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Hotfix Mod / Aranna Legacy Mod

KillerGremal's picture

I hope nobody has something against when i'm opening here a thread about the Hotfix Mod resp. Aranna Legacy Mod, but GPG's garage forum has lost all reliability and clearness due the flood of spam there. Sad

So this is more a thread to catch 'fugitives' than to start a new modding offensive. Actually I rather would say it's over, however smaller bugs/lacks probably still will be fixed.

 


Hotfix Mod, Beta 5f (18.5MB, for DS2 v2.2 only, ReadMe)

Aranna Legacy Mod, Alpha 3r (19.3MB, for DS2 v2.3/BW, ReadMe)


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bare_elf's picture
Did you use...

Raymus wrote:
I'm getting a 404 Not Found message for Aranna Legacy. Both Google Chrome and Internet Explorer.

Edit: Very very very very very persistent retries eventually led to Internet Explorer opening up a download window and showing that the mod was indeed downloading, although I did keep getting 404's. Not sure if it was just an issue with me, my laptop, my internet, the server, or what. If I'm the only one experiencing this, obviously then it isn't a big deal because I did eventually get the mod. T'was weird though.


Did you use the link on the left of the home page here under project sites Dungeon Siege II - Outpost. Killer's main site's service provider has not fixed things. so for the present use the link I noted in this post to get to his mods.

Elf


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There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.

Raymus's picture
Odd..

I'm getting a 404 Not Found message for Aranna Legacy. Both Google Chrome and Internet Explorer.

Edit: Very very very very very persistent retries eventually led to Internet Explorer opening up a download window and showing that the mod was indeed downloading, although I did keep getting 404's. Not sure if it was just an issue with me, my laptop, my internet, the server, or what. If I'm the only one experiencing this, obviously then it isn't a big deal because I did eventually get the mod. T'was weird though.


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The one you see at the end of the tunnel, Either way you look.

KillerGremal's picture
Perhaps

czacki wrote:
Guys, since I got bored of D3 and decided to play DS2 with my friend for a hundreth time... I'm here again Sticking out tongue

I noticed something that may relate to those FPS problems.

WHen I run f00bar 2000 (audio player) with bitperfect on via plugins (if you don't know what that is - basically a method to send unchanged sound from source to soundcard. Windows has built-in ampling, many people don't even realize that), I get 3-8 fps.

Could that be a source of FPS drops - sound processing in the game?
Worth checking I guess.

I run AAA productions in 60fps (geforce 760 GTX) and DS2 still coughs a lot and drops to 30 fps at times, I know the code basically is a total mess but can we think of anything to help it?

I'm not familiar with your hardware/software setup, but perhaps you should check once the TaskMananger where the CPU load goes.
Just as test, disable once your audio software and sound chip/card if you think it has some impact.

However let me know if you note a significant FPS difference when running the game with the mod and when running DS2 without it.

Guys, since I got bored of

Guys, since I got bored of D3 and decided to play DS2 with my friend for a hundreth time... I'm here again Sticking out tongue

I noticed something that may relate to those FPS problems.

WHen I run f00bar 2000 (audio player) with bitperfect on via plugins (if you don't know what that is - basically a method to send unchanged sound from source to soundcard. Windows has built-in ampling, many people don't even realize that), I get 3-8 fps.

Could that be a source of FPS drops - sound processing in the game?
Worth checking I guess.

I run AAA productions in 60fps (geforce 760 GTX) and DS2 still coughs a lot and drops to 30 fps at times, I know the code basically is a total mess but can we think of anything to help it?

KillerGremal's picture
Partial Coma

Lucifer1978 wrote:
and I thought KillerGremal's Outpost it was dead Laughing out loud
Indeed, the state of http://dungeonsiege2.net/ds2fun/mods/ is quite comatose - sadly. Sad
Right now however I have no access, I just hope it's a temporal matter...

AR- latest version website

and I thought KillerGremal's Outpost it was dead Laughing out loud

bare_elf's picture
Thanks Drake Note to KillerGremal

DrakeIsGod wrote:
http://ds2.bplaced.net/ is more up to date than http://dungeonsiege2.net/ds2fun/
Thank you Drake I fixed the sidebar Project sites -- Dungeon Siege II - Outpost so that it is no longer linked to http://dungeonsiege2.net/ds2fun/ but instead linked to http://ds2.bplaced.net/

@KillerGermal
I believe that Shadow Watcher was trying to get the Aranna Legacy Mod from the http://dungeonsiege2.net/ds2fun/ in the projects sites of the left side bar. I have corrected this so that now when people click on Dungeon Siege II Outpost on the left sidebar they are taken to http://ds2.bplaced.net/ I hope this is okay with you.

Elf


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There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.

DrakeIsGod's picture
AR- latest version website

http://ds2.bplaced.net/ is more up to date than http://dungeonsiege2.net/ds2fun/


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KillerGremal's picture
Alpha 3r

@Shadow Watcher: I'm not sure which site you actually refer to, however Alpha 3r is up to date.
Just left-click on the link above (but better don't use 'Save As', or it may need to rename it then).

Shadow Watcher's picture
Aranna Legacy Question

Hello KillerGremal

I notice that here the latest version of the mod that I can download is R however on your website DungeonSiegeII - Outpost it shows as version V however it can not be downloaded. Can you tell me which one is the version I should be using and if it is Version V can you tell me what I am doing wrong that prevents me from downloading it?

Thank You


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Darkness is a blanket that hides my evil ways.
Dorchadas Tá blaincéad go seithí mo bealaí olc.

KillerGremal's picture
228 !?

@Legosp: Nice to see that you have fun...
...although, I'm not really certain if all formulas used completely support such high levels.

Better make an additional backup here and then. Eye-wink

I try this Hotfix mod and

I try this Hotfix mod and that is INSANE (almost instant kill) 7:11 https://www.youtube.com/watch?v=5dFJVE5_puM

DrakeIsGod's picture
lol I'm not sure why I

lol I'm not sure why I combined the two, I guess I mainly did it because I wanted to see if I could. About the drinking animation, that does help.. I almost forgot about the ReadMe lol..it's kinda hard to get to sometimes. Sorry about taking the hidden blue-dot feature out, I just liked it better without the feature.
And I didn't know beta 5k of MLA was out, I have it now of course. I'm sorry if I kind of pissed you off with this, I didn't really think before I posted. I really admire your work KillerGremal


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KillerGremal's picture
Pension age fusion

@DrakeIsGod: Hm, why do try to combine the Aranna Legacy mod and the Monster Level Adjustment mod? They exist since 2006 shoulder to shoulder without significant conflicts... Puzzled

Of you don't like the drinking animations as DS1 it already had, then you better should focus your engagement on reading the readme file. Hint: keyword 'potion_drink_mode' may help a lot. Eye-wink

 
The support for the VoiceSet mod will be added soon, when exactly I can't say. Not this weekend I think but it's definitely on the list.
About the blue/green dots (and their partial magic-find dependancy) please see my recent post about this subject.

 

By the way, since a Wednesday Beta 5k of the Level Adjustment mod is online. Do you have it already?
Actually there are only some things inside now that will possibly make Iryan a bit more happy. Besides of this, if you think Beta 5j was incompatible, Beta 5k will it be too.

DrakeIsGod's picture
Aranna Legacy+MLA

Alright, so I did a little bit of file experimenting today. I decided to combine Aranna Legacy and Monster Level Adjustment together for the hell of it. I took out the duplicate files from Aranna Legacy. I also fixed what IceLancer was trying to accomplish with restoring the blue dots on the radar map; he removed one file, I removed the parts in the other files that he missed (maintaining the code that had nothing to do with the blue-dot of course.) My original intention was to try and fix the objects that showed up as green dots on the map/radar, but I couldn't figure it out, so I just got rid of the hidden blue-dot feature all together.
Anyway, here's the combined mods: https://www.dropbox.com/s/wtv1j3jrdfs6vss/MLA-AL.zip?dl=0

I'm trying to figure out how to remove the drinking animation from Aranna Legacy as well. Without Aranna Legacy, there is no drinking animation so it's a little easier to maneuver in the game without halting in the middle of a battle. In a test, I removed job_drink.skrit from world\ai\jobs\common thinking that would do the trick, but it didn't, in fact the drinking animation seemed to not glitch up like it used to after removing it (one of the air walk phenomenons.) What else could be linked to this drinking animation?

One thing I'm working on other than that is trying to fix the issue where the hero has no voice when this mod and DS1_Legendary_Mod_VoiceSet_Beta_3.ds2res is installed, I believe Drevin and Deru is affected by this as well. The shared directory is world\contentdb\templates\actors\good, however I couldn't seem to solve the problem, at least, not yet.


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DrakeIsGod's picture
Ah....where did that air

Ah....where did that air walk originate from again? lol


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re: Air Walk

I have just had Ulora doing an "air walk" in converted Ehb. It cannot be anything to do with Aranna Legacy because I do not have that on my system.


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regards, Richard

DrakeIsGod's picture
Air Walk

I'll have to do some experimenting lol.. I have seen the air walk with a 1-man party at the start of Ehb though


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KillerGremal's picture
Grip tunings

@DrakeIsGod: Thanks for your efforts, I have the 'air walk phenomenon' in mind but no solution for it yet.
Of course you can set once the cautious_chance to 0.0 if you have the impression something is (unintentionally) activating the cautious approach for party members.

Generally I think it's rather a path-finding, auto-casting or AI-attacking matter (as job_cast.skrit actually belongs to).
However also the number of party members and summoned monsters may be important (ever seen an 'air walk' with a 1-man-party?), and perhaps even the game version (v2.2 or the addon, the code may slightly vary) has some significance too.

DrakeIsGod's picture
Question about AR- job_cast

For the glitch causing a caster to run in place or run slowly on some attacks, would it possibly have to do with the tunings for a cautious approach in job_cast.skrit?

min_cautious_distance$ = 13.00
cautious_chance$ = 0.20
cautious_distance$ = 6.00
cautious_down_time$ = 4.00

Just trying to get an understanding of what might fix the bugs pointed out already


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bare_elf's picture
I use Aranna Legacy and MLA all the time

KillerGremal wrote:
It's probably the best to post feedbacks about the Level Adjustment mod in these threads: - http://siegetheday.org/?q=node/1330 - http://siegetheday.org/?q=node/1607 Simply becuase that's there where you can find maps where this mod is used.

 
Concerning the other posts...:

- There are no conflicts known to me between the Aranna Legacy mod and the Level Adjustment mod. I use this combination all the time and when I'm working on the one mod the other mod is usually active.
Specific addon-related issues are possible though since I spend much more time with v2.2 than with the addon, but basically the Hotfix mod in v2.2 should perform the same way as the Aranna Legacy mod in the addon does.

- More information is needed about the Sanctuary door bug experienced. Actually sanctuary doors can have some life points now, this may be unusual but I wouldn't call it nasty bug.
The 'Not powerful enough' message is simply the result of a comparison between the attacker's class level and the door requirments. Of course there would be a problem if this message still would show up when the attacker's class is higher, but I haven't experienced such a case myself so far.

- I'm aware that the auto-attack option in the game options is not exactly the same as the 'auto-attack' fearture in DS1 was.
When I have a bit more time again I will rethink about some expanded routines so the focused hero will automatically select a new enemy, if possible with a player option to toggle this on and off should so much automatization be too annoying once.


I must agree KillerGremal I use Aranna Legacy and the level adjustment mod together when playing all the converted DS1 maps. I always play using the addon (broken world) I have never found a conflict.


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**************************************************************************************************
There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.

KillerGremal's picture
Some thoughts...

It's probably the best to post feedbacks about the Level Adjustment mod in these threads:
- http://siegetheday.org/?q=node/1330
- http://siegetheday.org/?q=node/1607
Simply becuase that's there where you can find maps where this mod is used.

 
Concerning the other posts...:

- There are no conflicts known to me between the Aranna Legacy mod and the Level Adjustment mod. I use this combination all the time and when I'm working on the one mod the other mod is usually active.
Specific addon-related issues are possible though since I spend much more time with v2.2 than with the addon, but basically the Hotfix mod in v2.2 should perform the same way as the Aranna Legacy mod in the addon does.

- More information is needed about the Sanctuary door bug experienced. Actually sanctuary doors can have some life points now, this may be unusual but I wouldn't call it nasty bug.
The 'Not powerful enough' message is simply the result of a comparison between the attacker's class level and the door requirments. Of course there would be a problem if this message still would show up when the attacker's class is higher, but I haven't experienced such a case myself so far.

- I'm aware that the auto-attack option in the game options is not exactly the same as the 'auto-attack' fearture in DS1 was.
When I have a bit more time again I will rethink about some expanded routines so the focused hero will automatically select a new enemy, if possible with a player option to toggle this on and off should so much automatization be too annoying once.

A new Aranna Legacy version of Adepts has just been posted

IceLancer wrote:
I tried adepts,its working just fine with this. And "monster_adjust_world = all" will enable MLA in DS2BW with or without Adepts.With all perks and features.

Addendum
i see,you are saying adepts alone need this fix?
Well i already merged changes from A.Legacy with Adepts and MLA.
So Mla does cause problems with regular AL,but fixes adepts alone.
But if adepts are merged with Al as in my case then it fixes it again(with changes in MLA posted).Ok Thanks for clarification.

I guess i should post merged AL with mla and adepts.AL really has very good changes.And rather good coding.


I've just posted an experimental version of Adepts that aims to be compatible with Aranna Legacy as I agree with you about AL. This version of Adepts aims to keep the open campaign so it will also need the MLA mod. I plan to check out the merged autoengage mod and AL that you posted as Adepts works well with the autoengage mod.

IceLancer's picture
I tried adepts,its working

I tried adepts,its working just fine with this.
And "monster_adjust_world = all" will enable MLA in DS2BW with or without Adepts.With all perks and features.

Addendum
i see,you are saying adepts alone need this fix?
Well i already merged changes from A.Legacy with Adepts and MLA.
So Mla does cause problems with regular AL,but fixes adepts alone.
But if adepts are merged with Al as in my case then it fixes it again(with changes in MLA posted).Ok Thanks for clarification.

I guess i should post merged AL with mla and adepts.AL really has very good changes.And rather good coding.

Re: Sanctuary Door Bug

IceLancer wrote:
I can't seem to find the owner of MonsterLevelAdjust script? Nor any topic about it anywhere.So i am sorry to be posting here as it somewhat involves you Sticking out tongue

There is a nasty clash /bug in MLA mod [t:template,n:class_door_base] with your AL mod
Its breaking functionality of Sanctuary doors
The whole part from MLA is redundant and not necessary,just remove the code safest way.

Here is updated mod
https://mega.co.nz/#!9hAXkZxB!Q9y_0siM-TnVYuQKRZT9gadlRHh_8uv_KlxyqP8ubLk

Mod-Erthos-MonsterLevelAdjust-Beta5h ?
I do not know if there was maybe a newer version,as i can't seem to find any topic at all.

I have tested 2 different doors in azunite desert.But most probably that all S.doors are broken
"not powerful enough to open"


Yes KillerGremal is the author of the Monster Level Adjustment Mod (listed in the mod's readme found on the Legendary Mod thread and also the Utraean Peninsula thread and Killergremal's own website) and yes you have the latest version. There was a forum thread about it which hasn't been updated for nearly 6 years. It was originally designed for the Erthos struggle map as a way to match monster levels automatically to the player's level. It came back into prominence with the development of the Utraean Peninsula Mod which eventually evolved to the Legendary Mod as a way to match each map's monsters and loot to the level of the player's party. Otherwise you would have to start each map with a new party as per Dungeon Siege 1. With the MLA mod you can play any map in any order you want.

The thing with the MLA mod is that it has to be enabled in a map to work, otherwise it should have no effect. So in vanilla DS2 or Broken World it doesn't have any effect.

However when I developed DS2BW Adepts, one feature that mod added was the ability to open up the campaigns in DS2 and Broken World so you can play the acts in whatever order you want (within certain boundaries). Obviously this would cause issues if you tried to play Act 3 with a low level party!

So DS2BW Adepts enables the MLA mod in DS2 and Broken World. So now if you decide to finish Act 3 before Acts 1 and 2, the monsters and loot will match your party level. Then if you go back to Act 1, all the monsters will be beefed up to whatever level you are. So goodbye green monsters forever. Makes playing the convoluted quests where you have to go back to early levels more interesting - you often receive more experience and loot from going through the quest than you do from the actual quest reward.

However there was an issue with Sanctuary Doors. They didn't level up so a low level party going through Act 3 couldn't open any Sanctuary Doors, so you get the exact same message as you are mentioning now. KillerGremal then incorporated MLA support for Santuary Doors so they match the party levels.

So possibly the changes KillerGremal made, inadvertently broke Sanctuary Doors in vanilla DS2 or Broken World games. Though these changes have been around beta5d released on 12th July 2013, that's well over a year. Or maybe there's some other reason. I'm sure KillerGremal will respond when he next checks in.

In the meantime it's likely your changed mod will break Sanctuary Doors in DS2BW Adepts.

IceLancer's picture
Sanctuary door bug

I can't seem to find the owner of MonsterLevelAdjust script? Nor any topic about it anywhere.So i am sorry to be posting here as it somewhat involves you Sticking out tongue

There is a nasty clash /bug in MLA mod [t:template,n:class_door_base] with your AL mod
Its breaking functionality of Sanctuary doors
The whole part from MLA is redundant and not necessary,just remove the code safest way.

Here is updated mod
https://mega.co.nz/#!9hAXkZxB!Q9y_0siM-TnVYuQKRZT9gadlRHh_8uv_KlxyqP8ubLk

Mod-Erthos-MonsterLevelAdjust-Beta5h ?
I do not know if there was maybe a newer version,as i can't seem to find any topic at all.

I have tested 2 different doors in azunite desert.But most probably that all S.doors are broken
"not powerful enough to open"

bare_elf's picture
There is a problem with the host

baballoo wrote:
Hello everyone.

I can't download aranna legacy mod from website.

Is it happening only with me or is there something wrong with it?

Thanks in advance.


Kiler's host is giving him problems so try the link above again, I tried it earlier and nothing. Tried it just now and it worked.
Elf


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There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.

Download links broken?

Hello everyone.

I can't download aranna legacy mod from website.

Is it happening only with me or is there something wrong with it?

Thanks in advance.

Rejuvenating Weapon

Hello,
I just wanted to brainstorm around the Rejuvenating Weapon spell that provide life steal. To me such a spell is not in line with the lore of the game since life steal feels more like a dark power i.e. Vampirism. Moreover life steal doesn't had much for a paladin-like character despite some tankiness. Fist of Stone should be more about support/tank and utility imo.
A few months ago me and Hardless came up with a new test version of the spell. Instead of life steal we added healing cascade as passiv proc amor with a chance to trigger when hit. The result was fun because it synergize well with a Fist of stone that wants to tank for the party. On top of that playing with Provoke was really interesting because you want to aggro to trigger the passiv as much as possible to provide some healing for the party. As a result the Fist of Stone was able to Tank and Heal at the same time with some fun combination of power/spell/passiv skills.
Finally reworking Rejuvenating Weapon would allow to build a new dual-class melee/combat spell (Ancient Gift mod?) based on life steal ability that might suit better the "dark side".
What do you think KillerGremal?
Mantella

DrakeIsGod's picture
Interesting..

Interesting..


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