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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.

sigofmugmort wrote:
The DC in the Dark Forest, DF_Bandits, 0.955/0.000/-09001/ ox9f4ea70d still does not show on the radar Map, just the Incantation Shrine it is next to.

Dwarf

and I've received the first new quest for the Dwarven Brigade Dwarf


If the radar does not work correctly you could do one of two things ignore the problems or fix the radar :P
Elf

sigofmugmort wrote:
The DC in the Dark Forest, DF_Bandits, 0.955/0.000/-09001/ ox9f4ea70d still does not show on the radar Map, just the Incantation Shrine it is next to.

Dwarf

and I've received the first new quest for the Dwarven Brigade Dwarf


Okay thanks. This is now fixed. Just requires regenerating the radar for the region.

You may be happy to know that the Ruby Gargoyle should now drop the heartstopper bow.

All my time has been in the Utrean Peninsula lately and work has progressed nearly to Fallraen.

A couple of notes.

This alcove still does not open Sad

If using Iryan's graphics tweek you get some problems on the non-DS2/BW maps. In this case the black triangls are the ball from Healing Cascade Shock

Dwarf

I've had a week off then a week getting back up to speed, finishing with killing Gom two days ago.

I've just discovered what some of you have always known, from formulas.gas:
// Based on the number of characters in a party the life and experience point
// worth of computer controlled gos is scaled by the values below:

Solo character: life=0.8 xp=1
2,3,4 characters: standard (as shown in bestiary)
5 characters: life=1.35 xp=1.10
6 characters: life=1.70 xp=1.20

Without MLA, my benchmark party of farmer (new character), Ulora, Gyorn, Gloern, Merik and Sikra finished KoE at level 44 (one behind my 31m with-MLA report when I'd an extra party member from Stonebridge to Glitterdelve but one fewer through Act II and until meeting Bolingar).

(Latest run 2.2, Logic 31p/q, World 31p, Mod-DS1Content-Alpha10y/z; no MLA but some personal customisation.)

sigofmugmort wrote:
A couple of notes.

This alcove still does not open Sad

Isn't that one GPG never got to open in the original? My latest run (31p) there was nothing behind that door anyway, if my radar is to be believed.
RSimpkinuk57 wrote:
2014-12-18 22:36. Yesterday I took my 31m party from Kroth to the Droog village. Today I repeated that but on the 31n version.... The last DC so close to the village (DC_R1 0.272/0.000/-1.207/ 0x97C2A3B5; new since 31c the only time I'd been here before) is a completely different design to the others (a flagpole).
It has now gone from the map again, but the radar needs regenerating to match.

++UPDATE++
E31p#111 (an earlier problem confirmed): a MECHANIZED SUIT appears as a black-and-yellow shape if Boryev wears it. The same armor appears correctly when Ulora wears it. It is one of the eligible armors that might be randomly generated on him when recruited and the only one I've found go wrong. (My latest example is RARE, REQUIRES COMBAT MAGIC 31: Obscuring Mechanized Suit of the Badger.)

E31p#112 Captain Tarish when spoken to gets up from the stump on which he is sitting and turns to face the hero. At the end of the convo he sits back down but without turning back so not on the stump.

Against the Dragon Queen, AKA Dwarven Vengeance!!

am now at the top of Castle Ehb at level 45

Dwarf Dwarf Dwarf

Hi All,

Installed Legendary on a fresh install of DS2BW (gold, with the 'shared' resource directory between the base and exp), and auto-engage doesn't function after the install.

I've checked the 'mod compatability' chart, and it was indicated as 'green' to go, so I figured it would be okay.

I've placed the "BW Auto Engage No Drink v0_9.ds2res" into the resource folder, but it's definitely not working on any mob in game.

Any advice on how to get auto-engage to operate successfully with Legendary?

Thanks

MLA 31p, in the dungeon now at level 46 with all monsters now orange at level 49 so having to do a lot of "rapid re-deployment :nervous: "

Dwarf

Fighting a Dragon Queen with 182637 life - without MLA, my six (level 41) faced a level 43 Dragon Queen scaled up from 134263 (so the Bestiary says) to 228267.

Monsters in the dungeon are defined mostly level 43 (Seck Elite Archers 44; Seck miniboss and Swanny the Mad Jailer 45, but Battle Wraiths only 38) so I'm wondering why are they being upped to 49 for you? how you got to 46 anyway? and where did your extra dwarf come from (since in KoE I can think of only Gloern, Lorun, Rhut and Ulfgrim to join your hero)?

Have you noticed some converted DS1 helms look different when worn by dwarves?

Iryan, something I kept forgetting to mention, about the Castle roof. E31p#113 The ramp from behind the throne room leads to a lower corner section of the roof, then the party must ascend a short flight of stairs to the main part. Two Seck archers behind the battlement CE_R2 2.314/3.000/18.019/ 0x7282C437 appear only when someone reaches the top of the stairs. I reckon they are there to guard the stairs, so should appear sooner to shoot as soon as the party starts up the stairs, not wait until their commanding position has been outflanked.

NB E31p#110 in my previous feedback is my earlier E31n#106 confirmed (so I oughtn't to have allocated the new number).

Another thing - why all the fuss about the "Imperial Relics" in the Chamber of Stars? All I find there is a load of junk.

MLA 31p loads based off of the monster type instead of character level and I will need to play a game start to finish to give KillerGremal good feedback on how this change works. Level 46 is average as I usually only have 4 charaters until after Fortress Kroth.

When I reached the first save point I popped to Elldim, used the Invulnerability code to go straight to Crystwind a picked up Stonepicker :woot:

I would say near a third or more helmets look different on Dwarvs

Iryan' some of the armor shows different on Dwarves. There is a dark, blank stripe on the sides like the front and back are not meshing right, maybe overlaying front and back at the seams

Dwarf

sigofmugmort wrote:
MLA 31p loads based off of the monster type instead of character level and I will need to play a game start to finish to give KillerGremal good feedback on how this change works. Level 46 is average as I usually only have 4 charaters until after Fortress Kroth.
. . .
Great, in particular since some parameters have to be refined possibly (there are several thresholds and probabilities, for example to deliver an approximate reference which monsters a mapper would include to let the player gain levels).
I suggested to push the lever on the stash/tresor from 'Local' to 'All', specially if you like to start with a party that you already levelled before/elsewhere.

 

sigofmugmort wrote:
. . .
When I reached the first save point I popped to Elldim, used the Invulnerability code to go straight to Crystwind a picked up Stonepicker :woot: . . .
Running through monster hordes has to be considered as 'bad levelling' and will result sooner or later in an average party level that is lower that the levels of the monsters - for 'good levelling' you must take the experience these monsters can provide with you.
Actually you still can sneak through an area without risking a levelling deficit, but you should avoid that monsters become aware of you.

Talon_Darkclaw wrote:
Hi All,

Installed Legendary on a fresh install of DS2BW (gold, with the 'shared' resource directory between the base and exp), and auto-engage doesn't function after the install.

I've checked the 'mod compatability' chart, and it was indicated as 'green' to go, so I figured it would be okay.

I've placed the "BW Auto Engage No Drink v0_9.ds2res" into the resource folder, but it's definitely not working on any mob in game.

Any advice on how to get auto-engage to operate successfully with Legendary?

Thanks


Hi
If you register everyone will be able to see your posts, when you do not register you will have to wait for the moderators to publish your posts. This could take some time as we are not here all the time. I have published your post about the auto-engage mod and the legendary mod. I am sure that when Iryan reads the post he will answer. It would be useful to know a few things so we can sort this out.
What version of windows are you running?
Have you installed all the patches for both DS1 and DS2? Dungeon Siege 1 should be 1.11.1462 and Dungeon Siege 2 must be 2.2. If you have not patched to this level you can download the patches from the download area. If you have not patched Dungeon Siege 1 to the correct level prior to installing the legendary mod you will have to re-install Legendary Mod.
If you can also post a screen shot of your resources folder for both DS2 and Broken World that would be very useful also. make sure it shows the versions of each and every mod.

Thank you
Elf

Talon_Darkclaw wrote:
Hi All,

Installed Legendary on a fresh install of DS2BW (gold, with the 'shared' resource directory between the base and exp), and auto-engage doesn't function after the install.

I've checked the 'mod compatability' chart, and it was indicated as 'green' to go, so I figured it would be okay.

I've placed the "BW Auto Engage No Drink v0_9.ds2res" into the resource folder, but it's definitely not working on any mob in game.

Any advice on how to get auto-engage to operate successfully with Legendary?

Thanks


The Auto Engage mod definitely works with the Legendary Mod as I use it. There's also a version of auto engage with Aranna Legacy as well.

A simple question. Did you enable the mod? You have to turn on the DS1 compatibility in the options menu for the mod to work. It's best to just turn on the first option. If you enable both options, it can be difficult controlling your party, especially against mages and ranged monsters, as they keep on wanting to run off to attack the enemy.

Unless you turn on these options in the in-game options menu, the mod won't do anything.

Iryan, I tried to PM my report to you here but had Access Denied.

To get through without my gameplay being too spoilt I customised two tanks (as a private temporary fix): KillerGremal's Content Pack and your Map World.

Many templates in the Content Pack assign levels to monsters that are badly out (compared to what a party starting from a level 0 hero will be when meeting the monsters). In most cases you've avoided the problem by providing new templates (in DS1_Mod_Logic). In two cases I found no such template so changed:

- base_spider_ado_ds1_boss (in ds1_spider_ado.GAS) from level=30 to level=13.
- base_bandit_ds1 (in ds1_bandit.GAS) from level=45 to level=28. This is for the "Raider" type of melee bandit.

For a proper fix the Veteran levels had better be thought about too but I did not go that far.

Then (as you've found for yourself) something needs to be done (for play without MLA) about the phraks (green "Forest" melee and blue piercer) and rats from random breakable crates and barrels. Their templates are in ds1_phrak_utrea.GAS and ds1_rat_giant.GAS.

All these .GAS files are in the actors/evil/ds1_locale folder.

My changes to the Map_World were for the cases where there is a monster template for the level wanted, but an older template is specified for some or all instances in a region. Assume in file actor.GAS except when I mention generator.GAS:

- all mine_worm_ds1 to ds1_mine_worm in regions dm_r2 (generator), dm_r8 (generator), dm_r11 (generator and actor).
- all moth_ds1 to ds1_moth in dm_r11.
- wolf_white to wolf_white_ds1 in path2nt (generator) and nt_r1.
- all ice_warrior_ds1 to ds1_ice_warrior and ice_archer_ds1 to ds1_ice_archer in ac_r3 and lc_r5 (yes, lc!).

Finally now that there is a wolf_black_02_ds1 template for Pirate's Cove and Bonepicker's Post, with wolf_black_ds1 used only for the Dark Forest (bandits)/Eastern Swamp border, region tr_r2 is calling for a wolf_black_02_ds1_boss when there is no such template, only wolf_black_ds1_boss (level=38 I believe, which is fine).

========== Part 2 ===========

Monsters not at the ideal level that I did not attempt to fix (the party can cope but will miss out on experience).

- the type of Phrak (ranged) kept in Krug cages - level 15 when hero is 5 to 7.
- the far-from-gigantic type of "Giant Rat" of which the map has just one, kept in a cage at Futak's camp - level 15 when hero is level 7.
- Forest Phrak would be level 40 when hero is 35, except that I'd changed it for myself for the reason given above.
- Bone Drake (cave off Kroth battlefield) - level 45 when hero 38.
- Bralls - level 37 (miniboss 39) when hero is 41.
- Battle Wraith - same level 38 template in the Temple Ruins and Fury cave when hero is 38 and in Castle Ehb dungeons when hero is 42 to 43. The DS1 original had a separate template, "Terror Wraith", for the melee wraiths there. If it is to be the same monster in both places then level 39 or 40 would answer better.

I noticed Drakes have much more life than before, so much so that ordinary ones (Frost, Blue, Green, Red, Black, Molten) have more life than their minibosses, though they do less damage. (So the bestiary tells me, and from the same source the experience from the ordinary ones is way lower.) This makes two drakes together one of the best challenges on the map.

RSimpkinuk57 wrote:
Iryan, I tried to PM my report to you here but had Access Denied.


Yes I got a partial PM from you but am unable to reply as the system says you're not accepting replies to PMs and the same thing happens if I try to PM you from the thread.

Anyhow I agree with all of your points and will work into incorporating them into the mod. I also like your idea about the pirates' quest in Ehb, that could be fleshed out better. Indeed I've added another pirate quest to the Utraean Peninsula, where the pirate captain will drop a key to his hidden treasure chest (currently easy enough to find). Perhaps a npc could offer a treasure map as a reward for killing the pirates and the treasure map is an essential part of the quest (as doors and chests can be made lockable by quest items not only keys).

With the monster templates, are you aware there's an entire set of them (in actor evil a,b,c & d) for veteran and elite monsters as well?

iryan wrote:
Yes I got a partial PM from you but am unable to reply as the system says you're not accepting replies to PMs and the same thing happens if I try to PM you from the thread.
I think you got the whole. Seeing "Access Denied" I didn't know it had got through, and feared it hadn't. My intent was to send the monsters stuff as a second message once I knew I could.

I've just now edited my account to receive PMs.

iryan wrote:
With the monster templates, are you aware there's an entire set of them (in actor evil a,b,c & d) for veteran and elite monsters as well?
I found the wolf_white in actors/evil/d/wolves.gas when wondering why one "White Wolf" on the map was higher level than others. It didn't matter why you'd created a wolf_white_ds1 in the other gas file instead of adjusting the wolf_white, only that you had and were using it for most of the white wolves in the region. Once I'd tanked up my own copy of Content_Pack and Map_World that was enough, I didn't want to have to do Mod_Logic as well for my quick work-arounds.

I see how veteran and elite levels stats are defined in the templates but had no need to tinker with them. My level 0 hero was 28 when going after bandits (for example) and 44 finishing the map (OK sigofmugmort still gets higher with his dwarves). Does this mean a level 44 veteran at start will be 72 going after bandits and 88 at the end? (And an 88 elite at the farmhouse hit 100 in Wesrin Cross?) The way the experience-to-levels table ramps up, I wouldn't be surprised to learn "no, extra levels take longer the higher you get, despite monsters' greater exp".

iryan wrote:
RSimpkinuk57 wrote:
Iryan, I tried to PM my report to you here but had Access Denied.


Yes I got a partial PM from you but am unable to reply as the system says you're not accepting replies to PMs and the same thing happens if I try to PM you from the thread.

Anyhow I agree with all of your points and will work into incorporating them into the mod. I also like your idea about the pirates' quest in Ehb, that could be fleshed out better. Indeed I've added another pirate quest to the Utraean Peninsula, where the pirate captain will drop a key to his hidden treasure chest (currently easy enough to find). Perhaps a npc could offer a treasure map as a reward for killing the pirates and the treasure map is an essential part of the quest (as doors and chests can be made lockable by quest items not only keys).

With the monster templates, are you aware there's an entire set of them (in actor evil a,b,c & d) for veteran and elite monsters as well?


It appears that when you registered for the site you did not properly check the boxes for PMS or the web site was having PMS. I changed a few things and sent you a PM let me know if things are better now.

Elf

Iryan I noticed that there was an update to the Legendary mod page but I can not find it what has changed?
the blind Elf

bare_elf wrote:
Iryan I noticed that there was an update to the Legendary mod page but I can not find it what has changed?
the blind Elf

Nothing major, just an updated reference to the latest MLA mod is all. I'm break to work on the Utraean Peninsula module at this minute.

A missing Skrug and Misc.

This Skrug next to Edgar's has not popped up recently. Added the Heirloom sword fix to see if the Hearseaker would drop for me(It didn't :roll: ) and MLA5p, reported some stuff. Removed the sword fix and updated MLA to 5q, still no Skrug.

MLA5q is quite nice but as KillerGremal has reminded me :goofy:
use the setting for Local for NEW parties, use All for existing parties

It is always amusing when the program allows you to stand IN a wall when attacking Laughing out loud

Just a nice Sky shot at the start of LoA in Arhok

Dwarf

sigofmugmort wrote:
A missing Skrug and Misc.

This Skrug next to Edgar's has not popped up recently. Added the Heirloom sword fix to see if the Hearseaker would drop for me(It didn't :roll: ) and MLA5p, reported some stuff. Removed the sword fix and updated MLA to 5q, still no Skrug.


The reason is that I moved the Skrubb further down the road in an attempt to prevent him appearing at level 1 with the MLA mod prior to the current versions. Due to the infamous horseshoe shape of the farmland region, monsters spawned at level 1 close to Edgaar's house when you reached the first bridge (if you look closely you can actually see Edgaar's house through the ravine at the bridge).

Of course that's no longer necessary with the latest versions of the MLA mod but I haven't put the skrubb back yet.

As for the heartseeker bow I'll investigate further. It does drop in a test map so why it doesn't in the wild I don't know.

sigofmugmort wrote:

It is always amusing when the program allows you to stand IN a wall when attacking Laughing out loud

There is many problems with clipping in this game. Solid walls that you can attack through yet invisible walls that stop arrows. Not to mention sometimes when monsters die their bodies end up almost entirely in the terrain (walls, floor, objects).

To be fair, Dungeon Siege isn't the only game to suffer from clipping issues. Many other games also suffer the same problems.

sigofmugmort wrote:

Just a nice Sky shot at the start of LoA in Arhok
Dwarf

Yes a test of sorts for the skybox support in DS2. It looks very nice in a NIS or in a screenshot but is a bit unnerving moving around in open terrain with a skybox, since skyboxes seem to disable fog.

Though I could imagine regions specifically designed to support skyboxes could be made to look quite spectacular. You'd need to keep the outdoor bits quite small (smaller than the frustrum radius you're using) and surrounded by either mountain ridges or based on a ledge like Zaramoth's horns to stop the player moving the skybox too far from their position.

An example of the later effect is Gom's lair. I think that comes out quite nice. It is however quite expensive in terms of texture size in order to keep the sky looking nice. The skybox that comes with DS2 was 512x512, the one I used for Arhok and other places, is 1024x1024 and the one I used for Gom's Lair is a massive 2048x2048! That was because the stars didn't look good at lower resolutions. I also tried a 4096x4096 texture for Gom's Lair but there wasn't any notable difference in quality to the one I used. Luckily because that one was 10Mb in size (the one I used was 4Mb in size).

The above is also indicative of how big a higher resolution version of DS2 would be. Gom's Lair is HD quality (4MP) while Arhok's sky is still only SD (1MP). Anyhow enough rambling from me.

RSimpkinuk57 wrote:
2014-10-24
Save-games oddity
At the last DC I saved (by hotkey, as always) and got two new files: hero.ds2party and hero.ds2radar, as I'd expect. At the previous DC though I'd saved and got seven new files! all with the same timestamp

hero.ds2party, hero.ds2party.ds2bak1, -bak2 and -bak3
hero.ds2radar, hero.ds2radar.ds2bak1 and -bak2


I keep having problems like this - not often, just occasionally. It must be an unresolved GPG bug in 2.2 because I'm still getting it playing the Valdis map from a Resources file without the Legendary Pack.

The Save function seems most susceptible to going wrong this way when party order is changed or someone is dismissed to the inn.

UPDATE: Another form of save problem

bare_elf wrote:
2014-11-09 When I opened the saved game folder I discovered that there was the radar and its 5 backups, however the party file and party backup 1 where missing, there was a party backup 3, 4, 5, and one called .tmp.
I've had this too (only in Legendary Pack so far, but I've still not played enough vanilla GPG to say it is not a GPG problem). Obvious theory (that doesn't mean it has to be correct!): save writes a .tmp party file - "tmp" for "temporary name" - and a .tmp radar file. Then it talks to Windows to get backup 5s deleted and everything else renamed, finishing with dropping the .tmp suffix from the newly created files. If it fails to complete this then the un-renamed .tmp gets in the way of future saves.

So occasionally "Save" does too much, and occasionally - less often? - it does too little.

MLA5q in LoA

All party members level 51. The first shot is the first level 54 monster note it is orange. The second note the Skrugg is yellow at 54. The closer I got to Illicor the more monsters showed as orange

Dwarf

@sigofmugmort: Thanks for your feedback. Is this previous party, one you have used already with the old (rather restrictive) Beta 5p?

Generally, if your party suffers once a 'level lag' (well, 3 not that much, >5 would be more critical) you hardly can overtake the lag when playing on, when moving forward in the gameplay.
In DS1/DS2, if you want(ed) to reduce such a lag, you had to go to an already visited place with monsters you can kill easily.
With the new Beta 5q it's almost the same, kill these easy monsters over and over again. Although these monsters may change their level during the replay, the new monsters later in the gameplay will have a lower level (in comparison to you) then than they have without such a replay.

I've been working on adding some summon spells to the Mod and here's a test that adds 52 summons to the game.
http://www.siegetheday.org/~iryan/files/DS1_Mod_Test_Summons.ds2res

There are also two level 100 cheat builds with all the summons so to quickly test them out. In the Hero Creation Menu, the Male Human Hero has nature summons and the Female Human Hero has combat summons.

I was able to create a workaround for the animation bug that effects most of DS1 monsters when they are summoned ( walking on the spot when summoned and thus unable to attack) which seems to be linked to the first guard command in spell_summon.skrit in the OnEnterState section, specifically the line summoned_goid$.go.Mind.RSGuard( owner.go.parent.Goid, QP_BACK, AO_COMMAND );

Unfortunately I discovered another mysterious quirk in coding. If I rename spell_summon.skrit so it doesn't interfere with the existing spell_summon.skrit, it works but the little paw like icon which gives you some info on the summon (in DS2) and also allows you to cancel the summon in Broken World, doesn't appear. This even happens if I use an unmodified spell_summon.skrit with just a different name.

So here I just overwritten the existing spell_summon.skrit with a modified one that works with the DS1 monsters. Even then the Larch is still bugged and is stuck in its fidget animation. The others take anything from 3 seconds to start responding (Mucosa, Lunger, etc) to nearly 15 seconds for the Furok and Rock Beast.

I also tried out some of the suggestions from Darkelf posted here for the Vulk http://siegetheday.org/?q=node/2538#comment-44658 to see if that helps without much success. I can confirm that the summons start out in their fidget animation as changing that gives weird results when summoned (walking on the spot, etc). Altering or removing the reference to Jat_Fidget in spell_summon.skrit also breaks the summons and they are stuck perpetually in fidget animations.

All the templates are included if anyone wants to fiddle with them to see if they can be made to work better.

iryan wrote:

I was able to create a workaround for the animation bug that effects most of DS1 monsters when they are summoned ( walking on the spot when summoned and thus unable to attack) which seems to be linked to the first guard command in spell_summon.skrit in the OnEnterState section, specifically the line summoned_goid$.go.Mind.RSGuard( owner.go.parent.Goid, QP_BACK, AO_COMMAND );

great news, bout time someone found the solution to that problem... bows in respect!

iryan wrote:

Unfortunately I discovered another mysterious quirk in coding. If I rename spell_summon.skrit so it doesn't interfere with the existing spell_summon.skrit, it works but the little paw like icon which gives you some info on the summon (in DS2) and also allows you to cancel the summon in Broken World, doesn't appear. This even happens if I use an unmodified spell_summon.skrit with just a different name.

it seems this part is what I am having problems in game with, the summons will summon but when I take my mouse up to the little paw icon (summon up) near portrait icon of the character controlling the summon, the game will crash to desktop, no matter what summon I have.

took some screen shots of a few of the summons...
http://www.siegetheday.org/?q=node/3227

Darkelf wrote:

iryan wrote:

Unfortunately I discovered another mysterious quirk in coding. If I rename spell_summon.skrit so it doesn't interfere with the existing spell_summon.skrit, it works but the little paw like icon which gives you some info on the summon (in DS2) and also allows you to cancel the summon in Broken World, doesn't appear. This even happens if I use an unmodified spell_summon.skrit with just a different name.

it seems this part is what I am having problems in game with, the summons will summon but when I take my mouse up to the little paw icon (summon up) near portrait icon of the character controlling the summon, the game will crash to desktop, no matter what summon I have.


I tested it with both Broken World and vanilla DS2 and it never crashed even once for me. Though I have to admit that the version I was testing was incorporated into DS1_Mod_logic.ds2res but that shouldn't make a difference as all required files are packed into the supplied ds2res. The problem however would almost certainly be something associated with the modified spell_summon.skrit.

All I did with spell_summon.skrit was to comment out lines 359 to 370. Perhaps the problem is associated with that.

I looked everywhere in the UI folder for what displays the paw on the character's portrait which provides the info for the summons, without success. Finding the guard icon was easy as its located in the character_awp.gas file in the character_awp folder in the ui\interfaces\backend folder. However the paw icon is more elusive (its b_gui_ig_m_chiclet-summon-up by the way). If it could be found, perhaps it would give a clue to what calls it from spell_summon.skrit.

In the meantime if you want to rename the spell_summon.skrit included in the test mod to something like spell_summon_ds1.skrit and also rename all the spell_summon blocks in the two spell summon files (spl_ds1_spells_combat_summons.gas & spl_ds1_spells_nature_summon.gas) to the same name, the paw icon won't (shouldn't appear) but the game shouldn't crash. You won't be able to disband the summons if you're playing Broken World but the situation isn't too different from what occurs in DS2 (minus the lack of information).

not sure it could be the fact i had 2 summons using the same state name that caused the crash, as state names are unique to each summon but it only happened on the mouse over paw icon for the summon's duration to show on screen. i am using an older DS1_Mod_logic.ds2res so its possible not having the latest one is causing some problems not sure.

thanks for making these ds1 summons!

Darkelf wrote:
not sure it could be the fact i had 2 summons using the same state name that caused the crash, as state names are unique to each summon but it only happened on the mouse over paw icon for the summon's duration to show on screen. i am using an older DS1_Mod_logic.ds2res so its possible not having the latest one is causing some problems not sure.

thanks for making these ds1 summons!


I've got them working properly. You were right in your earlier post about the Vulk. Spell_summons.skrit or more precisely job_startup_reveal expects that there's a wake animation in the misc chore animation block. Adding one to each of the summons, including the Larch, using mostly dfs animations does the trick. Every summon now has a consistent 4 second gap between being summoned and starting to react. It also eliminates the animation glitches. Some of the DS1 monsters (wraiths, drakes, etc) already have wake animations so that's why they worked flawlessly from the very start.

I suspect there's different spawn delays in the spell templates of the DS2 summons to take into account how long it takes for the summons to start reacting to the world. So I'll verify each of the DS1 summons and tinker with the spawn delays to see if I can get them working flawlessly as well.

I'll also update the state names for each spell to be unique for that spell.

Thanks very much for the feedback. The hints were there but I just needed a little push in the right direction. Once I get them working I'll repost the mod so you can play around with them. There's quite a few brand new summons from what was included in DS1.

MLA5q and Misc.

So far, so good. Old party led by Giantess Smile started under 5m updated to 5q level66 in Loa monsters started almost 2 full levels ahead then held steady at 1 and 3/4 levels ahead thru the end and thru-out Return to Arhok.

Second party new in KoE, monsters started even then started gaining and now holding steady at 1 and 3/4 levels ahead, at Miners Haven and Level 16.

Dwarven party getting glitchy, A Dwarf died and was resurrected during combat and now only stays with party under Mirror command or if selected as active character. I have only had this happen since I added Broken World and is VERY rare.

I look forward to KillerGremal getting some time to put some finishing touches on Return to Arhok (I know he has a LOT on his plate and limited time)
there are a couple of nice/nasty things there like the Undead generating Sarcophagi and the monsters that when slain spawn a Mini-Boss.

Dwarf

Iryan it appears that the problems with Dasha and Cecily where not a problem with the Adepts Mod. I discovered this by starting a game of DS2 and Looking for Cecily outside the Inn. with the Legendary mod running she was improperly dressed - the wrong size (scale) - had the innkeeper icon over her head. Since I was able to duplicate the problem without Adepts engaged I said to myself let us remove the files of the legendary mod and see what occurs.
After removing the legendary mod. Cecily was correct in a game of DS2 and both Dasha and Cecily where correct in Adepts. I believe it must be a problem with one of the maps maybe Legends of Aranna or the Utraean Peninsula because if I recall correctly they both had a little girl with an innkeeper icon.
I will put the legendary files back without the maps and see what happens
Elf

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