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Charon117

Sacred Game Modder
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Everything posted by Charon117

  1. Guys, guys, focus, we already had this discussion. Wrong, in the wiki and by empirical evidence. >"DoT -X%" modifiers are cumulative, which means that values from different sources are simply added to each other (1+1=2) and can reach 100%, making a character effectively immune to a particular damage type DoT. Immunity can be achieved with -DoT%. I dont know anything about -DME%, but if -DoT% ALSO reduces secondary effects than you wont get the benefit of both. Here is an example: BURN: 200 damage per second, 5 second duration. 50% -DoT% would then mean that 2 and a half pulse are getting deleted, which means 200 + 200 + 100 damage remains. Now if you have an additional 50% -DME% after half of the burn duration it gets canceled, but that doesnt matter, because the second half of the BURN duration doesnt contain any damage anymore anyway. Did you mean "One wasnt supposed to reach 100%" ? Or wait, I think I start to get it now. "Secondary Effects" is supposed to be the sum of DoT and debuffs. So for instance BURN is not a debuff, but DoT, with the additional restriction that no more than 1 BURN can be active at a time. ? ? ? (love you autobot) In that instance -DME% would NOT reduce BURN duration, only -DoT% would. Is that what you are saying ? And all other non-damage things are classified as debuffs. ? ? (love you autobot) Does it stack with regular item based -DoT% and -DME% ?
  2. So Spell Resistance Mastery doesnt do anything ? Can you confirm that this includes secondary effects ? Because -DME% is also supposed to affect this. Sounds like bogus when 2 mods affect the same condition. Or rather, if you have 50% -Dot%, and then 50% -DME% on burn, what does it do ? It does not include secondary effects ?
  3. I would like people to look into the following questions again What does -DoT% ACTUALLY affect ? What does -DME% ACTUALLY affect ? What does the Spell Resistance Mastery ACTUALLY do ?
  4. Updated Link: https://drive.google.com/open?id=1pIqHTeZGWu6RmlL5-cZJ8F1AcDG8ga40 You can now specifiy OVERWRITE in the folder name for a mod to get copied over.
  5. These is a collection of tools I created for Sacred 2: https://mega.nz/#!NBwGUaJZ!bKqgXhojTagCjyNv4PyiFDlZ080K2TPX-QIF1Z2Djyc Sacred 2 Modtool Box.zip Sacred 2 Defrag Creatures: This cleans up the creatures.txt file. creates blocks for each code identifier doesnt change the order of mgr.createCreature and preserves comments above naturally sorts mgr.addCreatureBonus and switches intensity and bonus if selected doesnt change the order of mgr.createSkill and preserves comments above naturally sorts mgr.addCreatureSkill naturally sorts mgr.addCreatureBpRelation doesnt change the order or form of mgr.addMapPos adds tabs for better readability if selected merges dublicated bonus entries for mgr.addCreatureBonus if selected Sacred 2 Fetch Itemtype Identifier: This fetches unused ids in itemtype.txt Sacred 2 Modelscale: This scales models for (1) normal mobs (2) elites (3) bosses for the creatures.txt . Sacred 2 Spawn: This checks the spawn.txt for dublicates
  6. @Flix @dimitrius154 The modmerge installer is small, but if you want I can fit in 1 branding for each of your main mods, eg. Enhanced Edition, Diable Fallen and/or Addendum, in the place where the CD logo is currently. Although dont get hyped up, it might be impossible as well.
  7. This is the Modlauncher and Modmerge Software https://drive.google.com/open?id=1pIqHTeZGWu6RmlL5-cZJ8F1AcDG8ga40 Translate into mege link later on reminder. [Problem]: The main problem with modding content is that it usually gets distributed as whole files, which means every mod content contains changes which are not necessarily necessary for the mod, but nevertheless have to get added in order to make a working file. If you want to release a mod that only changes the Critical Hit Factor you will have to include a hundred other changes, which basically reset any other changes in the same file to zero. The solution to this is to manually go into your files, and make all changes per hand, which is error prone, labor intensive and excludes less competent people. [Problem]: The consequence of the first problem is that since mod content gets distributed as whole files mod content is highly sensitive to version changes for the base game, or any other modding content. If you have a mod that changes 2.43 base game skins than 2.44 might completely and irreversibly break your mod, and make it unuseable. The same goes if you use more than 1 mod at the same time. Any and every time a mod changes it can potentially risk breaking compabilitiy with any other mod out there. The adapted solution to this is to not have too many active mods at the same time, and dont use mods which change the same files, or even better, only use 1 big mod. [Consequence]: Whether its Elder Scrolls, Fallout, or any other big or small game out there, the consequences are usually the same, modding content decays very quickly. Due to the high sensibility of version compability any time the base game or the modding scene makes a major step it leaves behind all other content, which needs a high grade of maintenance to stay up to date. Usually people dont do that amount of work, and as a consequence people usually concentrate on one big collaborated project, where the chance for longer maintenance is higher than small, unsupported mods somebody just made once and never plans to update it. [Solution]: The solution to this is the Modmerge Software. The Modmerge Software allows mods to be saved as ideas, only containing the necessary data the mod wants to change or add. Problem number 1 gets solved because a mod does no longer contain changes it doesnt want to make. Problem number 2 gets dispelled because of the same reason, and because it minimises the amount of manintenance you have to make to keep it up to date. The most fundamental idea of the Modmerge Software is that it interprets data as data, but also as a set of instrunctions to be applied to another build. Therefore modmerging content can be created in exactly the same way as normal mod content. The only thing you have to know as a mod author is the base games data structure, which you would have to know anyway. If the game understands the format, the Modmerge System will understand the format, with minor limitations regarding changing data structure. The Modmerge Software takes mod content in exactly the same way and structure as the base game. It then copies over non .txt files to their respective directories Performance a modmerge for relevant .txt files Copies over non modmerge specified .txt files The zip contains "Sacred 2 Gold Modmerge Examples": A folder which serves as an exemplary mod, as well as containing an example for each file. "Sacred 2 Modmerge Installer.exe". The UI for the user. It asks for the mod content directory, and for the base game directory. The installer remembers your past settings, so you dont have to constantly add your base game directory, if it doesnt change. "Sacred 2 Modlauncher.exe": The modlauncher executes a modmerge for all specified folders in your mod folder. "logfile.txt": The logfile of the last merge. If something went bad take a look into that. "Source Code.cpp": The source code. If somebody wants to improve on it later on. "Sacred2cpp.exe" has its license as GPL2 ( not 3 ), while I own the license for the installer, for which I grant every user a temporary retractable license. The Modmerge Software can be added to every mod, or even more easily just pointed towards the main page where people can download it. It should work with every existing mod, but it wouldnt do anything differently than copying over the whole file, in effect. I hope mod content which uses a dedicated Modmerge structure will get created, to take advantage of the system. I suggest tagging such content as [MSC] ModmergeSystemCompatible. Most credit has to be given to @Flix and @dimitrius154 for supporting this project, as without their knowledge no modmerge rules could have been written. Props to them ! And ofcourse to Darkmatter, to host gaming and mod content alike so that people who like Sacred have a place to collaborativelly share their ideas and work in a cozy place. Props to the folks who keep Darkmatter alive !
  8. @Flix Thats all I can think of right now. If nothing else comes up EE 2.3 should be compatible with the modmerge system out of the box. And the --//Overwrite really is only usefull if you changed something else than questcreature, questitem and createquest.
  9. @Flix In preparation for the modmerge system can you add --//OVERWRITE to the head of the quest.txt ? You will find an example in the Sacred 2 Modmerge Example folder.
  10. I have tears in my eyes . @gogoblender Technical aspect: the subforum doesnt show that the thread has a new message to me. Slow Update process ?
  11. There is no reason to it. Just conformity. If you think logical than you would realise that 1 - 3 are standard spawns. From the information I gathered the "Weihnachtsbaeume" are bonus content, put in by CP folks after the fact. They have ids 2 and 3 either because the original developers didnt care to give them proper ids because it was a time limited content, or becauset the original entries of 2 - 3 got removed during that time, The latter is what I suspect. Either way, the non Weihnachtsbaeume 2 - 3 ids are obviously the original content, and the Weihnachtsbaeume are bonus content, which means its logical to continue counting after ids 1 -3. Having bonus content start after the standard 1 - 3 identification is more coherent than to split up bonus content to 1 and 4. I also suspect 1 to have existed in the past, but removed or merged, which makes the reentry of non bonus content for id 1 more likely than bonus content requiring id 6.
  12. I grabbed a clean CP 1.6 build, then applied the following mods Elite Textures EE 2.2 Enhanced Spells EE Superspawn (fixed the issue with triple to dual identifier) EE Challenge Flix music Disable Splash Readable Console Boss Farms (quest.txt) Mob Farms (quest.txt) Diverse movement speed After each step I started up the game at least once, checked the game for obvious bugs, teleported once, and ran around a bit. At no step did any crash or corruption occur. Logfile is intact, equipment obviously changed a bit from the CP > EE item ids. I cant seem to find a major issue with the modmerge installer.
  13. Tested spawn.txt with different layermap_id s and the game seems to behave normally up to a tested layermap_id = 6. So I assume layermap_id is what it says it is, a simple id. I ask all major modders to change their spawn.txt according to the table below. I would like to get the source of this problem fixed too - the CP, but as somebody else said, thats unlikely to happen. mgr.addSpawn (61,13,0,{ -- Wald 4 ||| layermap_id = 3, - change to layermap_id = 4 mgr.addSpawn (11,51,0,{ -- Harpien Dunkle Rituale ||| layermap_id = 1, - change to layermap_id = 4 mgr.addSpawn (58,54,0,{ -- Weihnachtsbaeume ||| layermap_id = 3, - change to layermap_id = 4 mgr.addSpawn (58,54,0,{ -- Weihnachtsbaeume ||| layermap_id = 2, - change to layermap_id = 5 mgr.addSpawn (58,55,0,{ -- Weihnachtsbaeume ||| layermap_id = 3, - change to layermap_id = 4 mgr.addSpawn (58,55,0,{ -- Weihnachtsbaeume ||| layermap_id = 2, - change to layermap_id = 5 mgr.addSpawn (58,56,0,{ -- Weihnachtsbaeume ||| layermap_id = 3, - change to layermap_id = 4 mgr.addSpawn (58,56,0,{ -- Weihnachtsbaeume ||| layermap_id = 2, - change to layermap_id = 5 mgr.addSpawn (59,55,0,{ -- Weihnachtsbaeume ||| layermap_id = 3, - change to layermap_id = 4 mgr.addSpawn (59,55,0,{ -- Weihnachtsbaeume ||| layermap_id = 2, - change to layermap_id = 5 mgr.addSpawn (59,56,0,{ -- Weihnachtsbaeume ||| layermap_id = 3, - change to layermap_id = 4 mgr.addSpawn (59,56,0,{ -- Weihnachtsbaeume ||| layermap_id = 2, - change to layermap_id = 5 With this the spawn.txt identifier will get reduced to sector position + layermap_id, which will allow mods to change density of existing entries, like Flixs SuperSpawn mod does for instance. Older data will still have that problem but at least the gateway of bigger mods will have it fixed. Thank you for your time.
  14. So, guys. My main question is, when can I release the software ? Since I dont have any testers, Flix isnt in town, dimitrius is busy with addendum, I can "never" release it, since it will never see any testing. So my question here is, who is willing to test the software throughly in a timely manner, or know people who are so happy about something like this existing that they would spend time on testing it ? @Flix @dimitrius154 @Androdion @gogoblender If we dont find any testers the Modmerge Software will simply go out marked as BETA and untested.
  15. Come home quickly :). and safely. Edit: Refreshed Link: [Deleted] Download again please. Edit2: Do you like the installer framework, or should we just cut down everything to a pure console build ?
  16. @Flix Quick question, where is the main menu image stored ? This is the rough prototype: [Deleted] The "Sacred 2 Gold Modmerge" folder is the folder in which you put your modding content, just like usual, as you would into your main Sacred installation folder. Start "Sacred 2 Modmerge Installer.exe" ( the name will be incorrect due to forum autocorrect bot, slap ) and insert your installation folder, and whether you automatically want to remove animation dublicates. It creates a folder called InstallSettings.txt The installer will call Sacred2cpp.exe with InstallSettings.txt on its list to load. It will produce a logfile called logfile.txt and automatically finish done. Source Code is included. And the Sacred 2 Gold Modmerge examples folder gives a file by file explanation of what data the modmerge system takes. @Flix @dimitrius154 @Androdion @gogoblender You have to let the installation run at least once, but afterwards you can quickstart it with the last settings by starting Sacred2cpp.exe directly. I need feedback whether or not that is exactly what you need, and in what direction the product should improve in. And ofcourse whether the installation works as expected.
  17. This is a letter I sent one of my colleagues about nomenclatur. (C++)
  18. Its per mod. And not even that necessary, as people could just link to the common download source. But thats not the issue, the issue is in how-does-the-user-interact with the software. 1. If somebody wants to install a mod and the software is included in the package its most convenient. Convenience at the cost of 10mb. 2. If mod authors link to the source, and people would have to put both pieces together it makes it more traffic friendly, but less convenient, because users would have to switch out the modding content everytime.
  19. The modmerge software is meant to execute data changes in the already given form. For instance you could write AdjustCriticalDamageFactor = 1700, to adjust the criticial hit factor of your current build. A single line like that takes 36 bytes to save, while if you want to execute it, you would need to add a 10 mb software. I think its better to start off with the 2 main purposes of the software. 1. The modmerge software generally enables to save mods as a set of instructions, instead of complete files. The advantage of this is by taking the example above that if you simply want to publish a mod that changes the critical hit factor you can do so, without people getting their 97 other code lines in balance.txt altered. An existing example would be Flixs EE Challenge mod, which is basically just 6 altered lines in balance.txt. Due to the current nature of how mods are distributed he has to publish the whole file. It works fine for somebody who plays EE anyway, but somebody else who doesnt necessarily play EE will also get all other 90 code changes in balance.txt which are synced with EE, and not necessarily to any other build. The modmerge system would mean that Flix could publish a Challenge mod which is not only compatible with EE, but all versions and builds out there, as a six-liner. Any kind of mod could be applied to any kind of currently existing build. If you want to make a sword, give it attributes, and set who drops it you can do that and publish it in a form that any build can take the data, reorganise it, and make it into a playable version. Instead of having a thousand splittered mods for Sacred 2 you will have ideas, which are applicable to all Sacred 2 builds. Instead of 10 authors of having to change the critical hit rate for their own mod, you can have 1 instruction file which says "Change Critical Hit rate to X". So the first purpose of the modmerge software is to make mods (1) applicable to all builds (2) not alter uneccessary data. The main effect of this will be that (1) only ideas of mods will have to be formulated (2) you will no longer have to manually change data to avoid unecessary changes (3) mod content won´t have to be dublicated for each and every version there is. 2. Secondly, an automatic modbuilder is the goal-down-the-road. Going from the idea that the modmerge system supports single mod installs, an automated system that sequentially rebuilds your build is the goal. Here is my example: 1. If I would want to rebuild my current build I would need to make a fresh installation, or verify game integrity via steam. 2. Then I would need to apply CP 3. Then I would need to install the Trimmed Textures 4. Then I would need to install EE2.2 5. Then E2.2 SuperSpawn 6. Then the Challenge mod 7. Then collect all the parts of Flixs music mod 8. Then install ESP 9. And then I need to manually go into every file, and change the Hireling behaviour, the balance.txt, the strenght of RpH and LL%, etc etc ... . As you can see you can take a whole evening just getting your setup straight. The modlauncher will do ALL of that for you. It will merge the data step by step as specified, and after 5 minutes running in your background you will have a working build. The best part of this is that if you want to add another mod in the middle, you can just verify a clean installation, and run the modlauncher again. And if you want to apply a mod that you find later, you can either integrate it into your modlauncher and run it again, or apply it ontop of your current build. The goal of this project was to get the single mod support going first, but since the size of the software would make every mod a minimum size of 10mb, and would skyrocket traffic, it wouldnt be a neat solution. Disregarding the current situation I would like to get an idea of how the best integration of a build builder in players and modders life would look like, and what kind of features would be requested.
  20. Sooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo ... I originally planned to create the software so you can add it to every mod, but now I see that the QT Core library is about 6mb, and the core c++ is around 1,3mb. In total we are looking at a 10mb software. Doesnt make a lot of sense having to append 10mb to a 2kb download everytime. So I would like you to tell me how you would like to use a Merging Software most conveniently, and what you would like to see featured. @Flix @dimitrius154 @gogoblender @Androdion and everybody else on this forum. Ontopic I still need to know how to merge relations.txt and soundlcuster.txt. The problem is that it has dublicates, and since it doesnt crash one entry is obvioulsy taken over the other. In order to know if I take the first or last dublicated entry I would need to know which one is getting taken, which is why I ask somebody with a better to setup to test such than mine.
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