Vishanka 236 Posted January 21, 2022 Share Posted January 21, 2022 2 minutes ago, Flix said: The wind is dependent on the weather, which is not constant (and not changed in the mod at all). The thing is that there is wind in the first video, you can see it in the trees, there are just no leaves that do anything. In the original version there is constantly something whirling around, even if there is no strong wind. I did not have any problems with the vanilly version yet, but I do not know if there were other changes in the zip that enhance stability. If so, I would have liked to combine both. If there were no additional changes I can just keep the Ice&Blood version then. Link to comment
Vishanka 236 Posted January 21, 2022 Share Posted January 21, 2022 Yesterday I had the first CTD after enabling the Elite Textures, no big deal, and does not have to be caused by them; but is there a way to collect those errors, like a log? I'll be testing this version for a very long time and if I could collect some sort of error infos it might be useful for something Link to comment
Flix 5,116 Posted January 21, 2022 Author Share Posted January 21, 2022 10 hours ago, Vishanka said: Yesterday I had the first CTD after enabling the Elite Textures, no big deal, and does not have to be caused by them; Well it may be the first of many such crashes. I strongly recommend the Elite Textures Trimmed instead. The game's texture cache is ill-equipped to handle the stock Elite Textures. However please do let me know if it seems that something specific triggers a CTD. 1 Link to comment
Androdion 870 Posted January 22, 2022 Share Posted January 22, 2022 Small feedback here. Remember when I said that I could give the toons Niob access in Char Editor but that wouldn't resolve while in-game? Now it works properly, I've tested with two different new toons with different classes. Something must've been definitely blocking that because from Beta to v1.0 it now works as intended. Go figure! Anyway, started a toon from level 1 in Bronze/Silver without any twinking and gave it a few hours. Nothing weird happened, apart from outside Clearview when my keyboard suddenly stopped responding and I got murdered because I couldn't do anything to get out of there. It could've been my judgement failing me with it being late and having had a painkiller earlier tonight, but it didn't seem to be. Anyway, I'm not going to dub it a bug. I've just been following the main quest line and so far everything is working as intended. I'll probably play a bit more tomorrow, and if so I'll leave another post here. 1 Link to comment
Androdion 870 Posted January 23, 2022 Share Posted January 23, 2022 Alright, so the Sacred itch is again in full scale! Spent some time today with my newly created BFG seraphim, ran all the way to Seraphim Island and up to level 27. It appeases me to say that so far stability is pretty much incredible since I've had no crashes, halts or any weird behaviour. Well, there's the casual visual FX not dropping, but it's the kind of thing that reverts to its normal state when using a teleport. Beat old Gar and old Octo, both melted down by the power of the celestial weapon. I had somehow forgotten how much fun this game still gives me, ha! Two odd things though. I got a unique drop of a weapon I had never seen before and that isn't on the Wiki, named Motley Mirth. Any idea on what that is? Secondly, on my fight with Gar he dropped his rocks but I never quite saw them on the ground. I'm assuming that since I was going all kite then slam BFG on him I just killed the rocks instantly, since they're usually of white level, but can someone please confirm that his rock throw animation is dropping the actual rocks into the ground please? 1 Link to comment
Flix 5,116 Posted January 23, 2022 Author Share Posted January 23, 2022 Motley Mirth is one of the "unlock" items that now drops normally. You may find that you see all kinds of items you'd never seen much of before PFP. This is because drop.txt was critically broken in many ways. The efforts made in CM Patch and Enhanced Edition only scratched the surface in terms of correcting all the flaws. In PFP I literally reviewed every single item in blueprint.txt and made sure it was present in all the correct places in drop.txt. It took weeks. There was A LOT missing, and other errors like duplicate items and items in the wrong lists. I'm currently working on doing the same thing for the next releases of EE and D2F. Gar's stone throw is just that, it's like a projectile attack. He throws a rock and it crashes down with some splash damage. Similar to Gahanka's stone throw. 1 Link to comment
gogoblender 3,042 Posted January 23, 2022 Share Posted January 23, 2022 1 hour ago, Flix said: Motley Mirth is one of the "unlock" items that now drops normally. You may find that you see all kinds of items you'd never seen much of before PFP. This is because drop.txt was critically broken in many ways. The efforts made in CM Patch and Enhanced Edition only scratched the surface in terms of correcting all the flaws. In PFP I literally reviewed every single item in blueprint.txt and made sure it was present in all the correct places in drop.txt. It took weeks. There was A LOT missing, and other errors like duplicate items and items in the wrong lists. I'm currently working on doing the same thing for the next releases of EE and D2F. Gar's stone throw is just that, it's like a projectile attack. He throws a rock and it crashes down with some splash damage. Similar to Gahanka's stone throw. Flix and Androdion... nostalgia!! ...I remember these now...though I cant remember why they were unlock...were they part of a special edition people paid extra money for ? gogo Link to comment
Androdion 870 Posted January 23, 2022 Share Posted January 23, 2022 Oh, I didn't realise that there were still unlock items missing, I thought they had all been previously included somewhere after CM 1.60. OK then, great to hear, more goodies for the looting. @gogoblender I believe they were special edition unlock items, similar to what is today sold digitally as loyalist packs. As for Gar's stone throw, yeah I know how it looks. But the stone used to drop on the floor and you'd have to kill it too. Mainly the green one which caused him to regen, but it's common practice to always destroy them before re-engaging him. I couldn't see them on the floor, but like I said playing ranged I was probably just auto-targetting them anyway and they die pretty easily. 1 Link to comment
Popular Post Flix 5,116 Posted January 24, 2022 Author Popular Post Share Posted January 24, 2022 On 11/18/2021 at 6:22 PM, Androdion said: Screenie please? A before and after since probably no one even reminds what vanilla Sacred 2's inventory menu looks like. As requested. Before: After: On 11/18/2021 at 6:22 PM, Androdion said: Again, a screenshot with be interesting to have a better visual idea, though I think I understood what you meant here. Every resurrection monolith has a thumbnail associated with it. It displays here: There were six missing monolith thumbnails, in which case a generic blue placeholder showed up instead. This placeholder would also be used if the character had not yet reached a monolith. In PFP the missing thumbnails were added, and also character-specific icons were added. Before: After: 1 1 Link to comment
Androdion 870 Posted January 24, 2022 Share Posted January 24, 2022 Very nice QOL upgrade! Link to comment
gogoblender 3,042 Posted January 24, 2022 Share Posted January 24, 2022 Flix , great work!! This is my favorite part of your projects, and alwqys delights me You've always had a path to leverage visual for this game, for your guides, Wiki, and your mod updates You bring great light to focus on the beauty of Sacred's visual assets and they themselves gain recognition, respect and add value to your work thank you gogo Link to comment
Vishanka 236 Posted January 24, 2022 Share Posted January 24, 2022 From time to time I keep getting this crash, doing nothing specific... maybe shortly after teleporting but that could be coincidence: Name der fehlerhaften Anwendung: sacred2.exe, Version: 2.65.2.0, Zeitstempel: 0x4be45a9b Name des fehlerhaften Moduls: granny2.dll, Version: 2.8.35.0, Zeitstempel: 0x4bb526cd Ausnahmecode: 0xc0000005 Fehleroffset: 0x00010c6b ID des fehlerhaften Prozesses: 0x3ecc Startzeit der fehlerhaften Anwendung: 0x01d81113b416082b Pfad der fehlerhaften Anwendung: F:\Sacred2\system\sacred2.exe Pfad des fehlerhaften Moduls: F:\Sacred2\system\granny2.dll Berichtskennung: 56dd4ef8-60bf-4634-8c9c-1699deb034c9 Vollständiger Name des fehlerhaften Pakets: Anwendungs-ID, die relativ zum fehlerhaften Paket ist: Link to comment
Flix 5,116 Posted January 24, 2022 Author Share Posted January 24, 2022 1 hour ago, Vishanka said: maybe shortly after teleporting but that could be coincidence This is a graphics-related problem. Are you still using the stock Elite Textures? I'd be interested to know if this ever happens to you if you set the game's textures to Default. Link to comment
Vishanka 236 Posted January 24, 2022 Share Posted January 24, 2022 44 minutes ago, Flix said: This is a graphics-related problem. Are you still using the stock Elite Textures? I'd be interested to know if this ever happens to you if you set the game's textures to Default. I have been using the "Trimmed Elite Textures" but had to disable them because my memory usage went up to 1,5k mb and it gets laggy somewhere there. I play with standard textures but the elite zips are still in the pak folder, I just changed it in the options. Link to comment
Popular Post Hooyaah 2,800 Posted January 27, 2022 Popular Post Share Posted January 27, 2022 @Flix I posted the following in the Games Forum at GOG under Sacred Games: Sacred 2 Purist Fixpack This new mod, Sacred 2 Purist Fixpack, will allow players to experience the game as originally intended by its developers. It does not include any armor or items and such which were added by the community after the release of the Ice & Blood expansion. Requirements: The base game of Sacred 2 Gold found right here at GOG and the addition of the Purist Fixpack. It should play with no issues on Windows 10. It virtually eliminates the "memory leak" issue which previously caused CTDs. It includes unique items that were supposed to drop in the game but were listed incorrectly in the drop file. Certain graphics which were created by Ascaron, the original developers, are now visible in the game. It is highly recommended, yet not necessary, to add the Trimmed Elite Textures for a more detailed and aesthetically pleasing experience. You may learn more at DarkMattters. You may wish to add to it, kind sir. 1 1 Link to comment
NathyielNathyiel 45 Posted January 28, 2022 Share Posted January 28, 2022 (edited) Found a bug with an event in El-Darrag. There's should be a fight starting when you first enter the village. But it don't start for me. I try to save/re-load, Teleport to another city and game back, restart the game, etc. Edit: removed PFP, the event start as soon as teleport in. Edited January 28, 2022 by NathyielNathyiel 1 Link to comment
Androdion 870 Posted January 28, 2022 Share Posted January 28, 2022 That behaviour occurs since CM 1.60, though I have no idea of the cause. If you kill one of these mobs the fight ensues, but until then the event doesn't start. Link to comment
Lindor 427 Posted January 29, 2022 Share Posted January 29, 2022 13 hours ago, NathyielNathyiel said: Found a bug with an event in El-Darrag. There's should be a fight starting when you first enter the village. But it don't start for me. I try to save/re-load, Teleport to another city and game back, restart the game, etc. Edit: removed PFP, the event start as soon as teleport in. 7 hours ago, Androdion said: That behaviour occurs since CM 1.60, though I have no idea of the cause. If you kill one of these mobs the fight ensues, but until then the event doesn't start. There's one more thing to mention here: the Du'rach are immune to spell damage at first, only weapon damage can kill one. After the kill, the immunity gets removed and you can normally attack them with spells. 1 Link to comment
NathyielNathyiel 45 Posted January 29, 2022 Share Posted January 29, 2022 but that don't explain the behaviour change. Link to comment
NathyielNathyiel 45 Posted January 29, 2022 Share Posted January 29, 2022 new bug : When taking the quest to kill the griffin (The Griffin), it start the timer of the Hunting Fever quest. take a screen but no UI on screen ... Link to comment
NathyielNathyiel 45 Posted January 29, 2022 Share Posted January 29, 2022 NOrthland expedition, in the name of God quest. The door for Haenir cave is locked when we have to go kill him Link to comment
Vishanka 236 Posted January 29, 2022 Share Posted January 29, 2022 I don't know if it's related to the Purist Patch; My "Sound" settings are not saved, only for the current session. Whenever I restart the game the volumes are resetted to maximum, and the character comments are turned on. They are on "rarely" or whatever it is called in the english version, but my character is commenting every mob. It's like it's set on "very often" and I have to disable it. I have no explanation for that behaviour. Any ideas? Link to comment
Flix 5,116 Posted January 29, 2022 Author Share Posted January 29, 2022 1 hour ago, NathyielNathyiel said: Found a bug with an event in El-Darrag. ... NOrthland expedition, in the name of God quest. The door for Haenir cave is locked when we have to go kill him ... When taking the quest to kill the griffin (The Griffin), it start the timer of the Hunting Fever quest. Looks most of the bugs in PFP are going to be ones I inherited from CM Patch. I'll do what I can to fix these. For Haenir you just need to go around to the back cave entrance. However there's also a bug where Haenir won't spawn currently in PFP (sorry). I will get this fixed soon. 1 hour ago, Vishanka said: They are on "rarely" or whatever it is called in the english version, but my character is commenting every mob. It's like it's set on "very often" and I have to disable it. I have no explanation for that behaviour. Any ideas? From what I understand, this is because your options.txt is set as read-only. So it's not writing changes you make in-game to the file. You can edit the file directly, or else try to turn off the read-only flag on the file. You may need to re-generate the file as well (delete it and the game will recreate it). Link to comment
dimitrius154 612 Posted January 29, 2022 Share Posted January 29, 2022 2 minutes ago, Flix said: From what I understand, this is because your options.txt is set as read-only Not necessarily. Adding option entry values to scripts\optionsDefault.txt results in the appropriate values being overwritten upon each game restart. I'm using the feature to ensure people don't meddle with the RAM reserved. Link to comment
Flix 5,116 Posted January 29, 2022 Author Share Posted January 29, 2022 39 minutes ago, dimitrius154 said: Not necessarily. Adding option entry values to scripts\optionsDefault.txt results in the appropriate values being overwritten upon each game restart. I'm using the feature to ensure people don't meddle with the RAM reserved. Another possibility to keep in mind. But less likely in this case, I believe. I have not leveraged that file in any of my mods yet. Link to comment
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