Popular Post Flix 5,116 Posted July 20, 2017 Author Popular Post Share Posted July 20, 2017 Grass. I still sometimes get complaints about the new grass colors in D2F, so I decided to start over from scratch. The first benefit is that this time I used the elite textures as a starting point, so all grass looks much better quality now. In many regions, the only change is higher resolution. Also, I focused more on toning down the brightness and saturation, rather than changing the hue. The result is the grass better matches the patches of ground where it's growing. Most of the changes will be seen in Tyr Lysia, the region with the most varieties of grass. 3 Link to comment
Popular Post Flix 5,116 Posted July 26, 2017 Author Popular Post Share Posted July 26, 2017 Ok, here is the final batch of updates before I release Beta 9 later this week. Adjusted the values of Bul-Kathos' divine gift Might. Initial values are lower but will now slowly scale as Might levels up. This god spell was basically an "I win" button. I've tried to balance it better.Corrected a typo in the drop lists that caused some of the newer random magic items to be too rare (throwing axes, throwing stones, shrunken heads).Increased the fight distance for melee weapons. This should solve the problem of weapon-based combat arts making the character run around in circles trying to reach a target that's already in range.Dark Elves no longer use town guard voices. They now sound like the villains they are. The follow ideas I got from Caledor's Balance Mod, although the numbers I settled on are different from his.Decreased values of "Damage Mitgation: All +X%" equipment modifier to approximately 75% of the former values. This does not affect single element Damage Mitigation or Damage Mitigation granted by Combat Arts. Decreased values of "Block Chance" equipment modifiers unlocked by Shield Lore to approximately 75% of the former values. Decreased the efficacy of the Toughness skill. Armor and Damage Mitigation granted by Toughness are now at 85% of the former values. Increased the efficacy of the Speed Lore skill. Attack, Defense, and Run Speed granted by Speed Lore are now at 140% of the former values. There are still lots of exciting developments going on behind the scenes that have yet to be announced, but those will have to wait til a future release. 4 Link to comment
helloworld 3 Posted August 12, 2017 Share Posted August 12, 2017 Hi! Thank you for an amazing mod! Does anyone have an issue with s2gs.exe crash after installing the mod? After some research I've figured out that it is caused by scripts\server\weaponpool.txt Without this file everything works fine for me. I'm using pirated GOG 2.65.1 version with CM-patch. Also, Fire blast always seems to fly at random location. Is it how it is supposed to work? 1 Link to comment
Flix 5,116 Posted August 12, 2017 Author Share Posted August 12, 2017 Hello, thanks for trying the mod. I'll re-check weaponpool.txt. I don't recommend playing without the script, as tons of monsters and bosses will be missing their weapons. Also, buy the dang game. It could well be that there's just something wonky in whatever files you downloaded. I also use GOG and the mod is built from that version. 1 Link to comment
gogoblender 3,070 Posted August 12, 2017 Share Posted August 12, 2017 Hi! Thank you for an amazing mod! Does anyone have an issue with s2gs.exe crash after installing the mod? After some research I've figured out that it is caused by scripts\server\weaponpool.txt Without this file everything works fine for me. Also, Fire blast always seems to fly at random location. Is it how it is supposed to work? Hi Helloworld, and welcome to DarkMatters! As Flix posted, we have to be careful about discussing pirated ware, as our TOS strictly forbids it ... I've edited some of your post just to keep to our rules. Enjoy the mod! gogo Link to comment
dimitrius154 612 Posted August 12, 2017 Share Posted August 12, 2017 >"2.65.1 version" 2.65.2 is the version one should use. It's possible, that some script content is not compatible with 2.65.1. Address 0x00355534 should not even be accessible from the game process, since it's code offset is 0x00400000. Link to comment
Flix 5,116 Posted August 12, 2017 Author Share Posted August 12, 2017 GOG distribution displays as version 2.65.1, strangely. Actually I don't think there's any script changes since 2.65.2 only changed the chatbox behavior. The mod is built from GOG's version. Users report that trying to apply official patch 2.65.2 to GOG's version results in a "wrong game version" error. I never checked chatbox behavior to see if perhaps the fix is applied to the GOG version and only the displayed version is wrong. I don't even know HOW to check that. Link to comment
dimitrius154 612 Posted August 12, 2017 Share Posted August 12, 2017 Hmm, what's the size of the sacred2.exe from GOG? Link to comment
Flix 5,116 Posted August 12, 2017 Author Share Posted August 12, 2017 Hmm, what's the size of the sacred2.exe from GOG? 2,824,328 bytes Link to comment
dimitrius154 612 Posted August 12, 2017 Share Posted August 12, 2017 I see. It's different from v.2.65.2 then (it's 2,826,240 bytes). An since the one TS used is additionally tampered with, there's probably some incorrect code in it. Link to comment
helloworld 3 Posted August 13, 2017 Share Posted August 13, 2017 Thank you for your support! Just bought the game at gog.com and it also crashes the same way. It's ver. 2.65.1 and has no drm. Sacred2.exe is 2 824 328 bytes. The problem seems to be at line 5392 of weaponpool.txt here: mgr.addWeaponPool { -- NPC_flame_staff dbid = 1220, prefDmg = 1, prefDmgProb = 0, content = {4278,}, contentProb = {1,1,}, } when I delete this single element everything works perfectly. 1 Link to comment
Flix 5,116 Posted August 13, 2017 Author Share Posted August 13, 2017 Try deleting the extra "1," in the contentprob line. So the entry looks like: mgr.addWeaponPool { -- NPC_flame_staff dbid = 1220, prefDmg = 1, prefDmgProb = 0, content = {4278,}, contentProb = {1,}, } That extra 1 shouldn't really be there, but on checking older versions, it looks like it's always been there. I've never had a crash before. 1 Link to comment
helloworld 3 Posted August 13, 2017 Share Posted August 13, 2017 Try deleting the extra "1," in the contentprob line. It works! What does this string mean? Link to comment
Flix 5,116 Posted August 13, 2017 Author Share Posted August 13, 2017 Try deleting the extra "1," in the contentprob line.It works! What does this string mean? It works with "content" to determine the probability of the particular weapon being used. You can put multiple items into a weaponpool entry, and the game will randomly select one to be used. For each item in "content" you need a corresponding contentprob value. If the numbers are equal, then they have the same chance of spawning. On the other hand, for something like this: content = {40,2044,}, contentProb = {8,2,}, The item "40" has a much better probability of being used than "2044". I probably originally scripted two items to be used for NPC_flame_staff, then reduced it to one and forgot to remove the extra probability value. What's strange is that it's never crashed on me, and no one ever reported a problem before. 1 Link to comment
helloworld 3 Posted August 13, 2017 Share Posted August 13, 2017 Very strange. Maybe something is wrong with my msvc libraries. Anyway, everything works now, thanks for your help! 1 Link to comment
Flix 5,116 Posted September 10, 2017 Author Share Posted September 10, 2017 Found a nice video someone put up on Youtube about D2F. I think he's running Beta 8. Link to comment
Tigerbiten 3 Posted September 11, 2017 Share Posted September 11, 2017 (edited) Possible bug with Private Rinarn. Just tried to do the pirate quest. Picked Private Rinarn to be a bow user as normal. He now just runs around, ignores mods and won't attack anything even if attacked. Restarted quest with him as a sword user. He now attacks mobs if either you or him is attacked. Don't know if this is a generic bug from the Community Patch or one caused by your mod or even if one of my running mods is messing with him, but thought to mention it. Edited September 11, 2017 by Tigerbiten Link to comment
Flix 5,116 Posted September 11, 2017 Author Share Posted September 11, 2017 7 minutes ago, Tigerbiten said: Possible bug with Private Rinarn. Just tried to do the pirate quest. Picked Private Rinarn to be a bow user as normal. He now just runs around, ignores mods and won't attack anything even if attacked. Restarted quest with him as a sword user. He now attacks mobs if either you or him is attacked. Don't know if this is a generic bug from the Community Patch or one caused by your mod or even if one of my running mods is messing with him, but thought to mention it. Ok, thanks. I edited hireling behavior in the last version, in order to make summoned minions have better AI. It may have broken something with quest NPC's. I'll check and see. Link to comment
gogoblender 3,070 Posted September 11, 2017 Share Posted September 11, 2017 8 hours ago, Flix said: Found a nice video someone put up on Youtube about D2F. I think he's running Beta 8. wow, flix, this is awesome!! Just saw the entire video... it completely brings your mod to life... love seeing that flamethrower in action! gogo 1 Link to comment
Chofranc 3 Posted September 16, 2017 Share Posted September 16, 2017 (edited) Hi, I just want to thank you for this great mod, it really enhance sacred 2 specially in the aspect of minions, I'm enjoying a lot this last aspect. Can I request you something? The Hurricane CA of the druid whenever I cast it, it cause a big FPS drop when I activate it. I think that is because spawn too much particles. Edited September 16, 2017 by Chofranc 1 Link to comment
Flix 5,116 Posted September 16, 2017 Author Share Posted September 16, 2017 29 minutes ago, Chofranc said: Hi, I just want to thank you for this great mod, it really enhance sacred 2 specially in the aspect of minions, I'm enjoying a lot this last aspect. Can I request you something? The Hurricane CA of the druid whenever I cast it, it cause a big FPS drop when I activate it. I think that is because spawn too much particles. Hello! Thanks for trying the mod. I see that Hurricane causes low FPS. I'm not sure how to fix it. Link to comment
MisterB1969 0 Posted October 17, 2017 Share Posted October 17, 2017 I need help. I tried following the instructions for using the Mod. I verified the files. There are no other mods installed, but After I installed the Mod through GME. My game is still sacred 2. I do have the Community Patch which is required. And I am using Windows 10, not sure how much that effects it. But, only other thing I can try is maybe re-installing Sacred 2. Link to comment
deogo 2 Posted October 19, 2017 Share Posted October 19, 2017 thats a nice mode, playing necro and enjoying it! thanks for great work, man! I have a few questions is it possible to use DF2 mod with 1.6 patch? it has somenice features like extended pick up range and runes/potions stacking. Actually I've tried it, but it feels broken. For example all projectiles dont look like they should Necro's Revive skill sometimes (quite ofte actually) don't trigger when you use it and cause char to stuck in place for few secs. I think it happens when you point mouse on living enemy of when there is no bodies around. I use quick cast option, so probably it cause problems as well. So may be it possible to tune the skill so it didn't check where the mouse cursor points and just searched for bodies around? Link to comment
gogoblender 3,070 Posted October 19, 2017 Share Posted October 19, 2017 On 9/16/2017 at 6:28 PM, Chofranc said: Hi, I just want to thank you for this great mod, it really enhance sacred 2 specially in the aspect of minions, I'm enjoying a lot this last aspect. Can I request you something? The Hurricane CA of the druid whenever I cast it, it cause a big FPS drop when I activate it. I think that is because spawn too much particles. And a warm welcome to DarkMatters, Chofranc, delighted to see you're enjoying Flix's mod! gogo Link to comment
gogoblender 3,070 Posted October 19, 2017 Share Posted October 19, 2017 On 10/17/2017 at 6:36 PM, MisterB1969 said: I need help. I tried following the instructions for using the Mod. I verified the files. There are no other mods installed, but After I installed the Mod through GME. My game is still sacred 2. I do have the Community Patch which is required. And I am using Windows 10, not sure how much that effects it. But, only other thing I can try is maybe re-installing Sacred 2. 45 minutes ago, deogo said: thats a nice mode, playing necro and enjoying it! thanks for great work, man! I have a few questions is it possible to use DF2 mod with 1.6 patch? it has somenice features like extended pick up range and runes/potions stacking. Actually I've tried it, but it feels broken. For example all projectiles dont look like they should Necro's Revive skill sometimes (quite ofte actually) don't trigger when you use it and cause char to stuck in place for few secs. I think it happens when you point mouse on living enemy of when there is no bodies around. I use quick cast option, so probably it cause problems as well. So may be it possible to tune the skill so it didn't check where the mouse cursor points and just searched for bodies around? Welcome to DarkMatters ahd the Diablo 2 The Fallen MOd , deogo and MisterB1969! last Sacred 2 hold out in the universe ^^ gogo Link to comment
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