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Sacred 2 Enhanced Edition


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The Inquisitor is supposed to start at night in the sleepy badger. That works fine if you create a new character. However, if you finish the game and switch to another difficulty, he starts at day. I suppose that is the case for the shadow warrior as well, but didn't test it.

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I have to say I am quite confused.:lindor:

Did I do something to offend you? If so, then I apologize! If it's just time, then I can do those fixes myself and send you the reworked files. But I want to know why you didn't include those things, sorry but esp. the last thing would be important to me.

 

Other than that, I have to say this new update, esp. the item reworks sound very appealing to me!

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Aaah, I see now.

1 hour ago, Flix said:

it's hard to follow your train of thought and conclude what solution is needed.

Yep, I can see that.

Trying to untangle lua code is like trying to get from point A to B with the public transportation system in Frankfurt, but without any train/bus/tram/whatever schedules.

A common saying in german science is "Was interessiert mich mein Geschwätz von gestern?" It's basically the idea of Critical rationalism.

That's the process of science: I make false assumptions, test these assumptions with my lua binaries or ingame, recognize them wrong and make new assumptions until I have something that is still wrong because there is no correct, but it is such a super small amount of wrong that no one will ever notice. I can never know for sure, but I can get very close.

Every time I make a significant chunk of progress, being it falsification or a new model, I post it. I can see why it's confusing, since you basically need to follow my train of thoughts from beginning to end. But I VERY much think it's better to post everything including wrong statements than doing everything silently and once the (estimated progress)/(estimated work) ratio becomes very small and you think you're very close to the truth, post the final "solution".

And this happens with any software developer btw, from the hobby programmer like me to over big companies up to computer scientists. There's never a perfect solution, there's just the point where the programmer stops working.

1 hour ago, Flix said:

and conclude what solution is needed.

Ok maybe I can help you with the decision making process.

  • There is absolutely no way that the missing brackets fix could screw something up. It's not doing anything at worst and fixing bugs at best. Trust level ~99%
  • Of the recommended fixes, the break statement fix is the least amount of recommended. I'm pretty sure it doesn't screw anything up, but the amount of "fixage" in case it works is tiny compared to the amount of "breakage" in case it doesn't work. Trust level ~78%
  • The Relational Operator fix for the Hunting Fever Triggering is very well tested ingame for the Hunting Fever quest, but not so much tested for other quests (still tested it, just not as much). If there is an issue with that, then only on quests with timers and with exactly one taskcreature to kill. AFAIK there is no such quest atm, but there might be in the future. Trust level ~90%
1 hour ago, Flix said:

I decided to listen to your advice not to trust your Lua implicitly.

Good decision.

But not if that decision is based on the person. I also wouldn't trust any persons physics paper implicitly, even if it's Einstein himself. So I can only give the advice to never simply trust anything I say, but not because it's me saying it and not, lets say, dmitriy lord of code (I think I got an idea for a new boss lol), but because it's a general rule.

I know that posting wrong things will weaken the trust level I have on some persons. To that I can only say that it was not good to have a person based trust level system in the first place. If I post a piece of information, better trust it based on what it says, not based on what I've said in the past.

 

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1 hour ago, Flix said:

AFAIK no mod has ever changed a single one of those entries (...) I'm not even sure those entries have any function.  From what I've seen, merchants are added in the sector files or quest.txt.

I did not know that.

1 hour ago, Flix said:

So any script comparison between different mods should just return "no changes" for that section.

If there are no changes, then yes because the algorithm will make the same mistakes on both files it compares. If any mod in the future for whatever reason decides to change things there, then there will be false results. One such decision could be the removal of those entries because they don't do anything.

1 hour ago, Flix said:

If it's really throwing a wrench into the workings of your tool, just have it delete or ignore that section.

That's what it currently does. But I'd like to add support for this section. I'm never satisfied with my code, there's always improvements to make. And creatures.txt is one of the most important files. But if the section really is pointless, then forget my request, I will leave it as is, skipping the section. Support would be nice, but not mandatory.

 

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2 hours ago, Flix said:

There's no hard feelings or anything, I just don't like to rush headlong into changes without sure footing.

Thank you, this is good to read. I know that I tend to overreact sometimes.

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3 hours ago, Lindor said:
  • There is absolutely no way that the missing brackets fix could screw something up. It's not doing anything at worst and fixing bugs at best. Trust level ~99%
  • The Relational Operator fix for the Hunting Fever Triggering is very well tested ingame for the Hunting Fever quest, but not so much tested for other quests (still tested it, just not as much). If there is an issue with that, then only on quests with timers and with exactly one taskcreature to kill. AFAIK there is no such quest atm, but there might be in the future. Trust level ~90%

I'll try out these two in PFP 1.2.

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Minor issue I noticed:

One of my goals is replacing the spider walking sound on different materials with something less nails-on-chalkboard-like. While testing, I noticed that a certain wooden material, e.g. used in Gronkors outlook, does not use the wooden sound and uses the stone sound instead:

Spoiler

hFK3yJa.jpeg

I want to change that, but I figured this falls less into the category of creative visions and more into the category of bugfixes, that's why I post it here.
Don't know if it's worth for you adressing that, but don't worry if it isn't because I want to fix it anyway.

Edited by Lindor
Reason: spelling mistake
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  • 4 weeks later...

Another bug report:

IO6ZCSb.jpeg

This kobold on the right is dead; he has 0 hitpoints but he didn't "die", I mean transform into a corpse and decay. He's just standing there with his animations, untargetable. The usual glow shows up when hovering with the mouse over him, but there's no hp bar and you can't interact in any way. Last but not least, I waited till all the other corpses decayed, but he was not impressed and didn't decay.

I had EE 3.1 CORE, some changes in balance.txt and Elite Textures Trimmed running, nothing else. Don't know wether that's an EE exclusive thing though.

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On 3/9/2022 at 11:37 PM, Vishanka said:

I don't know if it's a bug or if they have an ability like that, this is an Orc Archer and he just revived like the undead do.
He was dead on the ground, 0 hp, I could still attack him but not damage him further and then he healed to full hp and I had to kill him again.

CdBPfnf.png

Noticed the same behaviour today for a slave in the human region with EE. This bug might've been drawn to PFP as well.

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On light path, if the Garganthropod is killed in the correct moment while his summoned T-Energy Scorpions are alive, they become neutral, including behaviour change. After having burned the corpse and it disappeared with this standard green ghost glow, they become enemies again.

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Playing German, Light Path Dryad:

In Aerendyr, after speaking to Dranaigh first, the Dryads voice line response is okay, but any additional time you speak to Dranaigh, the Dryad responds with "Bereite dich auf den Tod vor" ("Prepare for Death"), which doesn't make sense.

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Remember this one?

On 1/12/2021 at 3:36 PM, Lindor said:

Some normal (white) rings have the lightsaber sound on picking it up in the inventory, they all have the increase poison damage stat so far

Back then we thought it was due to me playing a legacy char. Now I have something similar again, a Potion of Undead Death having the lightsaber pickup sound. Same sound, different item. The Dryad I'm playing is not a legacy char this time. Again, I'm playing german, latest S2EE Core, a custom balance.txt and Elite Textures Trimmed, nothing else.

 

EDIT: It was a stack of two normal-sized silver difficulty potions btw in case that matters.

Edited by Lindor
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I can't remember whether they were ever present at all because it's so rare I play light path, but the german voice synchronisation for the first two sections of Nimonuils dialog when you speak to him right before the fight at the great machine facility right before this big bridge for light path are missing. The synchronization for the third section of the dialog is present and played as soon as you speak with him.

Edited by Lindor
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On 3/25/2022 at 7:51 PM, Lindor said:

Back then we thought it was due to me playing a legacy char. Now I have something similar again, a Potion of Undead Death having the lightsaber pickup sound. Same sound, different item.

I'd suggest using soundprofile.txt from the Addendum and checking, if the problem is magically gone.

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4 hours ago, dimitrius154 said:

I'd suggest using soundprofile.txt from the Addendum and checking, if the problem is magically gone.

Thx. Impossible to test unfortunately, the problem is already gone. Don't know whether it was the reload or difficulty switch. I sold the potions after I relized they have normal pickup sound again.

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It's difficult to reproduce, it always seems to vanish after game reload.

EE should have all the soundprofile.txt fixes from latest Addendum in place anyway. Only things not present are extra creature soundprofiles, or a few things I was unsure about like combining/switching male & female genders for some races.

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On 3/25/2022 at 1:17 AM, Jeramathal said:

Hi, im really enjoying the mod

I'm just wondering if the save editor found at: https://www.nexusmods.com/sacred2/mods/2?tab=description, is safe to use with your mod.

I use the enhanced spells module too if that matters

Thanks for playing the mod and writing back. The save editor should be just as safe to use with characters from my mod as it is with any other character. Combat Art information will still display as vanilla in the editor but the changes will work with Alternate Spells.

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at least two quests with escort npc are broken - Unexpected News & Blind Guardian Quest  .. (  mb more .. cose after  finishing Unexpected News  Meliondors  life bar remain .Hansi  remain in Clearview  - other  group members are not appear.Quests are passable, but broken.

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4 hours ago, busted said:

at least two quests with escort npc are broken - Unexpected News & Blind Guardian Quest  .. (  mb more .. cose after  finishing Unexpected News  Meliondors  life bar remain .Hansi  remain in Clearview  - other  group members are not appear.Quests are passable, but broken.

What modules do you have installed? Are you playing in singleplayer or multiplayer?

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On 3/15/2022 at 4:14 AM, Lindor said:

Another bug report:

IO6ZCSb.jpeg

This kobold on the right is dead; he has 0 hitpoints but he didn't "die", I mean transform into a corpse and decay. He's just standing there with his animations, untargetable. The usual glow shows up when hovering with the mouse over him, but there's no hp bar and you can't interact in any way. Last but not least, I waited till all the other corpses decayed, but he was not impressed and didn't decay.

I had EE 3.1 CORE, some changes in balance.txt and Elite Textures Trimmed running, nothing else. Don't know wether that's an EE exclusive thing though.

It happened again, two times, but this time with friendly NPCs. Don't know what killed them, probably Miasma Boss.

The first time it was a random citizen:

CDwiB2v.jpeg

The second time it was a priest:

qr2ATpg.jpeg

Those were two different playthroughs, but same char, same difficulty (Platinum) and same city. Both are dead, but still have animations like breathing or tail whipping etc. and they refuse to disappear. You know, with the standard green glow which usually happens to corpses.

 

I don't know if the cobold and Lizardmen occasions stand in relation since the first one is and the other two ones aren't supposed to die, but the effect is the same.

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