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https://darkmatters.org/forums/index.php?/topic/18959-how-to-upload-files-to-darkmatters-download-section-successfully/#comment-7148108
If you're interested, you can go to this topic to get the actual download link:
https://darkmatters.org/forums/index.php?/topic/72796-sacred-2-aspects-spells-localization-editor/#comment-7148109
It's tedious and exhausting to scramble a build together using the test characters.
Here are some finished builds, ready-to-go.
Rating:
Very Fun
Battlemage - Fire
Burning Bones are impressive VFX, it's fun as hell.
Only drawback is the constant requirement to recast your buffs.
Battlemage - Water & Earth
Watch ice shards disintegrating you enemies.
Only drawback is the constant requirement to recast your buffs.
Dark Elf - Traps
He probably deals the most amount of DPS
Medium Fun
Daemon - Hell Magic
She deals okay damage, but the pentagram is a little bit slow to follow her.
And the hell sphere has too much RegTime.
Two versions are given, because I thought I could improve her by using unique jewelry.
But that didn't quite work out.
She has lower regen times with this attempt, but she dies too fast.
Wood Elf - Ranged
She deald absurd amount of damage per hit, probably even more than the Trap Dark Elf.
But she isn't very fast at killing because of RegTime.
Gladiator - Axes
He's good at killing and does good damage, but as the others in this category, he has high RegTimes.
It's sad that he's better with killing using Fadalmars than with his combat arts.
He does more Damage per hit with his CAs, but Fadalmars triggers more often, resulting in way faster enemy group killing.
No Fun at all
Daemon - Dralkcib
Unusable, medium to low damage, low hit chance, high RegTime, no survivability
Following the idea of this post:
I have exported a complete itemtype tier distribution for every itemtype existent, sorted by classification and weargroup.
Basically it tells you what tier an item on average is that uses this itemtype.
Might be very useful when you want to create new items based on already existing itemtypes.
It's useful if you have an item tier in mind but no itemtype as well as the other way around if you have an itemtype in mind but no item tier.
Exported using some lua code, not done manually. Itemtypes are based on latest EE.
Have fun
Re-enables the Seraphim's Mystique Armor Set, which e.g. Revelation of the Seraphim and Sopor Aethernis are part of, Wing FX.
These FX somehow work on console, but not on PC. I re-enabled it for PC.
I can strongly recommend to use this Mod's extractvalues.shader as I improved and fixed some stuff.
Initially this mod is intended for other modding developers. If you just take the mod as is without transfering the changes, then you need EE as the surface.txt I used is based on EE's Surface.txt.
Remember to clear your shader cache before enabling this mod or otherwise this won't work.
This mod recreates the Seraphim's Ancient Set Wing FX, which e.g. the Endijan Set is a variation of, for the Seraphim's Mystique Set Wings, which e.g. the Revelation of the Seraphim Set is a variation of.
For CM patch or PFP. Not straightly compatible with EE or Addendum, as it takes the CM patches surface.txt file.
Remember to delete your shader.cache before enabling this mod or otherwise this will not work.
Contains:
lua script formatting tool + source code
for each Addendum, Dark mod and Sacred 2 EE 3.2A:
questscripts sorted into different folders/files to increase overview and moddability
all scripts formatted and beautified
all known questscripts.txt bugfixes
merging tool to merge all scripts into a single questscripts.txt
pre-merged questscripts.txt
The security of no syntax errors being present due to it being tested with the standard lua interpreter
merging tool source code
source code README.txt with detailed description of the tools
overall README.txt with detailed description of the files (Dmitriy if you consider using it then you should read this)
detailed description:
Features:
All items sorted into one separate file for each item 'class' to increase overview
Automated bonusgroup generation for items with non-fixed boni
Automated bonus color generation from bonus tier
No more bonus IDs/bonusgroup IDs. Instead, boni and single-bonus-bonusgroups are called from a unique name: "prefix%type$spez$spez2$basedonskill". You know exactly what bonus/bonusgroup it is with just one look!
Does not change the (average) balance of your mod - just transforms it into an more overviewable and easier modifyable state
The most powerful file ever created: balance.lua opens up with unique and powerful ways to quickly fit the balance of your mod how you like it in one go!
Commentary over all scripts - everything is explained!
Comes with an unused/duplicated token finding tool - only works after enabling.
Basically never have to edit blueprint.txt again - everything can be done from the modules/modding folder!
Automated adjustment of creature.txt's creature bonus intensity balance according to your settings - you can do everything from inside balance.lua / bonusTypeBalance.lua !!
Does not adjust spells.txt balance (and won't in the future, because the balance there is somewhat hardcoded and intransparent)
Requirements:
Your mod needs to have included BEFORE enabling:
server/blueprint.txt
server/creatures.txt
shared/itemtypes.txt
shared/spells.txt
shared/typification.txt
JSGME (generic mod enabler)
And you must be on windows operating system!
(For the .exes to not screw up. But after running Disable.exe, your mod is completely Vanilla-style again, ready for upload for all operating systems.)
Credits:
@Flix to answer my one million questions.
@dimitrius154 to answer my other million questions.
@Schot, @gogoblender and all other supporting members and admins of DarkMatters,org making hosting this file possible!
Luiz Henrique de Figueiredo, I used his srlua to compile all the standalone .exe files. VERY useful!!!
Discuss here:
This is a pack of different fur shaders. You can try them all out if you want to. Choose one and install it via following those steps:
manual:
Open [Sacred 2 installation folder]/pak.
Unzip shader.zip.
Go to shader/unified/object and replace gur.shader and fins.shader with your choice.
Rezip the shader folder again.
Clear your shader cache. Read below how to do that.
via GME (Generic mod enabler) - possibility 1
Choose a mod name you like.
In the MODS folder, create [insert mod name hear]/pak/unified/object.
Place the shader pair you chose there.
Clear your shader cache. Read below how to do that.
via GME (Generic mod enabler) - possibility 2
Open [Sacred 2 installation folder]/pak.
Duplicate and unzip shader.zip.
Go to shader/unified/object and replace gur.shader and fins.shader with your choice.
Rezip the shader folder duplicate again.
Choose a mod name you like.
In the MODS folder, create [insert mod name hear]/pak/unified/object.
Place your shader.zip duplicate there.
Clear your shader cache. Read below how to do that.
How to clear your shader cache:
What I expect from this pack?
General changes:
All shaders got a working glow texture now (tex1)
Comments and leftovers in the fur.shader file cleaned up, increased overview by standardizing patterns
I did not touch the fog rendering and I don't plan to in the future.
How does fur generation work?
Read here what fins and shells are:
Lighting models explanation:
Lambertian
This is the lighting model also used in Vanilla. It is pretty "aggressive" with the lighting and the best model when it comes to lighting each individual hair visible, but it makes the overall look somewhat bright and unnatural.
Oren-Nayar + Phong Specular
The Oren-Nayar model is a complicated model to render rough materials (like fur). It is the most natural looking one. It makes the colour more matt. Albedo and roughness have been estimated by me to both be 0.3 to save computation capacity, but inside the fur.shader file I included the full formula with the option to change those values to your liking, you can even set them dependent on the texture input if you want to. Just requires a text editor (I recommend Notepad ++).
Phong specular lighting is more computational expensive than Phong-Blinn's specular, but also looks way better imho.
Phong-Blinn
The Phong-Blinn lighting model is a less computational expensive and less realistic enhancement of the Phong specular model and describes both diffuse and specular. It adds an Oil-painting-like effect to the fur which has its own artistical value.
Tool to reverse engineer Sacred 2 Loka-IDs from Sacred 2 global.res hashes.
It's pretty much just brute-force method, construct all possible hashes from all possible Loka-IDs until we've got something that fits. I see no other possible method at the moment.
Comes with multiple tools to save time depending on your needs. Comes with detailed usage instructions.
EDIT: I have once more forgotten to include lua54.dll which is mandatory, sry for that. You can get this file by downloading any of my other tools though.
This is a tool coded by myself to compare two different mods and extract all differences between each supported .txt file. Which is nearly all of them.
Use together with S2CE_Insert.exe so you can pull one mod out and insert it somewhere else. Especially useful for mods based on other mods if the first mod gets an update.
The tool will only extract actual changes and not the whole .txt file, that's what makes it so powerful!
The tools latest version will only work on windows OS, latest non-OS-dependend version is 2.0.0!
It works like that: One mod is the basic and one is the modded. It will only compare and extract things that the modded one contains. After each file comparison, if it found any changes, it will create an "EXTRACTED_...".txt file and only list the changes in that extracted file. If there exists something in the basic file that the modded one deleted in that file, it won't list it. If there exists something that's same in basic and modded, it won't list it. If there exists something in modded that's different to basic, it will list it. It works define-based, so if e.g. there's one entry changed in a spell in spells.txt, it will list the whole spell define in EXTRACTED_spells.txt.
Usage:
unzip/unrar this tool and your two mods you want to compare.
put first mod folder into same folder as S2C_Extract.exe and lua54.dll
[If the first mod are the CM-Patch scripts, replace them like I've described further down]
rename the first mod folder to "basic" (without quotation marks)
put the second mod folder into same folder as above
rename second mod folder to "modded" (without quotation marks)
douple-click S2C_Extract.exe
Q'apla!
If you want to compare a mod to the CM-Patch-scripts, then you must replace
scripts/server/creatures.txt
scripts/server/weaponpool.txt
scripts/shared/spells.txt
with the three three files in the "CM 1.60 files debugged" folder first, as there are some problems and inconsistencies with the CM-patch.
Line-by-line based comparison .txt files:
scripts
autoexec.txt
genMipMapInfo.tx
options_readme.txt
startPos.txt
scripts/client
scripts/server
questscripts.txt
respawn.txt
spawnpos.txt
worldobjecthints.txt
scripts/shared
defines.txt
staticinfo.txt
Partially supported define based comparison .txt files:
scripts/server
creatures.txt
The "mapPosition"s at the end of the file are not supported due to two different safe patterns. Everything else works.
Unlike in earlier versions, Creature-Blueprint-Relations work again
quest.txt
Task Creatures work
Task Items work
Quests work
nothing else works
Fully supported define-based comparison .txt files:
scripts
behaviour.txt
heightmap.txt
landscape.txt
optionsDefault.txt
roadmap.txt
scripts/client
animation.txt
collision.txt
Eliza.txt
environment.txt
keycodes.txt
minitypes.txt
patches.txt
poidata.txt
relations.txt
soundcluster.txt
soundprofile.txt
soundresources.txt
surface.txt
scripts/server
balance.txt
blueprint.txt
creatures.txt
drop.txt
equipsets.txt
faction.txt
pathObjects.txt
portals.txt
region.txt
spawn.txt
treasure.txt
triggerarea.txt
triggervolumes.txt
waypoints.txt
weaponpool.txt
worldobjects.txt
scripts/server/heroes
centurio.txt
dragonmage.txt
dryadin.txt
highelve.txt
inquisitor.txt
seraphim.txt
templeguard.txt
scripts/shared
books.txt
creatureinfo.txt
iteminfo.txt
itemtype.txt
material.txt
spells.txt
typification.txt
The tool is completely coded in lua and fully open source. The Script is included in the upload since version 1.1.0.
Credits:
Luiz Henrique de Figueiredo, I used his srlua to compile the script into a standalone .exe.
You can discuss this tool here:
Since it's a pretty simple task, I had two pathway opportunities: Either program from scratch or re-use all the code from previous tools. Given my current lack of time, I've decided for the latter, resulting in the tool being completely over-engineered. On the other hand, with some little tweaks this tool has the potential to become a universal file sorting tool for all Sacred 2 .txt files supported by my other tools because of that.
One final thing: it only sorts and writes the defines, any commentary at the start or end of weaponpool.txt or inbetween the defines will be lost. Commentary inbetween the start and end of a define however works fine and will not be lost.
It should remove all failed quests red circles from the minimap if the option to show quests on minimap is chosen. Compatible with every mod that does not go higher than graphics26.
Put program in same folder as mod 1 and mod 2
Rename mod 1 to "basic"
Rename mod 2 to "modded"
double-click program
EXTRACTED: surface.txt file with all surfaces from mod 2 that have SURFACE_FLAG_DOUBLESIDED in mod 2 but don't have SURFACE_FLAG_DOUBLESIDED in mod 1, but automatically removes the flag.
ADDITIONAL: surface.txt file with all surfaces from mod 2 that aren't present in mod 1
Afterwards, you can either manually insert them into mod 2 again or use my Inserter tool.
The Thumbnail shows what the program does in Pseudo Code as decision diagram.
Inserts one mod's scripts into the other, kinda like a modmerging system for scripts and insanely fast. Works only on windows operating systems. Use together with S2CE_Extract.exe so you can pull one mod out and insert it somewhere else. Especially useful for mods based on other mods if the first mod gets an update.
But you don't need the Extractor, the tool is intended to work as a standalone. Usage is described in the included README file.
Support for CM-patch 1.60 and all mods which came later.
NOT supported .txt files:
scripts
autoexec.txt
genMipMapInfo.tx
options_readme.txt
startPos.txt
scripts/server
questscripts.txt
respawn.txt
spawnpos.txt
worldobjecthints.txt
scripts/shared
defines.txt
staticinfo.txt
Partially supported define based comparison .txt files:
scripts/server
creature.txt
The "mapPosition"s at the end of the file are not supported due to two different safe patterns.
Everything else works.
quest.txt
Task Creatures work
Task Items work
Quests work
nothing else works
Fully supported define-based comparison .txt files:
scripts
behaviour.txt
heightmap.txt
landscape.txt
optionsDefault.txt
roadmap.txt
scripts/client
animation.txt
collision.txt
Eliza.txt
environment.txt
keycodes.txt
minitypes.txt
patches.txt
poidata.txt
relations.txt
soundcluster.txt
soundprofile.txt
soundresources.txt
surface.txt
scripts/server
balance.txt
blueprint.txt
creatures.txt
drop.txt
equipsets.txt
faction.txt
pathObjects.txt
portals.txt
region.txt
spawn.txt
treasure.txt
triggerarea.txt
triggervolumes.txt
waypoints.txt
weaponpool.txt
worldobjects.txt
scripts/server/heroes
centurio.txt
dragonmage.txt
dryadin.txt
highelve.txt
inquisitor.txt
seraphim.txt
templeguard.txt
scripts/shared
books.txt
creatureinfo.txt
iteminfo.txt
itemtype.txt
material.txt
spells.txt
typification.txt
The tool is completely coded in lua and fully open source. The Script is included in the upload since version 1.1.0.
Credits:
Luiz Henrique de Figueiredo, I used his srlua to compile the script into a standalone .exe.
Ladies and Gentleman, may I present to you:
My own Model & Texture Designs for the Main Sets and Special Mounts. These are part of Lindor's mod (which is still in development and not released yet), but got decoupled by me into an own mod.
Complete changelist:
Inquisitor
Sets
The Deylen's Power Set got new shaders and textures
Mounts
Non-Elite
the aspectless non-saddle spider got a saddle now
all saddled spiders have the same (golden) saddle now
all non-saddled spiders removed from Hugart (Mount-Island vendor) inventory
all spiders have now the T-Energy-glow on their main body
T-Energy-glow of Spiders now only affects the dots
All Spiders Eye, Hair and Skin got retextured
Elite
all armored spiders share the same model and texture with their non-Elite versions now
Inquisition and Astute Supremacy spider armor got retextured
Astute Supremacy spider armor now got T-Energy-Glow
There are four verions of this mod, one for each of those:
Dimitrius's CM-Patch Addendum (not released yet)
Sacred 2 EE 3.0a
CM-Patch
Integrated into Lindor's mod (not released yet)
Special Thanks to:
@Flix for his patience in sharing his modding experience and explaining up to the very detailiest detail
@dimitrius154 for sharing his codesided in-depth knowledge, providing the original model for the armored spiders and sharing the Trimmed Elite-Textures
The original CM-Patch Team, the CM serves as a basis for all mods this mod is released for
@gogoblender, @Schot, all the supporting members and everyone else making hosting this file here at DarkMatters possible
Ladies and Gentleman, may I present to you:
My own Model & Texture Designs for the Main Sets and Special Mounts. These are part of Lindor's mod (which is still in development and not released yet), but got decoupled by me into an own mod.
Complete changelist:
Inquisitor
Sets
The Deylen's Power Set got new shaders and textures
Mounts
Non-Elite
the aspectless non-saddle spider got a saddle now
all saddled spiders have the same (golden) saddle now
all non-saddled spiders removed from Hugart (Mount-Island vendor) inventory
all spiders have now the T-Energy-glow on their main body
T-Energy-glow of Spiders now only affects the dots
All Spiders Eye, Hair and Skin got retextured
Elite
all armored spiders share the same model and texture with their non-Elite versions now
Inquisition and Astute Supremacy spider armor got retextured
Astute Supremacy spider armor now got T-Energy-Glow
There are four verions of this mod, one for each of those:
Dimitrius's CM-Patch Addendum (not released yet)
Sacred 2 EE 3.0a
CM-Patch
Integrated into Lindor's mod (not released yet)
Special Thanks to:
@Flix for his patience in sharing his modding experience and explaining up to the very detailiest detail
@dimitrius154 for sharing his codesided in-depth knowledge, providing the original model for the armored spiders and sharing the Trimmed Elite-Textures
The original CM-Patch Team, the CM serves as a basis for all mods this mod is released for
@gogoblender, @Schot, all the supporting members and everyone else making hosting this file here at DarkMatters possible
Hello dear sacred community
Today I've got a little bit of a challenge for you: I'm happy to finally present you all unskilled level 216 heroes with all sets and a whole bunch if not all of the uniques. And the best: I included five different savegames for farming lots and lots of goodies. Pretty much all of the items are completely self farmed with few exceptions (more below).
Where is the challenge you ask? Well, basically to get the best bundle possible for the community there is still a little bit of work to do:
1. Questing:
2. Item refarming:
3. Even more item farming:
4. farming, farming, far... you get the idea
Now of course I could do all of this stuff myself... and upload this file in ten years when I'm finally ready lol. Instead I figured what is the fun of sacred when there is no challenge anymore? So I thought lets give that stuff as a challenge to you, the darkmatters community, but lets at least give you the tools to actually complete all of this stuff - yes im evil.
I think the best way would be to open another thread where I write down again everything that needs to be done and every now and then I check what has been completed and update the thread and this download. I'll do that when there is enough positive feedback for the challenge. Unfortunately I think there is no way for me to actually reward your effort if you completed a part of a challenge, but then again we're all profiting from the results.
Now let's get straight to the action - there's challenges to do. What you're waiting for?
Lindor
EDIT:
New Topic where we can trade our items:
l'll check for new items every now and then. If somebody found a new or better item and wants to share it, you can post there. I'll upload the item here to this file and pin your name to the topic so everybody knows who shared which item.
Special thanks to everyone who contributed to this project:
wildundgesetzlos for contributing the icons set
@SupremeJoker for contributing lots and lots of items, especially Jewelry, and getting me to update the file for Sacred ReBorn mod
@alfchaval for contributing lots of uniques, sets, the instruments and the book of ancaria
@Dax for contributing lots of high level blue and yellow items for Vampiress and Jewelry
everyone on DarkMatters who makes hosting this file possible