dimitrius154 612 Posted January 29, 2022 Share Posted January 29, 2022 20 minutes ago, Flix said: taskcreature levels are set when the game session is launched. They are. Quests are processed upon loading the game, unlike sector spawn entries, which are processed upon entering sectors. Link to comment
Lindor 438 Posted January 31, 2022 Share Posted January 31, 2022 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. Link to comment
Popular Post dimitrius154 612 Posted January 31, 2022 Popular Post Share Posted January 31, 2022 59 minutes ago, Lindor said: The Inquisitor is supposed to start at night in the sleepy badger. Yes, but the daytime variable is not reset upon changing characters during the current session, a code condition omission. Then again, the inn is a remote one, the only witnessess are a couple scrawny Elves and the neighborhood is teeming with untrustworthy criminals. Hardly a threat, considering our impeccable credentials. 3 Link to comment
Popular Post Flix 5,116 Posted February 11, 2022 Author Popular Post Share Posted February 11, 2022 I'm very happy to present version 3.1 of Enhanced Edition: The main features of this release are the Italian translation and a massive review of item drops, many of which were woefully bugged until now. Expect to be able to actually find that coveted Legendary item with enough grinding now. There's also a modest amount of quest-related fixes and improvements that came about while I was developing the Purist Fixpack. Many thanks to @Loromir for the Italian translation, covering both the CORE module and Alternate Spells. Sorry I took so long to include it! Total Change Log: Added Italian translation by Loromir for CORE and Alternate Spells modules. Made some minor corrections to spelling and capitalization in the English texts. Minor tweaks to quest hireling AI. "Days Gone By": Ambul no longer becomes immortal once he transforms into spirit form. "Hunting Fever": The third phase now triggers properly and the player is able to report in to Seraphim Diana at the starting location. "Hired Assassins": Rewrote and expanded the dialogue and journal entries. "The Lost Letter": Emald and Bertha are now humans instead of elves. "The Usurer": Hartruin has a new design. A few quest Orcs/Goblins/Ogres now use Grurag or Ore-Thag designs where appropriate, instead of generic designs. Friendly werewolves in Lizurath now all use a different design from the generic werewolves. Weakened the stats of the Ice Hydra somewhat and increased its vulnerability to fire. Fixed non-hostile ghosts spawning from graves. Fixed non-hostile Goblin Boar Riders in the cave east of Ruka. Divine Gift - Inspiration: Reflect values increased. Added Dragon Mage's missing animations when executing Divine Gifts. Enabled various battle cries, taunts, and other missing voiced lines for NPCs during combat. This also affects missing ambient wildlife sounds. Corrected hundreds of instances in drop lists where items were missing or duplicated. Leather Hat Trophy icon is now easier to see. Fixed missing icon for a random magic 1h sword. 3 1 1 1 1 Link to comment
Lindor 438 Posted February 11, 2022 Share Posted February 11, 2022 I have to say I am quite confused. You did not fix the missing brackets in the CM_TimerResolve function You did not add the missing break statement in the CM_GetSessionStatus function You did not apply the fix for timed quests, especially the Hunting Fever 1 quest, triggering at inappropriate times (it took me a lot of time to figure that one out) You did not streamline the mappositions in creatures.txt as I asked you and all other modders to do 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! Link to comment
Popular Post Flix 5,116 Posted February 11, 2022 Author Popular Post Share Posted February 11, 2022 5 hours ago, Lindor said: You did not fix the missing brackets in the CM_TimerResolve function You did not add the missing break statement in the CM_GetSessionStatus function You did not apply the fix for timed quests, especially the Hunting Fever 1 quest, triggering at inappropriate times (it took me a lot of time to figure that one out) 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. You've been hitting me hard and heavy with the Lua scripting advice, with a lot of it conjecture or outright wrong by your own admission. Between the guesswork and the edits to posts that say things like "none of that worked," it's hard to follow your train of thought and conclude what solution is needed. I decided to listen to your advice not to trust your Lua implicitly. Changes to quest scripts need time and testing, and your suggestions have not had enough of either to make it into 3.1. There's no hard feelings or anything, I just don't like to rush headlong into changes without sure footing. 5 hours ago, Lindor said: You did not streamline the mappositions in creatures.txt as I asked you and all other modders to do I guess the request went over my head, and now that I take a good look at it, it doesn't make any sense to me. The mixed formatting has existed since the vanilla creatures.txt script. AFAIK no mod has ever changed a single one of those entries, and they likely never will. So any script comparison between different mods should just return "no changes" for that section. If it's really throwing a wrench into the workings of your tool, just have it delete or ignore that section. 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. 2 Link to comment
Lindor 438 Posted February 11, 2022 Share Posted February 11, 2022 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. ---------- 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. ---------- 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. Link to comment
Flix 5,116 Posted February 11, 2022 Author Share Posted February 11, 2022 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. Link to comment
Lindor 438 Posted February 16, 2022 Share Posted February 16, 2022 (edited) 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 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 February 16, 2022 by Lindor Reason: spelling mistake 1 Link to comment
Lindor 438 Posted March 15, 2022 Share Posted March 15, 2022 Another bug report: 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. Link to comment
Lindor 438 Posted March 15, 2022 Share Posted March 15, 2022 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. Noticed the same behaviour today for a slave in the human region with EE. This bug might've been drawn to PFP as well. Link to comment
Lindor 438 Posted March 15, 2022 Share Posted March 15, 2022 Also there's a problem with the german text of the mount island vendor. All the formatting commands (things like <br>) are seen ingame as text. 1 Link to comment
Lindor 438 Posted March 17, 2022 Share Posted March 17, 2022 in german localization, the "Bergtroll Shamane" should be called "Bergtroll-Schamane" or "Schamane der Bergtrolle" instead 1 Link to comment
Lindor 438 Posted March 24, 2022 Share Posted March 24, 2022 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. 1 Link to comment
Jeramathal 1 Posted March 25, 2022 Share Posted March 25, 2022 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 1 Link to comment
Lindor 438 Posted March 25, 2022 Share Posted March 25, 2022 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. 1 Link to comment
Lindor 438 Posted March 25, 2022 Share Posted March 25, 2022 (edited) 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 March 25, 2022 by Lindor Link to comment
Lindor 438 Posted March 25, 2022 Share Posted March 25, 2022 (edited) 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 March 25, 2022 by Lindor Link to comment
dimitrius154 612 Posted March 26, 2022 Share Posted March 26, 2022 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. 1 Link to comment
Lindor 438 Posted March 26, 2022 Share Posted March 26, 2022 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. Link to comment
Flix 5,116 Posted March 27, 2022 Author Share Posted March 27, 2022 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. Link to comment
Flix 5,116 Posted March 27, 2022 Author Share Posted March 27, 2022 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. 1 Link to comment
busted 2 Posted March 29, 2022 Share Posted March 29, 2022 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. 1 Link to comment
Flix 5,116 Posted March 29, 2022 Author Share Posted March 29, 2022 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? Link to comment
Lindor 438 Posted April 5, 2022 Share Posted April 5, 2022 On 3/15/2022 at 4:14 AM, Lindor said: Another bug report: 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: The second time it was a priest: 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. Link to comment
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