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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.

So... How do I change them?

Eksevis wrote:
So... How do I change them?

Look at the Yellow Stash Trunk in a Town, there is a button on the side of it. If you point at the button it will tell you what mode you are in, press button to change. The three modes are local all and disabled.

Elf

aaah! I see! Thank you.

bare_elf wrote:
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.
I can confirm that (in 32i) from across the quarry floor. I'd failed to report it because when I moved close to the entrance to look in it came right. Did I move in then or did a dark lunger come out to attack? Don't remember. No problem entering it in 32d but I could have been that close to it before trying.

Notes from 32i

The block in Crystwynd to keep you from short-cutting to the mines is nice.

The block near Jessica traps the Furock and could not reach the chest near Oath2ice, -0.111/0.000/1.373/0xe0f71122

Jessica helped fight things staying near the party half-way to the Ice cave

Bare_Elf commented a while ago a bought A couple of the recruitable Dwarves not gaining experience as fast as other characters in KOE. My Dwarven heavy party has just finished the Goblin tunnels and is 3 1/2 levels BEHIND any other group monsters where 3 levels ahead and had to use DE's skillpoint and experience point Mod to catch them up to continue.

Insane Dwarf

sigofmugmort wrote:
Notes from 32i

The block in Crystwynd to keep you from short-cutting to the mines is nice.

The block near Jessica traps the Furock and could not reach the chest near Oath2ice, -0.111/0.000/1.373/0xe0f71122

Jessica helped fight things staying near the party half-way to the Ice cave

Bare_Elf commented a while ago a bought A couple of the recruitable Dwarves not gaining experience as fast as other characters in KOE. My Dwarven heavy party has just finished the Goblin tunnels and is 3 1/2 levels BEHIND any other group monsters where 3 levels ahead and had to use DE's skillpoint and experience point Mod to catch them up to continue.

Insane Dwarf


The block near Jessica has been revised so that the Furok and chest can be assessed now. I didn't notice them before in the Editor.

As for the Dwarves not gaining experience as fast, I have no explanation. I checked the templates and tidied them up a little but there's nothing there different to the other races' templates.

The MLA does have a modified formulas.gas but again I can't see anything there that would explain the slower experience gain for the dwarves.

Utraean Peninsula 32I

Broken World AllSaves

Monster Level Adjust Status ALL

Save Location

Redwood Gap Direct Connect

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 2 – Pirates of Meren, Dornek's Quarry, Travel to Lang, Goblin's Secret Plans, Confront Bandit Boss, Pit of Despair, Conquer the Pit of Despair, Flooded Sanctuary,

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

2. Conquer the Pit of Despair, the Demons flying about do not attack, I watched a trio at close range for about 5 minutes, go bored and used my rangers to snuff them. All locked doors will open even when you have no key. Radar Looks Great.

3. Flooded Sanctuary has a problem with area 2, I cleared it (nothing alive) and it did not show complete. So I cleared the other areas, went back to the Sanctuary Keeper. He told me to enter the Sanctuary, when I went back in found the area 2 star and when I walked past it the task completed and when I talked to the Keeper again the quest completed.

4. I believe the reason my party has reached Level 50 is that I have followed every path open to me, and passed through the Sulfur Tunnels which are not a normal route to Lang.

Party Members

Isla Level 50 Master Sharpshooter

Tiahna Level 50 Master Sharpshooter

Arisu Level 50 Magus

Sheba Level 50 Magus

Briahra Level 50 Magus

Elf

sigofmugmort wrote:
My Dwarven heavy party has just finished the Goblin tunnels and is 3 1/2 levels BEHIND any other group.
Isn't this your MLA-off group?

Exiting the goblin tunnels my stick-to-the-quests group was level 34 (MLA-local) and my look-all-around one level 36 (MLA-off). The way the formula table works, extra levels early on have a diminishing value without MLA; so with MLA-all or -local I'd expect the look-all-around group would be even further ahead.

Either way I expect recruits, starting up to one level behind the lead hero, to close that gap.

As I understand it monsters' health (and hence the exp from killing them) is the same whether there are two, three or four in the party; so two characters get twice the experience each as do four. This is not the same thing as twice the levels. A solo character does even better (but not four times as well as four characters because monsters then do have less health). With five or six then monsters have more health but I don't know if it is enough to maintain each character's share.

One way bare_elf may have gained - GPG say that pets, because they level automatically with hero, get no share of the experience - so adding pets either to a single hero or to a party of 4 means a bigger experience cake not having to be sliced more ways.

Season's Greetings everybody.

32i notes, The Ice fly hive at Ice_cave_2/-2.588/0.000/-1.597/0xf3106bf is still breakable with some attacks but generates no Ice Fly's.

I did NOT exit the first ice caves by the exit but went back out the entrance thereby not completing step one of the quest, upon finishing step 2 witch is the next cave the quest arrow vanished until I went back and finished step 1

The lighter colored Ice stalagmites are the reverse of the water pools, they block movement but NOT RANGED :jawdrop: I killed several creatures with arrows fires through them.

Dwarf

Utraean Peninsula 32I

Broken World AllSaves

Monster Level Adjust Status ALL

Save Location

Iliarth Canyon Direct Connect

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 2 – Pirates of Meren, Dornek's Quarry, Travel to Lang, Goblin's Secret Plans, Confront Bandit Boss, Pit of Despair, Conquer the Pit of Despair, Flooded Sanctuary,

Comments, Fixes That Work, Errors, Problems

1. Monsters leveling correctly but appear less powerful than when playing with MLA in local mode.

2. Ilirath Canyon Direct Connect GRS_DRY_HARD_R1. 1.103/ 0.000/1.168/ 0XB2026E4A does not show up on radar. (At exit of Fury Den)

Party Members

Isla Level 51 Master Sharpshooter

Tiahna Level 51 Master Sharpshooter

Arisu Level 51 Magus

Sheba Level 50 Magus

Briahra Level 50 Magus

Elf

I have completed all the quests with the MLA Mod Set to All. I also ran the entire map with the see far hack turned off. I still had problems with the elevators in the Lava Caverns as I noted a few posts ago. Iryan is there a specific map or area of a map that you wish me to test.

Elf

bare_elf wrote:
I have completed all the quests with the MLA Mod Set to All. I also ran the entire map with the see far hack turned off. I still had problems with the elevators in the Lava Caverns as I noted a few posts ago. Iryan is there a specific map or area of a map that you wish me to test.

Elf


The next version is imminent, probably/hopefully within a week. It will have revisions for both KOE and the Utraean Peninsula. The balance for all the DS1 weapons and armor have been revised and the unique items have had a major revision and a further 38 uniques added. So major areas like the Star Chamber and possible the Maljin End Game Dungeon and even the Trial of Gallus, which have left some disappointed in the loot found in those areas, will now offer a guaranteed unique item. These will be somewhat random from a selection of three uniques but will be spawned at the heroes' level.

The Flooded Sanctuary and Pit of Despair have also been revised again and hopefully will work better. I also fixed (hopefully) the broken Star Chamber Artifacts quest in KOE. I don't know what happened there, it was working when I lasted tested it quite a while ago but somehow several bugs creeped into it.

Maybe a run through of Legends of Araana or Yesterhaven with suggestions for improvements in the meantime?

iryan wrote:

The next version is imminent, probably/hopefully within a week. It will have revisions for both KOE and the Utraean Peninsula. The balance for all the DS1 weapons and armor have been revised and the unique items have had a major revision and a further 38 uniques added. So major areas like the Star Chamber and possible the Maljin End Game Dungeon and even the Trial of Gallus, which have left some disappointed in the loot found in those areas, will now offer a guaranteed unique item. These will be somewhat random from a selection of three uniques but will be spawned at the heroes' level.

The Flooded Sanctuary and Pit of Despair have also been revised again and hopefully will work better. I also fixed (hopefully) the broken Star Chamber Artifacts quest in KOE. I don't know what happened there, it was working when I lasted tested it quite a while ago but somehow several bugs creeped into it.

Maybe a run through of Legends of Araana or Yesterhaven with suggestions for improvements in the meantime?


Sounds good to me
Elf

bare_elf wrote:
iryan wrote:

The next version is imminent, probably/hopefully within a week. It will have revisions for both KOE and the Utraean Peninsula. The balance for all the DS1 weapons and armor have been revised and the unique items have had a major revision and a further 38 uniques added. So major areas like the Star Chamber and possible the Maljin End Game Dungeon and even the Trial of Gallus, which have left some disappointed in the loot found in those areas, will now offer a guaranteed unique item. These will be somewhat random from a selection of three uniques but will be spawned at the heroes' level.

The Flooded Sanctuary and Pit of Despair have also been revised again and hopefully will work better. I also fixed (hopefully) the broken Star Chamber Artifacts quest in KOE. I don't know what happened there, it was working when I lasted tested it quite a while ago but somehow several bugs creeped into it.

Maybe a run through of Legends of Araana or Yesterhaven with suggestions for improvements in the meantime?


Sounds good to me
Elf

I forgot to add that the next beta version will have support for the MLA local and disabled mode for LOA and Yesterhaven. You can use the mini-mod which I released a year or so to add local mode to the two maps but probably the monsters and container loot will be unbalanced. I will attempt to fix that first but may take me a day or so.

Probably the best things to check out is the quest logic and how it plays out, i.e. if you have the opportunity to ignore the quest, what the quest-giver says to you one you have the quest (ideally should say something different as a prompt to finish the quest rather than repeating the quest conversation). Also should there be any roadblocks to encourage the player to actually follow the main quest-line as has been introduced to Kingdom of Ehb and partially to the Utraean Peninsula.

Legends of Aranna 32I

Broken World AllSaves

Monster Level Adjust Status LOCAL Although not currently supported.

See Far Hack Off

Save Location

Town of Arhok

Comments, Fixes That Work, Errors, Problems

1. After Clearing the Storage Cave returned to talk to Mayor Dhon. Quest completes and he says here is your reward however you get nothing.

2. There is an odd problem with the town portal spell here in Aranna. Also with the transporters to a lesser extent. When I met up with Jondar he had only 3 spells so I used the town portal spell to jump us back to Arhok. On landing we had a black fog behind us that went away as we moved toward the magic shop. Once we had more spells for Jondar we used the portal to jump back to the bridge where we met. We where in total darkness and although we could move about we could not see the landscape or the monsters. So again jumped back to Arhok and walked back to the bridge and on to the storage cave without any problems. After retaking the storage cave we used the transporter to jump back to town. Same odd blackness until we went down the stairs and the sun came out again Smile

The black fog

After the fog might this have something to do with moods?
Elf

UPDATE: In this case it is not the see far hack causing the problem but masking the problem. When I turned the see far hack back on at minimum level the problem with the black fog vanished.

Yesterhaven 32I

Broken World AllSaves

Monster Level Adjust Status LOCAL

See Far Hack Off

Save Location

Yesterhaven

Comments, Fixes That Work, Errors, Problems

1. Gates to Wintershroud Foothills are open prior to speaking to Mayor Gilwin. I think it should be locked unless you have the quest first. I am going to play it without talking to Mayor Gilwin to see what happens.

update:
I was able to defeat the snow queen without completing any of the quest elements.

I've uploaded current Legends of Aranna and Yesterhaven beta files together with the required Logic update.
http://www.siegetheday.org/~iryan/files/Betav32/DS1_Map_Legends_of_Aranna_Beta32j.ds2res
http://www.siegetheday.org/~iryan/files/Betav32/DS1_Map_Yesterhaven_Beta32j.ds2res
http://www.siegetheday.org/~iryan/files/Betav32/DS1_Mod_Logic_Beta32j.ds2res

To be honest nothing much has changed in these maps apart from the inclusion of a local regional table for each map (which means the mini mod enabling local mode for the MLA mod is no longer required) as well as updated container and monster templates so that playing without the MLA enabled should be supported as well as local regional mode.

I've been wondering whether Yesterhaven could play better if a starting hero has a 3 level boost at the beginning like in the Utraean Peninsula, even though Yesterhaven is super linear? Otherwise I may require additional templates for the earlier monsters since a hero levels so quickly at the beginning.

I have the J files. Will install them and start both LoA and Yesterhaven over again. I have only reached the coastal bluffs in LoA so starting over would not be a problem. I know that I could just continue but I want to see things from the start. I think Yesterhaven would play better if a starting hero has a 3 level boost at the beginning like in the Utraean Peninsula, for the same reasons as it was a benefit on the Peninsula and because you would not have to redo some of the monster templates.

Elf

Thank Bare_Elf, you saved me the time of digging up my earlier shot of the black cloud

There are several rocks and the like witch block sight and movement but not ranged fire

Since the first Recruitable in Yesterhaven is level 3, having a start level of 3 would be good

Dwarf

ADD:
Quest Log when exiting the hub chamber to the Island of Utrea

sigofmugmort wrote:
Thank Bare_Elf, you saved me the time of digging up my earlier shot of the black cloud

There are several rocks and the like witch block sight and movement but not ranged fire

Since the first Recruitable in Yesterhaven is level 3, having a start level of 3 would be good

Dwarf

ADD:
Quest Log when exiting the hub chamber to the Island of Utrea


The rocks are obviously set to block movement but possibly blocking objects don't block arrows in general? I'm not sure about that as I've never tested for it and it may require an unique situation like you found to demonstrate such behaviour in the game engine. Like the situation with the arrows getting stuck on the dripping nodes in the caves elsewhere, this may be a phenomenon that manifests itself with the DS2 engine with the older nodes from DS1. I don't think anyone knows a way to fix this.

I also thought for Yesterhaven starting at level 3 would be good as the hero is already exploring the world before travelling there.

The quests for LOA will be revised to be more fluent.

bare_elf wrote:
I have the J files. Will install them and start both LoA and Yesterhaven over again. I have only reached the coastal bluffs in LoA so starting over would not be a problem. I know that I could just continue but I want to see things from the start. I think Yesterhaven would play better if a starting hero has a 3 level boost at the beginning like in the Utraean Peninsula, for the same reasons as it was a benefit on the Peninsula and because you would not have to redo some of the monster templates.

Elf


I forgot to add before that Beta32j should also balance the containers in KOE and the Utraean Peninsula so that playing with the MLA mod disabled should mean that loot from the containers should match the level of the monsters in the area.

The monster and container templates for Yesterhaven will need to be tweaked slightly for play without the MLA mod enabled and the local regional table will also need to be tweaked slightly as well but I hope to get some feedback on levels players reach at various places in Yesterhaven to help with that.

Hello, I have just re-installed Dungeon Siege 2, I will go back to the translation work after the 2 campaigns !

First, I would like to test the translation I have made for Kingdom of Ehb, and edited the sound files to have them in french :

Kindom of Ehb (beta31p in french) : http://www.4shared.com/zip/MC_ZAdOJce/ds1_map_world_beta31p_french.html

The Legendary mod content (with the sound files edited with the french voices) : http://www.4shared.com/zip/wYA-uH0cce/DS1_mod_content_beta30_french.html

Can someone re-pack them (they are unpacked and never managed to repack them) ?

Besides, I wonder if it would be possible to have a translation file containing exclusively the content of the logic file (those I can't translate directly in the files containing the content for the KOE campaign... and the other campaigns) ?

iryan wrote:

The rocks are obviously set to block movement but possibly blocking objects don't block arrows in general? I'm not sure about that as I've never tested for it and it may require an unique situation like you found to demonstrate such behaviour in the game engine. Like the situation with the arrows getting stuck on the dripping nodes in the caves elsewhere, this may be a phenomenon that manifests itself with the DS2 engine with the older nodes from DS1. I don't think anyone knows a way to fix this.


Arrows act strange in DS2 not just when playing the DS1 Maps of the Legendary Mod. The following blocking objects do not stop arrows floors and ceilings when in multi floor castles and dungeons, some doors do not stop arrows. Several objects that one can walk through like dripping nodes and forested areas can under the right conditions will stop arrows. The type of arrow being shot can either increase or decrease the blocking effect. Fire Arrows for example will pass through a dripping nod and other types of arrows get blocked. I will have to create a set of bows that use each of the arrow types, with all other statics equal, give them to a character and run a few tests when time allows. It should also be noted that some spells act exactly like arrows. The Mod BW_Spells_Reloaded Massive Fire Bolt, Laser Beam and Hell Bolt are excellent examples of this. I think it is a problem that is not fixable as it happens when DS2 is run with no mods installed. It becomes more evident when a bow has a range greater than 10 meters.

Elf

Gemeaux333 wrote:
Hello, I have just re-installed Dungeon Siege 2, I will go back to the translation work after the 2 campaigns !

First, I would like to test the translation I have made for Kingdom of Ehb, and edited the sound files to have them in french :

Kindom of Ehb (beta31p in french) : http://www.4shared.com/zip/MC_ZAdOJce/ds1_map_world_beta31p_french.html

The Legendary mod content (with the sound files edited with the french voices) : http://www.4shared.com/zip/wYA-uH0cce/DS1_mod_content_beta30_french.html

Can someone re-pack them (they are unpacked and never managed to repack them) ?

Besides, I wonder if it would be possible to have a translation file containing exclusively the content of the logic file (those I can't translate directly in the files containing the content for the KOE campaign... and the other campaigns) ?


Hello my friend Dwarf can you take a look at this for me I am a bit busy with other things at the moment.
Elf

bare_elf wrote:
Gemeaux333 wrote:
Hello, I have just re-installed Dungeon Siege 2, I will go back to the translation work after the 2 campaigns !

First, I would like to test the translation I have made for Kingdom of Ehb, and edited the sound files to have them in french :

Kindom of Ehb (beta31p in french) : http://www.4shared.com/zip/MC_ZAdOJce/ds1_map_world_beta31p_french.html

The Legendary mod content (with the sound files edited with the french voices) : http://www.4shared.com/zip/wYA-uH0cce/DS1_mod_content_beta30_french.html

Can someone re-pack them (they are unpacked and never managed to repack them) ?

Besides, I wonder if it would be possible to have a translation file containing exclusively the content of the logic file (those I can't translate directly in the files containing the content for the KOE campaign... and the other campaigns) ?


Hello my friend Dwarf can you take a look at this for me I am a bit busy with other things at the moment.
Elf

The best way to handle a translation would be to pack all the required files into one mod pack which when placed into the resources folder will overwrite the base files. As the Legendary Mod has absolutely no priority in any of its files, such a mod pack would only need a small priority in order to work.

The greatest difficulty would have been the fact that the Legendary mod has had so many and frequent updates in content that maintaining a language pack would be quite fiddly but now that the mod is entering the final content phase, such an undertaking can be achieved.

The next update to Kingdom of Ehb and the Utraean Peninsula will be the last as far as content goes, anything after that will be bug fixes. Legends of Aranna and Yesterhaven still have to be revised and I've just started that process, so they could change a little from their present structure.

Legends of Aranna 32J

Broken World AllSaves

Monster Level Adjust Status LOCAL

See Far Hack On

Save Location
Halls of the Lost

Quest Log

Primary Quests – The First Trial, The Lost Queen

Secondary Quests – The Trapper, Family Bow

Comments, Fixes That Work, Errors, Problems

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

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

3. All Quests working correctly.

4. All Hireable NPCs working correctly.

5. All monsters appear to be leveling correctly.

Party Members

Yukiko Level 13 Marksman

Lyssa Level 13 Marksman

Jondar Level 13 Wizard

Elf

Yesterhaven 32J

Broken World AllSaves

Monster Level Adjust Status LOCAL

See Far Hack On

Save Location

Wintershroud Slopes

Quest Log

Primary Quests – Salvation and Damnation

Secondary Quests –

Comments, Fixes That Work, Errors, Problems

1. Radar from Yesterhaven to Wintershroud Slopes Good

2. All Quests working correctly.

3. All Hireable NPCs working correctly.

4. All monsters appear to be leveling correctly.

5. It is to easy to reach the Snow Queen, there should be blocks or something to make the path more difficult.

Party Members

Whilom (means in the past) Level 9 Archer

Fiathna Level 9 Hedge Wizard

Elf

For some reason I am getting a black screen for the opening sequence, voice and text are ptresent


The above IS a Screenshot

Guess who showed at the very start, beginning character

Johndar's conversation in the storage cave needs one of the 2 before's removed

Giant Spider needs better loot as in the original the main reason to kill it is to get a set Item.

Suggest Family Bow quest be level 4

Stout Plate looks nice

Need to change Act I last Primary Quest as you have not yet found the Staff of Stars
Maybe change it to "Continue the Pursuit" or "Found the Trail"

The Quest arrow for the Coastal Bluff region needs a few quest points as currently it points the wrong way in many locations.

Clearing Ilicore quest completed tho the logbook icon on the bottom of the main screen did not start flashing.

Najj level 12 fist of stone, Lyssa level 13 Archer, Jondar level 13 magician, Tempest Level 13 Wizard

MLA Local

Dwarf

iryan wrote:
bare_elf wrote:
Gemeaux333 wrote:
Hello, I have just re-installed Dungeon Siege 2, I will go back to the translation work after the 2 campaigns !

First, I would like to test the translation I have made for Kingdom of Ehb, and edited the sound files to have them in french :

Kindom of Ehb (beta31p in french) : http://www.4shared.com/zip/MC_ZAdOJce/ds1_map_world_beta31p_french.html

The Legendary mod content (with the sound files edited with the french voices) : http://www.4shared.com/zip/wYA-uH0cce/DS1_mod_content_beta30_french.html

Can someone re-pack them (they are unpacked and never managed to repack them) ?

Besides, I wonder if it would be possible to have a translation file containing exclusively the content of the logic file (those I can't translate directly in the files containing the content for the KOE campaign... and the other campaigns) ?


Hello my friend Dwarf can you take a look at this for me I am a bit busy with other things at the moment.
Elf

The best way to handle a translation would be to pack all the required files into one mod pack which when placed into the resources folder will overwrite the base files. As the Legendary Mod has absolutely no priority in any of its files, such a mod pack would only need a small priority in order to work.

The greatest difficulty would have been the fact that the Legendary mod has had so many and frequent updates in content that maintaining a language pack would be quite fiddly but now that the mod is entering the final content phase, such an undertaking can be achieved.

The next update to Kingdom of Ehb and the Utraean Peninsula will be the last as far as content goes, anything after that will be bug fixes. Legends of Aranna and Yesterhaven still have to be revised and I've just started that process, so they could change a little from their present structure.

Thanks, for the language pack you can use the translation I have already done directly in the files, for the "logic content" including texts displayed when you put the cursor on "signs"/monsters names/etc send me a text file containing it so I can translate it !

Yesterhaven 32J

Broken World AllSaves

Monster Level Adjust Status LOCAL

See Far Hack On

Save Location

Crystal Towers

Quest Log

Primary Quests – Salvation and Damnation

Secondary Quests – Mount Wintershroud, Crystal Towers

Comments, Fixes That Work, Errors, Problems

1. Radar from Wintershroud Slopes to Crystal Towers Good

2. All Quests working correctly.

3. All Hireable NPCs working correctly.

4. All monsters appear to be leveling correctly.

5. Quest Arrow from Wintershroud Foothills to Halls of Winter points 180 degrees out of phase to direction that should be followed.

Party Members

Whilom (means in the past) Level 15 Marksman

Fiathna Level 15 Wizard

Elf

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