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  1. would it be possible to create a 3D inventory viewing mod like this ? >> like you mouse over your item in your inventory and the 3d object of your item rotates on screen so you can see exactly clearly what you are looking at in your inventory ingame If it is possible to create this sort of 3D view in Sacred 2 how would I do it ? What files would I have to edit / create and how ? I'm guessing it would be real hard or impossible to access the Sacred 2 inventory index and especially try to view it in a different camera ingame. but is it possible ? probably not because it is using system files that are hard coded and not accessible ? idk that is why I ask What game engine did they use to make Sacred 2 ? is it even possible to access the source ? Thanks in advance !
  2. Version 1.0.0

    158 downloads

    Grass Mod for Sacred 2 This mod desaturates and darkens the color of the grass and landscape in the game, primarily in Tyr Lysia and Artamark. Extract the archive then install with the Generic Mod Enabler available at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml If using Elite Textures, then rename the mod folder "mq" to "hq". Likewise if using the minimal textures setting, rename the folder to "lq". This mod should work with any version of Sacred 2, with or without expansions or Community Patch. It will work on top of other mods - just install it last to be sure it overrides other texture mods. These grass textures are identical to the ones used in my mod Diablo 2 Fallen.
  3. Sacred 2 Enhanced Edition View File Sacred 2 Enhanced Edition by Flix Sacred 2 Enhanced Edition (S2EE) is the continuation of my work on older mods such as Enhanced Spells and the Community Patch, of which S2EE is meant to be the successor. S2EE contains hundreds of bugfixes, as well as numerous gameplay enhancements such as redesigned balance, quality-of-life improvements, and cosmetic changes. Enemies are more challenging, quests are more rewarding, and items are more varied, unique, and useful. This mod also features AI-Upscaled Textures that will work if the Elite Textures are installed. These all-new HD textures will be used for the DLC and expansion content which never received any official elite textures. S2EE is designed for the player to install the CORE module, then they may install some optional add-on modules. See the "Sacred 2 EE Manual.pdf" for full list of modules and features. Currently supported languages: CORE module: English, French, German, Italian, Polish, Russian, Spanish, Hungarian. Alternate Spells: English, French, German, Italian, Polish, Russian, Spanish. Optional Modules: Alternate Spells - Swap out several vanilla combat arts with new custom ones. Challenge Mode - Significantly increased difficulty. SuperSpawn - Increases enemy spawn count by 2-3x. Enhanced Music - A game-wide expansion pack for all regional background music. Portrait Overhaul - Revamps all the NPC and enemy icons with new artistic portraits with more character and personality. Free-For-All Quests - Makes all quests available in all game modes, and allows all bosses to respawn each game session. Classic Icons - Restores the aspect background and combat art icons to vanilla. Classic Icons for Alt. Spells - Change the aspect background and combat art icons to the "classic" style. ================================================= Installation: If upgrading from vanilla or EE 3.0 and below: I HIGHLY advise NEW CHARACTERS or you may have broken spells & quests, re-rolled bonuses on gear, or other odd behavior. Download the Generic Mod Enabler (GME) and install it to your Sacred 2 root folder. Mod Enabler is available at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml For Steam the root folder is C:\Program Files (x86)\Steam\steamapps\common\Sacred 2 Gold For GOG or disk version, the root folder is wherever you installed the game, for example C:\Sacred 2 Gold After running the GME once, it will make a folder called "MODS" there. Extract/copy/move the contents of the compressed zip file into the "MODS" folder. There should be 9 folders (the Docs folder need not be placed in the MODS folder). S2EE contains one CORE module and eight optional add-on modules. You must install "Sacred 2 CORE EE 3.2 - Required" at the very least. Run the GME and enable the CORE module. The GME will back up your clean files and will allow to you to easily enable/disable the mod as you wish. - Optional - add-on modules should be installed afterward. Do not install any of the add-on modules without the CORE module installed first. Overwrite warnings are to be expected when you install the optional modules. ================================================== Compatibility: This mod requires Sacred 2 + Ice & Blood expansion with the latest patch (2.65.02) installed (or simply Sacred 2 Gold). This mod additionally requires that Community Patch 1.60 be installed. No previous versions or components of the old Enhanced Edition should be installed. No mods that alter scripts will be compatible with S2EE. This includes: Diablo 2 Fallen, Boss Arena, Age of Heroes, Survival Mod, Llama's Mod, Wardust's Mods, Dimitrius's Patch Addendum Mods that are known to be compatible: Music Mods, Interface Mods, Main Menu Mods, Reduced Fog, Elite Textures (either official or the unofficial "trimmed" version), and simple texture mods like Eye mod or Grass mod. ================================================= Development (Enhanced Spells module): For detailed list of changes to combat arts (and Alternate Spells) , and for pictures and videos, and development info, visit this thread: ================================================= Known Issues: Not all properties of a Combat Art update dynamically in the CA tooltip text. This is a pre-existing issue in the vanilla game as well. However rest assured that all properties of Combat Arts should be clearly described in the CA description text and will appear (if applicable) in the Sigma bonus overview and/or character overview. Dragon's Wrath cannot go into a combo. No known solution. If you find bugs, exploits, or other issues, don't forget to let me know so I can address them. ================================================= Credits: Flix - Main author, scripts, game texts, textures, sounds, icons. Dimitrius154 - programming, scripting, advice, asset importing. Pesmontis - new model importing, text encoding tools. desm - French translation. Shadowflare85 - German translation. KrystianCzach243r - Polish translation. Nikoleagle and LordKomar - Russian translation. Deivix - Spanish translation. Pokolfajzat - Hungarian translation. Loromir - Italian translation. Lindor - reworked Ancient Bark FX. Ysendra - new Daemon textures. SX255 - new Deathly Spears icon. Luthal - helped work out how to handle summoned minions. Caledor - ideas on adjusting balance, skill effects, and the interface. Charon117 - tools for cleaning & optimizing scripts. Everyone who played the mod and posted feedback. Gogoblender and Schot - hosting this mod on DarkMatters. Llama - making his CM Patch Mod and showing me the way into modding Sacred 2 spells. Submitter Flix Submitted 08/09/2014 Category Community Patch  
  4. Wardust's Serious Textures and Spells Update + Repack >>Download on Sacred 2 Nexus<< --updated for CM 1.60 July 2018 Introduction: Wardust made a great mod in 2011-2012 for CM Patch 1.30. You can find his old Serious Textures thread HERE and the blog he made for the mod HERE (these are outdated/abandoned). This new release allows Wardust's mod to be used with the latest CM Patch 1.60 and the Generic Mod Enabler. It is not my intention to take over and continue development of this mod; this is a faithful update of Wardust's great work, to ensure new players can use it. My intention was to fix the bugs and glitches, make an English translation, get the mod updated for CM 1.50, improve mod compatibility, and streamline the installation process. The only content removed was buggy or glitched textures/models/scripting that couldn't be repaired, as well as a huge amount of redundant (unused/unchanged) textures. This significantly cuts down on the mod's file size, from a 1.5GB download down to only about 250MB! New content was added such as missing icons, Inquisitor textures, support for custom skin colors, and an English translation/bugfix of the spells mod component. The changes to spells, balance, creatures, and spawns was turned into a separate module (Wardust's Spells Mod) that can be activated independently of the Serious Textures pack. Install Instructions: Install Community Patch 1.50 Install Wardusts mods using the Generic Mod Enabler (available at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml ) The Generic Mod Enabler should be installed in the base installation folder for Sacred 2. Run it once and it will make a folder called "MODS" there. Place the "Wardust's Serious Textures CM 1.60" and/or "Wardust's Spells Mod CM 1.60" folders into the MODS folder. Run the GME and enable the mod(s). The order doesn't matter. Uninstall by disabling with the GME. Compatibility: Serious Textures module should be compatible with any other mod except Diablo 2 Fallen, in which it is already included. Do not install them simultaneously. The Spells module is not compatible with any other spells mods or any mod that changes spells.txt or creatures.txt. The module's files "spawn.txt" and "balance.txt" can be deleted or overwritten without affecting any functionality. They are included to preserve Wardust's changes to balance, challenge, and enemy density. Thanks to: Wardust for making and sharing his mods with the Sacred 2 community. Silver Fox for helping me work through all of the textures and spot errors and bugs to squash. --Flix, Feb. 2016 What follows are the features of the spells mod by Wardust, presented for the first time with an English translation. ======================================================= ======================================================= Wardust's Spells Mod Seraphim Hallowed Restoration becomes Righteous Condemnation (Mortifying Pillory) Divine Protection becomes Crushing Vortex (Clustering Maelstrom) BeeEffGee becomes Dracolin Familiar (summons a Dracolin companion that buffs the Seraphim) High Elf Fire Demon becomes Dragon Fire (Dragon Strike) Incandescent Skin becomes Flame Skin (combines properties of Incandescent Skin and Fire Demon, and now summons a small dragon pet instead of an imp). NO conflict with Crystal Skin (can be active simultaneously). Frost Flare becomes a copy of Glacial Thorns (you will have two copies of this spell now) Expulse Magic becomes Arcane Nova (Flaring Nova) Magic Coup becomes Pillar of Light (Radiant Pillar) Shadow Warrior Ruinous Onslaught becomes a copy of Scything Sweep (you will have two copies of this spell now) Augmenting Guidon becomes a copy of Frenzied Rampage (you will have two copies of this spell now) Astral Lord aspect becomes Elemental Lord Spectral Hand becomes Lightning Strike (Cobalt Strike) Skeletal Fortification also becomes Lightning Strike (you will have two copies of this spell now) Shadow Veil becomes Purgatory (Fiery Ember) Rallied Souls becomes Ring of Ice (Icy Evanescence) Nether Allegiance becomes Call of the Ancestors (now summons knights instead of skeletons) Dryad Dust Devil is replaced with a copy of Darting Assault (you will have two copies of this spell now) Moribund Animus becomes Jungle Companion (now summons White Leopards that buff the Dryad instead of a ghost) Goldenglade Touch becomes Cyclone (Tornado) Edaphic Lances becomes Wind Flurry (Gust of Wind) Temple Guardian Combat Alert becomes Battle Shroud (combines with T-Energy Shroud to become a single permanent buff) T-Energy Shroud becomes Gravity Well (Clustering Maelstrom) Untouchable Force is now Bionic Auxiliary (summons Temple Guardian soldiers instead) Dryad's Cabalistic Voodoo aspect also gets a new background image: My overall impression of Wardust's mods is that he wanted to downplay anything Satanic (pentagrams, demons, etc.), and remove any imagery/powers that referenced demonology, necromancy, and the occult.
  5. Sacred 2 High Elf & Seraphim Silver Hair Mod View File This mod enables the High Elf and Seraphim to have Silver Hair. Installation: Use the Generic Mod Enabler to install this mod (free at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml). It's a few extra steps at the outset, but it saves headaches and frustration in the long run. Download the GME, install it to your Sacred 2 root folder and run it.* Place the "High Elf & Seraphim Silver Hair Mod" into the new MODS folder generated in the Sacred 2 root folder by the GME. Activate the mod with the GME. To uninstall use the GME to deactivate it. Submitter Hooyaah Submitted 03/21/2018 Category Fallen Angel Tools  
  6. Hi all! I'm new here and I come with a very specific question. I recently started a melee High Elf. I'm having a lot of fun, but Magic Coup's animation is very boring. I looked here and in other places for a user-created mod that improves the spell's animation, but I didn't find anything. I'm not talking about an entirely new animation, but simply a mod that enables Magic Coup to use all of the HE's melee animations and not just the same one. Something like this would really make it feel like she's fighting and not just waving her sword in the same pattern in front of her... Is there a mod like that? Is it possible/easy for one to be made? I, myself, am completely ignorant when it comes to modding, but if it's a matter of tweaking some of the game's files I can try (with some guidance). I'm playing with the Ice & Blood expansion but without the CM patch. I got my game from Steam. Thanks in advance! -Rets
  7. File Name: Community Items Mod File Submitter: Flix File Submitted: 23 Mar 2014 File Category: Community Patch Community Items Mod v1.2b The Community Items Mod 1.2 is now integrated into the Community Patch 1.50. This download is a small mod that is designed to be installed on top of Sacred 2 Gold + CM Patch 1.50. ================================ Features: 1) The mod restores some item designs that were present in the CM Items Mod 1.2 but were removed for copyright reasons (which are now resolved) when the mod was integrated into the CM Patch. This mod restores their unique designs. Without this mod the items will use generic item models from Sacred 2 (but will still function). The items with changed appearances are: a) Torch of Light b) Axe-Bot 2525 c) Forgotten Technology d) Spear of the Dryads e) The Catalyst f) The Iron Knight g) Earthshaker h) Soulflay Fork 2) The mod also contains a hotfix for an issue with the leg armor of the new Frozen Gems set, which flash and glow due to a script error. The error is corrected with this mod. 3) 1.2b introduces a couple fixes for the Children of Asha Set (left boot mesh spike fix, double cape mesh fix) and a fix for the Doom Guard Set (better cape weights). Updated 2/6/2017. ================================ Installation: 1) It's always best to install Sacred 2 mods with the Generic Mod Enabler (GME). It can save a lot of headaches and frustration. Get it free at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml 2) Install the GME into your Sacred 2 root folder and run it once. 3) Place the "Item Mod 1.2b" folder into the MODS folder created by the GME. 4) Use the GME to activate this mod. If updating from v1.2a: Simply disable the old version with the mod enabler, delete the old folder, then enable the new 1.2b version. Install order is the same. Compatibility with other mods is the same. This mod REQUIRES Sacred 2 Ice and Blood with the latest official patch (2.65.1.0 or 2.65.2.0) plus the latest Community Patch (1.50). ================================ Development threads and more info: New Dragon Mage Sets in Development New Uniques and Legendaries Brainstorming ================================ Thanks to my CM Items Mod team: Silver Fox for overseeing and handling the development of v1.2. Also for his scripting, mastery of the game files, insight into item balancing and planning, attention to detail, encouragement, and his work on textures and reviewing bonuses. His modding expertise and dedication helped to make every little piece of this mod as good as it could possibly be. Pesmontis for his crucial knowledge and tireless efforts in helping to get this project off the ground and completed, and for all his hard work editing textures and models, his kindness and endless patience, and wonderful item contributions. It would not have been possible without him. Special thanks to: Dimitrius154 and LazyTomcat for contributing their amazing work to the mod. Other volunteer testers (Gilberticus, Dragon Brother, SX255). People who offered up suggestions and requests, and contributed ideas and work to the mod: (Dragon Brother, Thorin Oakenshield, Chattius, Giberticus, SX255, Dave-O, Moonpaw). Czevak and Dragon Brother for getting me going with starter tips on what files to edit. LazyTomcat, Wardust, and others who made mods before me so I could follow their example. Gogoblender and Schot for hosting this mod on Darkmatters.org Everyone at Darkmatters who has followed the development of this mod and offered support and encouragement (especially Yoshio). Marcus and Czevak for adding the mod to the Community Patch. Click here to download this file
  8. <p>Oh, please, does anyone have a copy of this Editor anywhere? The Spawn rate is driving me insane and there's just no way I can edit 4800 entries by hand.</p> <p>Official source is down: <a href="http://darkmatters.org/forums/index.php?/topic/19813-sacred-2-downloads-moonpaws-spawntxt-editor-with-gui/">http://darkmatters.org/forums/index.php?/topic/19813-sacred-2-downloads-moonpaws-spawntxt-editor-with-gui/</a></p>
  9. Somewhere in the world of Ancaria there is a priest who was destined to serve Gods in a remote location. He stays in his half-forgotten temple and rarely sees people except for hunters and travelling merchants who stop once in a while to make offerings to the Gods. This priest spends his free time breeding and training exotic creatures. Those rare times when he goes out of the temple, his pets usually follow him. He thinks that animals make good companions to lone travelers like him... and like you. There are also some rumors that this priest does not mind experimenting with machinery, so maybe if you manage to find him and pay him a visit, he would show you results of his experiments. With this, I start releasing the information about the Elite Mount project that had been in the works for quite some time. It began as a part of CM patch, then halted in its tracks and now is continued by me, Pesmontis and Flix as a part of the CM Items mod. As the mod is undergoing gradual integration into CM Patch, there is a possibility that the mounts would eventually return to CM proper and would be released as a part of CM v150. But it's just a possibility, and the first release, regardless of anything, would happen with CM Items mod, so this is the place to look for new mounts. We are not going to tell you the exact location of the temple where the priest and his pets reside, but this thread would gradually fill you in on his merchandise, so stay tuned. There are plans to create new Elite Mounts for each of the seven playable characters - these mounts would be better than the original special ones, but the opportunity to purchase them would open up much later in the course of main campaign. A couple of Elite Mounts are ready, so it's more than just talk, others are in process. Read on to learn more about the mount variety: High Elf's mount - the Dragon: Introduction and Stats - Video bonus mounts - new Wind Serpents: Introduction and Stats Temple Guardian's mount - the "Buzzsaw" Mobiculum: Introduction and Stats - Video Shadow Warrior Armored Hellhound and Inquisitor Armored Spider mounts - Introduction and Stats Dragon Mage's Armored Draconicicon mount - Introduction and Stats Seraphim's Cyber-Tiger mount - Introduction and Stats Dryad's Armored Lizard mount - Introduction and Stats Download Elite Mounts Mod
  10. Diablo 2 Fallen View File Diablo 2 Fallen v15c Patch 15c standalone for those who downloaded v15 before March 9, 2023. Introduction: Diablo 2 Fallen is a semi-conversion mod for Sacred 2 that transforms the game world, character classes, items, enemies, and many more aspects into those of Diablo 2. Relevant Links: D2F Development Thread D2F Release Thread D2F on SacredWiki The Hellfire Arena Please read the following! This mod requires the latest version of the Community Patch (1.60) to be installed beforehand. Do not to have any other mods installed if you're going to play D2F. None. This is a huge mod and compatibility is very limited. Custom versions of many popular mods are already integrated. The Music Pack is a separate download available HERE. The music pack is required, otherwise you will experience some regions with no music at all. Leave "commentary" to NEVER in the options menu. If you don't turn commentary off you will hear a weird mix of vanilla and D2F character voices. Leave "Number of Speakers" to STEREO in the options menu. If you try to use 5.1 audio then the music and many sound effects will not play. The fonts needed for the interface are located in the "pak/fonts" directory of the mod. They are three .ttf files. Right-click each one and select "Install" to install them on your system. Detailed Install Instructions (New Users): Download the Generic Mod Enabler (GME) and install it to your Sacred 2 root folder. Mod Enabler is available at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml Root folder for Steam is C:\Program Files (x86)\Steam\steamapps\common\Sacred 2 Gold Root folder for GOG or disk version may be as simple as C:\Sacred 2 Gold After running the GME once, it will make a folder called "MODS" there. Extract the contents of the D2F .zip file into the "MODS" folder. There should be four folders: "Diablo 2 Fallen v15", "D2F Inferno Patch", "D2F SuperSpawn, and "D2F Docs." The Docs folder is just for information and is not necessary to play. Extract the D2F music pack contents ("music" folder) into the "pak" folder of the mod. So the structure will look like: [Diablo 2 Fallen v15/pak/music]. Run the GME and enable Diablo 2 Fallen v15. It may take a long time to install. The GME will back up your clean files and will allow to you to easily enable/disable the mod as you wish. -Optional- "Inferno Edition" and/or "SuperSpawn" should be enabled after enabling the main mod. Overwrite warnings are to be expected. Disable before disabling the main mod. The fonts needed for the interface are located in the "pak/fonts" directory of the mod. They are three .ttf files. Right-click each one and select "Install" to install them on your system. Play with NEW characters only. Previous Users: Disable the old version of D2F with the GME (important!) Remove the old D2F folder from your "MODS" folder. Place the new "Diablo 2 Fallen v15" folder into the "MODS" folder. Enable as usual. -Optional- "Inferno Edition" and/or "SuperSpawn" should be enabled after enabling the main mod. Disable before disabling the main mod. Use old characters at your own risk. Legacy characters may have re-rolled bonuses on random items or odd/broken behavior for in-progress quests. Thanks to: Pesmontis for all his ideas and insight, and helping me import countless new monster and item designs. dimitrius154 for invaluable advice, contributing new models and textures, and coding. Silver Fox for scripting advice, and his work on textures, making new items, god statues, and the Druid's quest. Vampire and desm for making the French version. Wardust for hundreds of ideas on changing textures of the landscape, enemies, and the characters. steinerrr for ideas on how to increase the power and challenge of monsters. Caledor for ideas on adjusting balance, skill effects and the inventory interface. Ysendra for some Daemon textures. Jordan0422 and Tharkun who did testing and provided lots of valuable feedback. Charon117 who made tools for cleaning & optimizing scripts. Lindor for some script-sorting tools and Lua advice. The CM Patch team and all the modders who came before me, made modding tools, and showed me the way. Everyone who played the mod, posted feedback, and gave support. This mod is very much a product of the entire Sacred 2 community at DarkMatters. Thank you! Submitter Flix Submitted 01/17/2017 Category Community Patch  
  11. Elite Mounts Mod View File Somewhere in the world of Ancaria there is a priest who was destined to serve Gods in a remote location. He stays in his half-forgotten temple and rarely sees people except for hunters and travelling merchants who stop once in a while to make offerings to the Gods. This priest spends his free time breeding and training exotic creatures. Those rare times when he goes out of the temple, his pets usually follow him. He thinks that animals make good companions to lone travelers like him... and like you. This mod adds new special mounts for all 7 characters. They can be purchased from a new special mount dealer deep in the Jungle. Detailed information on all the variations in mount appearance and stats can be read about in this thread on DarkMatters forums. Each character gets 4 new special mounts, with the exception of the High Elf, who gets 7 new mounts. This mod requires the Ice and Blood expansion (or Sacred 2 Gold) and the latest Community Patch (1.50) to be installed beforehand. The CM Items Mod (optional) should be installed after the Community Patch but before anything else. Supported languages: English, French, German, Polish, Russian, and Spanish (Spanish requires download of an additional language patch). Installation (with no other mods installed): Download the Jonesoft Generic Mod Enabler (GME) and install it to your Sacred 2 root folder (the main folder where Sacred 2 is installed). Mod Enabler is available HERE After running the GME once, it will make a folder called "MODS" there. Extract the contents of the rar file and copy the "Elite Mounts v1.10" folder into the "MODS" folder. Run the GME and enable Elite Mounts v1.10. It may take a moment to install. The GME will back up your clean files and will allow to you to easily enable/disable the mod as you wish. The mod also comes with compatibility patches for some of the more popular Sacred 2 mods. Use the Generic Mod Enabler to activate them in the order described below. Installation order if using other mods: Elite Mounts Mod Wardust's Serious Textures Mod (must be version from Sacred 2 Nexus) (ignore compatibility patch) Enhanced Spells Mod (+ optional Challenge Mode) or Survival Mod or Llama's CM Patch Mod (choose one, these three mods are not compatible with each other) Compatibility Patch for whichever mod you chose to install at step #3 (Llama Mod or Survival Mod ONLY, Enhanced Spells 1.3+ has built-in compatibility so no patch necessary). This mod is NOT compatible with: Sacred 2 undressed Mod 2016 (compatibility patch is available with the undressed Mod) Diablo 2 Fallen (mounts are already integrated) Any older mod not updated for CM Patch 1.50 This mod should work just fine with Fleet's undressed Skins, Reduced Fog, Przemba's Visual Mods, and any music/sound mod. Submitter Flix Submitted 01/18/2016 Category Community Patch  
  12. Hi to everybody. For years I've been in love with sacred 1 e 2. But now I wonder how to mod the SB in Sacred 2?. (In S1 there was the SHE to modify statistics and SB, but in Sacred 2 no ) The SB is the best parameter for anyone
  13. File Name: Sacred 2 Reduced Fog Mod File Submitter: Flix File Submitted: 05 Jun 2015 File Category: Ice & Blood Patches and Mods This is a simple mod that makes the fog in the game more transparent, allowing you to see further into the distance. Installation: If you don't have the Generic Mod Enabler (GME), download it at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml Install the GME to your Sacred 2 installation folder and run it once. It will make a folder there called "MODS". Place the "Reduced Fog Mod" folder into the "MODS" folder. Run the GME again and you can now enable/disable the mod as you wish. Compatibility: This mod should be compatible with any other mod. It is already included with my mod "Diablo 2 Fallen". It does not require the CM Patch. It was tested with the Ice and Blood expansion, but it would probably work with the base game Fallen Angel as well. Known Issues: Depending on your camera settings and positioning, you may notice some "pop-in" of distant objects like trees and buildings. If you have a slow computer or elite graphics turned on you may notice a slight performance hit when running. Click here to download this file
  14. So I finally started playing Sacred Underworld with a slight personal modding. But I ran into a serious setback: how do you edit sound.pak? I found a way to extract all the sound into wav and mp3, but that’s it. These files don’t work like GRN and TGA do. Also, does Mental Regeneration work on a Dwarf? He starts with 0, so it seams suspicious to put points into it.
  15. PERMANENT Hair Color Tutorial For The Seraphim Hello~! Originally posted here. If you can find it in your heart to click and view this page I would be so happy lol. I haven't seen a guide for this so why not be the first? ^_~ I think everyone already knows how to change their female character's hair color using the console. The problem is that it won't be saved when you exit the game. Also, the colors will not be the the same with the colors you see/choose on the Web. I tried to use pink (#ff6666) but it came up as orange. This is due to the fact that the hair color of the seraphim is actually Yellow/Blonde/Whateva. The SYS HAIRCOLOR command only adds the pink on top of the yellow or something like that So if you want to achieve a more specific color, you should edit the "sera_hair2_do.dds" which can be found inside the graphics02.zip. Edit it with GIMP (Best and easiest photo editor) and you can just use the colorize option to change it to whatever combination you like. See the pic below of my seraphim with Baby pink hair and Dark Pink (?) highlights The Plaid Skirt is still a WIP haha Just remember that when you do this, You will change ALL of the Seraphim's hair in the game. That's not a problem, right? What I did so you won't have to close-open the game, just edit the texture while the game is running and Press CTRL + F1 (I learned this thanks to SilverFox ) in-game and the textures will all be reloaded after a 2 second lag. To remove the mod, just delete the file. The "sera_hair2_do.dds" should be inside these folder: Low Quality Textures = D:\SACRED2\pak\lq\maps\heroes\seraphim Med Quality Textures = D:\SACRED2\pak\mq\maps\heroes\seraphim Then Play~! I think this works for the other characters as well? Didn't try coz The seraphim is all we Need #PigtailsFTW For your Convenience, I uploaded a zip file containing the folder(s) and the "sera_hair2_do.dds" inside. Just place in the PAK folder,make a back up and edit right away~! Mediafire Download Here. For More MODS CLICK HERE ~SevPOOTS
  16. File Name: PINK seraphim File Submitter: SevPOOTS File Submitted: 23 Jan 2015 File Category: Sacred Mods Just Retextured The seraphim to make her look Pink. Because Pink > Any other color. Watch The Video Here: View More Mods Here: https://sevpoots.wordpress.com/sacred-sacred-2-mods/ Click here to download this file
  17. Version FINAL

    165 downloads

    Just Retextured The seraphim to make her look Pink. Because Pink > Any other color. Watch The Video Here: View More Mods Here: https://sevpoots.wordpress.com/sacred-sacred-2-mods/
  18. DOWNLOAD HERE! Some of My mods from 4 Years Ago lol. I remember playing Sacred and wanted to mod the hell out of it ^^ Good thing the Files are very accesible. (Thanks Ascaron!) Overview: Enjoy I'm planning on uploading them here too...
  19. Quite a long time ago, LazyTomcat's personal mod introduced several new armor designs to the game. However, as the time passed, this mod became outdated and no longer compatible with the current version of the Community Patch. LazyTomcat decided against updating his mod for the new CM patch, but permitted to use his designs in other mods. The original mod used the new designs as the replacements for the original Fallen Angel aspect sets, but as was previously mentioned in the Item Mod thread, we wanted to make them into entirely new sets, with their own names and bonuses. The following posts would show the results of this work, all of which would be released with the next version of the Item Mod, and probably later integrated with the Community Patch, The first of the LazyTomcat's designs to be presented as a new set is a "Jaguar" armor for the Dryad. It is themed around the big cats and has bonuses that benefit the Ranged Combat-oriented character. The Wild Cat Covered with furry pelts of feline predators, the Dryad Ranger becomes one the most effective hunters of the forest. She can notice the enemies from far away and run after them at amazing speed... ... reading the footprints to track them through the growth and finally shoot them down. The set items were named after distinctive features of various big cats: Helmet: Jaguar's Bite Jaguar has the most powerful bite of all cats. Its jaws can pierce and crack open even the armored reptiles like armadillos and turtles. Chance for critical hits and Chance to pierce modifiers are unlocked by the Ranged weapons skill. Shoulders: Lion's Mane The mane is the best known feature of a lion. In practice, the lions use it as a means of intimidation - the mane helps them to trick the opponent and to appear larger than they are. While the mane makes the lions feel pretty hot, it can act like some armor, and the intimidation tactics causes some enemies to think twice before fighting the lion. Arms: Leopard's Agility Leopards are agile and elusive hunters, known for their abilities in climbing and being capable of impressive jumps both vertically and horizontally. Chest: Lynx' Thick Fur In mythology, lynxes are most known for their eyesight, but as the helmet was named after the jaguar (got to have a jaguar somewhere in the jaguar set), this feline was mentioned for its more mundane quality. Lynxes can comfortably live in the cold regions of Siberia and Canada thanks to their thick fur that protects them from the cold and the wind. This chestplate maintains the fur's qualities and protects the wearer from the elements. Belt: Tiger's Tail Korean and Chinese traditional stories oftenly feature tiger's tail - pulling or grasping this tail, as well as treading on it always leads to very dangerous situations. In some eastern countries there are proverbs and figures of speech with general meaning "as dangerous as treading on tiger's tail". Besides, the belt has tiger-pelt pattern. Opponent's chance to reflect: Ranged modifier is unlocked by the Ranged weapons skill. Legs: Cheetah's Sprint The first thing everybody remembers about cheetahs is that they are the fastest animals on Earth and can chase even the fast-running prey, so of course this feature gets a mention. Having the legs of the cheetah, the Dryad can move an great speed and chase down the enemies who try to evade her. Boots: Cougar's Paws Cats in general are known for their sharp claws that leave infected scratches, but Cougars have claws remarkable even for their kind. For one thing, Cougars are among the few cats that have retractable claws. They also have big front paws, which they use to clutch the prey. With the Cougar's Paws the Dryad can also use the benefits of having sharp claws in addition to her weapons (when unarmed, the Dryad fights with kicks, and with these boots the kicks may deal some good damage). Though Chance to open wounds and Chance to hit additional opponents modifiers are unlocked by the Ranged weapons skill, so only the ranger can enjoy the full bonus of this item. The set bonuses: Bonuses are unlocked for wearing 2, 4, 6 and 7 items. Gallery: The side view features the maple leaf pattern on the belt: The back view with noticeable tiger stripes:
  20. Well to celebrate the release of the new CM Items Mod, I'm going to finally post a thread for the last thing I was able to squeeze in before release, a new full set for the Inquisitor. This has been in planning for a LONG time (since last September), so I was determined to get this completed and released. Religions and myths tell stories of gods, angels, and divine beings beyond count. However some of the most memorable ones are those that make mistakes, fall from grace, are cast down, defeated, and generally just fail. Priests of the Inquisition know this, and they also know that Ker is the supreme goddess, sublime in her chaos, perfect in her evil. Therefore they have no shame in invoking the memory of these failures to further dishonor them and to advance the glory of Ker. This set of priestly robes and ritual mask are the embodiment of this idea. I wanted this set to invoke doom and the occult. It is somewhat focused for a caster build and the Netherworld and Supremacy aspects. Set Pieces Kingu's Bleeding Wound (Head) Kingu was a god in Babylonian mythology, and — after the murder of his father Abzu — the consort of the goddess Tiamat, his mother, who wanted to establish him as ruler and leader of all gods before she was slain by Marduk. Tiamat gave Kingu the 3 Tablets of Destiny, which he wore as a breastplate and which gave him great power. She placed him as the general of her army. However, like Tiamat, Kingu was eventually slain by Marduk. According to one traditional story, Marduk mixed Kingu's blood with earth and used the clay to mold the first human beings. Kingu then went to live in the underworld kingdom of Ereshkigal, along with the other deities who had sided with Tiamat. Anzû's Shattered Wings (Shoulders) Anzû is a divine storm-bird in Akkadian mythology, the son of the bird goddess Siris. Anzû was a servant of the chief sky god Enlil, from whom Anzû stole the Tablet of Destinies, hoping to determine the fate of all things. With the Tablet of Destinies, anything he put into words becomes reality. He hid the Tablets on a mountaintop and at this point he became known as a demon or monster. Depending on the tale, either Lugalbanda, Ninurta, or Marduk himself are sent to retrieve the Tablets. No matter which hero is sent, Anzû's wings are broken by use of a net and he is slain by a barrage of arrows. Defense Value is unlocked by Armor Lore. Iblis' Stiffened Spine (Torso) In Islam Iblis is a jinni who refused to bow to Adam. When God created Adam, he commanded all the angels and Iblis (whose rank allowed him to be considered equal to that of an angel) to prostrate to Adam as he was termed "the Best of Creation". All the angels did so but Iblis refused to bow, and was brought into a state of rebellion against God. Iblis was proud and arrogant and considered himself superior to Adam, since Adam was made from clay and Iblis from smokeless fire. For this act of disobedience, God cast him out of Jannah (paradise) and cursed him to Jahannam (Hell) for eternity, and thereafter he was called "Shaytan." Belial's Broken Idol (Belt) Belial is a demon in Jewish and Christian texts whose names means "worthless." In one of the Dead Sea scrolls, Belial is described as the leader of the Sons of Darkness: "But for corruption thou hast made Belial, an angel of hostility. All his dominions are in darkness, and his purpose is to bring about wickedness and guilt. All the spirits that are associated with him are but angels of destruction." It was Belial who inspired the Egyptian sorcerers, Jochaneh and his brother, to oppose Moses and Aaron. The Fragments also say that anyone who is ruled by the spirits of Belial and speaks of rebellion should be condemned as a necromancer and wizard. In Hebrew texts idolaters are known as "the sons of Belial." Casting Speed is unlocked by Armor Lore. Attar's Uncertain Rule (Arms) Attar is the god of the morning star in western Semitic mythology. He is the male counterpart to Ishtar or Astarte. In Canaanite legend, he attempts to usurp the throne of the dead god Baal-Hadad but proves inadequate as the throne symbolically refuses to seat him. When he is unsuccessful at taking the throne of Baal, he descends to become the lord of the underworld instead. Attack Value is unlocked by Armor Lore. Phaëton's Precarious Grip (Gloves) Phaëton was the son of the sun-god Apollo and the sea nymph Clymene. Challenged by his playmates to prove his divine heritage, Phaëton asked his father for some proof of his relationship to the sun. When Apollo promised to grant him whatever he wanted, Phaëton insisted on being allowed to drive the sun chariot for a day. When the day came, the fierce horses that drew the chariot felt that it was empty because of the lack of the sun-god's weight, and went out of control. Terrified, Phaëton dropped the reins. The horses veered from their course, scorching the earth, burning the vegetation, changing much of Africa into desert, drying up rivers and lakes and shrinking the sea. Earth cried out to Zeus, who, to prevent further disaster, was forced to intervene by striking Phaëton with a lightning bolt. Like a falling star, Phaëton plunged blazing into the river Eridanos. Lucifer's Plummet (Legs) In the expanded lore of Satan's origins, he is depicted as the most beautiful and glorious angel, who fell from Heaven after being cast down for the sin of pride aginst God. In this telling he is equated with Lucifer, whose name means "light-bringer" and "the morning star." In Isaiah 14:12-15 Lucifer is taunted: "How you have fallen from heaven, morning star, son of the dawn! You have been cast down to the earth, you who once laid low the nations! You said in your heart, 'I will ascend to the heavens; I will raise my throne above the stars of God; I will sit enthroned on the mount of assembly, on the utmost heights of Mount Zaphon. I will ascend above the tops of the clouds; I will make myself like the Most High.' But you are brought down to Sheol the realm of the dead, to the depths of the pit." Hephaestus' Limp (Boots) As the son of Zeus, the king of the gods, and Hera, the queen of the gods, Hephaestus should have been quite handsome, but baby Hephaestus was small and ugly with a red, bawling face (in some tellings he already had a lame, shriveled leg as well). Hera was so horrified that she hurled the tiny baby off the top of Mount Olympus. Hephaestus fell down for a day and a night, landing in the sea. Unfortunately, one of his legs broke as he hit the water, and never developed properly. In another version, he was cast down by Zeus, and he fell for an entire day before landing on the island of Lemnos, where he was cared for and taught to be a master craftsman by the Sintians. Full Set Gallery One thing I'm trying out with this set, is that several modifiers are unlocked by Armor Lore, so many pieces will not be that great for an Inquisitor without the skill or low investment in it, but high levels of Armor Lore should pay off well. It's pretty interesting, when you read these various myths, they all bear some striking similarities, and if you follow comparative mythology, you start to wonder if all of these stories really branched out from one original story from a time beyond memory. I want to give a big thanks to Pesmontis for helping me make the skull helmet a wearable piece of armor. It was originally a skull displayed above orc tent entrances. I also want to thank Dimitrius154 for allowing me to work on texturing his belt model and using it in the set.
  21. I'm making separate threads for some of the bigger, more impressive upcoming sets to give the New Uniques and Legendaries thread some room to breathe. Overall progress on the Community Items Mod will still be reported there. Kha-Beleth is the Demon Sovereign of the realm of Sheogh, from the Might and Magic series of games. Somehow a copy of his infernal armor has mysteriously found its way into Ancaria. Only the Dragon Mage, able to master the magicks from other dimensions, has the magical skill to wear this massive armor and survive its powerful enchantments. In return, he receives an unnatural boost to all his magical and combat abilities regardless of aspect. Concept, models and textures by Dmitrius154. Tweaked slightly by Flix. Item names, bonuses and set design by Flix. Lore, item names and properties and more specifics are complete and will be posted soon, pending approval by Dmitriy. Progress Report: Complete and fully implemented except for icon design.
  22. There is a need for certain information about the creation of new items. As far as I know there are several steps when adding a new item to Sacred 2. Starting with meshes and textures, if one feels the need to be utterly awesome and create new stuff on the highest level. There are several files which should contain all the necessary data for the item, that need to be adjusted properly. How that is done in detail? I don't know. There have been several questions about already existing sets with an improbable droprate and their adjustment for a more realistic dropchance has not been achieved yet. The purpose of this thread should be to gather all the necessary information for the creation of new items (which I wasn't able to find here). The first possible sources for that information would be czevak and marcuswob, who are part of the CM-patch team. And I will contact them via PM asap, but their recent activity suggests, that it may take some time to get a reply. In the meantime I'd like to see if anyone else knows how its done. Feel free to enlighten us. Having the knowledge might accelerate the process of including new content by having more interested people working on it. (should have probably been done several years ago, but whatever) by the way... This is not about modifications of the Balance.txt. Threads on that topic are in existence already. Some of the following points may not make much sense yet. I'm collecting the Information from e-mails and need to keep everything sort of together^^ 1. All activities are restricted to the "..\scripts" folder, the "global.res" in "..\locale\*your_language_code*\" and the various textures and meshes contained in "..\pak". 2. To any modder: If you add new items, try to keep your own ID-range in the blueprint.txt, so that there is no overlapping with other mods...
  23. It has been bugging me ever since I got to know my way halfway across Ancaria. What possible use can someone obtain from the skill Divine Devotion? Since I haven't played every class to the point of utterly understanding everything, I can only rely on builds I have seen, and not one has ever used that skill... My idea includes the following changes, I do not yet know if they are possible, but at the moment I have not been able to invest as much time in research on that topic as I might wish. 1.) Include the ability to choose from all gods independent of the chosen alignment. 2.) Make the Sakkra drop items on his death as any normal boss would do. 3.) (optional and possibly redundant) adjust the Sakka's level by ones survival bonus (if it isn't already) The use of this is fairly apparent. Since above a certain level one usually begins bosshunts to obtain high quality items, having a Sakkra as an additional boss will cut down on traveltime. I have not tried the skill Divine Devotion myself yet, so I do not know by how much the cooldown is reduced. But if the cooldown is sufficiently reduced, it would make farming much more bearable. Balancing: I don't see any particular issues with balancing. The process of farming will not be touched exept for the aforementioned timesaving. I have quite a problem with the current process. Running around for 5 minutes, killing whatever needs to be killed, restarting the server... There have been some attempts at optimizing this process, see the "Boss Arena" for example. This however might be much less problematic to implement... exept for point one (which would be nice to have for all light aligned players). Furthermore, Divine Devotion would suddenly become a skill that needs proper consideration. As modifications go, its always a good idea to backup files you change. List of files changed by this: - spells.txt Dirty solution to 1.) This causes the deity Lumen to cast a Sakkara Daemon. - Open the spells.txt in your \scripts\shared\ folder - Search for the entry: gott_chaos_sakkaradaemon - Copy it's content and paste it over the content of the spell "gott_licht_blitz", which is right above it. Further thoughts or ideas?
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