Jump to content

18 Screenshots

About This File

Sacred 2 Enhanced Edition by Flix

  • Sacred 2 Enhanced Edition (S2EE) is the continuation of my work on older mods such as Enhanced Spells and the Community Patch, of which S2EE is meant to be the successor.
  • S2EE contains hundreds of bugfixes, as well as numerous gameplay enhancements such as redesigned balance, quality-of-life improvements, and cosmetic changes.  Enemies are more challenging, quests are more rewarding, and items are more varied, unique, and useful.
  • This mod also features AI-Upscaled Textures that will work if the Elite Textures are installed. These all-new HD textures will be used for the DLC and expansion content which never received any official elite textures.
  • S2EE is designed for the player to install the CORE module, then they may install some optional add-on modules.
  • See the "Sacred 2 EE Manual.pdf" for full list of modules and features.
  • Currently supported languages:
    • CORE module: English, French, German, Italian, Polish, Russian, Spanish, Hungarian.
    • Alternate Spells: English, French, German, Italian, Polish, Russian, Spanish.

Optional Modules:

  • Alternate Spells - Swap out several vanilla combat arts with new custom ones.
  • Challenge Mode - Significantly increased difficulty.
  • SuperSpawn - Increases enemy spawn count by 2-3x.
  • Enhanced Music - A game-wide expansion pack for all regional background music.
  • Portrait Overhaul - Revamps all the NPC and enemy icons with new artistic portraits with more character and personality.
  • Free-For-All Quests - Makes all quests available in all game modes, and allows all bosses to respawn each game session.
  • Classic Icons - Restores the aspect background and combat art icons to vanilla.
  • Classic Icons for Alt. Spells - Change the aspect background and combat art icons to the "classic" style.

=================================================

Installation:

  • If upgrading from vanilla or EE 3.0 and below: I HIGHLY advise NEW CHARACTERS or you may have broken spells & quests, re-rolled bonuses on gear, or other odd behavior.

  • Download the Generic Mod Enabler (GME) and install it to your Sacred 2 root folder.
  • After running the GME once, it will make a folder called "MODS" there.
  • Extract/copy/move the contents of the compressed zip file into the "MODS" folder.  There should be 9 folders (the Docs folder need not be placed in the MODS folder).
  • S2EE contains one CORE module and eight optional add-on modules.  You must install "Sacred 2 CORE EE 3.2 - Required" at the very least.
  • Run the GME and enable the CORE module.  The GME will back up your clean files and will allow to you to easily enable/disable the mod as you wish.
  • - Optional - add-on modules should be installed afterward.  Do not install any of the add-on modules without the CORE module installed first.  Overwrite warnings are to be expected when you install the optional modules.

==================================================

Compatibility:

  • This mod requires Sacred 2 + Ice & Blood expansion with the latest patch (2.65.02) installed (or simply Sacred 2 Gold).
  • This mod additionally requires that Community Patch 1.60 be installed.
  • No previous versions or components of the old Enhanced Edition should be installed.
  • No mods that alter scripts will be compatible with S2EE. This includes: Diablo 2 Fallen, Boss Arena, Age of Heroes, Survival Mod, Llama's Mod, Wardust's Mods, Dimitrius's Patch Addendum
  • Mods that are known to be compatible: Music Mods, Interface Mods, Main Menu Mods, Reduced Fog, Elite Textures (either official or the unofficial "trimmed" version), and simple texture mods like Eye mod or Grass mod.

=================================================

Development (Enhanced Spells module):

For detailed list of changes to combat arts (and Alternate Spells) , and for pictures and videos, and development info, visit this thread:

 

=================================================

Known Issues:

  • Not all properties of a Combat Art update dynamically in the CA tooltip text. This is a pre-existing issue in the vanilla game as well. However rest assured that all properties of Combat Arts should be clearly described in the CA description text and will appear (if applicable) in the Sigma bonus overview and/or character overview.
  • Dragon's Wrath cannot go into a combo. No known solution.
  • If you find bugs, exploits, or other issues, don't forget to let me know so I can address them.

=================================================

Credits:

  • Flix - Main author, scripts, game texts, textures, sounds, icons.
  • Dimitrius154 - programming, scripting, advice, asset importing.
  • Pesmontis - new model importing, text encoding tools.
  • desm - French translation.
  • Shadowflare85 - German translation.
  • KrystianCzach243r - Polish translation.
  • Nikoleagle and LordKomar - Russian translation.
  • Deivix - Spanish translation.
  • Pokolfajzat - Hungarian translation.
  • Loromir - Italian translation.
  • Lindor - reworked Ancient Bark FX.
  • Ysendra - new Daemon textures.
  • SX255 - new Deathly Spears icon.
  • Luthal - helped work out how to handle summoned minions.
  • Caledor - ideas on adjusting balance, skill effects, and the interface.
  • Charon117 - tools for cleaning & optimizing scripts.
  • Everyone who played the mod and posted feedback.
  • Gogoblender and Schot - hosting this mod on DarkMatters.
  • Llama - making his CM Patch Mod and showing me the way into modding Sacred 2 spells.

 


What's New in Version 3.2   See changelog

Released

[Quest]

  • "A New Hope": Silmia is now a human like her father. Militia members no longer wear bugged DeMordrey gear.
  • "Ambush!" & "Ambush...again" (HE classquests): Added the missing quest markers for these phases.
  • "Among Orcs" (Light path): Troll targets west of Entruag will now fight the Grurag Orcs. Friendly Grurag Orcs are no longer attackable in the battle outside Sloptok.
  • "Among Orcs" (Shadow path): Orc guards should no longer attack friendly Ore-Thag Orcs.
  • "Attack is the Best Defense": Du'Rach attack in El'Darrag should now trigger properly.
  • "Attack of the Undead": restored vanilla rescue quest. Find the crashed wagon by the lake near Clearview.
  • "A Letter Home" (Light path): Dialogue is now clear on what Accept/Decline options are.
  • "Barazi's End": Opponents in the cave should no longer walk around idly during the fight.
  • "Convert Followers": Each god quest now grants a deity-specific book as a reward.
  • "Deep Wounds": Fisherman Gisbert will now give you a book on Fishing upon completion.
  • "Defying the Fog": Defeating the Swirling Mist of Miasma now drops Faye's Gloom on the Shadow path.
  • "D'Elfici: The Promissory Note" (HE classquest): Removed the Glydial duplicate in the sewers.
  • "Debt Collector" & "Collecting Desert Weed" (High Elf classquests): Will now appear correctly in the logbook.
  • "Differing Opinions": Attackers are now equipped with weapons.
  • "Easter Has Come": Speaking to the Easter Bunny is now required to start the quest, to prevent accidental failure.
  • "Food for All": Master Chef has a new unused design. Gives a book on Dryad cooking upon completion.
  • "Ghost Whisperings": Restored the Shadow path version of this quest. Begins in the same place.
  • "Help With the Hunt": Will now drop a book on Hunting upon completion.
  • "Hunting Fever": should no longer spontaneously start when accepting other quests. Adjusted the part III start trigger until after part II is completed.
  • "Illegal Gambling": Book "The Winning Gambler" will now drop during this quest.
  • "Manners Maketh Kobold": Removed the duplicate Village Fool in Wargfels. The quest fool now transitions into a bard after quest completion.
  • "Oldest of the Immortal": Carnach's Scorching Stake reward now drops properly on the Light path.
  • "On Kirich's Heels" (HE classquest): Moved the Seraphim port guard from the arena to the port.
  • "Orcish Necromancers" (SW Shadow classquest): Winderlich is now undead when he appears in the Seraphim Islands.
  • "Plowshares to Swords": Restored vanilla quest, Shadow version of Swords to Plowshares.
  • "Semil Keytan" (Inquisitor Classquest): Scouting Party south of Ruka will no longer spawn until the appropriate quest phase. The map trigger near Karagh and Semil's positioning in the cage have been adjusted. Fisherman on Seraphim Isle now uses the correct model.
  • "Shirka and Keytan" (Inquisitor Classquest): Duplicates of Shirka and Semil should no longer appear throughout this phase. Shirka is now dressed in civilizan clothes throughout.
  • "Slimy Gobs with Goo": Now gives a book on Orcish cooking on completion.
  • "The Best Omelette of Them All": Poul will now give "A Guide to a Successful Feast" on completion.
  • "The Forgotten City": Defeating Kral of the Winged Daemons now drops Khral's Talisman on the Shadow path.
  • "The Spirit of Atherton": Dialogue with Horde Champion is now clear on what Accept/Decline options are.
  • "The Undead Legion": restored player pre-fight commentary after speaking with General Terus.
  • "Throne of Conflict" (Light & Shadow): Opponents when escorting the Alchemist are now armed with weapons.
  • "Unexpected News": Meliondor should no longer be attacked by Shadow-aligned NPC's.
  • "Wolves' Furs for Angar": Angar will give you a book on Trapping upon completion.

[Enemy and NPC]

  • Enabled some voiced player taunts against Human-type opponents.
  • Enabled hundreds of voiced enemy taunts against the player.
  • All creatures with fur now use the fur shader in appropriate places.
  • Several vanilla elites have received new buff spells based on their specialties (tank, archer, mage).
  • Restored missing SFX and VFX for many enemy combat arts.
  • Improved the color-coding on many enemy summoning/trap spells (green for poison, red for fire, etc.).
  • The broken "Energy Leech" property on enemy spells now functions (disrupts player CA regeneration).
  • Abishai's eye-spawns now have correct A.I. and the ability no longer makes a Shadow Warrior yell.
  • Archer-type enemies will now use and prefer their bows.
  • Fixed the A.I. of the black-colored friendly dog.
  • 5 quest monsters who were clones of regular enemies now have their own unique boss designs: Banshee, Evocator, Diaanja's Hellhound, Pharaoh El-Leigh, the Dream Vampire. The latter two are also elevated to boss rank with new powers.
  • Blackhammer's hair fix no longer also applies to red-headed knights.
  • Blood Dryads are no longer missing special move animations for their Hard Hit attacks.
  • Bog Demon and Demon Lord A.I. changed from mage to warrior.
  • Crows no longer fly along the ground (they hop instead).
  • Crystal elite enemies (Aracin, Hucin, Percalacin) no longer give half XP.
  • Enemies should no longer spawn inside Nambarah (Desert village).
  • Facetelleon has new hit FX. Restored broken "charge" attack.
  • Furies no longer have swapped template/elite creature ID's (resulted in excessively high stats and XP).
  • Gar'Colossus, Mist of Miasma: Added some missing special move animations.
  • Human ghosts scaled up in stature to match living humans.
  • Human Slaverobber (normal class, white face paint) no longer gives double XP.
  • Hunting Spiders: Broken jump attack now functions.
  • Kobold Chieftains (normal rank) no longer give same XP as their elite variants.
  • Kral of the Winged Daemons: Restored a broken jet engine CA. Also allowed his energy turrets to heal him as intended.
  • Leaping Plants will now prioritize their leap attack over their other attacks.
  • Liches no longer have passive A.I.
  • Lightning Lord's Will-o-wisp spell replaced with a "lightning skin" buff. Battle will not begin until clicking on him so the player can complete nearby quest "Quick Help" first.
  • Lithos enemies have new hit and death FX.
  • Mounted opponents are now able to use their special moves.
  • Neutral atmospheric animals expanded to more appropriate regions. Monkeys in Dyr-Lain can no longer be clicked on for dialogue.
  • Priests of the 6 gods no longer have swapped appearances. They now appear correctly in the Desecrated Gods quests instead of random citizens.
  • Saxenors are now divided into normal and elite ranks. The large ones are now elite and melee only.
  • Snapping Turtle "Ramming" special move should now function.
  • Stone Warriors/Archers will now use all types of stone weapons made for them. Stone Commanders now have animations for their 2h stone hammers.
  • Stone Creatures on Seraphim Island now use throwing stones. The versions in the Dragon Caves are now melee.
  • Thraconian Captains are now able to use their 2h hafted weapons.

[Items]

  • Restored the player's melee double hit animations that were disabled in the CM Patch. These animations trigger from any left-click melee attack and the chance increases as the appropriate weapon lore skill levels up.
  • Loot auto-collect radius now matches the graphical circle out-of-the-box, without the need for the player to edit any files.
  • Quest set item rewards will no longer be doubled or accompanied by extra unique armor drops.
  • Horse Saddles: All unused designs are now restored.
  • Sword Weapons +X can spawn on Inquisitor gear.
  • Dual Wield +X can spawn on Dragon Mage gear.
  • Pole Arms and Dual Wield bonuses should no longer spawn on Temple Guardian gear.
  • Energy Pistols will no longer spawn with Shadow Warrior bonuses.
  • Energy Staves will no longer spawn with High Elf or Temple Guardian bonuses.
  • Some random bows are no longer missing textures.
  • Some random swords and fistweapons are no longer missing icons.
  • Seraphim wings: Fixed missing T-Energy FX on a random rare.
  • Blade of Mages: Added missing entry to a droplist.
  • Khorum Reflector: Block Roots modifier is now Reflect Roots.
  • Endijian's Bulwark: Fixed the missing Reflect Roots modifier.

[Combat Arts]

  • All combat art debuffs to opponent armor, attack, and defense should now work properly and no longer apply themselves to the caster instead.
  • Combat Art grunts and yells should no longer interrupt spoken comments and dialogue from the player.
  • Ancient Bark: Restored and improved the original FX using Lindor's shaders.
  • Baneful Smite: casting FX no longer has black box artifact along the edges of the halo.
  • Zealous Doppelganger: No longer mutates into a useless version of himself when coming into contact with T-Energy.

[Misc]

  • Added a missing savegame thumbnail for the monolith by the Copper Peaks cemetery.
  • Shortened the "Activated Resurrection Monolith" tooltip to avoid map clutter.
  • Debuff Duration is now referred to as "Detrimental Effects" in tooltips.
  • Like! 10
  • Thanks! 1
  • Respect! 2
  • Appreciation 2

User Feedback

Recommended Comments



Hi, Flix.

Sry for my bad eng)

Will this mod work on CM-Patch v.0160b

I tried to install it. Mod removed some files from the game.

I saw "Sacred 2.....CM-Patch 0150+ESM" in game menu (but I want to see 0160+ESM :drool:)

Link to comment

No.  CM 1.60 is in beta testing status.  Not a good a idea for me to start releasing mods updated for a patch that isn't even finalized yet and changes every few days.

All mods will be updated for CM 1.60 only after the final patch is released.

  • Like! 1
Link to comment

Hey I'm new to sacred 2 and would like to try this mod out.

I'm just curious as to what exactly challenge mode and superspawn do?

  • Like! 1
Link to comment
1 hour ago, Fabur said:

 

@Flix I just tried out your mod for a few hours and like it so far. There is one thing that bugs me a bit though: The Sublime Guardians ability to convert enemies for a short time. For me it slows down the gameplay a bit, as I cannot kill enemies that are currently under the influence of the convert spell. So I have to wait for the spell to finish or have them teleport after me for the duration of spell. Is there any way to make them killable while they are effected by the spell? Or maybe reduce the duration or even replace the skill completely (as you have already done for the Seraphim herself)?

Thanks for trying the mod!  I gave the Sublime Guardian the Conversion CA because I would have liked a way to keep that spell in the game.  Similarly, I gave the Inquisitor's Daemon Raving Thrust.

If there's negative feedback about Conversion I'll consider removing it.

Link to comment
2 hours ago, AnonEMoose44 said:

Hey I'm new to sacred 2 and would like to try this mod out.

I'm just curious as to what exactly challenge mode and superspawn do?

I added the descriptions of these two modules to the details on the file page.  :) 

Link to comment
1 hour ago, Flix said:

Thanks for trying the mod!  I gave the Sublime Guardian the Conversion CA because I would have liked a way to keep that spell in the game.  Similarly, I gave the Inquisitor's Daemon Raving Thrust.

If there's negative feedback about Conversion I'll consider removing it.

Thanks for creating the mod! :D

Hm, maybe rework it into a mod for the Sublime Guardian, if that is possible? So people who like the playstyle can mod for it and everyone else can go for a straight power up for the summon.

  • Like! 1
Link to comment

so I downloaded the mod and installed it, I thought I didnt have the new spells but I do. Thing is they are new ones but all the text including the names and the modifications to all the combat arts are the old spell text.. how do I fix?

Edited by ben007
Link to comment
4 hours ago, ben007 said:

so I downloaded the mod and installed it, I thought I didnt have the new spells but I do. Thing is they are new ones but all the text including the names and the modifications to all the combat arts are the old spell text.. how do I fix?

What language is your game installation?

Link to comment

I believe I had to change it to "language uk" because no text was showing up on menus  or in game. Not sure now, I think the advance spells added all the formatted langues it supports. When I have it set to US I get game sounds and voices but no text, when I set it to UK I get old combat art text and no sound, but updated combat arts,

Edited by ben007
Link to comment

But what was the language set to originally?  US?  This is the gold version of the game?

Link to comment

Great job Flix and I'm glad to see some of the balance aspects I posted last july like the tweaks to sockets. I'll definitively try this. One thing is missing and it makes me wonder (since you said you liked it)... why did you decide against giving Temple Guardian and Inquisitor additional amulet/ring slots? Our discussion from back then for reference:

 

  • Thanks! 1
Link to comment
1 hour ago, Caledor said:

Great job Flix and I'm glad to see some of the balance aspects I posted last july like the tweaks to sockets. I'll definitively try this. One thing is missing and it makes me wonder (since you said you liked it)... why did you decide against giving Temple Guardian and Inquisitor additional amulet/ring slots? Our discussion from back then for reference:

 

I guess I just forgot?  :(  I added it to Diablo 2 Fallen a while back.  Just never made it onto my EE project list I guess.

Link to comment
On 3/28/2018 at 2:51 PM, Caledor said:

Great job Flix and I'm glad to see some of the balance aspects I posted last july like the tweaks to sockets. I'll definitively try this. One thing is missing and it makes me wonder (since you said you liked it)... why did you decide against giving Temple Guardian and Inquisitor additional amulet/ring slots? Our discussion from back then for reference:

I know it's been 4 months but I was just reviewing this feature and it turns I did in fact add the extra TG jewelry slots in v2.0.  I just forgot to list it the changelog!

  • Thanks! 1
Link to comment
On 30/7/2018 at 4:41 AM, Flix said:

I know it's been 4 months but I was just reviewing this feature and it turns I did in fact add the extra TG jewelry slots in v2.0.  I just forgot to list it the changelog!

Thanks for the heads up and I'm glad you went along with it in the end

  • Like! 1
Link to comment

Could you tell me the answer to the questions of the modding
1) Is it possible to tie the ability to an object so that when it is put on, the spell is added to the free cell. Can the ability be given from a complete set of things?
2) Can I add new abilities when turning into a dragon form?

Link to comment
3 hours ago, Wolfcat92 said:

Could you tell me the answer to the questions of the modding
1) Is it possible to tie the ability to an object so that when it is put on, the spell is added to the free cell. Can the ability be given from a complete set of things?
2) Can I add new abilities when turning into a dragon form?

Greetings!

1) No this is not possible in Sacred 2, sadly

2) No, we never found a way around the code limitations to add new player combat arts, even when shapeshifted.  All you can do is change the existing ones.  If you want to do that, look in spells.txt and edit the entries:  "dm_form_drgn_teleport", "dm_form_drgn_feuerball", and "dm_form_drgn_feuerwand".

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...
Please Sign In or Sign Up