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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 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 30 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.

DS1 Legendary Mod Installer version
http://www.moddb.com/downloads/dungeon-siege-2-legendary-mod-beta-30 (555 Mb)
Alternative download link
http://www.techiem2.net/~iryan/files/Betav30/DS1_Legendary_Mod_Betav30_Installer.zip

Current Readme for the Mod
http://www.techiem2.net/~iryan/files/Betav31/DS1_Legendary_Mod_for_Dungeon_Siege_2_Beta31.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. As a bonus Return to Arhok and the third party map Diabloish will be available to play as well.

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 30 Beta;
http://www.techiem2.net/~iryan/files/Betav31/DS1_Map_Legends_of_Aranna_Beta31.ds2res (37 Mb)
http://www.techiem2.net/~iryan/files/Betav31/DS1_Map_World_Beta31.ds2res (45.1 Mb)
http://www.techiem2.net/~iryan/files/Betav30/DS1_Map_Utraean_Peninsula_Beta30.ds2res (72.8 Mb)
http://www.techiem2.net/~iryan/files/Betav30a/DS1_Map_Yesterhaven_Beta30a.ds2res (20.9 Mb)
http://www.techiem2.net/~iryan/files/Betav30/DS1_Mod_Content_Beta30.ds2res (226 Mb)
http://www.techiem2.net/~iryan/files/Betav30a/DS1_Mod_Exp_Content_Beta30b.ds2res (57.9 Mb)
http://www.techiem2.net/~iryan/files/Betav31/DS1_Mod_Logic_Beta31b.ds2res (2.0 Mb)
http://www.techiem2.net/~iryan/files/Betav30/DS1_Mod_Terrain_Beta30.ds2res (123 Mb)
DS1 Content Pack Alpha 10v: http://ds2.bplaced.net/getfile.php?redict=174&type=.ds2res (17.9 Mb)
http://www.techiem2.net/~iryan/files/Betav30/Mod-DS1Map-ArhokXP-Beta5.ds2res (30.2 Mb)
Diabloish Map for DS2 Beta 2c: http://ds2.bplaced.net/getfile.php?redict=190&type=.ds2res (15.5 Mb)
Level Adjustment Mod, Beta 5j: http://ds2.bplaced.net/box/Mod-Erthos-MonsterLevelAdjust-Beta5j.ds2res (0.8 Mb)

Fix for Bamboo Texture Display Problem caused by DS1_Mod_Exp_Content_Beta30.ds2res. Not required if DS1_Mod_Exp_Content_Beta30b.ds2res is installed but saves a large re-download just for 1 texture fix in DS2
http://www.techiem2.net/~iryan/files/Betav30a/DS1_Patch_Bamboo.ds2res

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

Optional Party Voice Pack for the Legendary Mod - requires the mod below as well;
http://www.techiem2.net/~iryan/files/VoiceSets_Beta3/DS1_Legendary_Mod_VoiceSet_Beta_3.ds2res (62 Mb)
Readme: http://www.techiem2.net/~iryan/files/VoiceSets_Beta3/DS1_Legendary_Mod_VoiceSet_Beta_3.txt
Optional Voice Pack for Heroes and DS2/Broken World party members;
http://www.techiem2.net/~iryan/files/Betav28/DS2_Mod_VoiceSet_Beta_4.ds2res (41 Mb)
Readme: http://www.techiem2.net/~iryan/files/VoiceSets_Beta3/DS2_Mod_VoiceSet_Beta_3.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.

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bare_elf's picture
Glacern and Twins

@iryan
Made it to Glacern with my broken world party. At the point where we "rescued" Trog (he never has appeared to be in any real danger) my system locked up and the power to the neighborhood went out a few minutes later. So not sure if asking Trog to show me the stuff he had for sale or the power dipping was the problem. I had used the save point within the mine so when power was restored we rescued Trog again very quickly and walked on to Glacern. So other than that glitch if it really was all is going well in Ehb.

@ sigofmugmort
Twins are not that unusual in people or Stars (There are more binary star systems than single star systems in the Universe). Look at their names Arisu and Riisu they are very very close in spelling and what they sound like. So it is quite possible they had at least one parent that was the same. I said one because if they are dryads and not elves or humans I have no idea how they bread. (Well I do, but do to the rules of the site I can not post it)
They could also be clones of some other character you have not met yet. I am not saying they are but one never knows. I would guess also that Arisu is the older of the two.

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.

Arisu and Riisu are

Arisu and Riisu are twins,Forget witch maps they are on tho
Wacko Insane

bare_elf's picture
More KoE Again

More notes on the recent update on Kingdom of Ehb. Both parties (ds2 and BW) hanging out in the mines of Glitterdelve. Seems everything is working well. The quests to this point all appear to be functioning correctly. All the characters that can be hired have matching face and body coloring. So far there are no incorrect or misplaced icons for shop keepers or quests. Will continue on Thursday if time allows. I hope it does.
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.

During the final fight

During the final fight against Gom after you beat his first form, the second one once he morphs appears as a completely grey model with no red texture just a textureless model that appears gray and is missing his staff but his spells work fine. Is the second form of Gom (True Gom) still in the alpha stages?

Shadow Watcher's picture
The ??? Guy?

sigofmugmort wrote:
The annoying ??? guy from DS2 is showing up a little too often sometimes, as in before the first save point in KoE a couple of times. There really should be a source for the chant to use the Teleportation Activation Stone to tell you how to get to the DS2 Hidden level( witch I have never gotten to)

I like the Skybox but CathyCF is right, it should be a paler blue.

I killed the Mimic and when picking up the treasure drop there was a click and another Mimic appeared, this only happened with one party, tried a few more times without this happening Insane

Dwarf war cry

The ??? guy? Do you mean the one that pops up from time to time and attempts to rob you and when you hurt him he throws the teleport stone at you? If I remember he is like a totally random dude in how he occurs. I just finished Kindom of Ehb and I have all the updates I believe as of yesterday, and like I only saw him twice or maybe three times on the whole map. Twice in the castle near the of the game when I was being mobbed by those nasty spider centaur creatures. So if you are like seeing him in places I did not must be random in his creation. The hidden level is okay, kind of funny really but is that not just in Dungeon Siege 2? I thought the secret area in Ehb was like in another place and you needed things like a dagger and a eye of something and a chicken? But it is like been for years that I did not play the first map spending most of my time in Legends of Utrae hunting for where Bare_Elf has hidden my car keys.


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

bare_elf's picture
KoE Again

With all the new updates from iryan and KillerGremal I have started the Kingdom of Ehb again. On one computer running from BrokenWorld AllSaves and on the other computer running from Dungeon Siege 2 AllSaves.
On the system using broken world I have just arrived at the Glitterdelve Mine. On the system running DS2 My party is just arriving in Stonebridge.
So far it appears that everything is working correctly in both cases. Skin Colors on the characters appear to be correct. All quests up to this point are also working. I thought when the NIS completed at StoneBridge the primary quest would complete however I had to hire Gyorn for both quests to complete. The primary guest of getting to Stonebridge and the secondary quest where Norick asks you to find Gyorn. Not sure if this is intended or not. So remember to hire Gyorn!. I will post more later as soon as the real world stops getting in the way.

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.

bare_elf's picture
Mimics

DrXann wrote:
Is there actually mimics in the mod or are they rare monsters that spawn like the loot thief/??? monster.
The Mimics are actually part of the mod as they are placed in specific locations to trap the unwary traveler. They are not like the loot thief or most of the other monsters as they are stationary hunters and wait for stupid travelers to poke them. Remember they have no feet so can not follow you so if you encounter one that is to powerful for your party just run away.

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.

Is there actually mimics in

Is there actually mimics in the mod or are they rare monsters that spawn like the loot thief/??? monster.

The annoying ??? guy from

The annoying ??? guy from DS2 is showing up a little too often sometimes, as in before the first save point in KoE a couple of times. There really should be a source for the chant to use the Teleportation Activation Stone to tell you how to get to the DS2 Hidden level( witch I have never gotten to)

I like the Skybox but CathyCF is right, it should be a paler blue.

I killed the Mimic and when picking up the treasure drop there was a click and another Mimic appeared, this only happened with one party, tried a few more times without this happening Insane

Dwarf war cry

Ehb: specifics - clarifications

E31#001. I have replayed the southern watch-tower several times, to confirm what happens.

(1) Party member on rampage (e.g. Ulora), just outside, can kill a target on the edge of the rooftop. OK, so a Krug incautiously looking over the top of the battlements gets its head blown off. No difficulty with line-of-sight or line-of-fire, only a quibble about the range.

(2) A Krug from somewhere inside, but I don't know how high up, comes running down the stairs to attack. No difficulty with its reacting - it has ears as well as eyes. No difficulty with it being blasted from inside the tower while coming down the stairs. Can it be blasted from outside? I'm not sure, and there are the window openings.

(3) Character on ground floor starts taking damage whilst Krug are still up above - this has not happened again, so on consideration one of the barrels when smashed must have released rats or something I didn't spot.

(4) Party member on ground floor blasts Krug four storeys up through two solid floors: x-ray vision, penetration, and quibble about range.

From placing characters up against the tower wall and doing my best to measure both, I make it more like 2.75 than 2.5 meters per floor, so the problem is how is it a 10-meter range spell hits a target whose feet are 11 meters overhead (and the slant to the shot should add a bit more)?

E31#010 (new). Is the meat over the fire outside the tower supposed to do anything when clicked? I haven't noticed anything happen.

E31#002 Incantation Shrines

KillerGremal wrote:
The effect better should remain disabled as long as the shrine is inactive, basically however these statues have two functions meanwhile in DS2.
Initially they were incantations shrines simply for the reason that the DS1 maps had none and that the resurrection code had to be rewritten - which actually happened in meantime.

It may be though that the statues are 'functionally overloaded' now. One time an incantation shrine (functionally at least) and every second time a resurrection statue would work too perhaps, this even could be automatically randomized without any editor changes - if I only could get control over the radar icon...

Resurrection Shrines would serve no purpose in SP, unless they all became undertakers - about MP I wouldn't know. Does a player's ghost party stay with the living parties instead of respawning at a restart point?

Anyway, my point is that as Incantation Shrines the statues are onetime use only; they recharge eventually but do not work after recharging.

E31#009. The wolves - when I said they were slow to attack, I meant that they (those not stuck at that one problem spot) attack normally when hero gets close to them as individuals. I seem to remember in DS1 that a farmer choosing to make a stand on the health shrine would be mobbed by Alpha Wolf and more or less the whole pack. Now hero can stand there fighting Alpha Wolf only.

Changing the subject again, I've met a random thieving ??? (in Ehb and in TotH). Whose idea was that? Great fun, but perhaps a bit more of a name would be in order. (Even if only "What the ??? !@*! Hey you!")


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regards, Richard

kathycf's picture
re:skybox

I like it, Iryan. The color is too vivid, but as you say, you are experimenting.


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Take the Magic: The Gathering 'What Color Are You?' Quiz.

A different view of Elddim - Skyboxes

Just a little experiment trying out a skybox in Elddim.

Turns out the implementation is very easy though the results isn't as great as one would hope, thus the use of sphere_nis_sky_10 to simulate a sky in the opening NIS of DS2 and Amren's opening NIS.

Re: Ehb: general thoughts - personal opinions

RSimpkinuk57 wrote:
We have two Maras in Stonebridge. In DS1, I took the original Mara - from her costume and signs of age - to be Owen the mule-seller's wife, getting water from the pump for the animals. Now she is the undertaker and a new NPC has been added outside the church with the same name to speak the original's lines - important ones, when given in full, because the last part is the first in-game mention of Gresh. Why not have left the original as was - except for needing a DS2 model - and made one of the new NPCs undertaker?
I didn't realise there were two Maras in Stonebridge. Shall be rectified.

RSimpkinuk57 wrote:
The quest journal needs work. I see what has happened. DS1 does not have tabs for sections Act I, II, III with sub-sections Primary and Secondary. Instead it has chapter headings in-line to separate the quests. The CHAPTER HEADINGS have been converted into primary quests duplicating the actual quests which have all become secondary, thus both "Travel to Stonebridge" and "Seek Gyorn in Stonebridge" where there should really be one quest only.
Yes there is some duplication. All the quests were originally done about 3 years ago when I was still learning how to implement them properly (though I am still learning what's possible with this game and how to implement them).

A revision could be in order.

RSimpkinuk57 wrote:
It has just occurred to me (still in deliberate ignorance of what has been done already), that interpreting the Travellers as elves would fit well with the DS2 lore. Including Bouryev and Sikra - both combat mages, the former with melee in addition - but not Phaedriel, who has ended up at their camp by coincidence. They attach importance to dream visions, and Ehb's humans treat them as outsiders, an unknown quantity.
Nice thought. There were originally a number of different Elf tribes, including the Edhel (still found in Aranna at Aman'lu and who Drevin, Amren and Finala belong to) and Sea Elves (who presumably from the lore never joined the Empire of Stars and were wiped out by the Utraeans). How many other elvish tribes there were is never mentioned but there were 11 tribes of Humans, Elves and Dwarves who joined together to form the Empire of Stars. So the Travellers could easily be the remnants of one of the original Elf tribes.

Incidentally for DrakeIsGod the Dungeon Siege history, found in the resources section to the left, could be useful for information that could be added to the conversations for Ehb that may help expand the lore of the world of Dungeon Siege.

RSimpkinuk57 wrote:
I'm sorry if this has the corollary that Ulora and Naidi ought to be human. Please nobody jump on me saying "shut up, it is too late to re-think now". I'm taking it for granted that that is the default response so there is no need to say it.
Actually they were originally human. They changed about 2 years ago when it was suggested to 'spruce' them up a bit.

If the travellers become elves, then these two could be reverted easily enough if there was demand.

RSimpkinuk57 wrote:
Back to quests, at the end of DS2's Elven Shrine quest the next quest (Exile Colony) is received by talking to Taar even if the player hasn't made room in the party to hire her. Presumably this was achieved through the conversation being a multi-stage one. This should be a useful model for the quests given by Gyorn, Gloern, Merik and Bolingar.
Point taken, I will look at improving the talk flicks if I'm able.

RSimpkinuk57 wrote:
ASIDE - this would be a nice mod, could it be done: try to hire someone without room in your party, and instead of failing with the error box, the new recruit should hire-and-disband as one operation, saying "see you at the inn".
Maybe KillerGremal could indicate if he thinks this is feasible or not.

Re: Ehb:Specifics

RSimpkinuk57 wrote:
DS2 vanilla, Logic 31b, World 31, Content 10v, MLA 5j

Issues:

E31#001 southern watch-tower. I selected hero to break barrels at the back of the tower's ground floor with staff. Ulora (just outside) started casting firebolts which went off besides hero, who was taking damage. I conclude that Ulora was casting at and the hero taking melee damage from the Krug Scout I afterwards found dead directly above, way up on the rooftop.

(I'd other instances of spell casting I believe to have been not just across and up the stair-well but through solid floors from below; this one is the most blatant)


This has long been an annoying issue with the converted DS1 maps. In DS1 monsters were quite oblivious to anything below them that they couldn't see. In DS2 they have X-Ray vision and apparently see in a sphere around themselves. It is a very common occurrence.

Unless someone familiar with code like KillerGremal can come up with a fix of some sort, the only real solution is to use a change_property trigger to deactivate all monsters found in these sorts of situations until the player reaches the level they're at and then reactivate them. It's a lot of messing around which is why it hasn't been done until now.

RSimpkinuk57 wrote:
E31#003 Saves at Stonebridge.

On restarting, a party of three is too spread out. Hero is at the portal point, someone is by the pump and someone else is towards the inn, about 1.949/0.000/-1.369/0x0B086311, out of reach of a buff auto-cast by the hero (Wrath of the Bear), and gets left behind if the hero takes the Direct Connect portal.

E31#004. Adwana's altar is non-blocking.

E31#005. Radar has a spurious tombstone marker in the church, I believe over Urien.

E31#006. Urien in the church is sitting inside, not on, the bench seat.


All of these are fairly simple to fix.

RSimpkinuk57 wrote:
E31#007 Skeleton "stuck" in Crypts. Hero is at CR_R1. -1.939/-1.500/-0.466/0x8D933F66 beside a sarcophagus. Skeleton is standing in wall alcove at head of sarcophagus and doesn't seem to realise it could get out of there to attack.

E31#008 Crypts corridor with the fireball traps. Traps do not always trigger if hero runs through quickly. Hero can sometimes even pick up the potions and still be away without triggering trap.

In any case the damage the fireballs do is so little as to be derisory (even if this is how GPG made them in DS1).

By contrast fireball traps in side areas, while equally harmless, do trigger reliably when bait items are taken, and once they start firing never stop.


Skeleton should be easy to fix.

As for the fireballs I am aware they do little or no damage. Originally when re-enabled in the maps they did too much damage to low level characters as damage was fixed. KillerGremal then added levelling support to them so that damage should adjust with the player's level. Obviously this appears broken now.

The timing of the fireballs I should be able to fix.

Incidentally why not present in the original DS1 maps I have been toying with adding further environmental traps like these elsewhere in the maps. Some examples are the falling ice found in the Azurite Burial Chambers and the gaseous traps found in the Kithrya Caverns (could be used in the swamps). Comments?

RSimpkinuk57 wrote:
E31#009. sigofmugmort's report about "stuck" wolves confirmed. Even those not stuck are slow to attack - I think they would be better clustered around the Alpha Wolf to react and attack when it does (that is how I remember them from DS1).

Err. These should have been fixed. Anyhow I've just gone back over the files and removed all references to commands from those wolves's instances. This behaviour from these wolves are coded from the DS1 map so that's how they reacted originally. As KillerGremal commented these actors use ai commands that are no longer used in DS2 even though they still work. The reason they are no longer used is probably for the very reason they sometimes fail in the converted DS1 maps.

Not impossible just difficult

DrXann wrote:
Would it be possible to restore some of first Dungeon Siege monster spells such as the Fury's multi-colored beam attacks, The Shadowjumper's proper spells, and anything else related to the first game or are those too hard coded and impossible to do on the Dungeon Siege 2 engine.
None of this is impossible, just very difficult to do as DS2 uses a vastly different system of generating special effects than DS1 so the old spells will not function at all.

Check out the Ancient Gifts for some of the original spells that have been restored to some semblance of their original functionality.

Would it be possible to

Would it be possible to restore some of first Dungeon Siege monster spells such as the Fury's multi-colored beam attacks, The Shadowjumper's proper spells, and anything else related to the first game or are those too hard coded and impossible to do on the Dungeon Siege 2 engine.

KillerGremal's picture
Big statues

RSimpkinuk57 wrote:
. . . E31#002 Incantation Shrines (generic behaviour). (1a) Click next to statue, party moves into effect area, harmonic echo (correct) (1b) Click instead on statue, harmonic echo, but also "Incantation Shrine: You're not dead" (residual DS1 Resurrection Shrine code?)

(2) Recite a chant. Explosion of power. Shrine now inactive. (correct)

(3) Return quite some time later. Shrine has apparently recovered and claims to be active, the radial light show around it is back, but go up to it, no harmonic echo. Recite chant, no explosion of power, message in red "try this at an active shrine".

(I believe restarting after a save does restore the Shrines to working order.)
. . .

Regarding (3) the effect better should remain disabled as long as the shrine is inactive, basically however these statues have two functions meanwhile in DS2.
Initially they were incantations shrines simply for the reason that the DS1 maps had none and that the resurrection code had to be rewritten - which actually happened in meantime.

It may be though that the statues are 'functionally overloaded' now. One time an incantation shrine (functionally at least) and every second time a resurrection statue would work too perhaps, this even could be automatically randomized without any editor changes - if I only could get control over the radar icon...

Ehb: specifics

DS2 vanilla, Logic 31b, World 31, Content 10v, MLA 5j

I have started a new hero and am at Stonebridge again. On the road from the Crypts I have used both rampage and mirror modes, with my hero selected and with Ulora selected, with them having spell selected and with them having melee weapon (staff) selected. I have found no difference between how Ulora behaves and how my hero behaves.

The one thing I didn't test is auto-casting - my hero had Lesser Heal and I never thought it necessary to see if Ulora would use it the same away (I'd taken her Dehydrate curse into reserve).

(Ignore my recent comment in the Aranna Legacy thread about Ulora "air walking" - that was with the earlier Logic 31 and World 30d)

Issues:

E31#001 southern watch-tower. I selected hero to break barrels at the back of the tower's ground floor with staff. Ulora (just outside) started casting firebolts which went off besides hero, who was taking damage. I conclude that Ulora was casting at and the hero taking melee damage from the Krug Scout I afterwards found dead directly above, way up on the rooftop.

(I'd other instances of spell casting I believe to have been not just across and up the stair-well but through solid floors from below; this one is the most blatant)

E31#002 Incantation Shrines (generic behaviour).
(1a) Click next to statue, party moves into effect area, harmonic echo (correct)
(1b) Click instead on statue, harmonic echo, but also "Incantation Shrine: You're not dead" (residual DS1 Resurrection Shrine code?)

(2) Recite a chant. Explosion of power. Shrine now inactive. (correct)

(3) Return quite some time later. Shrine has apparently recovered and claims to be active, the radial light show around it is back, but go up to it, no harmonic echo. Recite chant, no explosion of power, message in red "try this at an active shrine".

(I believe restarting after a save does restore the Shrines to working order.)

E31#003 Saves at Stonebridge.

On restarting, a party of three is too spread out. Hero is at the portal point, someone is by the pump and someone else is towards the inn, about 1.949/0.000/-1.369/0x0B086311, out of reach of a buff auto-cast by the hero (Wrath of the Bear), and gets left behind if the hero takes the Direct Connect portal.

E31#004. Adwana's altar is non-blocking.

E31#005. Radar has a spurious tombstone marker in the church, I believe over Urien.

E31#006. Urien in the church is sitting inside, not on, the bench seat.

E31#007 Skeleton "stuck" in Crypts. Hero is at CR_R1. -1.939/-1.500/-0.466/0x8D933F66 beside a sarcophagus. Skeleton is standing in wall alcove at head of sarcophagus and doesn't seem to realise it could get out of there to attack.

E31#008 Crypts corridor with the fireball traps. Traps do not always trigger if hero runs through quickly. Hero can sometimes even pick up the potions and still be away without triggering trap.

In any case the damage the fireballs do is so little as to be derisory (even if this is how GPG made them in DS1).

By contrast fireball traps in side areas, while equally harmless, do trigger reliably when bait items are taken, and once they start firing never stop.

E31#009. sigofmugmort's report about "stuck" wolves confirmed. Even those not stuck are slow to attack - I think they would be better clustered around the Alpha Wolf to react and attack when it does (that is how I remember them from DS1).


__________________________

regards, Richard

DrakeIsGod's picture
Thanks Kathy

Thanks Kathy Smiling


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~~Drake Lyon~

kathycf's picture
Sure thing
DrakeIsGod's picture
Kathy

RSimpkinuk57 wrote:
Drake, enjoy yourself working on the conversations.
Thanks, I'll try lol. I usually enjoy writing

kathycf wrote:
I just wanted to make you aware that you did not have to do all of Ehb. The whole map is a bit bigger undertaking than I thought and I didn't want to keep people waiting for like 10 years for me to get done. Smiling
Sweetness Smiling could you perhaps upload them so I could see what I'm adding onto?


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~~Drake Lyon~

Ehb: general thoughts - personal opinions

Drake, enjoy yourself working on the conversations.

We have two Maras in Stonebridge. In DS1, I took the original Mara - from her costume and signs of age - to be Owen the mule-seller's wife, getting water from the pump for the animals. Now she is the undertaker and a new NPC has been added outside the church with the same name to speak the original's lines - important ones, when given in full, because the last part is the first in-game mention of Gresh. Why not have left the original as was - except for needing a DS2 model - and made one of the new NPCs undertaker?

The quest journal needs work. I see what has happened. DS1 does not have tabs for sections Act I, II, III with sub-sections Primary and Secondary. Instead it has chapter headings in-line to separate the quests. The CHAPTER HEADINGS have been converted into primary quests duplicating the actual quests which have all become secondary, thus both "Travel to Stonebridge" and "Seek Gyorn in Stonebridge" where there should really be one quest only.

Something I never knew about DS1: the Chapter Headings in the quest Journal can be clicked. They never show "completed" but "show dialog" repeats the NIS narrator's words from the end of the chapter. (For chapters that have an NIS, and only after it has played)

Ehb lends itself easily to a three-Act structure. I'm writing this in deliberate ignorance of what has been done (after Stonebridge). Looking at the story, when the hero sets out from Glacern on the long quest to Fortress Kroth, that is the start of Act II. When the hero gets there, that is not the end of Act II. When the hero frees Sikra, that is still not the end of Act II. When the Droog elder says "make haste kingdom child, the Seck dungeon siege is about to begin", that is the line on which the stage curtain falls ending Act II.

Two "missing" quests (GPG wrote the dialog but did not follow through): clear the Black Skrubbs from Stonebridge's beach, and free Sikra.

It has just occurred to me (still in deliberate ignorance of what has been done already), that interpreting the Travellers as elves would fit well with the DS2 lore. Including Bouryev and Sikra - both combat mages, the former with melee in addition - but not Phaedriel, who has ended up at their camp by coincidence. They attach importance to dream visions, and Ehb's humans treat them as outsiders, an unknown quantity.

I'm sorry if this has the corollary that Ulora and Naidi ought to be human. Please nobody jump on me saying "shut up, it is too late to re-think now". I'm taking it for granted that that is the default response so there is no need to say it.

Back to quests, at the end of DS2's Elven Shrine quest the next quest (Exile Colony) is received by talking to Taar even if the player hasn't made room in the party to hire her. Presumably this was achieved through the conversation being a multi-stage one. This should be a useful model for the quests given by Gyorn, Gloern, Merik and Bolingar.

ASIDE - this would be a nice mod, could it be done: try to hire someone without room in your party, and instead of failing with the error box, the new recruit should hire-and-disband as one operation, saying "see you at the inn".


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regards, Richard

Legendary Mod update

The Legendary Mod has had another update, mainly for fixing Ulore, Gloern and Mhankur glitched movement in mirror mode. They should also act properly in rampage mode.
http://www.techiem2.net/~iryan/files/Betav31/DS1_Map_Legends_of_Aranna_Beta31.ds2res
http://www.techiem2.net/~iryan/files/Betav31/DS1_Map_World_Beta31.ds2res
http://www.techiem2.net/~iryan/files/Betav31/DS1_Mod_Logic_Beta31b.ds2res

KillerGremal wrote:

I think this happens because there are 3 wolves on a nearby node (0xda5a6989) trying patrol, requested by a component ('cmd_ai_c_patrol') still available in DS2 but never used (GPG prefered flicks for DS2).
Probably the wolves can't reach the next patrol point (for placement or AI/logic reasons) so they are all waiting at the last valid patrol point (perhaps this is even the start patrol point too).
There is a mind command (mind:initial_command) involved and the AI component [cmd_ai_dojob] which GPG never used for DS2. I'm not really familiar with it neither so I can't say a lot about it.

 


Quite correct and that area was quite complicated with 4 or 5 wolves all sharing 8 or more patrol points. Where the three wolves got stuck is right next to a log, which was also the culprit for several of the Krug quite a few revisions ago.

kathycf's picture
No worries

I just wanted to make you aware that you did not have to do all of Ehb. The whole map is a bit bigger undertaking than I thought and I didn't want to keep people waiting for like 10 years for me to get done. Smiling


__________________________


Take the Magic: The Gathering 'What Color Are You?' Quiz.

DrakeIsGod's picture
Aranna Legacy stuff

KillerGremal wrote:
The Aranna Legacy mod is aware of the Level Adjustment mod, so if you set the difficulty for one mod to 70% and for the other on 80% it will show in-game 56% because both mods will realize their own gameplay alleviations.

Why you think that it would be (so) hard I can't say without further details. There are actually some flaws in the LA mod Beta 5j, but they would explain your perception only partially.


I never set the Aranna Legacy mod on 80%, so it's strange that it'd reduce to 56% in DS1 maps only. In the DS2 maps the difficulty is at 70% as shown in the patch verification, whereas it's 56% in the DS1 maps.. Still, unfortunately I'm at a loss of details here.. After Stonebridge I get stomped on with Aranna Legacy in, but when I take Aranna Legacy out, the difficulty is normal the whole way through.

EDIT: The difficulty in the DS2 maps are always just fine/unaffected.


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~~Drake Lyon~

Re: About some things in Ehb

RSimpkinuk57 wrote:
Iryan, just seen your post so I'll have to start testing again. (Question, when will Ulora get the rampage mode fix that Pedro and Magic have in TotH Alpha5?) Meanwhile

DS2 vanilla, Logic 31, World 30d, Content 10v, MLA 5j.


My apologies but that's a two part fix. The bug with Ulora not moving in rampage mode is map related so Map_World needs to be updated (It's actually is at the moment but I'm experimenting with a couple of things in it). I'll try to post an update tonight or tomorrow.

The AI part which will make Ulora and Gloern react more realistically will be in the next Logic file. Rather than using the npc ai which can cause some weird behaviour in mirror mode, I gave them a slightly modified brain_hero ai where the only difference to the base brain_hero is that the character will react to being attacked by a melee weapon (they'll ignore projectiles and magic). This continues once they are recruited in that they will react to being hit by melee attacks in mirror mode but otherwise act exactly like the other characters. From my limited playtime this is hardly noticeable in-game.

RSimpkinuk57 wrote:
Problem with the converted Altan's leather, with Mage Leather, and so maybe with all short-sleeve converted DS1 type A1s: character forearms show the same skin colours as their heads. Including a patch of hair colour at the back of the elbows. Including lighter/darker patches of cheek and jaw highlights, making one character look like she'd had a skin graft. Face colours extend to hands (proven by a half-giant's facial decorations showing up on his hands).
Altan's Leather is using DS1 type1 mesh renamed to DS2 extended type6 mesh. Unfortunately it was designed for the way DS1 used skin textures and because DS2 maps out the skin textures differently, what was once skin texture is now part of the face. I'm no expert (all I did was to remap and rename all of the original DS1 armor meshes to DS2 extended types) but I think this may be unfixable.

It's similar but not as bad as the way DS2 handles the DS1 helms. All of the DS1 helms could be ported to DS2 very easily but unfortunately the characters ended up as faceless manikins. So I could only port the helms that completely covered the face.

RSimpkinuk57 wrote:
From a save taken before gates of Stonebridge, after their NIS, restart (after exit) is at the Ruined Bridge, with portal open forward to the last Direct Connect visited (road to Stonebridge). From a save inside the gates, after the yellow "Stonebridge" legend has come up, restart is in Stonebridge next to the town pump and undertaker, with portal open back to the last Direct Connect (road to Stonebridge).
Thanks for the clarification. I was able to confirm that saving is working inside the town but perhaps I can add a trigger with the NIS to enable the save there, just in case players believe that a save just before the gates will allow them to restart in Stonebridge.

DrakeIsGod's picture
Convos

kathycf wrote:
I re-did some conversations for Kingdom of Ehb, but did not finish it. I left off after Glacern.
I just started editing Kingdom of Ehb convos lol, just finished with Castle Ehb. Are you still editing the convos? If not, perhaps I could improvise a bit where you left off if that's okay

EDIT: Or we could perhaps collaborate our ideas and work on it together, just a thought. I could work on a different map instead though if you just wanna keep doing this as your personal project lol


__________________________

~~Drake Lyon~

kathycf's picture
I re-did some conversations

I re-did some conversations for Kingdom of Ehb, but did not finish it. I left off after Glacern.


__________________________


Take the Magic: The Gathering 'What Color Are You?' Quiz.

DrakeIsGod's picture
Thanks bare_elf :3 I will do

Thanks bare_elf :3 I will do


__________________________

~~Drake Lyon~

bare_elf's picture
Yes Please Drake

DrakeIsGod wrote:
With your permission, could I go through the conversations in these files and make grammar corrections and improvements to the storyline?

Drake your input would be greatly appreciated. We can not do everything and conversations are have a lower priority than things not working. If you post here in the forum please also remember to PM iryan and myself so we do not loose track of your ideas.

Thanks
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.