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RetsReds

Sacred Game Modder
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Everything posted by RetsReds

  1. Thank you. Yea, I thought about the mini and tab maps but the res isn't good enough for an A2-size battle map. I'll try to look into the options.txt too.
  2. Hey again. I was wondering, is there a way to get a screen shot of the dungeon under the Thylysium arena in HD? I tried doing it myself, I upped the camera zoom to be able to catch the whole dungeon under the arena but I couldn't figure out how to get rid of the camera's angle. Plus, the quality of a screenshot with my potato isn't really great... If someone has a birdseye shot of that dungeon in good resolution (but without the red arrow and quest circles) I'd be immensely grateful. But having the know-how would be even better.
  3. Also Uhm, no, no. I'm seeing the flashy explosion too (albeit not as flashy cause I'm using medium settings on my potato). I was merely saying that I noticed the change and it looks intentional and pretty. Sorry for the confusion, I don't understand all the technical stuff you guys are talking about.
  4. I assumed it's intentional when I first saw it. I kinda dig it.
  5. Ah, already DMed a one-shot (my first), I'm prepping another now. Hopefully start a full campaign sometime this year. It's fun. I think Ancaria is excellent for this - I had to change quite a bit of the lore to mesh it with many of the D&D lore and races, of course. Plus, I'm going for a more sandboxy thing, I'm not going to just railroad the party through the game's main story line. But it's shaping up nicely so far - having a whole world I already know inside and out really cuts down on my prep time and it makes improv easier too.
  6. Ah, thanks! Yea, I used the in-game one, just clipped it a few times and photoshopped the pieces together so the end result was 2274x2277. It is great to have it in color, however, it looks better, thanks.
  7. I ended up making a completely clean map myself. It's not as good as I wanted as I'm not good with photoshop but it's close to what I need and good enough for a D&D campaign. I'm also thinking of adding a second "fog of war" layer so the players don't have access to all of the map's details right away. I'm posting it here in the slim chance someone happens to need something similar. https://drive.google.com/file/d/10tVaWtqPbT7QshwUfMvKw6p3Dr9YwfE6/view?usp=sharing
  8. That's an awesome tool, thank you! I've been looking for something like that. Pity the images aren't larger but they might work for the 1-inch tokens I have in mind, thanks.
  9. Dumb question, but - can I find/access/ask for the EE portrait overhaul images in a jpg/png/other format somewhere? I found the .dds files in the mods folder but converting them into jpgs one by one would take forever. I'm thinking of running a D&D campaign set in Ancaria and using the EE overhaul portraits would be sweet.
  10. Hey, fellow Ancarians. I've been looking for a high-res map of Ancaria with no text, icons, portals, or other added detail to it - just high res. I found a few great ones, such as this beauty, however, it has a lot of things added to it: http://www.sacredwiki.org/index.php/Sacred_2:Map_of_Ancaria The reason I want a clean map is that I'm thinking of doing a D&D campaign set in Ancaria and I need a very high-res Ancaria map with nothing on it. The closest I found was this: It's 2,500 x 2,500 which is pretty good but the 4,000 x 4,000 of the above map is even better. The German names are mostly fine, I can try to photoshop some of them out. But, ideally, I'm looking for something with an even higher res than 2,500 x 2,500 and no names/icons whatsoever. Any tips on where I can find something like this or make it myself? Like, is there an actual high res map in the game's files or something like that? Thanks!
  11. Aye, noticed the buffs, but wasn't sure if they are just that impactful or there's anything else. Either way, feels great so far and it's good to hear that the El-Darrag circle is removable.
  12. Completing certain quests in 3.2 seems to cause a quest circle to appear in El-Darrag - happened to a new dryad on her class quest and on a high elf on the spider boss quest in the human realm. Haven't gotten to the desert with either character yet to see if I can remove the circle by doing a quest there but that didn't happen in 3.1. Loving the patch so far otherwise, a lot of enemies feel much more interesting (boar-riders are adorable ). Also, is the enemies' damage bumped up a little bit overall or am I just dumb? I almost died on silver twice with a fairly defensive character and was like "Woah!"
  13. The point is that EE is harder and bosses dish out more damage than in vanilla (just checked, it's noted in the pdf that comes with the mod - you can see all changes there, including those done to specific bosses). So, Nimonuil is not special - he's just where you noticed the difference. Even in vanilla, when you encounter such a sudden "spike", it indicates that something in your build needs to be tweaked. In this case, if you had Spell Resistance at or near Mastery, you likely would have been fine as I think his most damaging stuff is a repeating spell attack. That fire relic is also useless against him. Having relics of the appropriate damage type is a must against bosses. Overall, using mounts isn't a must but if you want to survive at higher difficulties and at certain bosses you're going to want to compensate with extra defensive skills and tools.
  14. Yea, he can be tough. Some of the side bosses can also hurt a lot, I just lost a dryad on the fire turtle boss in the Seraphim fields. Still, an end-game boss on gold with just two defensive skills and no mount? Yea, you can easily die that way. You might die a lot more in platinum and niobium too, get a mount. The shadow warrior I beat niob with had 5 defensive skills and a mount - an absolute unit of a tank - and even then he nearly died on a few bosses (I hate Asmarael with a burning passion ). Point is, I'm pretty sure Flix made a lot of the bosses harder in EE, unless I misremember something. But, yea, it's not just a Nimonuil thing, some of those guys can really punch. The set is Doom guard, I just changed the models, and the mount is a hell hound - just changed the model to a horse, also changed the looks of the buffs to make him look more paladin-y. So, it's basically a 2H doom guard shadow warrior like yours, just tanky enough to survive.
  15. Hey, I recently switched to 3.1 from 3.0 and started a new seraphim. And by level 30 I've already received several dozen Valkyrie's Profile helmets from quests. Almost every 3-star quest is dropping me two helmets in addition to one or two other items. Is this a bug, absurd chance, or am I missing something? Granted, I have tweaked the game quite a bit on top of EE 3.1 but I haven't touched the quest.txt Not that I mind, of course - the helmets are good money and other items are still dropping too. But it is weird, that didn't happen on my EE 3.0 seraphim.
  16. Ok, I'll tinker with that, thank you.
  17. Blah, figures... Do you know what I can change to the "entry0 = {"et_teleport_2sec", 0, 50, 0, 8 }," to make it get to <2 sec faster? It becomes near-instantaneous at later levels but I don't know what these values mean. I just changed the model of the Fey Drake with that of a Flaming horse (and the animations) as I want a horse-riding HE that can cast stuff. So, I want to match the Shadow step speed with that of Leap so the animations match. I did the same with a Shadow warrior and just beat niob with him. It was very fun to play a proper horse rider that can do stuff on horseback even though it was the exact same SW build I've played before.
  18. I'm thinking of making a Kuan's Breath character and I noticed the EE manual says: Kuan's Breath: Will now affect higher level enemies. This solves the spell becoming useless once the player’s Survival Bonus boosts enemy levels too far above the player. So, in EE Divine Devotion will only boost the breath's cooldown now, right? It won't have any additional effect on what level/type enemies the breath can affect?
  19. Hey, a quick follow-up if it's not too much bother - would the High Elf's Shadow Step in this category by any chance? I'm trying to tinker with its duration, as I want it to last as long as a standard horse/shadow warrior leap. But no matter what I change, even when I remove the "entry0 = {"et_teleport_2sec", 0, 50, 0, 8 }," line, the 2-sec base duration at level 1 still remains. Is there a way to tweak the duration on level 1? I remember that it shortens as you level the CA up, so maybe I can push it forward to a point where it has a shorter duration and then fix it there? I'm just not sure which number does what.
  20. Side question, why do EE Belligerent Vault and the Horse CA Leap allow jumping over walls but the vanilla Beligerent Vault doesn't? I've been staring at the three of them in spells.txt and I can't figure out what to change in the vanilla BV to make it act like Leap or like EE BV but without the need of a target enemy.
  21. Hey everyone. Sorry for resurrecting this thread but I got a related question. I got tired of trying to make a horse riding build viable (and fun) past Gold and I went back to the idea of changing the special mount model to that of a horse. So, I: 1. Changed a hellhound into a warhorse 2. I changed all the special mount animations from the \pak\models\heroes\centurio folder with those of the horse mount 3. Then I switched some of the animTypeSpecial lines in spells.txt to further match each CA to the appropriate horse mount animation 4. I fiddled with the sound folders too to make things match Most (of the CAs I intend to use) work fine now - all permanent and temporary buffs, ruinous onslaught, and demonic blow are ok. There are a couple of exceptions I can't quite figure out, however: 1. Belligerent vault worked partly - it preformed the leap with the appropriate horse leap animation but didn't do any damage or anything else. I then changed the EE version of Belligerent vault in spells.txt (I'm using the CM patch and EE) to the CM patch/vanilla version, I.e. the one that doesn't need to target an enemy. Now the vault works just fine - it not only leaps but does its additional effects too. So, my question is - how can I make the EE BV work too? 2. Scything sweep doesn't work at all. I tried changing its animation to the Horse Rear animation and then I tried changing it to "ANIM_TYPE_RIDEATTACKA-SPECIAL", (which is actually the renamed RIDEATTACKA-HORSE) which works fine for Demonic blow. Unfortunately, SS just doesn't do anything with either animation - no damage, no nothing. Can someone help me out? @Flix? It's not urgent in any way but I'd really like to try this. I want to play a more paladin-themed SW with Charo's gleaming fist and the Denderan set but riding a hellhound doesn't quite fit the theme. EDIT: Actually, I'm ok with the vanilla Belligerent vault in this case, it makes sense that a horse would be able to leap wherever and not need an opponent to target. I just buffed up the distance and breakroots back to EE levels. But I still can't figure out why Scything sweep doesn't work when the hellhound is transformed into a warhorse... A Rear-looking Scything sweep would be slow and less effective but also sweet to use.
  22. Hey guys and gals, I haven't bothered you with stupid questions in a while. Hope you're having a good 2022 so far! I thought I'd try a new horseback character but I'm a little (ok, a lot) annoyed that some larger weapon models dig into the saddle when I ride. Is there a number(s) in a .txt file I can tweak to make the weapons sit slightly higher or at a different angle on my back? Thanks in advance.
  23. No worries, we've all been there. There are many stranger and weirder mechanics in the game that can appear "wrong" or "buggy" at first but that actually work beautifully. I have over 3k hours sunk into Sacred 2 and I still find some blatantly obvious things that manage to surprise me.
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