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Sacred 2 Eye candy - Modding Sacred 2 Ladies


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She looks awesome. I know someone who will be happy...

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I have the model of 'worldweaver Neith' ready for Sacred 2:

 

attachicon.gifworldweaver Neith DX.jpg

attachicon.gifbig_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

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  • 2 weeks later...
 
  • 1 month later...

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! ;)

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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!

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  • 4 years later...
 
  • 4 weeks later...
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!

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  • 3 years later...

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).

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I have a copy of the zip file. 

Sacred 2 Ladies mod is 115,880 KB.

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Most excellent! So how would this work? Can you share the location or maybe upload it as a mod (against Pesmontis' intentions) or something?

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@gogoblender Kind sir, how can we get a copy of the Sacred 2 Ladies Mod to this fine gentleman?

:hooyaah:

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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 by Malekith
typo
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I just installed BloodRayne as High Elf and obviously she shares the same issue once armors are added:

 

Rayne 1.jpg

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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. :agreed:

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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:

530648419_Rayne3.thumb.jpg.702c2a50918e1206680fa70b0ffb4a8d.jpg

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 by Malekith
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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 by Malekith
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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 by Maneus
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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...

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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.jpg.3e0fb5d9a36a22913436b51f7cf03197.jpg572808892_Rayne2.jpg.5a9c88e4410e36b196453e32b2fed6c7.jpg74041960_Lacrimosa1.jpg.0b4a0712a291ef82b53f9fd72b747a6d.jpg1458501552_Tess1.jpg.0e22701f27d6bfdf3f75943d9c352e06.jpgNatasha.jpg.e62c7705613e473fc10956aa76e5c883.jpg

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 by Malekith
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  • The title was changed to Sacred 2 Eye candy - Modding Sacred 2 Ladies

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