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dimitrius154

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Everything posted by dimitrius154

  1. Looked it up, the setting's global, not game dependent. Hmm, do you use the standart Addendum, or the Dark Mod?
  2. Greetings! It would appear, that the scripts folder has somehow not been copied correctly. Do you, by chance, have the Steam original game file restoration "on" for Sacred 2? The thing wreaks havok with mods.
  3. The A.I. selection is hadcoded to the spell function. Hmm, the Doppel seems to use it's entire spell set in the Addendum... oh, and I know, why. Because I've changed it's second behaviour from "Hireling_brave_ex" to "Hireling_mage_no_defense". Have I even cared to mention it in the notes?...
  4. cutscene_HE_good is definitely present in vanilla, I've never tampered with it. These look like character starting cinematics, the devs must have considered alignment-dependent variations, but never made it happen, so there's no difference, whether _goog, or _bad is used. The SW introduction must have been coded last, so they didn't bother to make separate version.
  5. Ah, that one. It uses either "Hireling_distance" or "Hireling_mage_no_defence", depending on the attack in question. I've not fixed the buff casting until the Addendum, if I recall correctly, so buff casts happen only once.
  6. Hmm, a dll can't be loaded in ollydbg32, unless you have a full set of files it addresses present, 0x102A9E68 is not a value but an address. That's the point. There's no proper user-friendly mod toolkit for Sacred 2, unlike Elder Scrolls, or Total War. Therefore there's no sea of mod makers here. Aspiring folks receive guidance, but are expected to do their own research. Some may call the approach "elitist", but then again I've never been into populism, however unpopular that may sound.
  7. Having thought it over, I've concluded, that granting personal requests sets a precedent. One I'd rather avoid.
  8. Visual changes, CA changes, some more-or-less-subtle storyline changes. The Inquisitor becomes a T-Mutant, the Shadow Warrior - a half-Undead, half-Demon. I've updated the content, the "Extra" folder is now called "Dark Mod". As expected, it contains content, that changes the standart Addendum into the Dark Mod Addendum.
  9. And a very peculiar one, I might add. I've not expected one of the regular monster ID's to be turned into a superunique in D2F, so I just copied every entry. As a result, I'm now working on the Frozenstein boss model and sound.
  10. You'll need to download and install ollydbg32, open s2logic.dll, proceed to offset 0x102A9E68 and edit the skill progression table. The values are represented in HEX)
  11. Some areas of the worldmap are either completely empty, or filled with weird artifacts. In Sacred 1, the ocean south of the Desert ends in one gigantic waterfall. I've made extensive code modifications to Sacred 1, but never published the result. Once my Sacred 2 project is deemed complete, there's a point in making my Sacred 1 efforts available to the larger audience.
  12. Ah, the progression. 2, 3, 5, 8, 12, 18, 25, 35, 45, 55, 65, 75, 85, 95, 105, 115, 125, 135, 145, 155
  13. Yes, but that would break the, ahem, "fourth wall". Just like the I did with the Daemon in Sacred 1.
  14. Only if our colleague @Pesmontis decides to get back in business and finish up the Map Editor.
  15. A little bit of humour from our colleagues and predecessors, the developers of CM Patch 1.00 - 1.50. The game was THAT bugged and unstable, the closest real world example would be the British XL70 model weapons.
  16. This specific unit had not been tampered with, other than skills. If you get the accociated quest completed, the old hag definitely 's been there.
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