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NEW Project: Sacred 2 Purist Fixpack


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I was just so gung ho to get started and used to always having to install a patch that I didn't read page one. Are the Trimmed Elite Textures already included in PFP? :viking:

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  • 3 weeks later...

Well, considering that this is a really old started topic but that around here thread revival seems to not to be much of an issue, I'll simply ask this away: Is there any way for the Portrait Overhaul Icons mod' to make it into the "Purist Fix Pack" either?

And also as an unrelated side note: How do you customize your profile and avatar anyway? Because I've been using my bat avatar for years now and (even despite my "User Name" here is my over 20 years nickname that isn't the one that I currently use for all else in gaming), I'd like to have my easily recognizable avatar in here as well.
Thanks in advance for your time and help, Basan.

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8 hours ago, ZullEra said:



And also as an unrelated side note: How do you customize your profile and avatar anyway? Because I've been using my bat avatar for years now and (even despite my "User Name" here is my over 20 years nickname that isn't the one that I currently use for all else in gaming), I'd like to have my easily recognizable avatar in here as well.
Thanks in advance for your time and help, Basan.

Hi ZullEra! The reason why your avatar wasnt able to be changed is because you needed to make one post to advance to a Member level.  As such, you have ability to change your portrait here! :dance2: ...i just checked internally and it shows you as a member... can you see if you're able to change your avatar? It may be one or two posts needed.

We're also very happy to see you here on the boards friend, welcome to DarkMatters!

:hugs:

gogo

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On 1/29/2024 at 9:52 PM, ZullEra said:

Well, considering that this is a really old started topic but that around here thread revival seems to not to be much of an issue, I'll simply ask this away: Is there any way for the Portrait Overhaul Icons mod' to make it into the "Purist Fix Pack" either?

Hello! You may freely combine them. Just install PFP first, then the Portrait Pack afterwards.
Happy playing!

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  • 2 weeks later...

Might be fixed somewhere else but I had a quick look and couldn't find anything.

 

Using just this and the christmas pack and having issues with viperish disease, doesn't seem to want to work after spreading, does two ticks then drops off instantly.

 

Edited by TJD
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4 hours ago, TJD said:

Might be fixed somewhere else but I had a quick look and couldn't find anything.

 

Using just this and the christmas pack and having issues with viperish disease, doesn't seem to want to work after spreading, does two ticks then drops off instantly.

 

Yes. The problem with Viperish Disease and Eternal Flame has been worsened with PFP 1.4. It reverted the spell definitions to vanilla state in an attempt to restore their vanilla behavior but sadly they were functionally changed on the .dll level when the project started, using the .dll and .exe files taken from the CM Patch.

Chances of a fix are minimal, as manipulating the .dll and .exe files is nigh on impossible and PFP 1.4 is most likely final.

Your best bet is to revert the spell definitions of VD and EF back to what they, were in PFP 1.3. They will not function like in vanilla, but like they do in the CM Patch. But at least they will be usable.

If you don't have the definitions on hand, I can post them later.

Edited by idbeholdME
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13 minutes ago, idbeholdME said:

Yes. The problem with Viperish Disease and Eternal Flame has been worsened with PFP 1.4. It reverted the spell definitions to vanilla state in an attempt to restore their vanilla behavior but sadly they were functionally changed on the .dll level when the project started, using the .dll and .exe files taken from the CM Patch.

Which dlls would I have to restore to ice and blood (unmodded) to get the original behavior (disregarding issues that could go along with that)

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18 minutes ago, idbeholdME said:

Yes. The problem with Viperish Disease and Eternal Flame has been worsened with PFP 1.4. It reverted the spell definitions to vanilla state in an attempt to restore their vanilla behavior but sadly they were functionally changed on the .dll level when the project started, using the .dll and .exe files taken from the CM Patch.

Chances of a fix are minimal, as manipulating the .dll and .exe files is nigh on impossible and PFP 1.4 is most likely final.

Your best bet is to revert the spell definitions of VD and EF back to what they, were in PFP 1.3. They will not function like in vanilla, but like they do in the CM Patch. But at least they will be usable.

If you don't have the definitions on hand, I can post them later.

Ah, well thats unfortunate.

IF you could post them later that would be great, will give them a go and see how things are.

Will likely just stop using VD all together if its not spreading well.

Edited by TJD
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3 hours ago, Vishanka said:

Which dlls would I have to restore to ice and blood (unmodded) to get the original behavior (disregarding issues that could go along with that)

From my testing, the change is in s2logic.dll. When I used the vanilla spell definitions + the vanilla .dll file, these 2 spells started behaving as they were originally. However, there are a TON of changes made in this dll and using the vanilla one could reintroduce a lot of the vanilla game's problems. It would also likely cause issues with existing saves.

 

I did some tests here:

But the conclusion basically is, that restoring the original behavior would be probably impossible without reverting the .dll file change.

3 hours ago, TJD said:

Ah, well thats unfortunate.

IF you could post them later that would be great, will give them a go and see how things are.

Will likely just stop using VD all together if its not spreading well.

Eternal Fire:

Spoiler

mgr.defineSpell( "dm_dm_ewigesfeuer", {
    eiStateName = "cSpellCast",
    fxTypeCast = "FX_DM_EWIGESFEUER_C",
    fxTypeSpell = "fx_dm_ewigesfeuer",
    fxTypeCastSpecial = "FX_DM_CAST_K",
    duration = 0.000000,
    animType = "ANIM_TYPE_SM03",
    animTypeApproach = "",
    animTypeRide = "",
    animTypeSpecial = "ANIM_TYPE_RIDESM03-SPECIAL",
    causesSpellDamage = 1,
    tokens = {
        entry0 = {"et_duration_sec", 400, 4, 0, 8 },
        entry1 = {"et_plague_const_fire", 2000, 1000, 0, 42 },
        entry2 = {"et_range_area", 200, 0, 0, 4 },
        entry3 = {"et_plague_infect", 300, 2, 0, 42 },
        entry4 = {"et_regThisCool", 0, 20, 0, 8 },
        entry5 = {"et_range_area", 80, 0, 1, 4 },
        entry6 = {"et_duration_sec", 200, 2, 2, 8 },
        entry7 = {"et_plague_infect", 100, 1, 3, 42 },
        entry8 = {"et_chance_fear", 300, 5, 4, 5 },
        entry9 = {"et_plague_const_fire", 1000, 500, 5, 42 },
        entry10 = {"et_deathblow", 500, 0, 6, 5 },
        entry11 = {"et_hits_persec", 999, 0, 0, 4 },
        entry12 = {"et_spelldamage_fire", 200, 100, 0, 133 },
        entry13 = {"et_chance_areasplash", 200, 2, 0, 5 },
        entry14 = {"et_chance_areasplash", 75, 1, 3, 5 },
    },
    fightDistance = 525.000000,
    aspect = "EA_DM_DRAGONMAGIC",
    cooldown = 8.160000,
    soundProfile = 0,
    cost_level = 225,
    cost_base = 450,
    focus_skill_name = "skill_DM_dragonmagic_focus",
    lore_skill_name = "skill_DM_dragonmagic_lore",
    spellClass = "cSpellDrKrankheit",
    spellcontroltype = "eCAtype_a_effect_attack",
    sorting_rank = 0,
})

Viperish Disease:

Spoiler

mgr.defineSpell( "dr_vo_krankheit", {
    eiStateName = "cSpellCast",
    fxTypeCast = "FX_DR_KRANKHEIT_C",
    fxTypeSpell = "FX_DR_KRANKHEIT",
    fxTypeCastSpecial = "FX_DR_CAST_K",
    duration = 10.000000,
    animType = "ANIM_TYPE_SM08",
    animTypeApproach = "ANIM_TYPE_INVALID",
    animTypeRide = "ANIM_TYPE_INVALID",
    animTypeSpecial = "ANIM_TYPE_RIDESM04-SPECIAL",
    causesSpellDamage = 1,
    tokens = {
        entry0 = {"et_duration_sec", 300, 4, 0, 8 },
        entry1 = {"et_range_area", 200, 0, 0, 4 },
        entry2 = {"et_plague_poison", 76, 4, 0, 42 },
        entry3 = {"et_plague_infect", 200, 1, 0, 42 },
        entry4 = {"et_regThisCool", 0, 20, 0, 8 },
        entry5 = {"et_plague_poison", 10, 2, 1, 42 },
        entry6 = {"et_duration_sec", 150, 2, 2, 8 },
        entry7 = {"et_plague_infect", 70, 1, 3, 42 },
        entry8 = {"et_drop_a_head", 950, 50, 4, 42 },
        entry9 = {"et_chance_deepwound", 200, 1, 5, 5 },
        entry10 = {"et_range_area", 80, 0, 6, 4 },
        entry11 = {"et_hits_persec", 999, 0, 0, 4 },
        entry12 = {"et_spelldamage_poison", 300, 25, 0, 133 },
        entry13 = {"et_chance_areasplash", 200, 2, 0, 5 },
        entry14 = {"et_chance_areasplash", 75, 1, 3, 5 },
    },
    fightDistance = 525.000000,
    aspect = "EA_DR_VOODOO",
    cooldown = 8.160000,
    soundProfile = 0,
    cost_level = 220,
    cost_base = 440,
    focus_skill_name = "skill_DR_voodoo_focus",
    lore_skill_name = "skill_DR_voodoo_lore",
    spellClass = "cSpellDrKrankheit",
    spellcontroltype = "eCAtype_a_effect_attack",
    sorting_rank = 2,
})

Just replace the definitions of both spells in spells.txt in scripts/shared. That should bring back at least the functional CM behavior.

Edited by idbeholdME
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On 2/15/2024 at 3:42 PM, idbeholdME said:

Eternal Fire:

  Reveal hidden contents

mgr.defineSpell( "dm_dm_ewigesfeuer", {
    eiStateName = "cSpellCast",
    fxTypeCast = "FX_DM_EWIGESFEUER_C",
    fxTypeSpell = "fx_dm_ewigesfeuer",
    fxTypeCastSpecial = "FX_DM_CAST_K",
    duration = 0.000000,
    animType = "ANIM_TYPE_SM03",
    animTypeApproach = "",
    animTypeRide = "",
    animTypeSpecial = "ANIM_TYPE_RIDESM03-SPECIAL",
    causesSpellDamage = 1,
    tokens = {
        entry0 = {"et_duration_sec", 400, 4, 0, 8 },
        entry1 = {"et_plague_const_fire", 2000, 1000, 0, 42 },
        entry2 = {"et_range_area", 200, 0, 0, 4 },
        entry3 = {"et_plague_infect", 300, 2, 0, 42 },
        entry4 = {"et_regThisCool", 0, 20, 0, 8 },
        entry5 = {"et_range_area", 80, 0, 1, 4 },
        entry6 = {"et_duration_sec", 200, 2, 2, 8 },
        entry7 = {"et_plague_infect", 100, 1, 3, 42 },
        entry8 = {"et_chance_fear", 300, 5, 4, 5 },
        entry9 = {"et_plague_const_fire", 1000, 500, 5, 42 },
        entry10 = {"et_deathblow", 500, 0, 6, 5 },
        entry11 = {"et_hits_persec", 999, 0, 0, 4 },
        entry12 = {"et_spelldamage_fire", 200, 100, 0, 133 },
        entry13 = {"et_chance_areasplash", 200, 2, 0, 5 },
        entry14 = {"et_chance_areasplash", 75, 1, 3, 5 },
    },
    fightDistance = 525.000000,
    aspect = "EA_DM_DRAGONMAGIC",
    cooldown = 8.160000,
    soundProfile = 0,
    cost_level = 225,
    cost_base = 450,
    focus_skill_name = "skill_DM_dragonmagic_focus",
    lore_skill_name = "skill_DM_dragonmagic_lore",
    spellClass = "cSpellDrKrankheit",
    spellcontroltype = "eCAtype_a_effect_attack",
    sorting_rank = 0,
})

Viperish Disease:

  Reveal hidden contents

mgr.defineSpell( "dr_vo_krankheit", {
    eiStateName = "cSpellCast",
    fxTypeCast = "FX_DR_KRANKHEIT_C",
    fxTypeSpell = "FX_DR_KRANKHEIT",
    fxTypeCastSpecial = "FX_DR_CAST_K",
    duration = 10.000000,
    animType = "ANIM_TYPE_SM08",
    animTypeApproach = "ANIM_TYPE_INVALID",
    animTypeRide = "ANIM_TYPE_INVALID",
    animTypeSpecial = "ANIM_TYPE_RIDESM04-SPECIAL",
    causesSpellDamage = 1,
    tokens = {
        entry0 = {"et_duration_sec", 300, 4, 0, 8 },
        entry1 = {"et_range_area", 200, 0, 0, 4 },
        entry2 = {"et_plague_poison", 76, 4, 0, 42 },
        entry3 = {"et_plague_infect", 200, 1, 0, 42 },
        entry4 = {"et_regThisCool", 0, 20, 0, 8 },
        entry5 = {"et_plague_poison", 10, 2, 1, 42 },
        entry6 = {"et_duration_sec", 150, 2, 2, 8 },
        entry7 = {"et_plague_infect", 70, 1, 3, 42 },
        entry8 = {"et_drop_a_head", 950, 50, 4, 42 },
        entry9 = {"et_chance_deepwound", 200, 1, 5, 5 },
        entry10 = {"et_range_area", 80, 0, 6, 4 },
        entry11 = {"et_hits_persec", 999, 0, 0, 4 },
        entry12 = {"et_spelldamage_poison", 300, 25, 0, 133 },
        entry13 = {"et_chance_areasplash", 200, 2, 0, 5 },
        entry14 = {"et_chance_areasplash", 75, 1, 3, 5 },
    },
    fightDistance = 525.000000,
    aspect = "EA_DR_VOODOO",
    cooldown = 8.160000,
    soundProfile = 0,
    cost_level = 220,
    cost_base = 440,
    focus_skill_name = "skill_DR_voodoo_focus",
    lore_skill_name = "skill_DR_voodoo_lore",
    spellClass = "cSpellDrKrankheit",
    spellcontroltype = "eCAtype_a_effect_attack",
    sorting_rank = 2,
})

Just replace the definitions of both spells in spells.txt in scripts/shared. That should bring back at least the functional CM behavior.

Gave it a go and couldn't get it to work to an ideal level so just gave up with it.

Not a huge issue, did a caster dryad build a long time ago.

Will give pyro HE a go.

  • Like! 1
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On 2/17/2024 at 12:22 PM, TJD said:

Gave it a go and couldn't get it to work to an ideal level so just gave up with it.

Not a huge issue, did a caster dryad build a long time ago.

Will give pyro HE a go.

Sorry it didnt work TJD... I remember when game was released and this mod was working or *broken* as the devs would say themselves announce :lol: ... Hoping that one one day a *click* occurs and you'll get a better *Yield* On viper's efficiency ? 

Gluck with your pyro!:

:superman:

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