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Sacred Game Modder
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Everything posted by RetsReds

  1. Hey, Narjnaar, here's an easy way to change the look of a buff (or any spell, really) without having to turn off the buff display from the options menu: You can change the Bark animation to anything - I've changed it to the Inquisitor's Reversed Polarity animation on one character and to the Sinister Predator animation on another character. This way you can still see the cool-looking Sinister predator buff without having to suffer the ugly Bark animation. The process is quick and simple, just read through that thread. And remember to back-up your spells.txt file before tweaking it,
  2. The icon doesn't seem like a problem but changing the CA/mods description would be nice. What is this global.res and where is it?
  3. Awesome, thanks. I hoped that just tinkering with spells.txt would be enough but had to check if there isn't anything else I'd need to do. I'm glad there isn't.
  4. So, this is probably way above my skill set but I'd be remiss if I didn't ask - how complicated is it to mod/replace combat arts? Say, something simple like replacing a seraphim's Soul Hammer with Demonic Blow - how complicated would that be? The animation can remain the same, as well as the sound effect - it'd just be a matter of tweaking some numbers and lines in one/several text docs, right? It'd be awesome if someone could give me some pointers.
  5. I see. Ok, thanks for the quick answer.
  6. Hey, Dmitriy. About that invisibility bug - is the fix overly complicated? Can a dummy like me fix it on their own local computer? I'm playing with the CM patch only and I'd like to use both CS and the SS invisibility but the bug's annoying. If the fix is a matter of just changing a couple of lines of notepad code, can you walk me through it? If it's more complicated than that, then nevermind.
  7. Huh. I feel like I've tried to leap out of roots hundreds if not thousands of times and it has never worked. The horse does "teleport" to the chosen location but it doesn't "leap" and the roots always remain active after the "teleport/leap". What am I missing? I'm maxing out riding on all horse-using characters...
  8. Are these available in a separate mod? I like the idea of a physical-based socketable for one of my current characters.
  9. Hey again. I'm wondering, how can I add a "break roots" effect to the horses' Leap CA? I'm guessing I just need to add a line in spells.txt but I'm not sure what and where.
  10. I see. So, I switched the three "sophia armor" files with the invisible textures and that indeed made the wings invisible.... as well as the entire rest of the sophia set. Ok, this problem is beyond me. I'll add a Read-me note in my zip to alert people about it. Thanks!
  11. I finally stumbled upon a set of wings I haven't managed to change - the Impressions of Sophia wings. Or rather, I've changed their model but their mq maps are still visible. I went through all the pak zips but I never found a mq\maps\heroes\seraphim\sets\sophia with maps for wings in them, just 3 files for armor in zip graphics13. So, I created a sophia folder in my mq\maps\heroes\seraphim\sets\ and I copied the invisible .dds with a dozen of different names in the hopes of accidentally hitting the right one. It didn't work. Does anyone know where the maps for the sophia wings are
  12. Thanks. What's even more confusing to me is which are the idle and which are the in-combat animations. There are 3x idle and 3x fidle animations per weapon and as far as I know there are only 2 in-game idle animations for each weapon - one rare and one that's more common. And I'm even more at a loss as to which are the in-combat animations - there should only be 2 per weapon type too, I think. If you don't know off the top of your head, don't bother to search/test, it's no biggie. I might try messing with them at some point when I have more time.
  13. Found it, thanks. I probably won't fiddle with it tho, I can't really pinpoint the animations I want, the names are confusing. Good to know tho, thanks again.
  14. Ok but which pak zips are the animations stored in?
  15. Hey guys and gals, I have another quick question - can I change the running animation of a character through the pak folder? I've wondered several times about that over the years so I thought I'd finally ask. For example, I don't like how a character runs with a pistol, can I change the running animation to that of normal unarmed run by switching something in the pak folder? Edit: Well, I guess it doesn't matter how and through which folder - is there a way to change a character's running animation? Also, can the idle animations be changed? For example, to switch one of the idle animatio
  16. Hey everyone. So, I've been playing around with Instill Belief with several test characters and there are a couple of things I don't understand (I&B with CM patch only). What exactly are the benefits of CM Lore to Instill Belief? The wiki says that "Celestial Magic Lore - improves combat art effects" but which effect does it improve exactly? I've used Instill Belief with CM Focus only and it still converts the target and a buddy (with Bronze Elocution mod) a 100% of the time even though I don't have CM Lore. Also, what does "Conversion Chance: 5.4%" mean? It is 100% chance non-stop w
  17. So, I'm using Sacred 2 I&B with the Community Patch but I'd like to play a melee staff build. I can't figure out what to tweak in the game files to make them melee again, can someone give me some pointers please?
  18. Oh, the possibilities! Adding togruta montrals or lekku (head tails) to the dryad would be SICK! Either as a hairstyle or as a helmet model... I'm crap at anything related to graphic design tho... Still, even just the fact that you can make her hold the off-hand sword backwards was enough to give me the illusion of playing with Ahsoka. The Sith vibes were real too btw. The black of the standard Ancient Bark animation and the red of Goldenglade are very sith-y. If anyone's a fan of Asajj Ventress from Clone Wars, the dryad even has an item set that's almost identical to one of her looks
  19. Some very miiiinor spoilers for The Mandalorian TV show if anyone's not up to date with it. Anyone even just keeping up with the rumor mill shouldn't be surprised by this but I've added spoiler tags just to be safe.
  20. Hi again. I think I have another question in the same vein - I'm thinking of playing a mounted 2H staff Magic Coup elf but the mounted 2H staff animation is horrendous - it's the same as the polearm animation and it doesn't look good. And I don't want to play staff-n-board. So, how can I change the mounted 2H staff animation to something more adequate like that of the mounted 1H staff - a simple swing. I tried changing the Magic coup line: animTypeSpecial = "ANIM_TYPE_RIDESM13-SPECIAL", with several other random numbers such as RIDESM12-SPECIAL, RIDESM11-SPECIAL, RIDESM10-SPECIAL, b
  21. Well, the forum actually auto-corrected the F-word to Frak but I don't mind, it is a great reference from a great show. Now we've got Star wars, BSG, and Sacred 2 all in one post - always trust the Darkmatters forum. it knows what it's doing.
  22. Dryad: *pole-dances for cash cause blacksmithing a lightsaber in Ancaria costs a crapton of gold* Little girl: What are you doing? I wanna do that too! Girl's father in the distance: Get the frak away from my daughter, you decadent tree-dweller! Cultural differences, amirite?
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