Jump to content

Flix

FDM Moderator
  • Posts

    6,712
  • Joined

  • Last visited

  • Days Won

    838

Everything posted by Flix

  1. Ok as you can see by looking at the first post in this thread, the CM Items Mod is updated again on DarkMatters. The CM Patch 1.50 now contains the complete Item Mod 1.2, so it's no longer necessary to download the Items Mod and install it separately if you have the latest CM Patch. The download is now a small hotfix that goes on top of the CM Patch that restores some weapon designs and fixes a small texture problem. It's optional but recommended to get the most out of the mod.
  2. If you click the link I gave you, you will see that in the first post there are links to all the posts where I give all the names, lore, and stats for all the new items. =============================== Just wanted to say that I just did a clean install of the GOG Sacred 2 Gold and the new CM Patch 1.50 installed without a hitch. Now I can get started on some more fun work building mods on top of it.
  3. This is a big week for the Community Items Mod. Yesterday we had the release of the Community Patch v1.50, which now includes the whole of the Items Mod! That's right, now if you have the latest CM Patch you no longer need to download the Items Mod 1.2. Huge thanks to Marcus and Czevak for agreeing to add in the mod to their project and making it happen (pretty painlessly). There IS one thing I want to note though. The new items developed from Torchlight and Titan Quest had their models changed for the CM Patch (for copyright reasons). So you will still have the items under CM Patch 1.50, but you may notice the designs are changed. So I'm releasing a small patch to restore the intended designs for these items. The patch also fixes a texture issue I just noticed with some new High Elf armor. Item Mod 1.2a Hotfix This is a small mod that is designed to be installed on top of Sacred 2 Gold + CM Patch 1.50. Features: 1) The mod restores some item designs that were present in the CM Items Mod 1.2 but were removed for copyright reasons when the mod was integrated into the CM Patch. This mod restores their unique designs. Without this mod the items will use generic item models from Sacred 2 (but will still function). The items are: Torch of Light Axe-Bot 2525 Forgotten Technology Spear of the Dryads The Catalyst The Iron Knight Earthshaker Soulflay Fork 2) The mod also contains a hotfix for an issue with the leg armor of the new Frozen Gems set, which flash and glow due to a script error. The error is corrected with this mod. Installation: 1) It's always best to install Sacred 2 mods with the Generic Mod Enabler (GME). It can save a lot of headaches and frustration. Get it free at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml 2) Install the GME into your Sacred 2 root folder and run it once. 3) Place the "Item Mod 1.2a Hotfix" folder into the MODS folder created by the GME. 4) Use the GME to activate this mod. Item Mod 1.2a Hotfix Download This means the Item Mod 1.2 DarkMatters downloads are now outdated. I'll update the DM download soon so that it's just the hotfix. If we ever update to 1.3 or beyond of course it will be updated on there as well.
  4. Actually with the CM Patch you should no longer be able to outlevel enemies. In the vanilla game enemies have level caps by region. With the CM Patch those caps are removed.
  5. It unlocks several unfinished items that were in the game files but were deactivated. There are also new sets and uniques made to fill some of the gaps in gameplay (for example, there are no dual wielding sets). http://darkmatters.org/forums/index.php?/topic/21671-new-uniques-and-legendaries-brainstorming/
  6. It's not hard to update most mods when a new CM Patch is released, it's just most mod authors are long gone because it's been years in between CM Patch releases. I'm planning to update most if not all of the major mods once I'm sure the current CM Patch is stable. What bothers me is all the reports of people saying they tried to install the new CM Patch 1.50 over a clean Sacred 2 install and it didn't work. That's what I'm going to have to do to get everything straight and I don't want to if the current installer isn't working properly.
  7. No don't worry about your characters being broken. And please stop speculating if you don't know. Characters can move between patches. The main things that may be broken is quest progress if you're playing quests that were changed with the CM Patch. Otherwise you should be fine. But yes, always back up your characters.
  8. My friend, you have no idea. XD. I'm going to have to reinstall everything because I've modded my game so severely. And I need to build my new mods from this latest patch, so I've got an interesting few days ahead of me.
  9. Congrats on the latest release! And thanks for continuing to update this awesome project. People, prepare for a wave of mods updated for the new CM Patch.
  10. Over a thousand lines for each character. Ironwill is just hitting the high points I think with this project.
  11. Thanks a lot. I'd appreciate it if everyone would post as much feedback as possible. I've said as much all along. If something is severely throwing off the balance of the game I'll consider it an issue that needs to be fixed. I didn't change the amount of damage done by the skeletons from Nether Allegiance. :/ There is an extra skeleton to start with though. Maybe that's what he meant. The minotaur seems well balanced to me. I've played with him for a long time. To be honest, I expected lots of comments about how the temporary buffs last too long now, so this feedback comes as no surprise. I'll think about making the duration of Killing Spree and Rousing Command 45 seconds. When it comes to temporary buffs I'd usually rather decrease the power than the duration though. I HATE recasting buffs all the time.
  12. The skill Divine Devotion is often considered useless. It is never included in any guides for any builds. I want the god spells to become extremely powerful with investment in the skill, to make it more attractive to players. Anyone who wants to translate the mod is welcome to it. I can post the altered global texts file for translation.
  13. Hi desm thanks for checking out the mod. If you scroll down toward the bottom of the first post you can see the changes I made to the Divine Gifts.
  14. Click on your mount's icon and your characters whistles for the mount. It will run over to you or magically appear if it's far enough away. But it seems like you already knew that since you mentioned them in your first post. What's going on in your picture? You're underground mounted on the Hellhound, but your caption says the mount wouldn't come when called and died from enemies? I'm not surprised the whistle didn't work while underground, you're not supposed to have mounts underground, though of course you can if you save while underground and reload. Did it die while you were mounted or when it was on its own?
  15. For all its changes, this is a small mod that only alters a few scripts: balance.txt creatures.txt spawn.txt spells.txt Therefore it's completely compatible with the CM Items Mod. Installation order does not matter either. That might change when the new CM Patch 1.50 is released soon. This mod may have to be updated.
  16. I am laughing because I should have found that but I didn't! I thought it might be Spawn_FactorPM but that turned out to be something else. Thanks! Yeah, I left a nice comment in the Elite Fighter thread a while back because it seemed pretty cool at first but champions were too powerful. That makes me more excited to try adding this mod to my game.
  17. Whoa awesome! Thanks for making this. I've always wanted to do something to make the difficulty of champion and Boss enemies feel more "dangerous" but I never knew quite how I wanted to do that. I tried Moony's Challenge Mod but it added a zillion more enemies and packs of bosses which was kind of insane. I also tested Elite Figher: T-Invasion and instantly got 1-shotted by a random zombie. It didn't feel quite right. Can you perhaps tell me how you reduced the respawn rate? This has always been a HUGE pet-peeve of mine with the Sacred series, that enemies respawn far too fast. I figured out how to alter the spawn count but not the rate.
  18. I'm sure you've moved on but I'd like to thank you for making this post anyway, since I'm struggling with some of the same questions, and I think you just explained how missile_adapt works to me. I still don't understand missile_count very either sadly.
  19. Thanks man, I love my music mod probably more than anything else, since the background music affects the whole experience of the game. ==================================== I added a little note to the install instructions about disabling the battle music in options.txt. The easiest way is just to edit options.txt, search for the line "volume_group02" and change the value to 0. This will let you hear more of the new music instead of the repetitive battle music.
  20. it will be done Edit:After checking the pages I linked,I found out Sacred_2:Animal and Sacred_2:Orc pages need urgent help,they both seemed to have very limited information It can get a little confusing with the page names. They're not always intuitive. The animal quotes most likely apply to Wild Animals. The page for Orc enemies is actually Orcs.
  21. The main point that should be made clear is that random shields, whether bought or found, have no names and are not in the download section. However many uniques share models with random items. They were kind of lazy in making uniques look unique sometimes. So that second shield design is used for the Unyielding Wall as well as random shields. Look at this page and you will see what shields are random (the small thumbnails) and which shields are unique (list of links) and are therefore in the download section. Unique items should have a download button on their item page.
  22. I think you should definitely do the "cancel my idle" quotes. These are some of the funniest ones, because the character usually talks directly to you.
  23. Great start with the Shadow Warrior. 17 down, 988 to go. Although it will probably be less than that since a lot of regional quotes aren't active in-game, and some are just "ahhh" and "ow" and "raaah!"
  24. Dudes, this has been answered like 100 times in the last few months. There is only one program that edits global.res, and it was developed internally by and for the CM Patch Team.
×
×
  • Create New...
Please Sign In or Sign Up