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Gordius

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Everything posted by Gordius

  1. Re spamming/mashing one button. For me that depends upon the character class I am playing. Sometimes I use only a few skills but sometimes many. For example, I go crazy with my High Elf CAs often switching a lot but not with my Shadow Warrior I often leave him using just a couple of CAs although sometimes it simply depends upon how tired I am etc. That is one reason I started this thread, maybe if my SW had a slightly different CA mix I would be using more CAs when I play with him. He (SW) can get a bit boring sometimes spamming Fenzied Rampage I will admit.
  2. Re getting to DM start location. I spent time recently looking at start locations, portals and teleporters. When the DM leaves the start location he uses a teleporter so I figured that if I could find out how to reverse that tp or change it for both directions I could tp across to it. I am working on a major mod right now so it is low on my list of things to do but worth a try I think.
  3. I've never used that CA before. Just tried it with an axe, certainly looks cool. Does it give three melee hits at CA1 or only one, ie only ranged? Any idea how it would compare with Frenzied Rampage or Pelting Strikes for damage? I noticed SacredWiki had no stats so I added the lvl1 char, 1 rune, etc data.
  4. Shirley you must be joking but who I am to argue.
  5. Unfortunately no but if you look at My link that might give you what you are looking for. Otherwise read through the Modding part of the Forum looking for anything which refers to balance.txt
  6. I should have mentioned. For testing I called her Shirley Temple. You're all wrong
  7. Or if, like me, you don't use the CM-Patch you can get Xmas Island back with no other changes using the file linked to here My link
  8. I tend to find that with my characters their are Combat Arts I never use and others I almost always use. Thinking outside the box a bit, thinking of my perfect character, these are the CAs I use a lot and those I never use. In my opinion there are some which are simply a waste of space or I just don't like. If I had a perfect character using existing CAs from any existing Character these are the ones I would keep or discard. Likes Frenzied Rampage / Pelting Strikes - Basically I just like hitting lots of beasties with one click. When I am up against a group I can't imagine being with them. Grim Resilience - Can't be without it. Saved my life more times than I can remember I am sure. Expulse Magic - Too many good things to say about this one. Helps me out in a crowd, fun in the swamp, ...... Dislikes Soul Hammer / Demonic Blow - A single target CA which, in melee, doesn't happen often. Easier to stick with FR/PS which always gets the job done. BeeEffGee - If I want to run around with a gun I will reinstall Doom 3. Dragon Strike - Getting the thing to hit on target is too hit and miss. Frustrating.
  9. Bit complicated to explain how but basically I am using a second PC to MOD, replacing the Temple Guardian with a kind of female warrior. I will choose a combination of skills and CAs from a few characters to make a warrior of my own design who looks like the High Elf. I needed to transfer some characters from my MOD PC to this one which has the normal Ice and Blood (vanilla), nothing to do with the MOD work I am doing. This is what I found amongst the characters I moved over, obviously something stuck to the character created on MOD PC. Anyway, we thought it looked funny enough to be worth sharing here so ... I will share the MOD when finished, of course.
  10. Not as in Diablo LOD for example, there isn't exactly a best place to farm. When levelling up you will of course kill a lot of things which although not farming will give you a lot of drops. There is also the Perception skill which will improve the chance of better drops and Bargaining which improves the quality of wares at vendors (you cannot buy greens but Perception increases the change of green drops). Bosses often drop better gear than normal kills, they don't respawn but you can keep create new "freeplay" games to kill them again and again. Another way to get decent gear is joining a online server and hope you get some nice gifts. You can also buy from other players. I guess you don't have a lot of gold yet but trust me that changes pretty quickly, you will have so much gold that buying from vendors with bargaining is a viable thing to do. Hope that helps.
  11. DONE! The three lines ... fxTypeCast = "FX_HE_KRISTALLHAUT_C", fxTypeSpell = "FX_HE_KRISTALLHAUT", fxTypeCastSpecial = "FX_HE_CAST_L", ... simply change one or more of them to fxTypeCast = "", fxTypeSpell = "", fxTypeCastSpecial = "", You might get a framerate drop, just tp to any portal then back again and that problem goes away. The next time you load your character you will have no problem with framerates. I tried changing the effect(s) to another so you see at least something. Easy to replace the effect with that of another CA, Changing Dryad Oak buff , but not with any effect not connected with a CA such as a butterfly (unless anyone else knows different). Is that what you wanted?
  12. Hello Offshore. Welcometo Darkmatters. What level and type\class are you characters? What level is your ring? What is the name of your ring?
  13. Strange. It worked for me yesterday (buff effect changed ie could not see any crystal skin). I'll post the complete entry I made in spells.txt asap ..... off to work now for the next 12 hours so don't hold your breath edit: It was mgr.defineSpell( "he_st_kristallhaut", { eiStateName = "cSpellCast", fxTypeCast = "FX_HE_KRISTALLHAUT_C", fxTypeSpell = "FX_HE_REGENERATIONSKRAFT", fxTypeCastSpecial = "FX_HE_CAST_L", duration = 10.000000, animType = "ANIM_TYPE_SM12", animTypeApproach = "ANIM_TYPE_INVALID", animTypeRide = "ANIM_TYPE_INVALID", animTypeSpecial = "ANIM_TYPE_RIDESM03-SPECIAL", causesSpellDamage = 1, tokens = { entry0 = {"et_duration_sec", 600, 5, 0, 8 }, entry1 = {"et_chance_reflect_spell", 200, 5, 0, 41 }, entry2 = {"et_range_area", 750, 0, 0, 4 }, entry3 = {"et_damping_ice", 200, 2, 0, 41 }, entry4 = {"et_base_armor_phy", 250, 150, 0, 41 }, entry5 = {"et_regAspect_storm", 400, 20, 0, 37 }, entry6 = {"et_debuff_movespeed", 198, 2, 1, 42 }, entry7 = {"et_chance_reflect_spell", 100, 3, 2, 41 }, entry8 = {"et_debuff_prone_ice", 200, 5, 3, 42 }, entry9 = {"et_spell_intensity_rel", 300, 10, 4, 5 }, entry10 = {"et_regAspect_storm", 267, 13, 5, 37 }, entry11 = {"et_damage_ice_rel", 500, 20, 6, 5 }, }, fightDistance = 0.000000, aspect = "EA_HE_STORM", cooldown = 0.000000, soundProfile = 0, cost_level = 350, cost_base = 350, focus_skill_name = "skill_HE_storm_focus", lore_skill_name = "skill_HE_storm_lore", spellClass = "cSpellHeKristallhaut", spellcontroltype = "eCAtype_t_buff", sorting_rank = 5, Note, only one line was edited: fxTypeSpell = "FX_HE_REGENERATIONSKRAFT",
  14. The only way to make it invisible is to turn off all buff effects in the game's options. You can replace it within spells.txt with the effect from any other CA which might help you. There is a thread from someone wanting to change the Ancient Bark buff here Changing appearance of Ancient Bark effect which you should read. FIRST BACKUP THE ORIGINAL SPELLS.TXT FILE, COPY PASTE THE FILE SOMEWHERE. If you don't find the other thread useful here is something you might understand High Elf - Crystal Skin Buff (CS) mgr.defineSpell( "he_st_kristallhaut", { eiStateName = "cSpellCast", fxTypeCast = "FX_HE_KRISTALLHAUT_C", fxTypeSpell = "FX_HE_KRISTALLHAUT", fxTypeCastSpecial = "FX_HE_CAST_L", duration = 10.000000, animType = "ANIM_TYPE_SM12", animTypeApproach = "ANIM_TYPE_INVALID", animTypeRide = "ANIM_TYPE_INVALID", animTypeSpecial = "ANIM_TYPE_RIDESM03-SPECIAL", causesSpellDamage = 1, tokens = { entry0 = {"et_duration_sec", 600, 5, 0, 8 }, entry1 = {"et_chance_reflect_spell", 200, 5, 0, 41 }, entry2 = {"et_range_area", 750, 0, 0, 4 }, entry3 = {"et_damping_ice", 200, 2, 0, 41 }, entry4 = {"et_base_armor_phy", 250, 150, 0, 41 }, entry5 = {"et_regAspect_storm", 400, 20, 0, 37 }, entry6 = {"et_debuff_movespeed", 198, 2, 1, 42 }, entry7 = {"et_chance_reflect_spell", 100, 3, 2, 41 }, entry8 = {"et_debuff_prone_ice", 200, 5, 3, 42 }, entry9 = {"et_spell_intensity_rel", 300, 10, 4, 5 }, entry10 = {"et_regAspect_storm", 267, 13, 5, 37 }, entry11 = {"et_damage_ice_rel", 500, 20, 6, 5 }, }, fightDistance = 0.000000, aspect = "EA_HE_STORM", cooldown = 0.000000, soundProfile = 0, cost_level = 350, cost_base = 350, focus_skill_name = "skill_HE_storm_focus", lore_skill_name = "skill_HE_storm_lore", spellClass = "cSpellHeKristallhaut", spellcontroltype = "eCAtype_t_buff", sorting_rank = 5, High-Elf - Grand Invigoration Buff (GI) mgr.defineSpell( "he_ar_regenerationskraft", { eiStateName = "cSpellCast", fxTypeCast = "FX_HE_REGENERATIONSKRAFT_C", fxTypeSpell = "FX_HE_REGENERATIONSKRAFT", fxTypeCastSpecial = "FX_HE_CAST_M", duration = 10.000000, animType = "ANIM_TYPE_SM16", animTypeApproach = "ANIM_TYPE_INVALID", animTypeRide = "ANIM_TYPE_INVALID", animTypeSpecial = "ANIM_TYPE_RIDESM02-SPECIAL", causesSpellDamage = 1, tokens = { entry0 = {"et_regAnyAspect", 100, 10, 0, 41 }, entry1 = {"et_life_regen", 25, 15, 0, 41 }, entry2 = {"et_regAspect_inferno", 100, 10, 1, 37 }, entry3 = {"et_regAspect_storm", 100, 10, 2, 37 }, entry4 = {"et_regAnyAspect", 70, 7, 3, 41 }, entry5 = {"et_life_regen", 15, 10, 4, 41 }, entry6 = {"et_reduce_debuffs", 300, 3, 5, 41 }, entry7 = {"et_addwalkspeed", 99, 1, 6, 41 }, }, fightDistance = 0.000000, aspect = "EA_HE_ARCANE", cooldown = 15.000000, soundProfile = 0, cost_level = 0, cost_base = 2000, focus_skill_name = "skill_HE_arcane_focus", lore_skill_name = "skill_HE_arcane_lore", spellClass = "cSpellHeRegenerationskraft", spellcontroltype = "eCAtype_t_buff", sorting_rank = 5, The effect (appearance) of the buff is in the line fxTypeSpell. What you see when you cast the buff is in the line fxTypeCast and fxTypeCastSpecial. The fact that it is a buff is shown in spellcontroltype. Where it shows in the CA Aspect group in the CA Panel is sorting_rank. To check out which character you are copying the effect from look at focus_skill_name and lore_skill_name, they are always in English. You could copy\paste the appearance of GI into the corresponding line for CS. You will still see the same casting effect, useful perhaps but the animation for the buff will be the same as for GI. If you have both CS and GI activated you will see only one animation (GI). To easily see when you have been debuffed you could replace its appearance with any effect from any character, that's all spells not only buffs, so simply choose the effect you like and use that instead of the GI effect. The best way to choose which effect you want is to have one of each character in the game and find something you like rather than trial and error, write down the aspect name and the sorting_rank number as you see them in the game then use that to search for the effect thereby getting around the German spell names. If you haven't edited a script before you need to know that you cannot save to C:\Program Files (x86)\Deep Silver\Sacred 2 - Fallen Angel\scripts\shared. I have been told that if you open Notepad as Administrator it can be done but here is what I do. I copy\paste the file to the desktop, edit it then copy\paste it back to the game folder it came from overwriting the original file. I cannot tell you if it will work in Closednet or Opennnet but it does work in LAN and Singleplayer. [EDIT] I have just had another idea, replacing the entry against fxTypeSpell with something that is not a spell. Maybe if that particle effect is small enough you won't notice it. For example I noticed an effect for a butterfly, I'm not saying that effect would be one you might like to use but maybe there is another one so small it's possible to use it and make the buff almost invisible! I am off to work in 10 minutes but I will try it later.
  15. Weird, I've seen that a few times. I thought it was already on the Wiki. Thanks for the update Wolfie.
  16. Lemme guess - Vista or Win 7... Right? If so, you need to run Notepad as Administrator. Or copy the whole file to another folder, edit it then copy it back overwriting the old file. When it says something like "are you sure you want to do this to such an important admin type file?" click yes.
  17. Sorry, it has been ages since I checked this thread. Glad you spotted my deliberate mathematical error (that's why I teach English and not Math's) The page is on the Wiki (corrected the maths 2 miniutes ago). Something noone spotted here is that Temple Guardian and Shadow Warrior have the best +% visibility sets but the thing is the Wiki set bonuses are mostly based upon bonuses from a set of all the same char level gear which is probably not going to be the case. Changed that on the wiki too. Wiki Exploring page
  18. Within C:\Program Files (x86)\Deep Silver\Sacred 2 - Fallen Angel\scripts\client is a script called soundprofile.txt. It is possible within that file to edit the sounds connected to a Character Type. Remember to take a backup of the original file before you begin making any changes. Example: Within the Hero Dragon Mage section are entries referring to the music which plays when he is in battle. The important thing to note is the Resource = number event526 = { event = "MUSIC_FIGHT_EASY", resource = 1029 }; event527 = { event = "MUSIC_FIGHT_MEDIUM", resource = 1030 }; event528 = { event = "MUSIC_FIGHT_HARD", resource = 1031 }; To hear that music when playing the Shadow Warrior find the Hero Shadowwarrior section and replace the resource numbers with those above. So within Hero Shadowwarrior change event113 = { event = "MUSIC_FIGHT_EASY", resource = 1000 }; event114 = { event = "MUSIC_FIGHT_MEDIUM", resource = 1001 }; event115 = { event = "MUSIC_FIGHT_HARD", resource = 1002 }; to event113 = { event = "MUSIC_FIGHT_EASY", resource = 1029 }; event114 = { event = "MUSIC_FIGHT_MEDIUM", resource = 1030 }; event115 = { event = "MUSIC_FIGHT_HARD", resource = 1031 }; If you want to hear the battle music the files are in C:\Program Files (x86)\Deep Silver\Sacred 2 - Fallen Angel\pak\musiclq and musichq for the Sacred 2 Characters and C:\Program Files (x86)\Deep Silver\Sacred 2 - Fallen Angel\pak\musiclg1 and musichq1, shouldn't be too hard to find. The other sound files are scattered around in the soundhqX and soundlqX files. Things to watch out for! Characters have a different number of events, for example the Shadow Warrior has 1530 and the Battle Mage has 1522 so copy\pasting everything from one character to another could cause a problem. Earlier today I did copy all of the Temple Guardian sounds replacing everything in the Shadow Warrior section they have a different number of events, the game worked without problems as far as I could tell but maybe I simply did not trigger any events missing from my new file. The Seraphim and Inquisitor. For most characters there are different events for some sounds depending upon whether the character is light or dark but the Seraphim and Inquisitor only have light and dark events respectively. As far as I can tell it is not possible to find which resource number is linked to which sound file other than by reading the soundprofile.txt file. Notes I am still experimenting to check out what can and cannot be done safely. Next, what happens if I use duplicate resource numbers for more than one event (I guess nothing but ... ). Finding out what happens if I replace an effect event (opening the Imp Chest for example) using a music file, ie the music is longer than the event, I guess nothing but again ... I have already spent time on Multiplayer Island listening to the Xmas Music instead of the default without any problems. Request Has anyone ever found a null file (no sound at all). It might be nice to selectively "tun-off" certain sounds.
  19. To turn off battle music edit or create the optionsCustom.txt file to include sound = { volume_group02 = 0 -- schaltet die Kampfmusik ab } That and other options are contained in the thread optionsCustom.txt tips. Full instructions on exactly how to create or edit that file are in that thread. Funny thing is I just spent a couple of hours finding out how to do myself before I found it in that thread! If you decide that you want to change something else then add another line or change the one above but instead of volume_group01 use one of the following group numbers region music=01 fight music=02 fx=03 atmo=04 atmo sfx=05 atmo sfx2=06 footsteps=07 sfx generic=08 forest cluster=09 lava cluster=10 water cluster=11 t-energy cluster=12 weather=13 speech=14 items=15 weapon attack=16 weapon defense=17 soundclouds=18, pre-hits=19 gui=20 I'm not exactly sure what all of them are but worth a mention. Something I haven't read before is how to change the sound profile for a character. For example, if you like the battle music for the SW and want to hear it when playing the seraphim it is possible to do it. It is even possible to change the music to that of the bard singing I'll go to test that today and if it works I will post it in the modding forum.
  20. Just saw this on the Offical Forum, a list of all servers and ports, posted because I can only see EU and US servers named in this thread EE = ee.sacred2.net:6850 (PL/CZ/HU/Slowak/) Spain = es.sacred2.net:6810 (SP) Russ = ru.sacred2.net:6820 (RUSS) EU = eu.sacred2.net:6800 (EN/FR/IT/DE/AUS/Swiss/Nordic People/Portugal/Benelux/Greece/Australian/South Africa) US = us.sacred2.net:6900 (US) - Canada, US and Mexico
  21. You could try looking at these two threads. Official Sacred 2 Tech Forum Official Sacred 2 Tech Forum I have this in "options.txt" (C:\Users\Andrew\AppData\Local\Ascaron Entertainment\Sacred 2\options.txt) if not network then network = { lobby_ip = "eu.sacred2.net", lobby_name = "YOUR USERNAME HERE NOT MINE ", lobby_port = 6800, networkwrapper_server_remove_timeout = 2000, playername = "Anonymous", }
  22. You know you have been playing Sacred / Sacred 2 / Ice and Blood when ....... you are described as a "knowledgeable member". Luckily he doesn't mean me This tool can do what you want but I would reccomend starting again if you want to rebuild any character. Mistakes can be made! Make sure you get the latest version, as far as I know that is 0.9! Sacred 2 Character Editor
  23. Some pics, might be more some time. First, the locations of the four statues. The numbers show the order they must be killed in. Next what you need to kill Statues Frost Guardians Narmul
  24. I have just got a top-down view using the map a pic of the Frost Guardians, I cna mark the positions of the statues on the top-down pic and the order to "kill" them. Maybe I can write it up in the SacredWiki format when I get time. As I said I have the pics from the Skills Panel showing damage types, HP and so on. I was very surprised how hard this boss is, the whole region was so easy otherwise.
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