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Sacred 2 Downloads - DIMITRIUS'S CM PATCH ADDENDUM - 2023


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15 hours ago, dimitrius154 said:

Yes, but that would break the, ahem, "fourth wall". Just like the I did with the Daemon in Sacred 1.

Can you be more specific about the 'fourth wall'? 
Did you make any addons for Sacred 1? Can I get a link to this forum thread? 

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Maybe it's possible to somehow make a lot of tabs in the chest (larger inventory). So that you can collect collections of beautiful outfits and weapons :)

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21 hours ago, dimitrius154 said:

Ah, the progression. 2, 3, 5, 8, 12, 18, 25, 35, 45, 55, 65, 75, 85, 95, 105, 115, 125, 135, 145, 155

Could you make a version for me where I get new skill every 3 levels ? 

2,3,5,8,11,14,17,20,23,26,29.... 

or tell me where I can do it myself, is it in balance.txt or somewhere else? <3 

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18 minutes ago, xInquisitor1961x said:

tell me where I can do it myself, is it in balance.txt or somewhere else? <3

You'll need to download and install ollydbg32, open s2logic.dll, proceed to offset 0x102A9E68 and edit the skill progression table. The values are represented in HEX)

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1 hour ago, dimitrius154 said:

You'll need to download and install ollydbg32, open s2logic.dll, proceed to offset 0x102A9E68 and edit the skill progression table. The values are represented in HEX)

Hmmm all 3 logic dll's have only 00402...etc adresses, I dont see 0x102A9E68 :(

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2 hours ago, dimitrius154 said:

Do you use ollydbg32, or CheatEngine? Looks like CheatEngine to me.

Ollydbg but its not even 32 version, there is 10 different olly versions... one is 201 one is 2.10. etc... maybe I have wrong one but the one I open sacred 2 logic it does not have x102

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First post, 10 year lurker. Got a question about the Bargaining bonus. Now I realize having tons of bargaining is only useful to a point, but besides that point, I was looking to modify 2 items that are always Barganing bonus. I have figured out that Bonusgroup# = {490 represents the Bargaining Bonus. This allowed me to increase the bonus on those particular items. However, I went looking for the actual bonus itself, and what I found with ID 490 was the Voodoo bonus shown Below. Is this the actual bonus that I can modify? Or do I have something wrong? or is the bonus labeled wrong?

 

This is Amulet of Greed

newBlueprint = {
  id = 2564,
  name = "unique_amulet_habgier",
  palettebits = "1111111111111111",
  dmgvariation = 0,
  minconstraints = {25,13,0},
  lvljump = 10,
  usability = 0,
  allotment_pmfpi = {1000,0,0,0,0},
  uniquename = "unique",
  specialuseonly = 0,
  bonusgroup0 = {803,400,1,9,0},
  bonusgroup1 = {490,9999,1,9,0},
  itemtypes = {11544,},
  wearergroups = {'WEARGROUP_DEFAULT',},
}
mgr.createBlueprint(2564, newBlueprint);

 

 

This is Urtak's Ring

newBlueprint = {
  id = 2535,
  name = "unique_ring_urtaks",
  palettebits = "1111111111111111",
  dmgvariation = 0,
  minconstraints = {25,13,0},
  lvljump = 10,
  usability = 0,
  allotment_pmfpi = {1000,0,0,0,0},
  uniquename = "unique",
  specialuseonly = 0,
  bonusgroup0 = {488,700,1,9,0},
  bonusgroup1 = {490,9999,1,9,0},
  itemtypes = {7150,},
  wearergroups = {'WEARGROUP_DEFAULT',},
}
mgr.createBlueprint(2535, newBlueprint);

 

This is what Bonus 490 shows

mgr.createBonus(490, newBonus);

newBonus = {
--  name = "sb_addca_dr_vo_krankheit",
  rating = 28,
  basedonskill = "SKILL_INVALID",
  type = "BONUS_ADDCA",
  spez = "EA_DR_VOODOO",
  spez2 = "dr_vo_krankheit",
  usagebits = 65410,
  minconstraints = {1,5,0},
  difficultyvaluerange0 = {0,10,110},
  difficultyvaluerange1 = {1,10,135},
  difficultyvaluerange2 = {2,10,160},
  difficultyvaluerange3 = {3,10,185},
  difficultyvaluerange4 = {4,10,210},
}

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Hello!  You're confusing bonuses and bonusgroups.

Bonusgroup 490 is a "group" with a single bonus, a convention that is used for static bonuses on uniques, as opposed to a pool of randomized bonuses.

You should be looking at the bonusgroup definition, in order to track down the actual bonus ID.

newBonusgroup = {
  id = 490,
  name = "SB_addskill_IND_trader                                                                                                          ",
  bonuslist = { 345,},
}
mgr.createBonusgroup(490, newBonusgroup);

This tells us the Bargaining bonus ID is 345:

newBonus = {
--  name = "sb_addskill_IND_trader",
  rating = 27,
  basedonskill = "SKILL_INVALID",
  type = "BONUS_SKILL",
  spez = "SKILL_TRADER",
  spez2 = "",
  usagebits = 65531,
  minconstraints = {1,1,0},
  difficultyvaluerange0 = {0,10,100},
  difficultyvaluerange1 = {1,15,125},
  difficultyvaluerange2 = {2,20,150},
  difficultyvaluerange3 = {3,25,175},
  difficultyvaluerange4 = {4,30,200},
}
mgr.createBonus(345, newBonus);

Keep in mind editing these values only affects the bonus on items.  If you want to affect the Bargaining skill itself, you need to look in creatures.txt, where the skills are defined:

mgr.createSkill {
    skill_name = "skill_trader",
    advance_level = 75,
    min_level = 1,
    mean_value = 300,
    advance_mean_value = 450,
    skillgroup = "SKG_WORLD",
    adv_skill_name = "skill_master_trader",
}

 

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On 5/30/2023 at 10:06 PM, Lorane said:

Maybe it's possible to somehow make a lot of tabs in the chest (larger inventory). So that you can collect collections of beautiful outfits and weapons :)

That would be great. It would also be really cool to add the ability to view the inventory by bookmark:D Possible bookmarks:
1) Weapons;
2) Armour;
3) Costume jewelry;
4) Potions;
5) Resistance Stones;
6) Forge Stones;
7) Reagents;
8) Other.

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4 hours ago, Leitheon said:

First post, 10 year lurker. Got a question about the Bargaining bonus. Now I realize having tons of bargaining is only useful to a point, but besides that point, I was looking to modify 2 items that are always Barganing bonus. I have figured out that Bonusgroup# = {490 represents the Bargaining Bonus. This allowed me to increase the bonus on those particular items. However, I went looking for the actual bonus itself, and what I found with ID 490 was the Voodoo bonus shown Below. Is this the actual bonus that I can modify? Or do I have something wrong? or is the bonus labeled wrong?

 

This is Amulet of Greed

newBlueprint = {
  id = 2564,
  name = "unique_amulet_habgier",
  palettebits = "1111111111111111",
  dmgvariation = 0,
  minconstraints = {25,13,0},
  lvljump = 10,
  usability = 0,
  allotment_pmfpi = {1000,0,0,0,0},
  uniquename = "unique",
  specialuseonly = 0,
  bonusgroup0 = {803,400,1,9,0},
  bonusgroup1 = {490,9999,1,9,0},
  itemtypes = {11544,},
  wearergroups = {'WEARGROUP_DEFAULT',},
}
mgr.createBlueprint(2564, newBlueprint);

 

 

This is Urtak's Ring

newBlueprint = {
  id = 2535,
  name = "unique_ring_urtaks",
  palettebits = "1111111111111111",
  dmgvariation = 0,
  minconstraints = {25,13,0},
  lvljump = 10,
  usability = 0,
  allotment_pmfpi = {1000,0,0,0,0},
  uniquename = "unique",
  specialuseonly = 0,
  bonusgroup0 = {488,700,1,9,0},
  bonusgroup1 = {490,9999,1,9,0},
  itemtypes = {7150,},
  wearergroups = {'WEARGROUP_DEFAULT',},
}
mgr.createBlueprint(2535, newBlueprint);

 

This is what Bonus 490 shows

mgr.createBonus(490, newBonus);

newBonus = {
--  name = "sb_addca_dr_vo_krankheit",
  rating = 28,
  basedonskill = "SKILL_INVALID",
  type = "BONUS_ADDCA",
  spez = "EA_DR_VOODOO",
  spez2 = "dr_vo_krankheit",
  usagebits = 65410,
  minconstraints = {1,5,0},
  difficultyvaluerange0 = {0,10,110},
  difficultyvaluerange1 = {1,10,135},
  difficultyvaluerange2 = {2,10,160},
  difficultyvaluerange3 = {3,10,185},
  difficultyvaluerange4 = {4,10,210},
}

Hello Leitheon !

10 years of  lurking on these forums gets you a very warm welcome!

:drunkards::dance2:

gogo

ps were still not sure who's tab this party is going to be on :devil: 

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12 hours ago, Flix said:

Hello!  You're confusing bonuses and bonusgroups.

Bonusgroup 490 is a "group" with a single bonus, a convention that is used for static bonuses on uniques, as opposed to a pool of randomized bonuses.

You should be looking at the bonusgroup definition, in order to track down the actual bonus ID.

newBonusgroup = {
  id = 490,
  name = "SB_addskill_IND_trader                                                                                                          ",
  bonuslist = { 345,},
}
mgr.createBonusgroup(490, newBonusgroup);

This tells us the Bargaining bonus ID is 345:

newBonus = {
--  name = "sb_addskill_IND_trader",
  rating = 27,
  basedonskill = "SKILL_INVALID",
  type = "BONUS_SKILL",
  spez = "SKILL_TRADER",
  spez2 = "",
  usagebits = 65531,
  minconstraints = {1,1,0},
  difficultyvaluerange0 = {0,10,100},
  difficultyvaluerange1 = {1,15,125},
  difficultyvaluerange2 = {2,20,150},
  difficultyvaluerange3 = {3,25,175},
  difficultyvaluerange4 = {4,30,200},
}
mgr.createBonus(345, newBonus);

Keep in mind editing these values only affects the bonus on items.  If you want to affect the Bargaining skill itself, you need to look in creatures.txt, where the skills are defined:

mgr.createSkill {
    skill_name = "skill_trader",
    advance_level = 75,
    min_level = 1,
    mean_value = 300,
    advance_mean_value = 450,
    skillgroup = "SKG_WORLD",
    adv_skill_name = "skill_master_trader",
}

 

Flix do you maybe know how to do this in s2logic.dll? 

"I dont now man. Can you do it for me? LOL. new skills at 2,3,5,8,11,14,17,20,23,26,29,32,35,38 etc ? (for 20 skills mod)
And direct message me, I will give you email in DM <3 "

He gave me instructions for ollydbg but I cannot find the value for skill progression :(

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Greetings!

There are a huge number of Yeti bosses on the ice island. Is this the intention of the game developers or is it a mod thing?

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33 minutes ago, Sirisk said:

There are a huge number of Yeti bosses on the ice island. Is this the intention of the game developers or is it a mod thing?

I also encountered this, Dmitry confirmed that this is a bug. I sent the save to PM. But so far there has been no answer whether and when it will be fixed.

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On 6/3/2023 at 6:05 PM, Lorane said:

Dmitry confirmed that this is a bug.

And a very peculiar one, I might add. I've not expected one of the regular monster ID's to be turned into a superunique in D2F, so I just copied every entry. As a result, I'm now working on the Frozenstein boss model and sound.

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On 6/6/2023 at 4:16 PM, dimitrius154 said:

And a very peculiar one, I might add. I've not expected one of the regular monster ID's to be turned into a superunique in D2F, so I just copied every entry. As a result, I'm now working on the Frozenstein boss model and sound.

It's because Frozenstein pre-dates the Yeti Hunter's appearance in CM 1.60.  Many of the discovered unused creatures became superuniques before later being added as their original selves in CM 1.60 and later.

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On 5/11/2023 at 5:49 PM, dimitrius154 said:
On 5/12/2023 at 8:26 AM, dimitrius154 said:

Thanks for this!  I have incorporated the files into the v16 build.  Things are looking promising for a release.  There is a small handful of issues:

  • The "Stomp" FX is still emanating from the Werebear's head.  It's not the worst thing (resembles a 'roar' now), but I wonder if the FX bone wasn't the issue after all.
  • Druid can't use shields.
  • Amazon should have 2h swords restricted. This was entirely my bonehead mistake; I don't know why I thought she had animations for them.
  • Assassin can't use 1h or 2h magic staves.
  • The Assassin model is lacking the shield bone. He can equip them but they appear on the ground.
  • Necromancer shrunken heads are oriented correctly now, but became far away from the body.  I hate to request model work but I'm at a loss without 3dsMax. I'm not sure if it's the Inquisitor model or the shrunken heads themselves that might need to change.
  • 0LhgE1D.jpg
  • Poison Nova still has purple star casting (FX_INQ_VERGELTUNG_C). I've looked through every particle script and FX file in the HQ folder, and I can't seem to recolor it. It changes back to green without the Add. binaries. S2render maybe?
  • OmCrcm1.jpeg

A small number of the new spell tooltips have the values expressed as flat numbers instead of percentages. Could that be altered?

    UI_TT_SE_CM_BEKEHRUNG_PROPERTIES_3  "et_prone_all"
    UI_TT_IN_IN_KASTEIUNG_PROPERTIES_3  "et_chance_block_CC"
    UI_TT_SK_HC_KAMPFRUF_PROPERTIES_1  "et_charge_AW_rel"
    UI_TT_SK_HC_KAMPFRUF_PROPERTIES_3  "et_charge_attackspeed"

So for example it shows: Chance to Block: Melee  727.  Instead of 72.7%

Most of the text is now white (hoorah!) except for spell, skill, and item tooltip text. These are still showing as the off-white color that clashes with rest of the interface.

a4rl885.jpg

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