Sacred 2 Gold

Sacred 2 Gold

Game Crash EE Mod, adjusted balance.txt
Hello everyone,
I played Sacred 2 many years ago and have recently reinstalled it (Steam version). In addition to that I looked around for mods and found and installed the Enhanced Edition mod.
Unfortunately I have some game crashes due to this mod. But no error messages at all.
Especially in the T-Energy area just before the desert.

I have installed all the community patches (which is also necessary for the ee mod).

I have NOT activated all the packages included in the mod.
For example, the core module is not installed, but the alternative spells, challenge mode, free-for-all quests and superspawn are.

I did not activate the core module because I had already adjusted the balance.txt in the past.
Customised areas are:
- zRareExpectation00-15
- zRareBonusamount00-15
- MP_experience
- QuestExplow
- QuestExpmax
- QuestGoldlow
- QuestGoldmax

I have added a 0 to the end of each of the existing numbers.
In other words, more gold, better equipment, more XP etc.
In combination with the Challange Mod and SuperSpawn, this is just right. You still don't have a better chance of surviving, which is how it should be.

I don't use any other mod apart from the EE mod. Graphics settings are at maximum. Physx is switched off.

Game crashes usually take place between 3 and 5 hours if you play excessively and save a lot. Otherwise much earlier.
So maybe it's due to saving. But it doesn't make sense after the T-Energy Zone before the desert at the latest, as the game crashes after a few seconds.

I had read in various forums that this has to do with the number of enemies, the display of all corpses, the rendering of new areas and the running speed of the character, among other things.
However, I didn't touch the running speed in balance.txt, which has the original entry.

I do not run the game in a compatibility mode, nor via administrator or similar. It works the way it is supposed to work.

My system:
AMD Ryzen 7 3800X 8-Core Processor
NVIDIA GeForce RTX 2070 SUPER
RAM: 16330 MB
Hard drives: 4, 2 of them SSDs, game installed on HDD
Windows 10 (64bit)

Does anyone have a similar or the same problem?
Are there any solutions to this problem or does the game become categorically unplayable when entering certain areas?


Many thanks and best regards,
tjank
Last edited by tjank; Apr 26 @ 10:39pm
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Showing 1-7 of 7 comments
Roderick Apr 27 @ 1:45am 
Originally posted by tjank:
Does anyone have a similar or the same problem?
Are there any solutions to this problem or does the game become categorically unplayable when entering certain areas?

Nope. I have some crashes once in a while, but not related to any kind of area, monstertypes, spells, combos or whatsoever.

"I have NOT activated all the packages included in the mod.
For example, the core module is not installed, but the alternative spells, challenge mode, free-for-all quests and superspawn are."
My wild guess is this: You have installed the ADDONS from the mod, but not the CORE of the mod, on which the addons are... added on.
If your changes to the Balance.txt aren't too extensive, I would advise to install the Core, then change the balance.txt back on what you want and start praying... I mean playing.

On a sidenote:
"In other words, more gold, better equipment, more XP etc.
In combination with the Challange Mod and SuperSpawn, this is just right. You still don't have a better chance of surviving, which is how it should be."
I think better equipment does provide a better chance at surviving. :P And ten times more XP? Aren't you at max level long before reaching last difficulty?
tjank Apr 27 @ 3:49am 
"I think better equipment does provide a better chance at surviving. :P And ten times more XP? Aren't you at max level long before reaching last difficulty?"
Nope. After 4 hours I am at level 65. You are way faster on max level, thats true. But it take a lot time anyway. After completing the champain you are on max level or close to it.
Surviving works on normal mobs. But not on bosses. They are still extremely OP :D

When I install the core, I can't change the balance.txt. Well I can, but nothing change than. Maybe I should give it a second try.
So yes, the core module isn't activated. Only the add ons.
Last edited by tjank; Apr 27 @ 3:49am
tjank Apr 27 @ 3:55am 
The question I have about the ee mod is:
Why do I get the core module AND the addons?
If it would be just the core module with all in it, it makes no sense to have the addons too.

So I can activate the core module, with all addons in it. Why do I have the addons than?
Do I have to activate the addons I want to have as well or does the core module have all the stuff without any activated addons?
Roderick Apr 27 @ 6:04am 
Originally posted by tjank:
The question I have about the ee mod is:
Why do I get the core module AND the addons?
If it would be just the core module with all in it, it makes no sense to have the addons too.

So I can activate the core module, with all addons in it. Why do I have the addons than?
Do I have to activate the addons I want to have as well or does the core module have all the stuff without any activated addons?
Not everyone wants everything.
The core of the mod:
"S2EE contains hundreds of bugfixes, as well as numerous gameplay enhancements such as redesigned balance, quality-of-life improvements, and cosmetic changes. Enemies are more challenging, quests are more rewarding, and items are more varied, unique, and useful."

You can have this with alternate spells or the original spells; with even stronger monsters or the "normal" strength of the core module; with more monsters from the super spawn or with the normal amount etc.
Not everyone wants a lot of much stronger monsters. In general, having the option is always better than having it forced upon you.
Last edited by Roderick; Apr 27 @ 6:49am
tjank Apr 27 @ 9:29am 
"You can have this with alternate spells or the original spells; with even stronger monsters or the "normal" strength of the core module; with more monsters from the super spawn or with the normal amount etc.
Not everyone wants a lot of much stronger monsters. In general, having the option is always better than having it forced upon you."
In this case I would'nt use the core module. So I would have what I want. The core module contains all the stuff. This is how I understood it.
Activating the core module would give me all at once.
Don't activate the core module and some addons instead of the core, I just get the addons.

I activated the core module after your first response. The game didn't crash for like 1 hour. So it seems that this helped with the T-energy area.
But on the other side it seems like the super spawn doesn't work anymore. I have the regular default spawnings.
Both, the core and the addon is activated. Do I have to deactivate the addon than?
Roderick Apr 27 @ 9:39pm 
Originally posted by tjank:
But on the other side it seems like the super spawn doesn't work anymore. I have the regular default spawnings.
Both, the core and the addon is activated. Do I have to deactivate the addon than?
I have the core and the superspawn and both works; sorry, can't help you here. If both is activated, both should work.

"The core module contains all the stuff. This is how I understood it."
No. The core doesn't contain all addons. The core contains "bugfixes, as well as numerous gameplay enhancements such as redesigned balance, quality-of-life improvements, and cosmetic changes".
With the redesigned balance the enemies got a bit stronger, the Challange Mod makes them even more dangerous.
>"the core module is not installed"
The core module is required. If you only install the optional modules, you will have crashes because the optional modules refer to script entries in the core that do not exist in the unmodded game.

>"I did not activate the core module because I had already adjusted the balance.txt"
If you want to edit your balance.txt file just make your changes to the file from the EE core and then enable the mod.

>"But on the other side it seems like the super spawn doesn't work anymore. I have the regular default spawnings."
You have to activate the optional modules after the core. The optional modules overwrite key files from the core.
Last edited by flixization; May 1 @ 10:17am
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