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Hey Sacred 2 players of GOG! Interested in mods for Sacred 2? I've done some work on SacredWiki and tried to put together a comprehensive list of mods released by players as well as modding guides:

[url=http://www.sacredwiki.org/index.php/Sacred_2:Modding]SacredWiki list of Mods and Modding Guides[/url]

Many mods for Sacred 2 are as simple as editing a few numbers in a text file, so there is a great do-it-yourself aspect to it.

Most of the links in the list will take you to either pages on the Wiki or to threads on DarkMatters.org, the forum which is currently the central hub of all things Sacred (in English).

Sacred 2 Nexus: this is another modding hub where I'm keeping updated downloads of many mods.

[url=https://www.kirmiziperfect.com/category/sacred-2/ ]Kirmizi Perfect[/url]: this is yet another modding site where most of the Sacred 2 mods and utilities are hosted.

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[url=http://www.sacredwiki.org/index.php/Sacred_2:Community_Patch]Community Patch[/url] : I would recommend this as a must-have mod. For strict players only looking for TONS of fixes, this is probably the only mod you would install. There is also new content added, but the vast majority of it is unlocked, unfinished and broken stuff that was completed and reactivated.

Other Mods:
These are mods that are compatible with the latest CM Patch v 1.50 (list updated Feb. 2016):

*Community Items Mod - This was a big community mod with a lot of unlocked items as well as many new armor sets. There's also text and script corrections and some various texture fixes as well. The bulk of the mod is now integrated with the CM Patch, but there is also a small separate mod that can be installed on top of the CM Patch that restores some item models.

*Wardust's Music Mod - Replaces all the background music.

*Flix's Music Mod - Adds dozens of tracks of additional background music to the soundtrack.

*Enhanced Spells Mod - An overhaul of all the characters' combat arts and divine gifts.

*Elite Mounts Mod - Adds a new special mount dealer that sells new powerful armored mounts for all characters.

*Nude Skins for Females - Makes all females permanently naked.

*Nude Mod For Playable Characters - Another nude mod, this one applies only to your character when you take off their armor.

*Llama's Cm Patch Mod - New spells for the Dragon Mage and Temple Guardian characters.

*Diablo 2 Fallen - Huge mod that attempts to recreate the character classes and world from Diablo 2 and also overhauls graphics, visuals and sounds.

*Przemba's Visual Mods - Some alternative avatars, new hairstyles, tattoos and recolored HP and experience bars.

*New Lightsaber and Energy Weapon Sounds - Lightsaber and energy weapon sounds are irritatingly loud. This is a simple fix.

*Reduced Fog Mod - Makes the fog in-game more transparent so you can further into the distance.

*Survival Mod - A challenge mod that features more enemies, stronger champion and boss enemies, and boosted rewards.

*Wardust's Serious Textures Mod - Changes most textures of the game to be more realistic and less saturated and cartoonish.

*Age of Heroes - Spawns additional monsters throughout Ancaria, in disguise of heroes, and heroes are summoned to fight alongside with you, as your minions, whenever Godspell is casted.

*Boss Arena - This mod will add a new NPC to the multiplayer starter island near the arena. After talking to it, it will start a boss chain quest, which includes bosses in 4 waves, spawning each boss one after another.

*Tiny Items Mod - Makes all items in the game a uniform 1x1 size in the inventory.

Utilities:
*Moonpaw's Spawn.txt Editor
*Sacred 2 Launcher
*Sacred 2 Character Editor - Confirmed to work with the GOG version.

[url=][/url]
Post edited January 16, 2017 by bengeddes
I had no idea there were that many. Thanks a lot!
Some mod/tool to reduce the respawn rate? Something like that for Sacred 1 too?
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gandalf.nho: Some mod/tool to reduce the respawn rate? Something like that for Sacred 1 too?
This was a major complaint of mine for Sacred 1, since it seems like you never clear an area, even for a moment. You move one screen away and then backtrack and all the enemies have returned. It makes just traveling around a huge chore. I didn't think it was nearly so bad in Sacred 2 though.

I think there is a way to do it in Sacred 2 by editing balance.txt. It's in <installation folder>/scripts/server. There is a line called Spawn_FactorPM = {1000,1100,1175,1250,1350},

You can try decreasing the first number (for example, to 800). I think what this will do is actually decrease the overall amount of enemies spawned. It may or may not affect the rate at which enemies respawn, but it's worth a shot.
Hey, bengeddes, do you know how to increase duration increased per level? Some combat arts increases only 0.1 second per CA and that's really annoying. I know it will affect difficulty but isn't an issue. I would prefer if it were 1.0 second/CA level instead.
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Nirth: Hey, bengeddes, do you know how to increase duration increased per level? Some combat arts increases only 0.1 second per CA and that's really annoying. I know it will affect difficulty but isn't an issue. I would prefer if it were 1.0 second/CA level instead.
You'll want to check out the thread Modifying Spells.txt for that.

I'll give you an example of how to increase duration per Combat Art level. This is the spells entry for Cascading Shroud:

mgr.defineSpell( "he_st_nebelform", {
eiStateName = "cSpellCast",
fxTypeCast = "FX_HE_NEBELFORM_C",
fxTypeSpell = "FX_HE_NEBELFORM",
fxTypeCastSpecial = "FX_HE_CAST_L",
duration = 10.000000,
animType = "ANIM_TYPE_SM11",
animTypeApproach = "ANIM_TYPE_INVALID",
animTypeRide = "ANIM_TYPE_INVALID",
animTypeSpecial = "ANIM_TYPE_RIDESM03-SPECIAL",
causesSpellDamage = 1,
tokens = {
entry0 = {"et_duration_sec", 2000, 10, 0, 8 },
entry1 = {"et_self_prone_fir", 500, 0, 0, 37 },
entry2 = {"et_chance_evade", 60, 3, 0, 41 },
entry3 = {"et_damping_phy", 300, 2, 0, 41 },
entry4 = {"et_chance_evade", 40, 2, 1, 41 },
entry5 = {"et_damping_phy", 200, 2, 2, 41 },
entry6 = {"et_chance_block_root", 495, 5, 3, 37 },
entry7 = {"et_invisible", 10, 5, 4, 41 },
entry8 = {"et_damping_fir", 100, 4, 5, 41 },
entry9 = {"et_addwalkspeed", 200, 2, 6, 41 },
},
fightDistance = 525.000000,
aspect = "EA_HE_STORM",
cooldown = 60.000000,
soundProfile = 0,
cost_level = 50,
cost_base = 100,
focus_skill_name = "skill_HE_storm_focus",
lore_skill_name = "skill_HE_storm_lore",
spellClass = "cSpellHeNebelform",
spellcontroltype = "eCAtype_b_boost_friendly",
sorting_rank = 4,
})


The first token is entry0 = {"et_duration_sec", 2000, 10, 0, 8 }, The first number (2000) is the initial value, in this case, a 20 second duration. The second number is the increase per CA level, in this case, 0.1 seconds per level. The third number designates the token as either an innate abilitiy of the spell (0) or a modification (1-6). You should leave this number and the fourth number alone unless you're doing in-depth modding.

The properties of all combat arts can be changed in this way. You can increase or decrease the values, add new ones or even swap them out (with limitations).

You'll probably want something besides Notepad to edit the scripts. I use Notepad++
Thanks!

I use Notepad++ too.
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Nirth: , do you know how to increase duration increased per level? Some combat arts increases only 0.1 second per CA and that's really annoying. I would prefer if it were 1.0 second/CA level instead.
avatar
bengeddes: You'll want to check out the thread Modifying Spells.txt for that.

I'll give you an example of how to increase duration per Combat Art level. This is the spells entry for Cascading Shroud:
the token entry0 = {"et_duration_sec", 2000, 10, 0, 8 }, The first number (2000) is the initial value, in this case, a 20 second duration. The second number is the increase per CA level, in this case, 0.1 seconds per level. The third number designates the token as either an innate abilitiy of the spell (0) or a modification (1-6). You should leave this number and the fourth number alone unless you're doing in-depth modding.

The properties of all combat arts can be changed in this way. You can increase or decrease the values, add new ones or even swap them out (with limitations).

You'll probably want something besides Notepad to edit the scripts. I use Notepad++
This should be stickied, as the other way to not destroy a charater is to edit it, and it's rather killing the game.
To balance the duration of CAs per level is really what is missing to this game.
Is there a mod to increase the availability of Blowpipes?
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F1ach: Is there a mod to increase the availability of Blowpipes?
I can't think of a simple way to tell you how to it yourself. Basically that would be done by editing drop.txt. I would add the entries for blowpipes to other drop lists, but it would be complicated since you'd have to know the blueprint ID's of the random blowpipes beforehand.

The Community Items Mod adds some more unique and legendary blowpipes but it doesn't change how rare the random blowpipes are.
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F1ach: Is there a mod to increase the availability of Blowpipes?
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bengeddes: I can't think of a simple way to tell you how to it yourself. Basically that would be done by editing drop.txt. I would add the entries for blowpipes to other drop lists, but it would be complicated since you'd have to know the blueprint ID's of the random blowpipes beforehand.

The Community Items Mod adds some more unique and legendary blowpipes but it doesn't change how rare the random blowpipes are.
Thanks for that but in the end I went with bows as I found it more aesthetically pleasing, I had wanted an archer build, but some guides said that pipes were better, that's why I wondered, but I'm having a ton of fun with the bows and to me it looks better.

Thanks again +1 :)
Link for CM Patch is updated. Also updated the list of mods in the first post for those that are compatible with the newest Community Patch (v. 1.50). There are a few new additions since I went back and updated a few old mods.
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bengeddes: Link for CM Patch is updated. Also updated the list of mods in the first post for those that are compatible with the newest Community Patch (v. 1.50). There are a few new additions since I went back and updated a few old mods.
Thank you for that...
Awesome, I didn't even know there was a more recent patch.
Thanks!
Quick question: Does anyone know how to unlock all portals in the settings.txt? I can't seem to recall how to do it...