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Flix

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Everything posted by Flix

  1. 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",
  2. 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.
  3. "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.
  4. 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.
  5. "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"
  6. 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.
  7. 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.
  8. 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.
  9. 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
  10. 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?
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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:
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. One of my favorite metal bands being attached to Sacred 2 was a huge draw for me.
  23. Definitely one of the powerhouse swords of the game, really it's flirting with Legendary-tier power.
  24. The DRM on my Sacred 2 Gold disk gave me a huge problem. I couldn't even get it installed. Before GOG came out with their release, I had to resort to downloading Sacred 2 despite owning a legit copy of the game.
  25. If you're modding, just increase the "fightDistance" parameter. Otherwise, try holding down CTRL+click to stand still and force a fire. This can help you keep a lead on moving targets as well. I found Lost Fusion super disappointing in the normal game. So much so that I made sure to overhaul the aspect completely when I made the Enhanced Spells mod. I don't think CM Patch made any meaningful changes to Lost Fusion anyway, except for Archimedes Beam getting a range boost. Still, there are some guides around (look for something about a 'ping-pong' build).
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