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NEW Project: Sacred 2 Purist Fixpack


Flix

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I was just so gung ho to get started and used to always having to install a patch that I didn't read page one. Are the Trimmed Elite Textures already included in PFP? :viking:

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  • 3 weeks later...

Well, considering that this is a really old started topic but that around here thread revival seems to not to be much of an issue, I'll simply ask this away: Is there any way for the Portrait Overhaul Icons mod' to make it into the "Purist Fix Pack" either?

And also as an unrelated side note: How do you customize your profile and avatar anyway? Because I've been using my bat avatar for years now and (even despite my "User Name" here is my over 20 years nickname that isn't the one that I currently use for all else in gaming), I'd like to have my easily recognizable avatar in here as well.
Thanks in advance for your time and help, Basan.

  • Appreciation 1
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8 hours ago, ZullEra said:



And also as an unrelated side note: How do you customize your profile and avatar anyway? Because I've been using my bat avatar for years now and (even despite my "User Name" here is my over 20 years nickname that isn't the one that I currently use for all else in gaming), I'd like to have my easily recognizable avatar in here as well.
Thanks in advance for your time and help, Basan.

Hi ZullEra! The reason why your avatar wasnt able to be changed is because you needed to make one post to advance to a Member level.  As such, you have ability to change your portrait here! :dance2: ...i just checked internally and it shows you as a member... can you see if you're able to change your avatar? It may be one or two posts needed.

We're also very happy to see you here on the boards friend, welcome to DarkMatters!

:hugs:

gogo

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On 1/29/2024 at 9:52 PM, ZullEra said:

Well, considering that this is a really old started topic but that around here thread revival seems to not to be much of an issue, I'll simply ask this away: Is there any way for the Portrait Overhaul Icons mod' to make it into the "Purist Fix Pack" either?

Hello! You may freely combine them. Just install PFP first, then the Portrait Pack afterwards.
Happy playing!

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  • 2 weeks later...

Might be fixed somewhere else but I had a quick look and couldn't find anything.

 

Using just this and the christmas pack and having issues with viperish disease, doesn't seem to want to work after spreading, does two ticks then drops off instantly.

 

Edited by TJD
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4 hours ago, TJD said:

Might be fixed somewhere else but I had a quick look and couldn't find anything.

 

Using just this and the christmas pack and having issues with viperish disease, doesn't seem to want to work after spreading, does two ticks then drops off instantly.

 

Yes. The problem with Viperish Disease and Eternal Flame has been worsened with PFP 1.4. It reverted the spell definitions to vanilla state in an attempt to restore their vanilla behavior but sadly they were functionally changed on the .dll level when the project started, using the .dll and .exe files taken from the CM Patch.

Chances of a fix are minimal, as manipulating the .dll and .exe files is nigh on impossible and PFP 1.4 is most likely final.

Your best bet is to revert the spell definitions of VD and EF back to what they, were in PFP 1.3. They will not function like in vanilla, but like they do in the CM Patch. But at least they will be usable.

If you don't have the definitions on hand, I can post them later.

Edited by idbeholdME
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13 minutes ago, idbeholdME said:

Yes. The problem with Viperish Disease and Eternal Flame has been worsened with PFP 1.4. It reverted the spell definitions to vanilla state in an attempt to restore their vanilla behavior but sadly they were functionally changed on the .dll level when the project started, using the .dll and .exe files taken from the CM Patch.

Which dlls would I have to restore to ice and blood (unmodded) to get the original behavior (disregarding issues that could go along with that)

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18 minutes ago, idbeholdME said:

Yes. The problem with Viperish Disease and Eternal Flame has been worsened with PFP 1.4. It reverted the spell definitions to vanilla state in an attempt to restore their vanilla behavior but sadly they were functionally changed on the .dll level when the project started, using the .dll and .exe files taken from the CM Patch.

Chances of a fix are minimal, as manipulating the .dll and .exe files is nigh on impossible and PFP 1.4 is most likely final.

Your best bet is to revert the spell definitions of VD and EF back to what they, were in PFP 1.3. They will not function like in vanilla, but like they do in the CM Patch. But at least they will be usable.

If you don't have the definitions on hand, I can post them later.

Ah, well thats unfortunate.

IF you could post them later that would be great, will give them a go and see how things are.

Will likely just stop using VD all together if its not spreading well.

Edited by TJD
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3 hours ago, Vishanka said:

Which dlls would I have to restore to ice and blood (unmodded) to get the original behavior (disregarding issues that could go along with that)

From my testing, the change is in s2logic.dll. When I used the vanilla spell definitions + the vanilla .dll file, these 2 spells started behaving as they were originally. However, there are a TON of changes made in this dll and using the vanilla one could reintroduce a lot of the vanilla game's problems. It would also likely cause issues with existing saves.

 

I did some tests here:

But the conclusion basically is, that restoring the original behavior would be probably impossible without reverting the .dll file change.

3 hours ago, TJD said:

Ah, well thats unfortunate.

IF you could post them later that would be great, will give them a go and see how things are.

Will likely just stop using VD all together if its not spreading well.

Eternal Fire:

Spoiler

mgr.defineSpell( "dm_dm_ewigesfeuer", {
    eiStateName = "cSpellCast",
    fxTypeCast = "FX_DM_EWIGESFEUER_C",
    fxTypeSpell = "fx_dm_ewigesfeuer",
    fxTypeCastSpecial = "FX_DM_CAST_K",
    duration = 0.000000,
    animType = "ANIM_TYPE_SM03",
    animTypeApproach = "",
    animTypeRide = "",
    animTypeSpecial = "ANIM_TYPE_RIDESM03-SPECIAL",
    causesSpellDamage = 1,
    tokens = {
        entry0 = {"et_duration_sec", 400, 4, 0, 8 },
        entry1 = {"et_plague_const_fire", 2000, 1000, 0, 42 },
        entry2 = {"et_range_area", 200, 0, 0, 4 },
        entry3 = {"et_plague_infect", 300, 2, 0, 42 },
        entry4 = {"et_regThisCool", 0, 20, 0, 8 },
        entry5 = {"et_range_area", 80, 0, 1, 4 },
        entry6 = {"et_duration_sec", 200, 2, 2, 8 },
        entry7 = {"et_plague_infect", 100, 1, 3, 42 },
        entry8 = {"et_chance_fear", 300, 5, 4, 5 },
        entry9 = {"et_plague_const_fire", 1000, 500, 5, 42 },
        entry10 = {"et_deathblow", 500, 0, 6, 5 },
        entry11 = {"et_hits_persec", 999, 0, 0, 4 },
        entry12 = {"et_spelldamage_fire", 200, 100, 0, 133 },
        entry13 = {"et_chance_areasplash", 200, 2, 0, 5 },
        entry14 = {"et_chance_areasplash", 75, 1, 3, 5 },
    },
    fightDistance = 525.000000,
    aspect = "EA_DM_DRAGONMAGIC",
    cooldown = 8.160000,
    soundProfile = 0,
    cost_level = 225,
    cost_base = 450,
    focus_skill_name = "skill_DM_dragonmagic_focus",
    lore_skill_name = "skill_DM_dragonmagic_lore",
    spellClass = "cSpellDrKrankheit",
    spellcontroltype = "eCAtype_a_effect_attack",
    sorting_rank = 0,
})

Viperish Disease:

Spoiler

mgr.defineSpell( "dr_vo_krankheit", {
    eiStateName = "cSpellCast",
    fxTypeCast = "FX_DR_KRANKHEIT_C",
    fxTypeSpell = "FX_DR_KRANKHEIT",
    fxTypeCastSpecial = "FX_DR_CAST_K",
    duration = 10.000000,
    animType = "ANIM_TYPE_SM08",
    animTypeApproach = "ANIM_TYPE_INVALID",
    animTypeRide = "ANIM_TYPE_INVALID",
    animTypeSpecial = "ANIM_TYPE_RIDESM04-SPECIAL",
    causesSpellDamage = 1,
    tokens = {
        entry0 = {"et_duration_sec", 300, 4, 0, 8 },
        entry1 = {"et_range_area", 200, 0, 0, 4 },
        entry2 = {"et_plague_poison", 76, 4, 0, 42 },
        entry3 = {"et_plague_infect", 200, 1, 0, 42 },
        entry4 = {"et_regThisCool", 0, 20, 0, 8 },
        entry5 = {"et_plague_poison", 10, 2, 1, 42 },
        entry6 = {"et_duration_sec", 150, 2, 2, 8 },
        entry7 = {"et_plague_infect", 70, 1, 3, 42 },
        entry8 = {"et_drop_a_head", 950, 50, 4, 42 },
        entry9 = {"et_chance_deepwound", 200, 1, 5, 5 },
        entry10 = {"et_range_area", 80, 0, 6, 4 },
        entry11 = {"et_hits_persec", 999, 0, 0, 4 },
        entry12 = {"et_spelldamage_poison", 300, 25, 0, 133 },
        entry13 = {"et_chance_areasplash", 200, 2, 0, 5 },
        entry14 = {"et_chance_areasplash", 75, 1, 3, 5 },
    },
    fightDistance = 525.000000,
    aspect = "EA_DR_VOODOO",
    cooldown = 8.160000,
    soundProfile = 0,
    cost_level = 220,
    cost_base = 440,
    focus_skill_name = "skill_DR_voodoo_focus",
    lore_skill_name = "skill_DR_voodoo_lore",
    spellClass = "cSpellDrKrankheit",
    spellcontroltype = "eCAtype_a_effect_attack",
    sorting_rank = 2,
})

Just replace the definitions of both spells in spells.txt in scripts/shared. That should bring back at least the functional CM behavior.

Edited by idbeholdME
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On 2/15/2024 at 3:42 PM, idbeholdME said:

Eternal Fire:

  Reveal hidden contents

mgr.defineSpell( "dm_dm_ewigesfeuer", {
    eiStateName = "cSpellCast",
    fxTypeCast = "FX_DM_EWIGESFEUER_C",
    fxTypeSpell = "fx_dm_ewigesfeuer",
    fxTypeCastSpecial = "FX_DM_CAST_K",
    duration = 0.000000,
    animType = "ANIM_TYPE_SM03",
    animTypeApproach = "",
    animTypeRide = "",
    animTypeSpecial = "ANIM_TYPE_RIDESM03-SPECIAL",
    causesSpellDamage = 1,
    tokens = {
        entry0 = {"et_duration_sec", 400, 4, 0, 8 },
        entry1 = {"et_plague_const_fire", 2000, 1000, 0, 42 },
        entry2 = {"et_range_area", 200, 0, 0, 4 },
        entry3 = {"et_plague_infect", 300, 2, 0, 42 },
        entry4 = {"et_regThisCool", 0, 20, 0, 8 },
        entry5 = {"et_range_area", 80, 0, 1, 4 },
        entry6 = {"et_duration_sec", 200, 2, 2, 8 },
        entry7 = {"et_plague_infect", 100, 1, 3, 42 },
        entry8 = {"et_chance_fear", 300, 5, 4, 5 },
        entry9 = {"et_plague_const_fire", 1000, 500, 5, 42 },
        entry10 = {"et_deathblow", 500, 0, 6, 5 },
        entry11 = {"et_hits_persec", 999, 0, 0, 4 },
        entry12 = {"et_spelldamage_fire", 200, 100, 0, 133 },
        entry13 = {"et_chance_areasplash", 200, 2, 0, 5 },
        entry14 = {"et_chance_areasplash", 75, 1, 3, 5 },
    },
    fightDistance = 525.000000,
    aspect = "EA_DM_DRAGONMAGIC",
    cooldown = 8.160000,
    soundProfile = 0,
    cost_level = 225,
    cost_base = 450,
    focus_skill_name = "skill_DM_dragonmagic_focus",
    lore_skill_name = "skill_DM_dragonmagic_lore",
    spellClass = "cSpellDrKrankheit",
    spellcontroltype = "eCAtype_a_effect_attack",
    sorting_rank = 0,
})

Viperish Disease:

  Reveal hidden contents

mgr.defineSpell( "dr_vo_krankheit", {
    eiStateName = "cSpellCast",
    fxTypeCast = "FX_DR_KRANKHEIT_C",
    fxTypeSpell = "FX_DR_KRANKHEIT",
    fxTypeCastSpecial = "FX_DR_CAST_K",
    duration = 10.000000,
    animType = "ANIM_TYPE_SM08",
    animTypeApproach = "ANIM_TYPE_INVALID",
    animTypeRide = "ANIM_TYPE_INVALID",
    animTypeSpecial = "ANIM_TYPE_RIDESM04-SPECIAL",
    causesSpellDamage = 1,
    tokens = {
        entry0 = {"et_duration_sec", 300, 4, 0, 8 },
        entry1 = {"et_range_area", 200, 0, 0, 4 },
        entry2 = {"et_plague_poison", 76, 4, 0, 42 },
        entry3 = {"et_plague_infect", 200, 1, 0, 42 },
        entry4 = {"et_regThisCool", 0, 20, 0, 8 },
        entry5 = {"et_plague_poison", 10, 2, 1, 42 },
        entry6 = {"et_duration_sec", 150, 2, 2, 8 },
        entry7 = {"et_plague_infect", 70, 1, 3, 42 },
        entry8 = {"et_drop_a_head", 950, 50, 4, 42 },
        entry9 = {"et_chance_deepwound", 200, 1, 5, 5 },
        entry10 = {"et_range_area", 80, 0, 6, 4 },
        entry11 = {"et_hits_persec", 999, 0, 0, 4 },
        entry12 = {"et_spelldamage_poison", 300, 25, 0, 133 },
        entry13 = {"et_chance_areasplash", 200, 2, 0, 5 },
        entry14 = {"et_chance_areasplash", 75, 1, 3, 5 },
    },
    fightDistance = 525.000000,
    aspect = "EA_DR_VOODOO",
    cooldown = 8.160000,
    soundProfile = 0,
    cost_level = 220,
    cost_base = 440,
    focus_skill_name = "skill_DR_voodoo_focus",
    lore_skill_name = "skill_DR_voodoo_lore",
    spellClass = "cSpellDrKrankheit",
    spellcontroltype = "eCAtype_a_effect_attack",
    sorting_rank = 2,
})

Just replace the definitions of both spells in spells.txt in scripts/shared. That should bring back at least the functional CM behavior.

Gave it a go and couldn't get it to work to an ideal level so just gave up with it.

Not a huge issue, did a caster dryad build a long time ago.

Will give pyro HE a go.

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On 2/17/2024 at 12:22 PM, TJD said:

Gave it a go and couldn't get it to work to an ideal level so just gave up with it.

Not a huge issue, did a caster dryad build a long time ago.

Will give pyro HE a go.

Sorry it didnt work TJD... I remember when game was released and this mod was working or *broken* as the devs would say themselves announce :lol: ... Hoping that one one day a *click* occurs and you'll get a better *Yield* On viper's efficiency ? 

Gluck with your pyro!:

:superman:

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  • 5 months later...

Hey all, I've been trying to return to Sacred 2 recently, however, I last played on release and only because I'm a somewhat regular lurker, knew about the Community patch and etc. As I started reading this and that I discovered the existence of EE, Addendum and subsequently PFP.

First of all I want to thank Flix, idbeholdMe, Lindor, Dimitrius154 and everyone else involved in this, the Community Patch, EE and all other labors of love! 
I was wondering where to start as a new/returning player and which 'version' would be the right choice for myself and maybe other newcomers/returning players -and even made a thread about it. I had already read both the Community Patch and the Enhanced Edition's change logs but due to not having played the game for so long I didn't understand the implications of a lot of the changes and they seemed like innocent tweaks at first, but SLD pointed out how deeply they affected the game and the 'balance'. Later I found how many 'invented' items, sets and set bonuses were added to the Community patch and for some reason I'm more okay with the balance changes than I am with what I'd call 'fanfic' gear, but anyway - I started looking more and more into PFP, since ideally I prefer the most-vanilla experience (at the very least to be able to appreciate other mods and re-balances later) - and here I am, having read all 29 pages I want to thank you all again, this is an absurd amount of work you've take upon yourselves and you've left me in literal awe.

I notice that the latest comments are from Feb this year and wanted to know if any development is still ongoing or if 1.4 is considered the last version?
Whichever it is, thank you again for being such good care-takers of Sacred's legacy :) :heart:

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Hello. I tried to tailor Purist Fixpack to people who wanted fixes only. I think I came pretty close to delivering that. Grab the trimmed elite textures and PFP and that's really all you need to get a good vanilla experience.

I know of one bugged combat art (Dragon Mage's Eternal Fire), and there is a fix for that somewhere around here. Other than there were no pending bug reports that I could fix, so I don't expect to do any more work on the mod except publishing that fix.

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Thank you, are you expecting any more bug reports or have you 'hung up the gloves'? 
Let me rephrase, I believe I will be diving in PFP head-first very soon, when that happens should I report any bugs I encounter here?
 

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12 hours ago, xeyp said:

and here I am, having read all 29 pages

You did WHAT? I'm out of words here so I'll use your own:
"this is an absurd amount of work you've take upon yourselfves and you've left me in literal awe." :)

Jokes aside you are preparing quite well for your journey of rediscovering Sacred 2.

3 hours ago, xeyp said:

are you expecting any more bug reports or have you 'hung up the gloves'? 
Let me rephrase, I believe I will be diving in PFP head-first very soon, when that happens should I report any bugs I encounter here?

Independent on Flix's answer wether he wants to do something about those bugs, I would argue in favor of posting them to at least make others aware of them.

  • Haha 1
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23 hours ago, SLD said:

You did WHAT?

I only read them, imagine how much work they put in - reporting and documenting, hunting down bugs and trying to find fixes on a codebase that they're not written themselves and as far as I understand don't have the source code to. It's the least I could've done to get a better context and appreciation for what was done and has gone into this project, especially if I try to have at least a somewhat informed opinion when writing a 'Start here' thread for Sacred 2 for anyone new/ returning to the game who wishes to navigate through and choose one or several of the major available (and quite mandatory considering the amount of fixed and recovered content) "mods" for this game.
 

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3 hours ago, xeyp said:

I only read them, imagine how much work they put in - reporting and documenting, hunting down bugs and trying to find fixes on a codebase that they're not written themselves and as far as I understand don't have the source code to. It's the least I could've done to get a better context and appreciation for what was done and has gone into this project, especially if I try to have at least a somewhat informed opinion when writing a 'Start here' thread for Sacred 2 for anyone new/ returning to the game who wishes to navigate through and choose one or several of the major available (and quite mandatory considering the amount of fixed and recovered content) "mods" for this game.

Of course you are right, that this mountain of work deserves our respect and gratitude.
If my need to demolish every serious content on this forum has gone too far again, I apologize. I did not wish to devalue your post with mine.
Though seeing that xeyp the wise reacted to it with "Haha" it can't have been that bad :)

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  • 3 weeks later...

@Flix Ben, I am playing the base game from GOG and I am using only one other mod in addition to the Purist Fixpack. I have noticed that during the quest, In the Name of The Gods, Haenir (the boss) doesn't appear. There is only a white circle on the map showing inside the cave. If I save at that point and use the GME to disable PFP and reload, Haenir is present and after defeating him, the quest is then complete and shows so in the quest logbook. The creature info file was updated and it probably needs to be reconciled with the one from the other mod. This means that the Nexus mod which I am using will also conflict in the same manner.

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On 8/19/2024 at 4:21 AM, xeyp said:

Let me rephrase, I believe I will be diving in PFP head-first very soon, when that happens should I report any bugs I encounter here?

Bug reports on the mod are closed but comments are still open, same goes for the forum. I'm not releasing any more iterations but keeping the discussion open could help further endeavors.

4 hours ago, Hooyaah said:

The creature info file was updated and it probably needs to be reconciled with the one from the other mod.

It's possible that conflicts creatureinfo.txt is to blame, but an enemy missing altogether sounds like the creature is not defined in creatures.txt or itemtype.txt.

What other files are being altered in your other mods?

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39 minutes ago, Flix said:

It's possible that conflicts creatureinfo.txt is to blame, but an enemy missing altogether sounds like the creature is not defined in creatures.txt or itemtype.txt.

What other files are being altered in your other mods?

Again, just to reiterate, I only use one mod with the game (other than the Fallen Angel Demo Main Menu).

When I re-enabled FPF (after defeating Haenir) and reloaded the game, balance.txt was reverted to its original values, as was creatureinfo.txt.  Otherwise, there were no other files altered by me or the game.

However, the Boss fight with the spider, Shelob didn't show up ealier in my play through either, but I left it uncompleted with a white circle on the map; it had no corresponding listing in the quest logbook. The "quest circle" disappeared after I switched back to PFP after Haenir's defeat.

NOTE: It might be helpful to mention that Haenir looked like a Yeti-Troll. There have been no other incidents like this during my play-through and I much prefer PFP to the CM Patch. Also, I might have responded "no" to the GME's query about merging a file when I first enabled FPF and it is likely that it was referring to the creatures text file.

Thank you for all of the enormous amount of work you put into this game. You deserve a medal and more appreciation than mere words have the ability to convey.

:bow:

 

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4 hours ago, Hooyaah said:

Again, just to reiterate, I only use one mod with the game (other than the Fallen Angel Demo Main Menu).

When I re-enabled FPF (after defeating Haenir) and reloaded the game, balance.txt was reverted to its original values, as was creatureinfo.txt.  Otherwise, there were no other files altered by me or the game.

However, the Boss fight with the spider, Shelob didn't show up ealier in my play through either, but I left it uncompleted with a white circle on the map; it had no corresponding listing in the quest logbook. The "quest circle" disappeared after I switched back to PFP after Haenir's defeat.

NOTE: It might be helpful to mention that Haenir looked like a Yeti-Troll. There have been no other incidents like this during my play-through and I much prefer PFP to the CM Patch. Also, I might have responded "no" to the GME's query about merging a file when I first enabled FPF and it is likely that it was referring to the creatures text file.

Thank you for all of the enormous amount of work you put into this game. You deserve a medal and more appreciation than mere words have the ability to convey.

:bow:

 

Thanks Ben for coming back and making time . I know Van Helsing is your current big draw.  If that game improves by even a fraction of the brilliance you bring to sacred and the community, Helsing will easily out last any bloodsucking Immortal around.

:1IK84gB:

gogo

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@Flix So, just to formally reaffirm the query above, how might the creatureinfo file be consolidated into a single file which functions nominally with the Purist Fixpack and a conflicting mod from Nexus? If you provide detailed instructions, I might be able to make the changes and provide a mod update.

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@Flix Ben, I altered the creatureinfo file found in the Purist Fixpack by setting the lines for the relevant characters to: eq_fallback = { },

I will redo the quests which weren't completing properly and let you know if there are any issues, though I think that it's resolved now.

You might want to update the affected mods on the Nexus so that they will be compatible with PFP.

 

UPDATE:

The quests with bosses which were flawed before, worked flawlessly after employing the corrected creatureinfo file.

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