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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. Please note that the mod must be installed in the Dungeon Siege 2 resources folder even if you own Broken World. Unexpected glitches will occur if you don't.

*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_Beta31m.ds2res (46.1 Mb)
http://www.techiem2.net/~iryan/files/Betav31/DS1_Map_Utraean_Peninsula_Beta31.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_Beta31m.ds2res (19.0 Mb)
http://www.techiem2.net/~iryan/files/Betav30/DS1_Mod_Terrain_Beta30.ds2res (123 Mb)
DS1 Content Pack Alpha 10w: 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 5l: http://ds2.bplaced.net/getfile.php?redict=108&type=.ds2res (0.8 Mb)

Work in Progress Beta files for Play-Testers and anyone interested in trying new features not completely tested yet
No work in progress files available.

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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KillerGremal's picture
Uniquely active

iryan wrote:
. . .
RSimpkinuk57 wrote:
By the way, could the DCs be changed so that the shaft of green light appears only on the currently operational DC? That way you'd know for certain when you'd turned one on, however quickly the little message disappears from bottom left corner of the screen. Turning on the effect with the handle would be cool.
Great Minds think alike? I've already incorporated this as I believed just like you. It works very well but only once. I couldn't make it session only so if you return to a previous DC, it will still be lit.
Well, when touching it the data stored is effective across sessions anyway. However an effect in sense of 'this station here is active now and no other' would be a nice addition indeed.

Main problem will be to turn the effect off again on the (previous) DC if a further DC is touched. Such a support could/should be added in the component probably, otherwise when using the current effect emitter component a huge trigger had to be added on each DC in order to turn of all the other DCs - that would be quite painful!(?)
It may be that the existing effect emitter component would be useless then, but it could used for something else or something to underline the teleporting nature of this object.

Bare_elf is 100% correct plus relies to comments

bare_elf wrote:
Richard, No it is not the last chance to comment on KoE. Iryan was just saying that since there have been no major bugs he can look into things with the other maps.

Elf


Bare_elf is 100% correct as my comments don't mean that no more work or enhancements will be done on KOE (there's always scope for improvements), rather than I would like to start on the other maps. The Utraean Peninsula will be next, mostly tidying up quest exploits and lacks as well as some other things like the NIS sequences. Also I'm not totally happy with the Pit of Despair either.

RSimpkinuk57 wrote:
By the way, since writing that I've had one instance of multi-saving with equal numbers of party and radar.
I've not experienced this phenomenon myself but I always play with low level parties as I'm predominantly interested in that they work from the start with a new hero rather than continuing from another map. So my average levels would be 24-40 with only a couple of characters in the inn.

Incidentally something I may have to include in the mod is the Disband Mod by FreakCandy, which allows you to release any characters from the Inn, not just Pets. This is because if you play all the Legendary Maps plus DS2 and Broken World, you will not be able to recruit after a certain point (I forget exactly what the number is now but there was a thread discussing this somewhere). We did look at expanding this number in the Inn but it seems to be hard coded.

RSimpkinuk57 wrote:
By the way, could the DCs be changed so that the shaft of green light appears only on the currently operational DC? That way you'd know for certain when you'd turned one on, however quickly the little message disappears from bottom left corner of the screen. Turning on the effect with the handle would be cool.
Great Minds think alike? I've already incorporated this as I believed just like you. It works very well but only once. I couldn't make it session only so if you return to a previous DC, it will still be lit.

RSimpkinuk57 wrote:
So the choice is between leaving this as an opportunity for players to enjoy using low cunning, or putting the mini-boss into the sunken central area in the middle of its minions.
It's probably best to move or swap the mini-boss with one of its minions. You obviously know that there was originally no miniboss in the Hall of Skulls but I think it adds to the encounters there and makes the player think a bit as it can be dangerous, especially if moved as suggested.

RSimpkinuk57 wrote:
When listing main quests I noticed how many of them are given or updated now in NIS, so took I it, Iryan, that you meant to do that for the rest, which would be better even with the surplus secondary quests eliminated

That's not currently implemented but the surplus quests have been eliminated. Personally it doesn't worry me if the player chooses to ignore quests, even the main ones, though at least a couple points in the game a main quest task has to be completed to continue the game.

RSimpkinuk57 wrote:
Some of the NPCs are not as they were in the original, I presume because in the early days of this mod DS1 costumes had not been converted and only DS2 archetypes were available. One such who stands out is the "Old man" just before you enter Wesrin Cross, where the original had a young man Ilandro, sole survivor (because he outran his comrades?) of a minstrel troupe. Suggestion: have this NPC disappear towards Stonebridge (i.e. back the way you've come and made safe for him) after you talk to him, as DS2 can do.

You are correct about the DS1 npcs, they weren't fully converted until a few map revisions had already been done. That's a good idea which I can implement but I'm not sure whether or not in the current version as I'm already at Glacern.

RSimpkinuk57 wrote:
Something I expect you know: how to (not) open Glitterdelve Pass for the soldiers. Emerge from Wesrin Cross, walk up to the rocks piled against the gate (go right next to them), shake your head and walk away without touching that dangerous-looking red barrel.

Yes KillerGremal had already drawn my attention to that plus the fact that the surrounding boulders can be destroyed by AOE without the barrel going off. Yet to be fixed.

RSimpkinuk57 wrote:
Sloppy maybe (I haven't checked that ambush back in DS1, nor for that matter checked it again in DS2) but as I understand the templates the Ice Archers in DS1 were meant to shoot out to 11 meters with the bow they were given, whereas in DS2 9 or 10 at most
I've already adjusted those particular Ice Archer's bows to shoot 12 meters now so they should work as intended but currently untested.

RSimpkinuk57 wrote:
Everybody seems to be happy with Gresh as a boss who raised skeletons to attack the fortress but who fights personally with a sword, so is easy prey for a party that runs around using spells and bows.
Perhaps giving the ability to cast fireball or similar?

RSimpkinuk57 wrote:
A character knows where a monster is behind a wall or round the corner of a tunnel, but arrows shot as a result will be stopped by the wall (even if the wall is a transparent one made of dripping water!) whereas floors seem not to stop arrows at all.
Its how the game renders 3D objects, only the floor and walls seem solid (I can't remember any instances where you are on a top floor trying to shoot monsters underneath you).

Regardless my current implementation is to trigger the monsters from generators, similar to UP and Yesterhaven. Yet to be tested.

RSimpkinuk57 wrote:
Veteran and elite levels, or even taking an existing party into mercenary KoE: should the starting positions be restricted so that you have only your hero at the farmhouse
Possible but I'm not sure how the game would react having the other characters start off in a different region, I know spreading them around a current region works even if they aren't in the frustrum. I also forget what DS2 itself does in this situation apart from starting off in the prison (I think everyone starts off in prison actually).

One issue I can think off is that even if a party member is grayed out, you can select their portrait in the UI and instantly be at their position. So theoretically you could be at Stonebridge with the rest of your party leaving the hero alone and cutoff at the farmhouse?

RSimpkinuk57 wrote:
(I'd like to believe KoE could be made playable with MLA off (with a bit of time and effort that maybe the developers would rather spend elsewhere) by tuning the monster levels for a "standard" run with a new character. Level 1 Phraks for example instead of level 60!)

As well as the other maps. This is on the top to list as it has been mentioned and asked for before. Reasonably easy to implement but possibly hard to balance but I'm sure there would be enough feedback to help out with that. I will endeavour to have the first setup ready for the next version for players to try out.

bare_elf's picture
Last chance to comment on KoE? NO

Richard, No it is not the last chance to comment on KoE. Iryan was just saying that since there have been no major bugs he can look into things with the other maps.

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.

Last chance to comment on KoE?

EDIT c.15:25 - I think I've finally finished adding my afterthoughts into the middle of this!

iryan wrote:
It's probably good news that players are now moving onto the other maps as it means the outstanding issues with KOE is relatively small. I've ben fixing these (up to the end of Glitterdelve mines and working on the broken fades preventing re-entering the mines from the end) and so far the only things not fixed is the slightly out of alignment radar in the crypts (though the sanctuary rooms now show in the radar) and getting Alanna's icon to change when the quest is updated.
Yesterday I took my 31m archer (human), who is exploring thoroughly, through Glitterdelve. He and his party are doing fine with the MLA map difficulty at 100%, but it will be a while before I can get to the temple ruins to assess the wraiths as they are now. I've discovered exactly what works and what does not work when going back down Glitterdelve's exit elevator but you now know that for yourself anyway.

@sigofmugmort has already reported the two incantation shrines removed from side caves in Glitterdelve but still present on the radar.

RSimpkinuk57 wrote:
Could there be a connection (between the problems I've had with Save and the problems [@bare_elf] has had)? I've a general impression mine have happened later in the game but I'd not considered that party size might be a factor and haven't kept detailed records. By the way, since writing that I've had one instance of multi-saving with equal numbers of party and radar.
I've just had the problem in Glitterdelve, when saving after turning on the Upper Mines DC. Save took two goes at writing .ds2party (only one at .ds2radar). This was with four characters in the party and one in the inn (Zed); this was the first save since disbanding him. Subsequent saves worked normally.

By the way, could the DCs be changed so that the shaft of green light appears only on the currently operational DC? That way you'd know for certain when you'd turned one on, however quickly the little message disappears from bottom left corner of the screen. Turning on the effect with the handle would be cool.

iryan wrote:
Occasionally monsters will still get stuck on the scenery or each other as well but short of removing all such monsters completely from the map, I don't see how to fix this for all such possible situations.

RSimpkinuk57 wrote:

E51c#055 My first time, but not the second, the mini-boss Possessed Wizard Skull was stuck on the end of the upper-level floor promontory ... This meant that Naidi could destroy it with impunity from outside its range.

I used my 31k dryad who'd done a speed run out to Kroth to check out (in 31m) the quest to rescue Sikra. The mini-boss skull started near the back of the hall (upper level) and again came out onto that promontory. If it does get trapped there then what traps it is not the furniture object taking more space but its own Artificial Stupidity about route-finding and when to retreat. So the choice is between leaving this as an opportunity for players to enjoy using low cunning, or putting the mini-boss into the sunken central area in the middle of its minions.

iryan wrote:
[Fri, 2014-10-31 11:09] You can not refuse Gyorn's quest however. That's arranged differently so works as expected. Though these upgraded quest flicks are a work in progress and I'm still learning a lot about them. What would be better for Gyorn and similar situations is that the Main Quest component is updated automatically when you talk to them but you have to choose to help them to get their secondary quest and then the option comes up to hire them if you choose too. Would this be a good way of arranging these quest givers?

When listing main quests I noticed how many of them are given or updated now in NIS, so took I it, Iryan, that you meant to do that for the rest, which would be better even with the surplus secondary quests eliminated. So for Gyorn, yes, give him the yellow ? for primary quest updater (finisher). When one talks to him, or maybe even walks towards him, have an NIS for his speech completing the quest from Norick and activating the new one about going to Glacern. After the NIS change his icon to the shields for a hireable NPC, so players can choose to talk to him or to wait until after buying an extra slot from the innkeeper.

Would this approach mean putting more of what Merik says back into the NIS for breaking him free?

Some of the NPCs are not as they were in the original, I presume because in the early days of this mod DS1 costumes had not been converted and only DS2 archetypes were available. One such who stands out is the "Old man" just before you enter Wesrin Cross, where the original had a young man Ilandro, sole survivor (because he outran his comrades?) of a minstrel troupe. Suggestion: have this NPC disappear towards Stonebridge (i.e. back the way you've come and made safe for him) after you talk to him, as DS2 can do.

E31#093 Something I expect you know: how to (not) open Glitterdelve Pass for the soldiers. Emerge from Wesrin Cross, walk up to the rocks piled against the gate (go right next to them), shake your head and walk away without touching that dangerous-looking red barrel. The quest to clear the way has now been triggered complete.

RSimpkinuk57 wrote:
E31j#090 Ice Archers in ambush (hidden in icicles) in a pit where one turns left for a side cave (towards an ice drake) do not shoot the party that triggered them: perhaps because they do not have the range even at their closest approach
iryan wrote:
I will attempt to tweak that. It's sloppy arrangement by GPG in the first place.
Sloppy maybe (I haven't checked that ambush back in DS1, nor for that matter checked it again in DS2) but as I understand the templates the Ice Archers in DS1 were meant to shoot out to 11 meters with the bow they were given, whereas in DS2 9 or 10 at most? On the occasion I reported the archers did move towards my party in an attempt to shoot - and I cannot remember if the vantage point the party ended up at was the same place where they'd triggered the ambush.

Everybody seems to be happy with Gresh as a boss who raised skeletons to attack the fortress but who fights personally with a sword, so is easy prey for a party that runs around using spells and bows. In the original he had both a spell and a melee attack. I wondered if his melee attack - a pair of flaming whip-thongs - could hit multiple opponents at once, but whether it could or not it was best to force him into melee because his spell was so dangerous - if one was unlucky then a single-hit KO on a quite well armored character I seem to remember, and instakill on a mage in robes (eg Merik). (Was it fire ball or fire skull? Slow enough to be dodged if you had the target character selected.) Not that I'd want Gresh quite that dangerous in DS2.

iryan wrote:
The Castle is really a royal pain in the backside (or rather the way actors in DS2 perceive the world in a sphere rather than a mere circle as seemed to be the case in DS1).

Could it be even worse: characters perceiving the world as it is on radar, that is the 3D world projected onto 2D? A character knows where a monster is behind a wall or round the corner of a tunnel, but arrows shot as a result will be stopped by the wall (even if the wall is a transparent one made of dripping water!) whereas floors seem not to stop arrows at all.

Veteran and elite levels, or even taking an existing party into mercenary KoE: should the starting positions be restricted so that you have only your hero at the farmhouse, with the rest of your party in the inn at Stonebridge? Similarly at Elddim and at Arhok, though there it would only be a matter of style. (To me LoA's intro like KoE's implies a single starting hero whereas UA's does not.)

(I'd like to believe KoE could be made playable with MLA off (with a bit of time and effort that maybe the developers would rather spend elsewhere) by tuning the monster levels for a "standard" run with a new character. Level 1 Phraks for example instead of level 60!)


__________________________

regards, Richard

Re: Hiring in UA - when it went wrong

RSimpkinuk57 wrote:
Real life has been claiming much of my time recently, but this one I could pin down quickly through having kept older versions of the downloads in a warehouse folder.

Problem is that when talking to either the hireable dryad or the hireable half-giant at Elddim you get the thanks-for-hiring-me convo (with of course no option to actually hire) instead of the will-you-hire-me convo.

Problem was introduced by upgrading from DS1_Mod_Logic_Beta31c (2,666 KB) to DS1_Mod_Logic_Beta31g (7,412 KB), just over a month ago.


The Utraean Peninsula Beta31 has been released where the issue of not being able to hire characters is fixed. Nothing else has been changed at this stage though lots are planned so any bug reports, suggestions for improvements, e.t.c. are welcomed.
http://www.techiem2.net/~iryan/files/Betav31/DS1_Map_Utraean_Peninsula_Beta31.ds2res

Art files are included

Blondin235 wrote:
I currently have DS1_Mod_Logic_Beta31m.ds2res installed in my Resources file it is occupying 19,387KB in space, so I guess there have been many additions along the way..??
The logic files really don't require much space as they are simple text files but there's been a few graphics files added or updated so to save everyone having to download a 225Mb file every time one or two graphic files were changed, I included them in the smaller, more frequently updated logic file. The next major release will see all of these graphic files transferred to the Contents file.

The biggest culprits in terms of size are the new skybox images. Anything less than 1024x1024 looks rather shabby when painted onto the sky and the one used in Gom's arena is 2048x2048 which is 4Mb each and there's 6 images in each skybox.

Blondin235's picture
Hireables in UA Map - via DS2

I currently have DS1_Mod_Logic_Beta31m.ds2res installed in my Resources file
it is occupying 19,387KB in space, so I guess there have been many additions along the way..??


__________________________

..never mind the weather, just as long as we're together!

Will require minor map updates to fix

RSimpkinuk57 wrote:
Real life has been claiming much of my time recently, but this one I could pin down quickly through having kept older versions of the downloads in a warehouse folder.

Problem is that when talking to either the hireable dryad or the hireable half-giant at Elddim you get the thanks-for-hiring-me convo (with of course no option to actually hire) instead of the will-you-hire-me convo.

Problem was introduced by upgrading from DS1_Mod_Logic_Beta31c (2,666 KB) to DS1_Mod_Logic_Beta31g (7,412 KB), just over a month ago.


Sorry, I've been concentrating so much on finishing KOE off that the other 3 maps have slipped off the radar. This problem will most likely exist for all hireables so later on today I will post updated versions of all three.

In fixing the conversations so that all options exist (hired, rejected, view skills, etc), it requires that both the DS_Mod_Logic file be updated (done and posted) as well as the conversations and instances in the maps (done but currently only KOE posted).

It's probably good news that players are now moving onto the other maps as it means the outstanding issues with KOE is relatively small. I've ben fixing these (up to the end of Glitterdelve mines and working on the broken fades preventing re-entering the mines from the end) and so far the only things not fixed is the slightly out of alignment radar in the crypts (though the sanctuary rooms now show in the radar) and getting Alanna's icon to change when the quest is updated. Occasionally monsters will still get stuck on the scenery or each other as well but short of removing all such monsters completely from the map, I don't see how to fix this for all such possible situations.

I've also looked into how Broken World checks the map difficulty when starting a new map and can't find anything where this is defined in the gas files so I believe everyone is right when they say it's hard coded, though maybe it could still be circumnavigated with some nifty flick work? In Broken World the map difficulty is defined as completed when you talk to Kirani after defeating the Dark Wizard at the end. The check is a standard SetLocalJournalBool for the current Map Mode and defining ds2x_world_completed mercenary/veteran/elite as true, true. This is exactly like DS2 and Sharkull's test map and what I use in the Legendary maps.

I also played around with load_game.gas in the UI folder and was able to get the UI to show all map modes available at the beginning but of course you still couldn't play the other map modes as no map checks are done in the UI.

So it looks like that in DS2 you can play the Legendary Maps (and all custom maps with the correct SetLocalJournalBool defined) in all map modes but not in Broken World.

EDIT# I checked the two areas in an unmodded DS2 running from Broken World and everything seemed to be the same. I also didn't see any chests that were missing. More info required please, including highlighting exactly what you think is wrong.

Unsure

sigofmugmort wrote:
A couple of weird items

Water looks strange and I think a chest or something is missing from the Reagent seller

Blacksmith's quest and in Eirulen.

Dwarf war cry


I quickly looked at these in-game with a premade character. Reminds you how valuable the MLA is when you run around the map with a high level character, squishing green coded monsters with impunity - good for quick testing but boring gameplay wise.

DS2 uses a lot of DS1 assets so any graphical changes I made to the DS1 objects in the mod will change their appearance in DS2 but this should only extend to textures. All meshes were untouched or should be. A comparison picture would be invaluable in detecting exactly what is wrong in the scene and I will try later on today if someone else doesn't do it first.

Your shader settings effects the water, I prefer turning them off but apart from that it appears like it always had (even before the mod) as far as I can remember.

Without a definite location of the chest/s, it's hard to be certain but the MLA does affect chests in DS2 so its possible there's a minor error which prevents one particular chest type from spawning.

A couple of weird

A couple of weird items

Water looks strange and I think a chest or something is missing from the Reagent seller

Blacksmith's quest and in Eirulen.

Dwarf war cry

KillerGremal's picture
To be examined

I'm (also) looking that this matter.

Just as reference to find technichal issues (there are meanwhile several custom components and routines involved when hiring actors) I am 'working' and test actor to hire on the Diablosh map.

It's actully more work as it seems, specially when leaving the basic/rough implementation as we have them on GPG's maps.

Hiring in UA - when it went wrong

Real life has been claiming much of my time recently, but this one I could pin down quickly through having kept older versions of the downloads in a warehouse folder.

Problem is that when talking to either the hireable dryad or the hireable half-giant at Elddim you get the thanks-for-hiring-me convo (with of course no option to actually hire) instead of the will-you-hire-me convo.

Problem was introduced by upgrading from DS1_Mod_Logic_Beta31c (2,666 KB) to DS1_Mod_Logic_Beta31g (7,412 KB), just over a month ago.


__________________________

regards, Richard

bare_elf's picture
Blondin235 it happened to me also

Blondin235 wrote:
- why can't I hire anybody at the inn in Elddim..? - as far as I can see I have all the necessary resources in place

- I get the initial dialogue, from say Arrisu
- but she doesn't join my party..
- neither does the big guy, even though the innkeeper has taken the 300

- (??)


I encountered the same problem a few days back. Not sure when this first started as I have been testing Kingdom of Ehb. I do not believe there has been an update to the Utraean Apocalypse Map in some time. I do not think the changes made to kingdom of ehb would cause the issue. There have been recent updates however to Mod-DS1Content-Alpha10 the current version is X if you have an older version of Mod-DS1Content-Alpha10 you may wish to try that just to verify that it is not the problem.
There might be other issues as well I just have not had time to check into 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.

Blondin235's picture
Utraean Apocalypse Map

- why can't I hire anybody at the inn in Elddim..?
- as far as I can see I have all the necessary resources in place

- I get the initial dialogue, from say Arrisu
- but she doesn't join my party..
- neither does the big guy, even though the innkeeper has taken the 300

- (??)


__________________________

..never mind the weather, just as long as we're together!

Heirloom Sword II quest

Heirloom Sword II quest problem.

It does not seem to matter whether or not I give the sword to the guy in part 1 or not. When I get to the prison the quest log does not update for finding the prison and the NIS cutscreen sequence does not play preventing the quest from being completed

Puzzled Insane Dwarf war cry

KillerGremal's picture
Talk to Grow

iryan wrote:
RSimpkinuk57 wrote:
I've restarted my level 44 hero (from version 31c) who had just defeated Gom. Restart is at the Cliffs of Fire with portal open to Gom's Domain. In the inn I had Gloern (level 23 when viewed) who levels up to 40 when added, and Phaedriel (level 39 when viewed) who levels up to 42 when back in the group. (Oh, and a pet mule.)

Levelling up - of the character's stats - works whether I view and then add or add without viewing. Equipment remains as it was when the person went into the inn.

So I quit that map and took the same hero to Elddim. Met Gloern and Phaedriel in its inn - fancy that - and they levelled up again, same levels.


I know that according to KillerGremal the code exists for party members in the inn to automatically raise their levels after returning to the party and this is done through their job_hire.skrit. However this seems to only work in DS2 as I experienced sigofmugmort's problem using Broken World. You however use DS2 if I'm not mistaken.

I'm experimenting using a flick that runs during the conversation when you ask the party member to return to your party, in order to fix this issue. I haven't actually been able to test it out yet.

The job_talk_hire.skrit would be compatible with the addon, the basic problem however is that a pleasant conversation is needed (actually you also could launch a flick from inside conversations.gas, still you need this file resp. the conversation for the current actor). But I think it's (almost) impossible to add on all maps all hire conversations for all hirable actor - and keeping this up to date.
I have to check if this job file can be tuned so the level will be adjusted whether or not there is a conversation available when actors come from the inn. I really hope that's possible, since all (potential) party members have it, it would be very efficient approach.

 
By the way, when meeting Ulora the 1st time I was 'perfectly' able to hire her (with adjusted level), in v2.2 and in the addon/v2.3 as well (although a flick is used here).

 

EDIT: As experienced job_talk_hire.skrit works well when hiring a member, unfortunately this job doesn't launch in the addon when actors leave the inn... Shocked Sad
This would have been a very elegant approach to move leveling/hiring related things into corresponding files, but ovisiously it doesn't work in a really reliable manner.
I already have one or the other work-around in mind, sadly their elegance leaves a bit to be desired...
To avoid content conflicts it also may be that such a work-around has to be add in the content pack/mod and not in the Level Adjustment mod (where it would fit most) but that's probably the smallest tribute.

bare_elf's picture
31M issues and comments

2.3, Logic 31m, World 31m, Mod-DS1Content-Alpha10x, MLA 5m

@ Iryan,

I took a party from the Farm House to the GOM's Domain and defeated the GOM.

The only issue I noted was the same as Richard. E31m#091 two tombstone icons at Stonebridge: the one over Mara at the pump is back again (since an earlier release post-31c) after being removed when Maralyn outside the church became undertaker.

All the vendors at Fortress Kroth where there and in the correct location and the save I made in the fort worked. Now I believe the problems I had where do to a crash of the game just after the fort. So after defeating the GOM I went back to a save in Fortress Kroth all was well I went after Sikra again. Once in the Hall of Skulls I used the task manager to shut down the game. When I went back to the Save at Kroth the innkeeper was missing but his radar icon was there, the armor and weapon vendor was missing from his building along with his radar icon, the legion soldier inside the basement door was also missing. I placed two of my characters in the Inn, and when I reached the Cliffs of Fire I went to the innkeeper there to rehire them and could not. So the problems I had before where because my system acted up and not with 31M.

@ Richard, I also noted in several locations that the radar was misaligned -- The radar must be redone and because of issues with Siege Editor it is quite a long and involved process. It could take almost as much time redoing the radar as it did to make the map in the first place. So for now at least as long as we are almost in the same room on radar as we are on the main map be grateful. At some point when the map is complete (no longer beta) one of us will have to sit down and redo the radar while pulling our hair out.

For those who might be wondering if I was able to start the game in veteran mode while using Broken World I could not.

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.

Two 31m issues

2.2, Logic 31m, World 31m, Mod-DS1Content-Alpha10x, MLA 5m

E31m#091 two tombstone icons at Stonebridge: the one over Mara at the pump is back again (since an earlier release post-31c) after being removed when Maralyn outside the church became undertaker.

(By the way, is the swords-and-shield combi-icon, that Jonn in the smithy shop emits, not available as a radar icon? He has only the crossed swords on radar. This also applies to the corresponding vendors at Glacern, Traveler Camp and Fortress Kroth.)

E31m#092 the radar floor plan for Hall of Skulls is now misaligned in two pieces: compared to the tunnel outside, everything is offset slightly to the right (going in), that is west, except for the large hall at the end which is offset a larger amount left (east). Just inside the outer skull door the corridor narrows to an arch; when the party gets there (HS_R1 -0.439/-1.500/0.832/ 0x95D15EBD) the whole plan, including the tunnel the party has just come from, jumps west, or putting it another way all dots and icons jump east to align with the large hall that is still out of sight ahead.


__________________________

regards, Richard

Differences between DS2 and Broken World

RSimpkinuk57 wrote:
I've restarted my level 44 hero (from version 31c) who had just defeated Gom. Restart is at the Cliffs of Fire with portal open to Gom's Domain. In the inn I had Gloern (level 23 when viewed) who levels up to 40 when added, and Phaedriel (level 39 when viewed) who levels up to 42 when back in the group. (Oh, and a pet mule.)

Levelling up - of the character's stats - works whether I view and then add or add without viewing. Equipment remains as it was when the person went into the inn.

So I quit that map and took the same hero to Elddim. Met Gloern and Phaedriel in its inn - fancy that - and they levelled up again, same levels.


I know that according to KillerGremal the code exists for party members in the inn to automatically raise their levels after returning to the party and this is done through their job_hire.skrit. However this seems to only work in DS2 as I experienced sigofmugmort's problem using Broken World. You however use DS2 if I'm not mistaken.

I'm experimenting using a flick that runs during the conversation when you ask the party member to return to your party, in order to fix this issue. I haven't actually been able to test it out yet.

reply to Sig's question

I've restarted my level 44 hero (from version 31c) who had just defeated Gom. Restart is at the Cliffs of Fire with portal open to Gom's Domain. In the inn I had Gloern (level 23 when viewed) who levels up to 40 when added, and Phaedriel (level 39 when viewed) who levels up to 42 when back in the group. (Oh, and a pet mule.)

Levelling up - of the character's stats - works whether I view and then add or add without viewing. Equipment remains as it was when the person went into the inn.

So I quit that map and took the same hero to Elddim. Met Gloern and Phaedriel in its inn - fancy that - and they levelled up again, same levels.


__________________________

regards, Richard

Question for anyone, When I

Question for anyone,

When I add a character from the Inn they are NOT leveling up. Ex., at the Cliffs of Fire I added Ulara giving me a level 6 Mage in a level 40 party Nervous . This occurs in KoE, LoA, Apocalypse, Loradin. Search for the Past, and Training the Hero. If I jump over to say Eirulan then they level up when added from the Inn.

@Bare_Elf, when playing with no enhancements be very,very wary off Yellow Spiders Nervous and particularly any floating skulls Waving hello

Dwarf war cry

re: Kroth and 31M

bare_elf wrote:
@Iryan, I believe that the issues I had with the vendors and other things in Fortress Kroth may have been caused because my 31K save was within the fortress.
@Elf, I thought I'd found the same problem but you can see from my previous comment that it was my mistake (not having a valid copy of KillerGremal's content mod in my Resources, only something that looked at first glance that it might be, but was the wrong file type). When I fixed this then the 31K party I'd saved inside the Fortress could get going again in 31M with none of your difficulties. The inn-keeper correctly told my hero he'd no guests and the vendors were all ready to trade.

My problem reminds me of this, 2014-10-18, blamed on Steam but could the cause be the same?:

Raymus wrote:
Basically, many items aren't appearing. Namely, tables and bookshelves, even when there are objects hovering atop where those items should be. I'm not sure if this is just because of the fact that it's incomplete and a rather trivial issue or what, but as I've left myself rather misinformed, I figured I'd just mention it.
The second, far more pressing issue that doesn't seem to be affecting all of you, I cannot speak to anyone for hire. Ulora, Gyorn, Rusk, Naidi, Etc.. I just click them. Click them. Click them. Click them. Nothing.

Another thing:

bare_elf wrote:
I had just arrived at the entrance to the Goblin Stronghold when the following updates where released: DS1_Mod_Logic_Beta31k, DS1_Map_World_Beta31k, and Mod-DS1Content-Alpha10x where released. So I updated.
Broken World -- Kingdom of Ehb 31K -- party of 5 with average level of 80.

On reaching the first direct connect teleport I saved with no problem, same is true with the second, however at the third save point the game crashed.
I have been wondering for a while if the level or size of my party could be causing an issue with the game, since it is only mercenary level. So I restarted the game and put all of my party in storage at the inn except my primary character and Naidi. Re-ran the Goblin Stronghold from end to end with no problems at all. Once on the beach with the pirates. I jumped back to the traveler camp to recruit 3 additional characters. In the inn where Gloern, Merik, Ulora, Sikra, Phaedriel, and the Half Giant from Glacern. I could not recruit Gloern, Sikra, Phaedriel, and Ulora (they where in the party when the crash occurred.) However I could recruit the half giant and Merik who where in the inn prior to the crash. So I decided to go back to a previous save, When I opened the saved game folder I discovered that there was the radar and its 5 backups, however the party file and party backup 1 where missing, there was a party backup 3, 4, 5, and one called .tmp.


Now I've had problems with saving (not quite the same, because I've not had an actual crash with it), which with everything else to look at nobody responded to:
RSimpkinuk57 wrote:

Save-games oddity
At the last DC I saved (by hotkey, as always) and got two new files: hero.ds2party and hero.ds2radar, as I'd expect. At the previous DC though I'd saved and got seven new files! all with the same timestamp

hero.ds2party, hero.ds2party.ds2bak1, -bak2 and -bak3
hero.ds2radar, hero.ds2radar.ds2bak1 and -bak2

Respective file sizes in KB: 120, 123, 121, 119; 128, 1, 1 (892 bytes)

I tried restarting from the extra files and found they were all for the previous save; this was in addition to that save's original files having been bumped down properly to hero.ds2party.ds2bak4 (122KB) and hero.ds2radar.ds2bak3 (125KB).

I have been noticing this for a while, seemingly at random whether I have none, one, two or three extra party files but always one less extra radar file. I've never had that with my vanilla DS2 campaign (Valdis) (where the radar files have been about 5KB). This makes the Legendary pack prime suspect, unless it is Elys' All*Saves.


Could there be a connection (between the problems I've had with Save and the problems @Elf has had)? I've a general impression mine have happened later in the game but I'd not considered that party size might be a factor and haven't kept detailed records. By the way, since writing that I've had one instance of multi-saving with equal numbers of party and radar.

Note to anyone trying to restore from .ds2bak- files: double check that the party's and radar's date-timestamps match.


__________________________

regards, Richard

bare_elf's picture
Kroth and 31M

@Iryan,
I believe that the issues I had with the vendors and other things in Fortress Kroth may have been caused because my 31K save was within the fortress. I looked for a save from before the Fortress and because I tend to save after the completion of almost anything all my 31K Saves where in the fort.
So I have started two new parties 1 in vanilla DS2 which has reached Glitterdelve and 1 party in DS2BW that has reached Stone Bridge.

I am playing with no enhanced characters, weapons or armor so it will take a bit longer as I find myself running from Krugs, Grass Snakes, puppy dogs and even frogs Shocked before I realize frogs have no attack animations. I was killed by the stupid bear in the cave 4 times before I remembered that the armor he is protecting is no better than the armor I was wearing. So it is slow going but entertaining in its own way.

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.

UPDATE - Oops, cancel this

UPDATE I'm leaving what follows in case anyone has already read it, but I've found what went wrong and it was my own fault. Instead of Mod-DS1Content-Alpha10x in Resources I had its .txt (readme) file. This came from temporarily reverting to an older level as part of comparing Stonebridge as it is now with Stonebridge as it was in 31c, which I was doing before checking my 31k Kroth save-game.

On casual inspection by Windows explorer a blah.blah.ds2res and a blah.blah.ds2res.txt both have the same name, the final .txt being hidden but a final .ds2res not.

SO IGNORE ALL THE REST OF THIS COMMENT (except as a cautionary tale!)

iryan wrote:
I tested a couple of times this morning loading Fortress Kroth as the default start to a new game and all npcs and shopkeepers were present and accounted for. There was just a missing magic shop radar icon which I've since fixed but otherwise everything seemed normal.

2.2, Logic 31k, World 31k, Mod-DS1Content-Alpha10x, MLA 5m
Last weekend I'd started a new party at the farmhouse, took it through to Kroth (this was a speed run, but I did talk to both Nong and Boryev). Did my shopping (wouldn't have been much), spoke to Tarish receiving a new quest (Unwise Alliance) and a key. Did not speak to the dwarf legionnaire with the quest marker and radar star (for news of Sikra). Saved game.

2.2, Logic 31m, World 31m, Mod-DS1Content-Alpha10x, MLA 5m
Today I reloaded that saved game (from Single Player menu option rather than by Continue, because in between I'd started a new 31m hero from scratch). All NPCs at Kroth are there, but many do not speak (despite showing a black-!-in-white speech box under the mouse pointer). Tarish speaks, the dwarf who advances the Sikra quest speaks and advances it, Rhut (enchanter) and the potions merchant speak and interact. The arms-and-armour merchant, pet merchant, reagents merchant and inn-keeper do not react. Sikra when I reach her does not react so I cannot complete the last task in that quest.

Tarish and his companion are sitting on invisible stools, the first DC in the Desert Canyon is inoperable (no green shaft and cannot be turned on), all the Incantation Shrines after the Fort are missing for as far as I've gone (although still shown on radar) as are all the treasure troves both open-able and breakable.

The previously new NPC at Kroth who resets skills has gone again, but radar still has her icon.

(I've reloaded thrice from that save; first time going after Sikra, second time running straight through the tunnel to the Desert Canyon then back to the Fort, third time all the way through to the next DC, teleported back and forward again, then ran back; nothing changes.)

(I always download to a warehouse folder of my own, and keep only the version I'm testing (usually the latest) in the proper DS2 Resources folder. So for example when I moved Logic 31m into Resources, I removed Logic 31k back to my warehouse. I'd downloaded my two 31m files Friday evening, UK time.)

Incidentally I've also tried reloading from that party's previous save (ds2bak1), which I believe was at the last DC before Kroth. This reload puts my party in the Traveler Camp but there is no portal open by which to return to the DC.


__________________________

regards, Richard

Ulora became non-recruitable

Ulora became non-recruitable after she was knocked unconscious

Dwarf war cry

Re: 31m Cliffs of Fire to

sigofmugmort wrote:
31m Cliffs of Fire to end

Nice work on the NIS, DC, Lava and Quests. I do note that my ranged missile/magic attacks will hit monsters on the roof of Castle Ehb by shooting thru the floor.

Insane Twisted evil Dwarf war cry


The Castle is really a royal pain in the backside (or rather the way actors in DS2 perceive the world in a sphere rather than a mere circle as seemed to be the case in DS1). I did do some tweaking in the audience chamber which reduced some attacks through the ceiling on the ground floor but I went a little bit too far on the top floor and the trigger I was using suddenly stopped working and so I lost 2 hours of work. It is very aggravating that just moving a trigger a little bit in Siege Editor can result in it deciding to stop working altogether.

So rather than getting frustrated out of my mind even more, I decided to release what I have done to this point and work on it again at a later date (with a completely different approach using generators as per Hiroth castle).

Glad you didn't find too many more things that requires fixing. Since the release of 31m, I've already fix or changed about 20 things, all rather minor but requested by either you or others. For example the Klaw ambushes (some tweaking to try to make them more responsive) and missing Ice Fly burrows (4 missing ones have now been restored) plus a couple of redundant secondary quests at the beginning have been culled.

31M tested quite fine in Fortress Kroth

bare_elf wrote:
Dungeon Siege 2 -- Kingdom of Ehb 31M -- Fortress Kroth.

I was going to add a 6th inventory slot so that I could hire Sikra once I saved her but there was no Innkeeper even though the radar shows the symbol near the front gate. Ergo, I sent the Dwarf to the inn (in some other place) by telling him we where getting very low on Ale and we had a desert coming up. He quickly asked for a few gold coins and went running out the gate. Really the innkeeper at Fortress Kroth is missing. So we went into the basement of the fort and located the Hall of Skulls and saved Sikra. We went back to Fortress Kroth to buy her some items. and Discovered that the Armor and Weapon Vendor was not in his usual location in fact he is nowhere in the fort. Did he run off with the missing innkeeper? Wanting a party of Six I saved and went to Sharkull's test map which has all the vendor types. I added the 6th slot and the attempted to hire the Dwarf again. It would not allow me to hire anyone that was currently in the inn. So I said to myself Oh Well, I can finish the map with 5 party members and check again when I reach the cliffs of fire for a working innkeeper. I got Sikra some upgraded equipment from the vendor on Sharkull's test map. Then I saved and when I restarted Kingdom of Ehb I found myself at the Farm House at the very start of the map. Taking the Direct connect teleport I ended up at the Direct Connect Station on the Fortress Kroth Battlefield. I think therefore that there must be a problem with saving inside the fortress. Fortress Kroth should be considered like any town. However it appears that some of its townishness is messed up. Now it is back to the map and saving the King.

Elf


I tested a couple of times this morning loading Fortress Kroth as the default start to a new game and all npcs and shopkeepers were present and accounted for. There was just a missing magic shop radar icon which I've since fixed but otherwise everything seemed normal. Since I started at Fortress Kroth, I obviously couldn't verify that saved games would restart there as expected but during testing in the last week I didn't have any problems saving at the Fortress.

I can't really explain your experiences as during testing at Fortress Kroth, I did a few changes with saved games not being compromised. The only anomalies was when I moved a couple of npcs and then reloaded from a saved game, they were still at their old location. I had to restore a backup and then re-enter the town for them to be present where I moved them (the innkeeper was one I moved a little so players could see his inn icon but I didn't touch the Armor and Weapon vendor at all. I also moved Rhut as his radar icon was obscuring a quest icon).

I'll leave it for now and see if you or anyone else can verify your unusual case of missing npcs and dysfunctional saving.

31m Cliffs of Fire to

31m Cliffs of Fire to end

Nice work on the NIS, DC, Lava and Quests. I do note that my ranged missile/magic attacks will hit monsters on the roof of Castle Ehb by shooting thru the floor.


These 2 containers needed ranged attacks to break, the other 2 at this location broke just fine

Love standing IN the wall while attacking Jawdropping! Insane Laughing out loud

Gom went down just Fine Twisted evil

Insane Twisted evil Dwarf war cry

bare_elf's picture
Other than the Kroth Oddities

After Kroth I encountered no additional problems through to the Killing of the Commander Gom. I think I will re-run the map again from the start. Just to verify what I saw this time was not a aberration caused by the updates working with a party that was started in 31K and finished in 31M.

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.

bare_elf's picture
More on 31M

Dungeon Siege 2 -- Kingdom of Ehb 31M -- Fortress Kroth.

I was going to add a 6th inventory slot so that I could hire Sikra once I saved her but there was no Innkeeper even though the radar shows the symbol near the front gate. Ergo, I sent the Dwarf to the inn (in some other place) by telling him we where getting very low on Ale and we had a desert coming up. He quickly asked for a few gold coins and went running out the gate. Really the innkeeper at Fortress Kroth is missing. So we went into the basement of the fort and located the Hall of Skulls and saved Sikra. We went back to Fortress Kroth to buy her some items. and Discovered that the Armor and Weapon Vendor was not in his usual location in fact he is nowhere in the fort. Did he run off with the missing innkeeper? Wanting a party of Six I saved and went to Sharkull's test map which has all the vendor types. I added the 6th slot and the attempted to hire the Dwarf again. It would not allow me to hire anyone that was currently in the inn. So I said to myself Oh Well, I can finish the map with 5 party members and check again when I reach the cliffs of fire for a working innkeeper. I got Sikra some upgraded equipment from the vendor on Sharkull's test map. Then I saved and when I restarted Kingdom of Ehb I found myself at the Farm House at the very start of the map. Taking the Direct connect teleport I ended up at the Direct Connect Station on the Fortress Kroth Battlefield. I think therefore that there must be a problem with saving inside the fortress. Fortress Kroth should be considered like any town. However it appears that some of its townishness is messed up. Now it is back to the map and saving the King.

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.