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Lindor

Sacred Game Modder
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Everything posted by Lindor

  1. @Flix I think I know why so many .btr files are exported. In the EE 3.0 directory scan for models, I only included .gr2 / .GR2 files. I guess there's no way around doing another scan. Give me a moment, I'm updating the blueprint.txt overhaul first.
  2. last but not least I can safely say that in blueprint.txt no itemtype is being called without a scripted model. Wether that model actually exists is another story, but that can be answered with above data chunk. The only thing I couldn't check is for nonexistent fx/surfaces a model expects, since that's tied to the model directly and not scripted anywhere.
  3. There we go: [deleted to save server space. It was a long list with zero meaningfullness.]
  4. These are all EE nonexistent surfaces being called in itemtype.txt: "skelettlich-doomguard-id4_v" I have access to a CM patch pak directory scan. These are all (in CM-Patch) nonexistent models being called in EE itemtype.txt: EDIT: did it again with EE 3.0 directory scan, but EE 3.1itemtype.txt. Check next post.
  5. But boost_divine_spark is not being called in EEs drop.txt
  6. itemtype 13303 is nonexistent, the item in question being: id = 3514, name = "boost_divine_spark" . Following items don't have any itemtypes scripted at all: id = 1737, name = "XXXartefact_test", id = 1394, name = "EMPTY", id = 19, name = "!Saebel", id = 228, name = "swarr_set_enforcer_helmet", id = 139, name = "!human_smith_wpn_2h_hammer", id = 196, name = "!human_shaman_wpn_2h_staff", id = 871, name = "Empty_Blueprint", .
  7. Thanks! Hereo-specific (inquisitor) and region-specific (swamp, crystal very frequent; tyr lysia no crashes) Will write program to check for missing / nonexistent itemtypes
  8. By the way in case you're worried about that line: You must be on windows operating system in order for the exes to work, but there is an exe, namely Disable.exe, which converts all scripts back into Vanilla style and removes all modules and exe files except itself and lua54.dll, making your mod ready for publish for all operating systems. As stated in the README, Disable.exe is NOT a setback to original state. The changes coming with Enable.exe are permanent which is why you should backup your mod before enabling.
  9. I have written a quick lua program to check. I can now safely say that in EE and my mod, there are no blueprint IDs called in drop.txt that are nonexistent. But it is possible that there are blueprint IDs called which don't have working itemtypes, models, surfaces or whatever else an item needs.
  10. Well, an awkward workaround was increasing "TraderOfferUpperRareBase = 7," in balance.txt from 7 to 9, indeed very rarely tier 9 jewelry can show up now, but the issue is that I only want the jewelry, not the armor and weapons, to have higher tier appearance.
  11. Yes, ahem, I thought so as well. With that I meant that the few ones with weightedprob=50 or 75 drop up to 3-times more often than the others. And the minisets jewelry even up to 5-times more often.
  12. Hey, does someone know what dangerclass, inittype and expecttype mean in drop.txt droppatterns? Can't seem to make sense of those, so I'd appreciate if someone has already deciphered it and can teach me EDIT: minquality is also a mystery to me, it does not seem to be what I thought it was, it does not set the minimum item tier of the droplist. I'm trying to increase the jewelry quality the combo master sells, I want that tier 9 jewelry can show up without requiring the trading skill. Decreasing the tier of the jewelry I want to show up in blueprint.txt's minconstraints is not an option. But setting the minquality of the forge droplist in the combo master's droppattern to 9 did not help.
  13. A thing I noticed: in the forge droplist, some few unique/set/legendary jewelry have weightedprob=50 while all other have 150, meaning they will drop three times as often as all other unique/set/legendary jewelry. I believe it are the charo rings, kaysers luck rings, unique_amulet_Indalis and silithars finger hoop. Also all the miniset rings seem to have way too high dropchance with weightedprob=30. Don't know if this is intentional or not.
  14. What other mods do you have installed? I can't reproduce this bug anymore with my current drop.txt. Also there's nothing wrong with blueprint.txt It happens very often when I'm playing inquisitor. Not only on handling in quests, but also on killing enemies. I believe now it happens when there's a certain item that the game wants to drop out of a droplist for inquisitor, that does not exist. Also, since Vishanka and I are both playing on german and Flix is not, maybe the game language has something to do with it. A missing hash in global.res / entry in itemnames.csv? @Flix@dimitrius154
  15. I have the feeling that usagebits don't work on jewelry bonusgroups for some reason. I'm still getting shadow warrior boni for my seraphim on jewelry, as an example, in spite of the bonus having the correct usagebit.
  16. As Sauron Lord of gift I have gift for u: U can use this as template to insert into your BonusTypeBalance.lua and work from there. These are the bonustyles which I think have hardcoded scaling: Both alphabetically sorted EDIT: the mod game automatically detects wether something is a consumable by wether it has the word "potion" or the word "boost" in its blueprint name. This is necessary because the devs didn't give consumables boni the correc prefix, so I need to give them all "cs". Unfortunately, the ogre knuckles created by Flix in EE are called "forge_boost_phys" and "*_unique", both having the word "boost" in it, despite not being consumables. I recommend renaming them inside modules/modding/items/pgf.lua when using this mod and, if necessary, to give the boni of those items the correct prefix, which would be "sb".
  17. Here is a list of all boni which don't have scaling scripted upon enabling with EE: Some of those don't have difficultyvalueranges for a rason, some other like BONUS_EXPERIENCE or BONUS_SPELLDAMAGERANGE need balance scripting. I realize that this might be a lot of unwanted work, so I will set up and share a balance script for these boni which you can use as a template. Again, there's good reason to not just extract them from blueprint.txt: The numbers can't be trusted, and I need to make sure that everyone who uses this mod is aware of that.
  18. I love the third picture! Looks like taken directly from an expensive painting
  19. @Flix @dimitrius154 There is an issue which I didn't notice at first because I only tested it with max level characters: Right after enabling, enemies give no XP anymore. XP is given via the creature-only bonus BONUS_EXPERIENCE, and since the balance is extracted solely from item modifiers (because you cannot trust other values), this bonus will not have a difficultyvaluerange scripted (which was expected). I recommend adding difficultyvaluerange to this bonus in bonusTypeBalance.lua which is the file that is intended to give the modder the ability for global bonus type strength balance adjustments: do bonusTypeBalance["BONUS_EXPERIENCE"] = { difficultyvaluerange0 = {0,20,4020}, difficultyvaluerange1 = {1,25,5025}, difficultyvaluerange2 = {2,30,6030}, difficultyvaluerange3 = {3,40,8040}, difficultyvaluerange4 = {4,50,10050} } end This will 'fix' it. 'Fix' in markers because it is not a bug per se, I have expected stuff like this to happen, but my mod makes it all very easy to reliably adjust everything. By the way I can say that this will not be 'fixed' in future versions because as I said, one cannot trust non-item-modifier values. It will be a good ritual though for new modders to get used to the new syntax by requiring them to add their own experience balance which is a very easy first task. However it should be noted that all creatures give the same amount of experience with the current implementation. For that to change it would be necessary to somehow extract a creature "tier", similar to the item tiers, and adjust values automatically. There is the dangerclass ranging from 0 to 10 which I think will serve the purpose. I'm working on it. Again, small quirks like these are expected, but overall the mod gives the modder way more freedom than it causes trouble.
  20. There we go: Feel free to ask if there are any questions!
  21. Version 1.0.9

    38 downloads

    Sacred 2 Blueprint.txt Function Overhaul 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:
  22. Sacred 2 blueprint.txt function overhaul View File Sacred 2 Blueprint.txt Function Overhaul 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: Submitter Lindor Submitted 08/02/2022 Category Ice & Blood Patches and Mods  
  23. Haha one can see the shader at work, that's peak specular on the tree left. At the risk of embarrassing myself because I don't know which of these pictures is Vanilla and which is your work: I like the upper picture more.
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