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Utraean Seizure of hopless Mapping

KillerGremal's picture

While my previous 'seizure' isn't really over (and related on content we rather should say: as consequence of it) i have been touched by another 'mapping seizure'. This time however, i didn't use the SE2 (so far), it's not really tuned to handle DS1, and this is what i did. Eye-wink

 
 
Required resources:

- All*Saves for v2.2 or v2.3/Addon.
- DS1 Utraean Peninsula Map, Alpha v0.08 (82mb, ReadMe)
- DS1 Content Pack (partial) Alpha v0.08 (48mb, ReadMe)
- DS1 Terrain Nodes, Beta 2 (62mb, ReadMe)
- MonsterLevel Adjustment Mod, Beta 4f (600kB, ReadMe)

 

Please respect the initial release notes and also the notes in the 'ReadMe' files about the updates meanwhile.


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KillerGremal's picture
Holding my old 12x CD-Rom forever.

sol77 wrote:
I would love to help debug but none of my cd players allow me to install or run the game... Waiting for a new rig..
Your comment is appreciated. Laughing out loud

However no need to be stressed - if DS3 is as console-oriented as it currently seems to me, then we probably have the whole next decade again to make mods for DS1+DS2... Shocked



By the way, i just put some work files online: www.dungeonsiege2.net/ds2fun/monsters/
Not to completely loose the overview, and to replace the missing DS1 monster by a very similar one from DS2 if possible (importing them from DS1 took too often much longer than assumed specially if they use a spell or if they have no *legs*).

sol77's picture
I would love to help debug

I would love to help debug but none of my cd players allow me to install or run the game...
Waiting for a new rig..

KillerGremal's picture
Geographically complete now

With Alpha 0.08 the missing 13 regions around Grescal and Hiroth have been added now too. While Hiroth has the original population size again (with guards even some heads more) Lang, Meren and Fallraen are still noticeably underpopulated. However the teleportation system (incl. displacers) has been completely replaced so you always have the chance to travel back to a more developed town.

To upgrade (the populated part of the map) a bit, town guards became more interactive. Note here that they temporarily won't talk anymore with you if they have lost more than 33% of their max life in a combat. So mastering any healing spell would be good idea, of course you also may wait until their life regenerates from alone.

If somebody likes to help debugging, if you press Ctrl+Alt and click on a potion in your inventory then it will drop and display region data instead of the potion label. Health potions will display position and node, mana potions would tell you the current 'mood' (which is responsible e.g. for fog ranges and background sound).
At least during my own test runs this little tweak has proven quite useful, i just made a screen shot (sometimes with a little self-memo in the chat box) and i got a pleasant bug report to check/fix the problem later.

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Edit: Minor correction

KillerGremal's picture
Vasp Image

Vasp Pet (content of/since post-fix 0.07a):

Growth:
Baby: (refuses food form chars below level 8)
- Attack: Solar Globes (native)
Fledgling: (refuses food form chars below level 10)
- Bonus≥: +10% Health
- Support Spell: Open Town Portal
Juvenile: (refuses food form chars below level 12)
- Power: Chain Lightning I
- Bonus≥: +13% Chance to Dodge melee/ranged attacks
Adolescent: (refuses food form chars below level 14)
- Bonus≥: Armor
Young Adult: (refuses food form chars below level 16)
- Bonus≥: +18% magical resistance
- Power: Chain Lightning II
Mature:
- Bonus≥: +25% Mana Regeneration
- Aura: +10% Life Steal

Aquisition:
Seller: Farmer Jornus, Elddim
Prιce: 800 Gοld

PhoeniX's picture
Hmmmm......

I may have to put WoW aside for a bit and check this out. Smiling

sol77's picture
Hehe, you're a power house.

Hehe, you're a power house.

KillerGremal's picture
Here we go...

Utraean Peninsula (partial) for Dungeon Siege II
-----------------------------------------------------------------------------

This is a first (and possibly the last) try to import parts of the great DS1 map 'Utraean Peninsula' into DS2. Please don't expect this to be 'DS1 in DS2' or so - because it isn't and never will be. If someone is looking for an (almost) perfect map then he better should play DS1 directly! Nevertheless, lot of fun for those who have the will and courage to try out the current state of the map!


    CURRENT LACKS:
  • There are almost no NPCs/shops expect of those at Elddim.
  • Teleportation system is rudely implemented, however it works stable now.
  • Southern map parts (Grescal, Hiroth, Desert) are not available.
  • There are no quests (expect of some hints for a task here and then).
  • Instead of DS1 monsters, appropriate monsters form DS2 have been used.
  • Audio/visual emitters are generally not working.
  • There is a strange placement issue of several levers/buttons.
  • There is a problem with the flow direction of water.
  • The (pre-produced) radar maps are probably not up to date.

    GAMEPLAY CHANGES:
  • Former respawn statues work now as incantation shrines.
  • There are no lecterns but chants are available in form of dropping scrolls.
  • There are no war pedestals but with some luck you may find rare green potions to recharge your powers.
  • Some statues/monuments currently serve as mana/health bushes.

    REMARKS:
  • Regularly open a town portal (specially if a 1-man-party)!
  • NPCs/guards with a symbol overhead often have a proceeding 'multi-part' conversation, thus clear the area first before you talk to them! However most guards will leave their position and help you fighting after the fisrt talk.
  • The original DS1 map was designed for short sight ranges and rather steep/vertical camera angles, however already now the fog distance has been expanded where possible. Thus take care when using mods or All*Saves to override this, there may be lags or loading/trigger errors or even crashes with extreme sight ranges.
  • As long as you don't enforce a sight range to >100m (see point above) game chrashes are very improbable.


    CREDITS:
  • Elys, for All*Saves and DS1toDS2nc.exe
  • Runic Games, for Torchlight Demo (you will hear why *cough*)


KillerGremal's picture
Inspired by Elys' approach

Sharkull wrote:
Are you starting from where Elys left off (...not sure if she made her conversion work public...), or did you start from scratch?
Of course I was aware of the notes Elys left and the offered DS1toDS2nc seems to work fine and fast, sadly there isn't a tech note and so i'm just not sure if the created node_mesh_index files are of any auxiliary nature, just made to open a map in SE2 (since SE2 will replace/update them anyway). However in the current state of the map i didn't want to work/save with SE2 so i preferred the node_mesh_index files made in SE1 (via LNC batch generation), they are much smaller and it seems they only contain what is needed. Puzzled

A mod with DS1 nodes and related textures i already made last summer. More tedious was/is the import/comparison of all the ambient stuff. One after one it never has an end, and if you do it bundle-wise you can be sure there are many redundant resources (very unpleasant if DS2 used the same template/mesh/texture name but it looks/works different compared to DS1).

Currently DS1 monster templates are just linked to similar looking monsters form DS2, and the MonsterLevel Adjustment mod has to tune their levels. In similar way it will happen for loot containers, unfortunately there are so many of them and it's hard to keep the overview.
Most painful thing at the moment are the NPCs, mine sometimes look like mutants and don't even sell me anything. Shocked

Sharkull's picture
Are you starting from where

Are you starting from where Elys left off (...not sure if she made her conversion work public...), or did you start from scratch?


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