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DS1 Legendary Mod for DS2 Beta Thread

This thread is devoted to comments, bug reports and fixes and discussion about the DS1 Legendary Mod for Dungeon Siege 2 and Dungeon Siege 2: Broken World.

Full version Installer version
DS2 Legendary Mod v1.01 Full Setup (1.18 GB)
Hosted on Goggle Drive.

DS2 Legendary Mod v1.01 at MODDB
DS2 Legendary Mod at Nexus Mods

Split version Installer version
DS2 Legendary Mod v1.01 installer (410Mb)
DS2 Legendary Mod v1.01 part two (410Mb)
DS2 Legendary Mod v1.10 part three (387Mb)
Download all three parts to the same location and run DS2_Legendary_Mod_v1.01_Setup.exe.
Thanks to MEGA Limited for hosting the file. The link goes to a separate page where the mod can be downloaded. I recommend right clicking and opening in a new tab or window.

Hotfix for fades issue in Kingdom of Ehb v1.01
Hotfix v1.01

Please note that the mod must be installed in the Dungeon Siege 2 resources folder even if you own Broken World. Unexpected glitches will occur if you don't.

The installer version also includes a number of min-mods and a simple mod manager to enable them, which isn't available if you download the mod as separate modules below.

Here's the links of all required files for the full version as separate modules;
Thanks to MEGA Limited for hosting the files. Each link goes to a separate page where the module can be downloaded.

DS1_Map_Legends_of_Aranna_Beta_v1.01.ds2res (37Mb)
DS1_Map_World_v1.01.ds2res (46Mb)
DS1_Map_Utraean_Peninsula_v1.01.ds2res (74Mb)
DS1_Map_Yesterhaven_v1.01.ds2res (20Mb)
DS1_Mod_Content_v1.01.ds2res (314Mb)
DS1_Mod_Logic_v1.01.ds2res (2.6Mb)
DS1_Mod_Sounds_v1.01.ds2res (343Mb)
DS1_Mod_Terrain_v1.01.ds2res (123Mb)
DS1_Mod_Voices_v1.01.ds2res (240Mb)
Mod-DS1Map-ArhokXP-Beta5.ds2res (30.2 Mb)
Diabloish Map for DS2 Beta 2e (15.5 Mb)
Level Adjustment Mod, Beta 5t (0.8 Mb)

Please note that the DS1 Content Pack is included within the mod but for reference here's the separate download link;
DS1 Content Pack, Alpha11b (19.2Mb)

Mod Game Manual
DS2_Legendary_Mod_Manual.pdf

Current Readme for KillerGremal Mods
DS1 Content Pack Readme: http://ds2.bplaced.net/getfile.php?redict=173&type=.txt
Level Adjustment Mod Readme: http://ds2.bplaced.net/getfile.php?redict=107&type=.txt
Diabloish for DS2 Readme: http://ds2.bplaced.net/getfile.php?redict=189&type=.txt

This mod allows players the opportunity to play Kingdom of Ehb, Utraean Peninsula, Legends of Aranna and Yesterhaven from the original Dungeon Siege in Dungeon Siege 2 and it's expansion, with all the benefits that provides. Think of it as more of a remastered version of the original Dungeon Siege than a mere port to a newer engine.

The mod is based on Killergremal's original work on the Utraean Peninsula, Kingdom of Ehb and Yesterhaven, found at this thread; https://siegetheday.org/?q=node/1330

Elys All*Saves or Elys' Succubus Manager is recommended to play the mod, which most users of this site probably already use. However either use v1 of All*Saves or turn off the seefar option in the launcher as the mod incorporates seefar moods directly in the maps for better balance without the glitches and distortions caused by using a too high a level of seefar in the launcher. Version 1 of Elys All*Saves is distributed in the installer version in original DS2 (v2.2), Broken World (v2.3) and Steam versions.

Partial Language Translations
French https://www.siegetheday.org/~iryan/files/Language_Packs/DS1_Mod_French_Language_Pack_Alpha_3.ds2res (138 Mb)

Forum Threads for KillerGremal's Mods
DS1 Content Pack & Diabloish https://siegetheday.org/?q=node/1330
Return to Arhok https://siegetheday.org/?q=node/1289

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Link to thread containing user made maps from DS1 that have started being converted to DS2.
https://www.siegetheday.org/?q=node/1916

Please put any comments, suggestions, reports, etc. about user made maps into that thread rather than here. All maps should be fully playable from start to finish but please expect bugs as they are still only alpha versions.

Legends of Aranna 32J

Broken World AllSaves

Monster Level Adjust Status LOCAL

See Far Hack On

Save Location

Coastal Bluffs

Quest Log

Primary Quests – The First Trial, The Lost Queen, Staff of Stars*

Secondary Quests – The Trapper, Family Bow

Comments, Fixes That Work, Errors, Problems

1. Black Fog reported in 32i is no longer apparent with See Far Hack on.

2. All Radar from Halls of the Lost to Coastal Bluffs working great.

3. All Quests working correctly.

4. All Hireable NPCs working correctly.

5. All monsters appear to be leveling correctly.

6. Staff of Stars quest needs to be renamed because you do not have the Staff of Stars

7. Quest arrow does point to the primary quest but appears to be off because it is pointing at the quest completion point as the crow flies.

Party Members

Yukiko Level 15 Marksman

Lyssa Level 15 Marksman

Jondar Level 15 Wizard

Najj Level 15 Warrior

Elf

From Ilicore to Dig Site including Lost Valley

MLA Local party level now 4 at level 20

For the lost Valley suggest adding a white star at the entrance near where this quest diverges from the main path and add a find entrance step to the quest.

this barrel has a tendency to drop unreachable loot

as reported before, this Booka just casts Blind curse and Melee does not attack, seems to be stuck in a leaf. Ranged will engage.

I have always wondered about this patch of floor witch is different on the Radar map.

I'm ahead of Bare_Elf?!? Time to get run over in the Jungle i guess :goofy: :P

I still feel given the distance between town and the Dig Site anothe teleporter woul be welcome.
say around A3_R2Digsight,1.739/0.000/-2.070/0xc3e21314 or
A3_R2Digsight,0.528/0.000/0.408/0xb7df89c8

Insane Dwarf

2.2, Mod Logic Beta32i, Map UP Beta32i, MLA Beta5r set to Local
Yes I have downloaded Logic 32j but have not moved it to Resources yet.

Party of 6, leader level 36 into Fury Den tunnels, 39 fighting Dragon Queen, 40 at Hiroth, 41 at Grescal, 42 in the Utraean Catacombs.

Maljin and their Overlord defeated again. If I don't have a mage removing corpses by Transformation spell, just to get them out of the way, then the Assassin mini-boss resurrecting its followers to help it is a suitably challenging opponent. After that the unsupported overlord still puts the party in less peril than will the mimic in the final room. OK they can always retreat from the mimic if they have to, but from the big boss they did not have to.

RSimpkinuk57 wrote:
U32g#61. Quillrabe teleport HUB when activated zeros in on wrong place on peninsular map - on no place at all, but the index in the top right corner.
RSimpkinuk57 wrote:
Problem applies only at Quillrabe itself - when it is selected as destination from Hiroth or Grescal the peninsular map does zero in correctly.
Now when Quillrabe is selected as destination from any other town, the teleport map zeroes in on Dornek's Quarry!
bare_elf wrote:
Should there really be quest arrows in the endless desert?
I noticed that there are none, excepting only the one from oasis-town to ruins entrance for the townstone quest. This seems reasonable given how close to town the ruins are. “Travel to Grescal” has no arrow for its last task. The penultimate task, “Continue onwards to the Dunes” has its arrow, but once you are there signpost and compass are all you have to guide you, as party banter explains. So arrow is absent as intended.
RSimpkinuk57 wrote:
U32g#79. When party returns from Grescal with last townstone, Priestess Kavaren if talked to responds as if party has yet to go fetch it (and still does so even after party has completed the anti-Maljin quest).
Kavaren's convos are in the wrong order and have been out of sync with what the party is doing ever since they first arrived from Quillrabe. Currently, because Kavaren gives the Place Townstones quest immediately, instead of a go-to-Grescal convo, "Act III chapter 2" comes up before "Act III chapter 1".
RSimpkinuk57 wrote:
Maljin dungeon . . . elevator arrival lobby . . . full of green dots - indicating what?
RSimpkinuk57 wrote:
From DS1 the green dots should be small rats (harmless). Radar sees them but player does not.
The little rats are there. Just not moving.

U32i#103. At three of the inns - Meren, Lang and Hiroth - the mini-portraits at the top of the view-who-is-staying-at-the-inn screen are wrong, a brown-haired man with moustache in all three cases, different from the portraits on the innkeepers' main conversation screen (those more or less match the innkeepers).

Grescal has no inn at all. Why did I not realise that before? Perhaps because it seems fitting for such an out-of-the-way place to be without.

(P.S. Lang has no children.)

U32i#104. Someone at Grescal has invented a flying carpet – or at least one that floats a foot above the ground. It is outside Wylie Talbot's tent. OASIS 21.483/-1.063/16.668 0x87926434.

U32i#105. The new reagents merchant at Grescal also sells armor. Old boots only.

U32i#106. Fury Den has radar ghost of (newly removed?) Incantation Shrine. FD_R4 1.363/-2.000/-1.999 0xDE4EA5AA

Pit of Despair (first maze). I'd like to suggest two more spots to each receive one of the new faint lights: MD_R1 1.251/-2.000/-1.082 0xF3001EAF and 2.085/-2.000/-5.970 0xCB96C5FB

+++ PS +++
Giant Ants. Monster Adjust Declared shows Soldier Ants and Worker Ants to be practically identical, with regard to attack and armor as well as health, despite looking different. I've found their templates in u6p_giant_ant.gas under the Britannia folder and see that both are melee strong tank, only the one is set for level 42 and the other 41. MLA wipes out that small distinction. It would make more sense and make them more interesting for soldier ants to be more dangerous (melee strong, not tank), and workers less: melee normal tank (or even minor).

Legends of Aranna 32J

Broken World AllSaves

Monster Level Adjust Status LOCAL

See Far Hack On

Save Location

Lost Valley Teleport

Quest Log

Primary Quests – The First Trial, The Lost Queen, Staff of Stars*, Quaydhar,

Secondary Quests – The Trapper, Family Bow, Recover Ilorn's Amulet, Wizard City, The Shadow Portal,

Comments, Fixes That Work, Errors, Problems

1. Black Fog reported in 32i is no longer apparent with See Far Hack on.

2. All Radar to Shadow Portal working great.

3. All Quests working correctly.

4. All Hireable NPCs working correctly.

5. All monsters appear to be leveling correctly.

6. I differ here with Sigofmugmort, there should be nothing to mark the Lost Valley Entrance, It is Lost. Think there are enough clues if you listen to your party members.

7. Sigofmugmort is correct in that there should be another teleporter between Ilicor and the dig site. If you have not gone to the lost valley and have not reached the dig site and save the game, you must retrace the entire route from Ilicor to the dig site again.

Party Members

Yukiko Level 20 Sharpshooter

Lyssa Level 20 Sharpshooter

Jondar Level 20 Scholar

Nardulo Level 20 Scholar

Najj Level 20 Warrior

Elf

Yes Sigofmugmort I am following you this time, do not worry I will try not to run you over. Busy looking under rocks so to speak hunting for things and areas that I have not seen before. Also Lyssa keeps getting stuck and we have to go back and find her. She is always shooting at the ground and there are no monsters drugs I would assume.

RSimpkinuk57 wrote:
2.2, Mod Logic Beta32i, Map UP Beta32i, MLA Beta5r set to Local

Yes I have downloaded Logic 32j but have not moved it to Resources yet.

Unless you're testing LOA or Yesterhaven or are trying to play KOE of the Utraean Peninsula with the MLA mod disabled, Logic 32j adds nothing new.

I've finished all the tedious work of creating the 700 of so templates for the unique items as well as trying to properly balance them. I'm testing these as well as the revisions to the Pit of Despair and Flooded Sanctuary for a bit before releasing the next version. So your comments are welcomed and the fixes added to the next version.

Incidentally I tracked down the problem with the flicking shadow patches and Sulfur Tunnels sometimes being missing and properly it's no surprise to find out they're linked.

It appears that the Sulfur Tunnels being superimposed on parts of the Quarry was a problem in DS1 as well as there's a trigger fading the Sulfur Tunnels that is reached well before you get to the Quarry. I think this trigger may sometimes\always fail which is why the flickering patches appear (I haven't tested this so I can't verify it happens all the time but this is what I discovered looking at the Quarry in Siege Editor 2).

Obviously being faded out requires that there has to be another trigger to fade the Sulfur Tunnels in otherwise you get the phenomenon reported that there's just a blackness where the Sulfur Tunnels is suppose to be. There is one of these triggers on the main path down into the Quarry but none on the smaller second path down into the Quarry reached if you walk around to the back of the Quarry. So if you use this path the Sulfur Tunnels will remain faded out. There is another trigger at the mouth of the Sulfur Tunnels that controls fading in and out of both regions but it's set up for only specific areas, not the entire region.

I have added extra fade triggers on the smaller path and another closer to the entrance to fade in the Sulfur Tunnels so hopefully that bug will be well and truly squashed in the next release.

At Traveler Camp, level 21 sharpshooter,druid,grand mage, and sorceress

No Quest arrow until you reach and talk to Alghar

Lyssa has a problem is with underground critters like strangling vines, she starts shooting where they appear and does not seem to notice when they are dead, as in, she keepf shooting until you hit mirror and move away.

Traveler camps convo problems

You ask the Enchantress to see her items and offer to give items to the Reagent seller items to enchant

Dwarf

2.2, Mod Logic Beta32i, Map UP Beta32i, MLA Beta5r set to Local

Threat to Hiroth quest is working well, in whatever order one visits the five ground floor rooms concerned. I've twigged that skeletons are irrelevant, it is the five dungeon crawlers that have to be killed before the door to the mausoleum unlocks. I was slightly disconcerted at first by having every task ticked off but the quest not, until I discovered where the trigger points are that activate the next task, telling one that the door to the mausoleum entrance is now unlocked. No such worry if the Library is done last of the five rooms.

Enter the castle without having talked to the captain, and the key task (open the mausoleum door) still triggers correctly once all five crawlers have been killed. In this case a player gets Threat to Hiroth automatically but in abridged form, last two tasks only. +++UPDATE+++ This creates a problem - if party completes those tasks (ending by killing the Necromancer) and thus the quest - which they would do if they continue on to Grescal - then back at Hiroth afterwards the captain gives them his "thank you" speech for Threat to Hiroth but never signs off the Droog Peace Treaty quest. Also the captain retains his quest-giver icon.

+++UPDATE+++ Going to the secret room elevator, without having talked to the Hidden Secrets quest-giver, uses up the trigger without activating-and-completing task and quest. So if party finds the elevator first and talks to the quest-giver second, they get the quest but cannot complete it. +++UPDATE ends+++

The magical barrier across the archways behind the Necromancer at the end of the mausoleum has a major flaw - it blocks movement, but does not block arrows nor spells. This matters because the Necromancer is so close. After the Dragon Queen a party can head out to the top of the mesa (with or without a side trip to Hiroth first), enter the mausoleum by the back door and kill the Necromancer through the barrier, thus removing the barrier and allowing them to do the mausoleum in reverse only to be thwarted by the locked door in the castle. They must retrace their steps (or, if they did visit Hiroth first, continue to Grescal and use the teleport). Threat to Hiroth quest can then never be completed +++(killing the Necromancer used up a trigger without activating-and-completing quest journal entry)+++ and some of the tasks in Travel to Grescal also get messed up.

Nowhere along that route is there any warning about the roadblock. The militiaman at the dragon catacombs side exit to mesa should say. And carry a blue ! info icon to encourage players to ask.

At the mausoleum exit, that militiaman's convo is appropriate if the hero has come through the mausoleum, wrong if the hero has not. Simplest fix would be to remove the sentence about the castle being retaken. Also, the soldier says go north to Grescal when should be east.

+++ADDED+++ More Details. Sar Vinien's convo having been changed for me, he has no third-and-subsequent convo. So player has two chances of trading with him, no more (he did say the second time that he is about to go bankrupt!). (Reloading the game restores him to first convo).

Radar blackouts in Hiroth not fixed.

Level 28 bone minions summoned by Undead azunite mages still the same (MLA does of course adjust them immediately).

Undead azunite archers still have chance of being mini-bosses. (Latest test, two out of six in mausoleum's first little room were Heroes.)

One statue/firetrap in mausoleum now works (the one in flooded room north east sector of dungeon) but the other so far as I can see still does not. CASTLE_DUN 3.091/0.000/0.297 0xDE1043B5

U32i#107. Most doors can be operated from either side, but there is one room (a guardroom I call it) opening off the castle battlements, north east corner of main building, where the door cannot be worked from inside. With a bit of ingenuity one can get the whole party shut inside with town portal their only way of getting out again. CASTLE -0.177/0.000/0.578 0x9A6EC16D

I thought I'd found a bedroom upstairs in the castle where the door did not block movement. Further tests showed it did block but that closing door while party and monsters are moving around fighting in the doorway can let the game confuse itself as to whether door is open or closed.

Quarry

iryan wrote:
there's a trigger fading the Sulfur Tunnels that is reached well before you get to the Quarry. I think this trigger may sometimes\always fail which is why the flickering patches appear (I haven't tested this so I can't verify it happens all the time but this is what I discovered looking at the Quarry in Siege Editor 2).

Obviously being faded out requires that there has to be another trigger to fade the Sulfur Tunnels in otherwise you get the phenomenon reported that there's just a blackness where the Sulfur Tunnels is suppose to be. There is one of these triggers on the main path down into the Quarry but none on the smaller second path down into the Quarry reached if you walk around to the back of the Quarry. So if you use this path the Sulfur Tunnels will remain faded out. There is another trigger at the mouth of the Sulfur Tunnels that controls fading in and out of both regions but it's set up for only specific areas, not the entire region.

I have added extra fade triggers on the smaller path and another closer to the entrance to fade in the Sulfur Tunnels so hopefully that bug will be well and truly squashed in the next release.

What if player takes party down to bottom of quarry (triggering fade-in of Sulfur Tunnel) then decides to go back and search under every rock (as bare_elf puts it) round the top before departing either by tunnel or by dwarf's portal? Doing it in that order, not a failure of the fade-out trigger well before the quarry, might well be how I first saw the flickering black patches. Calls for two more fade-out triggers on the quarry rim, one for each way round. All triggers to be multi-shot of course.

Happy New Year.

Yesterhaven 32J

Broken World AllSaves

Monster Level Adjust Status LOCAL

See Far Hack On

Save Location
Yesterhaven
Quest Log

Primary Quests – Salvation and Damnation, Confront Snow Queen, Defend the Town

Secondary Quests – Mount Wintershroud, Crystal Towers

Comments, Fixes That Work, Errors, Problems

1. Radar Act 1 working correctly

2. All Quests working correctly.

3. All Hireable NPCs working correctly.

4. All monsters appear to be leveling correctly.

5. The snow Queen should be harder.

Party Members

Whilom (means in the past) Level 17 Marksman

Fiathna Level 17 Wizard

Tajj Level 16 Warrior

Elf

RSimpkinuk57 wrote:
+++UPDATE+++ This creates a problem - if party completes those tasks (ending by killing the Necromancer) and thus the quest - which they would do if they continue on to Grescal - then back at Hiroth afterwards the captain gives them his "thank you" speech for Threat to Hiroth but never signs off the Droog Peace Treaty quest. Also the captain retains his quest-giver icon.

+++UPDATE+++ Going to the secret room elevator, without having talked to the Hidden Secrets quest-giver, uses up the trigger without activating-and-completing task and quest. So if party finds the elevator first and talks to the quest-giver second, they get the quest but cannot complete it. +++UPDATE ends+++

The magical barrier across the archways behind the Necromancer at the end of the mausoleum has a major flaw - it blocks movement, but does not block arrows nor spells.

Nowhere along that route is there any warning about the roadblock. The militiaman at the dragon catacombs side exit to mesa should say. And carry a blue ! info icon to encourage players to ask.

At the mausoleum exit, that militiaman's convo is appropriate if the hero has come through the mausoleum, wrong if the hero has not. Simplest fix would be to remove the sentence about the castle being retaken. Also, the soldier says go north to Grescal when should be east.

+++ADDED+++ More Details. Sar Vinien's convo having been changed for me, he has no third-and-subsequent convo. So player has two chances of trading with him, no more (he did say the second time that he is about to go bankrupt!). (Reloading the game restores him to first convo).

Radar blackouts in Hiroth not fixed.

Level 28 bone minions summoned by Undead azunite mages still the same (MLA does of course adjust them immediately).

Undead azunite archers still have chance of being mini-bosses. (Latest test, two out of six in mausoleum's first little room were Heroes.)

One statue/firetrap in mausoleum now works (the one in flooded room north east sector of dungeon) but the other so far as I can see still does not. CASTLE_DUN 3.091/0.000/0.297 0xDE1043B5

U32i#107. Most doors can be operated from either side, but there is one room (a guardroom I call it) opening off the castle battlements, north east corner of main building, where the door cannot be worked from inside. With a bit of ingenuity one can get the whole party shut inside with town portal their only way of getting out again. CASTLE -0.177/0.000/0.578 0x9A6EC16D

I thought I'd found a bedroom upstairs in the castle where the door did not block movement. Further tests showed it did block but that closing door while party and monsters are moving around fighting in the doorway can let the game confuse itself as to whether door is open or closed.

Calls for two more fade-out triggers on the quarry rim, one for each way round. All triggers to be multi-shot of course.

Happy New Year.


I've been busy and made updates to all of these issues/suggestions except for the black radar images in Hiroth, currently I have no idea of how to fix that.

There's now flick checks for the quest status so the quest givers and the two soldiers will/should say the appropriate comments. These have been extended to Utraean Priest Kavaren who now should say quite a few different things depending on the status of the quests associated with him. To get the Assemble the Utraean Circle quest now the player has to have completed going to Grescal quest plus have completed all of the town stone quests - just in case somebody (RSimpkinuk57 for example) tries going through deliberately not finishing the town stone quests.

Skipping ahead to Grescal from the Dragon Catacombs should still be feasible and Kavaren should pick up on this and go to giving you the next main quest once you talk to him - provided you have completed all of the other town stone quests of course. This all needs to be checked out because now he has a reasonably complex talk flick assigned to him.

The secret room problem was fixed by making it quest specific as you now need a key to activate the elevator.

Actually all of the azunite undead were still capable of being generated as mini-bosses, you just had the luck for both of yours to be rangers. That has now been fixed.

I'm now testing, as far as I'm able, the fixes, revisions and additions made since the last beta. This will probably coincide with you finishing your current playthrough so the next beta will be ready for you to venture into the unknown once again - should you choose to do so of course.

Legends of Aranna 32J

Broken World AllSaves

Monster Level Adjust Status LOCAL

See Far Hack On

Save Location

Traveler Camp

Quest Log

Primary Quests – The First Trial, The Lost Queen, Staff of Stars*, Quaydhar, Therg

Secondary Quests – The Trapper, Family Bow, Recover Ilorn's Amulet, Wizard City, The Shadow Portal, A Giant Task, Therg's Apprentice.

Comments, Fixes That Work, Errors, Problems

1. Black Fog reported in 32i is no longer apparent with See Far Hack on.

2. All Radar to Traveler Camp working great.

3. All Quests working correctly.

4. All Hireable NPCs working correctly.

5. All monsters appear to be leveling correctly.

6. No quest arrow after entering Dig Site until you speak with Algher.

7. A save point / Teleport half way between Dig Site exit and Traveler Camp could be useful.

Party Members

Yukiko Level 23 Sharpshooter

Lyssa Level 23 Sharpshooter

Mheagan Level 22 Scourage

Algher Level 22 Scourage

Jondar Level 23 Scholar

Nardulo Level 23 Scholar

Elf

The Dark Acolytes secondary quest is easy to miss as following the quest arrow in the swamp keeps you far enough away from the Acolyte area that the Quest star doesn't show up on the radar map.

When starting a new game I am not getting the start scene, just the dialog and script.

Dwarf

sigofmugmort wrote:
The Dark Acolytes secondary quest is easy to miss as following the quest arrow in the swamp keeps you far enough away from the Acolyte area that the Quest star doesn't show up on the radar map.

When starting a new game I am not getting the start scene, just the dialog and script.
Dwarf


I have added the note about the dark acolytes quest but that situation is true of some of the quests in DS2 itself but I'll see what I can do.

For the NIS, I've never experienced that and bare_elf didn't report it either BUT that said, SE2 has been complaining about settings in the opening mood used by the NIS which could cause "blocking errors" with players using low detail settings - does this pertain to you? I initially ignored this message as the fog detail settings are ignored in the NIS as it uses a skybox but perhaps it still can cause this error for such plyers. Anyway I've given the NIS mood proper detail settings as it doesn't effect it whatsoever and maybe it might fix your problem.

Legends of Aranna 32J

Broken World AllSaves

Monster Level Adjust Status LOCAL

See Far Hack On

Save Location

Dungeons of the Dead

Quest Log

Primary Quests – The First Trial, The Lost Queen, Staff of Stars*, Quaydhar, Therg

Secondary Quests – The Trapper, Family Bow, Recover Ilorn's Amulet, Wizard City, The Shadow Portal, A Giant Task, Therg's Apprentice, The Dark Acolytes, The Scourage of Cicatrix,

Comments, Fixes That Work, Errors, Problems

1. Black Fog reported in 32i is no longer apparent with See Far Hack on.

2. All Radar to Dungeons of the Dead working great.

3. All Quests working correctly.

4. All Hireable NPCs working correctly.

5. All monsters appear to be leveling correctly.

6. Quest Arrow in Mountain of the Dead points in the wrong direction

7. I did not have any problem finding the Dark Acolytes, do not think the quest needs modification.

8. Is it possible to modify the Scourge of Cicatrix Quest such that you do not have to hire Konus unless you want to, because with a party of six you must. Send one of your party to the inn. Hire Konus, get the quest. Use a town portal to jump back to the trader camp. Send Konus to the inn and pick up the party member you dismissed. That in itself is not a problem, however it does take time to do this, and if you do not do this the quest will not correctly complete.

Party Members

Yukiko Level 25 Sharpshooter

Lyssa Level 25 Sharpshooter

Mheagan Level 25 Sharpshooter

Algher Level 25 Sharpshooter

Jondar Level 25 Grand Mage

Nardulo Level 25 Sorcerer

Elf

Agree with Bare_Elf with regards to Kronus. You should have to talk with him to continue just like with Gyorn but he should not be required to gain/finish the quest.

A couple of areas with Radar Map overlap with other areas.

Ghost counter

Got stuck here again,


Dwarf

I think I'll leave a catch of Chocolate chip cookies for a certain elf :P

iryan wrote:
There's a new version beta32i ... The exit of the Mausoleum is also blocked until you defeat the boss so no short cuts to Grescal and then back to Hiroth by the back entrance.
I called my last report "repeat tests" because it was all about testing alternatives to what I'd already done. Such as seeing if the above-mentioned new block works. Though with three drakes to get past at the top of the mesa elevator, the "short cut" to Grescal via the Dragon Catacombs doesn't short-change players.
iryan wrote:
The secret room problem was fixed by making it quest specific as you now need a key to activate the elevator.
Will the castle main gate need a key from the captain? If players don't bother to deliver the Droog peace treaty before rushing into the castle, they've only themselves to blame if it later becomes impossible; still, it would be best if the captain can never be left with a quest-giver icon he cannot shed.

Were a group to arrive from Quillrabe without the Treaty, will the captain let them into the castle?

2.2, Mod Logic Beta32i, Map UP Beta32i, MLA Beta5r set to Local (with monster-adjust-declared on)

Deadeye and his gang have ticked off every quest except the Trial of Gallus (where nothing has changed since I last tested it?). In the Lava Caverns they stepped off the elevator (the one from the pyramid) so they can say they've been there, then went straight back up again. I might want to go through the caverns again some time, top to bottom, after the problem is fixed with the elevator from the island. Though only level 42 after the Maljin, the group enjoyed themselves chasing Ha'ku in the forest, and did enough fighting on the island to get all of them to the level 43 recommended for the lava.

I took them from Elddim to Great Northern Forest by way of Hovart's Folly. Soldier outside Folly exit correctly did not attempt to give me the Great Explorer quest I already had from Hiroth.

New path in forest still does not match old paths in color and pattern.

Maegwin's convo still goes "ballads of.n" and starts next para on next line instead of leaving a blank line.

Group was not attacked while speaking to trader Mitromus Wyman so I haven't tested whether he'd fight.

Banter on Eastern Island: hero replies "Yes an island way out at sea. We must have been travelling under the sea but it didn't seem to be that far." Problem with this is that party have not been under the sea (the passage from the pyramid) but came down Loolah's elevator to the cave. This could equally well be described as travelling above the sea. At least they are out of the cave and can see where they are before we get the banter. Quest to find the island completes where they step off the elevator inside the cave (yes I know changing that would mean two triggers, one outside each end of the cave - three with the one outside the tunnel from the pyramid).

Curse attack hack is working for Killer Vines (as well as it does for any of the monsters it had to be applied to). MLA is still needed to make island wildlife challenging.

Asparagon Gadgetter is extremely dangerous - damage per attack I believe to be same as other rangers' but it attacks much faster so much more damage per second. More so (is my impression) relative to party level than the corresponding gobbot gunner.

Doing Lost Pyramid from island, quest star at exit appeared only at very last moment; I believe this to be because it is located at the doorway, but in the dunes region.

Shades around pyramids are still level 15 monsters pre-MLA.

Outside the second pyramid I didn't see the inside elevator room but didn't wander around enough to say I've properly tested the fades.

U32i#108. Portal on reload to the DC behind Great Northern Forest exit from Hovart's Folly needs to fade out the Folly stairs. Part of the staircase, including incantation shrine, is visible sticking out of the mountainside. Alternatively, do away with this DC since there is another very soon after along the Explorer quest path (at the end of the tranquil pond).

Yesterhaven 32J

Broken World AllSaves

Monster Level Adjust Status LOCAL

See Far Hack On

Save Location
Yesterhaven Act 3
Quest Log

Primary Quests – Act 1 and Act 2 Completed

Secondary Quests – Act 1 and Act 2 Completed

Comments, Fixes That Work, Errors, Problems

1. Radar Act 1 and Act 2 working correctly.

2. All Quests working correctly.

3. All Hireable NPCs working correctly.

4. All monsters appear to be leveling correctly.

5. Quest Arrow throughout Act 2 often points in a direction contrary to the quest direction. It is easier to follow the torches.

6. The Undead Master's Audio comment needs to be revised as he says in a very pleasant voice “Greetings”, which is quite different than the text of his message.

7. There is no quest arrow at the start of Act 3.

Party Members
Whilom (means in the past) Level 23 Sharpshooter

Shalindra Level 21 Scourge

Fiathna Level 23 Sorceress

Tajj Level 22 Knight

Elf

Legends of Aranna 32J
Broken World All_Saves
Monster Level Adjust Status LOCAL
See Far Hack On

there is a swarm of 5 or 6 rather nasty Desert Fraks in the Staff of Stars Quest
- just as you cross over a bridge..

are they meant to almost indestructible, 'cos they've killed my entire party twice already..!!

Level 30 party now of 5 at Demlock's Cut

Only Major items are you have too recruit Jharmaya to finish Quest and the quest arrow is missing past her so far.

If you have the farseehack on(and sometimes off) in the one room on the left going down in Jerhkal's crown you can see the surface( see post 4 for radar shot above ground) it's much like the problem a long ways back( like around Beta17) where the above ground overlaped with the dungeon area at the exit to the Great Northern Forest in Hovarth's Folly.

Dwarf

Blondin235, where exactly is that? I am currently at demlock's Cut and Bare_Elf is nearby.

Dwarf

Yesterhaven 32J

Broken World AllSaves

Monster Level Adjust Status LOCAL

See Far Hack On

Save Location

Quest Log

Primary Quests – Act 1, Act 2, Act 3 Completed

Secondary Quests – Act 1, Act 2, Act 3 Completed

Comments, Fixes That Work, Errors, Problems

1. Radar Act 1, Act 2 and Act 3 working correctly.

2. All Quests working correctly.

3. All Hireable NPCs working correctly.

4. All monsters appear to be leveling correctly.

5. Act 3 quest arrow does not return until Mount Underforge is entered

6. Some of the upper floors of Citadel of Ash still block view of lower floors. It does not matter if the see far hack is on or off.

7. Although the Fire King is hard to put down, he deals very little damage. You might consider increasing the power of his weapon.

8. I wish Yesterhaven did not end as it does. It could end in Yesterhaven that was not under attack and things where normal, but you would have to leave and journey back to your own time.
I also wonder about the other NPCs that end up in your party. Did they come from your time line, and world or some other when? Maybe a lore book for each telling us how they arrived in Yesterhaven and what they where doing before they fell into the world.

Party Members

Whilom (means in the past) Level 26 Sharpshooter

Shalindra Level 25 Sharpshooter

Fiathna Level 26 Sorceress

Tajj Level 26 Knight

Elf

bare_elf wrote:


8. I wish Yesterhaven did not end as it does. It could end in Yesterhaven that was not under attack and things where normal, but you would have to leave and journey back to your own time.
I also wonder about the other NPCs that end up in your party. Did they come from your time line, and world or some other when? Maybe a lore book for each telling us how they arrived in Yesterhaven and what they where doing before they fell into the world.

Whilom (means in the past) Level 26 Sharpshooter

Shalindra Level 25 Sharpshooter

Fiathna Level 26 Sorceress

Tajj Level 26 Knight


First I've taken notes of all comments from everyone else and they will be attended to, with the Utraean Peninsula having priority (as I want to finish that map before starting on LOA and Yesterhaven).

I agree the ending to Yesterhaven is very underwhelming. I understand that it is in-line with the story of all the citizens being trapped in a curse due to the artifact being stolen by the undertaker. Once the curse has been lifted by the hero, everything returned to normal, i.e. Yesterhaven is a ruin and all its citizens long dead. However in-game it is very unsatisfying completing the game for some random loot. Perhaps even having some of the citizens appearing at the end, thanking the hero when spoken too and then disappearing slowly, may help the ambience of the ending?

I think the banters explain how they got there, very similar to the hero but I agree they need a bit more fleshing out about their past lives. One idea I got is having personal quests for them similar to the DS2 party members. These could help fill in their backstory and history. Yesterhaven is very light on for quests anyhow.

It's interesting that you got to level 26. The local regional adjustment table included only goes to level 18. So I will use your levels as a base for improving the levels of the monsters taking into account that the hero will be starting at level 3 in the next version. Also the levels report for LOA are higher. I admit that the levels I put into the local regional tables were a bit of a guess.

I made original LoA to be a smaller and quicker map than KoE or UP (though still bigger than Yesterhaven!)

In DS1 I've recorded finishing LoA with a party generally at level 25-27 (though with two members lagging down at 22). Now those times of playing KoE and (modded) UP that I've results quickly to hand for, I was deliberately having my hero hog much of the action so as to get the lion's share of the experience and be half a dozen or more levels higher than the support crew. Trying to allow for this, I'd expect the whole of LoA to bring characters only to the levels achievable at Verma's in KoE or Lang in UP.

Thus if a party in Legendary Mod's LoA can finish above level 32 then Iryan has added value to the map. Or MLA local has.

If a party can finish LoA in DS2 at only 32 then a player might want to continue with the same hero in Yesterhaven so as to reach level 40 for veteran. Or Return to Arhok. Which means playing MLA=all. Just something to bear in mind.

I'm still in UP by the way, testing the parts I hadn't done in 32i, that is from the start through to the mines. To save time (slightly) I'm using a farmer I'd abandoned at Stonebridge.

Legends of Aranna 32J

Broken World AllSaves

Monster Level Adjust Status LOCAL

See Far Hack On

Save Location

Dungeons of the Dead

Quest Log

Primary Quests – The First Trial, The Lost Queen, Staff of Stars*, Quaydhar, Therg, Seek Jharmaya,

Secondary Quests – The Trapper, Family Bow, Recover Ilorn's Amulet, Wizard City, The Shadow Portal, A Giant Task, Therg's Apprentice, The Dark Acolytes, The Scourage of Cicatrix, The Sacred Guardian

Comments, Fixes That Work, Errors, Problems

1. Black Fog reported in 32i is no longer apparent with See Far Hack on.

2. All Radar to Highlands working great.

3. All Quests working correctly.

4. All Hireable NPCs working correctly.

5. All monsters appear to be leveling correctly.

6. Quest Arrow is either not there or pointing in wrong direction for most of Act 2

7. Seems that the Utraeans tend to lag a level or two behind all other races.

8. The rock beasts of various types throughout the area of Jherkal's Crown are to weak

9. The Bestiary needs an update as it is missing quite a few of the monsters.

10. Keep in mind iryan I am an explorer and will open each and every door and follow every path looking for interesting treasures and monsters to kill, so my party members tend to be of a higher level than if I where to just follow the main path. It took me over an hour just to explorer the above ground sections of Jherkal's Crown and another 45 minutes to clean out the underground area after recruiting Jharmaya.

Party Members

Yukiko Level 28 Sharpshooter

Lyssa Level 28 Sharpshooter

Mheagan Level 27 Sharpshooter

Algher Level 27 Sharpshooter

Jharmaya Level 27 Sorceress

Nardulo Level 27 Sorcerer

Elf

RSimpkinuk57 wrote:

Thus if a party in Legendary Mod's LoA can finish above level 32 then Iryan has added value to the map. Or MLA local has.


It's probably a bit of both, I have added approximately 20% more monsters to the map but that doesn't always correspond to getting 20% more levels of course. I believe Mad Doc Software were trying for more of an exploration feel with the map rather than pure combat - just look at the ridiculous amount of loot thrown at you.

However the MLA mod does seem to add more experience or possible it the way I've set it up in the maps as I've disabled the dropping of experience jewels as personally I don't think they fit (as they weren't in either DS1 or DS2).

However as you said it does give the player a chance to play some of the smaller official maps in order to get to around level 40.

I have just finished the original campaign of Dungeon Siege 2, and noticed the last version of LAM have seriously improved (my heroes finished at level 51 !
I wondered, is there an additional setting for this mod ?
Because when I made the translation work directly in the files of the KOE campaign, I've noticed that a file specific to LAM allow you to set the "general" difficulty by choosing a purcentage (from 50% / easy to 300% / hard) that change (among other) the amount of damages inflicted by ennemies... is it possible to change this purcentage level during a game session ?

Finished Tower of Kmethket, Level 31 party of five.

No quest arrow

Black and Yellow Dopplegangers

Water cover prevents Item labels from showing.

Dwarf

Re the over-powered Fraks..

It was in the desert region after the Coastal Bluffs, there is
a very convoluted path here - bridges and underpasses - beaches etc..
- on the way toward Ilorn the trader..

I managed to avoid the area on a second attempt..

What is Arhok's Lot - isn't it a shield? It didn't enter my inventory when I clicked on it..
In Illicor. Ezmera's quest for her brother doesn't initialise
- the only option in her convo is to End Conversation..

- very little loot found so far, especially low on potions..
- I am having to continually transport back to base, to buy potions..

- the Evil Eyes are massively powerful, wiped my entire party out twice..!!

iryan wrote:
. . .
However the MLA mod does seem to add more experience or possible it the way I've set it up in the maps as I've disabled the dropping of experience jewels as personally I don't think they fit (as they weren't in either DS1 or DS2). . . .
Hm, I had to recheck the calculations once...

The assigned amount (assigned onto the monsters or their exp balls) should not depend on the mode of course (and so far there is no indication that this happens).

 

iryan wrote:
. . .
It's interesting that you got to level 26. The local regional adjustment table included only goes to level 18. So I will use your levels as a base for improving the levels of the monsters taking into account that the hero will be starting at level 3 in the next version. Also the levels report for LOA are higher. I admit that the levels I put into the local regional tables were a bit of a guess.
Well, if the player has to fight against low-/under-levelled monsters he will suffer a serious exp impact/loss.

Just to remind some game maths:
A level 25 monster may give 469 exp poins to a player's party.
The same monster type at level 20 (assumption, level 18 plus 'adduct' a bit) only gives 258 exp poins.

468.8 = 6480 * ( 1.11 ** 25.0 ) / ( 5.4 * 25.0 + 54 ) * 1.0
257.8 = 6480 * ( 1.11 ** 20.0 ) / ( 5.4 * 20.0 + 54 ) * 0.8

Basically DS2 is a very level-bound game, it always/often expects 'matching' levels resp. that the difference between average party level and monster is not more than 4-5 levels.
Concerning exp, beyond that range there will be an additional penalty (as if you want to learn something from an ignoble monster) reducing here 323 exp points down to 258 exp once again.

 
Luckily the exp curve is not linear, able to compensate larger differences in exp rewards - but 470 vs. 260 is probably a bit too much.
And assumed now this difference/relation would be representive on longer terms, it means that in 'all' mode the player may achieve 4-6 level more than in 'local' mode.

I suggest to raise the level in the local table significantly to maintain this bandwith of +/-4 levels as good as possible, and perhaps rethink too about a higher 'adduct' ratio - not because it's basically a good thing, but it would allow you more tolerance with your level predictions.

 

Gemeaux333 wrote:
. . .I wondered, is there an additional setting for this mod ?
Because when I made the translation work directly in the files of the KOE campaign
. . .
Terms in the Level Adjustment mod should be auto-translated into the installed language.
So no need to re-add manually translated mod files into another mod - that would be chaotic anyway in case of updates. For this reason I also recommend to stick with the default way of creating translations (via the 'language' folder), it's less critical related to 'missed updates' on quest or code files.

 

Gemeaux333 wrote:
... is it possible to change this purcentage level during a game session ?
Currently it's not possible to change the difficulty (instantly) in-game, the mod had to exchange/recalculate all (loaded) monsters.
 

Legends of Aranna 32J

Broken World AllSaves

Monster Level Adjust Status LOCAL

See Far Hack On

Save Location

Exit of Kmethket Tower

Quest Log

Primary Quests – The First Trial, The Lost Queen, Staff of Stars*, Quaydhar, Therg, Seek Jharmaya, Follow the Shadow Jumper.

Secondary Quests – The Trapper, Family Bow, Recover Ilorn's Amulet, Wizard City, The Shadow Portal, A Giant Task, Therg's Apprentice, The Dark Acolytes, The Scourage of Cicatrix, The Sacred Guardian, Horror of the Rune Master, The Sunken Tower

Comments, Fixes That Work, Errors, Problems

1. Black Fog reported in 32i is no longer apparent with See Far Hack on.

2. There is some overlap of radar near and in Kmethket Tower

3. All Quests working correctly.

4. All Hireable NPCs working correctly.

5. All monsters appear to be leveling correctly.

6. Quest Arrow is missing throughout Kmethket Tower

7. After killing some of the Killer Vines in the Kmethket Tower my rangers continue to shoot at them. Not all just some of them. Switching the party quickly going from rampage to mirror to rampage stops this bad behavior.

8. Some of the doppelgangers are correctly dressed, some come in black and yellow, others have transparent bodies they are just heads hands and feet. Both of these conditions are do to the type of armor they where assigned. The ones with transparent bodies may be attempting to wear a DS1 Armor that contains an alpha channel that is all black.

Party Members

Yukiko Level 30 Sharpshooter

Lyssa Level 31 Sharpshooter

Mheagan Level 30 Sharpshooter

Algher Level 30 Sharpshooter

Jharmaya Level 30 Sorceress

Nardulo Level 31 Sorcerer

Elf

Blondin235 wrote:
Re the over-powered Fraks..

It was in the desert region after the Coastal Bluffs, there is
a very convoluted path here - bridges and underpasses - beaches etc..
- on the way toward Ilorn the trader..

- the Evil Eyes are massively powerful, wiped my entire party out twice..!!


How do you have MLA set? is it Disabled, All or Local? I have not had any issues with either the Fraks in the coastal bluffs region or the Evil Eyes. I have MLA set to Local and my party is Ranger Heavy. 4 sharpshooters and 2 combat mages. In playing the map many times I have discovered that Melee fighters and nature mages are easy food for the evil eyes.

Elf

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