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Flix

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Everything posted by Flix

  1. Point rewards like that only appear after you save and reload your character. It's just the way the game works.
  2. Well it was just a youtube issue. Given the speed with which my comments disappeared from multiple videos it was probably posting a link that triggered an auto-spam filter.
  3. Just curious do you have a version of surface text done? Or is this the mod patch you were trying to get Wardust to sign off on? I wanted to give it some time before I jumped into it. Some mod authors have been very open to me making patches and updates, but others have been very adamant I stay away from their things.
  4. I love doing quests. For a long time it was the main thing keeping me interesting in playing and replaying Sacred 2. It felt like I was accomplishing things and not just grinding. As I understand it, you get good chances for set and unique items as quest rewards, not to mention the XP and gold rewards. You also get a better taste for the "soul" of Sacred 2, all the little dialogues and quirks and interesting bits that pop up in side quests. Yes, many are forgettable "kill 10 wolves and bring me the hides" carbon copy quests, but hidden among those quests are some real fun gems, especially the various chain quests, because you can tell they put some more time and effort into making them. The only drawback I can think of is that you might wind up staying in one difficulty level for "too long" meaning you hit the difficulty level cap because you leveled up so much from staying so long. However this is only likely in Bronze and Silver since the level caps in higher difficulties are so high and XP gain slows down. So, I say, quest away. Quest I would always do no matter what: Main Quest, Character Class Quests, and almost every Chain Quest (there is a list here).
  5. If you could identify the appropriate texture file, you might be able to just replace the texture with a blank or invisible one as an override in your pak folder. I've been sifting through all the effects for a long time, and there's a lot of different flames and fire. I guess I could check and see if any of them are for the weapon fx and let you know. It's not really a priority for me though.
  6. I blame the leg pieces that leave his thighs bare. Any other leg pieces, and that waist wouldn't look so silly like in the pic.
  7. Great news! The download link is now updated so you can now play Llama's CM Patch Mod with the new CM Patch 1.50. Fans of the Temple Guardian and the Dragon Mage will definitely want to give this one a try.
  8. Balance.txt is identical from 1.40 to 1.50. No changes there. Drop.txt had a bunch of new items added of course, because of the CM Items Mod. But drop probabilities of old items weren't changed. If anything you're less likely to find old uniques or sets, because the pool of such items is much bigger. My suspicion is people are seeing patterns where the game's drop rates are actually random. Particularly because the two people who are speaking up about it have opposite results: one is complaining about finding no good items anymore (after being used to a modded game I might add), and the other is saying good items are too plentiful.
  9. Yeah, it's fantastic work but Wardust will not win an award for the way he packaged his mod. One good thing to understand is when you put files in a loose folder in pak they will override the same files in the compressed archives. So don't go into the compressed folders and start replacing files (ever!). All the textures just go in loose folders. Most of the archives from the mod have a folder called "mq" in them. You'll want to extract them into the pak folder, so it's like "Sacred 2 Gold/pak/mq". There's also a loose "heroes" folder that needs to be put inside "mq/maps". So all the textures will be organized in sub-folders within "mq". Then there are some other folders (creatures, data, models, hq) that also go directly in pak (I don't like most of those changes so I don't use them though). I'd encourage you to explore the files a little bit and see what changes you like. It can be installed in parts. My other complaint is that he uploaded way too many files that he didn't even change at all, bloating the size of the mod. The mod could probably be 1/2 the size. This includes a ton of textures but also the scripts folder. Don't use those scripts at all - they are all CM 1.40. He included his entire scripts folder when all you really need is surface.txt to get the full features of the mod. I'm hoping to get a response from Wardust soon about updating but if not I'll probably make a patch for surface.txt and upload it.
  10. Just don't use the scripts from the mod (none of them!). For some reason Wardust uploaded his entire scripts folder, even though he only changed surface.txt for the mod. The textures should still work just fine with the new CM Patch. So basically 90% of the mod should still function. The changes to surface.txt from the mod need to be copied over into the new CM Patch surface txt.
  11. This week Llama graciously gave me permission to update this mod for the new CM Patch 1.50. Hopefully I will get that done in the next few days and then he or I will upload it so players can still enjoy this great mod.
  12. Wardust do you have any plans to update this mod for CM Patch 1.50? If not do you mind if I release a small patch that will update the mod? Looking through the files, I think all that needs to be updated is surface.txt for the mod to fully work.
  13. Just wanted to post a little update about using this mod with the new CM Patch 1.50. Balance.txt, spawn.txt, and spells.txt are unchanged from CM 1.40 -> 1.50, so there's no conflicts there. However, creatures.txt was changed from CM 1.40 -> 1.50. So if you install the Survival Mod on top of CM Patch 1.50 you will lose a few of the new (minor) CM changes to creatures.txt, mainly the change of the boss Haenir from a Yeti to a human. Otherwise the mod is actually perfectly playable and safe to install without breaking anything. However uninstalling the mod using the uninstaller provided with the mod will revert the files to 1.40 (again not an issue for 3 of the 4 files in question since they're identical), but you'll end up with an outdated creatures.txt after uninstall. So it might be best to backup your vanilla creatures.txt manually and then replace it yourself after using the Survival Mod uninstaller. ============================================ Steinerrr I hope you'll consider updating the mod for CM 1.50 and maybe releasing a version of this mod that works with the Generic Mod Enabler (or giving me permission to package it). It could make managing compatibility with other mods a lot easier for players and other modders.
  14. Welcome aboard. We hoard all kinds of knowledge and goodies and other downloads here to share with the world.
  15. I've got the pumpkin year-round, time to swtich it up. I've got a scary Temple Guardian instead for Halloween. By the way, I LOVE this Halloween forum skin.
  16. Why I did of course! Thank you. Many were adapted from other games (such as Guild Wars 2, Diablo 3, Divinity 2, Dragon Age, Heretic Kingdoms). Some others are designed from very large pictures that I scaled down (like Destroyer and Protector), and some I painstakingly created using multiple elements (the combo icons for example, and Twisted Curse and Shivering Miasma). For the classic icons I mostly just edited existing Sacred 2 icons. I also used two by Llama, two from Sacred 1, and two adapted from large Sacred 2 renders.
  17. I'm about to go to sleep for like a day. zzzzzzz That's my Halloween costume. I'm going as SX255.
  18. Sorry it only works with expansion + community patch. I think technically you could translate it regardless of whether you can use the mod, but I wouldn't ask you to do that if you could never play it. ================================================ Well the latest version is live! The first post in this thread is updated with all the changes I've made over the last few months. Thanks to everyone who gave feedback. And thanks SX255 for that Deathly Spears icon. Here are some of the most recent changes I've made but have not yet discussed: - Dragon's Wrath now has a sustained visual effect. I think temp buffs should have them so the player knows when they've expired. Plus it looks cool. - Venomous Entrapment, the new Dryad trap, now seeks enemies. The Abishai has a special kind of trap that slowly chases you down and tries to get under you. I thought it would enhance my new combat art to use this class of trap instead of the non-moving trap. - The classic icons package is included in v1.0 as promised. Most icons are of course unchanged. Where combat arts were moved/replaced for the mod, the new icons are designed to fit in with the vanilla ones:
  19. Alright guys the new version of Enhanced Spells is live! Version 1.0 is uploaded to the DarkMatters Downloads section. The first post in this thread has been updated with the latest instructions and info. Download the latest version and check out the first post in the Enhanced Spells Development Thread which has been updated to reflect all the latest enhancements. Here is the changelog: Enhanced Spells Changelog 0.1 beta >> 1.0 Shivering Miasma now inflicts ice damage. Dragon's Wrath now has sustained visual effect. The Sublime Guardian now has full gear starting at level 1, and can cast Instill Belief on enemies. Fixed Draconic Ally being exceptionally underpowered - now has more life and damage. Removed the meteor spell to prevent being overpowered. Labyrinthine Warlord and Priestess of Doom summons are now permanent buffs. Fixed Dragon Berserk, Lacerate, and Blood Frenzy being overpowered at low levels. Enemies are less likely to kill friendly NPC's and mounts when hurled into them by the player (but this can still happen). Mounts won't truly die (they will be alive on reload) but certain NPC's can die. Fixed Labyrinthine Warlord having the wrong aspect focus assigned. Fixed Thaumaturgic Nova from having Draconicon sound when the High Elf is mounted. Lowered regeneration time for Positronic Overload. Harbinger of Death is more powerful (beware when she turns on you). Lowered the durations of most 90-second temporary buffs to avoid being overpowered. Labyrinthine Warlord and Sentinel Construct have new skins. The Construct and the Priestess of Doom are slightly shorter. The Sentinel Construct now has a modification that lowers the Temple Guardian's regeneration times. The modification that summons a third Protector is changed to one that lowers the regen penalty from the buff. Inexorable Subjugation now has "Minion Lifetime" text in the tooltip. Horse Combat Arts Leap, Charge, and Rear Up have been enhanced and powered-up. Made Venomous Entrapment seek enemies instead of being static. Stats adjusted to compensate. Included classic spell icons package. Rune icons tweaked. Huge thanks to desm for translating the French version.
  20. Ok now I understand. What you wanted me to do was make the buff reactivate when dismounting a Horse. There's something you need to know about Sacred 2: when any character mounts a Horse (a regular horse) they can no longer use any of their normal combat arts, including buffs. Buffs are deactivated and you get a new set of Horse combat arts. This is why most people prefer to ride the special mounts: you can still use your buffs and combat arts. So almost no players choose to ride a horse. For the next version of this mod, I tried to make the Horse combat arts more exciting, so maybe more people would think about riding horses. But I can't change the way buffs are deactivated, and I can't make them automatically reactivate when dismounting, sorry.
  21. I guess I don't understand you. The Draconic Ally buff does not deactivate when you mount the Draconicon. No buffs do. It's just as I said in post #9. It's not an issue.
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