desm 330 Share Posted April 2, 2017 She looks awesome. I know someone who will be happy... 1 Link to comment
gogoblender 3,243 Share Posted April 2, 2017 I have the model of 'worldweaver Neith' ready for Sacred 2: worldweaver Neith DX.jpg big_0000.jpg But the default Neith I've just downloaded (http://lezisell.deviantart.com/art/Smite-Neith-pack-XPS-ONLY-468010862 right image). It also has another version: http://lezisell.deviantart.com/art/Smite-Instakill-Neith-XPS-ONLY-560792101 I'll let you know when the default Neith is ready. Your models always drop me Pesmontis Great work! gogo Link to comment
Pesmontis 168 Author Popular Post Share Posted April 16, 2017 Neith is ready as a replacement for the default seraphim: https://onedrive.live.com/?id=C74367DE5EF781A2%21150&cid=C74367DE5EF781A2 (look for the file "Neith_as_Sera.rar"). 4 Link to comment
Neith 3 Share Posted June 3, 2017 So sorry for the late response! Just popped by and happened to see this, and whoa, am I surprised! Wow... Neith is... amazing! I can't thank you enough! I got her in and working with ease! You just turned Sacred 2 from an idle favorite to a classic for me! Many thanks! I'm curious - how did you remove the Seraphim's wings? I've tooled around and haven't found a way to do it without borking my model, and I've combed the forums with no success. Still, this is truly a beautiful mod! My weekend just got a whole lot better! And again, apologies for the late view! 1 Link to comment
Flix 5,184 Popular Post Share Posted June 3, 2017 The Seraphim doesn't have wings on her model, those are "fallback" equipment, in other words equipment that's assigned in creatureinfo.txt to be equipped without taking up an equipment slot. Such equipment will always appear whenever no other items are equipped in that slot. All you have to do is delete the fallback wings from her creatureinfo entry. Seraphim is "type = 1," (first entry in creatureinfo.txt) Look at the "eq_fallback =" line and delete "4357," which is the wings itemtype 2 Link to comment
Neith 3 Share Posted June 3, 2017 The Seraphim doesn't have wings on her model, those are "fallback" equipment, in other words equipment that's assigned in creatureinfo.txt to be equipped without taking up an equipment slot. Such equipment will always appear whenever no other items are equipped in that slot. All you have to do is delete the fallback wings from her creatureinfo entry. Seraphim is "type = 1," (first entry in creatureinfo.txt) Look at the "eq_fallback =" line and delete "4357," which is the wings itemtype Lol - oops! It's all Greek to me! But thank you for pointing me in the right place. I did this last night as per the guide for the fallback equipment, but I deleted all the values in the bracket, not just 4357, which made her entire torso disappear. And because I picked up a set of wings at some point, her torso disappeared, but the wings did not, so I figured what I was doing was wrong. But, I got 'em off me now, thank you very much! Link to comment
Pesmontis 168 Author Popular Post Share Posted June 6, 2017 I finally came 'round to making a Rayne model (asked for by Veracious about a year (!) ago..). Thing was that I only had a high-poly model and a very low poly model, and both weren't very good for a straight import into Sacred 2. 'Took the high-poly model (from http://zayrcroft.deviantart.com/art/Rayne-Next-Gen-DL-310431350) & reduced it in 6 stages, from ~64000 polys to ~15000 polys. I recolored some of the textures, because I don't like too much bright red on a model. Here's my spin ("Rayne_as_HE.rar" in https://onedrive.live.com/?id=C74367DE5EF781A2%21150&cid=C74367DE5EF781A2): 5 1 Link to comment
johnconstantine 2 Popular Post Share Posted August 13, 2021 Is it possible for someone to reupload these mods? id really like to try some of them out 2 Link to comment
xEarthshaker 1 Share Posted September 11, 2021 On 8/13/2021 at 11:50 PM, johnconstantine said: Is it possible for someone to reupload these mods? id really like to try some of them out Would also appreciate if this was possible! 1 Link to comment
Malekith 19 Share Posted September 30 With the risk of necro-ing this thread.. I second.. uh.. tertiate(?) the request (tbh it's why I went out of lurking and joined this site). 1 Link to comment
Hooyaah 2,977 Share Posted September 30 I have a copy of the zip file. Sacred 2 Ladies mod is 115,880 KB. 1 Link to comment
Malekith 19 Share Posted October 2 Most excellent! So how would this work? Can you share the location or maybe upload it as a mod (against Pesmontis' intentions) or something? Link to comment
Hooyaah 2,977 Share Posted October 2 @gogoblender Kind sir, how can we get a copy of the Sacred 2 Ladies Mod to this fine gentleman? 1 Link to comment
Malekith 19 Popular Post Share Posted October 4 (edited) (TLDR Warning!) Hey everyone, I'm new here, and I have little to no modding experience (as in for making mods, I've been using mods for any and all of my games for more than a decade, and I have made a couple of mods for personal use, for other games, but nothing impressive), but I really wanted something else to improve my Sacred 2 experience so I started using such mods as the Character Editor and an Item Editor for a number of years now but recently I needed more.. so I figured there have to be some awesome mods out there for me to use to edit the appearance of the Characters I like, did some searching and came across Pesmontis' Eye Candy thread.. which presented some amazing models for people to use, but these were not packed as mods, and the shared location he posted was no longer available.. so I came out of lurking so I could ask for them... Only to find that the author hasn't been active for quite a while.. Now Hooyah, like a true hero that he is, was kind enough to provide some (if not all) of these files to me so I can try them out... So I installed the files for Neith as Seraphim and the model looked great, had the right animations and everything.. but as soon as I gave her the first armor pieces things went a bit sideways.. I've loaded some of my other Seraphim toons to see if they experienced the same issue, and they most definitely did, like in the first image or the one in the second image, which is even worse. Now you can't really play Sacred 2 for long with no armor on your character, and you can't play a character who looks like it got assembled by Dr. Frankenstein's retarded lab assistant (actually some might, but that's besides the point) so I figured the easiest way for me to 'solve' this problem would be to turn the armor invisible, you actually had a mod for that in Sacred 1 but alas, there is no such mod for Sacred 2.. So I did some digging and came across a comment by Flix in another thread offering an 'invisible' texture, so I thought I could apply that to the pieces and armor and that's that.. the model is clothed with no armor on, so no problem.. Only there is a problem.. here's the character with the invisible texture applied to the torso piece: Edited October 4 by Malekith repetition, hyperlinks 2 Link to comment
Malekith 19 Share Posted October 4 (edited) Now I might try this suggestion by Maneus in the same thread about removing wings but it might take me a while, as I said, I'm no pro, and I do have a life, a job and other such pesky stuff which keep people from achieving greatness (plus I'm a bit lazy to be honest). So here is a public cry for help to Any and All who would be willing to give me pointers, hints or even take up this burden onto themselves. Full Disclaimer: I have no intention of appropriating Pesmontis' work, these are his models, and as far as I'm concerned this is his mod (or would be his mod once packed and this work on armor pieces done). The only thing I'm truly interested in is playing using the amazing models I now have access to, which, if I had @Pesmontis' permission I might even share, but I don't, so I can't... Edited October 4 by Malekith typo 1 Link to comment
Malekith 19 Share Posted October 4 I just installed BloodRayne as High Elf and obviously she shares the same issue once armors are added: 1 Link to comment
Hooyaah 2,977 Share Posted October 4 Rendering all of the High Elf's armor sets "invisible," each piece altered in such a way individually would seem to be the only way. Then, only the fallback armor for Rayne would be seen. Changing armor would, yet provide the qualities, and sockets, of whatever armor elements were introduced. @Flix would surely have the knowledge of how to render armor set elements "invisible." However, he is enjoying his well-deserved retirement after so many years of contributing a (cumulatively inestimable sum) of works to this grateful community. The Rayne model does appear to be well-suited for the High Elf and it offers more polys, hence more potential realism. I wish you well on your endeavor, good sir. Link to comment
Malekith 19 Share Posted October 5 (edited) Alright, so part one on my experiments was unsuccessful, I tried copying models/items/rings/n_ring-16.GR2 to pak\models\heroes\highelve\sets\std-Cloth (and obviously renamed it as to match the original) and uh.. got this: I then tried copying texture file n_rings-amulets_01_n.dds to D:\Sacred 2 Gold\pak\mq\maps\heroes\highelve\sets\std-Cloth and renaming it to i_helve-cloth-torso-var1_d.dds (also made copies for 2,3, and 3 sg since I had no idea which texture was applied to the item, thinking that it might be due to the texture not fitting the new model but that did literally nothing.. So obviously I read Maneus' suggestion wrong... Or not.. I reckon if that would have been a Seraphim and I'd be trying to hide her wings.. that would have totally worked, it just doesn't apply to armor pieces since those are part of the actual body... At this point I'm thinking it would be better to wait for any kind of suggestions before I bork my game into oblivion.. Edited October 5 by Malekith Link to comment
Maneus 164 Popular Post Share Posted October 5 Hello, Malekith. My suggestion for the seraphim wings/helmet was to simply change the model name in shared/itemtype.txt. Here is something like a guide on how to do it: Let's say that we want to change the model of Endijian's Wings. For this we need to find the itemtype ID. While in-game, put everything in the stash, except the Endijian's Wings. Then press the ` key to open the interactive console, type in the command print hero and press "enter". You will see something like this (if the item is equipped): Quote ---EQUIPMENT--- EQSLOT=11 TYPE=1783 REF= 48 OWNER= 0 POSITION: INVALID OR (if the item is in the inventory): Quote ---INVENTORY [INVTYPE=2]--- TYPE=1783 REF= 48 OWNER= 0 POSITION: INVALID TYPE=X shows you the itemtype ID. In this case it is 1783. Now we need to find this itemtype ID in itemtype.txt Spoiler newItemType = { -- standard info renderfamily = "RENDERFAM_ARMOR", family = "FAMILY_ARMOR", subfamily = "SUBFAM_ARMOR_WINGS", classification = "CLF_WINGS_TECHNIC", flags = "FLAG_HASSOUND + FLAG_BLACKBACK + FLAG_HASPREVIEWIMAGE", weargroup = "WEARGROUP_INVALID", -- 3d model + animation info model0Data = { name = "models/heroes/seraphim/sets/ancient/c_sera-ancient-wings.GR2", user = "WEARGROUP_SERAPHIM", }, -- logic bounding box logicBox = { minx=-8.058, miny=-0.042, minz=36.78, maxx=8.165, maxy=24.564, maxz=88.927, }, dangerclass = 0, } mgr.typeCreate(1783, newItemType); Here is what it should look like after the change: Spoiler newItemType = { -- standard info renderfamily = "RENDERFAM_ARMOR", family = "FAMILY_ARMOR", subfamily = "SUBFAM_ARMOR_WINGS", classification = "CLF_WINGS_TECHNIC", flags = "FLAG_HASSOUND + FLAG_BLACKBACK + FLAG_HASPREVIEWIMAGE", weargroup = "WEARGROUP_INVALID", -- 3d model + animation info model0Data = { name = "models/items/rings/n_ring-16.GR2", user = "WEARGROUP_SERAPHIM", }, -- logic bounding box logicBox = { minx=-8.058, miny=-0.042, minz=36.78, maxx=8.165, maxy=24.564, maxz=88.927, }, dangerclass = 0, } mgr.typeCreate(1783, newItemType); Now, when I load up the game, the wings are not shown. A side effect of this change is that, when the item drops on the ground, it now looks like a ring. For helmets, the process is similar, but I also needed to remove the flags FLAG_EQUIPCUT and FLAG_DISABLEHAIR. An additional side effect (for the helmet specifically) is that now a ring appears between the character's feet at ground level. I assume that the process is similar with other types of armor. But it would be very tedious to modify all of the itemtypes one by one. Unfortunately, I cannot help you with the models and textures. I'm not familiar with that kind of magic. 1 1 Link to comment
Malekith 19 Share Posted October 6 (edited) Thank you @Maneus!, the detailed instructions above really helped as I now have knowledge of the itemtype.txt and an inkling of what I could do with it! Unfortunately the solution does not seem to work with armors (or at least I couldn't get it working) : I found the item I was trying to edit was type 8394, so I found it and changed the model to that of the ring.. but the torso went missing, but then I re-read your instructions and noticed the 'FLAG_EQUIPCUT and FLAG_DISABLEHAIR' bit, but even removing flags FLAG_EQUIPCUT + FLAG_BLACKBACK (both individually and together) didn't help, the torso is still missing... the same as with the last image I uploaded (so there's no point in uploading a new one...). Anycow the code block looks like this now: Spoiler newItemType = { -- standard info renderfamily = "RENDERFAM_ARMOR", renderprio = 0, family = "FAMILY_ARMOR", subfamily = "SUBFAM_ARMOR_CHEST", classification = "CLF_CHEST_PADDED", flags = "FLAG_HASPREVIEWIMAGE", weargroup = "WEARGROUP_INVALID", -- 3d model + animation info model0Data = { name = "models/items/rings/n_ring-16.GR2", surface0 = { mgr.surfGetID ("he-cloth-torso_n"), mgr.surfGetID ("he-cloth-torso-var1_n") }, user = "WEARGROUP_HIGHELVE", }, -- logic bounding box logicBox = { minx=-6.185, miny=-5.26, minz=42.877, maxx=6.185, maxy=3.24, maxz=61.915, }, dangerclass = 0, } mgr.typeCreate(8394, newItemType); Oh.. in case you're wondering if I reverted the changes made during my last experiment so that the game works as intended (I know I totally would, especially since the effect is identical..), I did that.. the effect is entirely due to the changes I made to itemtype.txt... Edited October 6 by Malekith Link to comment
Maneus 164 Share Posted October 6 (edited) Strange, it seems to work on my end. I equipped Niokaste's Robe (the chest armor). The itemtype ID is 1405. The original itemtype: Spoiler newItemType = { -- standard info renderfamily = "RENDERFAM_ARMOR", family = "FAMILY_ARMOR", subfamily = "SUBFAM_ARMOR_CHEST", classification = "CLF_CHEST_SPIKED", flags = "FLAG_BLACKBACK + FLAG_HASPREVIEWIMAGE", weargroup = "WEARGROUP_INVALID", -- 3d model + animation info editorGroup = "Armor", model0Data = { name = "models/heroes/seraphim/sets/angeldust/c_sera-angeldust-torso.GR2", user = "WEARGROUP_SERAPHIM", }, -- logic bounding box logicBox = { minx=-5.908, miny=-8.01, minz=49.769, maxx=12.596, maxy=3.585, maxz=65.067, }, dangerclass = 0, } mgr.typeCreate(1405, newItemType); The modified itemtype: Spoiler newItemType = { -- standard info renderfamily = "RENDERFAM_ARMOR", family = "FAMILY_ARMOR", subfamily = "SUBFAM_ARMOR_CHEST", classification = "CLF_CHEST_SPIKED", flags = "FLAG_BLACKBACK + FLAG_HASPREVIEWIMAGE", weargroup = "WEARGROUP_INVALID", -- 3d model + animation info editorGroup = "Armor", model0Data = { name = "models/items/rings/n_ring-16.GR2", user = "WEARGROUP_SERAPHIM", }, -- logic bounding box logicBox = { minx=-5.908, miny=-8.01, minz=49.769, maxx=12.596, maxy=3.585, maxz=65.067, }, dangerclass = 0, } mgr.typeCreate(1405, newItemType); Now, after equipping the item, my seraphim appears in undergarments. These undergarments are not the default armor that she wears when there is nothing equipped. This mod that you are using - does it change the default armor, or the "undergarments look", or both? If it changes the "undergarments look", then my proposed solution should work. If it changes the default armor, then you simply need to replace the ring model name with the default armor model name. The default chest armor is called "models/heroes/seraphim/default/c_sera-default-torso.GR2". The naming pattern is similar for the other characters and the other armor pieces. Edited October 6 by Maneus 1 Link to comment
Malekith 19 Share Posted October 6 Well.. it's a model replacer.. so I'd assume it changes (or rather replaces) both.. but there might be something of this... maybe the reason I'm getting a missing torso is because this Custom Model (unlike the vanilla ones) doesn't have a default armor or undergarments defined or something on those lines and the game doesn't know what to display with the armor removed.. at least this would be how my monkey brain could make sense of this, I'll fiddle with the files some more when I have enough time for it... As I mentioned, I'm not the author of this 'mod' - I am merely trying to get it into a playable state... 1 Link to comment
Malekith 19 Share Posted October 6 (edited) Come to think of it.. I could provide you with some of these models so you could take a jab at it, these would be the models that @Hooyaah sent me: Neith ^^ Rayne^^ Lacrimosa (?) ^^ Tess (Slayer) ^^ Natasha (?) - Lara ^^ Neith would be a Seraphim replacer, while all others are for the High Elf (I assume Hooyah is a HighElf player and was only interested in these); the author, Pesmontis did mention at least 2 more (Maya from Borderlands and Artemis from Smite) and has a pic of another (Lara Croft I think), but I don't have those... Also I have one more for Seamus from Metroid but I couldn't get that to work due to the weird naming of the files... Anyway, let me know if you're interested in any of them and I could e-mail them to you (just hit me with a DM), unfortunately they haven't been packed as mods and I have no idea how to compile them as such (at this point). Edited October 6 by Malekith Link to comment
Maneus 164 Popular Post Share Posted October 6 I did another test on the High Elf. I bought a random magical (blue) chest armor from the shop. The itemtype ID is 8473. Here it is in itemtypes.txt Spoiler newItemType = { -- standard info renderfamily = "RENDERFAM_ARMOR", renderprio = 0, family = "FAMILY_ARMOR", subfamily = "SUBFAM_ARMOR_CHEST", classification = "CLF_CHEST_PADDED", flags = "FLAG_EQUIPCUT + FLAG_BLACKBACK + FLAG_HASPREVIEWIMAGE", weargroup = "WEARGROUP_INVALID", -- 3d model + animation info model0Data = { name = "models/heroes/highelve/sets/std-Magic/n_helve-magic-torso.GR2", surface0 = { mgr.surfGetID ("he-magic-torso_n"), mgr.surfGetID ("he-magic-torso-var2_n") }, user = "WEARGROUP_HIGHELVE", }, -- logic bounding box logicBox = { minx=-6.185, miny=-5.26, minz=45.592, maxx=6.185, maxy=3.24, maxz=61.915, }, dangerclass = 0, } mgr.typeCreate(8473, newItemType); I modified it like so: Spoiler newItemType = { -- standard info renderfamily = "RENDERFAM_ARMOR", renderprio = 0, family = "FAMILY_ARMOR", subfamily = "SUBFAM_ARMOR_CHEST", classification = "CLF_CHEST_PADDED", flags = "FLAG_BLACKBACK + FLAG_HASPREVIEWIMAGE", weargroup = "WEARGROUP_INVALID", -- 3d model + animation info model0Data = { name = "models/items/rings/n_ring-16.GR2", surface0 = { mgr.surfGetID ("he-magic-torso_n"), mgr.surfGetID ("he-magic-torso-var2_n") }, user = "WEARGROUP_HIGHELVE", }, -- logic bounding box logicBox = { minx=-6.185, miny=-5.26, minz=45.592, maxx=6.185, maxy=3.24, maxz=61.915, }, dangerclass = 0, } mgr.typeCreate(8473, newItemType); And now she appears in undergarments. Notice, that I removed the flag FLAG_EQUIPCUT. That flag is the reason why the torso is not shown. If I want her to appear in the default armor instead, I can do it like so: Spoiler newItemType = { -- standard info renderfamily = "RENDERFAM_ARMOR", renderprio = 0, family = "FAMILY_ARMOR", subfamily = "SUBFAM_ARMOR_CHEST", classification = "CLF_CHEST_PADDED", flags = "FLAG_EQUIPCUT + FLAG_BLACKBACK + FLAG_HASPREVIEWIMAGE", weargroup = "WEARGROUP_INVALID", -- 3d model + animation info model0Data = { name = "models/heroes/highelve/default/a_helve-belly-top01.GR2", surface0 = { mgr.surfGetID ("he-magic-torso_n"), mgr.surfGetID ("he-magic-torso-var2_n") }, user = "WEARGROUP_HIGHELVE", }, -- logic bounding box logicBox = { minx=-6.185, miny=-5.26, minz=45.592, maxx=6.185, maxy=3.24, maxz=61.915, }, dangerclass = 0, } mgr.typeCreate(8473, newItemType); And now she appears in the default amor. Here, the flag FLAG_EQUIPCUT can be left in (and is probably beneficial to performance), since the default armor comes with her torso included. Also, just in case: Make sure that your changes are saved. And do restart the game completely after each change. 2 Link to comment
gogoblender 3,243 Popular Post Share Posted October 6 https://darkmatters.org/forums/index.php?/topic/7272 On 9/30/2024 at 3:06 PM, Malekith said: With the risk of necro-ing this thread.. I second.. uh.. tertiate(?) the request (tbh it's why I went out of lurking and joined this site). Hi Malekith and welcome to DarkMatters! I'm sorry I missed all this action early, I was in hospital for a quick bit, but back to ancaria and the sweetness of its land! I dont have a problem with necroing old threads... for smaller forums that may be an issue but for larger ones likes us that span a few decades its actually one of the best ways to keep tone, intent and data together. I've rejoined up the two topics re pesmontis work and Ill also try and message him to see if hes still braving the star ways of Ancaria to see if he can help or if he has ideas, for us, his fan! gogo ps Malekith, i like the avatar wheres it from pls 1 1 Link to comment
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