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jwiz

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Posts posted by jwiz

  1. 3 hours ago, Flix said:

    Think of a mount like an item that the player equips.  Items can't grant active auras.  I could add chance for weaken, chance for fear, etc. but they would apply the same as any other item modifier, at best.  Some modifiers just don't work at all

     

    Yeah, I thought as much but had hoped that the mounts had been implemented somewhat different,

    I'd love to see enemy_hurl on them too, but obviously even a collision detection does not exist with them.

  2. 9 hours ago, Flix said:

    ...

    Is there any interest in making the Shadow Warrior's Labyrinthine Warlord and/or the Dryad's Priestess of Doom upgradeable, the way that Sublime Guardian or Battle Daemon are?  The idea is you would choose between two gold modifications, one transforming it, for example, into a magic-damage themed monster, and another into a fire-themed one.  They would have different appearances and different special moves.

    I won't be able to answer that as I hardly play the SW at all. Maybe Roderick can.

     

    But one other thing crossed my mind while perusing a certain doc.

    Would it be possible to bestow some mild aura chance upon the special mounts, like I.e weaken on the monitor, poison on the spider or fear on the hellhound, etc. that adds to the rider?

     

    • Like! 1
  3. 5 hours ago, Flix said:

    ...

    To balance the extra set bonus (and the overall power of these sets), I made some adjustments to the drops.  Previously they dropped from level 20+, in Bronze or higher.  In 3.0 the Mutation sets will only drop from level 70+, in Gold difficulty or higher.

    Why not 60+ in Gold diff?

  4. 2 hours ago, Lindor said:

    HEy people, hi Flix:),

    I have a bug report and two suggestions regarding the ogre knuckle:

    When I first read about your idea it immediately made me wanna test it, so I force-dropped both the unique and rare ogre knuckle via modding the inquisitor starting drop quest reward.

     

    First the bug report:

    If I read the gamefiles correctly the rare one should have Opponent's Armor Physical and Open Wounds and indeed it was all fine, but the unique one should have Serious Open Wounds and Physical Damage % (Multiplication, not Conversion), now this didn't work, the item only had one modifier on it, namely the physical damage %. Since it might have been a simple display error and the bonus might have been there but just not showing, I tested that further by socketing the item into a dagger and equipping, no appearence of the serious open wounds modifier under the sigma sign. Keep in mind that I only tried it with level 1 items yet.

     

     

      Reveal hidden contents

    msgPkIp.jpg

    or something completely different, sometimes it's fun to be surprised:)

    They do drop as rare and unique as described.

    I had them on my Drayd and Seraphim.

    The only minor gripe I'm having with them is that I'd rather see them drop as ratchets or sprockets from mechanoids line the TG, Kral, the Guardians or from traps.

    Seems to me to be more in line with their bleeding dot damage.

  5. 1 hour ago, Androdion said:

    Oh I didn't know that obstacles were unaccounted. So the fact that it insta-hits means that it hits no matter what's in the way? Yeah, kind of seems like a bit of an exploit when you put it like that.

    Is there a way to make the projectile emulate the "insta-hit" effect as close as possible while accounting for obstacles? I.e. some way that the time of flight of the projectile can be reduced to a minimum, as to retain its "regional flavour", while making it prone to control via range and obstacles.

    To my best knowlegde blowpipes are blocked by much the same world objects as are arrows, except that they follow no trajectory.

    You can test that be putting some LL on a blowpipe and see what gets hit and what not.

    I'm not sure though if the defense against ranged attacks works properly on them.

     

  6. 8 hours ago, Androdion said:

    Why? Blowpipes are one of those "regional taste" thingies in Sacred 2, considering that they're a class-specific weapon and only Dryads can wield them, as much as only Shadow Warriors can wield many 2 handed hammers and swords. It's a differentiating factor in the game, class-wise, so I don't see why it needs revision in its behaviour.

    Well yes, oth projectile mods like piercing would finally be viable with blowpipes.

  7. Difficult to give you an example of a thing that doesn't happen, but it happens with any starter char upon travelling from the multiplayer island to Sloeford.

    You arrive there, get a visual notification that the quest was updated (you can also see the updated marked on the map) but the audio file of what to do next never plays.

     

  8. 12 hours ago, dimitrius154 said:

    No visible text, but if you look up the phrases, they're all present. The voiceover function has a particular check for that.

    I've found that out while restoring human slaves' gossip in Tyr Lysia.

    Dang!

    Seems that Dmitriy got it right.

    While with the new s2rw the hashes and CRCs are now generated as supposed to be, the seraphim still remains silent.

     

    P.S.:

    would the above be the reason why the first hero sound file (aka. arrival at Sloeford and talk to village elder / inquisition officer) never plays out in multiplayer, or was that omitted on purpose?

     

  9. Hmm, I'm still struggling with getting hashes and CRCs from s2rw.

    If I create a LokaIDs.txt with:

    quest_1061_target_accomplished
    quest_1545_voice_start_se

    which is the seraphim startquest and the 1st followup quest, then I get the output from "Hash All" as:

    3693350618    quest_1061_target_accomplished
    2079982329    quest_1545_voice_start_se

     

    I dont know if that's a hash or the CRC.

    Anyways, if I use them in the sooundprofiles.txt to connect them to a desired sound resource and try in game, the Seraphim still remains silent.

    What am I missing?

  10. 1 hour ago, Flix said:

    ...  Bows I always found excruciating to use until mid-to-high levels because of low damage, long animations, and the travel time of the arrow. 
     

    Yeah, you're right about the low level long bows. They are slow and underpowered.

    I dont find the short bows to be that bad in comparison, but they fall behind when compared to the blow guns with the the insta hit.

     

  11. I have now 'badaligned' most of the trivia sound files for the Shadow Seraphim, so it's time to move on to the difficult one, I.e. recreating sound events for the main shadow quest line.

    For that I would have to use the S2rw tool as Flix said earlier and get the quest giver IDs to create the hashes I need to connect them with resources from the (seraphim) sound pool.

    Now, how to I obtain the quest giver IDs?

    Do I need to slog through the quests.txt for them and look for quests with the  'ismainquest' flag set?

    From looking there I suppose that would be the quests that go by the names:  "M_SE_1a_B_xxx", "M_SE_1b_B_xxx" etc.

    1a, 1b, etc. being the chapter names of the main quest line.

    How would I distinguish between alignment? Does M_SE_1a_B_xxx = stand for (B)ad and M_SE_1a_G_xxx for (G)ood?

    What Id would I be looking for: the quest ID or the quest giver taskcreature ID (Isuppose the latter)?

    Any help welcome!

    TIA

     

  12. 31 minutes ago, Flix said:

    For example, take the Dragon Mage:

        event1286 = { event = "SHOUT_DEATH_BADALIGN", resource = 213895 };
        event1287 = { event = "SHOUT_DEATH", resource = 213896 };

    The first plays if he is Shadow Path, the second for Light Path.

    Yes, but that's because the DM and other chars (except the seraphim/Inquisitor) have different sound files for light/shadow path.

    For the shadow Seraphim I'm just using this mechanic to swap the ambient and contextually fitting sound files to BADALIGN so that they trigger with a shadow seraphim.

    I can't do new sound files for her shadow path.

    Well, I might tweak the Seraphim sound files a little in some future to get a more sinister sounding voice, but that's all I can manage.

     

    31 minutes ago, Flix said:

    Well this would be true for the 5 characters who can choose between Light and Shadow.  But the game chooses generic soundresources based on the alignment chosen at character creation.

    How were you able to choose Shadow path at character creation for the Seraphim?

     

     

    It can't be done in the game alone, that's true.

    But there basically 2 ways:

    a) Start a Multiplayer char and trigger the campaign by travelling to Sloeford market place.

    Dont do anything there just save and exit . Then flip the alignment of the save file to Shadow with the char editor, start the game again (you'll still be on the Multiplayer island), travel to Sloeford again and you will be able to continue with the Shadow campaign from there..

    b) Start a Singleplayer char, get her to Sloeford market place to trigger the campaign start.

    Again, dont do or save anything, just run over to the Ancaria Airline travel agent a take the trip. Thus you'll unlock the multiplayer island.

    Once back in Sloeford, hand in the quest, then save save and exit.

    Then flip the alignment with the char editor and just as under a)  you can then travel from the multiplayer island to Sloeford market place and continue with the Shadow campaign from there.

    Basically, you are now doing the multiplayer campain in the singleplayer mode and the Seraphim char quest line as well.

    Have fun.

     

  13. From digging deeper into soundprofiles and soundresources I learned that its easier than tought, but al ot of footwork to do.

    Basically, what you have in soundprofiles is two different event types for the player heroes regarding his/her alignment:

    $EVENT and $EVENT_BADALIGN

    So, if you change an event for 'Hero Seraphim', let's say SHOUT_ATTACK into SHOUT_ATTACK_BADALIGN, that event (aka. soundfile) gets triggered when playing the shadow campaign.

    Thus you can even decide which soundfiles you want to hear in the campaign by filtering out (aka. not changing) the more unfit replies, I.e. the ones that refer to fulfilling the gods duty, etc.

    Fairly basic, but quite tedious to do.

  14. 23 minutes ago, Flix said:

    I moved all the relevant posts to this topic, to keep them all together.

    I'll have to think about your dilemma. For 5 of the 7 characters there are Light / Shadow sets for almost all player speech.  The game selects which set to use based on the alignment selected in character creation.

    Yeah, that was what I was thinking all along, but exactly how would the game distinguish the sound files based on the alignment?

    I mean, if the sound resources were somehow pooled I could understand how the game draws from one pool instead of the other, but they seem to be just in a serial order, so there the must be some other mechanism, I guess, that lets the game decide when to play which sound.

    And also some of the 'light' campaign sounds are playing, while most others do not, which is odd and maked me kind of wonder if the alignment flag really has anything to do with it at all.

    Thanks anyway, for putting some of your brainpower into this.

  15.  

    Thanks, the noS2 dummy file did the job.

    Did a quick decode/encode of the global.res and started the game with it. Everything's fine so far.

    But as to the Shadow Seraphim, I may have bitten off more than I can chew.

    I was under the impression that I could do a quick and dirty linking of some of her more 'fitting' replies to the main quests and for getting new quests (getnq), but after doing a couple of levels with her, it seems that she does not to use any of her speech files, except the ones of speech/se/enemyhitme..., I.e. when she gets hit.

    She doesn't babble, issue battlecries, use speech when attacking enemies or casting spells, etc., which I find a bit odd, why would she only speak when she gets hit?

    As it is now, it seems to me that I would have to do a completely new 'speech' sound profile for every speech file of her, or is there an easier way?

     

  16. 1 minute ago, Flix said:

    Make sure all the S2rw files are present in the game's System folder.  Then make a dummy file (with no file extension) named: nos2.

    It should run then.  In order to get the CRC values you will have to make use of the tool's "Hash All" button.  To do this, make a .txt file in the same directory named: LokaIDs.txt.  Fill the file with all the desired Loka-IDs, for example this is a recent batch I did:

    QUEST_10029_GIVER_START
    QUEST_10030_GIVER_START
    QUEST_10031_GIVER_START
    QUEST_10032_GIVER_START
    QUEST_10033_GIVER_START
    QUEST_10034_GIVER_START
    QUEST_10035_GIVER_START
    QUEST_10036_GIVER_START
     

    Save the file and then use the "Hash All" button in s2rw.  It will generate a new text file titled: hashes_LokaIDs.txt.  In this file you will see three columns:

    
    1716055430	240763375	QUEST_10029_GIVER_START
    2508120046	348334705	QUEST_10030_GIVER_START
    1896269615	-917113868	QUEST_10031_GIVER_START
    1284419184	1956618042	QUEST_10032_GIVER_START
    0672568753	-1459009857	QUEST_10033_GIVER_START
    0060718322	-730185497	QUEST_10034_GIVER_START
    3743835187	166500706	QUEST_10035_GIVER_START
    3131984756	-1272515156	QUEST_10036_GIVER_START

     

    Thanks a heap!  @Flix

  17. 3 hours ago, jwiz said:

    ...

    From looking into the soundprofiles I gathered pretty much that, but sadly I can't do it, as I lack the global.res editor, which does not seem to be available.

     

    Scratch that, I've found a working link to the Google drive upload in the forums.

    P.S.:

    Could someone with a Win7 install pls. tell me the registry path of the Installation, so I could clone it there?

    Seems the tool is unable to find the Win10 install under HKLM\Software\WOW6432Node

    TIA

  18. 8 hours ago, Flix said:

    Each PC voiced line in the main quest is considered a separate "event" by soundprofile.txt.  For example under profilename  = "Hero Seraphim", you will see:

    event969 = { event = "TALK", id = "2075870097", resource = 211976 };

    The "id" is a CRC value that you can generate by plugging the appropriate Loka-ID for the quest stage into s2rw.exe.  Then you can choose the appropriate resource in soundresources.txt to play when that event triggers.

    In your case the Seraphim is silent because there are no soundprofile lines defined for her when she participates in the Shadow main quest.

    Many thanks @Fiix.

    So the event numbering is arbitrary and the resources are locked into place by the id number.

    Seems pretty straightforward,

    From looking into the soundprofiles I gathered pretty much that, but sadly I can't do it, as I lack the global.res editor, which does not seem to be available.

     

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