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Flix

DarkMatters Moderator
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Flix last won the day on May 16

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About Flix

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  • Gender
    Male
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    Guitar, literature, games

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  • Favorite pizza topping
    Pepperoni
  • Why do you want to join DarkMatters?
    Sacred Mods and SacredWiki
  • All time best video game ever played
    The Witcher Trilogy
  • Real Name
    Ben
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    United States

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  1. More info in this thread (scroll up, thread has been merged). His location and vendor type are randomized
  2. I am retired from all mod work on Sacred 2. Support is available, in a limited fashion. IMO bug reporting is always useful for posterity.
  3. I believe, that unless you're playing with a fan patch or mod, Harol can remain stuck as a hireling and doesn't transition to a quest character. This fix was first listed in the 1.40 change log of the Community Patch and the fix exists in other mods that built on top of it. Another thought: sometimes quest NPC's don't transition to allowing dialogue until you walk into a specific trigger area. There will usually be a map marker indicating where to go in that case, I can't remember if this is one such quest.
  4. Free-For-All is definitely the most experimental module and I really can't promise there won't be weird side effects. A big reason why this is optional. That being said, from the feedback I've received, the big draw for players is that you can now go back and farm the campaign bosses. Unless you're aiming to do lots of boss killing, I'd probably just turn this one off.
  5. I think you may have forgot that helmet model was pulled from the Ancient set of standard armors which is part of the base game.
  6. There's no chances involved when it comes to Root, despite the language of the tooltips and even the scripts, any spells with "et_chance_debuff_root" will root with 100% chance, likewise "et_chance_break_root" always breaks the roots, no matter what values you set for the tokens.
  7. I would suggest adding your info within the existing page for the modifier or at the very least linking to / from the existing page.
  8. It's possible there was a typo in your itemtype.txt file. I have seen this error whenever I made a mistake in editing item-related scripts in the "shared" folder.
  9. I think all you'd need to do is go into itemtype.txt, find the entry for the gun(s) and change these two lines: subfamily = "SUBFAM_PRI_ENERGY_PISTOL", classification = "CLF_ENERGY_PISTOL", to: subfamily = "SUBFAM_PRI_MAGESTAFF", classification = "CLF_MAGESTAFF", I would not hold a lot of hope that the animations will look very convincing but you never know.
  10. Yeah, if you did that, it would fire magic staff projectiles from the right-hand weapon, using the swinging animation that 1h staffs use, but at least it would be at a distance. The animations would probably also make the guns float in the air or clip through the hands or both.
  11. Just wanted to say thanks for your continued work in this area. The efforts are not going unnoticed.
  12. No sir. The closest possible thing would be to re-class guns as melee weapons, in which case your character would go club enemies over the head with the guns.
  13. One thing that isn't obvious is that the game uses two sets of cursors, depending on whether you have "Hardware Cursor" turned on in the Options menu. Try toggling this feature and see if it makes a difference.
  14. The reason this didn't work is because EE already edits those files, so your changes were being overridden by EE's cursors. You should never, ever overwrite the vanilla files in the pak folder. Instead, you should introduce your own changes as separate files in the pak folder that maintain the same folder structure as those in the zip files. This will allow you to override the originals without losing them forever. In this case you need to make the data/cursor folder inside your pak folder and put your changes in there.
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