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idbeholdME

DarkMatters Sacred Specialist Modder
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Everything posted by idbeholdME
 
 
  1. Too high, is the answer. But realistically, it should be 252. Nothing in this game can be higher than that, so I'd assume it's the same here. But I'd actually advise against levelling it too much. Once their level reaches the point where enemies start cowering in fear from them, their usefulness drops massively. Because the enemies will mostly start going after you and engage the summons a lot less. Enemy aggro range against overlevelled targets is 1/5 of normal. So the soldiers have to get really close to have enemies attack them. If you, at any point, enter the normal aggro range before the soldiers get close enough, enemies will start beelining towards you and ignore the soldiers. At that point, enemies like Wisps, Dragons or the Eyes in Blood Forest will start dumping most of their spells into you again instead of the summons. Inquisitor's Doppelganger suffers the same. My advice is to actually not pump that many runes into these summon CAs if you want to rely on them for defense/soaking damage and always keep it so the enemies do not fear them. So don't go past the enemy current level +~10%. Even offensively, it is preferrable for enemies to engage and not having to wait until the soldier limps his way to the enemy. EDIT: Don't take a shot every time I said enemy
  2. Although I am honored by gogo's mention, but I am more of a surface level modder. Can't really help with anything relating to changing models or animations. You are definitely better off asking the others he mentioned. The thread gogo meant was probably just the one where I collected every single piece of Seraphim armor and its color variations.
  3. Indeed, the visual attacks the tiger does for Seraphim's CAs do not have actual hits defined for them. Polearm Pelting Strikes while mounted suffer the same problem. The tiger visually does a paw strike, but it does not count as a hit. But it's pretty easy to change, if you want to. You just need to find the appropriate animation definition for the attack in animation.txt and add a couple more ATTACK occurrences with proper timings. Might require some testing until you hit the timing so it syncs with the animation, but it works. I adjusted the polearm animation this way. If you need detailed instructions, I'll add them later today. Will fix this in my game too. Played a Seraphim without Dual Wielding so I missed that one. EDIT: Open the animation.txt file, located in Sacred 2 Gold\Scripts\client The Seraphim animations are listed first, so you can just CTRL+F "ANIM_TYPE_RIDESM02-SPECIAL_ZW". It will probably look like this: ["entry279"] = { ["name"] = "ANIM_TYPE_RIDESM02-SPECIAL_ZW", ["marker"] = { ["ANIMSTART"] = 0.0000, ["SHOUT"] = 0.6000, ["ATTACK"] = 0.6400, ["ATTACK1"] = 1.1600, ["ATTACK2"] = 1.9200, ["ATTACK3"] = 2.3200, ["ANIMEND"] = 4.2800, }, }, That is the mounted Pelting Strikes animation. All you need to do is add another ATTACK into the sequence. You can add however many you like with whatever timing you like. Just make sure to keep it within the ANIMSTART and ANIMEND times. Adding one more hit into the mounted Pelting Strikes can look like this: ["entry279"] = { ["name"] = "ANIM_TYPE_RIDESM02-SPECIAL_ZW", ["marker"] = { ["ANIMSTART"] = 0.0000, ["SHOUT"] = 0.6000, ["ATTACK"] = 0.6400, ["ATTACK1"] = 1.1600, ["ATTACK2"] = 1.9200, ["ATTACK3"] = 2.3200, ["ATTACK4"] = 3.3200, ["ANIMEND"] = 4.2800, }, }, If you want more, just add ATTACK5 and so on. The numbers for each entry are when within the animation that action will occur. So just play with the timings of the ATTACKs you add until you find your sweet spot, that fits visually with the animation.
  4. Thanks for the detailed tests. So it only affects mitigation and not armor. Which does make AM Mastery a bit more underwhelming, as some enemies can have massive armor (bosses, scorpions etc.).And if you want to reduce the damage of the very few enemies that have access to Ancient Magic (red dragons and Elite Temple Guardians), then stacking fire armor instead of mitigation is the way to go (relics to the rescue). But as for benefits to the character, the damage part of AM is still worth it and the Mastery is good, but probably not worth going for it early on. Fire is a pretty frequent mitigation type amongst enemies (some enemies even have castable buffs that give them fire mitigation), mutants have magic mitigation and I think Undead have poison mitigation. Not to mention the elementals, which have at least around 75% or more mitigation to their element and a ton of armor. Ice Elementals are completely immune to Ice.
  5. Just did a quick test on a Wolf in Gold with a character tweaked with character editor: - Level 1 Ancient Magic, using Ancestral Fireball with 118-118 listed damage against a Wolf at level 75 (character level also 75) - 89 Fire Damage dealt on every AF cast, no variation. Damage coefficient: 0.754 - Level 74 Ancient Magic, using Ancestral Fireball with 216-216 listed damage against a Wolf at level 75 (character level also 75) - 172 Fire Damage dealt on every AF cast, no variation. Damage coefficient: 0.796 - Level 75 Ancient Magic (Mastery), using Ancestral Fireball with 222-222 listed damage (damage increased from Mastering AM) against a Wolf at level 75 (character level also 75). Mastery value of AM for Opponent's Damage Resistance value :-47.4%: 177 Fire Damage dealt on every cast, no variation. The small increase in damage is from the 4% or so bump of AM going from level 74 to 75. Damage coefficient: 0.797 Why the fireball is dealing less than tooltip is another matter, but as you can see, the damage coefficient remained basically the same. Meaning there was no observable damage increase that would indicate that the resistance reduction of AM Mastery would simply be applied as a flat modifier to the enemies and that it does not work on enemies with no armor or mitigation to reduce. The damage of the fireball only went up with the %damage increase part of AM, the Mastery had no effect. I will now also try on the bandits, who have a bit of fire armor and see if the damage goes up by a larger chunk with them. EDIT: Much more interesting results this time. Tested on this bandit: So we can guess around 35 or so fire armor. - Damage with Ancient Magic at level 1, Fireball tooltip 252 damage - dealt 173 damage every cast Damage coefficient: 0.686 - Damage with Ancient Magic at level 74, Fireball tooltip 462 damage - dealt 362 damage every cast Damage coefficient: 0.783 - Damage with Ancient Magic at level 75, Fireball tooltip 474 damage - dealt 373 damage on every cast Damage coefficient: 0.787 Somewhat inconclusive as the increase in damage coefficient can probably be attributed simply to the higher amount of fire damage penetrating the low amount of armor better. But again, no very noticeable damage spike with Mastery. It would probably be best to test on something like a fire elemental. I know for sure that they have both high amounts of armor against their specific element AND also mitigation on top of it. Or even better, the Carnach boss. He has massive amounts of fire armor where it would be very easy to tell. But taking a twinked character there would take a long time :/ But I am pretty much convinced, that the value can not go below 0, as is the case with Ember or Evanescence and AM Mastery can't make enemies vulnerable, at most, it will negate their resistance. EDIT 2: The best test so far. Did the test with the red dragons' fireballs, who have Ancient Magic at Mastery level (presumably as they can damage characters with 100%+ mitigation). - Red Dragon, level 235 against a level 200 character with 81.4% Mitigation (53.2% from gear, 28.2% from Toughness) and 5348 Fire Armor - received 16863 damage from a critical hit. - Red Dragon, level 235 against a level 200 character with 84.7% Mitigation (57.2% from gear, 27.5% from Toughness) and 5335 Fire Armor - received 16370 damage from a critical hit. The damage should have gone down noticeably (~18%), yet the drop in damage received is minimal (about 3%). These further data points were done on a Seraphim with tweaked values on Divine protection. - Red Dragon, level 235 against a level 200 character with 117.8% Mitigation (53.2% from gear, 28.2% from Toughness, 36.4% from Divine Protection) and 5348 Fire Armor - received 11444 damage from a critical hit. - Red Dragon, level 235 against a level 200 character with 175.8% Mitigation (53.2% from gear, 28.2% from Toughness, 88.2% from Divine Protection) 5348 Fire Armor - received 1987 damage from a critical hit. The Dragon seems to not be penetrating the mitigation nearly as effectively as that from gear + Toughness. Once the mitigation from Divine Protection alone reaches about 105%, all damage is negated, which would suggest that AM Mastery does not affect all sources of damage mitigation the same way. The result of the last example (88.2% from Divine Protection) is simply the result of the damage from the first test reduced by that amount: 16863*0.118=1987. This would indicate that Divine Protection is completely unaffected by AM Mastery, which makes testing once again difficult as it can't be used to test for very high mitigation values. It would probably require gear fully socketed with Gruma's Talismans or Darwagon Amulets to test reliably, as this mitigation does get negated by AM Mastery. And whether it affects gear mitigation and Toughness mitigation in the same way is also in the air..... When enemies have some skills, their value equals that of their monster level. Level 200 AM Mastery reduced immunities by 65.3%. Let's assume about 67% for 235 (guess). It could be both: 81.4 - 67 = 14.4 or 81.4*0.33=26.86 And if it it is the former, then it can't be reduced below 0, as the first two tests with the wolf and bandit indicate. But then there is also the entire thing with armor, which will be even harder to test than the mitigation.... :/ Still, so far, I haven't found anything that would dispute the wiki description, specifically these two points (highlighted the important bits): https://www.sacredwiki.org/index.php/Sacred_2:Ancient_Magic "The Ancient Magic Skill allows to partially ignore the target's Armor as well as Damage Mitigation and DoT -% modifiers for Spell Damage Based Combat Arts. This skill causes relative decrease of these modifiers as it affects only actual modifiers the target has." That would explain why Divine Protection seems unaffected. Because it is an additional defense layer, that is separate from everything else and it is not a modifier/bonus of the character. AM only shreds the mitigation for the damage (if any) that actually gets through the shield. So if you theoretically had 50% mitigation on DP and 50% mitigation from gear and get hit with a spell that has AM Mastery value at 50%, any incoming damage would first be reduced by 50% from DP and then only 25% after due to AM penetration. So from 10 000 damage, you would take 5000*0.75, so 3750 damage before armor. "Ancient Magic decreases Damage Mitigation modifier by percent of target's mitigation before Temple Guardian's Fiery Ember\Icy Evanescence CAs and High Elf's Crystal Skin Buff decrease Damage Mitigation modifier by fixed percentage: thus opponent's immunity (100+% Damage Mitigation) can drop below 0 (the enemy gets more damage than indicated in the CA's description)" So unless someone can provide clear examples and math that would prove otherwise, I'm going to stick with that.
  6. Possible, but still unlikely I think. The intended point of AM was a) to increase spell damage in general and b) to help deal damage to enemies resistant to your spells If the reduction was the same as that from Ember/Evanescence, it would simply be too strong. And the main reason - look at how the Mastery value scales. The same way as pretty much all other relative % bonuses in the game. Still didn't get around to testing it, but just some more thoughts. I think it does the same thing as opponent's armor: Physical -X%, but for the Mitigation values and potentially also armor values. What exactly skills and especially their Masteries do is often not easily visible/editable in the script files.
  7. If it worked the same way as Evanescence and Ember, it would result in a very noticeable damage spike once Mastery is reached. It starts at nearly 50%. Do all your spells start doing 50% more damage, regardless of the target? The red dragons in dragon caves also have Ancient Magic at Mastery level and they are capable of damaging a character with 100%+ Mitigation. Although I can't tell whether the reduction is relative or absolute... Easiest test might be to jack up the mitigation value on a buff that gives mitigation to extreme levels and see how the dragon damage behaves. See if they do damage through 170% mitigation or if that would be enough to nullify it. It's been quite a long time since I played a character with mastered AM, but I'll try to conduct some tests with the character editor this week, hopefully.
  8. Are you sure? Because I was pretty sure Ancient Magic Mastery just penetrates a percentage of armor and mitigation. If the target has 0% mitigation and armor to the element of the attack, the Mastery part of Ancient Magic won't do anything (other than the increased damage %). Things like Icy Evanescence or Fiery Ember can bring enemies into negative damage mitigation values because they are flat reductions, multiplying the damage instead of reducing it. Target has 20% fire mitigation, comes under the effect of Fiery Ember with 50% resistance reduction, meaning the enemy has -30% mitigation and takes 30% extra fire damage. Ancient Magic Mastery reduction is relative, not flat, so the less armor/mitigation the target has, the less effective it is. The wiki claims so and I tend to agree from my gameplay observations and that's how I always treated it. If an enemy has 50% fire mitigation and the player has AM Mastery with 50%, the enemy would end up with 25% fire mitigation. Same for armor. 500 fire armor would become 250. Although I'm not sure how negative mitigation and AM Mastery would interact.
  9. Sources of specific element mitigation reduction are very rare. Pretty much only Temple Guardian and High Elf have access to them and it's only for ice and fire. However, actual physical damage mitigation is very rare on enemies. It's mostly about their physical armor. And that can be reduced in a lot of ways, with many CAs, Mods, or even weapon bonuses.
  10. Don't get me wrong, detrimental effect reduction is extremely good and Spell Resistance is great whenever you have the space to take it. But in the long run, the effects of Spell Resistance Mastery are easier to replace than Toughness Mastery. At the higher levels, a single piece of gear can have 40-50%+% detriment reduction. And having high Spell Resistance stat will just cut spell damage by 30% at most Toughness is universal, reduces all sources of damage (including DoTs) and also gives you a chunk of flat armor on top of that, which further scales with Armor Lore. Just combining Toughness with Innure Gold mod on PC will give you massive survivability, if that's what you're after. Supplement with one or 2 pieces of gear/jewelry with -DME% and you're golden. Jewelry can have -DME% on it, which is huge, while damage mitigation is only on very few select, hard to get Unique/Legendary jewelry pieces and in quite low amounts compared to DME. And I definitely would not drop Concentration on any spellcaster build. You can also choose to make the Doppelganger a buff. It will free up a spell slot and Concentration will ensure you still have better regen times than you had without it. Doppelganger can be pretty good as a distraction/meat shield. And Reflection doesn't work on ground effects/DoTs. So standing in a Dragon Breath or getting spit on by a spider, not even 100% reflection would save you.
  11. I'd probably drop Nefarious Netherworld Lore. It's probably one of the least impactful lore skills in the game, because the main appeal of the tree is not really the damage. After that, it's either Toughness or Spell Resistance. Detrimental Effect reduction is generally easier to get on gear than damage mitigation, so probably drop SR. 3 Defensive skills are generally enough. And Concentration is never a waste on any character that uses CAs. Lowering buff penalty and CA regen times is always good on any character that uses CAs, especially spellcaster as it allows you to pump their levels that much higher.
  12. Well, Deep Wounds, I find really underwhelming. It's present on a ton of CAs as mods on many characters, but 8% is simply not impactful enough. The Weaken effect by itself from Magic damage is much more impactful, especially against bosses. Deadly wounds are fine, but way too rare, as it is only present on a few uniques/legendaries and two handed swords AND you have to have Sword Lore Mastered to even unlock it. Armor reduction would have been fine, if it worked on all sources and not just physical. That severely limits its usability as even weapon users just want to convert as much physical to anything else to increase the chance/power of secondary damage effects. Defense value reduction is similar. Squishy caster simply can't in many cases just go in and get some hits in. Try doing that in Dragon Caves on Niobium Could be useful for pistol Inquisitors though I guess. Stun is good, but it being chance based is really off-putting to me as you can't rely on it in crucial moments. Chances on CA mods are usually in the 10-35% territory when levelled. Bosses chunk very hard later on in the game. Facetelleon can just randomly shotgun you when you go in for a melee hit. He deals obscene amounts of damage when you're in melee range. Some of the most powerful debuffs are indeed movement/attack speed slows, especially because they work unmitigated against bosses. So I can see Levin Array being good for that. The 2 main debuffs for Inquisitor are Paralyzing Dread and Dislodged Spirit, both in the Nefarious Netherworld tree. PD is an Area of Effect around you that slows enemies to a crawl, including bosses, and DS greatly reduces the durability/damage of anything it's cast on, including bosses. And yes, combos are very good for some builds. My ranged tri-aspect Shadow Warrior used 13/15 CAs regularly (all except Shadow Veil and Ruinous Onslaught) and it was probably the most fun character I've ever made. Would have been impossible without Combat Discipline and combos.
  13. Well, at level 129, your experience gained from kills is getting cut by about 41%. once your reach 175, it's going to be cut by ~90%. So at 175, it's going to be taking you about 6 times longer to gain the same amount of XP. And the cut will continue increasing until about 95.25% reduction at level 199. And don't forget that the experience required to level up also keeps increasing, by hundreds of thousands per level near the end. I also honestly have no idea how you attained 271% bonus XP per kill and still maintain relevant kill speed. Either way, I definitely wouldn't level past 125 with ANY character if I couldn't reduce the XP penalty (which is luckily very easy to do on PC). Also not to mention, that the Orc Cave will eventually stop scaling so it won't be viable for the last levels anyway. Hardly any place in vanilla scales the enemies to the highest levels besides those near the end.
  14. Good luck with that. Or rather patience. If you are in the 175+ level range, killing stuff gives basically no XP. Quests might actually be a faster source of XP than killing stuff, because the XP penalty doesn't affect that.
  15. I don't think there ever was a cap in Sacred 2. However, pushing anything past 250 is pretty much pointless (besides Constitution). The diminishing returns at that point are massive and 250 is the point where item bonuses that get unlocked by having a specific skill reach their maximum value and stop scaling. That being said, I never played the console version, but it is very similar to an unpatched Fallen Angel, which I played a lot a long time ago.
  16. Yeah, Inquisitor is pretty much required to take dual-wield due to not being able to use shields. A melee Inquisitor can go for 2 handed weapons, but a caster one is basically forced to take it as you want as many sockets as possible to improve your spell damage. For defensive skills, the best path to usually take is Armor Lore (mandatory on pretty much any build), Constitution and Toughness. These 3 are guaranteed to increase your survivability and have crazy synergy between each other. The other main noteworthy skill is Spell Resistance. It's pretty weak before Mastering it, but once Mastered, it is one of the most impactful skills in the game and basically negates all DoTs the game can throw at you. I generally don't like Combat Reflexes, as it's just a chance, works only against weapon attacks, can be easily got on gear and if you get unlucky, it will not save you anyway. The other defensive skills have guaranteed value. For attributes, Vitality should be your main go to for survival, not Dexterity. Going all in on Intelligence will improve your damage and especially Spell Intensity, but might leave you a bit squishy. Your choice. Putting points into Strength and Dexterity is really not worth it, especially since Ice & Blood released, where they were greatly nerfed when it comes to increasing weapon damage and the attack/defense values are pretty much inconsequential, especially on higher difficulties. Willpower is only worth it on characters that have shields (TG and Seraphim) and Stamina is useful for any character reliant on regen times. Also, taking Gruesome Inquisition focus is highly recommended, just to mod Purifying Chastisement and Frenetic Fervor. Even though they are in the melee oriented tree, they are extremely helpful to a caster Inquisitor. Frenetic Fervor has chance to evade on the silver mod and Purifying Chastisement Bronze mod alone is worth it for an Astute Supremacy caster due to the massive magic damage increase to the spells and the Gold mod to either further boost your damage or get the survivability (both Gold mods are god tier). I assume you are taking Concentration anyway for the reduced regen times so why not use the free buff slot for one of the most impactful ones in the game But yeah, a caster Inquisitor doesn't really have that many options to deal with tough single targets. The debuff Lindor mentioned is in the Nefarious Netherworld tree, but not sure you can squeeze another Focus skill into your build. It also requires going into melee, which a squishy caster might not be able to afford. Paralyzing Dread in that tree is also another very impactful defensive Combat Art. There are quite a lot of options for defense, depends on your build.
  17. One more case of unarmed NPCs which probably should have weapons - the Cut Off quest in act 1. The three soldiers you are supposed to help don't have their usual guard swords but just run around trying to punch Kobolds to death
  18. Discovered one more Monolith that does not have a location screenshot in the load menu. I've seen you add them to some who were missing screens in the past releases, so noting this one here too: ---------------- Also, the Inquisitor's Doppelganger can mutate when exposed to T-Energy, at which point it loses its weapons, freezes in place and does nothing, so you have to recast it. Could the clone be prevented from mutating?
  19. Sorry, it actually is Victims for Shadow characters, my bad. Means that only changing the kills to collateral damage for Light characters is needed. Not to worry, go all the way to the vanilla value - 500. I've been playing with the NpcFightDamageDownScaling = 500 ever since it has been brought up in this thread and it is actually fine. The only quest that becomes really problematic is the family you have to rescue from the undead attack near the lake northeast of Clearview in act 1. It becomes very hard to kill the skeletons before they murder the family, but it's part of the charm. Otherwise, most quest NPCs can take a few hits and it's nothing a quick finger on health potions can't fix. But more importantly, NPCs hostile to each other is actually meaningful and can realistically kill each other. Really kicks up the immersion factor. And commendations for the effort with the voice lines
  20. Yeah, Inquisitor is definitely a character where screenshots don't really do the animations much justice. Very cool seeing it in motion. Once I finish my Inquisitor, I will be taking a break, so Dryad and Dragon Mage will definitely have to wait. Not sure about High Elf, as I already went over her animations like 10 years ago when I was still playing just Sacred 2 without I&B and some others already posted great screens of her here.
  21. Hmm, I was pretty sure it used to be victims for Shadow characters. Maybe in the vanilla Sacred 2 without I&B? This post from 2010 seems to confirm my memory: https://darkmatters.org/forums/index.php?/topic/15488-detailed-kill-count/&do=findComment&comment=6892443 What about the NPC damage scalar? It is actually quite important for the true vanilla feel. Makes all enemy in-fighting much more interesting and also restores stressing about quest NPCs dying on you Indeed. The amount of voice lines recorded for this game is simply staggering (1.1 GB). Even sadder the fact that a very large chunk of them actually went completely unused, or there is little to no opportunity to ever hear them (like enemytype_helfpriest/helfguard). So finding excuses to add more of them so they can play in the game is always a good thing So I take it you managed to implement the generic TAUNT lines to play in the same pool as SHOUT_ATTACK? If so, then that's incredible. I assume the character/alignment specific ones can't be used as there is no way for the enemies to discern, what alignment/character you're playing when it comes to voice lines (tauntbad/good, taunt<class>)? Also, one more observation about voice line behavior in the past couple months. To stop them from being interrupted when using weapon CAs, you have to teleport somewhere after game load to stop that. No idea why, but it just works. Until you teleport, they will be regularly interrupted and once you do, they will mostly play as they should. They can even overlay without being interrupted at all if the chance procs quickly in succession. BTW: If you want to hear the Temple Guardian voice without the filter, give quest_1622_voice_victory_tg a listen :O
  22. Also, one more potential thing for investigation: Leaping Plants also have a working melee attack, they just never use it, because they are set to use trap AI behavior. Discovered it by reviving them with Shadow Warrior's Rallied Souls and the revived ones attack enemies in melee range because they use a different AI. Did some tests with their AI but so far, no success in having them use their melee attacks when in melee range. Or when they did, they became stuck after leaving melee range. Details here: https://darkmatters.org/forums/index.php?/topic/72480-leaping-plants-do-have-a-melee-attack-after-all/ I feel like a custom AI could be created to make them behave better (so they'd attack any enemies in melee range between spell casts), but all my experiements in behavior.txt failed.
  23. Entirely possible. I've been doing some hurried last minute edits before sending it to you. Still didn't have all the ranged ATTACKX animations removed for all the characters so probably the source of the bad numbering and also probably nuked the dagger animation for the SW. Thanks for pointing it out. EDIT: Landed on these timings. Seem to be in sync with the animation. ["entry663"] = { ["name"] = "ANIM_TYPE_RIDEATTACKX-SPECIAL_DO", ["marker"] = { ["ANIMSTART"] = 0.0000, ["ATTACK"] = 0.5000, ["ATTACK1"] = 1.2000, ["ANIMEND"] = 1.8000, }, }, - Restore the gold Confidence mod on the Inquisitor's Paralyzing Dread, so that it properly increases your attack value. If I remember correctly, after landing on a fix for the Augmenting Guidon Fear mod, you mentioned that the Confidence mod could probably be fixed in a similar way. It still currently uses the change from the inital release and increases evade chance because it was originally considered broken. https://darkmatters.org/forums/index.php?/topic/18337-modifying-combat-arts-and-understanding-flags-spellstxt/&do=findComment&comment=7136242 I also retested the Guidon fix in our chat conversation "PFP 1.3 TEST" in a message from July 1, 2022. So it should hopefully be possible to restore the PD mod too. - The dual wield item bonus fixes, with them spawning on TG helmets and not spawning on Dryad helmets. Although I am not sure how big of an impact this change would have on existing rare items. If it's going to wildy reroll tons of items as with the last time the usage bits were touched, might probably be worth ignoring... https://darkmatters.org/forums/index.php?/topic/69265-new-project-sacred-2-purist-fixpack/&do=findComment&comment=7139300 - Restore the original NPC in-fighting damage scalar. It is currently only 10% of what it was originally. https://darkmatters.org/forums/index.php?/topic/69265-new-project-sacred-2-purist-fixpack/&do=findComment&comment=7139414 - Align the auto-loot raidus/circle graphics. Either make the radius smaller as it was in vanilla, or increase the visual size of the circle so it is the same as the increased pickup radius in the PFP. Currently, it picks up items beyond what the visual circle indicates. https://darkmatters.org/forums/index.php?/topic/69265-new-project-sacred-2-purist-fixpack/&do=findComment&comment=7139329 - Potentially edit the Spell Resistance Mastery description. https://darkmatters.org/forums/index.php?/topic/69265-new-project-sacred-2-purist-fixpack/&do=findComment&comment=7138840 - Revert the "kills" stat in your character info back to the flavored ones. "Collateral damage" for Light characters and "Victims" for Shadow characters. https://darkmatters.org/forums/index.php?/topic/69265-new-project-sacred-2-purist-fixpack/&do=findComment&comment=7139179 - Potentially add the generic enemy "tauntall" voice lines to the same pool as their "attackshout" voice lines. Ignore the bad/good flavored ones, but I feel the tauntall ones would fit there very nicely. Although this might be way too time consuming to do with every enemy. I really have no idea how you are doing all the voice line edits, so can't tell personally. Will go through my backlog to see if I missed anything and add it.
  24. No problem If you want the alternate spells, you also have to enable the "Alternate Spells - Optional" module after you enable the CORE module.
  25. Yes, that should be correct. The MODS folder is where you put the folders from the extracted Enhanced Edition mod. Then open JSGME and enable the mod, along with any extra modules if you want. Just make sure you activate the CORE module first.
 

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