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Flix

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Everything posted by Flix

  1. File Name: Sacred 2 Reduced Fog Mod File Submitter: Flix File Submitted: 05 Jun 2015 File Category: Ice & Blood Patches and Mods This is a simple mod that makes the fog in the game more transparent, allowing you to see further into the distance. Installation: If you don't have the Generic Mod Enabler (GME), download it at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml Install the GME to your Sacred 2 installation folder and run it once. It will make a folder there called "MODS". Place the "Reduced Fog Mod" folder into the "MODS" folder. Run the GME again and you can now enable/disable the mod as you wish. Compatibility: This mod should be compatible with any other mod. It is already included with my mod "Diablo 2 Fallen". It does not require the CM Patch. It was tested with the Ice and Blood expansion, but it would probably work with the base game Fallen Angel as well. Known Issues: Depending on your camera settings and positioning, you may notice some "pop-in" of distant objects like trees and buildings. If you have a slow computer or elite graphics turned on you may notice a slight performance hit when running. Click here to download this file
  2. Version 1

    2,507 downloads

    Reduced Fog Mod for Sacred 2 This is a simple mod that makes the fog in the game more transparent, allowing you to see further into the distance. Installation: If you don't have the Generic Mod Enabler (GME), download it at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml Install the GME to your Sacred 2 installation folder and run it once. It will make a folder there called "MODS". Place the "Reduced Fog Mod" folder into the "MODS" folder. Run the GME again and you can now enable/disable the mod as you wish. Compatibility: This mod should be compatible with any other mod. It is already included with my mod "Diablo 2 Fallen". It does not require the CM Patch. It was tested with the Ice and Blood expansion, but it would probably work with the base game Fallen Angel as well. Known Issues: Depending on your camera settings and positioning, you may notice some "pop-in" of distant objects like trees and buildings. If you have a slow computer or elite graphics turned on you may notice a slight performance hit when running.
  3. This post is to the memory of Kirill Pokrovsky, the composer for the Divinity series of games made by Larian Studios. He passed away yesterday. Kirill made amazing music that always struck a chord in my heart. I knew the soundtrack to Divine Divinity was really something special right away. He made many of the tracks from the Divinity games available for free on his website. Listening to them has filled many peaceful and happy hours of my life in the last 12 years. You can find many of Kirill's tunes included as part of my Sacred 2 Music Mod. It brings a new flavor and soul to Ancaria, particuarly the region of the High Elves and many other places. R.I.P. Kirill. Thanks for all the tunes.
  4. Thanks for your interest. I'll send you a message in a few days about a translation. I have the flu right now and not feeling very well.
  5. OK I've looked into the Smite bug that leaves you frozen and unable to move. It happens sometimes when you use Smite and then immediately hold left click to use normal attacks. Solution: I've found that every time this bug happened, using Smite again always helped break me free of the "freeze." Can anyone else confirm this solution? To avoid this in the first place, simply take a step before attacking, or just wait a moment. There seems to be only a split second moment directly after teleporting that this bug can occur. You can also avoid it by putting another attack after Smite in a combo.
  6. I like Windows 7, but I didn't like what I was reading about Windows 8. As it is, I already have to make a lot of customizations with 3rd party programs to get the UI and Windows Explorer running like I want them. I'll have to read up on functionality.
  7. This movie...was it not one of the best things made in the last decade? I hate to jump on bandwagons but Nolan never ceases to floor me with his movies. I like that composer Hans Zimmer also tried to do something totally different from the Batman/Inception type stuff he'd been doing alll this time. This music just crushes me.
  8. If I know Hooyah he wrote the caption himself.
  9. Here is a Wiki reference for the spell tokens: http://www.sacredwiki.org/index.php/Sacred_2:Tokens I'm not sure if it's complete or not. I also made a list of my own in alphabetical order that you can view here: Spell Tokens However, that list is only the tokens that are listed at the bottom of spells.txt . Some spell tokens seem to function without being registered there (like "et_duration_sec" and a bunch of others). If you want to make new spell tokens you can't simply add them to the bottom of the list. You'd have to replace existing ones in the token manager at the bottom of the file. Since many tokens are unused, this isn't a huge problem. For example, this is custom token I made for the D2 mod: mgr.addTokenBonus( {"et_provo_area", 53 }) -- 53 = crbonus_prone_poi The name of the token can't be changed, but the number following it can be changed to a different bonus. The number '53' in this case is pointing to the bonus ID #53 as defined in blueprint.txt . "et_provo_area" originally pointed to bonus #156, which is inactive (which explains why the token isn't used). I changed the number to point to bonus #53, "crbonus_prone_poi". So now I can put the token "et_provo_area" into a spell and it will make enemies more prone to poison damage. As you probably already know, anything following a ' -- ' is a developer comment, so I just put that there to remind myself what the token is really doing. I learned how to handle the scripts by downloading other mods and looking at what was changed, so that's what I recommend.
  10. Update #14 on New Creature Designs Jungle Hunter Originally ape-like beasts in D2, these creatures are more humanoid and can use weapons in the mod. They appear throughout the Jungle region. Elites have a rage buff that makes them faster and do more damage as they lose health. The models were the Hell Golems from Sacred 1. Fire Eye (superunique) This superunique barbarian monster is allied with the Du'Rach and guards their desert city of Sulinar. He has a fanaticism buff and bleeding hard hit attacks. Battlemaid Sarina (superunique) I'd originally thought to make this enemy out of the playable Dryad, but customizing a Blood Valkyrie design worked out better. She can be found in the Ancestor's Chambers on Dyr Lain, just after the room with the arena. She has an attack buff and hard hit attacks. Radament (superunique) This unique mummy lurks in the caves underneath Khorum. He spawns waves of undead, many of which have their own powerful spells and buffs (some can even summon skeleton of their own). Normally there is nothing but a few scorpions in this cave, but Radament can fill it with skeletons quickly. He also has a damage buff that boosts all his minions. Kujin (boss) Where her homeland is, no one knows. Returning from a raid on the mountain trolls, an Ore-Thag orc raiding party brought back this strange barbarian female. Riding her great raging bull, Kujin dominates the gladiator games in the Ruka arena and litters the floor with bones. She has charge and stomp special moves as well as bleeding hard hits. Thresh Socket (superunique) The only Siege Beast appearing in the mod, Thresh Socket is found in south-east Nor Plat near a cave entrance. Though he has no special abilties he packs a punch and has a lot of hitpoints. Elite Scarab Riders Pesmontis made a new "wasp" skin for elite sand raider scarab riders in the desert. Oblivion Knights These humanoid monsters appear in the latter half of the Cursed Forest, alongside the Living Armor suits. Their appearance is the Diablo 1 version of the enemies. They can use the Barbarian abilities Bash and Stun. Lachdanan (superunique) This golden Oblivion Knight guards the southern path leading to the Field of Eternal Pain. He can use the Barbarian abilities Howl and Concentrate. He can also cast a seeking trap that causes physical damage with a chance for Mortal Wounds (serious open wounds). Nihlathak (boss) This Necromancer is the new antagonist of the quest "The Missing General" in the Blood Forest (formerly it was a run-of-the-mill lich). He can use the Necromancer spells Bone Armor, Bone Spear, and Lower Resist. He can also use a summon undead spell that spawns two elite Flayed Ones (now classified as undead in the mod), and three Ghouls. Diablo (boss) The Lord of Terror will make his debut in v0.4. His lair is in the lava room in the Gyrvim cave system underneath Dyr-Lain. He has several spells at his disposal: a flame nova, a red lightning attack, a freezing touch, a poison root spell, and a fire Area of Effect attack. More creature updates coming soon
  11. It's on my to-do list. But of course I have lots of projects that take up time so I haven't gotten around to it yet. In the meantime, if you download the CM Items Mod you can find stashes with copies of all the new items, but they are all level 150-200.
  12. Mini-set Redesigns Unlike full armor sets, mini-sets are typically 3-5 pieces that aren't focused on any particular aspect. Unfortunately, many are assembled of random mismatched pieces, which I think is a missed opportunity to showcase the standard sets. All random armor, from junk to rare, actually belongs to a visually coherent "set" of armor (such as leather, iron, cloth, etc.). Now the pieces of the mini-sets match each other better. I also changed some unique armor piece designs so they're not shared by set pieces. I know some players choose their armor not just on function but also appearance, so hopefully this will help make the mini-sets more appealing. These changes don't apply retroactively. Only new copies of the items that drop will be changed. So if you already have copies or get them from the downloads section they will still be the old designs. Necromancer 1st pic: Drapes of Catharsis - torso now matches other set pieces 2nd pic: Dreadbringer - complete overhaul, now uses red generic set pieces 3rd pic: Determined Justice - complete overhaul, now uses red chainmail set pieces 4th pic: Bul-Kathos' Verdict - formerly "Kuan's Verdict," leather pieces are now color-matched 5th pic: Insignia of Balefulness - complete overhaul, now uses green magic set pieces
  13. Alright I made Blizzard fx about 40% more transparent, just so I can stop hearing people complain about it.
  14. That is correct. Should be possible. Like a boss mod where each character is one of 7 bosses and their spells are the boss spells. You'd probably have a problem with equipment though, so it would probably just be a novelty thing, not a serious mod. If I wasn't already neck-deep in a big modding project I'd experiment with it. If you want tips I could give a few pointers.
  15. Mini-Set Redesigns: Druid This post will show that I've overhauled the appearance of the mini-sets. Unlike full armor sets, mini-sets are typically 3-5 pieces that aren't focused on any particular aspect. Unfortunately, many are assembled of random mismatched pieces, which I think is a missed opportunity to showcase the standard sets. All random armor, from junk to rare, actually belongs to a visually coherent "set" of armor (such as leather, iron, cloth, etc.). Now the pieces of the mini-sets match each other better. I also changed some unique armor piece designs so they're not shared by set pieces. I know some players choose their armor not just on function but also appearance, so hopefully this will help make the mini-sets more appealing. These changes don't apply retroactively. Only new copies of the items that drop will be changed. So if you already have copies or get them from the downloads section they will still be the old designs. Druid 1st pic: Mavv's Vow - now has a new helmet (no longer named "Winged") that matches the other pieces. 2nd pic: Thraken's Command - still a somewhat random assortment, but better matched visually 3rd pic: Halgrim's Law - complete overhaul, now uses pieces of the green Dragonscale armor from Skyrim.
  16. That probably explains why I've never been able to replicate the bug. I always thought you had to have an enemy target to use the ability. I never thought to use CTRL-click to force the jump. In fact I never use the CTRL key unless playing with a ranged character. I'll have to think about what to do about this.
  17. Ah yes, Smite. It's not stun. It's some kind of freezing problem. I've had this bug report before, but I could never replicate it. What weapon are you using? I once had the same problem with the Temple Guardian's Propelled Levitation in the normal game. It seemed to only happen when I used items with +% Combat Art Range.
  18. It probably does, yes. Unless there's some special hidden thing that makes him immune.
  19. If that's in Thylysium, I think it's because the Inquisition temple is right next door. They have Ker statues in their dungeons. I think it's meant to show the political and theological tensions in the High Elf realm.
  20. I just realized I had the wrong itemtype assigned to The Bloodlord, the vampire superunique at The Last Watch. He currently has the same design as elite vampires, but he's supposed to have his own unique skin. Will be fixed in the next release. I also realized I never mentioned that I replaced the old creature of "The Dream Vampire" quest enemy with the new vampire design, so if you do that quest be prepared to fight a much different and more difficult enemy. I hope to have v0.4 release ready to go in about 2 weeks. It's been quiet with updates, but there are lots of really cool things that have been developed since v0.3 that you will see soon.
  21. D2F Strategies #1: Debuffs part 1 This is a guide to the enemy spells that can debuff you. In this case this means abilities that can literally deactivate your permanent buffs. There are five enemy spells in Diablo 2 Fallen that can remove your permanent buffs. They all have a 50% chance to remove a buff, with the exception of the debuff trap, which has a 100% chance, and Expulse Magic, which depends on your character level vs. the enemy's level. They are only used by elite, superunique, or boss class enemies. Debuff Trap "boss_auge_traps_killbuffs" This trap is only used by the Abishai of Dissension. Like all the Abishai's traps, this trap is not static but seeks you out, so be sure to not let it get under your feet. It causes no damage. See its appearance here (it's the white trap). Ice Chain Lightning "enemy_gen_chainlightning" This is the infamous chain lightning used by the elite Christmas Island Furies and the White Griffin boss. It is also used by the following enemies in D2F: Heirophants (the elite Zakarum mages) Icehawk Riftwing (superunique fury) The Harpy Queen (boss) The Fury Broodmother (boss) Mephisto (boss) Hansi also uses it, but of course he is your ally. It causes ice and physical damage. Remember that since it's a chain lightning attack, it can bounce to your friends and minions (85% chance). This also means even if the enemy targets your allies instead of you, it can still bounce to you and deactivate your buffs. Black Curse "enemy_verderbensfluch" I made this enemy spell just for the mod. It has a weakening effect (lowers your attributes), reduces your physical armor, and penalizes your attack speed. It can also deactivate your buffs. It causes no damage. It is used by: Elite Jungle Fiends (flying demons) High Priest Hessus (elite high elf priest, Barbarian class quest) Registrar (elite high elf, Necromancer class quest) Witch Doctor Endugu (superunique) Achmel the Cursed (superunique) Ancient Kaa the Soulless (superunique) Father Dagon (boss, Shadow path only) Lower Resist "enemy_loweresist" This curse is only used by two enemies: Nihlathak the Necromancer, in the Blood Forest and the demon boss Baal (both coming in v0.4). It increases your sensitivity to poison, magic, fire and ice damage types and can deactivate your buffs. It also causes light poison DOT. Expulse Magic "enemy_area_bannkreis" This CA works a little differently than the others, because of its "spell-banishing potential" property that is dependant on the enemy's level vs. your character level. You can read more about the mechanics of the spell in the Wiki's Expulse Magic Guide. Enemies high above your own level will likely remove your buffs with Expulse Magic, while enemies at your level or lower will have a hard time doing so. The enemies that can use Expulse Magic are: Haenir (Thraconian boss) Walther (Yeti Mage boss) The Guardian (Yeti Chieftain boss) Sinister Prince (Mummy boss in the Swamp) Resisting Being De-Buffed These are the areas where you need to be on high alert to make sure you don't lose your buffs: Northland, SouthEastern Tyr Lysia, Ciria Delith (Jungle), Northern Dyr Lain, Last half of Cursed Forest If you find yourself having trouble recasting your buffs in combat, consider fighting on your special mount. Many casting animations in D2F are significantly faster when mounted than when on foot. Having a mount will also provide an extra buffer in case you are fatally wounded, because the mount will die first, saving you and giving you extra time to heal or teleport. Willpower and Spell Resistance don't help against having your buffs deactivated. The best way to resist having your buffs stripped is to stack as much Chance to Block/Reflect Combat Arts as possible. This modifier appears on tons of gear, like armor, shields and the CM Patch Sigils. Socketing Sorceress runes from the Lightning Spells aspect will also boost your chance to block spells. Some buffs will also provide you with Chance to Block/Reflect Combat Arts: Paladin: Thorns (can reflect spells if bronze mod "Witch Hunter" is taken) Holy Shield (can block spells if gold mod "Ward" is taken) Necromancer: Iron Maiden (can reflect spells if bronze mod "Spellshield" is taken)Sorceress: Energy Shield (can reflect spells if bronze and/or gold mod(s) "Spellshield" is taken)Barbarian: Iron Skin (can block spells if bronze mod "Ward" is taken)Druid: Cyclone Armor (can block spells by default, can be increased by silver mod "Ward")Divine Gift: Salvation. Helgrotha's divine gift has a very high chance to reflect enemy spells. The exception here is enemies that use Expulse Magic, against which Block/Reflect Spells is no good. There are two ways to deal with this. One is to simply move out of the area of effect. The second is to use Philios's divine gift Redemption. It is hundreds of times more powerful than the Expulse Magic used by enemies, so it will always win and banish the enemy's circle. Redemption is also an excellent way to protect against the other de-buffing spells, as it has a very high Block Chance: Combat Arts property for those few spells that aren't banished. Turning the tables: Removing Enemy Buffs Four of the characters have combat arts which can strip enemies of their buffs. This can be a tremendous advantage, as enemies are generally much better buffed in D2F. These combat arts all have a 100% chance to debuff enemies (unless they are blocked/reflected/banished). Paladin: Fist of the Heavens (requires gold mod "Neutralize") Conviction (requires gold mod "Nullify") Necromancer: Lower Resist (requires gold mod "Dispel") Skeletal Mage (can cast blue lightning strike if the gold mod "Master Conjurer" is taken) Barbarian: Grim WardAssassin: Mind Blast (requires gold mod "Vitiate") Fire Blast (requires gold mod "Disable") Divine Gift: Redemption (Light Path characters only). As a gigantic super-powered Expulse Magic circle, Philios's divine gift will deactivate the buffs of any enemy caught within it.
  22. Yep, that's a 2h Energy Weapon. Only Inquisitor, Seraphim and Shadow Warrior can use them. Also, don't use the Wiki to look up unique weapons, because too much has changed. Use the Visual Guide to D2F Unique Weapons that I posted.
  23. The Sorceress/High Elf can use both, and always has been able to. Are you sure you're not trying to equip a 2h Energy Weapon? Sometimes they have names with the word "staff."
  24. If you got the link from this page then there shouldn't be any virus. Maybe your anti-virus blocked the CM Patch installer from updating as it was supposed to. I wish you hadn't deleted any files from your installation. You should probably uninstall and reinstall. Then when you go install the CM Patch disable your anti-virus software beforehand.
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