Oppoa16 13 Posted May 13 Share Posted May 13 Good morning, I would like to be able to use a male and not a female High Elf in Sacred 2. Does anyone know how to do it? I think it is possible, since there are many male elves in the game. Let's see if there is any luck and someone knows how to do it. all the best! Link to comment
gogoblender 3,132 Posted May 14 Share Posted May 14 11 hours ago, Oppoa16 said: Good morning, I would like to be able to use a male and not a female High Elf in Sacred 2. Does anyone know how to do it? I think it is possible, since there are many male elves in the game. Let's see if there is any luck and someone knows how to do it. all the best! Hi Oppoa16! Happy you found our dark friendly corner of the universe. I'm not really a modder, but... i'm here for the friendly welcomes and the poutine we give to great members every friday... bbq went out of style sadly .... oh, here comes Hooyaah I'm hoping that someone here with some expertise will come along and help... and in the mean time, please enjoy the thousands of discussions and if you have a moment, hook yourself up with a snazzy avatar to adorn your lovely posts. Welcome to DarkMatters! gogo 1 Link to comment
Popular Post Lindor 477 Posted May 14 Popular Post Share Posted May 14 Hello again xD I find it great that you have some ambition to get into modding and while entirely possible, it would be quite challenging to achieve so don't be too upset if it doesn't work out immediately as you envisioned it. Those are not goals which can be achieved easily by changing some code in the Lua scripts. Regarding the gender, the gender itself is defined in creatureinfo.txt. That alone however does not change the appearance of the model and neither does it change the character voice. To change the appearance of the model, you can go easy mode or hard mode. Easy mode would just involve retexturing which can be achieved quite easily with some image editing software like GIMP or photoshop. You can find her textures in pak/graphics02/mq/maps/heroes/highelve and pak/graphics02/mq/maps/heroes/highelve/default. A litte bit more of a challenge would be to replace her model as well. You can find her model and animation files in pak/graphics05/models/heroes/highelve. You can use some male high elve models which are already existing in the game e.g. But you'd need to assure that all the animations work correctly with the new model. Remember you need both the .GR2 file for the animation and the entry in animation.txt. If you want to go hard mode, you could also try and do some remodeling, however that would require you to be able to export your model into the granny 2 file format for which you'd currently need to have access to 3ds max. Or you could wait until some miracle happens and someone sucessfully publishes an importing/exporting plugin for blender. For the voice, they're in the locale/speech folders. You can create new .ogg files using Audaity, e.g., and replace the old ones. For the dual wield, I'm not entirely sure how to do that, it's not a lua script so I assume you'd need to be able to edit the binary dll files in order to achieve this which is very difficult. Flix definitely knows how to achieve that as he's done it multiple times, e.g. granting the inquisitor access to shield lore. Also let me ask: why do you want the high elve to become Drizzt do'Urden and not the inqisitor? He seems like the better choice as he already is male, has a male voice and can dual-wield. You'd just need to edit his hairstyle, maybe retexture some armor to fit his clothing style and you'd be ready to go. 1 1 Link to comment
Oppoa16 13 Posted May 14 Author Share Posted May 14 (edited) 22 minutes ago, Lindor said: Hola de nuevo xD. Me parece fantástico que tengas cierta ambición de dedicarte al modding y, si bien es completamente posible, sería bastante difícil lograrlo, así que no te enojes demasiado si no funciona de inmediato como lo imaginaste. Esos no son objetivos que puedan lograrse fácilmente cambiando algún código en los scripts de Lua. En cuanto al género, el género en sí se define en Creatureinfo.txt. Sin embargo, eso por sí solo no cambia la apariencia del modelo ni la voz del personaje. Para cambiar la apariencia del modelo, puede ir al modo fácil o al modo difícil. El modo fácil simplemente implicaría retexturizar, lo que se puede lograr con bastante facilidad con algún software de edición de imágenes como GIMP o Photoshop. Puedes encontrar sus texturas en pak/graphics02/mq/maps/heroes/highelve y pak/graphics02/mq/maps/heroes/highelve/default. Un desafío un poco mayor sería reemplazar también su modelo. Puedes encontrar sus archivos de modelo y animación en pak/graphics05/models/heroes/highelve. Puedes usar algunos modelos masculinos de elfos nobles que ya existen en el juego, por ejemplo, pero deberás asegurarte de que todas las animaciones funcionen correctamente con el nuevo modelo. Recuerde que necesita tanto el archivo .GR2 para la animación como la entrada en Animation.txt. Si desea pasar al modo difícil, también puede intentar hacer algunas remodelaciones; sin embargo, eso requeriría que pueda exportar su modelo al formato de archivo Granny 2 para el cual actualmente necesitaría tener acceso a 3ds max. O podría esperar hasta que ocurra algún milagro y alguien publique con éxito un complemento de importación/exportación para Blender. Para la voz, están en las carpetas de configuración regional/voz. Puede crear nuevos archivos .ogg usando Audaity, por ejemplo, y reemplazar los antiguos. Para el doble uso, no estoy del todo seguro de cómo hacerlo, no es un script lua, así que supongo que necesitarás poder editar los archivos binarios dll para lograr esto, lo cual es muy difícil. Flix definitivamente sabe cómo lograrlo, ya que lo ha hecho varias veces, por ejemplo, otorgando al inquisidor acceso a la historia del escudo. También déjame preguntarte: ¿por qué quieres que el elfo alto se convierta en Drizzt do'Urden y no en el inqisitor? Parece la mejor opción ya que ya es hombre, tiene voz masculina y puede manejar dos armas. Sólo necesitarías editar su peinado, tal vez retexturizar alguna armadura para que se ajuste a su estilo de ropa y estarías listo para comenzar. First of all, thank you very much for your response. I thought it would be easier to convert the hight elf in Drizz do Urden than another character because there are male elf textures in the game. But if you think that it is better to edit a male character with the option of being able to use two swords, I believe you. In this case, I think that the Inquisitor would not be a good option because he has very different armor. Don't you think it would be easier to edit the Shadow Warrior? In this case we would only have to change the appearance, right? Do you know how it should be done? Regards my friend. Edited May 14 by Oppoa16 1 Link to comment
Popular Post Lindor 477 Posted May 14 Popular Post Share Posted May 14 (edited) 2 hours ago, Lindor said: For the dual wield, I'm not entirely sure how to do that, it's not a lua script so I assume you'd need to be able to edit the binary dll files in order to achieve this which is very difficult. Flix definitely knows how to achieve that as he's done it multiple times, e.g. granting the inquisitor access to shield lore. Well that was a brain lag. it can easily be done in creatures.txt. It's about time I get back to odding next week - I'm a bit rusty it seems xD 1 hour ago, Oppoa16 said: First of all, thank you very much for your response. I thought it would be easier to convert the hight elf in Drizz do Urden than another character because there are male elf textures in the game. But if you think that it is better to edit a male character with the option of being able to use two swords, I believe you. In this case, I think that the Inquisitor would not be a good option because he has very different armor. Don't you think it would be easier to edit the Shadow Warrior? In this case we would only have to change the appearance, right? Do you know how it should be done? Regards my friend. Sure you can mod the shadow warrior instead if you want to do so. Your dark elf doesn't seem to have the muscular statue and the shadow warrior doesn't have quite the pointy elven ears though. The inquisitor's robes on the other hand don't quite fit the armor style, I get that. You can of course also go with the high elf, it's just a little bit of extra work for her voice. Since dual wield can be added more easily than I thought, it's not quite as challenging to go for her as I imagined at first. Just that it might be that there are no animations for her dual wielding, haven't checked. In the end the decision is up to you. Edited May 14 by Lindor 1 1 Link to comment
Oppoa16 13 Posted May 14 Author Share Posted May 14 (edited) 44 minutes ago, Lindor said: Well that was a brain lag. it can easily be done in creatures.txt. It's about time I get back to odding next week - I'm a bit rusty it seems xD Sure you can mod the shadow warrior instead if you want to do so. Your dark elf doesn't seem to have the muscular statue and the shadow warrior doesn't have quite the pointy elven ears though. The inquisitor's robes on the other hand don't quite fit the armor style, I get that. You can of course also go with the high elf, it's just a little bit of extra work for her voice. Since dual wield can be added more easily than I thought, it's not quite as challenging to go for her as I imagined at first. Just that it might be that there are no animations for her dual wielding, haven't checked. In the end the decision is up to you. If there is no patch that changes a current character to a male Elf, I could try it, but I don't know how to do it. Would there be any tutorial on how it could be done? I am very novice at this. Thinking a little, the character I like the least would be the Temple Guard. Would it be possible to replace it with a clone of the Shadow Warrior and modify this clone as a male Elf, replacing only its texture with any existing male Elf in the game? Edited May 14 by Oppoa16 Link to comment
Popular Post Lindor 477 Posted May 15 Popular Post Share Posted May 15 12 hours ago, Oppoa16 said: If there is no patch that changes a current character to a male Elf, I could try it, but I don't know how to do it. Would there be any tutorial on how it could be done? I am very novice at this. Well I won't do it for you, you'll have to do it yourself, but don't worry, I will help you if there are any specific questions. If you're novice, I'd recommend to just work on the textures first, you can later try to work on the model once you've had your first success. find the shadow warrior textures (not just the main, but also hairstyles etc.) edit them in GIMP or Photoshop to your liking choose some shadow warrior armor set which has models that fits the style of your dark elfs clothing find their textures edit them to your liking If you take the high elf and not the shadow warrior, you'd have to grant her access to dual wield and edit her voice too, so there are additional steps. 12 hours ago, Oppoa16 said: Thinking a little, the character I like the least would be the Temple Guard. Would it be possible to replace it with a clone of the Shadow Warrior and modify this clone as a male Elf, replacing only its texture with any existing male Elf in the game? Entirely possible but overcomplicating things. You can mod the shadow warrior directly and just turn your mod off once you want to play standard shadow warrior again. 2 Link to comment
Oppoa16 13 Posted May 15 Author Share Posted May 15 2 hours ago, Lindor said: Bueno, no lo haré por ti, tendrás que hacerlo tú mismo, pero no te preocupes, te ayudaré si hay alguna duda específica. Si eres novato, te recomiendo que trabajes solo en las texturas primero; luego puedes intentar trabajar en el modelo una vez que hayas tenido tu primer éxito. Encuentra las texturas de los guerreros de las sombras (no solo las principales, sino también los peinados, etc.) edítalos en GIMP o Photoshop a tu gusto Elige un conjunto de armadura de guerrero de las sombras que tenga modelos que se adapten al estilo de tu ropa de elfos oscuros. encontrar sus texturas edítalos a tu gusto Si eliges al elfo alto y no al guerrero de las sombras, tendrás que otorgarle acceso para empuñar dos veces y editar su voz también, por lo que hay pasos adicionales. Cosas totalmente posibles pero demasiado complicadas. Puedes modificar al guerrero de las sombras directamente y simplemente desactivarlo una vez que quieras volver a jugar al guerrero de las sombras estándar. I'll start by looking for the textures of the shadow warriors and the armor that I think could fit quite well. There is a standard set all-black armor that could use everything except the helmet. For that there is a red or blue hood that I would like to paint black. I think that would be enough. I'll let you know how I'm going. Thank you very much for your help! 1 Link to comment
Oppoa16 13 Posted May 17 Author Share Posted May 17 On 15/5/2024 at 8:33, Lindor said: Bueno, no lo haré por ti, tendrás que hacerlo tú mismo, pero no te preocupes, te ayudaré si hay alguna duda específica. Si eres novato, te recomiendo que primero trabajes en las texturas; luego puedes intentar trabajar en el modelo una vez que hayas tenido el primer éxito. Encuentra las texturas de los guerreros de las sombras (no solo las principales, sino también los peinados, etc.) edítalos en GIMP o Photoshop a tu gusto Elige un conjunto de armadura de guerrero de las sombras que tenga modelos que se adapten al estilo de tu ropa de elfos oscuros. encontrar sus texturas edítalos a tu gusto Si eliges al elfo alto y no al guerrero de las sombras, tendrás que otorgarle acceso para empuñar dos veces y editar su voz también, por lo que hay pasos adicionales. Cosas totalmente posibles pero demasiado complicadas. Puedes modificar al guerrero de las sombras directamente y simplemente desactivarlo una vez que quieras volver a jugar al guerrero de las sombras estándar. Hello, I just started and I already have 1000 questions...jejeje I'll make you two to start. Could you tell me what additional steps I would have to do to activate the high elf's double weapon? Inside the "Cratures.txt" file, what is the name in the text that I should modify for activate the high elf's double weapon? Thank you very much for your advice! 1 Link to comment
Popular Post Lindor 477 Posted May 18 Popular Post Share Posted May 18 21 hours ago, Oppoa16 said: Hello, I just started and I already have 1000 questions...jejeje I'll make you two to start. Could you tell me what additional steps I would have to do to activate the high elf's double weapon? Inside the "Cratures.txt" file, what is the name in the text that I should modify for activate the high elf's double weapon? Thank you very much for your advice! Add this line: mgr.addCreatureSkill( 209, {skill_id = 6, advanced = 0, skill_name = "skill_offhand_weapon_lore", }) Where the high elf (creature 209) gets her skills. They're sorted by skill_id, so you know where to best insert it. Like any other character as well, the high elf won't be able to dual-wield by default, she will first have to learn the dual wield skill ingame. 2 Link to comment
Oppoa16 13 Posted May 23 Author Share Posted May 23 On 18/5/2024 at 15:17, Lindor said: Añade esta línea: De donde el alto elfo (criatura 209) obtiene sus habilidades. Están ordenados por Skill_id, para que sepas dónde insertarlos mejor. Como cualquier otro personaje, la elfa alta no podrá usar dos armas de forma predeterminada, primero tendrá que aprender la habilidad de doble empuñadura en el juego. Hi, Lindor! The method that you say works with the Dragon Wizard, but not with the High Elf. Yes the dual weapon skill appears. Yes you allow me, select it and give it points. But, It doesn't allow me to have 2 weapons at the same time. Could it be that in High Elf another parameter needs to be modified? Once again, thank you very much for your help! 1 Link to comment
Popular Post Lindor 477 Posted May 23 Popular Post Share Posted May 23 1 hour ago, Oppoa16 said: Hi, Lindor! The method that you say works with the Dragon Wizard, but not with the High Elf. Yes the dual weapon skill appears. Yes you allow me, select it and give it points. But, It doesn't allow me to have 2 weapons at the same time. Could it be that in High Elf another parameter needs to be modified? Once again, thank you very much for your help! That baffles me. Maybe try it with "advanced = 1"? Does it work then? Or maybe its a WEARGROUP issue. I don't see why because the weargroup of a weapon shouldn't depend on it being mainhand or offhand, but if so, then there's no way around editing the dlls. The only other possibility I can think of right now is that maybe it works for some weapons but not all. Try all combinations you can think of, daggers, swords, magic staffs etc.. Can you find a combination that works? Or one final wierd idea: does it work when she has Dual Wield Mastery? 1 1 Link to comment
Oppoa16 13 Posted May 24 Author Share Posted May 24 14 hours ago, Lindor said: Eso me desconcierta. ¿Quizás intentarlo con "avanzado = 1"? ¿Funciona entonces? O tal vez sea un problema de WEARGROUP. No veo por qué, porque el grupo de desgaste de un arma no debería depender de que sea manual o improvisado, pero si es así, entonces no hay forma de evitar editar los archivos dll. La única otra posibilidad que se me ocurre ahora es que tal vez funcione para algunas armas pero no para todas. Prueba todas las combinaciones que puedas imaginar, dagas, espadas, bastones mágicos, etc. ¿Puedes encontrar una combinación que funcione? O una última idea extraña: ¿funciona cuando tiene maestría en doble empuñadura? "Maybe try it with "advanced=1"? Does it work then?" No, it does not work. I've tried different one-handed weapon combinations, and none of them work. I have reached Two Weapon Mastery, it doesn't work either. It seems as if the high elf has an additional restriction as the Temple Guardian. Link to comment
Lindor 477 Posted May 24 Share Posted May 24 1 hour ago, Oppoa16 said: "Maybe try it with "advanced=1"? Does it work then?" No, it does not work. I've tried different one-handed weapon combinations, and none of them work. I have reached Two Weapon Mastery, it doesn't work either. It seems as if the high elf has an additional restriction as the Temple Guardian. I'd say it's time to ask someone more experienced than me, then. @Flix Did you encounter something similar, e.g. when you granted the Inquisitor access to Shield Lore? 1 Link to comment
Popular Post Flix 5,137 Posted May 24 Popular Post Share Posted May 24 The dual wielding High Elf in D2F had to be done at the code level by Dmitriy. Same with the TG and Inquisitor using shields, and the TG wielding 2h weapons. You'd also need to add the relevant equipslots to the hero's creatureinfo.txt entry, and create or adapt animations for the character to use, defined in animation.txt. Finally, the hero's model itself would need an attachment bone added for the type of item, otherwise even if you completed all of the above, the equipped item would display somewhere absurd like at the feet. 1 2 Link to comment
Oppoa16 13 Posted May 25 Author Share Posted May 25 (edited) 9 hours ago, Flix said: The dual wielding High Elf in D2F had to be done at the code level by Dmitriy. Same with the TG and Inquisitor using shields, and the TG wielding 2h weapons. You'd also need to add the relevant equipslots to the hero's creatureinfo.txt entry, and create or adapt animations for the character to use, defined in animation.txt. Finally, the hero's model itself would need an attachment bone added for the type of item, otherwise even if you completed all of the above, the equipped item would display somewhere absurd like at the feet. Thank you very much for the information Flix! I think all those changes are too difficult for me.... Did you mention that Dimitri modified a high elf with two weapons? If so, could I follow these modifications to apply them to my game? I think making a Drow in Sacred 2 is going to be more difficult than I thought hehehe Thinking about it, I think it will be easier to make a Drow by modifying the Driad. In this case I think I should start by modifying its appearance. Could I use male elf skins and replace them with the Driad's? I could use the textures of: pak/graphics02/mq/maps/heroes/highelve and pak/graphics02/mq/maps/heroes/highelve/default." and paste them in: "pak/graphics02/mq/maps/heroes/driade and pak/graphics02/mq/maps/heroes/driade/default." It would be correct? If the answer is yes, could you tell me what part of the file I would have to modify? Edited May 25 by Oppoa16 1 Link to comment
Flix 5,137 Posted May 25 Share Posted May 25 4 hours ago, Oppoa16 said: Did you mention that Dimitri modified a high elf with two weapons? If so, could I follow these modifications to apply them to my game? That's right, we got the High Elf dual wielding (I have yet to release my version of it) but it requires working in the assembly coding language in OllyDBG which is beyond me. 4 hours ago, Oppoa16 said: I think making a Drow in Sacred 2 is going to be more difficult than I thought I can't think of a way it could be feasible, honestly. Even when I've made mods to "replace" characters, I only re-skinned the existing ones, never swapped in a different gender/model. The biggest hurdle is going to be equipment, specifically getting around the "weargroup" restrictions. You will see "weargroup" in itemtype.txt on every item and character. If you replaced the High Elf with the Shadow Warrior model (or any other model), the High Elf equipment would no longer fit, but it would be the only thing you could equip. Therefore you would either have to: 1) make all High Elf armor invisible by erasing all the textures. This way you could continue to equip it but the "base look" would be all you continue to see (good if you want to replace the High Elf with an NPC model that has armor already) or 2) change all the models of High elf armor in itemtype.txt to point to the Shadow Warrior armor instead, also updating any surface entries so that they display correctly. 4 hours ago, Oppoa16 said: I could use the textures of: pak/graphics02/mq/maps/heroes/highelve and pak/graphics02/mq/maps/heroes/highelve/default." and paste them in: "pak/graphics02/mq/maps/heroes/driade and pak/graphics02/mq/maps/heroes/driade/default." I would never ever do it this way. I advise to leave the zipped graphics files alone, if you need to overwrite something, instead put the new files in loose folders in the "pak" folder that mimic the original folder structure. So for example you could place files in "pak/mq/maps/heroes/driade/default" if you wanted to override those files. You'd still have to rename each file though. An even better way would be to just replace the model reference in itemtype.txt. Let's say you want the High Elf to look like the Dryad, while still keeping the existing Dryad character separate and functional. You would edit the High Elf's itemtype entry: newItemType = { -- standard info renderfamily = "RENDERFAM_CREATURE", family = "FAMILY_CREATURE", subfamily = "SUBFAM_LIFE_HIGHELF", classification = "CLF_DEFAULT", flags = "FLAG_HASHAIR + FLAG_HASBLINKANIM + FLAG_HASSOUND + FLAG_HASPREVIEWIMAGE + FLAG_NO_ANIM_OPTIMIZATION", weargroup = "WEARGROUP_HIGHELVE", -- 3d model + animation info model0Data = { name = "models/heroes/highelve/a_helve.GR2", -- Change this line user = "WEARGROUP_INVALID", }, -- logic bounding box logicBox = { minx=-9.377, miny=-14.977, minz=-0.029, maxx=6.852, maxy=8.3, maxz=68.139, }, dangerclass = 0, } mgr.typeCreate(5, newItemType); The "name" line you would change to this: name = "models/heroes/dryadin/u_dryadin.GR2", You would also need to update the hairstyles in creatureinfo.txt. I always recommend to go the scripting route rather than to overwrite graphics files whenever possible. 1 Link to comment
Oppoa16 13 Posted May 25 Author Share Posted May 25 (edited) On 5/25/2024 at 3:48 PM, Flix said: Así es, tenemos el doble empuñadura del Alto Elfo (todavía tengo que lanzar mi versión) pero requiere trabajar en el lenguaje de codificación ensamblador en OllyDBG, lo cual está más allá de mi comprensión. Sinceramente, no se me ocurre ninguna manera de que esto sea factible. Incluso cuando hice modificaciones para "reemplazar" personajes, solo les cambié el aspecto a los existentes, nunca los cambié por un género/modelo diferente. El mayor obstáculo será el equipo, específicamente sortear las restricciones del "grupo de uso". Verás "weargroup" en itemtype.txt en cada elemento y personaje. Si reemplazases al Alto Elfo por el modelo Shadow Warrior (o cualquier otro modelo), el equipo del Alto Elfo ya no encajaría, pero sería lo único que podrías equipar. Por lo tanto, tendrías que: 1) hacer invisibles todas las armaduras de los Altos Elfos borrando todas las texturas. De esta manera, podrías continuar equipándolo, pero lo único que seguirías viendo sería el "aspecto base" (bueno si quieres reemplazar al Alto Elfo con un modelo NPC que ya tiene armadura) o 2) cambiar todos los modelos de armadura de Altos Elfos en itemtype.txt para que apunten a la armadura de Guerrero de las Sombras, actualizando también las entradas de la superficie para que se muestren correctamente. Nunca lo haría de esta manera. Le aconsejo que deje los archivos de gráficos comprimidos en paz; si necesita sobrescribir algo, coloque los archivos nuevos en carpetas sueltas en la carpeta "pak" que imitan la estructura de carpetas original. Entonces, por ejemplo, podría colocar archivos en " pak/mq/maps/heroes/driade/default" si desea anular esos archivos. Sin embargo, aún tendrías que cambiar el nombre de cada archivo. Una forma aún mejor sería simplemente reemplazar la referencia del modelo en itemtype.txt. Digamos que quieres que el Alto Elfo se parezca a la Dríada, manteniendo al mismo tiempo el personaje de Dríada existente separado y funcional. Editarías la entrada del tipo de elemento del Alto Elfo: La línea de "nombre" la cambiarías a esta: nombre = "modelos/héroes/dryadin/u_dryadin.GR2", También necesitarás actualizar los peinados en Creatureinfo.txt. Siempre recomiendo seguir la ruta de las secuencias de comandos en lugar de sobrescribir archivos de gráficos siempre que sea posible. First of all, many thanks to @Flix and @Lindor for your help and patience! I'll tell you what I'm finally doing: 1º I have installed “the Flix Mod EE+Music+Reduced Fog+Alternate Spells” part (it's wonderful!!) 2º I want to change the appearance of the Dragon Mage (creature =1949) to that of a High Elf. I like change for this Thylysiums NPCs: I would need to know “the name” to be able to change it in Rute: Sacred 2 - Gold\MODS\Sacred 2 EE 3.2 _CORE_ Required\scripts\shared\itemtype Change: name = "models/heroes/dragonmage/h_dmage-body.GR2", For name = "models/heroes/xxxxxxxxx/h_dmage-body.GR2", And I would also need to know, the “number of creature= xxxxxxxxxx” the skin in the photo. I need to know this to change the hair. “creatureinfo” file: Rute: Sacred 2 - Gold\MODS\Sacred 2 EE 3.2 _CORE_ Required\scripts\shared\ creatureinfo Is there a list where I can see the status of NAME and its skins? or at least a description of the creature? I don't know if you could help me with this? I'm trying to learn, forgive me for my doubts. As I said before, thank you very much for your help and patience! Regards! Edited May 30 by Oppoa16 Link to comment
Lindor 477 Posted May 30 Share Posted May 30 On 5/25/2024 at 5:03 PM, Oppoa16 said: First of all, many thanks to @Flix and @Lindor for your help and patience! I'll tell you what I'm finally doing: 1º I have installed “the Flix Mod EE+Music+Reduced Fog+Alternate Spells” part (it's wonderful!!) 2º I want to change the appearance of the Dragon Mage (creature =1949) to that of a High Elf. I like change for this Thylysiums NPCs: I would need to know “the name” to be able to change it in Rute: Sacred 2 - Gold\MODS\Sacred 2 EE 3.2 _CORE_ Required\scripts\shared\itemtype Change: name = "models/heroes/dragonmage/h_dmage-body.GR2", For name = "models/heroes/xxxxxxxxx/h_dmage-body.GR2", And I would also need to know, the “number of creature= xxxxxxxxxx” the skin in the photo. I need to know this to change the hair. “creatureinfo” file: Rute: Sacred 2 - Gold\MODS\Sacred 2 EE 3.2 _CORE_ Required\scripts\shared\ creatureinfo Is there a list where I can see the status of NAME and its skins? or at least a description of the creature? I don't know if you could help me with this? I'm trying to learn, forgive me for my doubts. As I said before, thank you very much for your help and patience! Regards! Well it's probably one of those: Spoiler v_he-m@adventurer-prisoner.GR2 v_he-m@bezerk-te.GR2 v_he-m@blacksmith1.GR2 v_he-m@brigand.GR2 v_he-m@buerger1.GR2 v_he-m@buerger2.GR2 v_he-m@buerger3.GR2 v_he-m@hero.GR2 v_he-m@horsetrader.GR2 v_he-m@mentor.GR2 v_he-m@merchant1.GR2 v_he-m@pirate-captain.GR2 v_he-m@priest1.GR2 If you got the model, you can easily backtrace in itemtype.txt. Looking at the models in grannyviewer, I think it's the hero one. It has itemtypes 8713 and 6474. Those have creature ids 1051 ("He_Story_Librarian", IT 8713 ), 447 ("Helf_sold_hero", IT 6474) and 446 ("Helf_sold_hero_elite", IT 6474). For the future, most models are somewhere in graphics05. You could've easily backtraced it by looking at models/npc/highelves. Once you have the model, you can STRG-F in itemtype.txt and once you have the itemtype, you can STRG-F in creatures.txt. So if this turns out to not be what you're looking for, you know where to search. Another possibility would be using the sector coordinates to determine where the creature you're looking fo spawns. This thread can help you with that process: https://darkmatters.org/forums/index.php?/topic/72255-sacred-2-sector-and-quadrant-coordinates/#comment-7135982 But I'd recommend to search the files first, it's somewhat faster for me. Also the lua demo site doesn't exist anymore. So you'd need to download the lua interpreter binaries if you'd want to run the code I posted there. 1 Link to comment
Oppoa16 13 Posted June 8 Author Share Posted June 8 On 5/30/2024 at 6:40 PM, Lindor said: Well it's probably one of those: Reveal hidden contents v_he-m@adventurer-prisoner.GR2 v_he-m@bezerk-te.GR2 v_he-m@blacksmith1.GR2 v_he-m@brigand.GR2 v_he-m@buerger1.GR2 v_he-m@buerger2.GR2 v_he-m@buerger3.GR2 v_he-m@hero.GR2 v_he-m@horsetrader.GR2 v_he-m@mentor.GR2 v_he-m@merchant1.GR2 v_he-m@pirate-captain.GR2 v_he-m@priest1.GR2 If you got the model, you can easily backtrace in itemtype.txt. Looking at the models in grannyviewer, I think it's the hero one. It has itemtypes 8713 and 6474. Those have creature ids 1051 ("He_Story_Librarian", IT 8713 ), 447 ("Helf_sold_hero", IT 6474) and 446 ("Helf_sold_hero_elite", IT 6474). For the future, most models are somewhere in graphics05. You could've easily backtraced it by looking at models/npc/highelves. Once you have the model, you can STRG-F in itemtype.txt and once you have the itemtype, you can STRG-F in creatures.txt. So if this turns out to not be what you're looking for, you know where to search. Another possibility would be using the sector coordinates to determine where the creature you're looking fo spawns. This thread can help you with that process: https://darkmatters.org/forums/index.php?/topic/72255-sacred-2-sector-and-quadrant-coordinates/#comment-7135982 But I'd recommend to search the files first, it's somewhat faster for me. Also the lua demo site doesn't exist anymore. So you'd need to download the lua interpreter binaries if you'd want to run the code I posted there. Hello @Lindor , I have been testing what you have told me but I have not had success: - itemtype 8713: It is a female Orc - itemtype 6474: The itemtype code 8713 is: name = "models/npc/highelves/male/v_he-m@priest1.GR2", I have replaced it with the Dragon Wizard skin. name = "models/heroes/dragonmage/h_dmage-body.GR2", by: name = "models/heroes/male/v_he-m@priest1.GR2", But it doesn't work, the character image doesn't appear and I can't move the invisible character. I don't know if you can think of anything else I could do. As I always tell you, thank you very much for your help and your patience!! Link to comment
Lindor 477 Posted June 8 Share Posted June 8 (edited) Hello again 57 minutes ago, Oppoa16 said: - itemtype 8713: It is a female Orc Which version of the game are you playing? For me it's definitely a high elf. 57 minutes ago, Oppoa16 said: - itemtype 6474: The itemtype code 8713 is: name = "models/npc/highelves/male/v_he-m@priest1.GR2", I do not understand. Do you tak about itemtype 6474 or 8713? But it doesn't matter; both are "models/npc/highelves/male/v_he-m@hero.GR2" for me. This all sounds to me that you are simply playing another version of the game than me. Why don't you just search for "models/npc/highelves/male/v_he-m@hero.GR2" in itemtype.txt yourself to get your itemtypes? 57 minutes ago, Oppoa16 said: I have replaced it with the Dragon Wizard skin. name = "models/heroes/dragonmage/h_dmage-body.GR2", by: name = "models/heroes/male/v_he-m@priest1.GR2", But it doesn't work, the character image doesn't appear and I can't move the invisible character. Can you screenshot what you did? Because I don't quite get it from your explanation. If you're having trouble finding out which surfaces and/or animations the model expects, I recommend you getting a version of grannyviewer. This post of mine right here has lots of links to useful tools you need for modding Sacred 2, including grannyviewer: https://darkmatters.org/forums/index.php?/topic/72222-vishankas-mod-corner/page/8/#comment-7143612 Edited June 8 by Lindor 1 Link to comment
Oppoa16 13 Posted June 8 Author Share Posted June 8 (edited) 19 hours ago, Lindor said: Hola de nuevo ¿Qué versión del juego estás jugando? Para mí definitivamente es un alto elfo. No comprendo. ¿Se refiere al tipo de artículo 6474 o 8713? Pero no importa; Ambos son "modelos/npc/highelves/male/v_he-m@hero.GR2" para mí. Todo esto me parece que simplemente estás jugando a una versión del juego diferente a la mía. ¿Por qué no buscas "models/npc/highelves/male/v_he-m@hero.GR2" en itemtype.txt para obtener tus tipos de elementos? ¿Puedes hacer una captura de pantalla de lo que hiciste? Porque no lo entiendo del todo de tu explicación. Si tienes problemas para descubrir qué superficies y/o animaciones esperan el modelo, te recomiendo que obtengas una versión de grannyviewer. Esta publicación mía aquí tiene muchos enlaces a herramientas útiles que necesitas para modificar Sacred 2, incluido grannyviewer: https://darkmatters.org/forums/index.php?/topic/72222-vishankas-mod-corner/page/8/#comment-7143612 ¡Hola @Lindor! 1º My current version is: With: Sacred 2 EE 3.0 Enhanced Music - Optional Sacred 2 EE 3.2 Alternate Spells - Optional 2º In my version: item type 8713: item type 6474: To change the appearance of the Dragon Mage for the NPC Elf, I do the following: With your code it works better, but there are 2 strange things: 1º He does not have any armor but his standard pants appear 2º Some lines appear from the arms to the feet. Is it possible to fix that? "models/npc/highelves/male/v_he-m@hero.GR2" Thank you very much for your help! Edited June 9 by Oppoa16 Link to comment
Popular Post Lindor 477 Posted June 9 Popular Post Share Posted June 9 19 hours ago, Oppoa16 said: 1º He does not have any armor but his standard pants appear 2º Some lines appear from the arms to the feet. Is it possible to fix that? "models/npc/highelves/male/v_he-m@hero.GR2" Nice Job. I can help you with the equipment. That's the model from sideview: As you can see, the equipment you're seeing does not come from the model, it's the standard equipment the dragon mage has. Take a look at creatureinfo.txt: The dragonmage base model has some standard armor equipped. four items, four attachement bones. Now let's take a look at the creatureinfo.txt of an itemtype which uses the highelf hero model: No eq_fallback entry. That's because for this model, the equipment is already part of the base model while for the standard dragon mage model the equipment is separate. Let me quote Flix: On 5/25/2024 at 1:46 AM, Flix said: Finally, the hero's model itself would need an attachment bone added for the type of item, otherwise even if you completed all of the above, the equipped item would display somewhere absurd like at the feet. That is exactly what you're seeing here. In order to get rid of that, you either have to delete the eq_fallback entry for the dragon mage, or you have to edit the model with some 3d modelling software to give it the missing attachment bones and export it with 3ds max. I don't know how much experience you have with modelling, but if you're new to this, I'd recommend ging the scripting route instead. Afterwards you can focus on retexturing the surface of your model to make it look more like your dark elf. 1 1 Link to comment
Oppoa16 13 Posted June 11 Author Share Posted June 11 On 9/6/2024 at 15:31, Lindor said: Buen trabajo. Puedo ayudarte con el equipo. Ese es el modelo desde la vista lateral: Como puedes ver, el equipo que estás viendo no proviene del modelo, es el equipo estándar que tiene el mago dragón. Eche un vistazo a criaturainfo.txt : El modelo base dragonmage tiene equipada una armadura estándar. cuatro elementos, cuatro huesos de inserción. Ahora echemos un vistazo al Creatureinfo.txt de un tipo de elemento que usa el modelo de héroe más alto: No hay entrada eq_fallback. Esto se debe a que para este modelo, el equipo ya es parte del modelo base, mientras que para el modelo estándar de mago dragón el equipo está separado. Permítanme citar a Flix: Eso es exactamente lo que estás viendo aquí. Para deshacerse de eso, debe eliminar la entrada eq_fallback para el mago dragón o editar el modelo con algún software de modelado 3D para darle los huesos adjuntos que faltan y exportarlo con 3ds max. No sé cuánta experiencia tienes con el modelado, pero si eres nuevo en esto, te recomendaría seguir la ruta del scripting. Luego puedes concentrarte en retexturizar la superficie de tu modelo para que se parezca más a tu elfo oscuro. Great @Lindor, it has worked perfectly as you said!! I have used the scripting route because it was easier for me. What I don't know how to identify a game NPC within the itemtype.txt file. For example, you told me before that the elf I liked was “itemtype 6474” Now, I would like to know what itemtype number this female Demon would be. I know that on the map it is in 2 places: 1º In the Desert Gladiator Coliseum 2º North of the Dryads Islands In another post, you told me that there was a coordinate map where you could see the references, but I clicked on the link and I see that it doesn't work. I have also entered a German forum, but I don't know where that coordinate map is located. I don't know if you could help me with this. The truth is that I am liking learning to modify things. By the way, where can I get the program you use to see the models and things like that? As I always say, thank you very much for your help and patience!! 1 Link to comment
Oppoa16 13 Posted June 11 Author Share Posted June 11 (edited) 10 hours ago, Oppoa16 said: Great @Lindor, it has worked perfectly as you said!! I have used the scripting route because it was easier for me. What I don't know how to identify a game NPC within the itemtype.txt file. For example, you told me before that the elf I liked was “itemtype 6474” Now, I would like to know what itemtype number this female Demon would be. I know that on the map it is in 2 places: 1º In the Desert Gladiator Coliseum 2º North of the Dryads Islands In another post, you told me that there was a coordinate map where you could see the references, but I clicked on the link and I see that it doesn't work. I have also entered a German forum, but I don't know where that coordinate map is located. I don't know if you could help me with this. The truth is that I am liking learning to modify things. By the way, where can I get the program you use to see the models and things like that? As I always say, thank you very much for your help and patience!! Hello again @Lindor, I'm answering myself but now I have new questions... I think I have found it searching on the rute: "\npc\dryades\blooddryads" : I have been trying the 3 skins that I indicate in the box, and they are the skin I want but.........they come out with nudes!! and I want it with the armor in the photo. I think I have to add the armor, but I don't know how to do it. It could be adding in "creatureinfo.txt", , in the corresponding hero and in the section "eq_fallback". If I was correct, I would have to enter the armor codes, but not what they are.... I don't know if you could help me with this. The truth is that I am liking learning to modify things. By the way, where can I get the program you use to see the models and things like that? As I always say, thank you very much for your help and patience!! Edited June 11 by Oppoa16 1 Link to comment
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