DS1 Legendary Mod for DS2 Beta Thread
Submitted by iryan on Tue, 2012-04-24 23:39 | ||
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 at MODDB Split version Installer version Hotfix for fades issue in Kingdom of Ehb 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; Please note that the DS1 Content Pack is included within the mod but for reference here's the separate download link; Mod Game Manual Current Readme for KillerGremal Mods 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 Forum Threads for KillerGremal's Mods +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 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. forums: |
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Since I have finished the Kingdom of Ehb map, I wanted to change and not going on with the Legends of Aranna map, as I usualy do.
So I started the Utraean Peninsula map and reached the old crypts where I'm supposed to find an old stone.
On the map I can see a star pointing an objective, which is a coffin.
I assume it contains the stone required to achieve my quest, but when I click on it, nothing happens.
Did someone noticed that ?
I tried to start a new party, at a low level, with only one character, but I'm always unable to open the coffin.
PS. Yes, I think I'm cursed !![Laughing out loud](https://siegetheday.org/sites/all/modules/contrib/smiley/packs/Roving/lol.png)
The elevator is supposed to be a harmless trap - anybody who walks onto or across the innocuous-looking grating in the middle of the room is meant to be whisked down to the secret cave, automatically. Until that happens, the switch on the wall has nothing to do.
There is no innocuous looking grating in this case just a hole in the floor and you can not walk on it I tried.
A while ago we spent a lot of time on this. You can see the discussion pages back in this thread.
Looking at the code, the fault is obvious - the coffin was supposed to open only if the player had received the right quest. The mod renamed the quest to match DS2's more complicated quest structure (acts, quests, tasks) but the coffin was still testing the old name. Should be easy to fix, but for two complications
(1) @iryan, whose mod it is - he is the one who put it onto MODDB - is off doing real life things.
(2) It wasn't failing for everybody. Why it fails was obvious, why it might fail to fail was not. @KillerGremal spent a lot of time on this and concluded, if I remember correctly, that it must be a timing issue. Since the Mod uses a lot of stuff he provided (besides MLA), in the Content Pack, he put a generalized work-around into that. Unfortunately the priority system for tank files means that running with a Content Pack version newer than the rest of the Mod has side effects. I've forgotten the details.
By the way, the check against the quest is pointless now - just following the road towards the crypts activates it, several tasks in (so as to show an arrow on the radar), whether the player has talked to the priestess or not.
EDIT: I hope the above is a fair summary.
@DungeonSiegeCookie: if you are running the "vanilla" Legendary Mod, then try downloading the latest Mod-DS1Content-Alpha11g - that's right, g - from the link in the topic header box here, and running with that, even if only for a short while so you can get the Elddim stone.
So I see from DCS's screen shot. Looks like the problem is with the elevator - missing completely - rather than the button. Now I get it.
The button doesn't work as there is no elevator to make work.
But if you save, quit and come back later, elevator is now here and functional.
Yes, I'm running the 1.01 and the hotfix, I had problems with the alpha 03 and the Kingdom of Ehb map when I reached Stonebridge : unable to talk to a merchant, Gyorn portrait showing a monster instead of his face.
And it works ! ![Laughing out loud](https://siegetheday.org/sites/all/modules/contrib/smiley/packs/Roving/lol.png)
I'll try the 11g one.
Hello. I have a question which intrigues me...
Is it suitable to play a map in mercenary mode, reach almost a 40 level, play another map still in mercenary mode ?
The problem is I didn't use my two years ago party, so I can't play the Legends of Aranna map in veteran mode and my party has a level above the requirements...
Found the DS1_Map_Mode_Veteran.ds2res resource ! Can now play in veteran mode and avoid to get an unbalanced party.![Smile](https://siegetheday.org/sites/all/modules/contrib/smiley/packs/Roving/smile.png)
When I chose the mode, the screen is not well diplayed, I haven't seen if it was a known issue.
I would as well be interested in having the possibility to play the maps of the legenday mod with the BW expansion either in veteran or elite difficulties, because as you know it is impossible to play custom maps in either veteran or elite difficulties with this expansion, have anyone been thinking about creating veteran and elite versions of these maps so they can be selected in the campaign menu, its a way like another to solve an unsolvable problem
Now I use the DS1_Map_Mode_Veteran.ds2res resource to play the maps of the Legendary Mod in veteran difficulty.
There is also a resource to play them in elite difficulty.
I was reading the faq of the Legendary Mod manual when I saw this question :
" I have the required levels and have completed mercenary mode in one of those maps but I can't start a new game at the higher difficulty. What am I doing wrong?
Veteran and Elite modes aren't working in the Broken World expansion. It appears there's a hard coded check to prevent Veteran and Elite modes in all maps other than the retail maps.
A work around has been added in the DS2_Extra_Mods folder located in the Dungeon Siege 2 resources' folder where DS2 has been installed. There's two mods that will unlock Veteran and Elite modes for the 4 main Legendary Mod maps (Kingdom of Ehb, Legends of Aranna, Utraean Peninsula and Yesterhaven).
By moving DS1_Map_Mode_Veteran.ds2res or DS1_Map_Mode_Elite.ds2res to the resources' folder, Veteran and Elite modes will be unlocked respectively. "
But where can you find them ?
After having installed the Legendary Mod.
"DS1 Map Mode Elite" and "DS1 Map Mode Veteran".
I don't install the mod, I download the separate .ds2res files, so its a bit problematic
The two resources needed.
Concerning: siegetheday.org/?q=comment/53113#comment-53113
...or...
I finally had some time to look at it - and there seems to be an issue anyhow, although I don't know where/when it crept in.
This issue already starts at point 1. because with me it opened an inventory-like interface - which is not how this type/look of object originally (introduced in ~2013) was intended to work, also I think the DS2_Legendary_Mod_Manual.pdf would be quite inaccurate or out-dated in this case.
@Dungeon Cookie Siege: Could you check once the Manal/PDF if it matches the experiences you made?
@All former+remeaining testers, I am wondering...:
- since when there is a 'Direct Connect Teleporter' next to a Farm House? (Beta v33 had not...)
- and since then does it partially have aspects of a normal/big teleporter station?
@KillerGremal
The manual says :
" Teleporters operate differently in the original Dungeon Siege 1 maps (Kingdom of Ehb and the Utraean Peninsula). Instead of the traditional DS2 Teleporters, there's Direct Connecting Teleporters which operate similarly to the summon teleporter spell, except in reverse. Click on one to activate it (which releases a ray of light designating that the D.C. Teleporter is now active), and games saved from that point will cause a portal to appear near the player's starting position when they restart the game. This portal has a violet-green colour while a normal Town portal is green brown plus the mouse cursor will say Portal and the name of the destination. Clicking this portal will transport the player to the position of the last Direct Connecting Teleporter they activated. "
Concerning the levitating portals, they match the description of the manual : color and function.
Concerning town teleporters and direct connect teleporters, they are all identical as we can see on the screenshots.
The upperlands farm teleporter is considered as a town portal, allowing to reach the other towns (Stonebridge, Glacern, gipsy camp, Fort Kroth or Droog village) and reacheable itself from another town portal.
PS. I tried one thing tonight : start a new party, click on the upperlands farm teleporter, reach the burned bridge, click on the direct connect teleporter, save, quit, continue, cast a town portal spell : apart the burned bridge portal, my character summoned two town portals in a row.
This is what I went to the back pages to look for. Found on page 118. @iryan posted it on Mon, 2018-01-08. "The main addition is a hub system allowing travel between the main towns in the Kingdom of Ehb."
It was the first time I reported this issue (with another account I wasn't able to remember anymore when I have created the current one), it was two years ago and at this time I didn't understand where was the problem.![Smile](https://siegetheday.org/sites/all/modules/contrib/smiley/packs/Roving/smile.png)
I was relieved to see that I was not the only one affected by this problem.
thanks
I was wondering if they need to be adjusted.
They mention Dungeon Siege II with or without Broken World is needeed, until now I didn't use the expansion to play.
Some issues can be encountered playing without the Broken World expansion :
Many glittering chest don't open, containing most of the time gold and map of the current / next area. If affects the Kingdom of Ehb or Legends of Aranna maps as far as I know. I haven't played enough to the Utraean Peninsula map, containing too much monsters for me.
The amulet/rings of the merchants can freeze the game, with the french translation resource.
It seems the mod needs some features of the expansion to work fully.
The teleporters issue occurs with or without the mod.
Even if I don't like Broken World, I have resinstalled it, only for the needs of the mod and I have started a new party with the Legends of Aranna map : everything works fine.
PS. Until now I didn't want to use the expansion because of the way it affects levels, skills management and magic items.
Teleporters not clickable
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The way I remember it, this was the idea up to and including beta33: there were no teleporters in towns. Direct Connect teleporters were a fixed-place variant of the town portal spell - when a game is reloaded with the party back at their last town (or the starting farmhouse, before reaching Stonebridge) they will find a portal ready to take them forward to the last teleporter clicked. "Save, quit and continue" is what the direct connects were intended for, and only one could be working at a time. So how is the late-addition "system allowing travel between the main towns" meant to work in with that?
Chests not opening (without Broken World)
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Does this happen on a genuine vanilla 2.2 installation (2.0 retail CD plus patch) - I did all my beta testing on this, without the problem - or only on fake "2.3" (Steam and GoG)?
Alpine Caverns secret area
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Originally (DS1) each door had to be opened in turn. Did the bridge pier have to be built to unlock the second door, or was it sufficient merely to open the first door without going to the head at the end? And the bridge spans built to unlock the third door? Anyway, I seem to remember one of the Mod testers complaining that one door (the second?) was not opening when it should. Is the fix for this now too lenient?
I always thought that town teleporters are a nice feature, like in Dungeon Siege 2. They allow to reach any town at any moment of the game.
I love Glacern and Stonebridge, and I appreciate being able to come back in.
I also noticed merchants sell different items from a town to another, some of them can be bought in a town but not in the other ones.
But I can understand that it's tricky to manage and the original game was not intended to be played like that.
Concernin chests, the first time I reported this issue, with my old SlamSteam account, I used the retail 2.20 version of the game, with Windows 7.
I still use it for comparison purpose when I need it, I kept Windows 7 alongside Windows 10 with a dual boot.
It happens with 2.20 retail and 2.30 GOG/Steam version.
Does someone perhaps know any other download sources...?
However, I understood "hub system allowing travel between the main towns" as fix or adaption of the Hub elevators as we knew it from DS1.
But the experienced changes on the 'Direct Connect Teleporters' rather make me believe it was intended to feature traveling between remote places outside of towns!(?)
Such an itentsion is OK and that would be quite convenient indeed, but a dense network of (real) Teleporter Stations is affordable, and 'upgrading' the 'Direct Connect Teleporters' (or just reusing their look) is delicate too.
This was the original idea when I created this type of item for the DS1=>DS2 maps, although at the end it was not really "Save, quit and continue", but at least it offered more/faster game-reentry points than just restarting from the previous town/camp and running back where recently left the game.
And generally it is well possible just to have a 'Direct Connect Teleporter' in a town, but it is not designed to offer travels between towns with help of a GUI/list where the user can select a destination from as a teleporter station would.
Combining both on one an the same item (or two items at same place) - why not, but over all probably almost as demanding/affordable as having Teleporter station and Direct Connect teleporters separately...
That's why I am looking for Beta v34, perhaps the implentation there can provide some insights in comparison with Beta v33 and current v1.01.
Hello Killergremal, do you take a look at the french translation topic occasionally ?
Hi, it's me again.![Wink](https://siegetheday.org/sites/all/modules/contrib/smiley/packs/Roving/wink.png)
I have started the Legends of Aranna map, and I encounter the black curtain / war fog effect systematicaly, even quiting and restarting.
I'm currently at Illicor and when I use the town portal to reach the dark jungle, everything remains dark.
No problem with lost valley.
I encountered the issue two or three times before, including with the Kingdom of Ehb map, but not systematicaly like here.
I hope this will help.
PS. I'll keep my current savegame apart from the others.
I also encounter the issue from Arhok to the halls of the lost, using the town portal.
Those have been around for years and Iryan has not been able to fix it. it can be particularly bad around the shadow gate
![Dwarf](https://siegetheday.org/sites/all/modules/contrib/smiley/packs/custom/dwarf.gif)
I thought the problem was to reproduce the issue, I didn't know it was to fix it.![Smile](https://siegetheday.org/sites/all/modules/contrib/smiley/packs/Roving/smile.png)
Thanks for the precision.
@Dungeon Cookie Siege: The position and specially the 'mood' (~weather) data would be interesting to know.
So open once your inventory, keep Ctrl+Alt keys pressed down, and left-click on a health potion to turn the label of the dropped potion into position data.
Something similar actually works with a mana potion too, it would show however the currently assigned mood.
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