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Shadowflare85

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  1. If you want really fast animations you can change them in spells.txt Dragon's Wrath is "dm_dm_drachenform" and Energy Blaze is "dm_me_energiebrand" Look for the line: animType = "ANIM_TYPE_SM12", and change it to: animType = "ANIM_TYPE_ATTACKA", You should be able to look at your bonus overview list after you cast it and see the new bonus. I think it's 5% +0.5% per level. So at level 50 it would be 30% chance and at level 100 it would be 55% chance to ignore armor. I don't see why not. A new icon would go in pak/data/party/t_ui-party-portrait-dragonmage_do.tga Thank you for your help Flix, I will change that to my liking.^^ And the Wardust Armors, I got rid of them ! Now every Dragon Mage Armor looks like the Icons again. The Portrait...... I'm not so good at making graphics and such but I would like to have this Portrait for the Dragon Mage. http://www.sacredwiki.org/index.php/File:DragonMageShadowPath.png And I would suggest, that either you or the people from the CM, should integrate the XP/Lifebar Mod from Przemba and adding the Portrait, which I linked for the Dragon Mage so he got a much better Portrait too !
  2. Hey Flix, first of all thank you for this update ! But there is one thing I must ask regarding Dual Wield for the Dragon Mage. Is there any way to adjust the casting time for Draconic Wrath and Energyblaze ? Because they are much longer to cast with dual wielding as with a 1-handed weapon or 2-handed weapon. I know the Dragon Mage uses the Shadow Warrior Animations for Attacks and Combat Arts if you use dual wielding but this doesnt feel right that the cast time is much longer. If there is no way to adjust this than I must look that I gain much cast speed so it doesnt take that long to cast the 2 Combat Arts. Anyways you make a good job and keep up this excellent work ! PS: Can you make a list where I can look how high the % are for some Mods for the Combat Arts you enhanced ? Like for Draconic Wrath's bronze mod to ignore armor, how high is this chance in % and how many % are added with each CA level up. Oh and I use the XP/Life Bar Mod with the better Portraits, is there a way that we can add a better Portrait for the Dragon Mage ?
  3. Yeah the fanbase is pretty much dried up. This will probably the last release of this mod. Just not enough room in the window. But you're right, a height change in Attributes.xml did the trick, and it seems to play ok with or without UI scaling turned on. A value of 620 actually worked fine for all the characters. With this change I was able to add Hafted Weapons for DM, and also Hafted for seraphim and Staffs for SW, and Toughness for High Elf. Flix, could you send me also the Updated Enhanced Spells Mod so I can check if it fits in the German UI of the Game ? Or do you have forgotten my e-mail ?
  4. Yeah, I could add Dual Wield. The Dragon Mage only has room for 2 more Offensive Skills though, so it would have to be Dual Wield instead of Hafted Weapons, I think. This would be so awesome if you add Dual Wield for the Dragon Mage !^^ I think you should add Hafted Weapons and Dual Wield as the the 2 new offensive Skills for the Dragon Mage. But this is my opinion and shouldn't reflect the opinion of others.
  5. First, thank you for helping me with the kobold problem and inform me regarding the Armor Icon problem. Second, I would say this is a brilliant idea, more Skill choices are a good thing. I'm interested ! ^^ For the Dragon Mage, is there a way to add 2-Weapon Combat ? A Dual Wielding Dragon Mage with Dragon CA's would be awesome ! The other Stuff sounds really cool.
  6. The range increases but very slightly. I set the range to be small to limit how far the "plague fire" spreads to other enemies because it can spread very far very fast. Take the bronze mod Licking Flames if you want to hit more enemies at once. It's definitely caused by Wardust's mod. It's not a bug exactly. Wardust just didn't change any icons to match all the changes he made to armor. Ah ok, I took the Licking Flames Bronze Mod, so I level the CA further and look for myself. ^^ I think I'll take Hunger and Death Blow as the other Mods, and I think I have a good Area of Effect and Boss Killer Spell. Is Dragon Strike adjustable so it doesnt get stuck anymore ? Dragon Strike is the only one which I dont use of the Dragon Aspect. ---------------------------------------------------------------------------------------------------------------------------------------- So the armor problem is not a problem ?^^ Glad to hear but this means that if I find a new armor with the same icon it COULD be the one displayed as the icon ? So one armor icon COULD have 2 armor meshes ( is this the correct word for this ? ) Am I correct ? Sounds a little confusing but if its not a bug than its ok, I can live with that. Flix, can you tell me where the monster models are located for the little rats that are looking like the small goblins ? For the Monsters NAGER and PESTRATTE I have little goblins as monsters and not the normal RATS model as it should be. Thank you for your answers
  7. Great to hear from you. Thanks for letting me know about what was said in the video. I'm still very glad to have the fan translations for this mod, it's a very special thing. Sadly Dragon's Wrath can't go in a combo because the game still "thinks" it is Dragon Form, which is hard-coded not to go into a combo. So I can't change that. :\ I agree it would be a perfect combo but it's the best I can do. You're Welcome. Oh ok I have thought so that this Skill is hard-coded. I'm playing right now the Dragonmage as a 2-Hand Sword Dragon Aspect Melee and it makes really fun ! Endless Fire is really cool with this mod and the cone gets bigger with every CA-Level right ? Can you adjust this CA a little more so I can hit more enemies if I use it in melee distance ? I hit only 1 enemie if 3+ stands in front of me....CA is only Level 10 right now, will the cone hit more enemies in close combat if its Level 100 ? IThe Rest is good. And I have a another problem and I dont know where to ask this, but I have some armor errors. To more specific, the Dragon Mage Armor, I find interesting armors with neat looking icons but if I wear them, they are not the ones displayed from the icons, do you know what I mean ? I attached a picture. I can say I use only the CM Patch 1.50,Enhanced Spells Mod, Item Mod 1.2a Hotfix, Portrait Mod and Wardust Textures + the Wardust 1.50 Patch. Can it be a Wardust Error ? And its Generic Armor, no Sets or Unique but it still bugs me.
  8. Hey Flix, some time ago since we talk to each other.^^ How you're doing ? Nope, the German Let's Player said he likes the Sonic Vortex Skill and the Enhanced Spells Mod overall. And its cool that I am the one who translated it in german, it makes me a little proud that someone read my translated text. xD You're Mod is great, deal with it. But I have a question, is it any possible to make Draconic Fury combo'able ? Because Battle Trance + Draconic Fury in one combo would be nice.
  9. If the player can't find the entry, the Creature ID for the Dragon is: id = 2995, This is the whole entry just for reference: mgr.createCreature { id = 2995, itemtype_id = 12773, name = "New_Dragon_Companion", behaviour = "Hireling_distance", dangerclass = 1, groupmaxcount = 1, elite_creature_id = 1994, probabilityforelite = 0.000000, rank = 0, tenergy_creature_id = 1994, template_creature_id = 1174, livesremaining = 0, unconscioustime = 20, palettebits = "1111111111111111", monstertype = 0, faction_id = 1, modelscale = 0.200000, rise_from_ground = 0, has_corpse = 1, has_soul = 1, can_strafe = 0, spells = { entry0 = { "dm_form_drgn_feuerball" }, entry1 = { "gartor_armageddon" }, }, } I will post this and then its fine I think....^^ For my record, the Mod is brilliant and I love it ! No Bugs or Display / Description Errors so far. Other Question : Is there a way to change the Color of an Spell ? For my preference I want Grim Resilence to have an another aura color, this pinkish aura is not so cool.....
  10. I did exactly what I said I would do, and that is change the way the modification worked, not the effect itself (so no need to change the description). Instead of using the "lower armor" spell token (which only works if enemies already have resistances), I changed it to the "prone" token, which can lower enemy resistances even if they don't have any (by making them more "sensitive" to damage). Also, it's not ice-specific. It lowers enemy resistance to ALL damage. It's just like Icy Evanescence makes enemies more sensitive to ice damage, except it applies to all resistances. So really no need to change any text. Now I get it. ^^ Sorry this was a little confusing.... ------------------------------------------------------------------------------------------------------------------------------------------- Fern Gally in the German Community asked me if you could make the Pets a little smaller or *Non-Solid* if they are not *Hardcoded* so he can walk right through them ? Because he plays with the Dragon Mage and the Draconiy Ally and the 2 Protectors are blocking his way in narrow passages or caves. In Vanilla Sacred 2 it was a nuisance with Pets and always deactivate and activate the Buffs were not so cool. He likes your mod and this is the only thing which is a little troublesome in his opinion.
  11. @Flix First of all, thank you for releasing the Version 1.2^^ But I think we must translate something related to Shivering Miasma / Deathchill Aura...^^ You added the piercing the ice resistence mod to Miasma / Aura right ? Which Mod will it be ? Send me the line and I will translate it. Because right now its not properly displayed in the German Translation. Only the old translation with the Lower Enemy Armor and such is displayed right now. Bottom Line : What did you changed on Shivering Miasma / Deathchill Aura and can you send me the new english text or the old german translation and point out which line ( which mod ) make the piercing through ice resistence so I can translate it ?
  12. I'm planning to upload the new version (1.2) at this time tomorrow. Enhanced Spells with now work with English, French, German and Polish versions of the game. No need for any special installation instructions either. Sweet !^^
  13. Thanks a bunch for posting about it to the German community! Those "updates" you linked are test versions for the next official release of the CM Patch. I hate to say it but I can't do mod support for those because they are always being updated. I actually worked on that update a little bit. It was my job to add the battery (from Kendric's Archon) to the drop lists. There's more that's been changed (in anticipation of v 1.60) but right now Enhanced Spells is for the latest official CM Patch release, not test versions. You're welcome The most of the people will test your mod at weekend and are eager to play it.^^ You made a wonderful job with this mod and I'm happy if I can support you in my own way. Its ok, its making more sense if the CM Patch 1.60 is released. When will be the new Version out ?^^
  14. You are right, the German Translation is done and good to go. But I said that in my last post that the translation is done for the German Version.^^ The Challenge Mode sounds interesting. -------------------------------------------------------------------------------------------------------------------------------------- Edit : I linked your Mod on a German Sacred Fansite : http://forum.worldofplayers.de/forum/threads/1416684-Enhanced-Spells-Mod-auf-Deutsch-f%C3%BCr-Sacred-2?p=24023065#post24023065 Maybe you will get more Feedback as you want. ^^ ----------------------------------------------------------------------------------------------------------------------------------------- Edit Nr.2 @ Flix I found out it exists a little Update for the CM-Patch. Its called CM V0154 and they added a Battery for the Temple Guardian. Can you make your mod support the CM V0154 ? Here is the Link: https://drive.google.com/folderview?id=0B6mWJPtqErDcZlNXQ1hfM3RNTmc&usp=sharing&tid=0B6mWJPtqErDcSkg0eGdubGdVaHM What is changed, I dont know, the Person which linked this said that a neww Battery is available for the TG and the next Patch will be CM V0160.
  15. Ah I see, you misunderstand me. The No Armor, No Resistence, No Spell Resistence and no Dodge was refered to the Defense Value. I thought it will increase ONE of these Statistics/Attribute for the Bronze Mod Readiness ( Gewandheit ) because I didnt notice any difference. But you said right now it will be the regular Defense Value and no other Defensive Statistic/Attribute. Now I know which will be increased for the Bronze Mod.^^ I hope now its clear what I meant. -------------------------------------------------------------------------------------------------------------------------------------- UPDATE: Now everything is working @ Flix Except the Defense Value Bronze Mod for Rousing Command ( Kampfruf ). But everything is displayed now correctly and the German Version is complete !^^
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