling:

Before

GutA1yV.jpg

 

After

X6cdMya.jpg

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That "after" shot is much more like. What resolution have you there?

I have tried from 1074 x 768 to 1366 x 768, which are the limits offered in "options", and although the size of the screen changes accordingly, the 3 boxes are the same size each time. Is this fault of laptop?

Edited by Bondbug
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Ok. I think it will only benefit users with larger resolutions, like mine is 1920x1200. For your screen size, I think the "scaled" version of the interface is identical to the default size. I think you may be stuck with the default panel size.

 

There is a way to increase font size, if legibility is an issue. But it won't make icons or anything like that bigger.

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OK, I find that I have 1920x1080 on the PC. I will try that when I can, but it is still making trouble over that driver it can't find. I will sorth that then try the larger res.

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I have had a great week trying out the Diablo Mod. While I find some elements I like, there are others I prefer in Sacred2 vanilla. So my question is ...is there any simple way of switching between the two versions, or is it a case of one or the other and stick with it. For instance I have always hated the seraphim (sorry folks) and much prefer the Diablo alternative, but there is one char on Sacred 2 that can call up as help whatever type whose head she has equipped, which I think is a brilliant idea, and I would play her on Sacred 2.

Not a desperate problem as I have the game working on two separate partitions, but I wondered if there was a simpler way of switching from one to the other.

Like it buttered on both sides.

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Thanks for the compliments on the mod. :)

 

 

So my question is ...is there any simple way of switching between the two versions, or is it a case of one or the other and stick with it.

 

I've never understood this request. All you do is run the generic mod enabler and click "disable." I can't imagine disabling/enabling a mod being any simpler.

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Thanks yet again Flix. I can see now that I am being far too ponderous, and that, I think, all can be done much more simply. I think too, that I need to keep a copy of mods I have done to balance.txt and creatureinfo.txt on the desktop for re-use when I disable and reinstall the Diablo Mod, and that I need to be clear in "saves" which chars are for Sacred2 and which for the Diablo mod. But that is something I can cope with.

Thanks for your help and patience

 

PS I was called away before I could finish. I wanted to emphasize, now that the old grey matter has got that far, just how simple that magic GME gadget makes the whole operation. :)

Edited by Bondbug
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One trick you can do with the save games is keep two (or more) save folders. Put a suffix on the one you're currently NOT using, like "Sacred 2-D2F" or "Sacred 2-Normal". Then just remove the suffix when you want to play those characters, so the "real" save folder is just named "Sacred 2". :)

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