icemember 0 Posted May 27, 2010 Share Posted May 27, 2010 (edited) Hi. Thought I would show some screenshots of the Inquisitor-soldiers in action with my seraphim. I'm still fiddiling around with the games files too see what I can do. PICS ------------------------------ Edited May 27, 2010 by icemember Link to comment
Furian67 15 Posted May 28, 2010 Share Posted May 28, 2010 Now that would be really cool to have a bevy of beauties at my SW side instead of his spectral warriors. Link to comment
Groosum 1 Posted May 28, 2010 Share Posted May 28, 2010 Now that would be really cool to have a bevy of beauties at my SW side instead of his spectral warriors. Agree, looks very colorful ! Link to comment
icemember 0 Posted June 1, 2010 Author Share Posted June 1, 2010 Hi, Yes colorful LOL! I just happen too like schemes since the clone troopers wore it for the legion insignia lol. But anyways.... Here is a seraphim with the Nether Allegiance ability. Enjoy! Seraphim (Nether Allegiance) ------------------------------------------- Link to comment
Gumby 3 Posted June 1, 2010 Share Posted June 1, 2010 Your seraphim is using Nether Allegiance? This is supposed be for the SW, so yea I guess you are seriously modding the game. I for one would like to know how that was done... Link to comment
icemember 0 Posted June 2, 2010 Author Share Posted June 2, 2010 (edited) Back again, this time, the seraphim is using her Instill Belief. But the time has been increased when converting an enemy. So far I been with these Inquisitor-soldeirs for about 1 hour running around aiminglessly slaughtering hords of kobold's and dead legionairs. Also good for escort missions. 1 hour is all the time in the world too hang with npc's under the Instill Belief LOL! After they will die eventually after running into a boss or stronger enemy. Enjoy! Instill Belief increased time ----------------------------------------- Edited June 2, 2010 by icemember Link to comment
Gumby 3 Posted June 4, 2010 Share Posted June 4, 2010 Back again, this time, the seraphim is using her Instill Belief. But the time has been increased when converting an enemy. So far I been with these Inquisitor-soldeirs for about 1 hour running around aiminglessly slaughtering hords of kobold's and dead legionairs. Also good for escort missions.1 hour is all the time in the world too hang with npc's under the Instill Belief LOL! After they will die eventually after running into a boss or stronger enemy. Enjoy! Instill Belief increased time And still he doesn't share with us how he's managed to do this. Link to comment
icemember 0 Posted June 4, 2010 Author Share Posted June 4, 2010 Hi LOL! Don't worry, I'll share with the community very soon. Just still trying too figure out some other things im trying too accomplish. Soon as I ACH that, I'll share with everything I found. Mean time......I didnt like her dirty boots, so I gave her new clean ones too match her armor. New Boots -------------------------- Link to comment
Gumby 3 Posted June 5, 2010 Share Posted June 5, 2010 (edited) Hi LOL! Don't worry, I'll share with the community very soon. Just still trying too figure out some other things im trying too accomplish. Soon as I ACH that, I'll share with everything I found.Mean time......I didnt like her dirty boots, so I gave her new clean ones too match her armor. New Boots -------------------------- Hummm, cool Edited June 5, 2010 by gogoblender removed comments, please keep this pg 12 ;) Link to comment
icemember 0 Posted June 7, 2010 Author Share Posted June 7, 2010 (edited) Sorry about the delay LOL! But I been too carried away at modding Sacred 2 day and night. Playing with this and that. Adding this and that. Changing this and that LOL! So far, what I've done is ACH-ieved --------------------------------------- Add and Replace Enemy NPCs Add and Replace NPCs Change Enemy NPC's Weapons Add Weapon to Enemy NPCs Give Editional Spells to Enemy NPCs Change Enemy NPC Spells Change NPC Voices Add Starting Equipment Replace Comabt Arts Modify Combat Arts Change Size of Inventory Icons Add and Replace Music Add Effects to NPCs Remove Effects from NPCs Make NPCs Faster or Slower Heros Can Wear Other Class Equipment Make Dropped Items Have Slots Almost Everytime Weaker Enemies Give Decent experience to Higher level Players Modified Quests to Give More Gold, Items experience Enemies Spawn Faster In The Works --------------------------------- Larger Inventory Raise Potion Stock Number Pass 20 Add New Combat Arts Add Skinned Equipment without Replacing Gamestock Equipment Change Level of NPC's Equip Converted Enemies Add Equipment to Enemy NPCs Add Quest Add Props too Areas Most of the times, the answers are just staring me right in the face LOL! PICS ----------------------- Edited June 7, 2010 by icemember Link to comment
Llama8 8 Posted June 7, 2010 Share Posted June 7, 2010 Now that would be really cool to have a bevy of beauties at my SW side instead of his spectral warriors. You could try changing the creature ID that Nether Allegiance uses in Spells.txt to the ID for the Inquisitor soldiers & see what happens. Link to comment
icemember 0 Posted June 7, 2010 Author Share Posted June 7, 2010 (edited) Sweet! Here's my custom CombatArt circled in blue. Also the converted npc's killed the chieftain for me LOL! They were buffed with a modified Divine Devotion. The newly added Comabtart is a Nether Allegiance. But only I'm working on it too spawn other npcs. I meant too post these last night. Pics --------------------------- Edited June 7, 2010 by icemember Link to comment
FlyingFox89 0 Posted June 7, 2010 Share Posted June 7, 2010 Holy Crap you are like my saviour... I REALLY want to remove the entire celestial magic and replace it with Inquisitor's Astute Supremacy.. Or even pick and choose the spells I want one by one. PLEASE OH PLEASE SHOW ME YOUR WAYS GREAT AND WISE ONE!! I will be in your debt forever! Even better scenario, use part Inquisitor, part Seraphim skills, on one of those above shown Inquisitor ladies skins as a playable character.. Hehe, on step at a time I guess.. I'M on my knees... Link to comment
icemember 0 Posted June 8, 2010 Author Share Posted June 8, 2010 (edited) Hi, I hope this is useful for the community of darkmatter. I am glad too share this with Darkmatter. NOTE: Most of the spell names have not been translated into english and been left in german languadge. (Example: kohorte = spirit) Switching Combatarts for heros --------------------------------------------- 1) Find your creatures.txt - my location is here: C:\Program Files\cdv Software Entertainment USA\Sacred 2 - Fallen Angel\scripts\server 2) Use any text editor too open creatures.txt. 3) Hold Ctrl + F too open the FIND menu. 3.1) In the FIND menu box, type SC_ and hit Find Next. This will take you too all the heros listed with SC_ in front of there names. (Example: SC_Seraphim) After you found your hero, 4)Scroll down too where is says spells. 4.1) Just copy any spells you want and paste it too what ever hero or enemy you want too have these abilities. This is the Nether Allegience: entry10 = { "sk_ap_kohorte" } After your done, simply save the creatures.txt and go test it out. NOTE: You must start a new Hero too see and have these changes. NOTE: Go too graphics01.pak and extract the data\icons\spells folder. This will help you ID the Combat Arts. Also allow you too customize combat art icons to your liking. MODIFYING SPELLS ------------------------------------- 1) Find your spells.txt - mine is here C:\Program Files\cdv Software Entertainment USA\Sacred 2 - Fallen Angel\scripts\shared 2) Use any text editor too open spells.txt 3) Hold Ctrl + F too open the FIND menu. 3.1) In the FIND menu box, type name of spell and hit Find Next. (Example: sk_ap_kohorte) Nether Allegiance) This will take you too your spell you are about too modify. 4) The area circled in red is where you can add editional tokens. (Example: entry10 = {"et_friendfactor", 500, 0, 0, 8 }, entry11 = {"et_range_area", 1500, 5, 0, 4 }, Adding these 2 tokens will cause the spell too effect allies at a certain range) 5) The Green arrows show which class the spells belong too. (Example: aspect = "EA_SK_ASTRALPLANE", = Astral Lord) 6)The Cyan arrows tell how long the spell takes too recharge before the player can use it again. (Example: cooldown = 1.000000, = 1.0 seconds to recharge the spell) 7) The Blue arrows tell what slot the Combat Art is too be in. (Example: sorting_rank = 5, = 1 - 5 slots. Well....hope you have fun creating new, wired, funny, cool spells LOL! Edited June 8, 2010 by icemember Link to comment
FlyingFox89 0 Posted June 8, 2010 Share Posted June 8, 2010 Oh thanks a million dude.. Time zone is a little crooked, I just got at work, so I'll only be able to give it a try in 8 or so hours. Seeing as I can change Combat arts now, is it possible to change skills? If I am to replace Celestial Magic(CM) with Astute Supremacy(AS) Combat arts like I mentioned above, Could I also Remove CM Focus and lore, and replace them with AS Focus and Lore? Thanks again, you are my knight in white haha! Link to comment
icemember 0 Posted June 8, 2010 Author Share Posted June 8, 2010 (edited) Hi ya, Sorry just added the last part in the above post lol. Hope that answers your question. Now back to modding for me LOL! Also forgot to mention, in the spells.txt, if you scroll right too the bottom, you will see a tokens list. Thought some are not listed like in the spells above. tokens -------------------------- Simply just copy a line: mgr.addTokenBonus( {"et_chance_bleeding", 146 }) -- 146 = bb_chance_bleeding and remove the () and -- 146 = bb_chance_bleeding to get this: {"et_chance_bleeding", 146 } then add in the blanks: entry10 = {"et_chance_bleeding", 2000, 588, 0, 8 }, and last paste it too your hero, ally, or emeny NPC's list of spell tokens. This will cause bleeding damage with the spell combat art. Edited June 8, 2010 by icemember Link to comment
FlyingFox89 0 Posted June 8, 2010 Share Posted June 8, 2010 Captain Icemember I need your help once again.. I started expermimenting with your methods, and here's what I did: I Replaced the Seraphim's Lightning Bolt with the Inquisitor Levin Array, and managed to set the focus and lore settings, as well as the animation type to run smoothly. It all worked out perfect. Thank you. BUT.. When I Switch Levin Array's aspect to Celestial Magic, I cannot read the Combat Art runes. My Seraphim does the whole "I can't use this" thing. The good thing about this is that I already had one level of Levin Array ons my Seraphim, and saw that the points I added to Celestial Magic worked fine on the combat art upgrades. And vice versa: When I Switch Levin Array's aspect to Astute Supremacy, I can read the runes, but points in Celestial Magic don't count to Levin Array's upgrades. Or any of the other Celestial Magic Aspect Upgrades for that matter. So in short, If I do It one way, the spell is able to increase in level via runes, but not upgradable or (I think) gains any damage/cast speed from Celestial Magic. If I do it the other way, The Spell works fully as intended, but I can't Increase it's level. Please oh please great master of the hex, help a fellow gamer.. Link to comment
icemember 0 Posted June 8, 2010 Author Share Posted June 8, 2010 (edited) Go to the spells.txt. Change the skill points and lore too that of your choice. (Arrows in red). Go to your blueprints.txt and type in rune_ infront of your spell name in the FIND box too find your spell fast. Then go too where the red arrows show and simply add your hero in so he/she may wear the runes. Edited June 8, 2010 by icemember Link to comment
FlyingFox89 0 Posted June 9, 2010 Share Posted June 9, 2010 (edited) Changing the rune weargroup did not work.. I did it exactly the way you example shows, and tried various other methods aswell. Any idea where I might have gone wrong? I still can't read Levin Array, even after I add the "WEARGROUP_SERAPHIM" line... ALSO: Is it possible to edit the god powers? If yes, where do I find them? Sorry for all the questions.. I need your help! Edited June 9, 2010 by FlyingFox89 Link to comment
icemember 0 Posted June 9, 2010 Author Share Posted June 9, 2010 Can you post what you all modifed? Link to comment
FlyingFox89 0 Posted June 9, 2010 Share Posted June 9, 2010 Ok this is Levin Array in Spells.txt: mgr.defineSpell( "in_po_faecherblitz", { eiStateName = "cSpellCast", fxTypeCast = "FX_INQ_FAECHERBLITZ_C", fxTypeSpell = "FX_INQ_FAECHERBLITZ", fxTypeCastSpecial = "FX_INQ_CAST_M", duration = 1.000000, animType = "ANIM_TYPE_SM12", animTypeApproach = "ANIM_TYPE_INVALID", animTypeRide = "ANIM_TYPE_INVALID", animTypeSpecial = "ANIM_TYPE_RIDESM05-SPECIAL", causesSpellDamage = 1, tokens = { entry0 = {"et_maxangle_cone", 90, 0, 0, 8 }, entry1 = {"et_duration_sec", 495, 5, 0, 8 }, entry2 = {"et_dotdamage_magic", 560, 280, 0, 42 }, entry3 = {"et_range_area", 1250, 0, 0, 4 }, entry4 = {"et_spelldamage_magic", 560, 280, 0, 133 }, entry5 = {"et_maxangle_cone", 45, 0, 1, 8 }, entry6 = {"et_range_area", 250, 0, 2, 4 }, entry7 = {"et_debuff_movespeed", 500, 5, 3, 42 }, entry8 = {"et_debuff_attackspeed", 198, 2, 4, 42 }, entry9 = {"et_life_leech", 33, 7, 5, 9 }, entry10 = {"et_chance_criticalhit", 198, 2, 6, 5 }, }, fightDistance = 300.000000, aspect = "EA_SE_CELESTIALMAGIC", ----- Changed from ----- aspect = "EA_IN_POWER", cooldown = 0.000000, soundProfile = 0, cost_level = 275, cost_base = 550, focus_skill_name = "skill_SE_celestialmagic_focus", ----- Changed from ----- focus_skill_name = "skill_IN_power_focus", lore_skill_name = "skill_SE_celestialmagic_lore", ----- Changed from ----- lore_skill_name = "skill_IN_power_lore", spellClass = "cSpellInqFaecherblitz", spellcontroltype = "eCAtype_a_effect_attack", sorting_rank = 1, This is Seraphim in creatures.txt: mgr.createCreature { id = 1, itemtype_id = 1, name = "SC_Seraphim", behaviour = "Invalid", dangerclass = 7, groupmaxcount = 1, elite_creature_id = 1, probabilityforelite = 0.000000, rank = 999, tenergy_creature_id = 1, livesremaining = 0, unconscioustime = 5, palettebits = "1111111111111111", monstertype = 0, faction_id = 1, equipset_id = 2, modelscale = 1.000000, rise_from_ground = 0, has_corpse = 1, has_soul = 1, can_strafe = 0, spells = { entry0 = { "se_co_schlaghagel" }, entry1 = { "se_co_wirbelsprung" }, entry2 = { "se_co_seelenhammer" }, entry3 = { "se_co_befluegeln" }, entry4 = { "se_co_kampfhaltung" }, entry5 = { "se_cm_lichtsaeule" }, entry6 = { "se_cm_lichtaura" }, entry7 = { "se_cm_bekehrung" }, entry8 = { "in_po_Faecherblitz" }, ----- Changed from ----- { "se_cm_blitz" }, entry9 = { "se_cm_heilen" }, entry10 = { "se_te_energieschild" }, entry11 = { "se_te_beeeffgee" }, entry12 = { "se_te_notschild" }, entry13 = { "se_te_schwertfeuer" }, entry14 = { "se_te_schockwelle" }, }, This is The Levin Array Rune in blueprint.txt: newBlueprint = { id = 809, name = "rune_in_po_Faecherblitz", palettebits = "1111111111111111", dmgvariation = 0, minconstraints = {1,9,0}, lvljump = 0, usability = 0, allotment_pmfpi = {1000,0,0,0,0}, uniquename = "rune", specialuseonly = 0, bonusgroup0 = {781,1000,1,5,0}, bonusgroup1 = {427,1000,1,5,0}, itemtypes = {6459,}, wearergroups = {'WEARGROUP_INQUISITOR','WEARGROUP_SERAPHIM',}, ----- Changed from ----- {'WEARGROUP_INQUISITOR',} } mgr.createBlueprint(809, newBlueprint); Changed a few other things like animations, but those aren't related to my problems. Thanks Link to comment
icemember 0 Posted June 9, 2010 Author Share Posted June 9, 2010 (edited) The only thing I see is that the spell Faecherblitz has a capital F in the seraphim's list of spells in the creatures.txt. Try with a lowercase f. How ever, that might not be the case at all lol. But if it still doesn't work, ill test it my self. Here is a request from galanvioreldan. WOW ARMOR HAND POINTER ------------------------------------------- http://www.filefactory.com/file/b1h7h62/n/...and_pointer.rar Here's a small update with a nicer armor hand and new atttack sword pointer. WOW ARMOR POINTERS 1.1 ----------------------------------------- http://www.filefactory.com/file/b1h84dc/n/...ointers_1.1.rar Edited June 9, 2010 by icemember Link to comment
FlyingFox89 0 Posted June 9, 2010 Share Posted June 9, 2010 Tried lower case.. No use.. Thanks again. Motify me as soon as you figure something out. Thanks again. Link to comment
icemember 0 Posted June 10, 2010 Author Share Posted June 10, 2010 (edited) Hiya, Yea I got the boss to spawn somewhere else and respawn after his defeat. Thought it is still buggy. Interfering with the quest itself. I'm trying to do 2 things. Make the boss repawn after the quest is done with out crashing the game. Also spawn else where without interfering with the quest it's self. Also yes FlyingFox, I'll notify you soon. Respawn boss -------------------------------- Edited June 10, 2010 by icemember Link to comment
mackeyz 0 Posted June 10, 2010 Share Posted June 10, 2010 Hiya, Yea I got the boss to spawn somewhere else and respawn after his defeat. Thought it is still buggy. Interfering with the quest itself. I'm trying to do 2 things. Make the boss repawn after the quest is done with out crashing the game. Also spawn else where without interfering with the quest it's self. Also yes FlyingFox, I'll notify you soon. Respawn boss -------------------------------- it's just easy to respawn bosses without quest. I think u just need edit respawn.txt n add boss id in a region Link to comment
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