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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.

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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.

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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.

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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:

 

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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 3.2a   See changelog

Released

Included new updated German texts with corrections by jwiz.
Fixed Mist of Miasma having extra buff spell - may have caused it to be unresponsive or game CTD.
Fixed a minor typo with Stone Commander equip set entry.
Some rare weapons would sometimes roll an extra bonus for a character class who couldn't use the weapon - these bonuses have been changed to a silver socket instead. This change has no effects on other items or modifiers.
"Children and Demons": Fixed an exploit to sneak around the trigger area at the beginning of the quest in Sloeford to kill the (non-hostile) Black Seraphim twice for extra drops and XP.
"Ancient Bark": Moderately increased the transparency of the new buff FX.

  • Like! 10
  • Thanks! 2
  • Respect! 2
  • Appreciation 2

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17 hours ago, Flix said:

Thanks for trying the mod and writing back.

Please do the following:

Open spells.txt and search for "sk_hc_rammstoss"

This is the Labyrinthine Warlord CA.

Edit the following line that I have commented on below:

mgr.defineSpell( "sk_hc_rammstoss", {
    eiStateName = "cSpellCast",
    fxTypeCast = "FX_GEN_BUFF_DEAKT",
    fxTypeSpell = "",
    fxTypeCastSpecial = "FX_GEN_BUFF_DEAKT",
    duration = 10.000000,
    animType = "ANIM_TYPE_SM06",
    animTypeApproach = "ANIM_TYPE_INVALID",
    animTypeRide = "ANIM_TYPE_RIDESM01-HORSE",
    animTypeSpecial = "ANIM_TYPE_RIDESM05-SPECIAL",
    causesSpellDamage = 1,
    tokens = {
        entry0 = {"et_summon_level", 8, 8, 0, 8 },
        entry1 = {"et_summon_soldier", 1000, 2996, 0, 8 }, -- this line determines what creature you summon. 2996 is the minotaur creature ID.
        entry2 = {"et_minion_replenish", 975, 725, 0, 72 },
        entry3 = {"et_minion_wdam_phy", 200, 100, 0, 72 },
        entry4 = {"et_addwalkspeed", 200, 5, 0, 72 },
        entry5 = {"et_minion_attackspeed", 140, 10, 1, 72 },
        entry6 = {"et_minion_wdam_phy", 150, 75, 2, 72 },
        entry7 = {"et_minion_AWVW_rel", 250, 150, 3, 72 },
        entry8 = {"et_minion_armor_all", 175, 75, 4, 72 },
        entry9 = {"et_minion_wdam_phy", 150, 75, 5, 72 },
        entry10 = {"et_minion_armor_all", 175, 75, 6, 72 },
    },
    fightDistance = 0.000000,
    aspect = "EA_SK_HARDCOMBAT",
    cooldown = 0.000000,
    soundProfile = 0,
    cost_level = 450,
    cost_base = 450,
    focus_skill_name = "skill_SK_heavy_combat_focus",
    lore_skill_name = "skill_tactics_lore",
    spellClass = "cSpellDmBeschuetzer",
    spellcontroltype = "eCAtype_t_buff",
    sorting_rank = 4,
})

You would want to change the value 2996 to the creature ID of the Succubus.  Her creature ID is 2999.

Now when you cast the buff it will summon the Succubus.

 

Thank you very much for your response @Flix, you have done a wonderful job with this Mod!!

If possible, I would like to ask you one last question.

In pak/graphics05, I have found 3 Blooddryade Skin that I am going to replace with the Hero original Dryad in "\scripts\shared\itemtype"

image.png.edf9e75a92776ce490dce781ae2ee12b.png

I have done several tests and I know how to do it, but the problem is that all 3 appear undressed and I want one with armor.

I would like to use this armor that has the Blooddryade found inside the Desert Gladiator Coliseum. Do you know how I can add that armor? or maybe that Skin is not the correct? Would you know which one would be correct?

image.png.d470f1fd43f926d1286822f24dc7005c.png

 

As always, many thanks to you and @Lindor for your time and patience with me!!

 

  • Like! 1
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On 6/14/2024 at 9:59 PM, Flix said:

  

 

You will need to edit the Dryad's entry in scripts/shared/creatureinfo.txt in order to equip the Blood Dryad armor.  Please see my comments on the eq_fallback line below.

newCreatureInfo = {
  type         = 2,
  walkSpeed    = 100,
  runSpeed     = 200,
  fightDistMin = 12,
  fightDistMax = 16,
  gender       = 3,
  agegroup     = 3,
	validEquipSlots = "EID_WEAPON_R + EID_WEAPON_L + EID_SHIELD_L + EID_HELMET + EID_SHOULDER + EID_CHEST + EID_ARM + EID_LEG + EID_BOOT + EID_BELT + EID_JEWELERY_RING_1 + EID_JEWELERY_RING_2 + EID_JEWELERY_RING_3 + EID_JEWELERY_AMULET_1 + EID_JEWELERY_AMULET_2 + EID_DR_SHRINKHEAD + EID_ORB_1 + EID_ORB_2 + EID_ORB_3 + EID_ORB_4 + EID_ORB_5 + EID_ORB_6 + EID_ORB_7 + EID_ORB_8 + EID_ORB_9 + EID_ORB_10 + EID_ORB_11 + EID_ORB_12 + EID_MOUNT_WARD",
	defaultSMType = SMT_HERO,
	behaviour     = "WildAnimal",
  hair1Itemtype = 4302,
  hair2Itemtype = 5734,
  hair3Itemtype = 11885,
  hair4Itemtype = 11886,
  hair5Itemtype = 11892,
  hair6Itemtype = 12986,
  tailItemtype  = 0,
	dangerClass   = 7,
  weight        = 55,
	eBloodEffect  = "BLOODFX_RED",
	eq_fallback = { 5537, 5538, 5540 }, -- these are itemtype ID's of equipment (defined in itemtype.txt). You need to replace these IDs with those of the Blood Dryad armor itemtypes
}
mgr.creatureInfoCreate(newCreatureInfo);

All of the Blood Dryad equipment can be found in itemtype.txt if you search "models/npc/dryades/blooddryads/equip/" , including the armor and the hair and the skin spikes. Play around with the combinations until you get a design you like. Paste the itemtype IDs of the equipment into the eq_fallback line as I described above.

 

Great, I've already done tests and found what I was looking for, thank you very much @Flix!!

The only thing I haven't found is where the characteristics of the Minions invocations are located (Buff).

In a previous post, you told me that the Minotaur's ID was 2996.

image.thumb.png.de2eee224224f9ef13ad8f10b2d50317.png

 

I know that:

2996 is a Minotaur Minion

2997 is a Blood Dryad Priest Minion

2998 is a Seraphine Minion

2999 is a female demon Minion

But I don't know how to find his equipment "eq_fallback" inside Creature.txt

How can I find a pattern so I can relate it or find it in Creature.txt?

Once I learn this, I will have all the information I need and I will be able to customize your wonderful Mod. Once again, thank you very much for your help and patience!!

  • Like! 1
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