Flix 5,116 Posted December 21, 2020 Author Share Posted December 21, 2020 I just realized the horsetrader whips aren't held as weapons, they're just belts. This means the whole equipset rigamarole can be skipped and the belts can just be equipped as fallback equipment in the creatureinfo entries. There was no lizard horsetrader to be found, so I added one to Neithu'thaz. He was scripted by the devs to be able to sell Unicorns and Flaming Horses so I left him that way. While I was there I noticed that annoying swarms of enemies were spawning in Neithu'thaz and attacking townsfolk. I removed enemy spawns from these sectors. Link to comment
Flix 5,116 Posted December 21, 2020 Author Share Posted December 21, 2020 Last minute odds and ends. My to-do list is finally empty. All I need to do is package up everything. I expect to release Dec. 23, barring any unforeseen circumstances. Barmaid looks better now, though it still clips into her body sometimes. I also see her blowing kisses now. Found some bugged animations for Innkeepers. They will now clean mugs as part of their routines. I found that many NPC's have a lockpicking animation, that would make use of the picking tools. But when any of them would ever use it, outside of a scripted quest, I can't imagine. Basket of Candy "reward" will at least have a name and a decent selling price. 1 Link to comment
Lindor 438 Posted December 21, 2020 Share Posted December 21, 2020 That is great news to me as it means I can start modding then without the thought in the back that I need to redo everything once 3.0 gets released. Even though I'm excited for it, can I give you a thought and maybe add one thing to your to-do-list? 3 hours ago, Flix said: Barmaid looks better now, though it still clips into her body sometimes. I also see her blowing kisses now. I don't quite understand why it's a fan. The way she holds her arm up here: 22 hours ago, Flix said: looks more to me like it was meant to be a towel or something. Maybe they accidentally gave her the wrong item, I mean the fan looks more like something that belongs to a wealthy high elven lady or a desert lady or somebody like that. Can you maybe search for a towel in their euqipsets and swap it with the fan in case you find it? Link to comment
dimitrius154 612 Posted December 21, 2020 Share Posted December 21, 2020 26 minutes ago, Lindor said: Maybe they accidentally gave her the wrong item, I mean the fan looks more like something that belongs to a wealthy high elven lady or a desert lady or somebody like that. I think, it was a satire. Just like pad and powder. It could be, that some of the Ascaron employees held a grudge against some local barmaid, who spent more time on her looks, then on her work. 1 Link to comment
Flix 5,116 Posted December 21, 2020 Author Share Posted December 21, 2020 If you saw the animation she performs it would make more sense. She is waving her hand back and forth in front the same way you would when trying to cool down by fanning yourself. With the fan in the correct hand it works, more or less. It needs to be about 3/4 the size. The same fan is used for Humans, Elves, and Desert Women. All three have specific animations for using this same item. The only towels are cloths used for wiping down tables and bars (very dirty cloth, very different animations), and another for cleaning a glass, which I mentioned above. The fan is also a static item. You can spot one on the bar in the Orcish Byway tavern. Link to comment
Lindor 438 Posted December 21, 2020 Share Posted December 21, 2020 Hmm yes makes sense to me. It just looks so misplaced to me, and the cosmetics dimitrius mentioned as well. I'll think about deleting the items and animations from that NPC in my mod then. Link to comment
Flix 5,116 Posted December 21, 2020 Author Share Posted December 21, 2020 No one seems to use any makeup. I don't even see any animations that could make use of them. Link to comment
Lindor 438 Posted December 21, 2020 Share Posted December 21, 2020 Good, one less thing to keep in mind. But there are at least still two animations that annoy me, the fan one and the one where she files and looks at her nails. The latter has always bugged me out since it occurs super frequently and throughout all creature maidens. (open the spoiler at own risk, lots of pictures since animations are naturally a bid hard to capture in a picture) Spoiler I haven't really bothered a lot with animations so far since my failed blender attempt to import anducar into the game, so this will stay at the very end of my to-do-list. Link to comment
Flix 5,116 Posted December 22, 2020 Author Share Posted December 22, 2020 I think there's definitely room for improvement/augmentation when it comes to NPC ambient behavior and animations. It's already made a big leap forward with the correction of autoexec.txt in 2.3. I'm still noticing new routines I'd never seen before, like sleeping. I don't want to get bogged down with that right before release though. Link to comment
Lindor 438 Posted December 22, 2020 Share Posted December 22, 2020 That's very understandable. Link to comment
Popular Post Flix 5,116 Posted December 23, 2020 Author Popular Post Share Posted December 23, 2020 Enhanced Edition 3.0 is released! Change Log: Spoiler Sacred 2 Enhanced Edition 3.0 Change Log [Feature] - New "Free-For-All Quests" optional module which makes all quests available in all game modes, and allows all bosses to respawn each game session. - New "Portrait Overhaul" optional module which revamps all the NPC and enemy icons with new artistic portraits with more character and personality. - New "Enhanced Music" optional module, a game-wide expansion pack for all regional background music. - All Multiplayer buttons and menus removed in CM Patch have been restored. Please only connect to servers that you trust. - All PhysX particles removed in CM Patch 1.60 have been restored and optimized to prevent crashing. - AI upscaling has been applied to several low resolution textures. Many expansion-content textures now have Elite versions. [Quest] - Quests that granted attribute/skill points were unintentionally restricted from Hardcore mode in v2.4; they are once again available in Hardcore. - The catalog of books is reorganized. Some texts and formatting are corrected. Two missing books have been restored, one extra book has been added. - Several quest items that had been changed into generic books by the CM Patch are now changed back to their original intended items. Some missing icons were also created. - Dialogues and log entries no longer mistakenly refer to names from D2F in a few places. - Standardized some capitalization, spelling, and naming conventions in the game texts. - Various corrections to quest script formatting & typos. - "VIP's of Ancaria" (CM Patch tutorial quest group) now appears in the logbook for Shadow-path characters. - "Dirty Deal"/"The New Shipment": Prospective Gladiators now stay in Badawi upon the quest's completion. - "The Dragon Cult": Ophtanar's guards no longer keep respawning after the appropriate quest completion. - "Smuggler's Courier": Smugglers no longer keep respawning after the appropriate quest stage completion. - "Days Gone By": Ambul now properly transforms into a ghost at the appropriate quest stage. - "The Wolf Problem": Herder Gildor now properly transforms before attacking. - "The Thunder Gurgler": Apprentice Abdullah now properly mutates before attacking. - "Bad Sheep": The "Badly Mutated Sheep" are now actually T-Mutants instead of regular sheep. Shepherd Jacob is now a human instead of an elf noble. - "The Northland Expedition": Battle Master Gambolt now gives you "A Northland Tale" to read upon your arrival to the island. Reward for completion changed from Braggi's Law to Kal'Dur's Legacy. - "The Legendary Pirate Treasure": Completion now drops better gold and loot rewards, including 3 guaranteed rares - "The Cursed Forest": Magisil reward is now dropped by Khormynth at the very end of the quest line, instead of the Abishai. [Enemy & NPC] - Neutral atmospheric animals are now enabled and present for all regions. - There is now a lizardman horse trader in Neithu'thaz, who sells Unicorns and Flaming Horses. - Enabled several NPC's to engage in ambient dialogue and gossip. - Horse saddle variety has been improved. - Added missing equipment to various Human and Elf NPC's, and corrected some atmospheric animations. - Fixed various elf, orc, and human models that had flipped polygons. - Fixed a vanilla script bug that may have been preventing enemy focus & lore skills from functioning. - Several wild animals (mostly wolves) are no longer incorrectly immune to fear. - Spider Web attacks now have a fixed 50% chance to root the player in place. If the player is not rooted, their movement speed is penalized instead. - Blind spell (used by Olm and Harpies) does not penalize player attack speed as much. - The two enemy temp buffs which boosted attack speed and movement speed are combined into a single buff which boosts both properties. - Corrected a mineworker NPC animation. - Added some missing animations for Gar'Colossus and Mist of Miasma special attacks. - All spells of the Lightning Lord now inflict 50% of their former damage values. - Asmarael's healing spells are nerfed to a reasonable level, to avoid her insta-healing her entire hitpoint pool. - Leaping Plants' jump attack once again causes area damage. Damage type is now poison. - Stun nova FX used by General Terus and Sheik Yerbouti changed from yellow to purple. - Gahanka no longer has bonuses to Vitality and Damage Mitigation. In return his chance to hit is increased. - Dragons no longer use an attack that pushes back the player, which sometimes caused permanent stun until reload. - Dragon "frost" and "magic" fireballs now have separate FX. - Elite Griffins and Swampbelly Toads are no longer missing icons in the Last Opponent window. - Flying Eyes (except the suicide bombers) now leave behind corpses instead of exploding on death. - Mutated Skeletons now explode into bones instead of gore on death. - Baron DeMordrey ("The Unholy Crusade") is now an elite-rank opponent. - Changed the way the Forest Guardian boss spawns so he should no longer mysteriously go missing. [Itemization] - There are 6 new weapon mini-sets comprising the existing Legendary "unofficial set" items (Charo's, Silithar's, Khral's, Gruma's, Soorn's, Assassin's). - Base damage of all weapon classes has been recalibrated so that slow, 2h weapons are able to compete with their faster 1h & dual wield counterparts. - Normalized item tiers for all random items, e.g., all magic-tier items of a type will have the same amount of modifiers. - Added new models for hundreds of unique & legendary weapons which were formerly clones of random magic/rare items. - Player characters' armor models no longer include/override parts of the characters' skin, making EE compatible with all custom skin mods. - Random rare 1h & 2h Lightsabers now use the correct item class names, instead of chain weapon and recipe labels, respectively. - The Redeemer (Legendary 2h Sword) is no longer a Shadow Warrior-exclusive weapon. - All instances of player or NPC equipment appearing transparent from one side should now be fixed. - All Energy Pistols and 2h Energy Staves now have T-Energy FX, where appropriate. - A random rare Halberd added in 2.0 is no longer missing an icon. - Single Skill item bonuses are reduced to 3x the All Skills value (was over 5x in EE 2.4). - Damage Conversion to the 4 elements may now spawn on magic-tier gloves, in addition to rares. It may also spawn on Dryad Shrunken Heads. - Gold-text Life Leeched per Hit now has greater base values than the yellow-text variant, and now exclusively appears on unique/set/legendary tier items. - All Mutation sets now grant 4 set bonuses, awarded at 2/4/6/8 pieces equipped, except for the Seraphim who gets the bonuses at 3/5/7/9 pieces. They now begin dropping at level 70, in Gold difficulty or higher. [Spells General] - Divine Gift: Dazzle can now chain up to 12 opponents (formerly 5). Damage increased and changed to fire/magic. - Divine Gift: Kuan's Breath no longer causes opponents to become friendly and peaceful. - Divine Gift: Infusion now provides instant heal of 100% HP, and the hitpoint regeneration is tripled. In return the initial duration is lowered to 15s. - Divine Gift: Inspiration reflect chance starts much higher and scales better. - Divine Gift: Will-o-Wisp healing effect now scales. - Fixed a vanilla issue where debuffs to enemy attack, defense, and armor were actually granting opponents the ability to debuff the player instead. - Mounted casting now uses the on-foot FX, where appropriate. - Several Buffs that don't inflict damage of their own no longer display the player's weapon damage in their tooltips. - Some missing on-hit projectile FX now displays. - Cleaned up some unused script parameters and entries in spells.txt. [Seraphim] - Niokaste's and Megalcarwen's sets (and their random variants) adjusted to have a more heavily armored symmetrical look. - Endijian's Relics armor set has new FX. - New weapon/shield set: Endijian's Heirlooms - Pelting Strikes bronze mod "Succession" chance for melee double hits now scales with level, and also adds extra projectiles when used with ranged weapons. - Cleansing Brilliance now damages all enemies (T-Mutants and Undead suffer double damage). Tooltip no longer mentions Hitpoint Regeneration because this modifier was non-functioning. [Inquisitor] - Ruthless Mutilation gold mod "Frenzy" chance for melee double hits increased and now scales with level. - Purifying Chastisement FX changed from blue to red. - Levin Array: Magic DOT is doubled. - Reverse Polarity FX changed from green to violet. - Inexorable Subjugation FX changed from orange to blue. Fixed an exploit involving certain resurrected opponents who could permanently impart a stacking reflective buff to the Inquisitor. - Paralyzing Dread: All debuffs should now work properly. Gold mod "Confidence" now boosts the Inquisitor's evade chance instead of his attack. - Soul Reaver: Hitpoint regeneration from "Recreation" silver mod increased. [High Elf] - Glimborin's Hoop is now High Elf-exclusive and is part of Glimborin's Garments of Mutation set. - Fire Demon: Demon's level and leveling rate returned to vanilla values. - Frost Flare impact FX changed from lightning to ice. - Crystal Skin casting FX changed from purple to blue. - Expulse Magic now has a 10 second cooldown, to prevent excessive stacking. [Shadow Warrior] - Rare 2-handed Hafted Weapons will no longer spawn with bonuses for other classes. They are now guaranteed to have an extra silver socket on Silver difficulty or higher. - Scything Sweep now has a chance to cause extra "splash" area damage to nearby opponents. This CA no longer knocks back opponents by default. In return, bronze mod "Knockback" has its chance increased. - Ruinous Onslaught: Bronze mod "Getaway" chance to break roots set to 100%. - Frenzied Rampage "Double Attack" mods now scale with level. Modification pairs are rearranged: Critical hits/Open wounds, Double hits/Poison Damage, Double hits/Life Leech. - Belligerent Vault is changed from spell-based to weapon-based damage. FX is reworked. - Augmenting Guidon FX changed from pink to yellow. - Killing Spree bronze mod "Berserk" now has its max damage threshold set at 25% health (previously there was no bottom threshold). - Spectral Hand gold mod "Double Attack" chance for double hits now scales with level. - Skeletal Fortification has new glowing green FX. - Rallied Souls FX changed from yellow to green. - Shadow Veil chance to stay cloaked from "Fade" silver mod now starts much lower but scales better with CA level. [Dryad] - Mormorin's Band is now Dryad-exclusive and is part of Mormorin's Garments of Mutation set. - Forest Flight: Gold mod "Escape" chance to break roots set to 100%. Silver mod "Escape" is now "Encroach" which doubles the radius of the rooting effect against opponents. [Temple Guardian] - There is now a T-Energy effect on the TG's base body, his various combat arms, and the "T-Energy Modules" armor set. - Dimiona's Garments of Mutation (and generic variants) has new FX. - Helmets no longer include the TG's head as part of the model. - Battle Extension "Double Attack" mods now scale with level, and also add extra projectiles when used with ranged weapons. Modifications are rearranged: Double hits/Damage %, Double hits/Opponent's Evade Chance, Open Wounds/Critical hits - Battle Extension and Dedicated Blow tooltips no longer mention the passive "chance opponents cannot evade" because this modifier was non-functioning. - Furious Emblazer flame jet is more intense with greater effective range, and better matches the casting animation. - Untouchable Force base range is increased slightly. [Dragon Mage] - New dragonbone armor set: "Mark of the Dragon" themed after the DM's class quest and focused on dual wielding. - Torik's Oath and Draagen's Legacy sets (and their random variants) have new FX. - Halgrim's Law has new black dragonscale design. - Dragon Berserk has a new armored design, and an expanded animation set. Blood Frenzy now has casting FX and animation. - Dragon Form has a new armored design. Its "Jump" CA is now able to break roots, and also causes area fire damage to opponents as the Dragon flies overhead. - Eternal Fire will now spread to opponents correctly. - Tornado range, hits per second, and movement speed increased. AI is improved. - Maelstrom now has a 5 second cooldown, to prevent excessive stacking. - Combat Trance has new FX. - Runes of Protection now uses Combat Trance's old FX. [Alternate Spells Module] - seraphim's Sublime Guardian will no longer mutate into an armorless Seraphim when coming into contact with T-Energy. - seraphim's Sonic Vortex now has casting FX when mounted. - By popular request, the TG's Sentinel Construct is now silent. - DM's Dragon's Wrath has new FX. [Challenge Mode] - Enemy weapon damage increased at higher difficulty levels. There are two files now when you click "Download." I split the music mod into its own download because of file size. Use the versions of Music Mod and Portrait Overhaul included with this download if you're using EE. I'll see about updating the standalone versions soon enough. Also on the Nexus as always: https://www.nexusmods.com/sacred2/mods/1 I'm in the process of updating the info in the lead post of this thread. 3 3 Link to comment
AceKuper 1 Posted December 24, 2020 Share Posted December 24, 2020 So even with a modded version there is no way to shortcut transfer an item to a storage box, you still have to drag them one by one? No way to make it behave just like ctrl-click for selling stuff? Maybe some roundabout way of turning storage into a merchant with zero buy\sell price and make it eternally save what you sold to it. Maybe I'm just dumb and I completely missed a way to do it in the first place. Link to comment
Lindor 438 Posted December 24, 2020 Share Posted December 24, 2020 (edited) @AceKuper In Vanilla that doesn't exist. Read the Sacred 2 readme.txt. If you've got the steam version, then it's located in: your steam library folder\steamapps\common\Sacred 2 Gold\Readme.txt Sections 3.A)1., 3.A)2. and 3.B) list all the controls. 3B) specifically are the combinations which is what you're searching for. If a mod includes what you ask for, then the modder will probably list it there, at least I would do that. Neither S2EE 3.0, nor the Addendum include that change. Since this is set at the code-level, you should ask dimitrius154, the author of the Addendum, but don't expect too much. Altering existing combinations is probably possible, but including new ones would be way more complicated. I can e.g. already see tons of problems with your idea: the trader functions for offer, specialoffer, prize etc., the question window pop up on selling uniques/sets/legendaries via ctrl-click.combination, the question window pop up on selling/buying anything via mouseclick, the selling interference (in case you don't know, you can sell items under value without being with a merchant), the automatic item sorting system for trader inventories (you wouldn't be able to choose on where to put an item), all these things are globally hardcoded for all merchants and blacksmiths and I have absolutely no idea how to set that apart from a newly added trader with an item inventory. For sure it would take seriously more effort than simply swapping things around in the lua scripts. But here is a little consolation plaster: right click on an item automatically equips it and puts the equipped item in your inventory, so that's a fast way to transfer equippable items from your chest to your inventory, just remember to reequip your original equipped item. Though that doesn't work the other way around. @Flix I've made up my mind to congratulate you on the release, but I was so excited to take a look and try it out that I totally forgot when the download finally finished yesterday, so now: congratulations on the release Edited December 24, 2020 by Lindor 1 Link to comment
AceKuper 1 Posted December 24, 2020 Share Posted December 24, 2020 Well, if it's too much work than it's too much work. EE is already amazing as it is. It's just weird that they for some reason created a throw items away button and actually have sell items button, but not transfer button. I'm not sure since it's been a while since I played Vanilla, but I think Diablo 2 even had that function. Link to comment
Lindor 438 Posted December 24, 2020 Share Posted December 24, 2020 Oh I just saw it was your first post, welcome to the forum Sorry that I didn't notice, I'm so happy for everyone who decides to join As I said, I'm not good at those more deeply coded things, I just answered because nobody else did so far I have the D2F mod, gonna look at the readme.txt, just a moment Link to comment
Lindor 438 Posted December 24, 2020 Share Posted December 24, 2020 (edited) Hmm I can't find such a change in the readme.txt or the various changelog files. possible that there is such a feature since D2F mods Sacred2Logic.dll, but there's probably no way to find out other than through enabling the mod and trying it out. Or asking Flix or dimitrius xD But I totally agree with you that it's wierd it doesn't exist in Vanilla, it's probably again the cut content syndrome. I'd definitely wish me a shortcut for item transfering too Edited December 24, 2020 by Lindor Link to comment
AceKuper 1 Posted December 24, 2020 Share Posted December 24, 2020 23 minutes ago, Lindor said: Oh I just saw it was your first post, welcome to the forum Sorry that I didn't notice, I'm so happy for everyone who decides to join As I said, I'm not good at those more deeply coded things, I just answered because nobody else did so far I have the D2F mod, gonna look at the readme.txt, just a moment When I said Diablo 2 I meant actual Diablo 2 1 Link to comment
Lindor 438 Posted December 24, 2020 Share Posted December 24, 2020 1 minute ago, AceKuper said: When I said Diablo 2 I meant actual Diablo 2 Oh that makes sense Link to comment
jedijimi 20 Posted December 25, 2020 Share Posted December 25, 2020 Wow, what a holiday gift! Thx for the tremendous work you put into this. Link to comment
jwiz 68 Posted December 25, 2020 Share Posted December 25, 2020 (edited) While reading thru the patch notes I didn't see any mention of %LL. If I recollect correctly, then Dmitriy had found a proper was to apply the % LL only to the remaining life pool and not always to the full one. Was this not implemented or didn't it work out? Edited December 25, 2020 by jwiz Link to comment
Flix 5,116 Posted December 25, 2020 Author Share Posted December 25, 2020 3 hours ago, jwiz said: While reading thru the patch notes I didn't see any mention of %LL. If I recollect correctly, then Dmitriy had found a proper was to apply the % LL only to the remaining life pool and not always to the full one. Was this not implemented or didn't it work out? That change was made in the game code. I can't pick and choose fixes to import when they're all bundled up in dll files, so some fixes didn't get added. I made this decision to avoid changing things I didn't want to change, like reducing weapon selection to only a few weapon types per character, and also making all 6 modifications selectable which would break all the summoning CA's. Link to comment
dimitrius154 612 Posted December 27, 2020 Share Posted December 27, 2020 (edited) @FlixThat find about glass cleaning(that it should be _ZW, not_2H) is interesting, since it may apply to some other jobs. Jewelry, table, showcase cleaning? Edited December 27, 2020 by dimitrius154 Link to comment
Flix 5,116 Posted December 27, 2020 Author Share Posted December 27, 2020 2 hours ago, dimitrius154 said: @FlixThat find about glass cleaning(that it should be _ZW, not_2H) is interesting, since it may apply to some other jobs. Jewelry, table, showcase cleaning? Very possible. It must be determined which items belong in which hand, and then the items must be equipped together in equipsets. The showcase cleaning sounds similar to the bar keep wiping down the bar. That is, a 1h animation that interacts with a static world object. It was hard to understand how NPC's decide to use items and interact with things. I can see state names like "cInteractAreaAI" or "cTimedInteractionAI" assigned to the various jobs. I can't see how those states trigger the use of job items and the requisite animations. Link to comment
dimitrius154 612 Posted December 27, 2020 Share Posted December 27, 2020 9 minutes ago, Flix said: I can't see how those states trigger the use of job items and the requisite animations. Let's take a look at behaviour.txt: Example: name = "JOB_NIGHT_WATCHMAN", state0 = "name=cBaseNPCJobAI,job0=job_citizen_sleep:start=8:end=15, job1=job_nightwatchman_work:start=20:end=8", in s2logica.dll there's a list of 'basic jobs': 100A6C1D PUSH s2logica.10184670 ASCII "job_pub_party" 100A6DAA PUSH s2logica.1018465C ASCII "job_basic_church" 100A6EE3 PUSH s2logica.1018464C ASCII "job_basic_chat" 100A7054 PUSH s2logica.10184638 ASCII "job_basic_groupchat" 100A71A9 PUSH s2logica.10184620 ASCII "job_basic_idleatstart" 100A724A PUSH s2logica.1018460C ASCII "job_pstatist_sleep" 100A725E PUSH s2logica.101845F8 ASCII "job_rstatist_sleep" 100A7272 PUSH s2logica.101845E4 ASCII "job_citizen_sleep" 100A7286 PUSH s2logica.101845D4 ASCII "job_pub_sleep" 100A734E PUSH s2logica.101845C0 ASCII "job_beggar_sleep" 100A74F1 PUSH s2logica.101845A8 ASCII "job_communicator_work" 100A76E8 PUSH s2logica.10184590 ASCII "job_communicator2_work" 100A793E PUSH s2logica.10184584 ASCII "job_dancer" 100A7AA2 PUSH s2logica.10184570 ASCII "job_hunter_sleep" 100A7BF7 PUSH s2logica.1018455C ASCII "job_poacher_sleep" 100A7D4C PUSH s2logica.10184548 ASCII "job_robber_sleep" 100A7EA1 PUSH s2logica.10184530 ASCII "job_cattlefarmer_sleep" 100A7FF6 PUSH s2logica.1018451C ASCII "job_sheperd_sleep" 100A814B PUSH s2logica.1018450C ASCII "job_thief_sleep" 100A82BC PUSH s2logica.101844FC ASCII "job_trader_eat" 100A83CC PUSH s2logica.101844EC ASCII "job_writer_eat" 100A84DC PUSH s2logica.101844D8 ASCII "job_rstatist_eat" 100A85EC PUSH s2logica.101844C8 ASCII "job_witch_eat" 100A86E0 PUSH s2logica.101844B8 ASCII "job_witch_chat" 100A87B4 PUSH s2logica.101844A8 ASCII "job_beggar_work" 100A88A8 PUSH s2logica.10184494 ASCII "job_beggar_drink" 100A897C PUSH s2logica.10184484 ASCII "job_hunter_work" 100A8A50 PUSH s2logica.10184470 ASCII "job_poacher_work" 100A8B24 PUSH s2logica.10184460 ASCII "job_robber_work" 100A8BDC PUSH s2logica.10184448 ASCII "job_cattlefarmer_work" 100A8D78 PUSH s2logica.10184434 ASCII "job_mercenary_work" 100A8F46 PUSH s2logica.1018441C ASCII "job_nightwatchman_work" 100A901F PUSH s2logica.10184408 ASCII "job_sheperd_work" 100A90D7 PUSH s2logica.101843F8 ASCII "job_thief_work" 100A9273 PUSH s2logica.101843E8 ASCII "job_trader_work" 100A9367 PUSH s2logica.101843D8 ASCII "job_witch_work" 100A943B PUSH s2logica.101843C8 ASCII "job_chair_test" 100A950F PUSH s2logica.101843B4 ASCII "job_questnpc_move" 100A95E3 PUSH s2logica.101843A0 ASCII "job_queststaging" 100A96D3 PUSH s2logica.10184390 ASCII "job_kill_poor" 100A97C3 PUSH s2logica.10184380 ASCII "job_kill_rich" Each job is defined in s2logicai.dll, used equipsets included. 1 Link to comment
jwiz 68 Posted January 6, 2021 Share Posted January 6, 2021 Have the sizes of the standard long bows been increased? Seems to me that this on has almost BFG grade size, also the grip doesn't seem to fit properly. Link to comment
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