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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]http://www.sacredwiki.org/index.php/Sacred_2:Modding[/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.

Major Download Hubs:

DarkMatters.org - Most of the links in the list will take you either to DarkMatters or pages on the SacredWiki.

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

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Strictly Fixes:

Purist Fixpack - The Purist Fixpack is a new project that is focused on being as strict as possible for providing only fixes and restored content with no added fan content. It is meant to be the most friendly mod to new players who want a patch without any subjective changes. The Purist Fixpack features every fix available in the Community Patch plus hundreds more.
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Community Patch and Related "Big Mods":

Community Patch: The Community Patch was the big name for years for players looking for fixes to gameplay. It has been discontinued since version 1.60, when development split into 2 different projects: Enhanced Edition and The Addendum. The CM Patch still serves as a "baseline" for these and many other mod projects.

Enhanced Edition: Enhanced Edition is meant to be a continuation of the Community Patch, and it is a project that features hundreds of new fixes as well as many other gameplay improvements to balance, item & creature variety, quest rewards, as well as AI-Upscaled Textures for the expansion content that never got HD textures. Many features of Enhanced Edition are modular.

Dimitrius's CM Patch Addendum: The Addendum is another follow-up to the Community Patch that features many fixes as well as overhauls to gameplay mechanics and character designs.

Diablo 2 Fallen - This is a huge mod that attempts to recreate the character classes. items, and enemies from Diablo 2 and also overhauls graphics, visuals and sounds. It also features all the fixes that can be found in Enhanced Edition and Purist Fixpack.

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Utilities:
Sacred 2 Character Editor - Confirmed to work with the GOG version.

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Other Mods:

Many of these are built to be installed on top of the Community Patch 1.60 or the Enhanced Edition 3.0+, others can be installed on the vanilla game.

Exterminator Mod - Removes all insects, spiders, rats and other vermin from the game.

Vanilla Drops for Community Patch - An adjustment for CM Patch 1.60 that removes most of the fan-made items from the drop pool.

Rotating Blades of Light for Sacred 2 - Imports the Sacred 1 spell into Sacred 2 for the Seraphim.

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

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.

Sacred 2 Portrait Overhaul - Revamps all the NPC icons with new artistic portraits that are true to the look of the actual models but which also provide the creatures with more character and personality.

GUI Skins Pack - This skins pack contains the interface graphics from all versions of Sacred 2. This lets you install any version's interface over any version of the game.

Lindor's Models and Textures - New visual designs for Community Patch and Enhanced Edition.

Fallen Angel and Demo Main Menu Screens - This mod replaces the Ice & Blood menu screen with the original one used in Fallen Angel or the original Demo.
Post edited February 11, 2022 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...