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unknowngst

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  1. Ugh...fallen sick during hectic schedule...

     

    Anyway, v0.9 is released. The download can be found Here

     

    Contents as promised:

    1) God spells now summons 3 minions to your side! Read the readme.txt about how to control them.

    2) Major changes to spells.txt, which is originally planned to be released as v1.5. Whenever your CA kills an enemy, it will be thrown into the air, for more enjoyable kill-strikes, and all sorts of funny thing you can see when they land on barrels/stone/graves or other objects!

    3) Improved weapon randomness!

    Previously, all weapons are under the same weapon pool. Since 1h weapons and melee weapons are the majority, you will rarely see ranged and other weapons.

    Now, weapons are grouped as:

    - 1h melee

    - 1h ranged

    - 2h melee

    - 2h ranged

    - shields

    - blowpipes (dryads only)

    - shadow-warripr special weapons (shadow warrior only)

    This list + dualwield will all have equal chance of appearing :)

     

    Additionally, as my first step towards balancing:

    - skills and stat bonuses are given to all heroes

    - dualwield skill and riding skill are given to all heroes to offset the penalty

    - All heroes have the same amount of CA now (9 each) for easier future balancing. A list of all CA the heroes will be spamming, is included in Readme.txt. I'll include it in the main post too.

     

     

    With all the aforementioned changes, I am strayed from my original plan of mod.

    Here's the changes, and why:

     

    A) No more dilemma!

    The God Spell method is quite satisfying for me, personally, so I decided to drop the Valkyrie/"Bugged Quest" method.

     

    B) No more v1.5

    Since the God Spell method requires changing the spells.txt, I decided to tag it along with the "better ragdoll" skills changes in spells.txt, which is originally planned for v1.5 release.

     

     

    So, the only thing left for this mod is, in the order of priority:

    1) Balancing spawned heroes and minions. Find a solution to Inquisitor AI.

    2) Add more spawn points.

    3) Try to spawn heroes in different skin/hairstyle and colors.

     

    For 1), I definitely need your feedback and help.

    I need your feedback if the heroes are underpowered or overpowered.

    I still can't understand why Inquisitor doesn't follow proper AI...it won't cast any spell no matter what AI I assign it to. I wish to avoid creating custom AI...but if there's no other option, then...oh well...

     

    For 2), I'll slowly add more spawn points as I progress in my Sacred 2 gameplay.

     

    For 3), it's not a top priority for me, but it can definitely spice things up even more! I haven't start looking into it, nor have I try anything...but if you know anything, please share!

     

     

    That's all for this time, enjoy!

    • Like! 1
  2. Well, I changed my mind about v0.9b.

     

    Previously:

    More spawn points, covers all major area in Ancaria.

     

    Now:

    A) Better weapon randomness!

    In v0.8b, all weapon/armor model with all color variation will appear...working great for the armor, but not so perfect for weapon. Because there's much more 1-hander and shields than 2-handers, and much more melee weapons than ranged weapons. They are all grouped together into one weapon pool.

    In v0.9b, weapons will be separated into different groups: 1h Melee, 1h Ranged, 2h Melee, 2h Ranged and Shield. Each group will now have equal chance of appearing :) They are now able to dualwield too.

     

    B) God Spells -> Summon hero companions spell!

    All God Spells will have the following changes:

    - Instead of doing what it originally does, it will now have all the effects of God Spell: Nature.

    - At the same time, you will get 3 heroes as your companion (Seraphim + Dryad + High Elf).

    - They will stay with you, until they are killed, or you left the game.

    - They will follow you around, and you can control them by doing SHIFT + Left Click (on monster = attack, on ground = move to). They act like your minions, so you can use (default keys) "/" and "\" to control their behavior.

    - The god spell cooldown time is reduced from 15mins to 5mins.

    - Whenever 1 or more of them died, you can cast the god spell again to summon all 3 of them again. So, it is possible to have maximum 5 companion at the same time.

    This is how it works:

    When all 3 are alive, casting God Spell again = nothing happens.

    When one or 2 out of the 3 died, casting God Spell again = sometimes you get +3 companions, sometimes nothing happen.

    When all 3 of them died, casting God Spell again = you will surely get 3 companions.

    - These companions are spawned with all weapon/armor/dualwield randomness like spawned heroes.

    - They are built for good survival rather than high damaging. Why?

    Because for normal monsters, your char should be able to handle them alone without any trouble, so there's no point adding any help to that. It's only in boss battle, that you need some help.

    So, in boss battle, they will serve as your mini-helper: distracting/debuffing/disabling and survive the battle, while you dish out damage. In boss battle, squishy companions will die in mere seconds, so it's just a waste...that's why I make them with high survivability, lower damage, but very frequent spell casting.

     

     

    So...that's for 0.9b, instead of more spawn points. I'll add more spawn points later. Who needs spawn points when you can summon your own hero companions anyway? :P

     

    I need to do some minor touch-up:

    1) balacing stats of companion and spawned heroes.

    2) adding proper skills and bonus to heroes and equipments.

    After I am done with these within a day or two (weekdays...not very free), I'll release v0.9b.

  3. Version Update: v0.8 released. Here

     

    Sept 17, 2011

    - All 7 playable races are added.

    - Technical Data is removed as separate download.

    - True random armor and weapon, includes all possible armor and weapon variation .

     

    Since there's only silence :P I have decided on the God Spell way as the method to spawn companion heroes at player's side. This feature will be released as v1.5 later (much, much later...expect at least 2 or 3 weeks). Version plan unchanged, v0.9 will includes more spawn spot, and v1.0 will aim for skill/bonus balance of spawned heroes...it should be released within a week.

     

    I'll take my time, slowly update the first post, to includes more updated information, future plans, and progress status, along with detailed list of CA which is removed or added to spawned heroes.

    It will be done within 1 or 2 days.

     

     

    If you guys know of a better site/host to upload and share images directly on forum, please do share, thank you!

  4. An update on idea and progress:

     

    1) All heroes are already added into game, they will be released in next update: v0.8 beta. Same spawn location, will include more later (planned in v0.9 beta).

    Currently, all heroes spawned are with CA but without any skills/bonuses and their weapons and armors are weak ones. I hope to achieve good balance in v1.0.

     

    2) Up to v0.3 beta, all heroes spawn with random weapon and armor. However, the list of random weapon and armors only includes unique model, but the color always the same.

    In the next release: v0.8 beta, random weapon and armors will not only differ in model, but also colors and all variations (means, both color and model will be completely random).

     

    3) I was troubled by wether creating a new class Valkyrie, or use "bugged quest" method to spawn heroes companion...Now, I have decided on this new method:

    Whenever you cast your God's Spell,

    - you will also receive 7 heroes companion (1 from each race),

    - they will all spawn with random weapon and armors,

    - they can cast all CA (maybe will remove some CA...not sure yet),

    - they will remain at your side until they are killed.

     

    There are several benefits in this method:

    I. I think very few players use God Spell...this will make God spell more useful, and make people will actually want to use it and level the Divine Spell skill :)

    ii. Unlike the "bugged quest way", you will be able to see heroes in different weapon and armors every time you use God Spell!

    But, here's the drawbacks:

    I. Since you can't spam god spells, if you get a random hero with weapon/armor you don't like, you need to wait a long time before you can try to get new one.

    ii. Unlike Valkyrie class idea (where heroes are actually buffs), you cannot mod God Spell, and you cannot unsummon them at will.

     

    Please let me know what you think: Which is better and why?

    A) New class Valkyrie?

    B) "Bugged quest" method as described in first post?

    C) God Spell?

     

    Anyway, this feature will be release in v1.5 beta TOGETHER with skills that can throw enemy into the air when enemy is killed by skill. Expect another week or so.

     

     

    Version plan:

    0.8b = All heroes included, with true-random armor and weapon (both model and color variation).

    0.9b = More spawn points, covers all major area in Ancaria.

    1.0 = Heroes should be balanced with proper CA/Skills/Bonuses. Armor and weapons will remain for aesthetic value only, forever. Only CA/Skills/Bonuses matter.

    1.1 to 1.4 = solves minor annoyances, adjusts spawn, fine-tuning balance.

    1.5 = Make a decision on one method, among Valkryie/"Bugged Quest"/God-Spell. Release it with spell modification that can throw enemy into air when killed by skills. Yes, you will see the same effect on your spawned/summoned heroes when they kill anything.

    1.6 - 1.9 = fine-tuning balances.

    2.0f = Final release :) After which, ancient lurker (that's me) will creep back into its abyss once again...

     

    If everything goes well, v0.8 beta will be released in another 24 hours.

     

     

    EDIT: Imageshack.us seems to be a bad choice...anyone know a better place to upload my screenshots?

  5. ~~~~~

    @Dragon Brother:

    Thanks for the suggestion, I already did as you suggested.

    BTW, in the first release, all the information is actually included in a README.TXT file inside the .zip file. I just didn't copy-and-paste them out :)

    ~~~~~

     

    Anyway, my main purpose is to make the following announcement:

     

    I decided to release version 0.3 (HERE) for several reasons:

     

    Change-log:

    Sept 13 2011

    v0.3

    - Removed unnecessary scripts

    - Improved spawn location and density

    - Dryad is added

    - WEARGROUP_DRYADIN is added

    - Solved all known weird issues.

     

    Yup, Dryads are included (which means, all the uber ladies of Sacred 2 are done with :P).

    Dryads are in the same faction as Seraphim.

     

    Removed some unnecessary/annoying CAs, in order to save your gaming resources. I'll include instructions to enable them back when all 7 heroes are added or when the beta versions are stablized.

     

    Improved the spawn loaction and density, also figured out most of the entire syntax of spawn.txt files (except 3 digits). Details will be included in the "Technical and Data Sharing" section later.

     

    Solved the two mysterious issues, after much trial-and-error:

     

    A) Need to change difficulty level when major script changed. [solved]

    This only happen if there's any change in the "script\shared" folder. Since this mod only changes those in "script\server", this will not happen.

    After version 0.7 beta stablized, I'll release a module that makes enemy "fly" when killed by CAs, which can be benefited by those "heroes" as well! Yup, you are not the only one who can "throw" monsters into the air! The spawned heroes can also benefited by this module.

    However, since this module requires changing the Spell.txt inside "script\shared" folder, this weird "bug" can happen, BUT there's already a perfectly fine work-around for it.

    Just load into a different difficulty -> save and load back to the previous difficulty level -> viola! everything is back to normal.

    You only need to perform this work-around ONCE everytime you change something in "script\shared" folder.

     

    B) Those Seraphim/Dryads at north of Clearview won't spawn sometimes. Need to teleport away and come back to get them spawn. [solved]

    This is due to my wrong understanding of spawn.txt, but in version 0.3, I already figured it out so this will not happen anymore.

     

     

    Thus, for now, I will remove these two known issue from the main post.

     

     

     

    Well, that's all!

  6. I decided to release the first beta version, Here

    mainly for testing purpose, and to show some proof-of-concept.

    This beta release ONLY includes Seraphim and High Elf.

    This beta release *DOES NOT* includes spell changes that will make enemy "fly" in air when killed by skills. I will make this a separate release later, after this first beta release is stable.

     

    I don't think there will be any bug/error, because it's all just script, nothing fancy.

    BUT, if you encounter any problem, please let me know!

     

    Again, please remember that:

    1) This mod is intended for Sacred 2 Original + Expansion + CM Patch v130.

    2) Backup your character save file and scripts as instructed!

    Refer to the map for the spawn location.

    Every essential info is included in the README.TXT.

     

    Random Details

    Seraphim belongs to good faction; High Elf belongs to evil faction.

    Seraphim will fight evil/wild monsters, including High Elf.

    High Elf will fight good/wild monsters, including Seraphim.

    So, to see them fighting each other, you can try to scout around the spawn point at north of Clearview. They spawn literally right-on-top of each other there.

     

    They all spawn with random weapons and armors, and can cast all CAs player casts.

    Some seraphim CAs are intentionally removed, due to several reasons as I mentioned in main thread.

    They all have a chance to resurrect ONCE (afterall, they are HEROES).

    There's a mix of mounted and unmounted heroes.

     

    Feedback

    If you successfully loaded and saw those heroes in action, you are welcome to post a screenshot or two!

    Press "P" to pause, turn your camera around for the best shot! Or keep tapping "P" to see all of them in slow-mo!

     

    Please let me know if you encounter any bug/error!

     

    In this release, I didn't consider balance issue at all.

    So probably they are overpowered, or maybe they are underpowered...not sure.

    Those randomly spawned weapons and armors are nothing special, their stats are low and I didn't give any special bonus to the heroes or monsters.

    Heck, I didn't even give them any skills or bonus yet, JUST CAs!

    But then...they can spam CA as if there's no cooldown...so maybe they are still overpowered.

    Let me know what you think, I hope to achieve fine balance around version 1.0 (out of beta).

     

    Please also let me know if you encounter the following weird bugs as I do:

    - Seraphim and High Elf near Clearview portal (far north of Thylisium) does not spawn immediately upon loading. I need to teleport to somewhere else, or move away far enough, THEN ONLY travel back to the spawn location, otherwise they won't spawn. No such problem for those spawns at Northwest of Monastery of Light.

    - SOMETIMES, not always, whenever I did some major scripting changes, I need to switch to a different difficulty level first, otherwise my character can't move. I only need to switch difficulty once, after that everything will be back to normal.

     

    Progress Plan

    The next release will includes all seven races of hero. I plan to release such a version this weekend.

    But before that, I wish to review player's feedback and see if there's any major bug/error/balance issue.

    After this release is stablized, I'll release the major version with all seven races of hero.

    The future "future plan", is to release the spell changes which will knock enemy off in the air if they are killed by skills. It is MUCH COOLER than just "lumps and dies on spot".

     

    So please provide me with as many feedback as possible, so that I can solve them as soon as possible.

     

    That's all. Thank you, and hope you are able to enjoy this mod!

  7. [MOD] Age of Heroes (Beta) - All-in-one pack

    View File

    July 2018 -- Updated for compatibility with CM Patch 1.60 by Flix

     

    The following descriptions are the same as the README.TXT included in the download)

     

    Sacred 2 Mod: Age of Heroes V0.9c

    Forum thread:

    http://darkmatters.org/forums/index.php?/topic/19414-sacred-2-age-of-heroes-mod/

    (Changelogs will be maintained in forum thread)

     

     

    ===========

    Requirments

    ===========

    1) CLIENT VERSION: Ice & Blood v2.65.x

    2) CM Patch: v160

     

    Additional Note:

    This mod *WILL NOT* replace any existing item/texture/creature/whatever.

    It will only *ADD STUFF* on top of whatever already existed.

     

    This mod is intended for Sacred 2 Original + Expansion + CM Patch v160.

    Not guarantee to work if any additional mods are installed.

     

    If this installtion doesn't work due to other mod installed, then please wait

    another week or so, until I release step by step instruction to add this mod,

    without conflicting with any other mod.

     

     

    ===========

    Description

    ===========

    As the title suggested, this mod aims to fill Ancaria with heroes (the 7

    playable races/classes)...you are not alone anymore!

    This purpose is achieved by:

    1) Spawning additional monsters throughout Ancaria, in disguise of heroes.

    2) Heroes are summoned to fight alongside with you, as your minions, whenever

    Godspell is casted.

     

     

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

    Spawned Heroes

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

    Heroes will be spawned at chosen major locations throughout Ancaria.

     

    They will be spawned with random equipments of random color and random models.

     

    Those randomly spawned weapons and armors all have the same stats and do not

    form any set bonus.

     

    As of this release, the random equipments cover ALL model and color variation

    exists in Sacred 2 + Expansion + CM Patch v130 (according to itemtypes.txt).

     

    They will be either spawned with mount, or on-foot.

     

    All heroes have skills that reduce dualwield penalty.

    All heroes have skills that reduce mounted penalty.

     

    All these heroes will have CHANCE to resurrect for ONCE. After all, they are

    heroes!

     

    They are able to use majority of the CA, some are excluded for various reasons.

    Detailed list of all CA available to all heroes can be found in "Additional

    Notes" section.

    Example 1: Since AI can't switch weapons, BeeEffGee is removed because it is

    just a waste of casting.

    Example 2: Since AI can spam spell, those buffs that decrease regens are

    removed.

    Example 3: Some CA will cause bug (Instill Belief will make everyone at peace

    with everyone else);

    Example 4: Some CA uses up too much resources...

     

    In this release, heroes have the following relationships:

    "Good" Heroes: Seraphim, Temple Guardian, Dryad.

    "Chaos" Hero: Dragon Mage.

    "Evil" Heroes: Inquisitor, Shadow Warrior, High Elf.

     

    Good heroes will attack wild monster, Evil Heroes, Chaos Hero, and Evil Player.

    Chaos hero will attack everyone, except other Chaos hero.

    Evil heroes will attack wild monster, Good Heroes, Chaos Hero, and Good Player.

     

    It is *HIGHLY RECOMMENDED* that you try this mod out in BRONZE difficulty

    FIRST!

    After you tried it out in BRONZE, slowly increase the difficulty level to the

    one you are able to handle.

    Please, I insist...don't come crying if you lose your hardcore character! They

    spam spells like crazy.

     

     

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

    Spawn Location

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

    Refer to the "Spawn Location.jpg" file.

    The big WHITE circle on the bottom right = Thylisium.

    There are 2 RED circle, 2 GREEN circle, and 2 YELLOW circle.

    One set at the middle left of the screen, another set at the upper right.

    GREEN = Good heroes.

    YELLOW = Chaos heroes.

    RED = Evil heroes.

     

    Notice that all the spawn locations are near Portals, for your convenience.

     

     

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

    God Spell Heroes

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

     

    God Spell is one of the least used spell...

    This mod will incur the following changes to God Spell:

    - All God Spells are changed to have the same effects of God Spell: Nature.

    - All God Spells' cooldown is reduced from 15mins to 5mins.

    - Whenever you cast God Spell, three heroes will be summoned to your side as

    your minion. Seraphim + High Elf + Dyrad.

    - You can control these minions by using Shift + Left Click on monsters.

    - You can also change their behavior using "\" or "/" (default keys).

    - They will stay with you until they are killed, or you exit game.

    - They will spawn with random armors and weapons.

    - They are on-foot only. (If you wish, you can make them mounted, but it

    requires changing Creature.txt)

    - They spam spells like spawned heroes.

    - Whenever 0 out of 3 is killed, casting God Spell will not add any minion.

    - Whenever 1 or 2 out of 3 is killed, casting God Spell MAYBE/MAYBE NOT add

    3 minions. So it is possible to have maximum of 5 minions at a time.

    - Whenever 3 out of 3 is killed, casting God Spell will certainly add 3

    minions.

     

    These minions are designed to be:

    - stronger than normal monsters, but weaker than elite monsters.

    - slightly higher survivability, weak damage but spam spells.

     

    Reasoning:

    For normal/elite monsters, you alone should be strong enough already...

    So, they are just there for some fun, not to help out too much.

    You can just use them to slaughter normal monsters, and maybe help out

    a little whenever there's some elite.

     

    For boss battles, low survivability minions are useless, they die very quickly

    after you summon them. So these minions are designed to be able to survive

    longer, and spam spells to help you debuff/disable the boss. They don't deal

    very high damage, so that you are still the main actor.

     

     

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

    Changes to Spells

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

    All spells which deal damage on enemy, will have an additional effect:

    If an enemy is killed by a spell, it will be thrown into the air for a

    brief moment, for better ragdoll effect! (just like Titan Quest!)

     

     

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

    Installation

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

    1) Backup your heroes save files!

    2) Browse to [sacred 2 installation directory]\scripts\.

    3) Backup the following files:

    - server\blueprint.txt

    - server\creatures.txt

    - server\equipsets.txt

    - server\spawn.txt

    - server\weaponpool.txt

    - shared\spells.txt

    4) Overwrite the original files with the files included in "Install Scripts"

    folder.

    That's all!

     

    ***DON'T LOG INTO GAME YET***

    ***READ POSSIBLE PROBLEM SECTION***

     

     

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

    Possible Problem

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

    Due to major changes and overwriting of "shared\spells.txt", the first time

    loading after this installation, will be slightly longer. Mileage might vary

    according to your computer spec.

     

    Due to major changes and overwriting of "shared\spells.txt", MAYBE/MAYBE NOT

    you will encounter the following "weirdness":

    After you log into game, none of the monsters/npcs/characters can move.

     

    This is the solution:

    After installation, DO NOT play the game using the same difficulty.

    Example, if you are now in SILVER difficulty, just change it to BRONZE or

    anything else except SILVER.

    You will be able to load successfully into game and everything will be fine.

    After that, just "Save and Exit", and log back to your desired difficulty.

     

    You only need to do this ONCE,

    no matter how many different characters you have,

    no matter how many difficulty you have unlocked,

    no matter whatever...

    only one time, and everything can be proceeded like normal.

     

    That's all for the weirdness.

    Please refer to "Feedback" section if you encounter anything more than this.

     

     

    ===========

    Known Issue

    ===========

    All heroes will cast CA whenever they can, except one class: Inquisitor.

    I am unable to find an existing AI that will make it cast any CA.

    I need to create a custom AI to make it cast CA, which will be included in

    future release.

     

     

    ========

    Feedback

    ========

    Your feedback is very important to me!

    I need to know if you encounter any problem or error, so that my mod will not

    waste other player's time! I'll try to fix all bug as soon as possible, but

    usually I am not available until weekends sad.gif

     

    If you successfully loaded and saw those heroes in action, you are welcome to

    post a screenshot or two! Press "P" to pause, turn your camera around for the

    best shot! Or keep tapping "P" to see all of them in slow-mo!

     

    Please post your bug report at the following thread:

    http://darkmatters.org/forums/index.php?/topic/19414-sacred-2-age-of-heroes-mod/

     

    Suggestions and comments are welcome too!

    Or, if you need some small tweaks, you can ask and I'll try to include it in the

    main forum thread, so that everyone will be benefited.

     

     

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

    Additional Notes

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

     

    In this release, I have added some skills/bonuses to all spawned heroes and

    minions. But I am not sure if they are "balanced". So probably they are

    overpowered, or maybe they are underpowered...not sure. Let me know if you

    feel they are too strong or too weak.

     

    I hope to achieve fine balance around version 1.0 (out of beta).

     

    Following is the list of CA available to heroes (9 CAs each):

     

    Seraphim:

    Pelting Strikes

    Assailing Somersault

    Dashing Alacrity

    Baneful Smite

    Radiant Pillar

    Hallowed Restoration

    Archangel's Wrath

    Flaring Nova

    Divine Protection

     

    Shadow Warrior:

    Demonic Blow

    Scything Sweep

    Ruinous Onslaught

    Rousing Command

    Frenzied Rampage

    Belligerent Vault

    Augmenting Guidon

    Spectral Hand

    Shadow Veil

     

    Dryad:

    Darting Assault

    Forest Flight

    Dust Devil

    Ravaged Impact

    Twisted Torment

    Black Curse

    Edaphic Lances

    Tangled Vine

    Goldenglade Touch

     

    High Elf:

    Ancestral Fireball

    Blazing Tempest

    Incendiary Shower

    Frost Flare

    Glacial Thorns

    Raging Nimbus

    Cascading Shroud

    Cobalt Strike

    Shadow Step

     

    Inquisitor:

    Callous Execution

    Ruthless Mutilation

    Frentic Fervor

    Levin Array

    Clustering Maelstorm

    Raving Thrust

    Dislodged Spirit

    Inexorable Subjugation

    Eruptive Desecration

     

    Temple Guardian:

    Dedicated Blow

    Battle Extension

    Deathly Spears

    Amplifying Discharge

    Furious Emblazer

    Jolting Touch

    Archimedes Beam

    Propelled Levitation

    Primal Mutation

     

    Dragon Mage:

    Dragon Strike

    Eternal Fire

    Destroyer

    Gust of Wind

    Magic Barrier

    Tornado

    Mind Strike

    Energy Blaze

    Maelstorm

     

     

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

    Version Plan

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

    1.0

    Heroes should be balanced with proper CA/Skills/Bonuses.

    Add/Adjust spawn points.

     

    1.1 to 1.9

    Solves minor annoyances, add/adjusts spawn, fine-tuning balance.

     

    2.0f

    Final release.

    After which, ancient lurker (that's me) will creep back into its abyss once

    again...


     

  8. hmm, I know that Schot had added some file type limitations, but we'll review that tonight and see about making your upload process as easy as possible ^^

     

    I'll post back, thanks for your time, being so patient with us on this.

     

    :)

     

    gogo

     

    It's fine, don't worry about it, I'll be using .zip to save network traffic :)

     

    Anyway, it will take me another weekend to finish with:

    1) extracting all the WEARGROUP_[RACE] from itemtypes

    2) create blueprints

    3) create weaponpool

    4) create equipsets

    5) create hero creatures with appropriate mounts and CAs

    6) create appropriate factions

    7) create spawns at appropriate places

     

    Item 1) to 6) is easy, but 7) is a major pain...there's just too many places!

    Currently, I'll need to hop on a mount, travel to the desired place, and then use Console -> PRINT MOUNTINFO to know where I am standing...then I'll need to figure out the appropriate layermap_id value to set in spawn.txt. It seems that the layermap_id is important, because a value too high or too low = no monster spawn.

     

    Would be nice if anyone can suggest a faster/better way to add spawn?

    Does anyone know exactly what layermap_id means?

     

    It seems that >= 4 is some atmosphere spawns, such as rabbit/ribbit/crow/those small harmless animals.

    Never seen <1, but 1-3 is common.

     

     

    I have also started looking into spawning monsters with random skin color, random hairstyles and color...but no luck so far :(

  9. Hmm...tried to upload Excel Sheet, but not allowed.

     

    I'll upload as .txt, then ask the users to rename it to .xls instead after download. I hope this circumvention is not against the rule :P

     

    EDIT: Changed my mind...since .zip is allowed, I should compress all the files first before I upload them, it will save a lot of network traffic.

  10. Curent released version: v0.9 Beta

    Download

    Anouncement Post

     

    Change-log:

     

     

    Sept 12, 2011

    v0.2:

    - First beta released

     

    Sept 13 2011

    v0.3

    - Removed unnecessary scripts

    - Improved spawn location and density

    - Dryad is added

    - WEARGROUP_DRYADIN is added

    - Solved all known weird issues.

     

    Sept 17, 2011

    - All 7 playable races are added.

    - Technical Data removed as separate download.

    - True random armor and weapon, includes all possible armor and weapon variation .

     

    Sept 25, 2011

    - Major changes in God Spell: you get heroes as your controllable minions now!

    - Major changes in CAs: any enemy killed by CA, will be thrown into the air for better ragdoll effect!

    - Improved randomness of weapon generation.

    - Added bonuses and skills to heroes as first step towards balance.

     

     

     

    Intro-Screenshots

     

     

    Alright, screenshots first. Here's some showing:

    1) Some seraphims on-foot, some on mount (all 3 types).

    2) Each seraphim spawns with random armor and weapon.

    3) All of them can cast all kinds of seraphim CA.

    4) In some of the tests, I intentionally removed Warding Energy and Cleansing Brilliance because they are annoying to the view.

    5) I removed BeeEffGee because monster can't switch weapon set, so the casting move of BeeEffGee is a waste. I also removed Instill Belief, because it will sometime cause "Paradise" to happen (everyone is in-peace with everyone else).

    6) All suitable heroes' skills (single target + Area of Effect) are added with "hurl enemy" effect. If enemy is killed with those skills, it will be thrown in the air and then the Ragdoll system will take over, for much more pleasing kill-moves. I dislike when monsters just "lumps and dies on spot" after patch 2.4.3.

     

    All three types of seraphim mounts.

    A seraphim on-foot at the right-side of screen, is wearing jester hat (Click to enlarge picture to see clearly).

    big0023.jpg

     

    At night, Me vs Seraphims vs Monsters.

    big0012.jpg

     

    Big battle. Each seraphim is identifiable due to the "halo" (Cleansing Brilliance) on their heads.

    big0007.jpg

     

    I killed a seraphim with Pelting Strike, it is thrown into the air, instead of just "lumps and dies on spot".

    There's some blood near the red-potion-dropped-on-air, indicating the original position my light-saber hits it.

    big0031.jpg

     

    Fighting on a small hill at late evening. A dead seraphim rolling down-hill; another thrown in the air killed by pelting strike.

    big0002m.jpg

     

    That's all the screenies, for now. Let's get back to the wall-o'-text.

     

     

     

    Preface

     

     

    I haven't play Sacred 2 for about 2 years...when I came back, a lot of things changed...some good, other worse.

    Luckily, we have the CM Patch, and I am very grateful for all fixes and additional content they have added. My deepest thanks to you guys, it is self-less people like you guys that makes other people life so much more enjoyable!

     

    I did some minor modding 2 years ago, trying to change the color/model of my character. Here.

    After I came back from Titan Quest, I can't get used to Sacred 2 without Ragdoll system. My lament here.

     

    So, after "faking" the Ragdoll system with "et_hurl_enemy", here I am trying to make Sacred 2 more enjoyable.

    I will layout my plans and the changes I wish to make, with progress indicator after each item.

    Of course, all technical information will be shared. I learned a lot from this forum, and I claim no credit for any technical information that I write here (though many of them I found out on my own :P no lies!).

    There will also be a "Brainstorm and Question" section, which you are welcome to comment or help-out!

     

    That's all I wanted to say, let's get to the gist now!

     

     

     

    Note

    This is a work-in-progress. I am only able to "work" on weekends, so don't expect rocketing progress.

     

    I make this mod on an important principle: PURE TEXT CHANGE. I will NOT modify any of those texture file, or includes more texture, or whatsoever. I intend of achieve all these by only modifying script files. If any of the desired effect REQUIRES editing anything more than script/text files, I'll kiss-it-a-goodbye.

     

    For best compatibility, please install latest CM Patch (currently v130). I see no reason why you don't use CM Patch for a much better Sacred 2.

    However, I intend to make these mods work regardless if CM Patch is installed. To achieve this purpose, this is what I am going to do:

    1) Instead of releasing entire mod in one single patch, I will group them into separate modules.

    2) Each modules will come with its own installation steps (mainly just cut-and-paste, and changing some IDs).

    Scrapped, and only upon request...this game is 5-years-old, I doubt anyone will be interested.

     

    Overview

    As the title suggested, this mod aims to fill Ancaria with heroes (the 7 playable races/classes)...you are not alone anymore!

    This purpose is achieved by:

    1) Spawning additional monsters throughout Ancaria, in disguise of heroes.

    2) Heroes are summoned to fight alongside with you, as your minions, whenever Godspell is casted.

     

    Spawned Heroes

    Heroes will be spawned at chosen major locations throughout Ancaria.

    They will be spawned with random equipments of random color and random models.

    Those randomly spawned weapons and armors all have the same stats and do not form any set bonus.

    They will be either spawned with mount, or on-foot.

     

    As of this release, the random equipments cover ALL model and color variation exists in Sacred 2 + Expansion + CM Patch v130 (according to itemtypes.txt).

     

    All heroes have skills that reduce dualwield penalty.

    All heroes have skills that reduce mounted penalty.

    All these heroes will have CHANCE to resurrect for ONCE. After all, they are heroes!

     

    They are able to use majority of the CA, some are excluded for various reasons.

    Example 1: Since AI can't switch weapons, BeeEffGee is removed because it is

    just a waste of casting.

    Example 2: Since AI can spam spell, those buffs that decrease regens are

    removed.

    Example 3: Some CA will cause bug (Instill Belief will make everyone at peace

    with everyone else);

    Example 4: Some CA uses up too much resources...

     

    List of CA Available to Heroes (Each hero has 9 CAs):

     

     

    Seraphim:

    Pelting Strikes

    Assailing Somersault

    Dashing Alacrity

    Baneful Smite

    Radiant Pillar

    Hallowed Restoration

    Archangel's Wrath

    Flaring Nova

    Divine Protection

     

    Shadow Warrior:

    Demonic Blow

    Scything Sweep

    Ruinous Onslaught

    Rousing Command

    Frenzied Rampage

    Belligerent Vault

    Augmenting Guidon

    Spectral Hand

    Shadow Veil

     

    Dryad:

    Darting Assault

    Forest Flight

    Dust Devil

    Ravaged Impact

    Twisted Torment

    Black Curse

    Edaphic Lances

    Tangled Vine

    Goldenglade Touch

     

    High Elf:

    Ancestral Fireball

    Blazing Tempest

    Incendiary Shower

    Frost Flare

    Glacial Thorns

    Raging Nimbus

    Cascading Shroud

    Cobalt Strike

    Shadow Step

     

    Inquisitor:

    Callous Execution

    Ruthless Mutilation

    Frentic Fervor

    Levin Array

    Clustering Maelstorm

    Raving Thrust

    Dislodged Spirit

    Inexorable Subjugation

    Eruptive Desecration

     

    Temple Guardian:

    Dedicated Blow

    Battle Extension

    Deathly Spears

    Amplifying Discharge

    Furious Emblazer

    Jolting Touch

    Archimedes Beam

    Propelled Levitation

    Primal Mutation

     

    Dragon Mage:

    Dragon Strike

    Eternal Fire

    Destroyer

    Gust of Wind

    Magic Barrier

    Tornado

    Mind Strike

    Energy Blaze

    Maelstorm

     

     

     

    Heroes have the following relationships:

    "Good" Heroes: Seraphim, Temple Guardian, Dryad.

    "Chaos" Hero: Dragon Mage.

    "Evil" Heroes: Inquisitor, Shadow Warrior, High Elf.

     

    Good heroes will attack wild monster, Evil Heroes, Chaos Hero, and Evil Player.

    Chaos hero will attack everyone, except other Chaos hero.

    Evil heroes will attack wild monster, Good Heroes, Chaos Hero, and Good Player.

     

    It is *HIGHLY RECOMMENDED* that you try this mod out in BRONZE difficulty FIRST!

    After you tried it out in BRONZE, slowly increase the difficulty level to the one you are able to handle.

    Please, I insist...don't come crying if you lose your hardcore character! They spam spells like crazy.

     

    God Spell Heroes

    God Spell is one of the least used spell...

    This mod will incur the following changes to God Spell:

    - All God Spells are changed to have the same effects of God Spell: Nature.

    - All God Spells' cooldown is reduced from 15mins to 5mins.

    - Whenever you cast God Spell, three heroes will be summoned to your side as your minion. Seraphim + High Elf + Dyrad.

    - You can control these minions by using Shift + Left Click on monsters.

    - You can also change their behavior using "\" or "/" (default keys).

    - They will stay with you until they are killed, or you exit game.

    - They will spawn with random armors and weapons.

    - They are on-foot only. (If you wish, you can make them mounted, but it requires changing Creature.txt)

    - They spam spells like spawned heroes.

    - Whenever 0 out of 3 is killed, casting God Spell will not add any minion.

    - Whenever 1 or 2 out of 3 is killed, casting God Spell MAYBE/MAYBE NOT add 3 minions. So it is possible to have maximum of 5 minions at a time.

    - Whenever 3 out of 3 is killed, casting God Spell will certainly add 3 minions.

     

    These minions are designed to be:

    - stronger than normal monsters, but weaker than elite monsters.

    - slightly higher survivability, weak damage but spam spells.

     

    Reasoning:

    For normal/elite monsters, you alone should be strong enough already...

    So, they are just there for some fun, not to help out too much. You can just use them to slaughter normal monsters, and maybe help out a little whenever there's some elite.

     

    For boss battles, low survivability minions are useless, they die very quickly after you summon them.

    So these minions are designed to be able to survive longer, and spam spells to help you debuff/disable the boss. They don't deal very high damage, so that you are still the main actor.

     

    Changes to Spells

    All spells which deal damage on enemy, will have an additional effect:

    If an enemy is killed by a spell, it will be thrown into the air for a brief moment, for better ragdoll effect! (just like Titan Quest!)

     

    Known Issues

    A) Stubborn Inquisitor!

    All heroes will cast CA whenever they can, except one class: Inquisitor.

    I am unable to find an existing AI that will make it cast any CA. I need to create a custom AI to make it cast CA, which will be included in future release.

     

    B) One time deal

    Due to major changes and overwriting of "shared\spells.txt", the first time loading after this installation, will be slightly longer. Mileage might vary according to your computer spec.

     

    Due to major changes and overwriting of "shared\spells.txt", MAYBE/MAYBE NOT you will encounter the following "weirdness":

    After you log into game, none of the monsters/npcs/characters can move.

     

    This is the solution:

    After installation, DO NOT play the game using the same difficulty.

    Example, if you are now in SILVER difficulty, just change it to BRONZE or anything else except SILVER.

    You will be able to load successfully into game and everything will be fine.

    After that, just "Save and Exit", and log back to your desired difficulty.

     

    You only need to do this ONCE,

    no matter how many different characters you have,

    no matter how many difficulty you have unlocked,

    no matter whatever...

    only one time, and everything can be proceeded like normal.

     

    That's all for the weirdness.

    Please refer to "Feedback" section if you encounter anything more than this.

     

    Current Research

    If you already know how to solve, you are welcome to teach!

     

     

     

    A) Makes enemy can "fly" further when being killed by skill.

    Notes:

    - I tried changing Weight in CreateInfo.txt (tried 1, 0, 100, 500), doesn't work.

    - Can't find any other relevant parameter that affects this.

     

    B) Spawn heroes with random skin and hairstyle, random color.

    Notes: (None for now, haven't begin researching).

     

     

     

    Progress

     

     

    Legends:

    [Done] Technical research completed. Tested in-game.

    [Testing] Technical research in progress or testing in-game.

    [New] At idea stage, have not yet research or started.

     

    Items:

    [Done] Spawn monster with hero model.

    [New] Spawn heroes with random skin color, hair style and hair color.

    [Done] Set heroes' equipments.

    [Done] Spawn heroes with random equipments.

    [Done] Spawn heroes with mounts.

    [Done] Set heroes' relationship/faction.

    [Done] Set heroes' model scale.

    [Done] Set heroes' CA.

    [Done] Set heroes' Skill.

    [Done] Set heroes' AI.

    [Done] Set heroes bonuses (example, +HP/Attack/Defense/SpellResist/AttackSpeed/etc)

    [Testing] Set heroes equipment's bonus (the item's bonuses)

    [Done] Spawn Heroes at desired region. Able to specify spawn density and number of heroes. Exact position of spawn is random within specified region.

    [Done] Change CA into buff that summon companion.

    [Done] Set companion's model and scale.

    [Done] Set companion's CA.

    [Done] Set companion's skill.

    [Done] Set companion's equipments.

    [Done] Spawn companion with random equipments.

    [Done] Spawn companion with random skin color, hair style and hair color.

    [Done] Set companion's AI.

    [Done] Set companion's bonuses (example, +HP/Attack/Defense/SpellResist/AttackSpeed/etc)

    [Testing] Set companion's equipment's bonus (the item's bonuses)

    [New] Defines custom AI.

     

     

     

    Technical and Data Sharing

    (This section is on-hold. This game is 5-years-old and I doubt people will be interested anymore.)

     

     

    Some random teachnical and data sharing.

     

    A) A list of all WEARGROUP_DEFAULT items.

    ID = ItemType ID as in ...\script\shared\itemtype.txt

    MODEL = The model file that this item based on.

    TYPE = subfamily parameter, indicates what type this item belongs to (helmet, sword, chest, throwing dagger, blah blah blah)

    Attached is also a list of DISTINCT/UNIQUE model and type.

    I use this list to generate the list of random weapon and armor, so that each distinct model has equal chance of appearing.

     

    B) A list of all WEARGROUP_SERAPHIM items.

    Same as A), just different WEARGROUP.

     

    (more to come...I intended to compile a full list of all WEARGROUP)

    Work done, but I will only release upon request. This game is already 5-years-old, I doubt there will be anyone interested.

     

    C) Best AI found: BlindGuardian (for monsters), Hireling_Mage_No_Defense (for minions)

    Yup, these AI keep spamming CA, all types of CA...

    Did you find a better one? Please share!

     

     

     

    Mod Modules

    (This section is on-hold. This game is 5-years-old and I doubt people will be interested anymore.)

     

     

    Here you can find a list of mod modules and instructions to use them.

    Instructions are included in the README.TXT of each installation as well.

     

    A) Making enemy "flies" when killed by skills.

     

    B) Create and configure your own heroes!

    B.1) Create Heroes.

    B.2) Create Equipset and WeaponPool.

    B.3) Create Item Blueprint.

    B.4) Configure Heroes' CA and Skills.

    B.5) Create Heroes' Spawn.

    B.6) Configure Heroes' faction and relationships.

     

     

     

    Scrapped Ideas (Recycle Bin)

     

     

    Stage Two

    A new class named Valkyrie, a summoner of fallen heroes.

    For now, it will replace seraphim class. BUT, only player is affected. What I mean is, player created seraphim -> use new Valkyrie skill set; seraphim spawned by this mod Stage 1 -> use original seraphim skill set.

     

    Everything is the same as a seraphim, except several CA changes.

    CA will be changed to reflect these objectives:

    1) Out of total 15 CA, 7 will be buff that spawns a companion, corresponding to 7 race (Seraphim, Inquisitor, Dryad, blah blah blah). Since the maximum amount of buff is 3, player can only have max 3 companion at a time. I have not yet decide if I should make them mounted or not...

    2) These companions are not exactly the same as the heroes spawn in Stage 1. They will have slightly different CA and skill sets so that each companion will have certain pros and cons. Some will be better at single-target damage; some for Area of Effect; some for debuffs; some for buff/heals; etc.

    3) These companions will spawn with random armors and weapons too, but those will not affect their defense or damage output. Purely for aesthetic purpose. If you don't like the current spawned weapon/armor, just deactivate the buff and activate it again to spawn a different one.

    5) These 7 companion can be modded, just like normal CA. I haven't decide on the mods yet...most likely just stat-increasing mods.

    4) The rest of the 8 CAs, here's the tentative distribution plan:

    1 CA to jump/hide self.

    1 CA to heal self/ally.

    1 CA for Divine Shield.

    1 CA to buff self/ally (move speed, attack speed, cast speed, CA range, damage, defense, chance to crit).

    1 CA for Area of Effect debuff + minor damage (possible effects: chance to slow, chance to stun, chance to fear, chance to pull enemy to center, chance to poison, chance to burn, etc) for normal encounters.

    1 CA for single target debuff + minor damage (reduce defense, reduce spell resist, slow, chance to stun, chance to pushback, reduce attack speed, reduce cast speed, etc) for boss encounter.

    1 CA for physical attack that works with both melee and range weapon (something like Pelting Strike).

    1 CA for magical attack that works with both melee and range weapon (something like ArchAngel Wrath, Fireball, Dedicated Blow or Baneful Smite).

     

    Should be fun :)

     

    A) Valkyrie or not?

    Initially, I didn't want to make a new class...because I hate to change all those text (especially skill description...).

    What I originally planned is:

    1) Make 7 quests (npc for these quests are at the starting location of each race), corresponding to 7 races.

    2) At the begining of these quests, you will get a companion.

    3) Make it a bugged quest, so that you can't complete it. Since you cannot complete the quest, the companion will stuck with you :D so you have a companion that follows you forever!

     

    Sounds nice, right?

    Well, the problems/drawbacks are:

    1) I have to make that companion invincible, or else once you failed it, forever gone! But there's no fun knowing that your companion won't die...

    2) Since you can only accept the quest one time, you are stuck with a fixed set of weapon and armor. Unable to make it spawn randomly like monster or buff-companion.

    3) I haven't learn how to edit/add quests.

     

    So...what do you think? Quest way? or the Buff way?

    If you suggest Quest way, do you know of anyway to circumvent those drawbacks? Please share!

     

     

     

    Version Plan

    1.0

    Heroes should be balanced with proper CA/Skills/Bonuses.

    Add/Adjust spawn points.

     

    1.1 to 1.9

    Solves minor annoyances, add/adjusts spawn, fine-tuning balance.

     

    2.0f

    Final release.

    After which, ancient lurker (that's me) will creep back into its abyss once

    again...

     

    - End of Post -

  11. It has been awhile...I was on my quest to find a way to hurl enemy further away when dead...

     

    My quest failed. YET, my journey brought surprisingly pleasant results.

     

    In short,

    At the begining of my journey, I was a lone seraphim fighting mundane monsters, which looks just the same boring way from one region to the next.

    At the end of my failed quest, I ended up with a mod that:

    1) Spawns seraphims (a mix of mounted and on-foot) at any chosen places.

    2) Each one of these seraphims will wear totally random armors and weapons (including bunny ears, jester's hat...anything).

    3) They can be made [vs me and vs monster], [vs me only] or [vs monsters only].

     

    Ancaria has been boring with a lone hero...I have plans to expand this mod to includes all classes, PLUS a new class called Valkyrie (yes, the idea is from Valkyrie Profile...a summoner of fallen heroes). The basic idea is a class that can summon up to 3 different race (no repeating race), with major abilities to buff/heal those summons, while debuffing/disable enemies with crowd-control skills, plus some survival skills like "jump"/"hide" and very basic damage skills. Every time you summon a race, it will also wear random armor+weapon.

    Imagine: You cast Light Pillar with mod that pulls enemies to the center of pillar, and your summoned High Elf + Dragon Mage + Inquisitor casting some Area of Effect spells right in the middle of pillar!

     

    Ancaria can be made so much more interesting with Seraphim+Inquisitor+High Elf+Dryad+Shadow Warrior+Dragon Mage+Temple Guardian fighting each other on the map AT THE SAME TIME, and you yourself being the hero summoning your own Seraphim+Inquisitor+High Elf+Dryad+Shadow Warrior+Dragon Mage+Temple Guardian joining the fight :)

     

    So...I guess I can live without "hurling enemy further away", because this mod can be much more fun than that :) I failed this quest, but began a more interesting one. This thread can be closed already.

     

    More info about the mod can be found here: [MOD] Age of Heroes (Ancaria's Most Chaotic Era)

  12. Rejoice! Fellow Ancarian,

     

    Hours of perusing and delibating over the ancient tomes and scrolls have revealed a secret art most terrific!

     

    Aye, as ye might have guessed, my journey in search for The Holy Grail of Ragdoll has bare thou fruits - nay, the TRUE Holy Grail of Ragdoll has yet to be found -- but WAIT! A replica that can produce the same result has been found...with a tweeny tiny bit of "catch" (which I'll mention in the end).

     

    Here's the juice:

    It is rather simple :)

    I had some background knowledge of all those .txt files in the script folder. And then I read about this thread:

    http://darkmatters.org/forums/index.php?/topic/18337-modifying-combat-arts-and-understanding-flags-spellstxt/page__st__20

    And a light-bulb pops above my head!

     

    Here's the general concept:

    I just need to apply the skill effect that HURLS/PUSHBACK enemy to the skills that I want, and the game engine will take care of the rest with its already-existing ragdoll system!

     

    And how to make that happen? Simple, here's the step:

    1) Go to [sacred 2 installation directory]\scripts\shared\spells.txt (open it with notepad or any text editor).

     

    2) I will use Seraphim's Baneful Smite as example.

    Refer to this link for the skill name you want to change: http://darkmatters.org/forums/index.php?/topic/18337-modifying-combat-arts-and-understanding-flags-spellstxt/page__view__findpost__p__6902263

    From the link above, Baneful Smite = "se_cm_blitz".

     

    3) Search for keyword "se_cm_blitz" (without the quotes).

     

    4) This is what you will see:

    mgr.defineSpell( "se_cm_blitz", {

    eiStateName = "cSpellCast",

    fxTypeCast = "FX_SE_BLITZ_C",

    fxTypeSpell = "FX_SE_BLITZ",

    fxTypeCastSpecial = "FX_SE_CAST_K",

    duration = 0.050000,

    animType = "ANIM_TYPE_SM12",

    animTypeApproach = "ANIM_TYPE_INVALID",

    animTypeRide = "ANIM_TYPE_INVALID",

    animTypeSpecial = "ANIM_TYPE_RIDESM05-SPECIAL",

    causesSpellDamage = 1,

    tokens = {

    entry0 = {"et_duration_sec", 500, 0, 0, 8 },

    entry1 = {"et_damage_magic_rel", 0, 20, 0, 9 },

    entry2 = {"et_spelldamage_magic", 490, 245, 0, 133 },

    entry3 = {"et_spelldamage_physical", 490, 245, 0, 133 },

    entry4 = {"et_debuff_movespeed", 300, 2, 1, 42 },

    entry5 = {"et_chance_disarm", 500, 0, 2, 5 },

    entry6 = {"et_chance_electrify", 297, 3, 3, 5 },

    entry7 = {"et_debuff_EAW", 1500, 20, 4, 42 },

    entry8 = {"et_dotdamage_magic", 490, 245, 5, 42 },

    entry9 = {"et_chance_chain_nr", 800, 1, 6, 4 },

    },

    fightDistance = 525.000000,

    aspect = "EA_SE_CELESTIALMAGIC",

    cooldown = 0.000000,

    soundProfile = 0,

    cost_level = 210,

    cost_base = 420,

    focus_skill_name = "skill_SE_celestialmagic_focus",

    lore_skill_name = "skill_SE_celestialmagic_lore",

    spellClass = "cSpellSeBlitz",

    spellcontroltype = "eCAtype_a_effect_attack_ray",

    sorting_rank = 1,

    })

     

    5) Now, we need to add 1 more line after the line starts with "entry9" as "entry10" (the 11th effect of the skill).

    COPY the entire "entry9" line, STARTING FROM THE LEFTMOST EMPTY SPACE (because there're two Tab character in front) UNTIL THE VERY END OF THIS LINE.

     

    6) Hit [Enter] at the end of "entry9" line, and paste what you have copied. Now, this should be what you are looking at:

    entry9 = {"et_chance_chain_nr", 800, 1, 6, 4 },

    entry9 = {"et_chance_chain_nr", 800, 1, 6, 4 },

     

    7) Now, edit the last line, make them look like this

    entry9 = {"et_chance_chain_nr", 800, 1, 6, 4 },

    entry10 = {"et_hurl_enemy", 1000, 0, 0, 9 },

     

    8) Yup, that's it! Save your file, *READ THE UNDERLINED SECTION OF THIS POST FIRST*, go into game, and start hitting enemy with this skill. If this skill is the skill that kills them, they will fly in the air for a brief while, and you will see the ragdoll effect, instead of just "lump, lay down and die"!

     

    Try it out with one skill first, and if it is satisfactory, apply it to every other skills that make sense!

    This effect can even apply for those Area of Effect skills, such as Flaring Nova! Now, instead of just "lump and die" within the Nova, enemies will be thrown in the air and away from the center of Nova!

    I applied this effect to the following Seraphim skills:

    Pelting Strikes - "se_co_schlaghagel"

    Assailing Somersault - "se_co_wirbelsprung"

    Soul Hammer - "se_co_seelenhammer"

    Baneful Smite - "se_cm_blitz"

    Archangel's Wrath - "se_te_schwertfeuer"

    Flaring Nova - "se_te_schockwelle"

    They all work wonderously!

     

    PLEASE, only apply this to those skills that MAKE SENSE. Example, DO NOT apply this skill for Divine Protection or Hallowing Restoration! It may or may not break the game!

     

    Now, as I said, this is not the TRUE Holy Grail. Why? Here's the *catch*:

    1) After applying the patch, when I loaded up my character, I found that my character can't move, neither can the monsters...can't do anything at all.

    BUT, I found a solution: simply choose a different difficulty to load. Example, if your character is now in Silver level/difficulty, simply load into Bronze level/difficulty. Any level/difficulty will do, just load into a different one than your current save...and VIOLA! Your character can move again, and everything else will be back to the normal PLUS all those changes you just made :) Yup, that's all the *catch*...it's really nothing big, just a small annoyance. You can simply "Save and Exit" -> Go back to your previous level -> continue enjoying the game :)

    You will only need to do this ONCE. Once you have done it, subsequent load will not break the game anymore :)

    I am not sure why, neither did I try to find out...but my guess is: something to do with "cache" (the game is remembering something old, thus anything new will "break" it. But by loading a different level/difficulty, it kinda "refreshes" the game.

     

    2) Here's the warning and disclaimer:

    - The aforementioned *catch* is what observed by me...and I have tested the game for 2 hours without any crashes/difference/error...BUT again, it's just me, I am not sure whether the same thing will happen to everyone, so apply all the changes at your own risk! BUT, please post here if you notice any other weirdness/error, share your joy and trouble with everyone, and perhaps you will be rewarded :)

    - BACKUP YOUR FILES FIRST! By that, I mean whatever files you have changed, and YOUR SAVE FILE (just in case).

     

    MAYBE, just a BIG MAYBE, you won't even have such a problem! MAYBE I encounter such a problem because I installed CM Patch v130...JUST MAYBE! I am not trying to accuse/blame CM patch for this! They did us an epic contribution, I am very grateful to them! So here I am sharing my findings :) Let us all make Sacred 2 more enjoyable!

     

    That's all! What are you waiting for?! Go ahead apply the changes and let loose the dogs of war!

     

     

     

    P/S:

    Here's some little technical sharing, I am not sure whether this information has been found (most probably it already being discovered):

    entry10 = {"et_hurl_enemy", 1000, 0, 0, 9 },

    There's "1000,0,0,9" string, let's call them "A, B, C, D":

    1) I tried different values at A: -1000, 0, 100, 500, 1000.

    If A = 0, there's no hurling effect at all...enemy just "lump and die" as if there's no change at all.

    Any value <> 0 -> same effect...no increase in damage, no increase in "impact momentum", doesn't seems to be a probability...nothing...

     

    2) B -> I am not sure...

     

    3) C -> This is the "mod" of your skill.

    Value "1" or "2" = Bronze mod.

    Value "3" or "4" = Silver mod.

    Value "5" or "6" = Gold mod.

     

    4) D -> It is kinda explained in the link mentioned above, so I am not going to explain it again. I didn't find anything new either.

     

     

    Now, some other pieces of information:

    (I am NOT trying to claim credits, NOR trying to say I am the first to discover all the following information, I simply don't know...)

    1) script\shared\Creatureinfo.txt has "weight" setting...which could be interesting...I am thinking: if weight = 1, enemy will be thrown away even further. Not sure, haven't tried.

    2) One thing that bugs me about Sacred 2 --> There's WAYYY too many rats and goblins...I am thinking: I'll change their spawns to become female pirates instead :P

    3) script\shared\ItemInfo.txt has something interesting settings...perhaps we can make all items to fit into only "1 X 1" slot, instead of "3 X 2" or "2 X 2", so we can fit more stuff into our inventory...I am sure this is already discovered, seeing how simple it can be done.

    4) I think there's some way we can make monster "wears" items like they are players. Example, make those female pirates wear "The Revelation of Seraphim" sets :) OR EVEN BETTER: Make them all looks like seraphim :D

    5) There's also a "scale" setting in creatures.txt...which is a well-known settings, but I am having some real funny usage for them...more about this later...

     

    I'll try to achieve these goals sometime...or not...not sure.

    Perhaps some of these can be considered by the CM Patch community? I mean, release them as "Add-on" to CM Patch :P Pretty please!

    And thanks for the CM Patch, I am very grateful!

     

     

    EDIT:

    Anyway to make the "hurl" more powerful? Without changing monster's weight?

  13. Thanks czevak, that's some hopeful pointer.

     

    I'll start small, one step at a time...Pirates will be my first victims, the headlines of Ancaria tomorrow will be "Mysterious Pirates Genocide In Multitude Massacre Methods".

     

    At the meanwhile, I am also exploring those scripts files...

     

    I'll keep you guys in the loop :)

  14. Ragdoll death is a default animation played if the dying creature has no particular death animation. :)

     

    Pardon me, but I am confused.

     

    Are you hinting that, if I am able to somehow remove the default animation played from every monsters, then all of them will die the Ragdoll way?

     

    If so, will you be so kind as to show/hint me how I could achieve that?

     

    Will I be able to configure the "weight" and/or "momentum" parameter?

     

    I not trying to get anything fancy...just trying to get the old Ragdoll effect back. I googled and searched but I can't find a solution, until I gave up on lurking and, here I am, asking for help.

  15. Hail! It has been...what, 2 years? Bah, my memory fails me...

     

    Warning: Please skip the quoted part if you don't want to waste 5 minutes of your life, you can go directly to the question at the bottom.

     

    Anyway, I got myself a new rig (i7 950, 8 GB RAM, nVidia GTX 560 Ti) about a month ago, and slapped a Win7 64-bit Ultimate on it. It is a huge upgrade from my previous old box, which was gritting its teeth just to run Sacred 2 at medium settings.

     

    I was a big fan of Sacred 2 (can't say I still am...which I'll explain soon)...played TQ:IT (Titan Quest) too but loved Sacred 2 much more. TQ is all old and ancient; but Sacred 2 features a very nice blend of sci-fi with swords and magic.

    I felt real itchy about Sacred 2 several days ago...you know what I mean: the unique skill and combo system, the epic-sized scenic world awaiting exploration, the fabulous music and chanting, the witty grave messages, the seraphim and her supersized B- *cough* BeeEffGee (as a matter of fact, BFG WAS/IS TEH biggest baddest gun...I was stunned by how it looked and the way it was summoned the first time I saw it), and all the good-ol'-fashion fun of hacking, smacking and blowing up everything from goblins to giant robot.

     

    So, there I went flipping through my disc collection, got it installed and eager as ever to play with my ser- *cough* shadow warrior.

    Ah, the familiar loading screen with a familiar random silly message, and much sooner than I expected, there I was in the wonderous land of Ancaria with everything appeared much more beautiful and detailed than I visited previously.

     

    Alas, 15 minutes after my heroic feat of slaying wolves and bandits, the game crashed...meh, maybe it just needs a lil' warm-up...so I thought.

    After about 3 reoccurence of such mishap within 1 hour, I stopped, googled and researched about such phenomena online, seeking the collective knowledge of the world's netizen who faced similar trajedy: Win7 64-bit doesn't mix well with Sacred 2, so it seemed.

     

    The next day and a half's supposedly gaming session, I spent on reading forums, install and reinstalling drivers/Sacred 2, finding and downloading DLLs, messing with options.txt, PhysX, compactibility setting, 4GB patch, blah blah blah you name it...it was torturous.

    Just this morning, I finally got both Win7 64-bit and Sacred 2 handshaking and shoulder-tapping each other (they get along well for about...2-3 hours each session, before Sacred 2 decided to bail...but oh well, I played for at most 2 hours per session anyway).

     

    Oh the joy! A big world, full of adventure, monsters lurking everywhere, quest and too-much-side-quests to tackle, the sound of fabulous musics...

    There, my shadow warrior is roaring and bulldozing the squeaky goblins;

    There, my dragon mage with his lil' evil' homing suicidal golems are having a blast of time, literally;

    There, my high elf is spewing meteorites and spitting glacial shards;

    There, my seraphim is kicking arses and swaying her b- *cough* blades;

    I was having so much fun...

     

    BUT WAIT! What's this sudden emptiness that I sensed? I felt something amiss...something important...It is rather, unnatural, like eating pizza without mozzarella cheese...or perhaps it is pepperoni?

    I kept on playing for about another hour, switching between my 4 favorite classes, seeking the root of this void...but to no avail...

     

    Feeling unsatisfactory, I stopped Sacred 2, and went back to TQ:IT.

    As I am entering Hades in TQ, I didn't pay attention to the screen, I was pondering about Sacred 2...

    Was it the scenery?

    Was it the skill?

    Or was it the fancy suits?

    Or was it...

     

    ...Still pondering, I habitually move my hybrid psychic mage towards an unfortunate group of harpy, and instictively pressed my opener-spell...AND IT HAPPENED! THE MOMENT OF "EUREKA!", as I see those toasted monsters sent flying in all sorts of direction, in all manner of twisted-but-intact limbs, and in all different magnitude of momentum and speed!

     

    Yes, my fellow Ancarians, the magic word for today iiiiiiisssssss *drumrolls* TEH fabulous *drumrolls* TEH magnificient *drumrolls* TEH humorous *drumrolls* TEH life-enriching *drumrolls* TEH most-loved *drumrolls* RAGDOLL *thunderous applauses*.

     

     

    I remembered quite clearly that (before? or was it after Ice and Blood?) Ragdoll effect was indeed effective in Sacred 2.

    Back when I was using some old crappy PC to run Sacred 2, which wasn't even able to run PhysX and all on medium settings, I remember enjoying Ragdoll effect in Sacred 2.

     

    Now, don't confuse with those PhysX effects when I say Ragdoll effect. When I turn on/off PhysX, the only visible changes are those dry leaves and pebbles...when I say Ragdoll, I am talking about the "PhysX effect" on monsters when they died, which doesn't seems to change no matter PhysX is turned on/off.

     

    It was not as crazy as in TQ (Titan Quest) where monsters will fly high up into the sky and virtually sent rocketing in all directions, but it was definitely there and much more obvious/entertaining than what we have today (I am still on 2.65.1, haven't patch to latest 2.65.2). I also had CM patch v120 installed, but I doubt it is the culprit.

     

    No matter what settings I tried (on off PhysX, medium, high, low settings),

    no matter what kind of skills I use (on shadow warrior, seraphim, dragon mage and high elf),

    all that I see in Sacred 2 now, is that the monster simply faint nearly right at where they were last hit, and just "flow into the life-stream"/"gone with the wind" about 10seconds later, with the first 3-5 seconds seemingly able to be kicked around (not for much though).

    Ok, all my characters are just about level 2X and doesn't have much mod on skills yet, but it is still far from what I remembered.

     

    What I remembered:

    On my shadow warrior, there's some skills that can send monsters like goblin, flying outward for some distance (about the length of 3 player's chest, and height of 1 player's chest);

    The same ragdoll effect can be achieve by seraphim with some explosion mod on Archangel's Wrath and sometimes soulhammer;

    The high elf can blast monsters off some distance (if the monster died) with some of its fire skill, and the glaciel shard skill (if the monster is hit by many shards at close-range, imagine shot-gun).

     

    I don't remember seeing such ragdoll effect on my dragon mage...my favorite skill of dragon mage is the one with lil' evil' homing suicidal golems, it seems to be of explosive type, but I never remember seeing them sending corpse flying...Which, makes me suspect that ragdoll effect is removed(?) after Ice and Blood expansion?

     

    I played Dryad before (not for long though...not my cup of tea), and remember laughing real hard when she blow-piped a goblin down a cliff. It's vivid: the goblin was NOT at the edge of the cliff, but about 2 blow-pipe length away from the edge. It died by a blow-pipe skill, and being sent flying OVER the edge of the cliff, and started to free-fall along the cliff, hit the cliff half-way down, then rolling down the rest of it. Vivid, huh? I bet you will too if you are the one who did it, it was both rare and hilarious.

     

     

     

    Here's my questions:

    1) There must be some "weight" value of Ragdoll stored somewhere...anyone knows where it is? The current settings seems just too heavy.

    2) There must be some "momentum" value of skills stored somewhere...anyone knows how to modify them? The current settings seems no impact/momentum at all.

    3) Is there a patch/fix/crack/hack/whatever that can bring back proper/higher ragdoll effect to Sacred 2?

     

    Perhaps it's one of the text files in [script] folder?

    Perhaps it has something to do with PhysX? (Though I doubt this...)

     

    Please enlighten me, Sacred 2 is sooo much less enjoyable without it.

    Thanks in advance!

     

     

     

    Sincerely,

    A Sad Lurker

  16. This is great info if later on during your game you want to change the settings for your char or if you updated to ice and blood with an existing char and want to change it.

    Of course if you want to do something more exotic, like a imp with zebra stripes or polka dots :) , you will still have to resort to messing around in the pak file.

    I can't predict the color values if you drag on the bar with mouse (except on the extremes, duh).

    I think (if I remember correctly) all the sliders in the char selection screen snap to certian values whether you drag them or click the +/-.

    Everything I said here, is tested with Seraphim, High Elf and Dyrad. I am assuming that it will work with the other class/race too.

    I assume changing the hair will only work for the female classes as none of the male chars have hair models (only textures painted on their heads except Inquisitor of course), unless you can use this method the import/link hair models to chars that normally have no hair, that would look strange I think :P

     

    Regards, and welcome to the forum :)

     

    Ah yes...I forget those male chars + 1 robot don't really have hairstyles, lol.

  17. For readers:

    Before continue reading the rest of the thread, please know that the method described in this thread requires:

    1) basic knowledge/experience of using a HEX editor and messing with files in hex/binary mode.

    2) know how to use command prompt, or the Start>Run of Windows.

    and

    3) this thread is not meant to be a tutorial that teaches you how to do everything from A to Z step-by-step...I am just sharing some info (the pattern, the address) that will be helpful for those who are already familiar with hex-editing game files.

    4) I am working on PC Windows, I don't have a console nor Mac.

    ...just so that I won't waste someone's time reading everything only to find out they are unwilling/uncomfortable of doing so.

     

    For forum moderator:

    I am not sure this thread is in the appropriate section of this forum...saved-game editing is not really modding.

    If you deem this is sitting in the wrong section, I apologize, and please move it as you see fit.

    Otherwise, feel free to remove this quoted section of unneccessary texts.

    Thanks.

     

    After reading through this thread, you will be able to change your character's

    - hair color

    - skin color

    - hair style (even get the hair style from other races)

    - imp color

    by ONLY editing the saved game file. Nothing else.

     

     

    Now, onto the topic:

     

    Preface

    I was bothered with my initial selection of skin/hair color and models, saw a lot of methods of changing them, but never satisfied. Why?

    The currently available methods are such as:

     

    A) Using Console Commands

     

    Type "SYS HAIRCOLOR RRGGBB" for hair color (works in Ice and Blood)

    Type "SYS HAIRSTYLE #" for hair style (doesn't work anymore as in patch 2.65.1)

     

    Pros:

    - Easy and straightforward.

    - Not messing with original game files.

     

    Cons:

    - Messed up skin color and lightning after effect applies.

    - Won't be saved, so you have to type those commands again everytime you load.

    - As in 2.65.1 latest patch, you can only change hair color.

     

     

    B) Messing with those files in PAK folder

     

    As a lot of other threads pointed out in this forum, you can change files in those graphicXX.zip and etc to change your skin, hair, even armors' color and models.

    However,

    - I wish to keep all the game content original.

    - This method will affect all characters that are using the same files, not just the one you wish to change.

     

    But of course, for serious modding, you MUST change those files or you won't get anywhere...nevertheless, as far as I concern, I only wish to change skin/hair color and model the "soft" way.

     

     

    The benefits of using this method of modification:

    1) The ONLY file you will be changing, is your saved game file. Nothing else.

    2) Every change you made, will only affect the particular character represented by the save-file.

    3) The modification is saved, you don't have to re-do it after every loading.

    4) You can get hairstyles of other races with ONLY changing your saved game file, without messing with any other files.

     

     

    Without further ado, here's the main dishes:

     

     

    A) Tools you will need:

     

    A.1) A hex editor, to edit your saved game files which is located at:

    C:\Users\[Your User Name]\Saved Games\Ascaron Entertainment\Sacred 2

     

    For each character, there's 2 files:

    - hero##.sacred2save (the actual saved file)

    - hero##.sacred2stats (plain text file with character basic info)

     

    Read hero##.sacred2stats with any text editor. It's in plain text, with information such as the name of the hero and etc. Use this file to identify which ## corresponding to which character.

     

    A.2) S2SDEC.exe

     

    Sacred 2 saved files are encoded. You need this S2SDEC.exe to decode the saved file.

    Just google for "s2sdec" and grab a download. I got mine from depositfiles.com.

    Run it under command prompt console if you need a description on how to use it, as well as all the parameters you can feed it.

     

    Type "s2sdec hero##.sacred2save" and you will get a "hero##.sacred2save.decoded" -> the file you will then edit with hex editor.

    After you made your modifications,

    type "s2sdec hero##.sacred2save.decoded", and you will get a "hero##.sacred2save" -> the encoded file which can then be loaded and played.

     

    ***ALWAYS MAKE BACKUPS***

     

     

    B) What you can do with "hero##.sacred2save.decoded"

     

    Actually, you can change virtually everything...money, skills, experience, name...I mean, everything saved for a character...BUT, cheating is not what I wish to discuss here. Here, I'll only point you to the address/pattern of the values pertaining to the physical appearance of your character.

     

     

    The Pattern

    For ALL classes/races, the hex pattern is always like this:

     

    [HS HS] ? [iM] [RR] [GG] [bB] [sC]

     

    Meaning:

    [HS HS] = 2 bytes representing Hair Style

    ? = I haven't figured out what this 1 byte means

    [iM] = 1 byte representing Imp Color

    [RR] [GG] [bB] = each of these bytes representing the RGB values of your hair color.

    [sC] = 1 byte representing your Skin Color.

     

     

    Now, the rules for each of these values:

     

    Hair Style

     

    Each hairstyle is represented by a number, which has no relation to race/class.

    Example,

    - the 1st hairstyle of seraphim is numbered as 49h (or 73 in decimal), 2nd hairstyle = 220h, 3rd = 2E71h, the last one is numbered 32BEh.

    - the 1st hairstyle of high elf is numbered as F80h

    - the 1st hairstyle of dryad is numbered as 10CEh

     

    So,

    - if I want my seraphim to have high elf's 1st hairstyle, I'll fill in the [HS HS] with [80 0F].

    - if I want my seraphim to have seraphim's last hairstyle, I'll fill in the [HS HS] with [bE 32].

    and so on.

     

    The result? Here's some proving images: My level 76 Seraphim named Sylvia with black-colored High-Elf default/first hairstyle.

    (yea I know the wing doesn't belong to the set...but otherwise I couldn't get a better view of the hair.)

    clearr.jpg

    leftbo.jpg

    downb.jpg

     

    Yup, that's without changing any file, except the save.

     

    Theorectically, it is possible to fit every hairstyle on every character (especially among the same gender), but I myself only tried, like, 5 attempts of inter-race-hair-implantation among seraphim<->high elf<->dyrad. There's no error, the game runs fine, but there's some minor distortion, which can be remedied by wearing less-revealing headgears.

     

    (Updated: Please refer to the bottom of this thread for a list of complete hairstyles of all female heroes)

    Sounds good? But here's the catch: I don't have the codes for every hairstyles.

    That means, you will have to ask someone who know, or you will have to find out by yourself.

    How? By creating a new character which uses the desired hairstyle -> save it -> decode the save file -> look at the decoded file to find out that code.

    Or, for those who are kind enough, you can post in this thread any code you find out, or you can send me a PM as reminder (I might not check forum as often as I used to).

     

    Imp Color

     

    This one is pretty straight forward.

    If you can recall, you change the skin color of your imp by pressing the -/+ button of Imp Color during character creation.

    The color at the left-most side of the bar, is [00].

    The color at the right-most side of the bar, is [1F].

    So, the color of the imp goes from 00 -> 01 -> 02 -> ... -> 1E -> 1F. As simple as that.

     

    To know which code corresponding to which color, you will have to figure it out from the character creation screen, starting from the left-most side of the bar, enumerating each color as you press the + button.

     

    For example, if I wish to change the color of my imp to goldish-yellow color, the 9th imp skin color, I'll fill [iM] as [08].

     

     

    Hair Color

     

    Well, this is even more straight-forward...just replace [RR GG BB] with the RGB values you desire, and viola, your character haircolor will become exactly like you wanted.

     

    For your extra information:

    If you change your character's hair color by pressing (NOT dragging) -/+ button at the Hair Color bars, every time you press the + button, the color value increase by 10h. Everytime you press the - button, the color value decrease by 10h, too.

    So, for example, starting at the left-most side of the bar, if I press + button for 5 times, the color value will be 50h. If I then press the - button once, it will become 40h.

    I can't predict the color values if you drag on the bar with mouse (except on the extremes, duh).

     

     

    Skin Color

     

    It is quite similiar to imp color. It starts with [00] as the first skin, and end with [F8] as the last skin choice.

    The difference?

    Well, it actually goes like this: 00h -> 08h -> 10h -> 18h -> 20h -> ... -> F0h -> F8h. Unlike the increments of Imp Color, Skin color has an increment of 08h.

    However, I actually tried 04h, 07h, B1h...no error, game runs fine, but I can't really distinguish if there's any significant change in color. Since the difference is insignificant, I might as well just follow the 08h increment.

     

    Also, the same applies to Skin Color:

    If you want to know which code correspond to which skin color, you will need to figure out from the character creation interface. Starting from the left-most side of the bar, the 1st skin color is coded 00h.

    Everytime you press the + button, you add 08h to your skin color, and so on until the last color, which is F8h.

     

     

     

    So, now we know how to fill-up the hex values...next comes the biggest trouble: where to find/put/change it?

     

    C) The Address/Location of Hex String

     

    This, my friend, is the most tricky part. Why? Because it is not located at a fixed address. As you progress, whenever you learn new skill, get new quests, and etc, that address will be pushed further below.

     

    Example,

    For freshly created seraphims, the address will be at somewhere 440h.

    For freshly created high elves and dryads, the address will be at somewhere 3D0h.

    But for my lv76 seraphim who is near the end of Silver, the address is at somewhere 9430h...yup, big difference.

     

     

    But fear not! There's a good and reliable trick to find the address.

     

    For better illustration, please refer to this image:

    samplepc.jpg

    This image shows part of the decoded saved-game of my level 76 seraphim in hex values.

    My seraphim is using the first High Elf hairstyle, as shown in the earlier images. The code for this hairstyle is F80h.

    Her hair color is near-black, with [RR GG BB] values of [10 10 10].

    Her skin color is the 2nd type, which has a code of 08h.

    Her name is "Sylvia".

     

    The RED-framed bytes => the hex pattern we are trying to find, it will determine the physical appearance of your character.

    It reads

    80 0F 00 08 10 10 10 08

    As I pointed out earlier, this is how you read this hex pattern:

    [HS HS] = Hair Style code = F80h

    ? = 00 in this case (I haven't figured out what this value is for).

    IM = 08 (9th imp color, goldish-yellow)

    RR GG BB = 10 10 10 (near total blackness)

    SC = Skin Color = 08 (I have chosen the 2nd skin color of seraphim).

     

    It is very easy to modify once you find the location...provided that you found the location first!

     

     

    For an easy way to find the location of hex pattern, look at the YELLOW-framed values.

    The one at top (address 943Bh) reads ACh in the hex mode.

    The one at bottom reads "@S y l v I a" in the text mode.

     

    First, look at the bottom one. The one reads

    @S y l v I a NOT @Sylvia

    Now if you look at the hex values, you will notice that each alphabet of "Sylvia" is just ASCII code, fit into 2 bytes instead of 1.

    As such, it is "@S y l v I a", NOT "@Sylvia".

    Also notice that, there's a "@" infront of the S. This makes finding "@S" a lot more simpler than finding a bunch of 2-byted ASCII codes.

     

    So, example, if your character name is "David", just search for "@D" within the file. You should be able to locate "@D a v I d" very soon.

     

     

    Once you found "@Y o u r n a m e", just read backward for about 150-300 bytes, you should find the other YELLOW-framed byte: ACh...and Viola! The next 8 bytes following ACh is the hex pattern we are looking for! Just to be safe and sure, you should try to compare that 8 bytes with the rules I listed, so that you are not changing the wrong bytes -> the result could be disasterous if you didn't have a back-up...

     

    If you are able to locate the hex pattern, then you will be able to change your character's appearance as you please!

    After you modified the values, save the file, then type "s2sdec hero##.sacred2save.decoded". Your save file will then be overwritten and encoded.

    Oh, and remember to actually LOAD your character to see the changes. Some changes will only reflect on-screen AFTER you successfully loaded your save game.

     

    Everything I said here, is tested with Seraphim, High Elf and Dyrad. I am assuming that it will work with the other class/race too. If it doesn't, let me know and I'll find you the difference/solution.

     

    Enjoy! And please, do not forget to make back-ups...

     

    For those who figured out other codes for hairstyle, feel free to post here, or PM me a reminder (I might not view forum as often as I used to), and I'll add it to this post with proper credits. Thank you.

     

     

     

    Codes for Hair Styles

    Last Updated: Feb 23, 2010 - Complete codes of all 6 hairstyles available through character creation menu, for Seraphim + High Elf + Dryad. [Thanks to Sankekur!]

     

    Seraphim

    hair1 = 73 = 49h

    hair2 = 544 = 220h

    hair3 = 11889 = 2E71h

    hair4 = 11890 = 2E72h

    hair5 = 12989 = 32BDh

    hair6 = 12990 = 32BEh

     

    Dryad

    hair1 = 4302 = 10CEh

    hair2 = 5734 = 1666h

    hair3 = 11885 = 2E6Dh

    hair4 = 11886 = 2E6Eh

    hair5 = 11892 = 2E74h

    hair6 = 12986 = 32BAh

     

     

    High Elf

    hair1 = 3968 = F80h

    hair2 = 5735 = 1667h

    hair3 = 11887 = 2E6Fh

    hair4 = 11888 = 2E70h

    hair5 = 12987 = 32BBh

    hair6 = 12988 = 32BCh

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