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Sacred 2 - Anti-Spawn Mod?


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Hear ye, hear ye! Brave heroes and less brave ones ! :JC_wanted:

The main idea there is to meet less enemies as they get killed in a given region. :viking:

It would, for example, be more realistic once the curse of the centurion, the walking deads stop coming back around clearview and its regions.

Or after killing all pirates in the south of Ancaria, those don't come back at the next loading as if nothing was done :pirate:

I tried to alter to respawn factor in all "balance" scripts, but it never longs whenever it works.

Why to do that ?

Because I want to enjoy a cleaned and peaceful region after it has been washed from all the vermin :spider: and to relax in my caravan next to the lake without any disturbance.  :bob:   Or anywhere else  :christmastree:

Of course I am using the exterminator mod. But it's not enough.
 

Does someone know if, as the super-spawn mod exists, an anti-spawn may have been created, and if not, how to create it ?

Please have mercy of an old retired hero who enjoy more traveling than fighting (even though a good hit in some screwfaces time to times is delightful :butcher: )

 

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  • The title was changed to Sacred 2 - Anti-Spawn Mod?
 
 

The spawns can be tweaked for each sector of the map, but it has to be done manually, is quite time consuming and won't happen on the fly. I don't think there is a way to do what you describe. You'd have to clear an area in the game and once you quit, go the the sector definitions (denoted by coordinates) which correspond to the area you just cleared (an area can have dozens of them, the entire map is mechanically split into squares), adjust the spawns (completely remove them or reduce them) and only then resume the game. And you'd have to do this each time for every character and for every area while also juggling numerous spawn.txt files based on your progress through the game.

The spawn delay in balance.txt just makes it so that enemies won't respawn in the same session, but they will of course be back when you quit and re-enter the game.

Edited by idbeholdME
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On 9/2/2024 at 11:48 PM, SLD said:

how about a compromise? You make a permanently invisible shadow warrior. The enemies are still there but they can't see you so you can travel witout fighting and enjoy the scenery including the beautiful fauna :)
 

Hello, thank you for this idea of compromise. It is better than nothing, indeed, although I wish to see the game completely cleaned of enemies.

Would you know how to proceed for implementing the shadow warrior?

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On 9/2/2024 at 11:48 PM, SLD said:

don't look down on them. I'm sure to them you look just as ugly as they do to you. And they are important for the ecosystem. You can't live without them. Where else are you gonna get loot and levels from? :) 

The question is funny and also challenging. How about less enemies but more rewarding quests ? :chattius:

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3 minutes ago, Jayce said:

Would you know how to proceed for implementing the shadow warrior?

Well you use Shadow Veil:
https://www.sacredwiki.org/index.php/Sacred_2:Shadow_Veil

The linked wiki page tells you everything you need to know. Just mod with "Creep", "Fade" and "Sinister Pact".
Other than that you can usually use any combat art(even melee ones) without turning visible. You can supposedly even left click attack with ranged weapons just don't left click attack with melee weapons and you'll stay invisible forever.
So any shadow warrior build you like that can fit in either astral lord lore or focus for the upgrade points should be able to be playable as invisible. I suggest taking the focus as you need the buff to reach lvl 25 and the focus will let you achieve this easier/earlier.
As the wiki page states minions and escort quests are a bad idea with an invisible character.
Also remember that some quests might be brickable like guardians not properly waking up when they can't see you.


Don't try this in too advanced mods, I'm sure some of them might have "balanced it out".
The CM-Patch should be fine, but I don't know about EE, addendum...

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On 9/3/2024 at 2:53 AM, Hooyaah said:

It appears that Ascaron was (at least at one time) considering making Cascading Shroud a permanent buff.

I seem to recall Flix knowing how to adjust the re-spawn rate of creatures in a given area or areas. Perhaps, I can locate the thread where he mentioned it. In my opinion, it's a matter of personal preference how people play their game. I currently use the Purist Fix-pack; one reason (other than that it is how the developers intended the game) is because there are not any (Community Added) items dropping. This fact makes getting a full set of (vanilla) armor easier and the rare other vanilla items drop more often, including some which one might never see otherwise, even in many hundreds of hours (or more) of play. Also, Mutations sets drop occasionally (albeit rarely). Always coded in the game since its release, these sets were never correctly enabled to drop as intended; Flix "fixed" this issue within PFP.

Hmhmhmmm! Very interesting.

For the re-spawn I followed what is advised in the thread that I could find back easily on search engine unlike the research in darkmatter (sorry Gogo, there is still big work to be done! :tease::D )

Solution was probably here

However it is a dead-end :B6nFRAh:

https://darkmatters.org/forums/index.php?/files/file/312-moonpaws-spawntxt-editor-with-gui/

:sigh:

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31 minutes ago, SLD said:

So I see you have your genocidal plans all figured out :devil:

Indeed, Mr SLD :evil:

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Maybe to set a function which target the spawn density, editing the scripts automatically while the game is progressing according to a character session, which means scripts would be duplicated and used for each character session..?

Yeah, I'm digging!:moil:

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On 9/3/2024 at 6:26 PM, idbeholdME said:

The spawns can be tweaked for each sector of the map, but it has to be done manually, is quite time consuming and won't happen on the fly. I don't think there is a way to do what you describe. You'd have to clear an area in the game and once you quit, go the the sector definitions (denoted by coordinates) which correspond to the area you just cleared (an area can have dozens of them, the entire map is mechanically split into squares), adjust the spawns (completely remove them or reduce them) and only then resume the game. And you'd have to do this each time for every character and for every area while also juggling numerous spawn.txt files based on your progress through the game.

The spawn delay in balance.txt just makes it so that enemies won't respawn in the same session, but they will of course be back when you quit and re-enter the game.

:cstars:

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2 hours ago, SLD said:

Well you use Shadow Veil:
https://www.sacredwiki.org/index.php/Sacred_2:Shadow_Veil

The linked wiki page tells you everything you need to know. Just mod with "Creep", "Fade" and "Sinister Pact".
Other than that you can usually use any combat art(even melee ones) without turning visible. You can supposedly even left click attack with ranged weapons just don't left click attack with melee weapons and you'll stay invisible forever.
So any shadow warrior build you like that can fit in either astral lord lore or focus for the upgrade points should be able to be playable as invisible. I suggest taking the focus as you need the buff to reach lvl 25 and the focus will let you achieve this easier/earlier.
As the wiki page states minions and escort quests are a bad idea with an invisible character.
Also remember that some quests might be brickable like guardians not properly waking up when they can't see you.


Don't try this in too advanced mods, I'm sure some of them might have "balanced it out".
The CM-Patch should be fine, but I don't know about EE, addendum...

Thank you for this gadget, I'm going to try it :crazy_pilot:

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On 9/4/2024 at 7:20 PM, SLD said:

Well you use Shadow Veil:
https://www.sacredwiki.org/index.php/Sacred_2:Shadow_Veil

The linked wiki page tells you everything you need to know. Just mod with "Creep", "Fade" and "Sinister Pact".
Other than that you can usually use any combat art(even melee ones) without turning visible. You can supposedly even left click attack with ranged weapons just don't left click attack with melee weapons and you'll stay invisible forever.
So any shadow warrior build you like that can fit in either astral lord lore or focus for the upgrade points should be able to be playable as invisible. I suggest taking the focus as you need the buff to reach lvl 25 and the focus will let you achieve this easier/earlier.
As the wiki page states minions and escort quests are a bad idea with an invisible character.
Also remember that some quests might be brickable like guardians not properly waking up when they can't see you.


Don't try this in too advanced mods, I'm sure some of them might have "balanced it out".
The CM-Patch should be fine, but I don't know about EE, addendum...

Well, my character is totally out of scope the shadow veil.

1.Seraphin

2.Mods

3.Mod hot :wub:

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