forums | blogs | polls | tutorials | downloads | rules | help

DS1 Legendary Mod for DS2 Beta Thread

This thread is devoted to comments, bug reports and fixes and discussion about the Beta version of the DS1 Map Pack for Dungeon Siege 2 and Dungeon Siege 2: Broken World.

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.

The mod is based on Killergremal's original work on the Utraean Peninsula, Kingdom of Ehb and Yesterhaven, found at this thread; http://siegetheday.org/?q=node/1330 Current version is Beta 22 and is fully feature complete, stable and fun to play. You will need a 550 Mb download as well as 1Gb of free HD space to install the mod.

Please note that the installer for the current version of the mod is unavailable.

Current Readme for the Mod
http://www.techiem2.net/~iryan/files/Betav24/DS1_Legendary_Mod_for_Dungeon_Siege_2_Beta_24.txt

Installer Notes: You need at least the original Dungeon Siege for the installer to work. In this case it'll install Kingdom of Ehb, Utraean Peninsula and Yesterhaven maps as well as converting the required resources required to play these maps in DS2. If you have Legends of Aranna installed the Mod installer will also install Legends of Aranna together with converting the required resources from LOA.

Included in the installer zip is pre-install fixes for owners of the Steam version of Dungeon Siege 1 and 2. These fixes will need to be applied before installation of the DS1 Legendary Mod or installation will fail.

Alternatively all the mod's components can be downloaded as separate modules.
If you choose to do this you'll need to convert some of the original Dungeon Siege resources to DS2 format otherwise the mod won't work. This won't be necessary if you have already converted the original files for any of the beta versions of the mod.

*Here's the links of all required files for the current version 24 Beta;
http://www.techiem2.net/~iryan/files/Betav22/DS1_Map_Legends_of_Aranna_Beta_22.ds2res (37.4 Mb)
http://www.techiem2.net/~iryan/files/Betav24/DS1_Map_World_Beta_24.ds2res (45.1 Mb)
http://www.techiem2.net/~iryan/files/Betav24/DS1_Map_Utraean_Peninsula_Beta_24.ds2res (70.2 Mb)
http://www.techiem2.net/~iryan/files/Betav22/DS1_Map_Yesterhaven_Beta_22.ds2res (20.9 Mb)
http://www.techiem2.net/~iryan/files/Betav23/DS1_Mod_Content_Beta_23.ds2res (143 Mb)
http://www.techiem2.net/~iryan/files/Betav23/DS1_Mod_Exp_Content_Beta_23.ds2res (57.4 Mb)
http://www.techiem2.net/~iryan/files/Betav24/DS1_Mod_Logic_Beta_24.ds2res (1.1 Mb)
http://www.techiem2.net/~iryan/files/Betav22/DS1_Mod_Terrain_Beta_22.ds2res (123 Mb)
http://www.techiem2.net/~iryan/files/Betav25/Mod-DS1Content-Alpha10q.ds2res (17.4 Mb)
http://www.techiem2.net/~iryan/files/Betav22/Mod-DS1Map-ArhokXP-Beta5.ds2res (30.2 Mb)
http://www.techiem2.net/~iryan/files/Betav25/Mod-DS1Map-Diabloish-Beta02.ds2res (15.0 Mb)
http://www.techiem2.net/~iryan/files/Betav22/Mod-Erthos-MonsterLevelAdjust-Beta5f.ds2res (0.7 Mb)

Current Readme for KillerGremal's Mods
http://www.techiem2.net/~iryan/files/Betav25/ds1_content_pack.txt
http://www.techiem2.net/~iryan/files/Betav22/Mod-DS1Map-ArhokXP-Beta5.ds2res.txt
http://www.techiem2.net/~iryan/files/Betav25/diabloish-ds2.txt
http://www.techiem2.net/~iryan/files/Betav22/monster_level_adjustment.txt

Forum Threads for KillerGremal's Mods
DS1 Content Pack & Diabloish http://siegetheday.org/?q=node/1330
Return to Arhok http://siegetheday.org/?q=node/1289

To play these maps you also have to convert already installed DS1 files for DS2, namely Objects.dsres, Sound.dsres and Voices.dsres. It's not that difficult, but it's an essential step because the mods above will refer on these resources. Instructions here; http://siegetheday.org/?q=node/1525#comment-13640
Please note that it is important that the Objects ds2res be named Objects_DS1.ds2res or something similar to avoid a bug with button levers

Additionally to play Legends of Aranna you need to convert expansion.dsmap and ExpVoices.dsres using the exact same method (It's no longer required to tank or untank resource files).

It's recommended to use the auxiallary tool to convert the resources rather than a Hex Editor as that seems to cause issues. The auxiallary tool is also easier to use.

Some useful minimods that may be of interest playing these maps.
http://www.techiem2.net/~iryan/files/DS1_Mod_BW_Playable_Utraeans.ds2res
Unlocks Playable Utraean Race in Broken World (not compatible with vanilla DS2. Place into Broken World's resource folder)
http://www.techiem2.net/~iryan/files/DS1_Mod_Cat_Mansion_Characters_Beta_3d.ds2res
Converts female recruitable characters into Cat Mansion Models (not compatible with vanilla DS2. Place into Broken World's resource folder. Also requires the Cat Mansion Mod.

__________________________

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.
KillerGremal's picture
Not sure...

iryan wrote:
. . . The Lang Mosquito Stone is nearly as big as the characters (makes you wonder how they could fit the stone into their inventory but then again how do they fit all of those oversized weapons, etc?).

The stone should only be about half that size. This only occurs with the latest version of the legendary mod running with Mod-DS1Content.ds2res. Nothing has been changed in the base template in the latest version of the Legendary Mod so something had to have changed in Mod-DS1Content-Alpha10q.ds2res.

Perhaps this is linked somehow to the barrel problem, especially the bigger barrels (there's no problem in picking up the Lang stone into inventory or with the quest updating and lore showing)?

. . .

Well, I'm not at home right now, but as far as I remember core/base templates haven't changed on my side neither. Puzzled

A bit strange is that on one hand the Lang Stone (or treasure/quest items generally?) have changed its size (with Mod-DS1Content-Alpha10q.ds2res and DS1_Mod_Logic_Beta_24.ds2res and I noticed this too in v2.2) and on the other hand obvisiouly some barrels are affected by size-changes as well (which I didn't experience myself for the few barrel I encountered recently).

It's difficult to say if there is really a link between, however it's probably easier to find out what happened to the stone (or other treasure items). I think there are several more reasons/circumstances why the size of barrels may be different in-game finally (for example, the Level Adjustment mod affects barrels too).

 
 
 
--- Edit:
A short test showed me that the Lang Stone (spawned) is very large in DS1 as well. Shocked
So for something that covers 1x1 in the inventory it's about 2-3x too big outside the inventory.

Barrels and Stones

While testing out some changes made to DS2BW Adepts, I remembered to take a screenshot of an oddity that may be linked to the barrel problem reported recently by Mantella and Hardless.

The Lang Mosquito Stone is nearly as big as the characters (makes you wonder how they could fit the stone into their inventory but then again how do they fit all of those oversized weapons, etc?).

The stone should only be about half that size. This only occurs with the latest version of the legendary mod running with Mod-DS1Content.ds2res. Nothing has been changed in the base template in the latest version of the Legendary Mod so something had to have changed in Mod-DS1Content-Alpha10q.ds2res.

Perhaps this is linked somehow to the barrel problem, especially the bigger barrels (there's no problem in picking up the Lang stone into inventory or with the quest updating and lore showing)?

I did play around a bit in the self hosted network game and didn't strike any problems with any barrels between Elddim and the Crypts. Then again it's probably not a host issue.

I wonder if Mantello and Hardless have had a chance to try playing just the original Utraean Peninsula without the Legendary Mod installed as I recommended a few days ago to see if the problem exists there?

Trial of Galus completed,

Trial of Galus completed, now to go stomp the Shadow Jumper Dwarf war cry

One thought, maybe put the lorebook in The Pit of Despair to initiate the quest before you reach Quilrabe

bare_elf's picture
Happy I could help

glad I could help out McBeanie. Have fun with the mod. If you find any thing that is not working or odd when you are playing the maps we would like to know as the Legendary Map Pack is a work in progress.

Elf


__________________________

**************************************************************************************************
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.

Oh... I converted the

Oh... I converted the .dsres. I just did the map and that's solved my issue.

bare_elf's picture
McBeanie did you convert

Expansion.dsres or Expansion.dsmap? if you converted the dsres file you need to remove ds1_expansion.ds2res and convert the dsmap file.

Elf


__________________________

**************************************************************************************************
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.

Done

bare_elf wrote:
Rename DS1_Objects.ds2res to Objects_DS1.ds2res Then try your system again.
That fixed the death message spam, but all of the other problems are still present.

bare_elf's picture
McBeanie rename...

McBeanie wrote:
Firstly, thanks. Second, yes, both computers have Dungeon Siege 1 installed, non-steam. Third, I did the install manually. Fourth:

DS1_Expansion.ds2res
DS1_ExpVoices.ds2res
DS1_Map_Legends_of_Aranna_Beta_22.ds2res
DS1_Map_Utraean_Peninsula_Beta_24.ds2res
DS1_Map_World_Beta_24.ds2res
DS1_Map_Yesterhaven_Beta_22.ds2res
DS1_Mod_Content_Beta_23.ds2res
DS1_Mod_Exp_Content_Beta_23.ds2res
DS1_Mod_Logic_Beta_24.ds2res
DS1_Mod_Terrain_Beta_22.ds2res
DS1_Objects.ds2res
DS1_Sound.ds2res
DS1_Terrain.ds2res
DS1_Voices.ds2res
Logic.ds2res
Mod-DS1Content-Alpha10q.ds2res
Mod-DS1Map-ArhokXP-Beta5.ds2res
Mod-DS1Map-Diabloish-Beta02.ds2res
Mod-Erthos-MonsterLevelAdjust-Beta5f.ds2res
Movies1.ds2res
Movies2.ds2res
Objects.ds2res
Sound1.ds2res
Sound2.ds2res
Terrain.ds2res
Voices.ds2res


Rename DS1_Objects.ds2res to Objects_DS1.ds2res
Then try your system again.


__________________________

**************************************************************************************************
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.

Report for my Computer

Firstly, thanks.
Second, yes, both computers have Dungeon Siege 1 installed, non-steam.
Third, I did the install manually.
Fourth:

DS1_Expansion.ds2res
DS1_ExpVoices.ds2res
DS1_Map_Legends_of_Aranna_Beta_22.ds2res
DS1_Map_Utraean_Peninsula_Beta_24.ds2res
DS1_Map_World_Beta_24.ds2res
DS1_Map_Yesterhaven_Beta_22.ds2res
DS1_Mod_Content_Beta_23.ds2res
DS1_Mod_Exp_Content_Beta_23.ds2res
DS1_Mod_Logic_Beta_24.ds2res
DS1_Mod_Terrain_Beta_22.ds2res
DS1_Objects.ds2res
DS1_Sound.ds2res
DS1_Terrain.ds2res
DS1_Voices.ds2res
Logic.ds2res
Mod-DS1Content-Alpha10q.ds2res
Mod-DS1Map-ArhokXP-Beta5.ds2res
Mod-DS1Map-Diabloish-Beta02.ds2res
Mod-Erthos-MonsterLevelAdjust-Beta5f.ds2res
Movies1.ds2res
Movies2.ds2res
Objects.ds2res
Sound1.ds2res
Sound2.ds2res
Terrain.ds2res
Voices.ds2res

bare_elf's picture
Hello McBeanie some questions

McBeanie wrote:
I recently got back into Dungeon Siege, as did my brother. In the process of trying to get Dungeon Siege 1 to run on his Windows 8 Laptop. I came across this mod. So, after getting DS2 installed and working on his computer, he installed this and tried to run the AllSaves Launcher and after clicking launch it came up with an error saying: "Cannot load DS2 All*Saves (DS2 wrong version?)" along with a windows error message saying Protection Stub has stopped working.

Confused, I tried to install it on my own Windows 7 PC and I've encountered problems as well. While I can get the game started the main menu's text font is Arial I believe, all I know for sure is that it isn't right, and once I launch into the any map, I find that left clicking ellicits the "can't do that" sound, but, I can right click on barrels and my character will run over to them and break them as usual. Also, in all of the non DS2 maps the sky is completely red. Meanwhile, in the bottom left of the screen I am being spammed with death messages using my character's name.

I am using Dungeon Siege 2: Broken World, he is using Dungeon Siege 2 v2.2.
Anyway know the solutions to either of these problems?


First of all welcome.
Concerning your brother's Laptop
Does your brother have Windows 8 or 8.1?
Has Dungeon Siege 1 been installed and patched to version 1.11.1462?
Did he use the installer or install the files manually?
If he installed the files manually did he convert the DS1 files as directed in the readme file?
A working Dungeon Siege 1.11.1462 is a requirement for the DS1 Legandary Map Pack
Can he play Dungeon Siege 1 and Dungeon Siege 2 and Broken World?
You stated that his copy of Dungeon Siege 2 is version 2.2 is that correct?
Is his copy of Dungeon Siege 2 downloaded through Steam?
Please have him submit a list of the files in the DS2 resources folder including all the file names and their revisions, something like this
In the DS2 Resources folder

Mod-Erthos-MonsterLevelAdjust-Beta5f
Mod-DS1Map-Diabloish-Beta02a
Mod-DS1Map-ArhokXP-Beta5
Mod-DS1Content-Alpha10r
DS1_Mod_Terrain_Beta_22
DS1_Mod_Logic_Beta_24
DS1_Mod_Exp_Content_Beta_23
DS1_Mod_Content_Beta_23
DS1_Map_Yesterhaven_Beta_22
DS1_Map_World_Beta_24
DS1_Map_Utraean_Peninsula_Beta_24
DS1_Map_Legends_of_Aranna_Beta_22
Plus the converted ds1 files, the standard ds2 files

If you could do the same for your windows 7 System we can attempt to figure out what is going on.

Elf


__________________________

**************************************************************************************************
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.

Problems

I recently got back into Dungeon Siege, as did my brother.
In the process of trying to get Dungeon Siege 1 to run on his Windows 8 Laptop. I came across this mod. So, after getting DS2 installed and working on his computer, he installed this and tried to run the AllSaves Launcher and after clicking launch it came up with an error saying: "Cannot load DS2 All*Saves (DS2 wrong version?)" along with a windows error message saying Protection Stub has stopped working.

Confused, I tried to install it on my own Windows 7 PC and I've encountered problems as well. While I can get the game started the main menu's text font is Arial I believe, all I know for sure is that it isn't right, and once I launch into the any map, I find that left clicking ellicits the "can't do that" sound, but, I can right click on barrels and my character will run over to them and break them as usual. Also, in all of the non DS2 maps the sky is completely red. Meanwhile, in the bottom left of the screen I am being spammed with death messages using my character's name.

I am using Dungeon Siege 2: Broken World, he is using Dungeon Siege 2 v2.2.
Anyway know the solutions to either of these problems?

Re: Hm, well...

KillerGremal wrote:
@Mantella: Thanks for your report. However if your time allows it, try once to do a counter-check when you think it's a specific mod, possibly with a minimum mods generally.

Sometimes problems are not by a single mod, often problems are caused by a conflict between mods.


I think Mantella and Hardless have already done that. It seems pretty clear that there's a problem with the latest version of the mod.

Keep in mind that the latest version of the Legendary is dependent on Mod_DS1_Content.ds2res and won't run properly without it. Version 22 of the Legendary Mod which wasn't dependent on Mod_DS1_Content.ds2res causes no issue.

There wasn't anything added to version 24 but instead a lot of redundant files were removed to prevent conflicts with Mod_DS1_Content.ds2res and a lot of files modified to make them work with Mod_DS1_Content.ds2res, primarily npcs.

The fact that the issue even occurs in DS2 is significant. Mod_DS1_Content.ds2res does modify some base DS2 files, for example effect_hit.skrit

One test that I can think of is to remove all the Legendary Mod files except for Mod_DS1_Content.ds2res and DS1_Mod_Terrain.ds2res or use KillerGremal's version of the Terrain resources.

Then try KillerGremal's version of the Utraean Peninsula found here; http://siegetheday.org/?q=node/1330 to see if the problem replicates there. You could also try Return to Arhok as well.

KillerGremal's picture
Hm, well...

@Mantella: Thanks for your report. However if your time allows it, try once to do a counter-check when you think it's a specific mod, possibly with a minimum mods generally.

Sometimes problems are not by a single mod, often problems are caused by a conflict between mods.

Barrel bug story

@KillerGremal
Here is the whole story and how we came up with the idea that something was wrong with legendary pack b24.

Last week end we've installed the legendary pack B24 to run some play tests with our own Ancient gift mod (still in progress but very close to release) as we always do. This way we can give some feedback to iryan about the mod and test our own things.
Our basic mods are : Aranna legacy (latest version), legendary Pack (latest version) and Ancient Gifts. Nothing more.
We then started a game in LOA. We first saw the big barrel just outside the town and were pleased with that since we thought it was a new feature. But as soon as we attacked the barrel the game crashed (client side). So we decided to stop hitting big barrels and only working with the small ones (new feature maybe not fully functional). But the bug came back with the small barrel after a few minutes. So first we thought that our Ancient Gift was the problem because we never experienced such a bug. We tired a lot of things with our mod to try to fix the issue but nothing solved the problem.
Because of compatibility issues with Aranna legacy and Ancient gift we tried to remove Aranna legacy and see how it goes. Same result, game crashed. We then tried to play some other maps of Legendary Pack, mainly Ehb and Untraen P. Same result. So we tried DS2 map and the the game was still crashing.

After all the play test we were pretty sure that our own mod was causing the bug since it happened with and withou Aranna Legacy and in any maps we played.

After hours trying to find in the Acient gift what was causing the bug we gave up and and try somthing new. We came back to older version of Legendary Pack (B22 i think) and without Aranna legacy. And then no bug. We reinstalled Aranna legacy and no bug could be found. We then re-installed Acient Gift and every thing was fine.
We can now play and hit as many barrel we want.

That's how we came up with the idea that something was wrong with the latest version of Legendary. Believe me we have spend hours testing that.
Hope it helps
Cu
Mantella

Bone Minions

Lady Femme has a Monsters Improved Mod for DS2 that among other things increases the chance of Bone minions, maybe that could be addapted.

And on a training maneuver a couple of us fell into a nest and received a couple dozen stings

KillerGremal's picture
Multi-dimensional

Since several mods affect barrels, it would be interesting if stability problems could be reproduced with a minimum of mods, just to get an rough impression where to start searching.

 

HardLess wrote:
There is something in the Mod-DS1Content-Alpha10q.ds2res file that modify barrels and make the client crash in multi-player games randomly when he or the host break a barrel.

I have made a lot of test in order to know if it was my Ancient Gift mod or the Arrana Legacy but it happens that the file creating this bug is the DS1Content-Alpha10q added for the beta 24 of the mod.

. . .

If you still play on with the Aranna Legacy mod, rats and respawning barrels are also part of the of this mod (same components as in Utrea), so you should experience stability in Multiplayer when hitting barrels with this mod alone too (besides of other instabilities perhaps - which I wouldn't exclude, but due to the lack of a addon-compatible toolkit efficient debugging in v2.3 is not really possible).
 

Rats and Mosquitoes

Now that you speak about rats i don't remember seeing those pop up from barrels during our play tests with hardless. However the mosquitoes do. Since the crashes are random i vote for rats being the problem too, but i can be wrong.
cu
Mantella

KillerGremal's picture
Conflicting Rats + Skrits

@Iryan: Considering the 'drop chance' rats could be it indeed, but they were part of the Utrea release since 2010, so I think there would have been more stability complaints. And changes since then are marginal.
The stats rats have I can recheck - actually I think I already did this...!?

Concerning the (in)compatibility between Adepts and Aranna Legacy, there are too many overlapping skrit files right now so the game probably won't run stable anymore.

Re: The Trial

bare_elf wrote:
I always liked the quest in Legends of Utrae, however since there are no back packs in DS2 inventory packing around the three items is really a waste of space. So I guess I would leave it as is in DS2 and if you want the original quest play Legends of Utrae 3.2. I always have a legends game active and a party in the same general area as my ds2 party when testing the Utraean Peninsula Map. Just so I can refer to things and see the changes.

Elf


Then again DS2 has the town portal spell and the stash chest to store things in. DS2 itself certainly had a number of collectible items that had to be kept until used, for instance the scavenger hunt and the items needed to access the secret dungeon.

In the mod I certainly store the town stones in the stash until they are ready to be used.

The original multiplayer map was annoying as two of the objects had to be obtained in the Kingdom of Ehb singleplayer game first and kept with your character in multiplayer. Remember that there was no backpack with the original DS1 and while the knife was small enough, the eye took 2x2 spaces.

Still unless there's a lot of demand for change I'll keep things as they are. No point in fixing what's not broken.

Re: Monster notes. Technically.

sigofmugmort wrote:
Monster notes. Technically, all the ants should be the same color. Needs Bone Minions Evil . Black scorpions are not from sandy desserts and from PERSONAL experience there sting is not that bad. The Iraca from DS2 would make a good tough scorpion.
There's actually nothing very much technical with the Mod. Most things are just for aesthetics and fun. If two things are equal and one's technically superior and the other's aesthetically superior, the second will win every time.

Yes you've mentioned bone minions before and I'll oblige. Some monsters do summon them in the mod but that's not the same. The way GPG implemented them is like how the phrak are spawned from some crates in the Mod, a statistical chance of one appearing from certain containers, mostly found in the Azunite Desert. It's quite low and sometimes you may not find one at all.

How I would like to spawn them is have a random chance of one appearing from a pile of bones or something similar, as the player walked by. Would be just like the containers but of course they wouldn't be containers, just objects. I'm not sure how much coding that would require to implement. I believe this would be more realistic than having something pop out of a container. The mimics are fantastic because they are meant to mimic chests. The same for skeletons popping out of sarcophaguses in LOA. How bone minions get themselves stuffed into containers is beyond me.

The Black scorpions are meant as fillers to make it a little more interesting in the desert around Grescal as in the original map there were no monsters at all. In LOU I first added monsters and they were a mix of scorpions and undead drakes. Since the drakes are found in the LOA map I didn't use them here (as is the case for all LOA monsters that were found in LOU, they've mostly been replaced with DS2 monsters instead).

Still Iracas would make good substitutes as well as some of the other DS2 desert critters. I know black scorpions mightn't have a strong sting but have you ever been stung by one that was as big as yourself?

bare_elf's picture
The Trial

I always liked the quest in Legends of Utrae, however since there are no back packs in DS2 inventory packing around the three items is really a waste of space. So I guess I would leave it as is in DS2 and if you want the original quest play Legends of Utrae 3.2. I always have a legends game active and a party in the same general area as my ds2 party when testing the Utraean Peninsula Map. Just so I can refer to things and see the changes.

Elf


__________________________

**************************************************************************************************
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.

Should be compatible with Aranna Legacy

bare_elf wrote:
I was lead to believe that there was a comptability issue between the Aranna Legacy Mod and the Legendary Map Pack. I could never get the two to work together either in single player or multi player. If that has been fixed this post is not necessary if not it could be the cause.

Elf


On the contrary the Legendary Mod should be completely compatible with Aranna Legacy Mod, as it doesn't change any core files at all. Compatibility with other mods is a key requirement of the Legendary Mod!

What's not compatible with Aranna Legacy is DS2BW Adepts, I think that's what you are referring to. I did try but there's so many conflicting core files changed by both mods that it was too difficult, especially as Aranna Legacy is constantly evolving and being updated.

Re: I broke the main quest

sigofmugmort wrote:
I broke the main quest Insane In the last battle after killing the Maljin Assasin my character immediately picked up the Tenstone and placed it in the circle. Got the cut screen then had to finish off the last Maljin. The quest did not complete and the yellow star is still there. Wacko I have three minor quests to do The island in the desseret wherever it may be.

The lost pyramids, Do I need to go back to eastern island or can they be reached from the dessert?

I have to figure out how to do the trial Puzzled


That's the first time that type of bug been reported. I'm not sure why that would stop it from completing but in general the quests in the mod aren't as robust as they are in DS2 and especially in the Utraean Peninsula it is difficult to cover all possibilities since it isn't as linear as the other maps.

Still this dungeon is linear. I'll try to put in a kill switch that will kill all remaining maljin once the tenstone is placed in the circle (I believe that what happens in the original but its been so long since I've played it). Hopefully that'll prevent any problems with the quest.

The Island in the Desert quest is Eastern Island (as it can be reached from the desert). Once you exit the cave on Eastern Island the quest should complete.

Both Eastern Island and the Pyramids can be reached in a number of ways, remember that the map is very much non linear.
- You can trek across the desert from Grescal and try to find the Pyramids but its a long way, boring and easy to miss. Then one pyramid will lead to Eastern Island and the other to the Volcanic Caverns.

- Alternatively you can find the massive twin towers in the Great Northern Forest from Elddim (relatively easy to find since the path is marked now and a quest passes right by it). From where Loola is take the elevator down to Eastern Island (how on Earth does that work GPG?). From Eastern Island there's a tower which has an elevator that goes to the Volcanic Cavern (more realistic) and an underground passage that goes to the Pyramids.

So there really needs to be another quest involving the Volcanic Caverns some way as currently there's no incentive to visit there except for sightseeing and loot.

The trial of gallus lorebook gives a hint to its location but its confusing unless you read up about it online (I didn't change the wording of the lorebook at all from the original). 'Climb to the Sky on the Sunbaked Mesa' refers to the location of the trial but unless you already have the quest, you could walk right by it and it won't open for you. The location is reached by taking the elevator that's guarded by a legionnaire just before Quillrabe, its just beyond the creek, on the side pass the small bridge.

From the top of this elevator take another elevator and walk to the left until you see some wasps, vases and two Impalers. Approach the Impalers and a Green Drake should ambush you. Behind the Drake the Rock Wall should automatically open if you have the quest and approach it close enough. Note that with beta24, the rock wall will close again if you then move away from it, if for instance you are still fighting the drake, etc. Don't worry, it'll open up again if you move towards it again (indeed it's now insubstantial and you can walk through it before it opens fully).

Go up another 3 elevators to reach an outcropping with three stone tiles and an elevator location and lever. In the original DS1 multiplayer map you had to get three items and place them on the stone tiles in order for the elevator to operate but that's been disabled in this version. Use the lever to call the elevator and ride it up into the sky. Then do the 'Leap of Faith' to reach the entrance to the trial.

Incidentally I could probably restore the full behaviour of the Trial and restore the need to have the three items and structure it like in Legends of Utrea. That is you would need the starting knife (could also buy it from the weapon seller in Elddim), the Fury Eye (drops from the Fury in the map rather than from a chest in KOE) and the lore book, which would need to be an actual inventory item like the stone. What do people think?

One thing about barrels - rats

HardLess wrote:
I don't really know much about it,

We were using Alpha 10q and just by removing it (and the beta 24 of the DS1 legendary mod) the problem was gone.

I didn't try to find from where it's came but, I just can say that the game is crashing before the barrel break and before the arrow or sword or spell touch it.

EDIT: In my mind it's need to be link to barrels themself, other containers don't make the game crash.

Hopes that can help you to find the solution.

HardLess


Are rat swarms appearing randomly from barrels in MP like they do in SP?

One thing that appears randomly from barrels is the rat swarms. In the past betas of the Mod I disabled those as a few players (including me) don't like them and they can be deadly to unsuspecting, low level parties.

When revising the mod to work in synch with the DS1Content Mod, the rat swarms reappeared since they originate from barrels created from that mod and not the Legendary mod. Why I ask about the rats is they have about a 3-5% chance of appearing, just like the number you mentioned.

Perhaps, just perhaps, there's a problem in MP with they way they appear. gen_rat_nest_utrea is what creates them in pcontent_macros_utrea.gas

Crates also have a 9% chance of spawning phrak (which aren't as deadly, just unrealistic) but as they are specifically defined in the macro by their template, they should be fine.

bare_elf's picture
I was under the impression...

HardLess wrote:
I don't really know much about it,

We were using Alpha 10q and just by removing it (and the beta 24 of the DS1 legendary mod) the problem was gone.

I didn't try to find from where it's came but, I just can say that the game is crashing before the barrel break and before the arrow or sword or spell touch it.

EDIT: In my mind it's need to be link to barrels themself, other containers don't make the game crash.

Hopes that can help you to find the solution.

HardLess


I was lead to believe that there was a comptability issue between the Aranna Legacy Mod and the Legendary Map Pack.
I could never get the two to work together either in single player or multi player. If that has been fixed this post is not necessary if not it could be the cause.

Elf


__________________________

**************************************************************************************************
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.

HardLess's picture
I don't really know much

I don't really know much about it,

We were using Alpha 10q and just by removing it (and the beta 24 of the DS1 legendary mod) the problem was gone.

I didn't try to find from where it's came but, I just can say that the game is crashing before the barrel break and before the arrow or sword or spell touch it.

EDIT: In my mind it's need to be link to barrels themself, other containers don't make the game crash.

Hopes that can help you to find the solution.

HardLess

KillerGremal's picture
Barrel or Loot

HardLess wrote:
There is something in the Mod-DS1Content-Alpha10q.ds2res file that modify barrels and make the client crash in multi-player games randomly when he or the host break a barrel.

I have made a lot of test in order to know if it was my Ancient Gift mod or the Arrana Legacy but it happens that the file creating this bug is the DS1Content-Alpha10q added for the beta 24 of the mod.

This bug is related to barrels and some containers only but boxes, pots, urn and some other container doesn't make the game crash.

This bug is pretty important, multi-player games are unplayable for the client the game is crashing every 20 barrels. The problem appear on all maps Dungeon Siege 2 as well.

(I have seen that there are now bigger barrels than there were in the game, does this bug is linked to this ??)

HardLess,

Hopes it helps.

I'm sorry to hear about Multiplayer troubles with barrels, however I think nothing related to barrels has changed during the last 6 months. Puzzled
For MP related matters that's actually not so much time as it possibly looks like, but I guess we would have seen already other reports.

Well, one reason for this problem could be the barrels themselves indeed, but it also could be something that drops off every ~20th barrel, so with a 5% chance approximately - this can be quite a lot...
Concerning Alpha 10r (do you have 'q' or 'r'?) the way chants drop has changed though, but this would not exmplain the troubles on GPG's maps - chants can't drop there.

However assumed it's something in the Content Mod affecting all maps (incl. the maps GPG created) then the game should crash too if you would play with no other mods expect of the Content mod!?

If there is any connection with the different size of barrels I can't say. Usually the size of an object (at a specific place om the map) should not vary between SP and MP or from one gaming session to another.

HardLess's picture
Fine in Single

Iryan wrote:
I assume they are fine in single player?

Barrels are fine in Single Player no crash at all, as for the host of a multi-player game.

But, there are some bigger barrels.

HardLess

Bigger Barrels

HardLess wrote:
There is something in the Mod-DS1Content-Alpha10q.ds2res file that modify barrels and make the client crash in multi-player games randomly when he or the host break a barrel.

I have made a lot of test in order to know if it was my Ancient Gift mod or the Arrana Legacy but it happens that the file creating this bug is the DS1Content-Alpha10q added for the beta 24 of the mod.

This bug is related to barrels and some containers only but boxes, pots, urn and some other container doesn't make the game crash.

This bug is pretty important, multi-player games are unplayable for the client the game is crashing every 20 barrels. The problem appear on all maps Dungeon Siege 2 as well.

(I have seen that there are now bigger barrels than there were in the game, does this bug is linked to this ??)

HardLess,

Hopes it helps.


I haven't play tested the mod enough recently to be certain of the barrels but I assume they are fine in single player? There's been no complaints with the singleplayer mode.

Do the barrels show up as bigger in singleplayer games? One thing I noticed when testing the Lang Stone for Bare_Elf was that the stone was about 100% bigger. I noticed it but didn't worry about it but perhaps there's a link. I'll retest as soon as I can.

I wonder if there's a link to some other multiplayer issues reported here.

HardLess's picture
Barrels crash

There is something in the Mod-DS1Content-Alpha10q.ds2res file that modify barrels and make the client crash in multi-player games randomly when he or the host break a barrel.

I have made a lot of test in order to know if it was my Ancient Gift mod or the Arrana Legacy but it happens that the file creating this bug is the DS1Content-Alpha10q added for the beta 24 of the mod.

This bug is related to barrels and some containers only but boxes, pots, urn and some other container doesn't make the game crash.

This bug is pretty important, multi-player games are unplayable for the client the game is crashing every 20 barrels. The problem appear on all maps Dungeon Siege 2 as well.

(I have seen that there are now bigger barrels than there were in the game, does this bug is linked to this ??)

HardLess,

Hopes it helps.