Zeikfried 2 Share Posted March 16, 2019 Hello ! Just discovered the mod yesterday, and I think It is awesome ! I played 3 jours straight, with no crashs. But, today it crashes like crazy. I've reinstalled, put the CM 1.60 hotfix version, put the mod again, and then the game usually crashes around 2min after entering the world. Never used the F7 key so much ^^ I'm using win10 64bits, tried every option possible I found on the internet, nothing works. Has anyone any ideas why this behavior occurs? win10 64bits, up to date gaming rig, I'm in the orcish territory with a necro, and the more I progress in the story the more it crashes frequently. I maye have noticed this: this morning, the music froze 3 times, and had to kill the game in the task manager. I don't know if this is linked, but then I have CTD over and over. Thank you ! 1 Link to comment
Zeikfried 2 Share Posted March 19, 2019 Don't know how to edit my last post, so here's an update. I bought the game agin on GOG, in case of the game was more stable, reinstalled everything, and yes, the crash every 2-10 min has stopped. But I have seen a pattern in the crashs: it will crash when you try to sell certain items through the bag (I tried with a gold amulet I owned, it crashed everytime I tried to sell it with the bag, but didn't crash when selling it to a merchant. Apart from this, I only experience some crashes here and there, around 1h gameplay. And sometimes random crashes with no pattern I can recognize. Great mod btw ! 1 Link to comment
Flix 5,184 Author Share Posted March 20, 2019 8 hours ago, Zeikfried said: Don't know how to edit my last post, so here's an update. I bought the game agin on GOG, in case of the game was more stable, reinstalled everything, and yes, the crash every 2-10 min has stopped. But I have seen a pattern in the crashs: it will crash when you try to sell certain items through the bag (I tried with a gold amulet I owned, it crashed everytime I tried to sell it with the bag, but didn't crash when selling it to a merchant. Apart from this, I only experience some crashes here and there, around 1h gameplay. And sometimes random crashes with no pattern I can recognize. Great mod btw ! Hello, thanks for trying the mod! I don't think there's anything in the mod that would cause crashes like you've described. I also play GOG version. I will try to make a list of issues that people report, so I can look into them if I release another version. 1 Link to comment
Zeikfried 2 Share Posted March 20, 2019 11 hours ago, Flix said: Hello, thanks for trying the mod! I don't think there's anything in the mod that would cause crashes like you've described. I also play GOG version. I will try to make a list of issues that people report, so I can look into them if I release another version. Hello Flix, thx for the answer I don't know if this is related to your mod, or the community patch, I haven't tried to play the game without the two. I suppose my game was crashing like crazy because I made a lot of manip into the files, trying everything I found on the internet to stop this behavior. Eventually, I made a new clean install, deleted everything related to sacred 2 in folders and registry, applied the community patch, the mod manager and enabling the mod, and the game is much more stable now. Crashes occur around 1H of play, but there is this special crash that I think anyone can replicate: trying to sell certain gold (amulet, sword, mace, doesn't matter) items via the bag, not to a merchant, will make the game crash everytime. I don't know what is causing this. For the music freeze, I'm not 100% sure, but it often appeared when using the Revive skill, you can still play, but the music just loops 2 sec of the same sequence. Had to kill the game in the task manager, as it won't exit by itself. I'm not sure what is the cause, maybe too many sound effects at the same time. With my first necro, I went for quantity of minions, and then the crashes begun. For my 2nd play with another necro, I went with quality (only 2 skels and 2 mage skels) and I only had once the 2sec music loop freeze. Link to comment
Jampula 10 Share Posted March 25, 2019 (edited) Really enjoying playing the Druid but there is only one problem: Hurricane makes the game stutter badly for some reason. No other char/skill does that, even if I have multiple Tornadoes and Twisters on the field. So is it possible to "simplify" or remove gfx of Hurricane? Edit: I mean can I remove it myself somehow? I have edited a lot of those scripts but never touched anything related to graphics. Edited March 25, 2019 by Jampula Link to comment
Flix 5,184 Author Share Posted April 16, 2019 On 3/25/2019 at 2:03 AM, Jampula said: Really enjoying playing the Druid but there is only one problem: Hurricane makes the game stutter badly for some reason. No other char/skill does that, even if I have multiple Tornadoes and Twisters on the field. So is it possible to "simplify" or remove gfx of Hurricane? Edit: I mean can I remove it myself somehow? I have edited a lot of those scripts but never touched anything related to graphics. It is a very performance intensive FX. You can open spells.txt and search for "dm_co_zerstoerer". That's Hurricane. The line you want to change is: fxTypeSpell = "fx_cm_kaelteaura", change it to: fxTypeSpell = "", This will remove the effect. I'm not sure what an appropriate alternative would be; I'd have to think about it. Or you could experiment and try copying different effects from other spells. Just check the lines that say fxTypeSpell = . They won't all work for that spell but it won't break anything. 1 Link to comment
Jampula 10 Share Posted April 24, 2019 Thx, that did the job. I'll experiment if I happen to find some similiar fx. Link to comment
Flix 5,184 Author Share Posted October 12, 2019 New Release: Diablo 2 Fallen v12 Read change log HERE All posts/threads/files/supplemental materials are updated. Mod is also mirrored on Sacred 2 Nexus I'll be updating the Wiki at some point, probably after I finish latest EE release. 1 Link to comment
klariska 33 Popular Post Share Posted October 13, 2019 Thank you for the hard work Flix.I can't wait to start I download it last night but was to late to play it.Now it's too early to play 2 Link to comment
Pesmontis 168 Popular Post Share Posted October 13, 2019 Read the changelog, these are things that I like (apart from entirely new things): Quote Several vanilla quest opponents are now more powerful, worthy foes (TyBosso, Ihheni, Nagash, the Djinn, Sheik Yerbouti, and many others). Standardized extra lives for Undead as follows: Normal undead = 0; Elites and some quest enemies = 1; Superuniques and bosses = 2. Swampbelly Toads ("A Feast" quest) are now actually toads instead of turtles. Can't wait to squash some toads ;-) 1 1 Link to comment
Flix 5,184 Author Share Posted October 13, 2019 33 minutes ago, Pesmontis said: Read the changelog, these are things that I like (apart from entirely new things): Can't wait to squash some toads ;-) Pedro! Good to hear from you again. Yes, as trivial as it is, I still consider the Swampbelly Toads as a personal triumph. It has bugged me since I first played the game that they were turtles, and the solution was so obvious. If you ever feel adventurous and want to try to add some more hairstyles or beards for the male playable characters, there are still slots open in character creation! 1 Link to comment
chattius 2,631 Share Posted October 14, 2019 To use the words of our 14 years old: 'Luckily there are still Babysitter-builds.' Tried her character (in French) and yes: Granddaughter on right knee, mouse in left hand, and levelling by just running around ;) She is writing a guide while leveing up. It's in German, only Latin and French on her languages list yet. So I fear that I will be forced to translate it when I find the time. 1 Link to comment
Pesmontis 168 Share Posted October 15, 2019 > ".. personal triumph.." I bet there's a wall in your house decorated with personal triumphs ;-) > ".. add more hairstyles or beards.." Dunno, we can always exchange suggestions. 1 Link to comment
chattius 2,631 Share Posted October 16, 2019 Had to thank you from my 16 year old. She is playing in French and hasn't english at school yet. She is still writing her guide. 1 Link to comment
Androdion 899 Share Posted December 4, 2019 I noticed that when a spell-based CA is selected in the CA shortcuts the UI in the inventory displays "attack, defense, spell intensity, spell resistance" as the vanilla game does. But when a weapon-based CA is selected the UI changes to "attack, defense, attack, defense", which is odd because that's not a vanilla behaviour (unless I'm really really tripping!). What's more to it, the values don't match between both "attack" and "defense" values. @Flix Could you shed some light unto this matter please? Link to comment
Flix 5,184 Author Share Posted December 5, 2019 1 hour ago, Androdion said: Could you shed some light unto this matter please? This is the same as without the mod. One attack/defense (the one that doesn't change when switching between spells and weapon CA's) is for regular left click attacks, the other is the values for the combat art. That section of the interface itself was altered some in CM 1.60 so you're probably remembering how it was before that. Link to comment
Androdion 899 Share Posted December 5, 2019 I'm talking about this: Versus this: First two screenshots are vanilla I&B plus CM 1.60, third and fourth are from D2F. So with the mod that bit of the interface is indeed different when you change between a weapon CA and a spell CA. Link to comment
Flix 5,184 Author Share Posted December 5, 2019 Oh snap you're right, sorry! That section was changed even further in Dmitriy's Addendum, and he contributed some binaries to D2F that included that change. I'd gotten so used to seeing it I forgot. I think maybe that section is still not working quite correctly. He has announced that he's changed up that section even more to finally purge it of any misleading information. Time will tell if we'll get a compatible version of the dll that handles that part of the UI. Link to comment
Androdion 899 Share Posted December 5, 2019 So it's just a "visual issue" and there's nothing wrong with the actual values right? I mean, I don't think anyone will go out on a killing spree with the inventory tab open so out of sight out of mind I guess. I just found it awkward. Link to comment
Flix 5,184 Author Share Posted December 5, 2019 Yeah the numbers there are still Spell Intensity/Spell Resistance even though the text changes to Attack/Defense. The intention was of course to have that part switch to actually showing what your boosted attack/defense values would be for non-spell CA's but it seems it's only half-implemented. Link to comment
klariska 33 Share Posted December 8, 2019 Man been so busy.Little time for gaming.But I will get some time over the festive season.There so many D2 conversions in a game.Grim dawn.There's another what in development on the starcraft 2 engine.But my favorite is this one.Mainly cause I like sacred 2's world.Grim dawn are so gloom and dark.Sacred are so bright .Starcraft 2 engine one just isn't d2 anymore.Hope we get another update with new items.Quick question won't it be easier to make werebear/werewolf a buff?Then it would mean 1 form buff and 1x pet which could be better balancing. PS:I like the warm feeling of Arcadia but this bright white website hurts my eyes 1 Link to comment
Flix 5,184 Author Popular Post Share Posted January 4, 2020 Version 13 is RELEASED! Change Log This is a very special release of Diablo 2 Fallen. Not only is it the lucky 13th iteration of the mod, this is also the 5th anniversary of the project. I first released Diablo 2 Fallen v1 on January 1, 2015. In the five years since I've been fortunate enough to work with some very talented and creative modders who helped shape this mod into something wonderful. I not only enjoy making this mod, I actually genuinely enjoy playing it, even after 5 years. I did not do this all alone. Thank you to everyone's who's helped me along the way, whether it's contributions or just leaving forum feedback, it can all be tremendously useful. Even just leaving a "like" is encouraging for this man whose friends and family all wonder why he spends all his free time tinkering with a 12 year old game. Thanks to: @Pesmontis for all his ideas and insight, and helping me import countless new monster and item designs. @dimitrius154 for invaluable advice, contributing new models and textures, and coding. @Silver_fox for scripting advice, and his work on textures, making new items, god statues, and the Druid's quest. @VAMPIRE and @desm for making the French version. @Wardust for hundreds of ideas on changing textures of the landscape, enemies, and the characters. @steinerrr for ideas on how to increase the power and challenge of monsters. @Caledor for ideas on adjusting balancing, skill effects and the inventory interface. @SX255 for some Sabre Cat textures. @jordan0422 and @Tharkun and @Androdion and @chattius who did testing and provided lots of valuable feedback. @Charon117 who made tools for cleaning & optimizing scripts. The CM Patch team and all the modders who came before me, made modding tools, and showed me the way. Everyone who played the mod, posted feedback, and gave support. This mod is very much a product of the entire Sacred 2 community at DarkMatters. Thank you! I have updated the file page, the download thread, and all the other usual spots. I plan on tackling the Wiki with hard numbers this weekend, as well as updating some of the individual threads with more details and insight into the changes - and there are a lot! 2 1 1 Link to comment
chattius 2,631 Share Posted January 4, 2020 Daughter tried her old Burgfräulein, noticed that the mods on rings changed and some old allSKills had something new it seems, some interesting and not ladylike curses. ...AND THEN: sapphire with +67 trading, emerald with +66 trading,ring with +32 trading, ... So she traded a bit and got rings with +30 to devout offense lore ... And now she asks if she is allowed to do the challenge I gave to her with the new v13... I said yes, not her fault. And I am really interested how this +30 to a focus works once all runes are read. Because the more on a single skill is paid by no boost to the others. Link to comment
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