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Showing content with the highest reputation on 08/06/2022 in all areas

  1. Dont worry about the late reply. Have you told the maker of NL about the idea with the books already? The concept is good and a mod need ideas to seperate itself from the unmodified game. There are 100+ books in Sacred. The possibilities are endless. Imagine spawning a random underworld monster after reading a book, getting an ancient treasure map, a portal stone, 1.000.000 xp, loose all money, destroy all potions+ spawn a bunch of titanic flies... Mmh. Maybe a seperate topic, where we can toss ideas is better.
    2 points
  2. Hello, long time lurker, new to posting in the forums! I have been using the wiki and some guides for a long time before, and I'm now writing for the first time to ask for advice on building a TG mostly for utility, but that can also reach and run niobium if need be. Here's my outline and concept: I want to focus my TG on the shield deffensively, and deadly Spears offensively, and I want to take bargaining, blacksmith and enhanced perception. So, here are the essentials in my skill outline: Devout Guardian Focus (CA regen and level) Tactics Lore (damage and all) Armor Lore (everyone takes it, might as well. It also synergises well with the shield mitigation) Warding Energy Lore (shield focused) Toughness (because it synergises well with the mitigation provided by the shield, better than constitution) And the three utility skills available: BS, EP and Bargaining. So, 8 skills of a total of 10: Now, here's the options I'm juggling for the 2 remaining spots: Concentration/Sword (or Hafted Weapons) Lore: faster DS casting, more damage, but concs extra buff slots mostly go to waste. Concentration/Source warden focus: Tankier through Untouchable force modification, possibly could modify fiery ember with churn and DS with singe to provide higher damage from DS. Combat reflexes/something: Crits are the biggest problem I see for the defenses, so increasing evasion and reducing crit seems like a godsend for this build, at least on paper. It could go with the SW focus, and then substitute Toughness with Conc for that extra buff slot for Untouchable force and the regen bonus. Combat discipline, probably paired with sword or hafted weapons lore too, for extra damage, could be an option, provided I find some way to fit it in there. I've also got questions for the CA mods (specially shield and battle extension), but this will do for now. Thank you, Dark Matters community!
    1 point
  3. Hi there! New to the forum. I would like to request a little retexture for seraphim, inspired by early concept of Sophia for Sacred 3 (it's a pity that it never happened..) I know that creating an absolute new hairstyle is a little bit hard task even for the coolest modders around here.. Especially if it's a request from an unknown person : D So.. All I ask is a white hair color retexture and cyan eyes (not necessarily the normal ones, classic seraph-like without pupils is okay, but just cyan please!) Thank you for your response.
    1 point
  4. Something that's been bugging me for a long time but never thought to mention it here in case something can be done about it, is that how depending on the viewing angle, the quality of the shadows changes. The more "top-down" the camera is, the clearer and crisper the shadows are. The more you tilt it to be lateral with the ground, the more of a blurry mess the shadows become. Let me explain it in screenshots: Top-down: You can clearly and sharply see the outlines of the character and especially, the wings. Now let's see what happens when I tilt the camera towards the ground: The shadow becomes a blurry mess for... I have no idea reason. The character hasn't moved an inch, the only thing that changed is the camera angle. Might be something in the vein dynamic shadow LOD swapping where the game reduces the shadow quality based on camera angle to save performance? Due to more stuff having to be rendered because of the camera angle (you can see everything in front of you)? You can easily test this yourself in motion in the game. Just go somewhere where shadows are fully visible and tilt the camera up and down. You will eventually find the exact angle, at which shadows deform or become clear again. It affects every single shadow, be it characters, environment etc. Is there any way this effect could be prevented? So the shadows would look like in the first screenshot, no matter the camera position or angle? It only happens with shadows created by the sun. Doesn't happen at night or in caves near torches, light sources etc.
    1 point
  5. Yeah, whether you're playing with CM patch or not is important. If you want to use Deathly Spears, Combat Discipline and Ancient Magic (if CM Patch) is pretty much mandatory to make it effective. For Deathly Spears spam, you absolutely want Concentration to bring the regen time as low as possible. And even with 1 point, it will allow you to run both T-Energy Shroud and Battle Aura simultaneously. Avoid Combat Reflexes, your shield is there to prevent damage. If you gear properly and focus on items with damage mitigation, you'll eventually be near invulnerable. If you absolutely want more defenses, consider Spell Resistance. One of the best defensive skills in the game, but HAS TO be Mastered. Whatever you do, don't drop Toughness. Shields + damage mitigation in this game is the most powerful defensive combo. As for the mods, T-Energy Shroud should be modded: Power, Reduction, Reflection. As for Battle Extension, if you're playing without CM patch, it has an extremely long animation, so much so that you'd get more DPS by left clicking instead of using it in a fight. The main draw of Battle Extension in that case is that it allows you to perform double hits with normal attacks. With CM Patch, the animation is greatly sped up. If I were to mod it, I'd go: Double Attack, Impairment, Double Attack. I recently made a utility pure Devout Guardian Temple Guardian (Bargaining + Blacksmith). Originally also wanted to go the Death Spars route, but sadly, the damage was very lacking, especially as I don't have access to Ancient Magic (no CM Patch). Worked surprisingly well. Allowed me to immediately pump Shroud and Battle Aura to 200 since I don't care about regen times. Easily farming Niob and reached the stage where most enemies can't even damage the shield because all the damage gets mitigated.
    1 point
  6. Thanks so much for hair mod, it fits well. Well yeah.. the only thing remaining is Cyan eyes ~ I could try edit dds by myself, but unfortunately I'm not that good in texture editing at all
    1 point
  7. For hair, there is a hair mod that unlocks the full spectrum of colors, from pitch black all the way to white: or: I think the end result is the same between these two. The first one only adds the colors, the 2nd also adds some hairstyles. Looks like this in-game: Keep in mind, that in the game, the color look changes somewhat depending on the current lighting conditions and whether it's day/night. Here is also a screen of the same character from the character creation/select screen where you'll see the hair looks much whiter than the in-game end result (which was taken in the Swamp). As for the eyes, there is this already: But someone would have to make your specific color I think.
    1 point
  8. Hey MyrrDisparo, welcome to the foum What game version do you play? If you're playing CM-patch or later, I'd suggest taking a look at Ancient Magic, it works with deathly spears
    1 point
  9. From my side, big respect to all Sacred coders, who give everything to make both games more enjoyable. I hope people here will continue to work well together for years to come.
    1 point
  10. @xInquisitor1961x you need waaay more than a can of beans to get an explosion this big gogo
    1 point
  11. if you made it one hit explode a billion gold how long would it take for it all to stop popping out of the dragon and roll out upon the ground gogo
    1 point
  12. Can you list your skills and armor pls? Id like to see what you cobbled together for Daemon upon your epic hero quest I had a Daemon build too. Waaaaay in the old days when the game was originally released, and hot in my grubby hands after it arrived in the mail. Daemon had just been released as a little *secret* successor for Sacred, I remember when this was first announced within the Sacred International forums the joy i felt in my heart, my favorite game was going to have a UnderWorld Sequel! gogo
    1 point
  13. Reborn´s "Dark Star" + 2x "Ring of Protection" = Good addition to every class. But I thought about the little discussion we had a few days ago. Sacred 1 is not dead, we simply fail to contact the remaining players and keep them together. On youtube for example, there are dozens of Sacred players. Surprisingly, they know nothing about mods, some even play in 1024x768 res. If someone could leave a comment under their videos, it would be surely useful. Speaking of mods itself, I think it is necessary to understand what the remaining playerbase accepts and what not. Adding any kind of eye candy is welcome, since the build of a player does not get touched by it. It think vanilla players like their malfunctioning, unbalanced game with all its flaws and errors. They have found a way to use all the bugs and glitches, poorly balanced CAs and items to their advantage. Adding new mechanics to the game like Overlookers did, shatters the players comfy bubble and forces then to think their build over, which most do not want. Either for time reasons, or because they are simply or not open for new ways. Under such circumstances, does it makes sense then to continue coding?
    1 point
  14. Their armor is part of their base model. Anything you try to add will just appear on top of it (or worse, clipping through it). That does bring up an alternative way to equip armor, and that is adding the itemtypes directly in the creatureinfo.txt entry, using the the eq_fallback line. I prefer to do this with armor sometimes, because it requires much less scripting.
    1 point
  15. I mean... you can make dragon give you 1000000000000 experience but what is the fun in that hahahaha
    1 point
  16. Try the following: -- NPC_HE_Inqiguard_sword_shield mgr.createEquipset { id = 490, set = { { 664, EQUIPSLOT.WEAPON_R, 1}, { 1193, EQUIPSLOT.SHIELD_L, 1}, { 1269, EQUIPSLOT.AUTO, 0}, { 1270, EQUIPSLOT.AUTO, 0}, } } -- NPC_HE_Inqiguard mgr.createEquipset { id = 254, set = { { 664, EQUIPSLOT.WEAPON_R, 1}, { 664, EQUIPSLOT.WEAPON_L, 1}, { 1269, EQUIPSLOT.AUTO, 0}, { 1270, EQUIPSLOT.AUTO, 0}, } }
    1 point
  17. Steam tells me I spent 22 hours completing the full campaign. There are worse ways to spend a week. I first heard of S-Tier in One Punch Man, where heroes are ranked (from lowest to highest): Class C, B, A, with Class S (super) at the top. Lately I see a trend of "ranking" videos all the time on youtube that use the same tiers, so I guess it just kind of lodged itself in my vocabulary. I don't know where it originally came from. My dungeon crawler ranking list: S-Tier Diablo 2 Grim Dawn Titan Quest Sacred 2 Divine Divinity Diablo 3 Sacred 1 A-Tier Dungeon Siege 2 Shadows: Awakening Incredible Adventures of Van Helsing Wolcen: Lords of Mayhem Torchlight 2 Torchlight 1 Dungeon Siege 1 Diablo 1 Warhammer: Chaosbane Beyond Divinity Kult: Heretic Kingdoms B-Tier Vikings: Wolves of Midgard Silverfall Nox Darkstone Dungeon Siege 3 Sacred 3 C-Tier Legend: Hand of God The Chosen: Well of Souls Loki: Heroes of Mythology (need to make a D-TIer just for this one) Yet-to-be-ranked cause I never seem to get around to them: Victor Vran Path of Exile Warhammer 40k: Inquisitor-Martyr
    1 point
  18. Aesthetically, I like each of the screenshots. They each have a point or points of interest, a defined foreground, a middle ground and a background. They have rich colors and impressive lighting as well. Works of art, are they!
    1 point
  19. I love the third picture! Looks like taken directly from an expensive painting
    1 point
  20. I believe you mean for normal sacred,but in reborn mod every boss are immune to some type of damage and very weak against other type,for example in reborn mod Anducar human form is weak against psyhical and poison and Demon form weak against fire and magic,so for example :if you wanna defeat him with the battle mage you will you need gust of wind vs human form for poison damage and purgatory(in the last updates of reborn purgatory have gotten poison damage too ) and vs demon form ring of ice ,lightnin strike ,fire spiral ,fireball ,flameskins ,ice shards,etc... everything that have fire or magic damage,in comparasion reborn mod is easier than veteran mod and more enjoyable if you ask me,but need some knowlegde on how to make your build,for example in veteran you can go full psyhical with Etthanol and defeat every boses ,doesnt need so much knowledge about skills,status,ressistence,sockets,weapons etc....
    1 point
  21. Yes the first number must match the number of of mgr.createEquipset, the second number must match the total number of the individual entries with each "set = { }".
    1 point
  22. Step one: add lightsaber in weaponpool.txt. Equipsets use the ID's from weaponpool. Weaponpool uses blueprint ID's. Step two: add the equipset. Your new equipsets aren't appearing because you have to increase the count at the top of the file. I forget the exact line right now. Something about reserving memory for a certain amount of equipsets and equipset entries. Step three: assign the equipset ID to the minion in creatures.txt. Also, High Elf robbers can't dual wield (they don't have the animations) so the left hand weapon is going to be backwards unless you choose a better minion.
    1 point
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