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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://www.techiem2.net/~iryan/files/Betav31/Mod-Erthos-MonsterLevelAdjust-Beta5k.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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Quest Conversation Icons

DrakeIsGod wrote:
When you complete the quest, isn't the question mark supposed to be orange or somethin'? I think Torg in the Glitterdelve Mines has the same issue
From the DS2 booklet (paraphrased and re-arranged):

Yellow ! ..... NPC offers a Primary quest
Orange ! ... NPC offers a Secondary quest
Green ! ...... NPC offers a specific party member a Secondary Quest

Gray ? ......... NPC has a quest update, but you don't currently meet the conditions for it
Yellow ? ..... NPC has a Primary quest update and you meet the conditions to receive it
Orange ? ... ditto but for Secondary quest

The ? is the same whether the update signs off a top-level quest as complete or merely moves it along by activating another detail task.

(I've just been getting acquainted with the Kithraya Caverns. Vix when I met him added a task 2 (look for survivors from his squad) to my then primary quest (Leaving Greilyn Isle) without completing task 1. That is what Skartis at the Ruined Bridge should do - update the quest to reach Gyorn in Stonebridge by activating an extra task: "get there through the Crypts".)


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regards, Richard

bare_elf's picture
Sounds good iryan

iryan wrote:
KillerGremal wrote:
Recheck once Gloern's conversations, if listed correctly and if conversation names are ok. I don't remember where it's written (it's not in the SU actually) but for hiring the name of each conversation
must comply a special naming scheme: 'conversation_' + TemplateName + '_' + HireEvent
Thank you for that information, it was indeed the reason the hiring conversations had glitches. I tried it out with the first two hirables in the Utraean Peninsula and it worked perfectly. Thank you.

I will also revise the new quest in Stonebridge so that the shrubbs don't appear unless you have the quest. I'll also think about other quests that could be inadvertently broken such as Ordus' axe quest.


Happy to hear that you where able to fix the hiring conversations. It never really bothered me, but it is nice that it can be cleaned up.
maybe the key to turn on the scrubb the beach quest could either be a mop or a fishing pole that you are given by the quest giver. There are mops in some of the cat mansion weapons. Could be a quest like the one Taar's friend gives you where only a special weapon works. Also the throwing brick that firebat did kind of looks like a sponge which could be used for mopping up the scrubbs or scrubbing up the mops.

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.

Hiring Conversations now fixed

KillerGremal wrote:
Recheck once Gloern's conversations, if listed correctly and if conversation names are ok. I don't remember where it's written (it's not in the SU actually) but for hiring the name of each conversation
must comply a special naming scheme: 'conversation_' + TemplateName + '_' + HireEvent
Thank you for that information, it was indeed the reason the hiring conversations had glitches. I tried it out with the first two hirables in the Utraean Peninsula and it worked perfectly. Thank you.

I will also revise the new quest in Stonebridge so that the shrubbs don't appear unless you have the quest. I'll also think about other quests that could be inadvertently broken such as Ordus' axe quest.

KillerGremal's picture
Hiring Troubles

iryan wrote:
DrakeIsGod wrote:
Regarding the conversations when rejecting a new member:

It plays the voice over and shows the conversation as if you accepted them. It's the same with Naidi and Ulora as well.


And every other recruitable character in all the converted maps....yes you have highlighted an outstanding lack in the hiring conversations. One which has been present since the first alpha.
. . .
Recheck once Gloern's conversations, if listed correctly and if conversation names are ok.
I don't remember where it's written (it's not in the SU actually) but for hiring the name of each conversation
must comply a special naming scheme: 'conversation_' + TemplateName + '_' + HireEvent

 

iryan wrote:
. . .
However it is very noticeably now if you talk to Gyorn with a full party, reject him or cancel, then go to the nearby innkeeper and hire one or two extra slots and then talk to him, you have to actually talk to him twice to get the hiring conversation again. It would be nice to fix these conversation once and for all.
. . .
There is a custom flick condition called 'WhenPartySizeNowMaxed', it will return false if there is on minimum one free slot left for an additional party member.
So instead of 'Come with me' the hero/player could answer then 'Maybe later', and as reply on this e.g. 'Ensure you can lead such a big party. Perhaps you should speak to the Inn Keeper once' - ...or anything like that.

 
 

DrakeIsGod wrote:
I haven't seen a double mimic ever, aside from an earlier release where there was a mimic next to an empty chest. I haven't seen the occurrence you've shown once though. Also the Krug seem to work normally in that tower for me. It could be just another regular DS2 specific problem though, I use only Broken World

EDIT: Usually when I encounter that mimic, it's just a chest I can't open or select, but when I stand by it for a couple of seconds it turns into the viscous monster it is. Is there anyway to make it selectable as a chest and then a mimic when you try to open it like in the DS2 maps?

As pointed recently, there is a lack in the respawning component, ignoring the unique nature of Mimic chests/monsters.

The chest possibly refered to (in Ehb/path2crypts) uses intentionally an approach trigger rather than reacting on use.
By the way, because of this back-refering scid trigger this chest/monster should not respawn at all.
It doesn't seem to cause bigger problems here, but in such cases a negative aspect:gold_value would be appropriate technically (as fast mark for the respawning component to skip it).
 

DrakeIsGod's picture
RE: Double Mimic

I haven't seen a double mimic ever, aside from an earlier release where there was a mimic next to an empty chest. I haven't seen the occurrence you've shown once though. Also the Krug seem to work normally in that tower for me. It could be just another regular DS2 specific problem though, I use only Broken World

EDIT: Usually when I encounter that mimic, it's just a chest I can't open or select, but when I stand by it for a couple of seconds it turns into the viscous monster it is. Is there anyway to make it selectable as a chest and then a mimic when you try to open it like in the DS2 maps?


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The double mimic The

The double mimic

The Radar Map offset

With the second party these 2 Krug did not go hostile until after I came down from the top

I really like the addition of a melee sanctuary and a nature mage sanctuary
The Skrug quest is quest is good but if you kill the skrug BEFORE getting the quest it fails to complete

Dwarf war cry

I shall now sun myself on the beach in Stonebridge for awhile Woot! Dwarf war cry

DrakeIsGod's picture
Quest and Convos

iryan wrote:
An orange exclamation mark is for an available quest, the question mark is for updating of a quest, so I believe it's right. Been a while since I actually played DS2 so I may be wrong.
Yes, but I thought it was a silver question mark for if you haven't completed a quest yet and an orange question mark if you have completed a quest, an orange exclamation point for if there is an available quest. I've been playing DS2 recently lol Sticking out tongue

I've been trying to figure out the conversation bug, I've looked back and forth for what the issue might be with no luck, but I'll let you know if I find anything


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Problematic Hiring Conversations

DrakeIsGod wrote:
Regarding the conversations when rejecting a new member:

It plays the voice over and shows the conversation as if you accepted them. It's the same with Naidi and Ulora as well.


And every other recruitable character in all the converted maps....yes you have highlighted an outstanding lack in the hiring conversations. One which has been present since the first alpha.

There's obviously something lacking but I have no idea what. All the conversations are based on and set out like this example of Amren's hire flick at Aman'lu.

[a2_town_amren_talk]
{
	role (actor) 			speaker,listener;
	external role (prop)	amren_indicator;
	
	entry main;

	
	thread main
	{
	
	speaker:
		Capture;
		
		startConversation conversation_amren_join ,wait;			

		if WhenActorIsPartyMember( speaker) 
		{
			BroadcastMessage (amren_indicator, WE_USER_INDICATE_EMITTER_OFF);
			SetInvincible false;
		}
	}
}

I have no idea how the game expands on this to generate the alternative conversations if you reject the character. If somebody has any ideas I would love to hear them. As nobody has mentioned this until now, nothing has been done to try to fix them as I've always had more pressing things to attend to.

However it is very noticeably now if you talk to Gyorn with a full party, reject him or cancel, then go to the nearby innkeeper and hire one or two extra slots and then talk to him, you have to actually talk to him twice to get the hiring conversation again. It would be nice to fix these conversation once and for all.

DrakeIsGod wrote:
Regarding the new quest in Stonebrige:

When you complete the quest, isn't the question mark supposed to be orange or somethin'? I think Torg in the Glitterdelve Mines has the same issue


An orange exclamation mark is for an available quest, the question mark is for updating of a quest, so I believe it's right. Been a while since I actually played DS2 so I may be wrong.

DrakeIsGod's picture
Few Bugs

Regarding the conversations when rejecting a new member:


It plays the voice over and shows the conversation as if you accepted them. It's the same with Naidi and Ulora as well.

Regarding the new quest in Stonebrige:

When you complete the quest, isn't the question mark supposed to be orange or somethin'? I think Torg in the Glitterdelve Mines has the same issue

SIDE NOTE: I noticed how the Mana and Health Shrines are working properly now Smiling It's really awesome


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DrakeIsGod's picture
Difficulty Matters

I've got my save game handy Smiling And I have a pretty well balanced party like usual, 5 members when I picked up Gloern. It just got to me a bit when they started incapacitating my party a lot more often when I finished up with Wesrin Cross. My main character is always a nature and combat mage dual-classed with equal levels in both skills. Both Ulora and my main character use fire against the creatures near Glacern, I haven't thought of turning Naidi into an assassin though. It only concerned me a bit when the monsters dealt Gyorn and Gloern heavy damage so fast when they are armored as much as they are. I wasn't in peril though, I've got Gloern and myself healing as often as possible, so those that are knocked down usually get back up sometime during or after the fight. I just thought I'd point out the change in difficulty from the point I entered the Glitterdelve region. I'm no expert though lol.
Anyway I can't wait to try out your next update Smiling


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Start positions and balancing

bare_elf wrote:
Irwin it appears that the inability to save at the broken bridge is specific to Dungeon Siege 2 as it saves at the bridge just fine with Broken World. A session portal at the broken bridge would work as those function the same with DS2 or BW.
I had a look through the start_positions.gas for that region in KOH and I noticed it had a really large id number, 1240556, while all the other current start positions were between 1 and 27 (there were several other very large numbers but they are no longer enabled in the current version).

It's been so long since I first started converting this map that I can't exactly remember why it was given such a high number but I believe it was Siege Editor which assigned it. It's possible that this high ID number is why the start position isn't working in DS2 since there's no other differences in how this start position is enabled to any of the other ones in KOH. So I will try adjusting this ID number to something similar to the others.

DrakeIsGod wrote:
The blank spell I had disappeared from my inventory when I loaded up my game 0.0 either that or I sold it and forgot about it. Anyway, this update is awesome. It's like perfect from the start up until after Wesrin Cross. Very well balanced and stable. Smiling I liked the war pedestal and sanctuary door in the Crypt of the Sacred Blood, we need more after that Sticking out tongue Dude this is just the coolest, I had so much fun on this play through. Approaching the Glitterdelve Mines is when I started to get worn out a bit, not that bad though, but the monsters could be tweaked a bit (mainly the Krug and Darkblood in numbers is what got to me. Everything else went alright. Approaching Glacern wasn't too much more difficult, but the Klaw and Furok could use a little adjusting as well. I like how the Stonebridge beach quest was done, I tried making a mod for that a long time ago for DS1, so it's really cool to see it come to pass :3

You'll be happy to know there's more war pedestals and sanctuary doors to come as I've done up to Glacern at the moment and will test it before releasing the next update so I hope you have a saved game at Stonebridge as suggested before.

I haven't had previous reports about problems with monster balancing with those monsters before. Krug are suppose to be numerous but they are all normal type monsters but perhaps I could give them a weakness, something like weakness to death magic could be good as that's not used very much. Remember Klaws and Furoks and indeed most of the monsters living in the snow have weakness to fire. The map is designed to promote having a balanced party so a combat mage is very useful here and probably a blood assassin as well (though I don't know if Naidi is set up to become one by default). Any other comments about monster balancing?

DrakeIsGod's picture
Impressive

The blank spell I had disappeared from my inventory when I loaded up my game 0.0 either that or I sold it and forgot about it. Anyway, this update is awesome. It's like perfect from the start up until after Wesrin Cross. Very well balanced and stable. Smiling I liked the war pedestal and sanctuary door in the Crypt of the Sacred Blood, we need more after that Sticking out tongue Dude this is just the coolest, I had so much fun on this play through. Approaching the Glitterdelve Mines is when I started to get worn out a bit, not that bad though, but the monsters could be tweaked a bit (mainly the Krug and Darkblood in numbers is what got to me. Everything else went alright. Approaching Glacern wasn't too much more difficult, but the Klaw and Furok could use a little adjusting as well. I like how the Stonebridge beach quest was done, I tried making a mod for that a long time ago for DS1, so it's really cool to see it come to pass :3


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bare_elf's picture
Strangeness

iryan wrote:
I had no problem saving at the bridge. Will check again just to be sure. I did update the start_positions.gas when at Stonebridge to change the start positions there but that shouldn't have caused any issues at the Bridge. Maybe also I could do anyway with the save point there and just use a session teleporter?

Irwin it appears that the inability to save at the broken bridge is specific to Dungeon Siege 2 as it saves at the bridge just fine with Broken World. A session portal at the broken bridge would work as those function the same with DS2 or BW.

iryan wrote:

I've only ever seen the one mimic. Strange that everone else always seem to see two of them.

The double mimic and other double bosses appears to occur only when certain conditions are met at least with my parties. 1. The party is larger than 4 members. 2. All of the party members are above level 50. 3. The party consists of either one ranger of Level 100 plus or a combat mage of level 95 plus. Since my primary test character is a Ranger of level 100, Combat Mage of level 100 and nature mage level 75 I encounter double and sometimes even triple mimics or other high level monsters and bosses. Do not mind it as I look forward to solving (killing} these monsters.
sigofmugmort wrote:

In the Crypt. The Health/Mana fountains still not working

They worked for iryan, KillerGremal and me. I had survival skill points but no nature mage skills at all (never found them useful)I received two potions from each fountain.

As for that random spell that has no name, I remember seeing something similar in a very early version of Yesterhaven. If I recall correctly it was a spell specific to one of the forest monsters, but was showing up in shops and drops because of a pcontent variable being set to true or something like that. Sorry I can not be more specific but it was over a year ago and I did not write any notes on it.

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.

A Little Strange Feedback

bare_elf wrote:
Kingdom of Ehb latest version> Some really nice additions and a nasty subtraction too. There is no longer a save point near the broken bridge You do not find one until after the crypts. Elf
I had no problem saving at the bridge. Will check again just to be sure. I did update the start_positions.gas when at Stonebridge to change the start positions there but that shouldn't have caused any issues at the Bridge. Maybe also I could do anyway with the save point there and just use a session teleporter?

bare_elf wrote:
The two mimics are cool I was able to take them out with ranged weapons and not get killed to often.
I've only ever seen the one mimic. Strange that everone else always seem to see two of them.

sigofmugmort wrote:
In the Crypt. The Health/Mana fountains still not working
They worked for me and KillerGremal was right in that you get potions for free even if you don't have any skillpoints in 'Natural Bond' or 'Survival'. I actually got two potions from both fountains, even though I had no survival skill points at all.

DrakeIsGod wrote:
Anyway, considering the blank spell, what better way to find out what it is by equipping it and trying to use it? I think it may come from the converted DS1 weapons mods..maybe.
The converted DS1 weapons mods contain no spells. That icon looks a lot like a DS1 spell icon though.

In DS2BW Adepts, which does contain spells, occasionally a spell like this would generate, at least in earlier versions. It's a base level spell template from which the other variations inherit from. GPG codes the spells in DS2 with a base spell template containing most of the spell's information with leaf templates for the actual spell variations, Lesser, Normal, Greater and Master.

Why that spell appeared in Legends, I have no idea unless you're using another mod as well.

bare_elf's picture
Great

Kingdom of Ehb latest version>
Some really nice additions and a nasty subtraction too.
Really like the additions over the broken bridge before the crypts. The two mimics are cool I was able to take them out with ranged weapons and not get killed to often. (Thanks for the Level Adjustment Mod KillerGremal or killing the mimics would never have been possible with a level 6 ranger) Like the three new soldiers by the land slide and their comments. It is to bad a resurrection spell will not work on the goblin, then we could find out what things the guard captain wanted to ask him Smiling There is no longer a save point near the broken bridge You do not find one until after the crypts. That can be kind of painful having to retrace your steps from the start point farm yard back to and through the crypts to the save point there,each time you die. Maybe moving that direct connect teleport to a location before the crypt or within the crypt might help. Not worried right now since the changes you made stop at Stonebridge and I was planning to hold there until the next update.

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.

KillerGremal's picture
Relay

DrakeIsGod wrote:
This update is very legit Smiling For MLA and to Ehb's opening NIS, it's very impressive. You and Iryan make really nice collaborations.

Anyway, considering the blank spell, what better way to find out what it is by equipping it and trying to use it? I think it may come from the converted DS1 weapons mods..maybe. I'll let you know if I find anything

EDIT: Sigofmugmort, the screenshot in that post doesn't exactly look like the other side of the broken bridge lol..

Iryan actually composed the entire NIS, i just assisted a bit in running the existing animations in the right order.

The Level Adjustment mod didn't change that much, but assumed Iryan optimized the monsters for the recent changes, it's well possible you can perceive this now.

 

sigofmugmort wrote:
. . . A double Mimic, ranged did no damage as missils struck the second wich was invulnerable at this point, had to use melee and spells on the first. Also, had a stationary Krug, spent a couple of minutes making funny faces before I splatted him Laughing out loud . . .
Nice catch. The respawning component multipying monsters sometimes better should skip monsters to be activated. ...of course it would be good if you touch one mimic the other would activate too, but I have to rethink how far this is realizable here.

 

sigofmugmort wrote:
. . .
In the Crypt. The Health/Mana fountains still not working
. . .
Hm, I thought it would work now, there is even some paranoia-code producing the potions right between your feet... Puzzled
You also should get one potion for free even if you don't have any skill points in 'Natural Bond' or 'Survival'.
 

DrakeIsGod's picture
Good Work KillerGremal

This update is very legit Smiling For MLA and to Ehb's opening NIS, it's very impressive. You and Iryan make really nice collaborations.

Anyway, considering the blank spell, what better way to find out what it is by equipping it and trying to use it? I think it may come from the converted DS1 weapons mods..maybe. I'll let you know if I find anything

EDIT: Sigofmugmort, the screenshot in that post doesn't exactly look like the other side of the broken bridge lol..


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A few Notes on the

A few Notes on the Update

Great changes to the opening and norik's death. Am using a Combat Mage.

Request: Add lesser Firebolt or Lesser Jolt to the chest in the house I went thru ALL mana type potions and had to run past everything to the potion seller( or spend a LOT of time waiting for mana to recharge.

I like the patrol encounter on the other side of the Broken Bridge BUT:

A double Mimic, ranged did no damage as missils struck the second wich was invulnerable at this point, had to use melee and spells on the first. Also, had a stationary Krug, spent a couple of minutes making funny faces before I splatted him Laughing out loud

In the Crypt. The Health/Mana fountains still not working but all resistances worked just fine

Sanctuaries and War Pedestal's Thumbs up Cheerleader

In the room with a Health and a Mana potion on the raised blocks if you use transmute you can get the gold WITHOUT setting off the traps.

The Radar Map is slightly offset from the main map

I like the Shaman mini-boss being back on top of the tower

Stonebridge is great, Gyorn's quest does fine but I broke the new quest by clearing the beach(nice improvement there) before talking to Allana(I think that's her name Insane

Insane Twisted evil Dwarf war cry

Thanks to KillerGremal

bare_elf wrote:
The new opening NIS and Norick NIS for Kingdom of Ehb are very very nice. Tells the story of what occurred in the past and what is happening right at the time of the game starting. Like the use of images from the game. Was surprised by it and never got out of the farm yard. Had to keep rerunning the start. I will continue on with the Kingdom of Ehb at least to Stonebridge with the new updates.

Elf


Credit has to go to KillerGremal for fixing Norick's death animation and making the sequence of him collapsing and crawling towards the player. That inspired me to tweak the opening NIS to make it more elaborate. A few different camera angles can make a big difference.

DrakeIsGod wrote:
I also love how you made the start of Ehb a bit more balanced as far as difficulty goes, they were a bit too weak before, but now it's dead on.
Err. I actually didn't make any changes to them at all apart from restoring the elemental resistances to the skellies. It must be the influence of the latest build of the MLA mod. I certainly noticed that the skeletons correctly displayed resistances to melee and ranged (after all they're made of tough bones) instead of weaknesses, though the Krug have no resistances at all.

DrakeIsGod wrote:
I did notice a slight bug with an item somewhere along the way though: Some Combat Magic spell without a name.
The only spells introduced by this mod are monster only spells which are set up never to drop or appear in the pcontent system so I don't know where that comes from.

DrakeIsGod's picture
Nice Update!

Wow Iryan! The intro is next to perfect! I love how it's set up. And Norrick really seems convincing when he yells out that the Krug are attacking, I noticed how he was slinging his fists at a Krug when I first walked up to him too. I also love how you made the start of Ehb a bit more balanced as far as difficulty goes, they were a bit too weak before, but now it's dead on. I did notice a slight bug with an item somewhere along the way though:

Some Combat Magic spell without a name.

I really like how you've edited the questbits for Edgaar's cellar as well. I had to stop at the broken bridge though because of family matters, I plan to continue on to Stonebridge sometime tomorrow morning to explore some more of this amazing update Smiling You really put a lot of work into this one Iryan, I'm impressed


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bare_elf's picture
Wow Iryan very nice.

The new opening NIS and Norick NIS for Kingdom of Ehb are very very nice. Tells the story of what occurred in the past and what is happening right at the time of the game starting. Like the use of images from the game. Was surprised by it and never got out of the farm yard. Had to keep rerunning the start. I will continue on with the Kingdom of Ehb at least to Stonebridge with the new updates.

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.

i see I wonder if the

i see I wonder if the converted model has issues with the games engine

Not Yet

DrXann wrote:
You didn't happen to fix the grey Super Gom model did you because he looks strange with a greyish model when he's supposed to have red skin.
I did try but for some reason the model is refusing to show the texture even though it's present and nothing has changed to the template since the earlier versions when it was working. A work in progress.

You didn't happen to fix the

You didn't happen to fix the grey Super Gom model did you because he looks strange with a greyish model when he's supposed to have red skin.

Partial Update to Kingdom of Ehb

I've updated Kingdom of Ehb with a partial update incorporating everything reported so far and a few new things as well.
http://www.techiem2.net/~iryan/files/Betav31/DS1_Map_World_Beta31c.ds2res
http://www.techiem2.net/~iryan/files/Betav31/DS1_Mod_Logic_Beta31c.ds2res

The only thing not fixed as it wasn't broken in the first place was the tent you can walk through. This is actually a generator and generates a Krug inside of itself so if it was made blocking the poor Krug would be stuck inside (maybe that would be the best thing that could happen to him considering his fate outside of the tent).

- As well as the minor fixes, you no longer have to recruit Gyorn to finish his quest (actually only required moving a few lines of text in his talk flick).
- There is a new quest in Stonebridge thanks for RSimpkinuk57 for suggesting it.
- A fix of sorts for the Krug, Wolves and Phrak having X-Ray vision and seeing you through solid ground or wood (reciprocal fix for your characters as well).
- Some new additions along the way to Stonebridge.

If you're going to try this update please stop in Stonebridge as it's a work in progress and at least one quest may be broken if you leave Stonebridge until the next update is ready.

DrakeIsGod's picture
Sweetness Thanks Iryan, and

Sweetness Smiling Thanks Iryan, and thanks KillerGremal for your update


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Re: Updated MLA link

DrakeIsGod wrote:
Could you update the link for Monster Level Adjustment? I didn't know it was updated to 5k until recently lol. Just noticed DS1 Content Pack was updated as well lol
Sorry I didn't realise that it wasn't. The DS1 Content Pack linked here is the latest.

Anyhow it's now been updated and I made a direct link for convenience to avoid having to right click and use "save as" to download the file.
http://www.techiem2.net/~iryan/files/Betav31/Mod-Erthos-MonsterLevelAdjust-Beta5k.ds2res

DrakeIsGod's picture
Could you update the link

Could you update the link for Monster Level Adjustment? I didn't know it was updated to 5k until recently lol. Just noticed DS1 Content Pack was updated as well lol


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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