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Flix

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Everything posted by Flix

  1. No, definitely not. Most of this mod is just subjective changes, not fixes. As for the fixes, they're mostly just text changes. I could report them individually on the bugtracker but that's about it.
  2. Done! Quite simple to do, and looks good I think. It looks best with hardware mouse turned off in the options menu, but this mode is a little less responsive for me, so I don't use it. With hardware mouse turned on it looks ok, just quite small. The pointer is now a metal gauntlet that points. It's an open hand when hovering over items you can pick up, and a closed hand when you grab something. Here's a hairstyle update while I sort through some more items. The Sorceress gets 3 new hairstyles courtesy Pesmontis. This means that as with the Amazon, the old hairstyle selections are now completely replaced. The Paladin got a new hairstyle as well. This one replaces the old twin ponytails that was such a signature look of the Seraphim. Right now I don't plan to add any more new styles for her.
  3. Download Sacred 2 Elite Mounts v1.0 This mod adds new special mounts for all 7 characters. They can be purchased from a new special mount dealer deep in the Jungle. Read about the stats and designs of the new mounts in this thread: http://darkmatters.org/forums/index.php?/topic/21808-elite-mounts-project/ This mod requires the latest Community Patch (v.1.50) to be installed beforehand. CM Items Mod 1.2a (not required) should be installed after the CM Patch but before Elite Mounts. Installation (with no other mods installed): Download the Generic Mod Enabler (GME) and install it to your Sacred 2 root folder (the main folder where Sacred 2 is installed). Mod Enabler is available at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml After running the GME once, it will make a folder called "MODS" there. Extract the contents of the rar file and copy the "Elite Mounts v1.0" folder into the "MODS" folder. Run the GME and enable Elite Mounts v1.0. It may take a moment to install. The GME will back up your clean files and will allow to you to easily enable/disable the mod as you wish. The mod also comes with compatibility patches for some of the more popular Sacred 2 mods. Use the Generic Mod Enabler to activate them in the order described below. Installation order if using other mods: Wardust's Serious Textures Mod (textures and models only, no scripts) Enhanced Spells Mod or Survival Mod or Llama's CM Patch Mod (choose one, these three mods are not compatible with each other) Elite Mounts Mod Compatibility Patch for Wardust's Serious Textures Compatibility Patch for whichever mod you chose to install at #2 The Mod Enabler will warn you that certain files are being overwritten, but this is fine so long as you install them in order. Disable them in reverse order. This mod is NOT compatible with: Sacred 2 undressed Mod by Ize Diablo 2 Fallen (mounts are integrated into this mod) Any older mod not updated for CM Patch 1.50 This mod should work just fine with Fleet's undressed Skins and any music / sound mods. Credits: This mod is the work of many people over several years. dimitrius154 designed the armored models of the original 7 mounts LazyTomcat and czevak continued to work on implementing the mounts' models and textures Pesmontis made the dragon mount as well as further refining various mount models and textures Silver Fox added the special mount trader, worked on textures and names, and did the bulk of the necessary scripting I (Flix) did some textures, scripting, icons, and put the finishing touches on the project to make it ready for publishing
  4. Item Update Axes There were 7 unique axes in Sacred 2, after the CM Items Mod there were 14. Here are 6 more axes recreated from D2, bringing the total up to 20 and giving a wide, well-rounded selection. I tried to create combinations of modifiers that were unique. Tancred's Crowbill, Butcher's Pupil, Messerschmidt's Reaver Guardian Naga, Coldkill, Rakescar You can see some unusual modifiers like Damage to Monsters on Messerschmidt's Reaver, Damage to Wild Animals on Rakescar, and Poison Armor on the Guardian Naga. Hammers Two new 1h hammers, Stoutnail and Demon Limb, are recreated from D2, bringing the count up to 15. Mace: Dangoon's Teaching Although there's already a huge amount of unique/legendary clubs, here's one more to bring the count up to 21. The Damage to Undead +% is a new modifier. Poles There are fewer blunt poles compared to other types of Polearms, so here are two more recreations: The Battlebranch and the Tannr Gorerod. Remember blunt poles are dexterity-based. Halberd: Dimoak's Hew One more unique D2 halberd joins the Polearm lineup.
  5. Damn, looks like it's broken. Resolve and Defiant mods don't work either. Apparently the Cleansing Brilliance spell class doesn't support those modifiers. I fixed it by changing the spell class. Inner Sight will be fully functioning in the next test release. If it's only one line to change in spells.txt could you tell what to do to make it work? Search for "dr_nm_wacherverstand" and look at the line that says: spellClass = "cSpellSeLichtaura", change it to: spellClass = "cSpellHeFeuerhaut",
  6. Item Update Shields What seems like a lifetime ago I talked about getting some new shield models from Titan Quest into the game. They didn't seem like the best fit for the CM Items Mod, but now with recreations of D2 uniques being the goal, I think they found a place. From left: Lidless Wall, Pelta Lunata, Taebaek's Glory, Umbral Disk, Wall of the Eyeless Here are two designs that became rare shields: Here are designs that went to arm NPC's who didn't have shields before. And finally some notable super-uniques (Witch Moon and Lachdanan) got replacements for their old shields to help set them apart. One other thing about shields I keep forgetting to mention is that Blacksmiths now sell shields as part of their inventory. So if you're shopping for a good shield, don't forget to visit the Blacksmith. Random Shields I revised all the random shield blueprints as I did with the other weapons, to make sure rickety wooden shields were normals and fancy exotic shields were rares. You should see a more even, wider variety of designs now. I also added a few new shields. First is an unused wooden kite shield I found that Ascaron made. Second is a lantern fish shield I made that's now a rare shield. Third is a celtic design roundshield that's used by the Thraconians, and last is a skull shield that is used by Haenir (boss of the Northland Expedition quest). Magic Staves One more D2 unique magic staff joins the lineup: Chromatic Ire. It gives powerful bonuses to elemental damage. Thanks to Pesmontis for helping bring in these items. More updates coming soon.
  7. "Oh it's now or never, we shall stand together, one by one, this world is saaaaacreeed..." ~flute whistles~ ... ... ~electric guitar~ "chug chug chug waaaaahhh chug chug waaahhh" The Orcs sing a different tune. If I remember right it's the same tune, just sounds like a drunken Orc singing it instead of Hansi.
  8. Please no one do this. You won't be able to uninstall it properly when I update to new versions. Sometimes files are not just added, but removed, renamed, or moved. If you just keep copying new versions directly into your install folder you'll have all kinds of extra outdated crap in there. Post on here and I can help you figure out the problem. In this case the mod enabler was simply installed in the wrong folder.
  9. "Oh it's now or never, we shall stand together, one by one, this world is saaaaacreeed..." ~flute whistles~ ... ... ~electric guitar~ "chug chug chug waaaaahhh chug chug waaahhh"
  10. Sacred: Skills Those are the levels at which you can choose a new skill to add your build. As for the specific builds, I had massive success with Multiple Shot/Pentrating Arrow, using Quick as a Flash as a buff and Companion of the Woods. For the Unicorn, I kept as high level as possible, since there's really no penalty. I failed miserably at my attempt at a fire Daemon. Never could get that character to a powerful state. Never played the Seraphim beyond the demo.
  11. Neat. There are 2 variants for each god statue. I'm not sure if there's any rhyme or reason to it, but I suspect one type is used for Temples and the other is for when the statues appear "in the wild." Ker and Kybele both get a special 3rd broken, bloody variant that appears in the Cursed Forest. Kybele's is part of Dratted Little Beasts quest. I think maybe the Ker statues are in the Lost Crypt.
  12. Ok I see the problem. You have it installed in the system folder for some reason. Did you install the mod enabler into your system folder? It's supposed to be in the base game installation folder, in your case, "Sacred 2 Gold." Disable the mod, uninstall the mod enabler, and start over. This time install the mod enabler into "Sacred 2 Gold" and go from there.
  13. You're looking inside the pak folder of the mod. I want you to look in the pak folder of the game. It's in the same location as the MODS folder, alongside folders called locale, scripts, system, video
  14. Ok, just making sure. So, after you activate the mod with the mod enabler, look inside the pak folder. Do you see any loose folders there? All of the folders in there are compressed zip files by default. The mod adds some loose folders: creature, data, fonts, fx, gui, item, weapon. Do you see any of those folders there, probably right at the top?
  15. Inside the MODS (not MOD) folder should be two folders (not files): "Diablo 2 Fallen Beta 0.4" and "D2F Inferno Patch". Just extract the contents of the download directly into the MODS folder, then activate it with the mod enabler. The MODS folder itself should be in the main Sacred 2 installation folder.
  16. Damn, looks like it's broken. Resolve and Defiant mods don't work either. Apparently the Cleansing Brilliance spell class doesn't support those modifiers. I fixed it by changing the spell class. Inner Sight will be fully functioning in the next test release. Hi thanks for trying the mod. If nothing at all is installed, it's probably user error. I can't know without seeing the inside of your installation folder, for example the contents of your MODS folder or the game's pak folder.
  17. Agreed, that looks to be the case. In fact it even looks like Ascaron didn't quite know what to do with them at first either. There are a few instances where kobolds are actually called goblins, despite goblins being an established separate creature in the series. Case in point: the "barbarian" shrinkhead that's called "shrinkhead-goblinoid" in the game files even though it's a kobold head (goblinoids get an orc head - confusing when you're modding). And let's not forget the "Goblin Camp" that's entirely populated with kobolds, with nary a goblin in sight. In the end though, they may have been spot with the name. I mean, the picture on the wiki page is the spitting image of our little nuisance.
  18. I can't seem to replicate this problem. But I think I've seen this bug reported for Glacial Thorns in the normal game. It may not be connected to the mod.
  19. Haha! Well either one is better than "leprechaun" as they were apparently going to be called at some point during development. Gnome probably would have been the best choice for the English localization. Imp would have been ok too. Because of Kingdoms of Amalur, I always thought kobolds were lithe, bat-fox-like creatures. But I didn't know my D&D mythology that well. Even though I played Baldur's Gate, I didn't realize they were reptilian.
  20. I love metal and I also love hearing unconventional covers of metal songs that can make them sound quite different. Sometimes a different arrangement can reveal an underlying musicality that can be obscured for some listeners by distorted guitars, pounding drums, and harsh vocals. Case in point:
  21. Last but not least, the armored battle monitors for the Amazon/Dryad. Predator Lizard Geared towards the Huntress Talents/Sinister Predator aspect. Tempest Lizard Geared towards the Storm Combat/Cabalistic Voodoo aspect. Chthonic Lizard Geared towards the Amazon Magic/Nature Weaver aspect. Indomitable Lizard A non-aspect, general purpose lizard. It's named so because of the resistance to stun and knockback immunity. The knockback immunity is unlocked by the Riding skill and though it doesn't show up on the mount's tooltip, you can see it in your list of bonuses. Well, that effectively completes the project. I didn't expect this, but I guess I would have the version for the normal game ready before the next Diablo 2 Fallen release. I just need to copy all the script entries into the vanilla scripts, package everything, and test it. I'd probably change some of the mount names to be a little more appropriate for the standard aspects too.
  22. I almost put the Countess in that room but decided it was too cramped, so I put her in the room below. I like to think that's her handiwork.
  23. Pesmontis said I must be riding "an avalanche of inspiration" right now so I guess I'll ride it all the way. Here's another mount update with the extras for the High Elf/Sorceress. The High Elf is special because she gets bonus mounts. It wasn't planned that way from the start, it just so happened that she had multiple mounts designed by different modders, plus one that we found in the game files that was unused. So, in addition the Dragons, she'll also get two armored Wind Serpents and the Lonely Hippocampus as mounts. Argenteus Drake The silver serpent, not geared toward any particular aspect, with a good chance to Block Combat Arts that scales with the Riding skill Aureus Drake The golden serpent, not geared towards any specific aspect, with a good chance to Block Close Combat that scales with the Riding Skill. Hippocampus The Lonely Hippocampus is lonely no more. Now you can travel Ancaria together. It seems he was actually designed to be a mount all along, at least at some point in the development he got all the needed bones and animations. He even has his own special mount icon that I found, although due to the game's coding, I wasn't able to include it. The Hippocampus is a general purpose special mount, and has a Block Chance: Projectiles bonus that scales with the Riding skill. That means there is only one mount remaining: the armored Monitor Lizard for the Dryad/Amazon. Although I previously showed pictures of Griffon and Nameless Guardian mounts, those were just prototypes rather than functioning mounts. So those are shelved indefinitely due to all the intense work required.
  24. Believe it or not it's actually the same model used for certain ghosts, just with different textures and effects to make his body look transparent and shrouded in fog. Haha I remember that quest. You find out about a plot to blow up the foundations of Kufferath Castle so you have to go kill the "suidcide cows" they have rigged with explosives.
  25. Thanks. I updated the Elemental and Savage Draconicon pics, changing the fx on their hooves. Time for another round: Cyber-Tigers Zealous Tiger With hot magma running through its veins, this tiger is geared towards Sublime Combat (Exalted Warrior). Galvanic Tiger Infused with T-Energy, this tiger is geared toward Devout Offense (Celestial Magic) Steadfast Tiger This tiger is geared towards Blessed Defense (Revered Technology). Irrepressible Tiger A general purpose Cyber Tiger. Credit goes to Dimitriy for making the model, Lazy Tomcat and Pesmontis for working on the model and textures, and Silver Fox for the bonuses and the bulk of the scripting. I'm just the guy who puts the final piece into a massive jigsaw puzzle and then shows it to everyone else.
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