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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/Betav30/DS1_Legendary_Mod_for_Dungeon_Siege_2_Beta30.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 24 Beta;
http://www.techiem2.net/~iryan/files/Betav30/DS1_Map_Legends_of_Aranna_Beta30.ds2res (46 Mb)
http://www.techiem2.net/~iryan/files/Betav30/DS1_Map_World_Beta30.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/Betav30/DS1_Map_Yesterhaven_Beta30.ds2res (20.9 Mb)
http://www.techiem2.net/~iryan/files/Betav30/DS1_Mod_Content_Beta30.ds2res (226 Mb)
http://www.techiem2.net/~iryan/files/Betav30/DS1_Mod_Exp_Content_Beta30.ds2res (57.9 Mb)
http://www.techiem2.net/~iryan/files/Betav30/DS1_Mod_Logic_Beta30.ds2res (1.0 Mb)
http://www.techiem2.net/~iryan/files/Betav30/DS1_Mod_Terrain_Beta30.ds2res (123 Mb)
DS1 Content Pack Alpha 10u: 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 5h: http://ds2.bplaced.net/getfile.php?redict=108&type=.ds2res (0.8 Mb)

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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Ehb Alpine Caverns minor

Ehb Alpine Caverns minor notes

The bottom part of this Ice Warrior was missing even thou it showed a full outline, I think I know how it happened

This Incantation Shrine could be moved out some.

IHO, the Legends mod reached the quality of the vast majority of games I have seen(and my first was Pong in the 70's Eye-wink ) back around beta 22
and is now a top quality product

Insane Dwarf war cry

Mod DB download link now available

There's now a Mod DB download link also available for the mod.
http://www.moddb.com/downloads/dungeon-siege-2-legendary-mod-beta-30

DrakeIsGod's picture
Video 4

Here is my 4th video https://www.youtube.com/watch?v=p-6NBgWkVl4


__________________________

~~Drake Lyon~

DrakeIsGod's picture
Path 2 Glitterdelve

iryan wrote:
Again this is one of the earlier quests implemented into the map so could be reworked to be better but still something has changed as that shouldn't happen. If fact you shouldn't be able to even talk to the Guard Captain until all the monsters are dead to even get the quest as you'll get a "too busy to talk" message.

And in fact the Krug die far too fast anyway so what I need to do is to implement something like the Fire King's krug versus Snow Queen's krug battle in Yesterhaven where the monsters are neutral until the player hits a trigger to turn them hostile.

Ideally this is linked to a NIS movie so the player sees them fighting before reaching the blocked gate, a bit like the one at Glitterdelve (I have to find out how to make Gloern actually fight in that one as well as Algher Mhankur in LOA). Maybe the quest could be triggered through this NIS and be multi-tasked with the first task being to aid the Guard Captain against the Krug and the second is to clear the path?

I like that idea Smiling though the Krug might need to be a bit stronger when the quest is triggered for the sake of saving the Guard Captain lol.
PS: I'll have another video up soon, I feel like I'm stuck in a Wesrin nightmare right now XD (lol you'll really see in the 5th video) I like what you've done with the update by the way


__________________________

~~Drake Lyon~

Re: Guard Captain

DrakeIsGod wrote:
As soon as you approach the Guard Captain near Wesrin Cross, the quest to clear the path to Glitterdelve is triggered, and the "!" is still dangling above his head:

Coordinates are: path2sd, 3.086 / 0.000 / -2.684 / 0x5598a0b0 just in case it helps lol


Again this is one of the earlier quests implemented into the map so could be reworked to be better but still something has changed as that shouldn't happen. If fact you shouldn't be able to even talk to the Guard Captain until all the monsters are dead to even get the quest as you'll get a "too busy to talk" message.

And in fact the Krug die far too fast anyway so what I need to do is to implement something like the Fire King's krug versus Snow Queen's krug battle in Yesterhaven where the monsters are neutral until the player hits a trigger to turn them hostile.

Ideally this is linked to a NIS movie so the player sees them fighting before reaching the blocked gate, a bit like the one at Glitterdelve (I have to find out how to make Gloern actually fight in that one as well as Algher Mhankur in LOA). Maybe the quest could be triggered through this NIS and be multi-tasked with the first task being to aid the Guard Captain against the Krug and the second is to clear the path?

DrakeIsGod's picture
Guard Captain

As soon as you approach the Guard Captain near Wesrin Cross, the quest to clear the path to Glitterdelve is triggered, and the "!" is still dangling above his head:

Coordinates are: path2sd, 3.086 / 0.000 / -2.684 / 0x5598a0b0 just in case it helps lol


__________________________

~~Drake Lyon~

DrakeIsGod's picture
Video 3

Here is video number 3: https://www.youtube.com/watch?v=VGGgSBnb0go


__________________________

~~Drake Lyon~

DrakeIsGod's picture
Crypt of the Sacred Blood

iryan wrote:
No need to apologise, I believe we all understand the logistics of having the play through the section, record it, prepare it and then upload it to the net. It's similar in many respects in the way creating a large mod like this one works.
Smiling Well I'll probably have a new video up later tonight or tomorrow morning if time allows
iryan wrote:
Actually it would be nice if there was a page here at SiegetheDay where video links could be displayed. Any comments or suggestions on this?
I have a suggestion..yes Smiling It'd be great if video links could be posted here, however other's may disagree

iryan wrote:
To answer your question about the latest version being there, I've been waiting for any reports of major problems before uploading it but will probably do so in the next week or so.

In the meantime here's a partial update for Kingdom of Ehb incorporating all of the fixes and suggestions posted since release of Beta 30 including the repositioning of the Krug in the elevator just mentioned today.
http://www.techiem2.net/~iryan/files/Betav30a/DS1_Map_World_Beta30a.ds2res
http://www.techiem2.net/~iryan/files/Betav30a/DS1_Mod_Logic_Beta30a.ds2res

EDIT: Your second video was nice also. I agree that the inventory freeze is probably caused by the expanded inventory mod as I don't use one and never had a freeze.


Thanks for the update Iryan Smiling I might take the inventory mod out, I wanna avoid that little dilemma from happening again lol.

iryan wrote:
Another quirk which your video reinforced to me as I've forgotten about it is that the gargoyles and skeletons are now weak to death magic and melee attacks when they're still suppose to be strong against them. I believe it's because the variants you're fighting in the crypts inherit from base_actor_evil_trivial and this has an effect on their resistances but only KillerGremal would know for sure.

I suppose I could remove all resistances from these variants or just leave them as they are.

I trust your judgement on that lol, I don't think they need to be weak to death magic, but melee seems alright, a hammer can crack a stone, and a saw can cut through bone Sticking out tongue However having no resistances doesn't seem problematic either as well as leaving them as they are


__________________________

~~Drake Lyon~

Some bugs

Hi,
Game mods used: Legendary beta30, Aranna legacy alpha 3r and Ancient Gift beta 1b.

Texture bug in DS2 caused by Legendary Mod (almost sure), had to remove it completly to have the good texture back.

Not sure if it's the good place but We are experiencing crashes in multiplayer this days. They are purely random and i can't find an obvious reason. However i suspect a conflict between Monster lvl ajustment and Aranna Legacy. When playing DS2 default campaign with aranna legacy and keeping all Lengendary files without Monster lvl ajustement we were able to play around 1 hour of play test (sems working). The only bug we faced is that Nawl Beast, supposed to be around lvl 8 at the begining of DS2, were lvl 53 i.e. the lvl of our characters. It seems like Aranna Legacy alone adjust the lvl for no reason or cause a weird bug.

Edit: we finaly figured what caused the game crashes. It looks like it was a bowstring of a crossbow that causes a graphic glitch.

Mantella

Other then that elevator,

Other then that elevator, I've made it to Glacern with almost everything running great. The exploding barrels in Gliterdelve that detonate wat ahead of you on occasion are a minor annoyance

Dwarf war cry

Re:ModDB

DrakeIsGod wrote:
Here's my second video, I had an interesting dilemma around the end of it https://www.youtube.com/watch?v=puk16MaiA5s I checked out the ModDB page, you might wanna upload a new version of the mod lol. I'm gonna get right on uploading the videos there

EDIT: Actually it won't let me upload them as videos to be displayed, I can only upload them as downloads, meaning people would have to download over 300-600 MB just to see the video. However, you can probably get the links from my videos and post the link or embed url under the mod. I probably have to wait 7 days to do anything worthwhile on that site anyway since I just created an account, though I posted a reply to a comment on the mod that provides a link to here (it wouldn't let me post an actual comment with a link in it until 7 days lol.)


Yes ModDB is a bit frustrating to upload things to. There must be some way of linking videos for display as the Broken World trailer can be displayed from the page but I agree uploading such a large video there doesn't make sense.

Actually it would be nice if there was a page here at SiegetheDay where video links could be displayed. Any comments or suggestions on this?

To answer your question about the latest version being there, I've been waiting for any reports of major problems before uploading it but will probably do so in the next week or so.

In the meantime here's a partial update for Kingdom of Ehb incorporating all of the fixes and suggestions posted since release of Beta 30 including the repositioning of the Krug in the elevator just mentioned today.
http://www.techiem2.net/~iryan/files/Betav30a/DS1_Map_World_Beta30a.ds2res
http://www.techiem2.net/~iryan/files/Betav30a/DS1_Mod_Logic_Beta30a.ds2res

EDIT: Your second video was nice also. I agree that the inventory freeze is probably caused by the expanded inventory mod as I don't use one and never had a freeze.

With the ranged gargoyle attack there's nothing in the templates that should make them so fast but just in case I added a reload_delay of 1 to the their throwing weapon as the default for all evil monsters' throwing weapons is 0. This is because the actors animations is suppose to slow down their rate of attack but doesn't seem to be working with the gargoyles as their animation delay is actually set quite slow at 2.0

Another quirk which your video reinforced to me as I've forgotten about it is that the gargoyles and skeletons are now weak to death magic and melee attacks when they're still suppose to be strong against them. I believe it's because the variants you're fighting in the crypts inherit from base_actor_evil_trivial and this has an effect on their resistances but only KillerGremal would know for sure.

I suppose I could remove all resistances from these variants or just leave them as they are.

No Hurry

DrakeIsGod wrote:
Any way I can help lol Smiling I'll upload the 3rd video Monday or Tuesday, I'm currently visiting with family at the moment. If you guys have any ideas on how I should edit these videos, please point it out, I wanna be precise Smiling I'm sorry it takes so long to get the videos online by the way, the files are a bit large and take a few hours each time.
No need to apologise, I believe we all understand the logistics of having the play through the section, record it, prepare it and then upload it to the net. It's similar in many respects in the way creating a large mod like this one works.

Problematic elevator node

Here's what the problematic elevator node looks like in Siege Editor 2.

The wall is quite apparent and the way it works is that it fades out as the elevator lowers down into the area. Obviously this can cause issues in a small space like this. In the Wesrin Cross example in the Legendary Mod, the krug dogs and krug on the upper levels actually don't react until you move off the elevator.

I believe it would be extremely tricky messing with the elevator in case something breaks so what I did was to move the krug away from the elevator into the back of the side rooms. I believe this will lessen the chances of the quirk with the elevator becoming apparent, at least in the majority of cases.

Will Check

RSimpkinuk57 wrote:
Yes the elevator down to Ordus' axe has invisible walls, so that the Krug at the bottom don't even see the party arriving and so don't react until someone moves off. And yes, this was GPG's bug in the DS1 original Ehb. Why then did no other elevators (or sidewise moving platforms) have this "feature"? Not the ones in Glitterdelve, nor in the Goblin caves. Not even the one, apparently identical to the problematic one, up out of Wesrin Cross to the bottom of another watch tower, where Krug Dogs react without the party having to step off the platform. (How does that play in the Legendary Mod?)
Good observation. I'll check out the node in Siege Editor and see what's different. Possibly it's a specific elevator node for the towers at a guess but I won't know for sure until I check.

As for the water drips node problem, I have thought about simply replacing them with normal pool nodes and use water drips effects as a replacement but the one I experimented with seemed rather plain and hardly noticeable in a test map. However when play testing LOA I found a similar water effect that was quite convincing and would be a suitable replacement - if I can track it down and find out how it was set up.

I'm puzzled

Yes the elevator down to Ordus' axe has invisible walls, so that the Krug at the bottom don't even see the party arriving and so don't react until someone moves off. And yes, this was GPG's bug in the DS1 original Ehb. Why then did no other elevators (or sidewise moving platforms) have this "feature"? Not the ones in Glitterdelve, nor in the Goblin caves. Not even the one, apparently identical to the problematic one, up out of Wesrin Cross to the bottom of another watch tower, where Krug Dogs react without the party having to step off the platform. (How does that play in the Legendary Mod?)


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regards, Richard

Invisible wall around platforms

sigofmugmort wrote:
Oddity

In the tower where you get Ordus's axe, the archer on the platforms arrows are not traveling past the edge of the plarform

Dwarf war cry


Unfortunately this is the exact same bug that occurs with the dripping ponds found in the Subterranean River areas and elsewhere in the maps.

If you select an elevator in Siege Editor you will notice it selects a very high rectangular node. The sides of this rectangular node has alpha channels so they are invisible ingame just like the dripping ponds nodes.

So this is an unfixable bug. The best I can do is to reposition the monsters further back into the side rooms so the player will have to move off the elevator to engage them.

DrakeIsGod's picture
Re: Oddity

sigofmugmort wrote:
Oddity In the tower where you get Ordus's axe, the archer on the platforms arrows are not traveling past the edge of the plarform

Dwarf war cry


Yeah I also noticed something weird about that platform but could never quite figure out how to bring that up. No projectiles can exit or enter the parameters of the platform, so if a krug is on the other side, shooting something at it will disappear.


__________________________

~~Drake Lyon~

Oddity In the tower where

Oddity

In the tower where you get Ordus's axe, the archer on the platforms arrows are not traveling past the edge of the plarform

Dwarf war cry

DrakeIsGod's picture
:P

KillerGremal wrote:
Thanks for this video. Smiling
Videos really could quicken interests and offer a better impression of it. Also the annotations are quite nice, that's a good possibility to explain new things on-the-fly.
Any way I can help lol Smiling I'll upload the 3rd video Monday or Tuesday, I'm currently visiting with family at the moment. If you guys have any ideas on how I should edit these videos, please point it out, I wanna be precise Smiling I'm sorry it takes so long to get the videos online by the way, the files are a bit large and take a few hours each time.


__________________________

~~Drake Lyon~

A trivial matter

KillerGremal wrote:

 
But something looks a bit strange - the rather/extreme low amount of life points.
With a 1-man-party monsters with level 3 have 20-40 life points usually, in the video larger monsters like Krugs or Turkeys often don't reach 10 life points at level 3. For example the Krug mages at ~14:20 have even 6 life points only! Shocked
Possible too there's something broken in the Level Adjustment mod, however 2-3x less life is quite far away from the gameplay experience on the original DS2 map...

No I believe the Level Adjustment Mod is working properly as the reason for the low hitpoints is that all monsters up to FH_R3 (Where you exit the crypts after recruiting Ulora) inherit from actor_evil trivial base.

This was done as part of rebalancing the start so that the player who begins a new game has a chance of getting through it by themselves. By removing the pets at the start it is now more like the original where the earlier monsters are pushovers and only start getting tougher after Stonebridge.

The monsters were just too tough in the previous version to play it alone, especially if you're a melee player. Even with trivial monsters you do need to use a lot of potions to get through. I do realise that if you play the map with an established party, it would be extremely easy until after Stonebridge.

The only thing that doesn't seem to be working properly in the Level Adjustment Mod is the line which is suppose to add extra monsters for each additional character in the party. I'm not 100% certain as I wasn't testing for it but for LOA I tried using it to add extra monsters to the map as the LOA map is vastly less populated than the GPG ones, however it didn't seem to make any difference. I used a setting of 10, which I assume adds 10% more monsters for each additional character?

A quirk in the earlier part of Kingdom of Ehb, which has been mentioned before, is that around Edgaar's cabin the monsters have the same level as near the start (around level 1) because the map is shaped like a horseshoe and the monsters and all other objects and terrain near Edgaar's cabin are loaded when you reach the first bridge. This does occur in other places as well but it's more pronounced here because the player gains a few levels quickly at the start - a little slower than before since the monsters are trivial base but still enough to be apparent.

I think from memory there's a setting in the Level Adjustment Mod that can be used to boost individual monster's levels from the base. If so I'll use this for some of these quirky monsters so that level progression is better.

KillerGremal's picture
Video vitality

DrakeIsGod wrote:
. . . I'm marking videos with annotations for things I have to say, as my voice wouldn't exactly be clear enough through the sound of a four-year old I'm always babysitting. Also if you wanna see me embarrass myself I have a few videos of me playing the guitar and singing on the same channel Sticking out tongue https://www.youtube.com/watch?v=84er9FLKddg
Thanks for this video. Smiling
Videos really could quicken interests and offer a better impression of it. Also the annotations are quite nice, that's a good possibility to explain new things on-the-fly.

 
But something looks a bit strange - the rather/extreme low amount of life points.
With a 1-man-party monsters with level 3 have 20-40 life points usually, in the video larger monsters like Krugs or Turkeys often don't reach 10 life points at level 3. For example the Krug mages at ~14:20 have even 6 life points only! Shocked
Possible too there's something broken in the Level Adjustment mod, however 2-3x less life is quite far away from the gameplay experience on the original DS2 map...

DrakeIsGod's picture
ModDB

Here's my second video, I had an interesting dilemma around the end of it https://www.youtube.com/watch?v=puk16MaiA5s
I checked out the ModDB page, you might wanna upload a new version of the mod lol. I'm gonna get right on uploading the videos there

EDIT: Actually it won't let me upload them as videos to be displayed, I can only upload them as downloads, meaning people would have to download over 300-600 MB just to see the video. However, you can probably get the links from my videos and post the link or embed url under the mod. I probably have to wait 7 days to do anything worthwhile on that site anyway since I just created an account, though I posted a reply to a comment on the mod that provides a link to here (it wouldn't let me post an actual comment with a link in it until 7 days lol.)


__________________________

~~Drake Lyon~

DrakeIsGod's picture
Videos

iryan wrote:
Very good video, well done. It's interesting that you play very much the same way as I do.

Another idea, if you're interested, about where to put videos is the Legendary Mod page at ModDB
http://www.moddb.com/mods/dungeon-siege-legendary-pack
So far there's only a few images that I've posted but I believe anyone can upload images or videos to the individual mod pages if they're members.

On a side note I plan on adding Siege Editor 2 to ModDB and get them to open a Dungeon Siege 2 page to accommodate it (as Siege Editor 2 really is only useful for DS2). It's strange that there's no DS2 page there only the Broken World one. And the only mods there are the ones I've uploaded.

With the Videos, they will be useful in highlighting things about the mod that are either bugs or need improving.


Awesome, I'm glad you got something out of that Smiling and I'll upload them to ModDB when I get the chance, I hope it uploads faster than YouTube lol. It was hard playing this week, especially while I was recording, as my little brother makes a fine distraction XD he wants to play this game when he gets older Sticking out tongue


__________________________

~~Drake Lyon~

Re: Sweet

DrakeIsGod wrote:
bare_elf wrote:
The bandwidth of the site would not support a direct upload of a game play video, but you may link your video on youtube to the site. Just copy the link in to you post.

Elf


Awesome, that's what I meant Smiling I got a video of some gameplay up now, but it's mainly there in case you wanna see it. The second video has more efficient data in it, but I'm sharing my internet so I'll have to upload it tonight. I'm marking videos with annotations for things I have to say, as my voice wouldn't exactly be clear enough through the sound of a four-year old I'm always babysitting. Also if you wanna see me embarrass myself I have a few videos of me playing the guitar and singing on the same channel Sticking out tongue https://www.youtube.com/watch?v=84er9FLKddg

Very good video, well done. It's interesting that you play very much the same way as I do.

Another idea, if you're interested, about where to put videos is the Legendary Mod page at ModDB
http://www.moddb.com/mods/dungeon-siege-legendary-pack
So far there's only a few images that I've posted but I believe anyone can upload images or videos to the individual mod pages if they're members.

On a side note I plan on adding Siege Editor 2 to ModDB and get them to open a Dungeon Siege 2 page to accommodate it (as Siege Editor 2 really is only useful for DS2). It's strange that there's no DS2 page there only the Broken World one. And the only mods there are the ones I've uploaded.

With the Videos, they will be useful in highlighting things about the mod that are either bugs or need improving.

DrakeIsGod's picture
Sweet

bare_elf wrote:
The bandwidth of the site would not support a direct upload of a game play video, but you may link your video on youtube to the site. Just copy the link in to you post.

Elf


Awesome, that's what I meant Smiling I got a video of some gameplay up now, but it's mainly there in case you wanna see it. The second video has more efficient data in it, but I'm sharing my internet so I'll have to upload it tonight. I'm marking videos with annotations for things I have to say, as my voice wouldn't exactly be clear enough through the sound of a four-year old I'm always babysitting. Also if you wanna see me embarrass myself I have a few videos of me playing the guitar and singing on the same channel Sticking out tongue https://www.youtube.com/watch?v=84er9FLKddg


__________________________

~~Drake Lyon~

bare_elf's picture
re: game play videos

DrakeIsGod wrote:
I was wondering if it was alright to upload gameplay footage with this mod to Youtube, is that alright? It could be a bit helpful to you guys, and I could probably even advertise this mod if you want
The bandwidth of the site would not support a direct upload of a game play video, but you may link your video on youtube to the site. Just copy the link in to you post.

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.

DrakeIsGod's picture
Gameplay Videos

I was wondering if it was alright to upload gameplay footage with this mod to Youtube, is that alright? It could be a bit helpful to you guys, and I could probably even advertise this mod if you want


__________________________

~~Drake Lyon~

DrakeIsGod's picture
Levers of Confusion

iryan wrote:
Yes that is east enough to do and will be implemented.
Oh cool Smiling Thanks Iryan

iryan wrote:
These levers obviously cause a little confusion. The first one is there in case someone in multiplayer accidentally or otherwise, removes the weights on the pressure pad and closes the door, locking you in.

I wonder if this lever could be marked multiplayer only?

The second lever will bring the elevator back up if you happen to end up going back that way again after using the elevator, again probably mostly for multiplayer though if somebody used a town portal or forgot to activate the session portal and died, they may end up going back through this area from a saved game.

GPG obviously thought that was the best place to put the lever but maybe it could be repositioned closer to the elevator itself.


lol those levers do confuse me. The first one I didn't exactly test right, I should've let the person playing with me lock me in there first before I tried pulling the switch. Also the second one, I tried using it and she tried doing it, but what I could've tried doing was going down while she stayed up there and hit the switch to see if it worked. The switch at the bottom floor worked alright as I pulled it just to see if the elevator would react, and the switches to the second elevator both worked (top and bottom) from a single pull from the same platform as the lever. We were testing to see if the levers were multiplayer only lol Sticking out tongue Sorry if I'm wasting your time with these simple levers, I just can't help but notice that they don't act quite the way they did in DS1


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~~Drake Lyon~

Potions, Levers and Dialog

DrakeIsGod wrote:
I often get to a point where I'm in need of potions, so I summon a town a portal when I run out so I can get some more. However the shopkeepers only have an infinite amount of small and regular potions, and I often need large potions or higher but they usually run out of stock really fast. Might I suggest that shopkeepers have an infinite supply of all potions? I get to a point where certain potions don't do the trick anymore lol, it could help to balance gameplay in the long run
Yes that is east enough to do and will be implemented.

DrakeIsGod wrote:
These levers still can't be reached When you click on this one, your character runs out of the doorway, but the lever doesn't react I tested them in multiplayer as well
These levers obviously cause a little confusion. The first one is there in case someone in multiplayer accidentally or otherwise, removes the weights on the pressure pad and closes the door, locking you in.

I wonder if this lever could be marked multiplayer only?

The second lever will bring the elevator back up if you happen to end up going back that way again after using the elevator, again probably mostly for multiplayer though if somebody used a town portal or forgot to activate the session portal and died, they may end up going back through this area from a saved game.

GPG obviously thought that was the best place to put the lever but maybe it could be repositioned closer to the elevator itself.

sigofmugmort wrote:
New dialog quirk with Lordan in LoA. I recruited Lordan then as usual, I summoned a Town Portal to go get better spells and equipment. while moving to go down to the smith I got his dialog that is supposed to occur after killing the giant
Lordan? Jondar I think you're referring to and yes the positioning of that banter assumes you don't go back to the town via the town portal before vanishing the Frost Giant. I need to add a simple check to that particular flick for the completion of the storage cave quest before activating. Thanks for bringing it up.

DrakeIsGod's picture
Potions

I often get to a point where I'm in need of potions, so I summon a town a portal when I run out so I can get some more. However the shopkeepers only have an infinite amount of small and regular potions, and I often need large potions or higher but they usually run out of stock really fast. Might I suggest that shopkeepers have an infinite supply of all potions? I get to a point where certain potions don't do the trick anymore lol, it could help to balance gameplay in the long run


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~~Drake Lyon~