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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.

That is super news my friend Smile
Dance Dance Dance
Elf

Reinc wrote:

Steel crosses and other exotic weapons only appear in the game after installing the Legendary Mod, so I'm certain I'm writing in the correct thread. Excuse me, but maybe you were actually searching for "steal cross"?


Actually there were some typo errors in my last post, sorry...

However I was simply looking for 'Cross', and couldn't find any weapon. Also when looking at the icon I think it is not content from DS1/DS2.

Should the current download/installer also install 'third party' mods automatically, or even allow it (had to recheck this) then some concerns would arise...
It could leave the impression that quantity counts over quality. Also the user/gamer could think all of them are checked, and everything fits to the game/mods technically or content-/gameplay-wise, and that the main modder (mod releaser) is responsible for (all of) it.

Of course recommendations for other mods can be - but better as web link only with a big warning that the user/gamer is using them on his onw risk and that support may not be granted.

bare_elf wrote:

That is super news my friend Smile

Dance Dance Dance

Elf

Thanks.

The Steel Cross is one of several weapons featured in Iryan's Adepts, which he and bare elf have adapted for DS2-Broken World. The weapon(s) are by Theresnothinglft and were also part of the DS1/LoA version of Adepts.

I deleted the rest of this post as my information was outdated.

Correction

What's the name of the temple in Elddim (and the signs that lead to it) ?

KillerGremal wrote:

Reinc wrote:

Steel crosses and other exotic weapons only appear in the game after installing the Legendary Mod, so I'm certain I'm writing in the correct thread. Excuse me, but maybe you were actually searching for "steal cross"?



Actually there were some typo errors in my last post, sorry...

However I was simply looking for 'Cross', and couldn't find any weapon. Also when looking at the icon I think it is not content from DS1/DS2.

Should the current download/installer also install 'third party' mods automatically, or even allow it (had to recheck this) then some concerns would arise...
*snip*

Sorry, I made an error in my earlier post regarding the Steel Cross. I downloaded the latest version of the Legendary Mod installer today and found that the weapons pack that the Steel Cross is from is included in the Legendary mod, but is located in a separate folder titled " DS1 Mod Tribute pack".

This is where I found it on my computer:
C:\Program Files (x86)\Steam\steamapps\common\Dungeon Siege 2\MODS\DS1 Mod Tribute Pack

I've attached the relevant gas file in a zip and I hope this will help clarify things.

Those particular weapons were originally from the sot3Kwp3 weapons pack by Theresnothinglft for Dungeon Siege 1. I have also uploaded a copy of that mod, as it may help explain the particular weapon stats as the modder made some weapons with aoe damage and/or various critical strike bonuses.

Plus it is a fun mod for folks who still play DS1.

Gemeaux333 wrote:

What's the name of the temple in Elddim (and the signs that lead to it) ?

The name of the church is simply "Azunite Shrine of Passion"

Did you mean to post this comment in the French translation Thread?

corruped data I think, so I only get a :
[0x002b]
{
instead of the name (I think its because of the french translator internal to the legendary mod)

Gemeaux333 wrote:

corruped data I think, so I only get a :
[0x002b]
{
instead of the name (I think its because of the french translator internal to the legendary mod)


Indeed there is a quote missing! Sad
...although I think it took the data quite directly from the French Language.dsres/dscore-text.gas file.

However I will recheck the language files within the next days - there may be other quotes (in other language files) missing too.

I can bypass it if I have the original quote/name, as the new files bypass the internal translator
there are some syntax issues too that prevent translation, we have mentionned the "summon giant rat, but there is also the "crystwind mines" directional sign in the center of elddim, the "Redwood Gap Forest" and 'Pit of Despair" teleporters...

To Gemeaux333: Do you want my own version in french. In CD: Disk 1 (installation), Disk 2 and Disk 3.
On DVD: Well I have 2 DVD. I can put all in ISO and after on MEGA ...

Same job for Dungeon Siege 2: 4 CD's + Product Key and ...
1 DVD (again in French). Put all in ISO and after on MEGA
Everything to help you to make a good job about translation ...

No thanks, I have everything I need, the problem/question is not here !

Now when finally everything works for me and I have completed the main quests on two teams I belive that there is time feedback.

I like the story and how it has been upgraded to DS2 standards but since the map autoadjust the levels of the mobs why is it still railroaded? For instance, outside Chrystwind there is a gate blocking the path to Quillrabe until I not only get past Lang, I also have to follow the intended tour all the way before I can open that gate. Further Dorneks quarry is a discuraged path to Lang even thou this shortcut could be useful. for replayability's sake we shoud rather be encuraged to collect the townsones in whatever order we prefer. This way we could also get a different set of sidequests on the road.

Also, once I did complete the main quest and went on to do sidequests and headed to the frozen temple with the frost queen in order to head for Dornek's quarry on the other side I STILL got a follower complaining about us going the wrong way even thou the main quest was completed and we indeed had a quest to go there.

I suggest looking into giving us a less strict route and that followers are aware when they are no longer in a hurry to complete the main quest.

Timeline: Isn't this supposed to take place after the events in LOA? The "great clock" is mentioned and as such I belive that the existence of actual Utraeans could be known by know. That doesn't mean that they know much more then the locals about their own history. I bet that today's Maya people are are just as much awestruck by the ruined cities in the jungle that their ancestors built as we others are. As such, there could be some Utraean refugees on the peninnsula that have come there to escape their ancestors creations now hell bent on their destruction. There is no reason why thease people should be evil, save for some fanatics trying to return to the old glory days and as such they could be the villans in some quest.

Is it difficult to do more invasive changes to the map? I am thinking about things like adding entire new villages and such. If so there are many options right there.

Actually it is more to fit the general level of places, if you don't follow the history the monsters will be too strong for you...

It actually mean't to happen between KOE and LOA, just like Yesterhaven

niceguy wrote:

Now when finally everything works for me and I have completed the main quests on two teams I belive that there is time feedback.

Further Dorneks quarry is a discuraged path to Lang even thou this shortcut could be useful. for replayability's sake we shoud rather be encuraged to collect the townsones in whatever order we prefer. This way we could also get a different set of sidequests on the road.

Also, once I did complete the main quest and went on to do sidequests and headed to the frozen temple with the frost queen in order to head for Dornek's quarry on the other side I STILL got a follower complaining about us going the wrong way even thou the main quest was completed and we indeed had a quest to go there.

I suggest looking into giving us a less strict route and that followers are aware when they are no longer in a hurry to complete the main quest.

Is it difficult to do more invasive changes to the map? I am thinking about things like adding entire new villages and such. If so there are many options right there.

I totally agree with you with all of your comments but unfortunately due to the way the project evolved and my limited ability in skrit and flick, the map ended up the way it did. Also the monster level adjustment mod evolved a great deal during the project's life and this influenced the design I used in the map.

I have often toyed with the idea of an expanded Utraean Peninsula map. It's technically quite easy to add new regions to an existing map as evident with the town of Yadehtegeis in my mod Dungeon Siege 2 Adepts. They could be connected directly or by portals. Populating the region, adding conversations and such is the hard part and can take up to 10-20 hours work per region.

Opening up the map is also feasible like I did with the original DS2 map in Dungeon Siege 2 Adepts but has some limitations like the quest arrows will break and banters will often make no sense as the map's designers expect you to follow a certain route.

Have anyone ever found the "Map of Crystwind" ?

KillerGremal wrote:
Gemeaux333 wrote:
corruped data I think, so I only get a :
[0x002b]
{
instead of the name (I think its because of the french translator internal to the legendary mod)

Indeed there is a quote missing! Sad
...although I think it took the data quite directly from the French Language.dsres/dscore-text.gas file.

However I will recheck the language files within the next days - there may be other quotes (in other language files) missing too.


The new Mod-DS1Content-Alpha11f.ds2res (19.3 MB, ReadMe) will fix this.

it works properly this time ^^

Gemeaux333 wrote:

Have anyone ever found the "Map of Crystwind" ?


I only tried once, but no. I failed at three maps in the journal: slots 2 (Crystwind?), 10 (Quillrabe?) and 4 (after Fallraen but before Meren). This was on a beta version about March 2016.

I just noticed that White Drake is a quite powerfull but also bulky friend...

I wondered, what level do I have to reach in order to loot (at least one time) all the new content (items) provided by the mod ?

Are you talking about the unique items that have variable abilities bases off of level/class etc? Those are mostly area located so your level is irrelevant(this helps keep things fun if you take a single character thru all the maps) so to get all the unique items I suggest Ehb, Yesterhaven, loA, then the Peninsula

Dwarf

No, I mean the others (and by types I mean different skins/names)

I have noticed that the adjustment mod act wierd as hell once passed level 100-101...

Depending on the map, it starts to get wonky around level 70+

but once reached 101 you start looting objets of every possible levels and monster level climb every time you meet more of them

What about adding the magic orb spells, Light Ray and Sun Ray from DS1 ?

There already exists a mod that adds a Laser Beam spell for nature mages. Will that do for you?

Honestly, I would prefer the original spells from DS1.. for the rest I wonder if its possible to create a new type of Magic damage : light (or if that sort of things is hard-coded) and new skills in the nature magic tree...

But I know, thanks to our friend Templayer, that there exist (or used to) a mod adding the Poultry Orb spell to Dungeon Siege 2, sadly he have removed it and can't remember where he got it...

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