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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.

iryan wrote:
Eksevis wrote:
It may be smaller, but all you really have to do is drop in the files and run the automatic fix that works a huge chunk of the time. the biggest problem of the Steam thing is that it claimed to be the complete dungeon siege collection. Some copies of DS2 have came with the BW exe. Functionally, it's perfect, except you no longer have the choice of switching between the two things.

People have complained about it, and neither steam or 'squeenix' has shown any desire of releasing the expansions.


Yes I agree completely with you about that. There's numerous posts on the forums complaining about the wording of the description of the games, which would give the impression that you are getting the expansions as well. I admit that if you look carefully it doesn't state that the expansions are included but I think the fact that there's so many posts about the topic would indicate that it's a problem, especially with the complete version which includes DS1, DS2, DS3 and the expansion to DS3. I think the expansion to DS3 is the thing that is causing all the confusion.

It's interesting that you mention that some copies of DS2 have come with the BW exe. I tried using the BW.exe with DS2 and while the game loads to the menu (and it's obvious you're using the BW.exe as the menu dimensions are different), the game hangs as soon as you try to play DS2.

I believe that the problem with the expansions to DS1 and DS2 not being released on Steam is due to licensing issues with the publishers of those expansions. Legends of Aranna was published by Microsoft, the same publisher as DS1 so you would think it would be possible. However it's interesting that the developer of Legends of Aranna was Mad Doc Software, which eventually was formed into Rockstar New England, part of the Rockstar group which is under the umbrella of Take_Two interactive.

Now Broken World was developed by GPG but released under 2K Games not Microsoft. 2K Games are interestingly a subsidiary of Take-Two Interactive as well.

Square-Enix purchase the rights to the Dungeon Siege brand and presumably that included the rights to publish DS1 and DS2. It would seem though that this didn't include the rights to the expansions which presumably remain with Take-Two Interactive. So it would appear that Take-Two Interactive has no interest in releasing the expansions in order to help promote DS1 and DS2 for Square-Enix and Square-Enix have no interest in coming to some amical agreement with Take-Two Interactive for the release of the expansions.

While it would seem to be in Square-Enix's interest to come to an agreement with Take-Two Interactive to release the expansions on Steam, remember that Square-Enix thought it was a good move to remove multiplayer from the games as well.

Steam themselves have so many games in their stable that I don't think they even try to recruit publishers to use their services any more and certainly wouldn't care one iota about such an old game.

So that's why I don't think Square-Enix or Steam really care about "fixes" which adds the expansions to the games on Steam as long as there's no overtly references to such which Killah has avoided. Take-Two Interactive and any retailers who still sell Broken World or Legends of Aranna (Amazon for example has Broken World for US$3.99 and Legends of Aranna for US$9.00) would be the only ones to care.

It's an interesting debatable concept whether the heavily modified version of Legends of Aranna included in the Legendary Mod would also escape scrutiny as well.


Mod Ideas Updated as of 7/27/14

Apparently, the expansions are, sort of, abandonware. While still obtainable, the publishers don't care what people do with it. At the very least, he's not making any profit off it. It's attended for those who were misled and assumed it came with the expansions. When I bought it, it was before DS3's dlc, so it was a problem before then. I didn't really mind though, because I got the three games and could now see how many hours I poured into the franchise... if only while I had it on Steam. Having just over 200 hours across the series as we speak makes me pretty excited to see the numbers increase.

Probably explains why I like idle games, too.

Utraean Peninsula 32I

Broken World AllSaves

Monster Level Adjust Status LOCAL

Save Location

Quillrabe

Quest Log

Primary Quests Act 1 – Completed

Secondary Quests Act 1 – Completed

Primary Quests Act 2 – Meren Town Stone, Lang Town Stone

Secondary Quests Act – Pirates of Merin, Dornek's Quarry, Travel to Lang, Confront Bandit Boss, Goblin's Secret Plans, Pit of Despair, Conquer Pit of Despair, Flooded Sanctuary, Travel to Quillrabe,

Comments, Fixes That Work, Errors, Problems
1. Monsters leveling Correctly.

2. Quests Working Correctly.

3. Radar in Fury Den working correctly
4. When moving a party of six through the Fury Den the last three party members tend to get stuck and run in place, it does not matter if the party is in mirror mode or rampage mode. Rapidly switching between modes will get them unstuck. Also moving very short distances will keep the party in order. On exit from the den I did not save. Restarted in Lang, put two party members in the inn and reran the fury den. No getting stuck this time. Jumped back to Lang picked up the two party members in the inn. Slowly walked the fury den again and continued on to Quillrabe. This appears to be a flaw in the DS2 code and not the mod when moving in some underground areas, as it occurs in both DS2 and Broken World when the party is larger than 4 members.

Party Members

Ibon (Archer) Level 44 Sharpshooter

Tiahna Level 44 Sharpshooter

Xavier Level 44 Sharpshooter

Arisu Level 44 Magus

Briahra Level 44 Magus

Sheba Level 44 Magus

Elf

From Horty Olafs to Hovarths things got easier as I hit level 13, level 8 Srubb, level 12 Hyena(level 14 Matriarch mini-boss), level 14 scorpions and level 15 Krug.

In Hovarth's level 13 skeleton archers and mages, level 8 skeleton guards, level 11 spiders and Mucosa's, Level 17 zombie Mini-boss, Hovarth was level 20,

Exit to DC before the gate to Crysrtwynd, Skrubb level 8 as well as Bears.

am at level 16 at DCwith Tiahna, Arisu, Ivlisar and Dwarf

Have not seen many of the new bows as without a tag can be hard to find

Fire_King_Hammer 02, 03, 06, 16, 18, and 20 have dropped.

Dwarf

Sat, 2015-12-12 06:36.

Eksevis wrote:
With the level scaling, I find this game becomes too hard; you can barely kill a single monster without dying and going back. So, how might you fix this?

I think that, whenever you reach the default and minimal level a monster is and pass it, it should be 1 level below you, but if you run into a higher leveled monster (lets say a level 2 Krug Scavenger) and reach Level 3, the other monster (lets say a Phrak Piercer) will become level 2. At the player level 4, Phrak Piercer's will stay at level 2, but Krug Scavenger will be level 3... and so on and so on.

Summary:
Every two (2) levels, a monster's level increases by one (1) level.

Also, I think the snakes should be the same level as Phraks. The birds are fine.

iryan wrote:
Thanks to KillerGremal, if you use the MLA mod there are now 3 ways of playing the mod.

The default is now called "local" and if you select the button on the player's stash, you'll find out which mode you are in. In local mode, the monster's levels will correspond to the region they are located in. You can easily see this in Elddim in the Utraean Peninsula. [. . .] Please note there are some quirks to this localized regional levelling and its still a work in progress.

Iryan explained how MLA works with a low-level character in a zone of high-level monsters. Beginning of November I reported on a snap test I'd done for the opposite, a high-level character in a low-level zone. I went to the U. Peninsula map (mercenary level) with a character from KoE who'd just destroyed Gom (here in DS2), so that I was in Elddim with a level 44 party to face starter level monsters.

When I had MLA disabled, Krug in the orchard were level 4. When I had MLA set to All they were level 44. When I set it to Local they were level 21 (or rather, a random mix of 22, 21 and 20). Not quite 1 level to the monster for each 2 to the character, but close enough.

(There's something in KillerGremal's mod thread about the same table entry that sets desired 'local' levels for a region also taking an "adduct" value to tune the extent by which levels should be raised for an up-level party, so what applies around Elddim in the Peninsula could be quite different from what applies in the Kingdom of Ehb.)

Changing the MLA won't affect monsters that are already "in play", like the Krug Scavenger that has just killed Norrick when you are by the stash chest in the starting farm cottage. Best for maximum effect (but still not total effect?) when working the MLA button to save, quit to main menu and reload ("continue").

None of which so far as I can see will help Eksevis with the game having been made too hard. Like up until last year when without MLA the Krug Scavengers at the start were level 17? In the Kingdom of Ehb upper farmlands is it? And with what versions of the mods? Finding the latest to try out must be a bit of a challenge now for newcomers. Or is this simply a report that MLA-local allows too high a maximum there?

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

Party of 6, leader level 29 leaving Meren, 31 into Lang mire, 32 into goblin warrens, 34 into redwood forest, 36 approaching Fury Den tunnel. (I'd have been through the tunnel by now only my game crashed to Windows yesterday at the sight of the second Googore.) This is the party that does all secondary quests but otherwise limits how far off track it goes. Note it is 2 levels lower than my explore-thoroughly MLA-off was and 6 levels lower than bare_elf's latest party at that point.

Some items listed as "*fixed" in the bug report are not fixed, from both the 32g November 14th batch and the 32i December 5th batch. So have some files with fixes in the working folders simply not been copied to the compiling folders yet for tanking up? Besides the giant spider loot and the Mt. Elspen banter previously mentioned, black wolves in redwood forest are still level 30 (so "monster adjust declared" says), the redundant goblin valve is still workable and still redundant, and mechanized suit armor is still not displaying properly on (elf) males. On a happier note, the Robo Suit is well and truly fixed. The Pit of Despair end boss also made my healer use up mana potion.

Pit of Despair
With no doppelgangers (confirmed) party banter going into the second maze could do with revision (hero replies "Maybe we've faced the worst this place has to offer us" when they've had nothing to face). (Here's a thought - there are just two chests in 1st maze, so increase the reward by making one a mimic?)

  • Door out of 1st maze invites "click to open" and if clicked does open even if party has no skulls. If party has one skull only (of the three supposedly required) that skull is not consumed. What happens with all three I haven't tested.
  • Reaching door out of 3rd maze with no artefacts collected, it opens when clicked.
  • Bridges appear when party (with an artefact) approaches statuettes, I believe without the statuette having to be clicked, and without consuming the artefact. (This will be correct if the idea is to make players take the artefacts to the door instead.)
  • Daemons to side of route in second and third maze disappear when party is in certain places, as if invisible walls block sight (Ask me for precise locations if needed.)
Party shot down many of the daemons for practice though they were doing no harm. In the final maze one daemon actually had the temerity to start attacking (fire magic).

One test, the exit elevator displayed correctly (after the end boss and this may have been my first look at it). On a repeat test I looked across from talking to Shamblin Bones at the beginning and saw the blank column of non-display.

Flooded Sanctuary

Immediately across the bridge below the waterfall, the party while fighting off wolves and fettershins noticed a commotion ahead - it was the Sanctuary Keeper also involved in a fight, and displaying no quest marker overhead. One eventually appeared (helped by some poking with the cursor?) once things had quietened down. After player collects quest he has grey ? (correct) but it has not changed to orange when player has the final task to speak to him for a reward (the Elder Wood amulet). This, by the way, is still a levelling item; so too the Woodland Leather from the first Bandit Leader.

U32i#101. Sanctuary Keeper is male (now) and is referred to as such in Rhod Emell's convo, but as "she" in the soldier's convo at the goblin warrens exit.

U32i#102. Overground - well, over water and muck - goblin warrens exit is due south from entrance, but party banter when about to go in from Lang says, "out to the Old Forest West of here".

iryan wrote:
You may notice that technically you don't need to kill all the monsters in the Flooded Sanctuary to continue. This is because 1) sometimes the accumulate trigger doesn't capture all the kills properly so I added an extra one per task and 2) the shrack fish don't need to be killed at all - it would be mind boggling to try to kill them all.
  • Do the 1st area and 2nd area tasks require certain numbers of monsters to be killed and certain trigger places to be passed? Because if so, the places have been crossed over so that a trigger points in area 2 must be reached to complete task 1, and a point in area 1 must be visited - after killing enough monsters in area 2 - to complete task 2.
  • Area 3 is working fine.
  • The target count for Area 4 is too low, it completes with a whole roomful of lungers and slingers not cleared out (not to mention a mimic!) indeed without the door (WD_R1 -1.403/0.000/-1.440 0x2D600120) to that room at the end being opened at all.
  • The whole idea of "making safe" becomes farcical when lingering to destroy the mimic (for its treasure) allows monsters time to re-spawn - including the mini-boss lunger! That's DS2 for you.
Non-triggering Unguis confirmed fixed. Curse attack hack for Unguis not tested (because I forgot to turn off Spirit Embrace protection for the test). However from lectars I can confirm my report on the ancient troll, that they stop cursing and become ineffective when party members melee attack them.

RSimpkinuk57 wrote:
. . . Finding the latest to try out must be a bit of a challenge now for newcomers. Or is this simply a report that MLA-local allows too high a maximum there?
Well, iryan keeps this post and its links up to date quite frequently!(?) :thumbup:
Besides of this, if I release a new version of a mod affecting DS1=>DS2 maps I usually inform iryan about it, in worst case this mod site would list the latest releases too.

 
Concerning the maximum level, if the 'local' mode is set it only means that a table with level presets for that region will be respected.
So monster levels can be higher than the average party level if the defined range of levels in the table is higher than the average party level (specially in combination enforced minimum).

Assumed now, such a level table is not avaiable, the 'all' mode is used even in 'local' mode (as 'level-bound' DS2 is).
Although there is an initial levelling advantage of 0.5 levels, with the current mod release however it seems to be quite difficult to keep this advantage - unless you go to places you already were just for 'levelling'.

RSimpkinuk57 wrote:

Some items listed as "*fixed" in the bug report are not fixed, from both the 32g November 14th batch and the 32i December 5th batch. So have some files with fixes in the working folders simply not been copied to the compiling folders yet for tanking up? Besides the giant spider loot and the Mt. Elspen banter previously mentioned, black wolves in redwood forest are still level 30 (so "monster adjust declared" says), the redundant goblin valve is still workable and still redundant, and mechanized suit armor is still not displaying properly on (elf) males. On a happier note, the Robo Suit is well and truly fixed. The Pit of Despair end boss also made my healer use up mana potion.

Pit of Despair
Door out of 1st maze invites "click to open" and if clicked does open even if party has no skulls. If party has one skull only (of the three supposedly required) that skull is not consumed. What happens with all three I haven't tested.

  • Reaching door out of 3rd maze with no artefacts collected, it opens when clicked.
  • Bridges appear when party (with an artefact) approaches statuettes, I believe without the statuette having to be clicked, and without consuming the artefact.

    Flooded Sanctuary Do the 1st area and 2nd area tasks require certain numbers of monsters to be killed and certain trigger places to be passed? Because if so, the places have been crossed over so that a trigger points in area 2 must be reached to complete task 1, and a point in area 1 must be visited - after killing enough monsters in area 2 - to complete task 2.

  • Area 3 is working fine.
  • The target count for Area 4 is too low, it completes with a whole roomful of lungers and slingers not cleared out (not to mention a mimic!) indeed without the door (WD_R1 -1.403/0.000/-1.440 0x2D600120) to that room at the end being opened at all.
  • The whole idea of "making safe" becomes farcical when lingering to destroy the mimic (for its treasure) allows monsters time to re-spawn - including the mini-boss lunger! That's DS2 for you
  • Probably I should put that things marked fixed should be theoretically fixed. I have very little time available to test things out and if I did try to this mod would certainly never get finished. I'm depending on my troupe of trusty beta testers to find test out changes and find things that need fixing. I really appreciate your efforts.

    That said I did test out the Flooded Sanctuary and it worked for me with the final revision uploaded in beta32i. I did forget to mark all the monsters as non respawnable so I need to add that to the list of things to do.

    I probably need to revise the quest associated with the Flooded Sanctuary. I find that the accumulator_trigger doesn't work very well in DS2, often forgetting to update itself - probably something in the way world events are handled in DS2 compared to DS1. Anyhow it's over my head. Trying to track how many monsters there are in the Flooded Sanctuary is ridiculous anyhow - that's why I limited it to several in certain areas.

    What I would like to do is have the Sanctuary Keeper give you an item that when placed on a pedestal would kill all the monsters left alive in the Sanctuary and thus completing the quest. Any other ideas on how to make this quest work better is welcomed.

    I didn't test the Pit of Despair at all after getting lost in the first maze. I did always hate that area in DS1. I suspect there may be an incorrect setting on the doors, I will check again.

    Utraean Peninsula 32I

    Broken World AllSaves

    Monster Level Adjust Status LOCAL

    Save Location

    Mesa Desert Direct Connect

    Quest Log

    Primary Quests Act 1 – Completed

    Secondary Quests Act 1 – Completed

    Primary Quests Act 2 – Completed

    Secondary Quests Act 2 – Completed

    Primary Quests Act 3 –

    Secondary Quests Act 3 – Threat to Hiroth,

    Comments, Fixes That Work, Errors, Problems

    1. Monsters leveling Correctly.

    2. Quests Working Correctly.

    3. Radar all floors of Hiroth Castle working correctly.

    Party Members

    Ibon (Archer) Level 47 Sharpshooter

    Tiahna Level 47 Sharpshooter

    Xavier Level 47 Sharpshooter

    Arisu Level 47 Magus

    Briahra Level 47 Magus

    Sheba Level 47 Magus

    Elf

    sigofmugmort wrote:
    From Horty Olafs to Hovarths things got easier as I hit level 13, level 8 Srubb, level 12 Hyena(level 14 Matriarch mini-boss), level 14 scorpions and level 15 Krug.

    In Hovarth's level 13 skeleton archers and mages, level 8 skeleton guards, level 11 spiders and Mucosa's, Level 17 zombie Mini-boss, Hovarth was level 20,

    Exit to DC before the gate to Crysrtwynd, Skrubb level 8 as well as Bears.

    am at level 16 at DCwith Tiahna, Arisu, Ivlisar and Dwarf

    Have not seen many of the new bows as without a tag can be hard to find

    Fire_King_Hammer 02, 03, 06, 16, 18, and 20 have dropped.

    Dwarf


    Hopefully all of the above will be fixed with the next version.

    I'll add tags to the bows, I forgot a few of the DS1 converted items. The Fire King Hammer shouldn't be dropping at all as they are marked pcontent_drop = false. However I've totally rewritten all of the unique templates so hopefully that won't happen in the next version. If it does I'll get very mad and scrap the whole concept - I'm wasting far too much time on them as it is.

    UPDATE
    I found quite a few armors missing tags, which I have added but all the bows seem to have tags. Could you please elaborate on what you mean "without a tag".

    @Iryan, the label tags which usually show on the ground next to the dropped item are not showing up as in, if I kill 3 Krug and have a scout bow and the fire kings hammer drop there will only be a label tag saying "Scout Bow" but the icons of both items will show

    Dwarf

    Utraean Peninsula 32I

    Broken World AllSaves

    Monster Level Adjust Status LOCAL

    Save Location

    Grescal

    Quest Log

    Primary Quests Act 1 – Completed

    Secondary Quests Act 1 – Completed

    Primary Quests Act 2 – Completed

    Secondary Quests Act 2 – Completed

    Primary Quests Act 3 – Grescal Town Stone,

    Secondary Quests Act 3 – Threat to Hiroth, Travel to Grescal, Threat to Grescal

    Comments, Fixes That Work, Errors, Problems

    1. Monsters leveling Correctly.

    2. Quests Working Correctly.

    3. Radar and Elevator in Abandoned Ruins working correctly.

    4. Like some of the new quest givers and new quests. There are new quests right?

    5. Should there really be quest arrows in the endless desert? It is a place to get lost in if you are not careful. One can run in circles on the DS1 Map for years until one figures out the desert is circular.

    Party Members

    Ibon (Archer) Level 48 Sharpshooter

    Tiahna Level 48 Sharpshooter

    Xavier Level 48 Sharpshooter

    Arisu Level 48 Magus

    Briahra Level 48 Magus

    Sheba Level 48 Magus

    Elf

    bare_elf wrote:

    4. Like some of the new quest givers and new quests. There are new quests right?


    Yes there are just to promote some things - like exploring the upper floor of the Castle and searching out the Lava Caverns.

    Incidentally have you a chance to check out the alternative quest giver for the Great Explorer Quest? I tried to set it up so you could activate it very early, even if you can't possible complete it until much later, by talking to the guard outside of the alternative entrance to Hovart's Folly. In that case the alternative npc in Hiroth shouldn't have a quest icon, will say something different and not offer you the quest (or shouldn't).

    If you ignore that exit from Hovart's Folly and talk to the npc in Hiroth to activate the quest, he should have a quest icon and should offer you the quest in which case the alternative guest giver near Hovart's Folly will say something different, not have a quest icon and not offer you the quest.

    I set it up that way for advanced parties playing with the "ALL" setting of the MLA can explore the Great Northern Forest whenever they wish.

    bare_elf wrote:

    5. Should there really be quest arrows in the endless desert? It is a place to get lost in if you are not careful. One can run in circles on the DS1 Map for years until one figures out the desert is circular.


    The quest arrow was meant simply for getting to Grescal as part of the main quest. To find the secret optional areas, you still need to either explore the Endless Dunes or the Great Northern Forest.

    It's actually easier in this version finding the pyramids in the Endless Desert as there's some nasty monsters found near them. So if you suddenly discover one of these monsters, you'll know you're close. Previously you could pass quite close to the pyramids and still miss them.

    I haven't posted on here in a while but is Gom's Demon form still glitchy

    DrXann wrote:
    I haven't posted on here in a while but is Gom's Demon form still glitchy

    Actually the Gom and his domain have been improved greatly. Version 32i seems to have fixed most of the problems if not all of them. What version of the legendary mod are you running? The current files are as follows:

    DS1_Map_Legends_of_Aranna_Beta31

    DS1_Map_Utraean_Peninsula_Beta32i_fix

    DS1_Map_World_Beta32h

    DS1_Mod_Content_Beta30

    DS1_Mod_Exp_Content_Beta30b

    DS1_Mod_Logic_Beta32i

    DS1_Mod_Terrain_Beta30

    Mod-DS1Content-Alpha10z

    Mod-Erthos-MonsterLevelAdjust-Beta5r

    Links can be found for each in the legendary mod thread, but you have to look. I will ask iryan to post links to the most current files in one post.

    Elf

    @ Iryan

    I have noticed that the Mimics are not working. At first I thought I had found trunks that would not open, However I knew for sure there was a mimic in the room that you open with the 10 stone. Think there must be something wrong with the template since you changed it, as the mimic worked in Kingdom of Ehb 32h.

    There is also something odd happening in the Lava Caverns. One character (primary) walks off the elevator and the scene turns black and the only thing visible is the green rings around the characters. Other party members see the Lava Caverns as gray with green rings. My second party member was able to see the lava caverns just fine. I figured that I should get out of the caverns while I could (not wishing to get stuck) so the party got back on the elevator and this happened and there was no button to send the elevator back up or at least I could not see it or reach it.

    What is the Name of the quest between The Great Explorer and Threat to Grescal? I missed it somewhere?

    Elf

    Is that the elevator from the island? That's the same problem I found in 32g. Try the second pyramid's elevator.

    As to mimics, it's been a long time since I've had to try opening one, they disclose themselves first. This is still the case in 32i: in the goblin warrens for one example, the flooded sanctuary and the fury den. It could be they were aggro'ed by collateral damage from the shockwave when my ranger shot monsters next to them.

    Why do I keep mentioning minor quirks (in this case to explain why just one of the mimics, in the lava caverns, is a nuisance in that particular spot) when trying to tweak them away risks making things worse?

    I've been caught up in other things these last few days and have advanced my party only to Quillrabe.

    RSimpkinuk57 wrote:
    Is that the elevator from the island? That's the same problem I found in 32g. Try the second pyramid's elevator.

    In 32i (on 2.2) mimics still attack my party without my having to try opening them. In the goblin warrens for one example, and the flooded sanctuary for another. It could be they were aggro'ed by collateral damage from the shockwave when my ranger shot monsters next to them.

    I've been caught up in other things these last few days and have advanced my party only to Quillrabe.


    Yes Richard that is the elevator from Eastern Island - I normally use that route to find the pyramids as it is easier than wondering about the Endless Desert. I tracked down the Pyramids from the endless desert and the lava caverns seem to be fine so far.

    Elf

    I have completed all the quests except for this one which I seem to have missed. Search as I might I can not find it.

    The only two problems that I have found is that:
    1. The Mimics do not work for me even when I walk up to them and hit them really hard. Seems they work for Richard I wonder if it is the difference between him playing From DS2 and Me playing from Broken World? I checked the 1st Mimic on the other side of the broken bridge Kingdom of Ehb Map and it worked.

    2. The problem with the lava caverns when entered from Eastern Island End as they appear to be just fine when entered from the Pyramids, I was able to follow them all the way and exit onto Eastern Island.

    Elf

    RSimpkinuk57 wrote:
    Is that the elevator from the island? That's the same problem I found in 32g. Try the second pyramid's elevator.

    As to mimics, it's been a long time since I've had to try opening one, they disclose themselves first. This is still the case in 32i: in the goblin warrens for one example, the flooded sanctuary and the fury den. It could be they were aggro'ed by collateral damage from the shockwave when my ranger shot monsters next to them.

    Why do I keep mentioning minor quirks (in this case to explain why just one of the mimics, in the lava caverns, is a nuisance in that particular spot) when trying to tweak them away risks making things worse?

    I've been caught up in other things these last few days and have advanced my party only to Quillrabe.


    It will take me a while to go through these latest reports as I'll be away for a couple of days most likely.

    However for the mimics, I have altered again the way they work in the mod (which is different to how they work in DS2) and currently they seem to work also like in DS2. Except I discovered they can be destroyed accidentally by collateral damage. This I have theoretically fixed but are yet to test it out.

    In DS2 Mimics are reasonably complicated to set up. You have to place a dummy chest that looks like a mimic and then place the mimic. Two change_property gizmos control the mimic and it's dummy. Initially the mimic is invisible, indestructible and set not to attack. When you try to "use" the dummy, it sends world messages to the change_proprty gizmos. One gizmo turns the dummy chest invisible while the other gizmo makes the mimic visible, destructible and set to attack you.

    The above is also why occasionally players have reported seeing two mimics in the secret area on the path to the crypts in Kingdom of Ehb. I have also seen that in test maps - no doubt a product of the MLA mod, except it shouldn't work in my test map. Another mystery.

    What I attempted to do is to produce a mimic from a generator. That's why the mimics were attacking too soon, even though I set their trigger range to about 1 or 2, they could pop out un-expectantly, especially in those areas where there were other monsters. This is what's happening in beta32i.

    In the current unreleased version, their generators have a trigger range of 0. While occasionally they will attack you without being "used", a party member has to be almost standing on top of them. "Using" them activates them quite fine. It was while testing this behaviour I discovered that the generator can be destroyed by collateral damage if there's another monster next to the generator. Strangely this was the first time I ever seen this from numerous playthroughs and it has never been reported. I tried to solve this exploit by giving the generator an enormous amount of health. So theoretically you can still destroy them before they produce a mimic, it has to be done by collateral damage as you can't directly target a generator. Though maybe someone may find a way around it - I wouldn't be surprised.

    bare_elf wrote:

    What is the Name of the quest between The Great Explorer and Threat to Grescal? I missed it somewhere?

    Elf


    It's a new quest and called "Hidden Secrets". A npc in the Inn at Hiroth should give it to you. I tested it several times and it worked for me so let me know if it doesn't for you. It's designed to encourage players to fully explore the upper floor of the Castle as you have to go that way to reach the Hidden Secret, even though it's actually located on the ground floor.

    Alternate method for obtaining the Great Explorer Quest from the guard outside Hiroth's folly in the Great Northern Forest works correctly

    Dwarf

    iryan wrote:
    What I attempted to do is to produce a mimic from a generator. That's why the mimics were attacking too soon, even though I set their trigger range to about 1 or 2, they could pop out un-expectantly, especially in those areas where there were other monsters. This is what's happening in beta32i.

    In the current unreleased version, their generators have a trigger range of 0. While occasionally they will attack you without being "used", a party member has to be almost standing on top of them. "Using" them activates them quite fine. It was while testing this behaviour I discovered that the generator can be destroyed by collateral damage if there's another monster next to the generator. Strangely this was the first time I ever seen this from numerous playthroughs and it has never been reported.

    So is the mimic in 32h KoE still the older version?

    I didn't know the word for it was "generator" but it is something I reported in KoE back at 31m so roughly a year ago: "E31m#101 Attack one of the large crates containing a concealed bot (example: GI_R5 0.811/0.000/-0.521/ 0x1850516F – I'm sure I remembered this being just such an ambush), either deliberately or as collateral damage, and the bot inside is obliterated, I guess without awarding you any experience." (quote from my cut-and-paste quick reference log).

    I saw the same again a few days ago in the goblin warrens in UP, shortly before the robo-suit. Three medium-large crates one of which vanished when my archer shot a goblin (grunt or guard?) in front of it. The other two crates burst when they chose releasing a gobbot (shocker? igniter?) from one I seem to remember and a killbot/hunter type from the last. The damage that destroyed the generator had to be from a shockwave (level 2, 12% of projectile damage over 2 meters radius at range 9 meters plus, and my archer also had 12% chance of his projectile penetrating beyond victim).

    Quillrabe fixes

    • Droog enchanter enchants; radar shows both enchanter and pet merchant confirmed
    • "Saving game at lower Quillrabe puts party at previous town" still a problem. Will fixing it require either a full-blown restart point in the lower town or a DC there? DC may not be an elegant solution but would save time to-ing and fro-ing between upper and lower shops
    • "Quillrabe teleport Hub on peneinsula map not centred properly" still a problem.

    Monster levels. "Some level 16 Skath Disciples before Sar Vinien" confirmed fixed but I now see that Skath Disciples are summoners and the Ironhorns they summon are level 16 pre-MLA.

    Iliarth Canyons - I see the problem now with MLA for region GRS_DRY_HARD_R1. Local setting has to be 36+ for the Skaths and Harpies when party emerges from Fury Den on way to Quillrabe, but also applies to Krug etc from the new gate back to the Crystwind grasslands, and from the elevator on the upriver side to the boundary with the Illiarth Falls section on the river route to/from Elddim.

    Could this region's MLA-local table entry be tweaked for a minimum level same as Crystwind grasslands but otherwise equivalent to MLA-All for parties above minimum? Coupled with a minimum level test (lower-mid 30s) on opening the new gate? When they go into the grasslands to win the Crystwind townstone players could then continue killing Kruggies and collecting loot as far southwards to the canyon rim as they want (even over the first rock bridge, the one not leading to an elevator). That is what I did with my MLA-off group.

    Would this partial solution (should it be possible) spoil too much the MLA-All-lets-you-go-anywhere ideal?

    I referred the other day to my test showing how MLA-Local raises monster levels somewhat above its baseline for higher-level parties revisiting the regions around Elddim, though much less than MLA-All would. Well in the Crystwind grasslands and mines my level 38 group finds MLA-Local choosing adjusted monster levels no different from what a level 18 group would see.

    Lore maps. I've found one of the two (non-)maps I was missing (my report 16, 32g). This leaves only the Crystwind town one that I cannot find. Looking again for the latter is one of the reasons why I teleported my group back there. I've not tried yet with a first-time 32i party.

    Lore books. From tank viewer I see that the blank spaces (report 16 again) are for History of Ehb, Zaurasks in the Peninsula, The Dwarves' Dark Secret, Troggeus Evoluteus, Drocs in the Peninsula, Hassats in the Peninsula and Last of the Utraeans. Most if not all of them obviously written for LOU and not applicable to this version. Dwarves' Dark Secret is an obvious candidate to be overwritten by the Battle for the Portal instead of the latter being stuck out pages later.

    All quests now completed. It was my fault entirely for not finding the "Hidden Secrets" quest, because when I went into the Hiroth Inn I totally missed the person sitting at the table near the front door. When I explored the castle the first time I saw the secret room and the monsters in it, but could not find the way there, I am happy I did not as the quest most likely would not have completed. In any case I think it is a good quest to get people to explore the castle, find all the trunks with very useful loot. Think I will run the map again with a new party with MLA Set to ALL, to see if I can find any other hidden secrets.

    Elf

    Utraean Peninsula 32I

    Broken World AllSaves

    Monster Level Adjust Status ALL

    Save Location

    Crystwind Old Mine Direct Connect

    Quest Log

    Primary Quests Act 1 – Elddim Townstone, Crystwind Townstone,

    Secondary Quests Act 1 – A Farmer's Scythe, Hovart's Folly, A New Way to Travel, Orchard Cellar, Travel to Crystwind,

    Comments, Fixes That Work, Errors, Problems
    1. Monsters leveling correctly but appear less powerful than when playing with MLA in local mode.

    2. Quests Working Correctly.

    3. Radar and Elevators in Crystwind mines all working correctly.

    Party Members

    Isla Level 29 Sharpshooter

    Tiahna Level 29 Sharpshooter

    Arisu Level 29 Sorceress

    Ivlisar Level 29 Sorcerer

    Lili's Dog Level 29 Knight

    Bare_Elf's Dog Level 29 Knight

    Elf

    Utraean Peninsula 32I

    Broken World AllSaves

    Monster Level Adjust Status ALL

    Save Location

    Mt. Utrae Forest Direct Connect

    Quest Log

    Primary Quests Act 1 – Elddim Townstone, Crystwind Townstone, Fallraen Townstone

    Secondary Quests Act 1 – A Farmer's Scythe, Hovart's Folly, A New Way to Travel, Orchard Cellar, Travel to Crystwind, Travel to Fallraen, Dwarven Secrets, Fallraen Barracks

    Comments, Fixes That Work, Errors, Problems
    1. Monsters leveling correctly but appear less powerful than when playing with MLA in local mode.

    2. Quests Working Correctly.

    3. Radar in underground areas from Crystwind to Fallraen working correctly.

    4. An interesting effect when there is a melee pet like a dire wolf or Norick's dog in your party. Any crate, barrel, or trunk they pass automatically opens, a very useful ability.

    Party Members

    Isla Level 36 Sharpshooter

    Tiahna Level 36 Sharpshooter

    Arisu Level 36 Magus

    Ivlisar Level 36 Magus

    Lili's Dog Level 36 Knight

    Bare_Elf's Dog Level 36 Knight

    Elf

    RSimpkinuk57 wrote:

    I didn't know the word for it was "generator" but it is something I reported in KoE back at 31m so roughly a year ago: "E31m#101 Attack one of the large crates containing a concealed bot (example: GI_R5 0.811/0.000/-0.521/ 0x1850516F – I'm sure I remembered this being just such an ambush), either deliberately or as collateral damage, and the bot inside is obliterated, I guess without awarding you any experience." (quote from my cut-and-paste quick reference log).

    I saw the same again a few days ago in the goblin warrens in UP, shortly before the robo-suit. Three medium-large crates one of which vanished when my archer shot a goblin (grunt or guard?) in front of it. The other two crates burst when they chose releasing a gobbot (shocker? igniter?) from one I seem to remember and a killbot/hunter type from the last. The damage that destroyed the generator had to be from a shockwave (level 2, 12% of projectile damage over 2 meters radius at range 9 meters plus, and my archer also had 12% chance of his projectile penetrating beyond victim).


    I will investigate the goblin crates, it sounds like the same problem as with the mimic generators and possibly increasing their health value and corresponding exploding value (only effects the generator) will solve the issue.

    RSimpkinuk57 wrote:

    Iliarth Canyons - I see the problem now with MLA for region GRS_DRY_HARD_R1. Local setting has to be 36+ for the Skaths and Harpies when party emerges from Fury Den on way to Quillrabe, but also applies to Krug etc from the new gate back to the Crystwind grasslands, and from the elevator on the upriver side to the boundary with the Illiarth Falls section on the river route to/from Elddim.

    Could this region's MLA-local table entry be tweaked for a minimum level same as Crystwind grasslands but otherwise equivalent to MLA-All for parties above minimum? Coupled with a minimum level test (lower-mid 30s) on opening the new gate? When they go into the grasslands to win the Crystwind townstone players could then continue killing Kruggies and collecting loot as far southwards to the canyon rim as they want (even over the first rock bridge, the one not leading to an elevator). That is what I did with my MLA-off group.

    Would this partial solution (should it be possible) spoil too much the MLA-All-lets-you-go-anywhere ideal?

    I referred the other day to my test showing how MLA-Local raises monster levels somewhat above its baseline for higher-level parties revisiting the regions around Elddim, though much less than MLA-All would. Well in the Crystwind grasslands and mines my level 38 group finds MLA-Local choosing adjusted monster levels no different from what a level 18 group would see.


    That's a very good solution for this vexing problem, especially now there's a gate to prevent early access through the valley to Quillrabe.

    What you're seeing around Elddim and what you're seeing near Crystwind is the difference the adduct value makes. Around Elddim it is set to 0.4, while at Crystwind it's 0.0. Adjusting the level should adjust the levels of the monsters based on your party's level.

    I deliberately kept it at zero for most regions as I wanted very defined level differences between areas. Otherwise for example, the hero may be able to enter the Great Northern Forest at a much lower level than expected. I want that region to be only entered near the end of the game. The same for the Dark Swamp around Lang.

    Obviously it could be relaxed for areas around Crystwind, probably the alternative route to Crystwind from The Ancient Crypts and many other areas. However I discovered the tradeoff with the adduct value is that it negates the random level difference of monsters within a region.

    I will look at this and try some tweaks and if you and others could suggest areas that could do with such tweaking, that would help a lot.

    RSimpkinuk57 wrote:

    Lore maps. I've found one of the two (non-)maps I was missing (my report 16, 32g). This leaves only the Crystwind town one that I cannot find. Looking again for the latter is one of the reasons why I teleported my group back there. I've not tried yet with a first-time 32i party.

    Lore books. From tank viewer I see that the blank spaces (report 16 again) are for History of Ehb, Zaurasks in the Peninsula, The Dwarves' Dark Secret, Troggeus Evoluteus, Drocs in the Peninsula, Hassats in the Peninsula and Last of the Utraeans. Most if not all of them obviously written for LOU and not applicable to this version. Dwarves' Dark Secret is an obvious candidate to be overwritten by the Battle for the Portal instead of the latter being stuck out pages later.

    I'll look to see where the Crystwind town map should be and I'll certainly revise the other lore books, you're right they are throwbacks to LOU. Certainly Hassats could be easily exchanged for Haku, Troggeus Evoluteus should still be there, Zaurasks could be some more backstory on the Krug, Drocs could be exchanged for the Korven and the Last of the Utraeans explain a bit more about their secret weapon.

    I've added all the other items to the bug list.

    I've added links to the latest work in progress builds as suggested to me by bare_elf so that beta testers and others who wish to try the latest builds of the mod can easily find them as the posts announcing them can quickly become submerged in subsequent posts (2636 replies as of now).

    Indeed, as has been mentioned by many others, one of the greatest lacks of the site is an useful search function.

    iryan wrote:
    . . .
    RSimpkinuk57 wrote:

    Iliarth Canyons - I see the problem now with MLA for region GRS_DRY_HARD_R1. Local setting has to be 36+ for the Skaths and Harpies when party emerges from Fury Den on way to Quillrabe, but also applies to Krug etc from the new gate back to the Crystwind grasslands, and from the elevator on the upriver side to the boundary with the Illiarth Falls section on the river route to/from Elddim.

    Could this region's MLA-local table entry be tweaked for a minimum level same as Crystwind grasslands but otherwise equivalent to MLA-All for parties above minimum? Coupled with a minimum level test (lower-mid 30s) on opening the new gate? When they go into the grasslands to win the Crystwind townstone players could then continue killing Kruggies and collecting loot as far southwards to the canyon rim as they want (even over the first rock bridge, the one not leading to an elevator). That is what I did with my MLA-off group.

    Would this partial solution (should it be possible) spoil too much the MLA-All-lets-you-go-anywhere ideal?

    I referred the other day to my test showing how MLA-Local raises monster levels somewhat above its baseline for higher-level parties revisiting the regions around Elddim, though much less than MLA-All would. Well in the Crystwind grasslands and mines my level 38 group finds MLA-Local choosing adjusted monster levels no different from what a level 18 group would see.


    That's a very good solution for this vexing problem, especially now there's a gate to prevent early access through the valley to Quillrabe.

    What you're seeing around Elddim and what you're seeing near Crystwind is the difference the adduct value makes. Around Elddim it is set to 0.4, while at Crystwind it's 0.0. Adjusting the level should adjust the levels of the monsters based on your party's level.

    I deliberately kept it at zero for most regions as I wanted very defined level differences between areas. Otherwise for example, the hero may be able to enter the Great Northern Forest at a much lower level than expected. I want that region to be only entered near the end of the game. The same for the Dark Swamp around Lang.
    . . .

    A minimum level would be supported by the regional level table already now.
    With this a monster with level 10 would get level 40 on minimum, it's not allowed to get lower:
     [*] {  region = "region99";    level = "45-55,40";   adduct = 0.4;   }
    

    Just to remind, with this a monster with level 10 would get a level between 31 and 37:

     [*] {  region = "region99";    level = "45-55";      adduct = 0.4;   }
    

     

    iryan wrote:
    . . .
    Obviously it could be relaxed for areas around Crystwind, probably the alternative route to Crystwind from The Ancient Crypts and many other areas. However I discovered the tradeoff with the adduct value is that it negates the random level difference of monsters within a region.
    Did you try a larger level range?
    Refering to the example above, rather '45-55' than '49-51' when an average level of 40 is intended.

    I never noticed this before, or maybe I did and forgot to write it down. Anyway after completing the Dornek's Quarry Quest I decided to explore the Sulfur Tunnels (back door to Lang) I could not enter them, just a black hole. So I activated the Direct Connect and used the portal to jump back to Dornek outside the temple exit, then saved. When I restarted I jumped back to Dornek's Quarry I was able to enter the Sulfur Tunnels and travel to Lang.

    Elf

    Utraean Peninsula 32I

    Broken World AllSaves

    Monster Level Adjust Status ALL

    Save Location

    Meren

    Quest Log

    Primary Quests Act 1 – Completed

    Secondary Quests Act 1 – Completed

    Primary Quests Act 2 –

    Secondary Quests Act 2 – Pirates of Meren, Dornek's Quarry, Travel to Lang,

    Comments, Fixes That Work, Errors, Problems
    1. Monsters leveling correctly but appear less powerful than when playing with MLA in local mode.

    2. Quests Working Correctly.

    3. Radar in Sulfur Tunnels working correctly.

    4. Previous post about Dornek's Quarry entrance to Sulfur Tunnels.

    5. Hired Briahra while in Lang and sent the dogs to the inn for a rest.

    Party Members

    Isla Level 43 Sharpshooter

    Tiahna Level 43 Sharpshooter

    Arisu Level 43 Magus

    Sheba Level 42 Magus

    Briahra Level 42 Magus

    Elf

    Pages