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DS1 Legendary Mod for DS2 Beta Thread

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

This mod allows players the opportunity to play Kingdom of Ehb, Utraean Peninsula, Legends of Aranna and Yesterhaven from the original Dungeon Siege in Dungeon Siege 2 and it's expansion, with all the benefits that provides.

The mod is based on Killergremal's original work on the Utraean Peninsula, Kingdom of Ehb and Yesterhaven, found at this thread; http://siegetheday.org/?q=node/1330 Current version is Beta 30 and is fully feature complete, stable and fun to play. You will need a 550 Mb download as well as 1Gb of free HD space to install the mod.

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

Current Readme for the Mod
http://www.techiem2.net/~iryan/files/Betav31/DS1_Legendary_Mod_for_Dungeon_Siege_2_Beta31.txt

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

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

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

*Here's the links of all required files for the current version 30 Beta;
http://www.techiem2.net/~iryan/files/Betav31/DS1_Map_Legends_of_Aranna_Beta31.ds2res (37 Mb)
http://www.techiem2.net/~iryan/files/Betav31/DS1_Map_World_Beta31.ds2res (45.1 Mb)
http://www.techiem2.net/~iryan/files/Betav30/DS1_Map_Utraean_Peninsula_Beta30.ds2res (72.8 Mb)
http://www.techiem2.net/~iryan/files/Betav30a/DS1_Map_Yesterhaven_Beta30a.ds2res (20.9 Mb)
http://www.techiem2.net/~iryan/files/Betav30/DS1_Mod_Content_Beta30.ds2res (226 Mb)
http://www.techiem2.net/~iryan/files/Betav30a/DS1_Mod_Exp_Content_Beta30b.ds2res (57.9 Mb)
http://www.techiem2.net/~iryan/files/Betav31/DS1_Mod_Logic_Beta31b.ds2res (2.0 Mb)
http://www.techiem2.net/~iryan/files/Betav30/DS1_Mod_Terrain_Beta30.ds2res (123 Mb)
DS1 Content Pack Alpha 10v: http://ds2.bplaced.net/getfile.php?redict=174&type=.ds2res (17.9 Mb)
http://www.techiem2.net/~iryan/files/Betav30/Mod-DS1Map-ArhokXP-Beta5.ds2res (30.2 Mb)
Diabloish Map for DS2 Beta 2c: http://ds2.bplaced.net/getfile.php?redict=190&type=.ds2res (15.5 Mb)
Level Adjustment Mod, Beta 5j: http://www.techiem2.net/~iryan/files/Betav31/Mod-Erthos-MonsterLevelAdjust-Beta5k.ds2res (0.8 Mb)

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

Current Readme for KillerGremal Mods
DS1 Content Pack Readme: http://ds2.bplaced.net/getfile.php?redict=173&type=.txt
Level Adjustment Mod Readme: http://ds2.bplaced.net/getfile.php?redict=107&type=.txt
Diabloish for DS2 Readme: http://ds2.bplaced.net/getfile.php?redict=189&type=.txt

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

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

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

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

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

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

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bare_elf's picture
Alpine Forest, KoE 31H

Well I have arrived at the Direct Connect Teleport just after the Alpine Caverns and at the start of the Alpine Forest. Nothing unusual to report and no problems with anything after leaving the back gate of Stone Bridge. All worked correctly in Glacern all quests completed correctly even the Axe quest. Will get on with other things now and get back to the game later tonight or tomorrow.

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.

Re: Too much trivial exp?

KillerGremal wrote:
RSimpkinuk57 wrote:
. . . Now that the monster stats make the hero only level 6 at Stonebridge, so Naidi is generated at level 5; once not given a Dryad Bow (ranged 5) she suffers from the big gap down to Scout Bow at ranged 1. . . .
Hm, level 6 is not that much, 8 or so would better for that distance I think. The related code updates in the Level Adjustment mod are marginal, but did also the monster assignment on the map change recently!? Specially trivial monsters are no good exp providers, already weak monsters would be notably better.

Concerning Naidi, as long as actors to hire don't rely on the auxiliary level adjustemt, it shouldn't be a problem to realize a minimum level in the hiring flick.
Also for the gizmo responsible the random equipment it will be bit easier to find pleasant pieces if the level is not too low.

Yes there was significant re-assignment of monster stats at the beginning of the game, up to and including the area around Edgaar's cabin, in order to avoid the generation of low level "blue coded" monsters around the cabin.

As has been mentioned earlier, the fh_r1 region is shaped like a horseshoe. This means monsters around Edgaar's cabin are loaded in the frustrum when you reach the first bridge and before monsters around the bear cave for example. I believe bare-elf has remarked before how she can snipe some poor monsters hovering around Edgaar's cabin with her super bows.

By the time you reach Edgaar's cabin you will already be around level 3 or 4, especially if you kill every monster in sight. Thus you will be fighting level 1 monsters around his cabin.

Two factors are at work here. The first is the Seefar hack of the launcher. Even if its turned off, All*Saves increases the frustrum radius pass what is defined in the region's mood (perhaps it uses the default from the map's main.gas?). I've tried specifically reducing the frustrum radius in the starting region's moods with no apparent effect on the monster levelling behaviour and it is also futile if the player enables the seefar hack.

The second factor is of course the MLA mod. All monsters as they are loaded into the frustrum have their levels adjusted to match the party's current level. Since the starting region is shaped like a horseshoe, this causes the monsters around Edgaar's cabin to start off at level 1, which the player is when they reach the first bridge (another quirk of the MLA mod is that monsters don't have to be more than 2 levels below the player to be blue coded, even 1.5 levels is enough).

My current implementation to avoid this quirk is to make all the earlier monsters give about 50% of trivial level experience so you reach level 3 only after you finish Edgaar's quest. All the monsters from that point are un-adjusted.

An option is to generate the monsters from generators triggered as you move through the region. I did try this and it did work until I inadvertently override the regions index with the last intro update from KillerGremal.

KillerGremal's picture
Too much trivial exp?

RSimpkinuk57 wrote:
. . . Now that the monster stats make the hero only level 6 at Stonebridge, so Naidi is generated at level 5; once not given a Dryad Bow (ranged 5) she suffers from the big gap down to Scout Bow at ranged 1. . . .
Hm, level 6 is not that much, 8 or so would better for that distance I think. The related code updates in the Level Adjustment mod are marginal, but did also the monster assignment on the map change recently!? Specially trivial monsters are no good exp providers, already weak monsters would be notably better.

Concerning Naidi, as long as actors to hire don't rely on the auxiliary level adjustemt, it shouldn't be a problem to realize a minimum level in the hiring flick.
Also for the gizmo responsible the random equipment it will be bit easier to find pleasant pieces if the level is not too low.

reply to Drake

Hi, the link titles are out of date (I don't know about the actual files behind them) so to be safe scroll down until you find the 31g announcement. And go to the Utraean Seizure of Hopless Mapping topic for content pack and MLA. (I had a serious failure a little way back from being out of step on those.)

31h I guess is a private EM from @Iryan to @Elf with e.g. extra DCs for easy re-testing at certain points.


__________________________

regards, Richard

re: Main Quests

iryan wrote:
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?

Iryan you may remember my opinion that nine (one per chapter) secondary quests are spurious and should not be there (including the one from Gyorn). The DS1 quest log had chapter headings in-stream as a half-way house to DS2's full-blown quests-summary/quest-details structure. The conversion process made from this two quests (in the primary and secondary sections respectively), each then needing a summary/heading and a task, of two entries where the story-line only justifies one entry becoming a heading (in the primary section) and the other its detail.

So: Main Quests, all automatically accepted:
1. from Norick to seek Gyorn in Stonebridge (updated, no option, by Skartis)
2. from Gyorn to tell the Overseer in Glacern
3. from the Overseer to search for Merik
5. from the Overseer to reinforce Fortress Kroth (updated, no option, by the soldier after the goblin caves: save the fort from Gresh)
4. from Merik to get his staff back
6. from Captain Tarish at the fort to the Droog village
7. from the Droog leader to Lord Bolingar (earlier ending than expected)
8. from Lord Bolingar: "save the king" [this could be an update to 7]
9. (and 10?) from the king to reach the Chamber of Stars and then to fight Gom.

Omit any of those and you've abandoned the game. (Without Merik's quest to go after the staff, the hero has no cause to choose the goblin caves instead of the easier way east - there must be one, off map.)

No secondary quests from Norick, Gyorn, the Overseer, Merik, the soldier, Captain Tarish, the Droog leader, Lord Bolingar or the king. Except that the other soldier saying you'll have to fight the pirates is a genuinely secondary quest, as is the other Droog quest-giver (Gooqua) wanting the dragon killed.

The only scope I see is to leave fighting the Seck as the last main quest but make the Chamber of Stars an optional secondary detour like Ordus' axe (maybe even for Merik only). That would mean amalgamating the last two chapters.

The question is, should clearing Glitterdelve Pass and delivering Torg's report be retained as (secondary) quests in their own right? since the hero must go through Wesrin Cross anyway and go to the Overseer anyway as part of the main quest, and DS2's log retains the full list of tasks completed.

Gloern wanting to rescue Torg is a different case.

I don't think it important to have an option to refuse even secondary quests (except in games with mutually exclusive quests, e.g. because they entail choosing your side in a dispute), but if an option is there then it should work.

By the way, I suggested Act I should be farmhouse to Glacern only, with Glacern to the Droog village a long Act II. This is not just to keep the Fortress Kroth quest within Act II from receipt to completion, but because the story shifts gear at Glacern much more than it does when you meet Merik. Up to Glacern the hero is reacting to the Krug uprising. From Glacern to the Droog village the hero is being asked to get to the bottom of who is behind the trouble (Merik has fallen victim, the goblins were exploiting not instigating, the Droog were intimidated). After the Droog village the hero knows it is the Seck, knows where they will be and only has to defeat them.

PS I'd like this to be decided on more say-sos than just mine!


__________________________

regards, Richard

DrakeIsGod's picture
Been Awhile

I've been gone awhile dealing with life issues, and I hope to get back into this lol. Sorry for my long absence. I'm not sure if the links on this page are all updated; I noticed a great deal of work has been done since I've been gone, and I wanted to get the latest files to start testing right away.


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I'm exactly a level behind Elf

That is, I've reached Glitterdelve but in 31g: still worth reporting on? (Update: @Iryan's posts came in while I was preparing this.)

DS2 vanilla (2.2), Logic 31g, World 31g, Mod-DS1Content-Alpha10w, MLA 5L

In reporting places where more could be done, I've not taken space to applaud the so-many places I've noticed as having been worked on, that are working well and are enjoyable to play. Anyway, Gyorn's, Zed's and Gloern's hire conversations now work perfectly, both accept-1st-time and 1st-decline-then-accept. (Apologies, I haven't tried refusing Ulora.)

E31g#070 Naidi is giving the right on-screen response when hired but the wrong voice-over: the original's sample = s_v_bt_naidi3 from conversation_naidi_accept_no_money ("I appreciate your vote of confidence, but ..") instead of sample = s_v_bt_naidi2 ("Naidi the archer is at your service...").

The original failed to provide a conversation_naidi_rejoin to follow the conversation_naidi_reject (for if you approach her again after initially declining or failing to hire her), so for her second-time sales pitch she repeated her initial conversation_naidi_join ("Sorry for looking such a mess..."). While this has been rectified on-screen ("Looking for someone? Or are you here to share stories .."), again the wrong voice-over: what was s_v_bt_naidi6 from conversation_naidi_disband_rejoin, "I know we parted badly before.."

UPDATE - reading the new convo (Naidi's re-interview), the hero has three choices.
1. "I am here to ask you to join me." - good
2. "I seek a strong fighter. How skilled are you?" - strong fighter? the hero already knows she's a dextrous ranger!
3. "Just passing through, Lady Dryad" - wrong race

E31g#071 Though Gyorn is marked by quest stars on radar, he still has only the three shields above his head, no yellow question mark.

E31g#072 Alanna the quest-giver for "Skrubb the Beach Clean" (nice title) starts with an orange ! overhead which correctly changed to a gray ? when one accepts the quest. When after completing the first task you return for your reward then her ? should have turned orange but was still gray.

E31g#073 Needing the spider key to leave Wesrin Cross - another excellent idea. As a test I deliberately didn't pick it up so found I had to go back for it (as expected). The issue here is that the "Giant Spider" legend comes up too soon, as one nears the door, even if one cannot open the door.

By the way, it disconcerts me (as it may not disconcert seasoned DS2 players) that mucosas and skeletons in the great hall re-spawn even as my party moves round the room. This can include the skeleton mini-bosses. (Maybe this is an opportunity to use Killer-Gremal's option to have them re-spawn as something else, e.g. Rats the size of those from crates, scorpions ditto (neutral) or Yellow Spiders.)

bare_elf wrote:

4. I am not sure if it is my weapon mod or endemic to the Legendary Mod but it seems the weapons, armor, spells given to hire-able NPCs either very basic or just wrong. For example Naidi being equiped with a basic bow or a bow beyond her skill level. She often will get one of my custom bows for a wizard or melee character. Is it because the weapon selection is random?

DS1 doesn't always give hire-able NPCs state-of-their-art stuff; what they have is enough to get by on but leaves scope for spending money (or handing out items from party's inventory that could otherwise have been sold). Same with the NPCs I've been hiring recently in DS2 KoE: equipment usually a level or two below their maximum, that is to say about right.

I've just hired a level-12 Gloern with a melee-7 sword but then he is dual-skilled at melee 10 plus nature 7. I reckon he grabbed whatever was to hand in the emergency. Gyorn was level 5 with gear from melee-1 to melee-3: perhaps a bit low but then in the original his stuff is not as good as Rusk's.

Now that the monster stats make the hero only level 6 at Stonebridge, so Naidi is generated at level 5; once not given a Dryad Bow (ranged 5) she suffers from the big gap down to Scout Bow at ranged 1.

The problem to watch out for - I'm trying to determine if I've encountered it recently - would be a mage being generated with a melee-fighter's staff- or lance-like weapon.


__________________________

regards, Richard

KillerGremal's picture
Work in progress also here

I'm going to release a new content pack soon).

There will be a Proxo based on an 'explosive component' created some time ago, out-sourcing the explosion actually on a spawned object.
The exploding, no-more-existing Proxo (or just for 1 frame) doesn't seem to be a good carrier anymore to perform damage or effects from (and there must be a difference between such actors and explodive barrels, but I couldn't resolve this yet).

Also a 'unified' Barkeeper/Blacksmith base template will be included, it may be quite usefull since all of the 3 existing models can use the same animations.

Re: Note on Ehb 31H

bare_elf wrote:
@ Iryan

2. The hire-able NPCs that have quests between the Farm House and Glitterdelve give you their quests even when you do not hire them. I checked this before hiring them.

3. As I noted before the "Scrubb the Beach Quest does not Complete. All of the other primary and secondary quests complete or advance as they should.
(again this is to Glitterdelve only).

Elf


My apologies, an error did creep into the Black Scrubb Quest. I put a line in Alanna's flick in the wrong place. It is now fixed.

You can now choose to refuse Alanna's quest as well as Ordus and Ella Riverstarn. Though why anyone would want to do that is beyond me but many players think its important to have the option.

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?

Confusing

bare_elf wrote:
@ Iryan

Since I am no longer having problems with saving I have gone from Norick's House to Glitterdelve without any problems at the Direct Connect Teleports or saving in general.

1. The additional Save Points (Direct Connect Teleports)are all nicely placed between the Farm House and Glitterdelve except for the one just outside Stone Bridge. I have not gone beyond Glitterdelve yet.

2. The hire-able NPCs that have quests between the Farm House and Glitterdelve give you their quests even when you do not hire them. I checked this before hiring them.

3. As I noted before the "Scrubb the Beach Quest does not Complete. All of the other primary and secondary quests complete or advance as they should.
(again this is to Glitterdelve only).

4. I am not sure if it is my weapon mod or endemic to the Legendary Mod but it seems the weapons, armor, spells given to hire-able NPCs either very basic or just wrong. For example Naidi being equiped with a basic bow or a bow beyond her skill level. She often will get one of my custom bows for a wizard or melee character. Is it because the weapon selection is random?

In general everything is working great!!

Elf


1. The D.C. before Stonebridge was for testing purposes and was left in by mistake. It'll be gone before the next release as well as several others that were accidentally left in.

2. Strange, they were working for me. Will check once again.

3. This quest has always completed for me but I will check once again.

4. The weapon selection for hireable characters is random based on their level when boosted compared to the hero. I've never had a problem with their gear so I would suggest it's because of the weapon mod you are using.

I will retest the current version again before releasing it though it'll cost me some time. I'm working on the Goblin Cave, Warren or whatever I decide to call it now. I've made some steam/gas effects that seem to do the job though placing them correctly will probably prove bothersome and the Proxos now work better and will hurt you when they explode, both in DS2 and Broken World, though the special effects don't seem to work in DS2- just the damage.

bare_elf's picture
Notes on Ehb 31H

@ Iryan

Since I am no longer having problems with saving I have gone from Norick's House to Glitterdelve without any problems at the Direct Connect Teleports or saving in general.

1. The additional Save Points (Direct Connect Teleports)are all nicely placed between the Farm House and Glitterdelve except for the one just outside Stone Bridge. I have not gone beyond Glitterdelve yet.

2. The hire-able NPCs that have quests between the Farm House and Glitterdelve give you their quests even when you do not hire them. I checked this before hiring them.

3. As I noted before the "Scrubb the Beach Quest does not Complete. All of the other primary and secondary quests complete or advance as they should.
(again this is to Glitterdelve only).

4. I am not sure if it is my weapon mod or endemic to the Legendary Mod but it seems the weapons, armor, spells given to hire-able NPCs either very basic or just wrong. For example Naidi being equiped with a basic bow or a bow beyond her skill level. She often will get one of my custom bows for a wizard or melee character. Is it because the weapon selection is random?

In general everything is working great!!

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
There is a conflict with More Hair Plus v4

bare_elf wrote:
The weird issue we have been discussing via PM I think I know the cause. I will do some additional testing to verify my theory. If I am correct it is not something that will require fixing, It will just require training this elf to play the game a little more fairly by rewriting a few of my weapon and armor mods. Smiling

Elf


Hi Irwin
I was wondering how I was getting characters with levels above 100, because it seemed like every time I had more than one character over level 100 and I clicked on a direct connect teleport and then saved the game would stop running. I did not think I had any mod installed that would give me players over level one hundred. I was using the more hair plus for some of the combat magic spells and a few other goodies. However when I read the read me file it stated that it had the algorithms to boost a character to level 500. When I removed the mod and started over with a new character level 98 and then picked up several npcs and boosted their levels to match my primary character. I had no issues what so ever saving at any time. I have made it to Stone Bridge with the last updates you sent me to test. The only issues I have is that the Scrubb the beach quest does not complete (see pm) Also the location of one of the new direct connect teleporters (see pm)

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
Iryan the weird issue

The weird issue we have been discussing via PM I think I know the cause. I will do some additional testing to verify my theory. If I am correct it is not something that will require fixing, It will just require training this elf to play the game a little more fairly by rewriting a few of my weapon and armor mods. Smiling

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.

KillerGremal's picture
No Yoga

RSimpkinuk57 wrote:
. . . Instead go straight past Edgaar's house without opening the door, continue to the Ruined Bridge, save, exit session, exit to Windows, start DS2 again, Continue, retrace your steps from the Bridge and go into Edgaar's house: he is standing in the bed in cruciform position. (Is this a yoga exercise?) I have confirmed this problem happens just as reported, even in DS-2.2. But the NIS still displays its text through to conclusion. . . .
I think I can provide a work-around for this, on Friday probably.  

Mana potions at the beginning of Ehb

sigofmugmort wrote:
My Combat Mage had NO Mana potions, just 18 minor health potions Sad

Insane Dwarf war cry


In the latest version there should be a lot more mana potions available before you reach Skartis so playing a combat mage should be a lot easier.

Note that I did return to using the tutorial spells at the beginning for sake of balance. Even the beginning fire bolt is too powerful for level 1 monsters and will kill them in one shot. Since I adjusted their health at the beginning to match the DS1 equivalents (this is quickly distorted by the MLA as you gain experience) and most players wanted them to be able to absorb at least two hits before dying, this was the best way to balance things. To compensate I made more barrels drop potions at the beginning.

As RSimpkinuk57 noted you have to be crafty using the tutorial fire shot (really tutorial Embers). Unless the monster is coming in a direct line towards you, it can easily miss.

My Combat Mage had NO Mana

My Combat Mage had NO Mana potions, just 18 minor health potions Sad

Insane Dwarf war cry

re: Beta31g notes, etc

I've been admiring the improvements in 31g, and have taken two different characters through to Stonebridge. Can I take it there will be nothing new (this level) beyond Glacern?

DS2 vanilla, Logic 31g, World 31g, Mod-DS1Content-Alpha10w, MLA 5L

sigofmugmort wrote:
With a Combat Mage I had to run past everything from near the first farmhouse(it was that or spend a couple of hours waiting for Mana to recharge)
Combat Mage can always swallow pride and drink potion, lol.

I took up the challenge (hence my second new character). Fire Shot is not a good spell with which to rush around attacking everything you see, because it usually misses a moving target. A monster that decides to attack will come almost straight towards you; that "almost" is not a problem for casters of Ice Shot but it is for casters of Fire Shot.

My answer is to stop as soon as a monster reacts to my Combat Mage and wait for it to reach its attack position. Fire Shot works well when the Mage is auto-retaliating, both against ranged Phraks and against melee attackers. With these tactics I moved steadily forwards, finding more mana potion than I was drinking.

Putting the first skill points into Brilliance, newbie Combat Mage (backing off slowly to avoid being hurt too much) killed the bear on a single tank-full (belly-full?) of mana.

Also, it doesn't hurt a Combat Mage's progression that much to resort to the pitchfork occasionally once you have it, against some of the Krugs between Edgaar's and Skartis. On reaching Skartis you can trade up to Lesser Firebolt spell (if it hasn't dropped earlier).

sigofmugmort wrote:
This Turkey would not attack my Elf. A Dwarf- yes, a Dryad- yes, a Human-yes, a Half-giant-yes, as well as a Giant. But, not the Elf
I haven't tried an Elf, but did notice the opposite problem - a Half-giant (and maybe other) melee fighter on DS1-like auto-defend not retaliating when attacked by a Turkey, just standing there taking damage. My guess is that the way the Turkey jumps up to kick, it is doing so from just outside character's melee reach.

About Edgaar, in 2.2: go in to see him when you first reach his house: he is sitting on his bed, and his NIS plays through correctly. The NIS is triggered by entering the room, whether or not you have clicked on him to talk to, but it works either way, no problem.

Instead go straight past Edgaar's house without opening the door, continue to the Ruined Bridge, save, exit session, exit to Windows, start DS2 again, Continue, retrace your steps from the Bridge and go into Edgaar's house: he is standing in the bed in cruciform position. (Is this a yoga exercise?) I have confirmed this problem happens just as reported, even in DS-2.2. But the NIS still displays its text through to conclusion.

Three points of my own (old ones I held back thinking them low priority):

E31#067 the first lore map is titled "Map of Lower Farmlands"; I believe this should be "Upper Farmlands" as per the signpost by the Ruined Bridge. (I don't remember "Lower Farmlands" appearing at all as a designation in the DS1 map, so imagine it would apply either to the path from the Crypts to Stonebridge, or to the off-map area that the ruining of the bridge prevented the farmer from going via.)

E31#068 in my opinion, if the starting-place is not to be renamed "Upper Farmlands", one should be told when leaving "Farmhouse" to "Upper Farmlands" - perhaps after the first ramp (steps) down.

E31#069 only the first 11 sections of the Handbook are ever activated (I guess automatically, first time one opens the Journal).

(Teleporting from Greilyn to the desert fortress in original DS2 enables the last section (saving multi-player games) - if this were to be taken as the model for enabling that section at the Ruined Bridge checkpoint, say, wouldn't that automatically enable all the rest?)

And by the way, I don't mind that Stonebridge has an enchanter but no reagents merchant.


__________________________

regards, Richard

31c Gom is history

DS2 vanilla, Logic 31c, World 31c, Mod-DS1Content-Alpha10v, MLA 5j:

RSimpkinuk57 wrote:
You know Act III chapter 1 had no primary quest arrow in 31c.

The quest does have a radar arrow pointing to the king, but only in the basement dungeon. The same thing happens with the last two primary quests: in one region there is no arrow, in the next there is. I never stopped to think how the game is supposed to know the way to somewhere in a region it hasn't yet loaded.

RSimpkinuk57 wrote:
No lore book or map in the Giant Skeletons' side cave as reward for going there.

I see your problem now: three secret areas in Act III but only two rewards to place (one map and one book).

E31c#061 Two DCs, Castle Ehb Environs (next to Lord Bolingar) and Castle Ehb itself (next to the elevator) are marked on the radar by blue dots only, not by their proper symbol. Same with the Incantation Shrine in the Castle's little courtyard.

E31c#062 Minor mystery: at the bottom of the Castle's big elevator, as my group started along the corridor, the background outside the walls (is this the "mood"?) changed from black to grey. Going back up the elevator and coming down again fixed this. Trying to repeat the problem by starting a new session at the same point, I failed: the mood worked properly.

E31c#063 The first side room in the basement dungeon (region CD_R1), the long room with two entrances, is missing a long table. (Is this something you explained weeks ago you'd had to leave out deliberately because it blocked too much floor?)

E31c#064 The King's NIS plays when you go into his cell; this unlocks the doors into the next big room, but does not complete the one quest nor activate the next. For that you have to click on the king to talk to him. Could this all be combined into one operation (like with Skartis at the Ruined Bridge)?

E31c#065 In the Lava Ruins, treasure could not be picked up that dropped from a pot (one of a group of three) up against a pillar on the left. (I'd broken the pot by an area attack on the one next to it.) GL_R1 0.931/0.000/-1.447/0xFBA42DEC

E31c#066 The game locked up on me at the end. True Gom died, the "quest completed" messages appeared, then the NIS started. I let it run; when it got to its end I waited a bit but was not returned to the game (I wanted to pick up treasure and then save my party). Pressing ESC gave me a blank screen with no mouse cursor so I had to restart Windows.

So I tried again from my last save. I paused (to read the journal) before the NIS, then quit the latter by ESC before it got to its end. That way I could continue playing and shut down normally.

Conclusion All this shows just how big a project this has been and what a monumental achievement.

My hero ended at level 44, which is pretty much ideal, if achieved unevenly:
9 at Stonebridge
17 at Glitterdelve
23 at Glacern
30 at the Traveler Camp
38 going into the Fury Den
39 at Fortress Kroth
40 at the Droog village
41 going into Castle Ehb

After crawling through those last three levels, the pace picked up a bit beneath the castle. (For comparison, in one DS1 game my hero was level 11 at Glitterdelve, 24 at the Traveler Camp, 37 at Bonepicker's Post, 49 at the Droog village and 57 at the end.)

Gold (with some stuff still in inventory that could be sold) is less than 600,000, which is a nice change from DS1 hitting its ceiling.

(EDIT) P.S.
In that DS1 game I'd let my hero have most of the early experience (at other characters' expense) so Naidi was more typical: from level 30 at Bonepicker's Post to 50 when about to face Gom. The same 20-level gain but a larger fraction of the total.

My gold at the end of 31c could have been somewhat higher - just for the fun of it I'd kept feeding my pet pack-mule that rarely left the inn. Not enough difference to invalidate my point though.

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.


__________________________

regards, Richard

KillerGremal's picture
The origin of the WM

The Windstone Militia were rather a DS2 related choice, since this type/look of actor was known from the DS2 gameplay to represent the 'good' ones, generally at least.
That the player possibly remembers that these soldiers aren't the strongest and may need help sometimes, was rather appreciated than being a disadvantage (considering the stats/features they have).

Actually in 2010 i've created/saved a Legionnaire armor in green (b_c_pos_a3_016-g) too, no idea why I cancelled this approach finally. The green tone doesn't look that bad - red is more impressive though, but green would be more camouflage-like probably.
I remember I recently also encountered a file there this texture was used, not sure however if still exists...

Info is found in the based core templates

bare_elf wrote:
I am seeing a good number of people talking about monsters being able to see through walls and floors and attacking your party. Also the reverse where your ranged or magic party members attack monsters you can not see that are above or below you. I noted this long before the existence of the DS1 Legendary Mod. I saw this while exploring Dungeon Siege 2 for the very first time with no mods what so ever installed. It occurs more often when your party is in rampage mode than when your party is in mirror mode. I think that is the main reason for GPG limiting ranged weapons and spells to 12 meters or less. When I developed some of my long range bows and was exploring Winstone Fortress I noticed my rangers shooting at things several floors above and below my party. At times some of my rangers would shoot at an unseen target and ignore the fact that the rest of the party had moved on (rampage mode). I would have to go back and find them once I noticed they where missing and there they where happily shooting holes in a wall. Putting the party in mirror mode would wake them up and they would then follow. So I do not think it is a Legendary Mod issue. I think it is something that has existed in Dungeon Siege 2 always. It is more obvious in the Legendary Mod do to the better weapons and spells.

In Dungeon Siege 1 all characters good and evil had the following parameters that could be adjusted.
melee_engage_range = 0.9;
ranged_engage_range = 5.5;
sensor_scan_period = 0.25;
sight_range = 12.0;
I looked at several DS2 character templates and have not found anything that equates to sight_range or Ranged_engage_range.
The "problem" could be corrected if the parameters could be added to DS2 character templates. Now if the parameters exist in some other template that the characters inherit I am unaware of it.
DS1 Characters with a sight_range of greater than 12 like the elves who were 18.0 would sometimes shoot at a wall for no reason. You can test this out in ds1 by picking a character and changing both ranged engage range and sight range to 20.0 and equipping them with a weapon with a range of 20 to 30 meters. The character will stand in one place and shoot at everything within the parameters even things on upper floors and below ground.
I think the the vision range of a character is not a circle at their ground level but a spherical algorithm however I would have no idea where to look and even if I found it what to do with it.

Elf

Those settings are defined in the core templates.gas file found in contentdb\templates\core

For good characters and heroes it is set at sight_range = 12.0 and ranged_engage_range = 9.0
For most evil characters it is set at sight_range = 15.0 and ranged_engage_range = 10.0

You are correct that the sight_range works in a sphere in DS2 and that's why the levels are cleverly disguised to try to limit this defect. One place I can remember it failing is one of the staircases in Snowbrook Haven. Not an issue if you use mirror mode but if you use rampage mode or the Auto_Engage Mod, it is very obvious.

The DS1 regions weren't designed to take this into account. So triggers have to be used instead to change the monster's alignment. Works well most of the time.

Skulls

RSimpkinuk57 wrote:
... or rather someone else's, the one with the dungeon and Sikra inside it, and am about to interrogate the Droog elder.

As I said, the more you do the more you'll be asked to do, but couldn't the name be changed in much less time than the clothing. Just by editing the template? (Even if that does carry over to other maps - a generic "Legionnaire" should fit most places.).


A simply name change would be a bit sloppy but I discovered that I had basic templates for the legionnaires already in the mod but unused so they've been spruced up and I do agree they look far better than the Windstone soldiers.

RSimpkinuk57 wrote:
... I know that in LoU you had the Utraean Peninsular as part of the Kingdom of Ehb, south and east of the KoE map. (Which is not where GPG placed it on their later world map.) Was that from anything GPG put into the original MP map? They and Mad Doc between them did leave a source of confusion - whatever kingdom the Utraean Peninsular belongs to at the date its map is supposed to be set, it is not part of the island of Utraea and the inhabitants are not of the Utraean race. The whole point of the story is that the HUB system and the townstones are half-understood relics from when the actual Utraeans abandoned or lost their empire and retreated to their island.
I agree it is confusing. The Utraeans, as you see from the map, had to be expert sailors, at least sometime in their history, in order to get to the Utraean Peninsula from the Utrea Isles. Once established they could have built the hubs to make travel quicker.

I'll have to look at the other issues when I get closer to the areas in question during play-testing. The fades deserve a special mention and I'm sure I can fix that now.

I'm out of my skull ... UPDATED, Scorch

... or rather someone else's, the one with the dungeon and Sikra inside it, and am about to interrogate the Droog elder.

iryan wrote:
The "Utraean Militia" inherit from the original npcs used in KillerGremal's Utraean Peninsula. ... The Pirates and Bandits actually used the old DS1 farmboy mesh so it's a simple matter to dress them up with any type of armor from DS1 (same for the skeleton, its a DS1 mesh). However that functionality is also now available to DS2 characters through the extended armor types as well, so it's certainly possible to change all the Militia to Legionnaires.
As I said, the more you do the more you'll be asked to do, but couldn't the name be changed in much less time than the clothing. Just by editing the template? (Even if that does carry over to other maps - a generic "Legionnaire" should fit most places.)

I know that in LoU you had the Utraean Peninsular as part of the Kingdom of Ehb, south and east of the KoE map. (Which is not where GPG placed it on their later world map.) Was that from anything GPG put into the original MP map? They and Mad Doc between them did leave a source of confusion - whatever kingdom the Utraean Peninsular belongs to at the date its map is supposed to be set, it is not part of the island of Utraea and the inhabitants are not of the Utraean race. The whole point of the story is that the HUB system and the townstones are half-understood relics from when the actual Utraeans abandoned or lost their empire and retreated to their island.

Still on DS2 vanilla, Logic 31c, World 31c, Mod-DS1Content-Alpha10v, MLA 5j:

E51c#051 The potion seller at Fortress Kroth has the icon over his head but it is missing from the radar. (Whereas the pet seller's icon is on radar but unless you go inside the stable building, the icon over his head is lost in the stable roof.)

E51c#052 Throughout the tunnel and the Desert Canyon, I'm sometimes hearing my Droog opposition (possibly the Archers in particular) saying "Amo" (for "Peace"?), which in DS1 is the sound exclusive to the non-combatant villagers begging to be spared.

E51c#053 Hall of Skulls is missing three Droog Grunts, not that that matters but I believe you answered earlier that no monsters had been deliberately removed. I had a full party of six (five characters plus a pet which I'd disband to accept Sikra) so I'd be surprised if it were MLA reducing the opposition. In the first room, at the exit to the main corridor, a single Grunt (who we can certainly do without, as no challenge to anyone): look at https://www.youtube.com/watch?v=GBFROwzKgqc time 0:23. Approximately HS_R1 -1.288/0.000/0.841/0xA9373386. Then in the room downstairs to the left a group of three Archers and two Grunts (in DS1, 2:06 in the video) has been reduced to just the three Archers, HS_R1 1.114/0.000/1.905/0x4A547FD3.

E51c#054 I played the Hall of Skulls twice; the first time, but not the second, most of where I'd been faded off the big radar when I was in the last side room on the right.

(The first side room on the right, down narrow stairs then turn a corner, does fade consistently when one gets out of range.)

A very minor issue, not worth losing any sleep over.

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 where there is a light, HS_R1 5.775/1.250/0.988/0x6B33077A. (The right-hand of the two promontories at the back of the room as you look at them.) This meant that Naidi could destroy it with impunity from outside its range. My character could move next to the spot where it had died to pick up the treasure it had dropped, but could not occupy the spot. I cannot remember if it had started there or moved there, but the other time I tried it was certainly on a different spot.

E51c#056 One of the best ambushes in the game does not trigger. It is on the way to the Droog village, the first rock bridge after the elevator; when one is nearly across the bridge with Droog rising ahead, more should come from the sand behind you. From 0:05 in video https://www.youtube.com/watch?v=LwdeTW--nt8 (Appearance point around about DC_R1 -1.495/0.000/-0.154/0x4E322010.)

E51c#057 Entering the village, after "xxx has entered the Cliffs of Fire" comes the message "message". One can trigger it as many times as one likes by re-crossing the spot DC_R1 22.597/-17.450/-13.728/0x860376A5. My best guess is that ought to be the "check point reached.." message.

E51c#058 In the Droog village, the potion seller icon is there twice on radar - over Nonataya, and just before, making it hard to distinguish the quest star. UPDATE: zoom the radar in, you can just make out that the other icons are doubled too.

P.S. The original has a basket opposite the foot of the Desert Canyon elevator, almost hidden in a bush. So does the DS2 version. It looks like it might be something you want to open but it is only decoration - in both versions. Mildly bothersome - because it is next to some ceramic containers that you can break to get treasure - but GPG's fault.

UPDATE - the Castle Ehb Environs DC is in a fairly good place, next to Lord Bolingar, but I'd like to suggest that where one has just emerged from the tunnel, before going down the hill, would be even better. After Scorch, then the last of the Bralls and Green Drakes, I was ready to take a save.

You know Act III chapter 1 had no primary quest arrow in 31c.

I see that Goquua's fight with the drake has gone, so now he thanks us for saving him when we've had no opportunity to help.

Well done with the Bralls - but sneaky, making the later ones twice the health of those nearest the village. Still easy enough to cope with.

No lore book or map in the Giant Skeletons' side cave as reward for going there.

E51c#059 Sometimes Scorch falls into the abyss when killed, sometimes she doesn't. I suspect it depends how close one's selected character is.

My party is Gyorn (melee-and-shield), Naidi (archer) and four mages (two of each). Naidi has a Seck Bow whose maximum range started as 11 meters but with 6 levels of Far Shot this has become 14. 14 meters out-ranges the dragon which can thus be killed without a chance to fight back.

I wanted the others to join the fun, though, and to see if my healers were up to the job: they are. I've had three goes. When Gyorn was my viewpoint character then the dragon fell with the rock when defeated. Staying with either Naidi (at 14 meters) or Merik (the first time, when I played safe and held him even further back, to heal without joining the attack) then after the "Scorch defeated" mini-NIS I was left with a "Dead Queen Dragon" standing unsupported in mid-air. What I haven't tested is what happens if I watch from one of my mages at 10 meters out.

One time I got back up the hill to the other tunnel without a fight, one time I had to kill one re-spawned Brall, and the third time almost everything had re-spawned: the Green Drake at the corner, one of the three Bralls on the slope, three more Bralls, a Scorpion (not the mini-boss) and a Sand Mage at the top.

E51c#060 Something has gone wrong with the terrain outside the Giant Skeletons' side cave - there is a strip of black plane surfaces part horizontal and part sloping up the mountainside to the right of the entrance (looking towards). Leakage between regions from the main tunnel? I have See-far off. My party stands underneath the problem at CE_R1 -0.128/2.000/1.798/0xF3FD8CD1. Whereas at PATH2CE -1.477/0.000/1.777/0x335840A4 near the back of the last side-chamber off the main tunnel looking out at the main tunnels' right-hand side wall I had an angle to see trees at the top of the view.


__________________________

regards, Richard

KillerGremal's picture
Standing Edgaar

One reason for these NPCs standing in a bed/chair (instead of laying/sitting on it) could be that the NPC is not loaded yet when an additional object to make this NPC lay/sit starts to work.
So it's basically a time-critical matter which may make it tricky to reproduce sometimes.

A possible work-around is to configure the animating objects not to start automatically, and to wait for an activation from the NPCs instead (the activation will be postboned if the receiver isn't loaded yet).
There is also a custom approach to face this matter, I just need to do some final tests.

Raymus's picture
Steam testing.

In the next day or so, the Dungeon Siege II Deluxe Edition shall be arriving in the mail for me. (WHOO!)

However, that does not mean I'll be retiring the Steam version entirely, if not for testing purposes. I'll still have it downloaded and installed in the Steam Directly, albeit I'll likely not touch it again until it is summoned upon.
So- as I know you've been getting very little feedback from Steam users, I'm still open to perform whatever tests you'd have me perform if there's any inclination toward compatibility with Steam. Although I know it probably isn't priority as long as the project remains incomplete, keep in mind that when (if) the time comes around to add a Steam patch that I'm readily available.

-- Unless Steam works just fine and I just didn't follow directions in the Steam Compatibility forums well enough. Which I don't believe is what happens but, hey- I've made mistakes like that many a time before. --

Once the Deluxe Edition comes in, I'll be doing more testing on that and will continue posting here if I find anything worth noting that I haven't seen said before. I'd better have my pinky finger glued to the Prt Sc button, eh?


__________________________

The one you see at the end of the tunnel, Either way you look.

Beta31g notes With a Combat

Beta31g notes

With a Combat Mage I had to run past everything from near the first farmhouse(it was that or spend a couple of hours waiting for Mana to recharge)

Noticed brush around Ebgsr's does faid out considerably.

and as evidence my mere presence can cause unusual glitches.

Notice the Innkeepers icon Silly
he was fine when I came back later.

This Turkey would not attack my Elf. A Dwarf- yes, a Dryad- yes, a Human-yes, a Half-giant-yes, as well as a Giant. But, not the Elf
( I blame Bare_Elf for that Goofy teasing )

Mirror mode engaged on entering the lift exiting Wesrin but rampage did not re-engage at the top

Dwarf war cry

bare_elf's picture
Attacks through walls or ground

I am seeing a good number of people talking about monsters being able to see through walls and floors and attacking your party. Also the reverse where your ranged or magic party members attack monsters you can not see that are above or below you. I noted this long before the existence of the DS1 Legendary Mod. I saw this while exploring Dungeon Siege 2 for the very first time with no mods what so ever installed. It occurs more often when your party is in rampage mode than when your party is in mirror mode. I think that is the main reason for GPG limiting ranged weapons and spells to 12 meters or less. When I developed some of my long range bows and was exploring Winstone Fortress I noticed my rangers shooting at things several floors above and below my party. At times some of my rangers would shoot at an unseen target and ignore the fact that the rest of the party had moved on (rampage mode). I would have to go back and find them once I noticed they where missing and there they where happily shooting holes in a wall. Putting the party in mirror mode would wake them up and they would then follow. So I do not think it is a Legendary Mod issue. I think it is something that has existed in Dungeon Siege 2 always. It is more obvious in the Legendary Mod do to the better weapons and spells.

In Dungeon Siege 1 all characters good and evil had the following parameters that could be adjusted.
melee_engage_range = 0.9;
ranged_engage_range = 5.5;
sensor_scan_period = 0.25;
sight_range = 12.0;
I looked at several DS2 character templates and have not found anything that equates to sight_range or Ranged_engage_range.
The "problem" could be corrected if the parameters could be added to DS2 character templates. Now if the parameters exist in some other template that the characters inherit I am unaware of it.
DS1 Characters with a sight_range of greater than 12 like the elves who were 18.0 would sometimes shoot at a wall for no reason. You can test this out in ds1 by picking a character and changing both ranged engage range and sight range to 20.0 and equipping them with a weapon with a range of 20 to 30 meters. The character will stand in one place and shoot at everything within the parameters even things on upper floors and below ground.
I think the the vision range of a character is not a circle at their ground level but a spherical algorithm however I would have no idea where to look and even if I found it what to do with 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.

Yummy some Bones to digest

RSimpkinuk57 wrote:
(DS2 vanilla, Logic 31c, World 31c, Mod-DS1Content-Alpha10v, MLA 5j)
GENERAL POINTS

Most of the Hiring Conversations should be fixed, even Kroduk should now work in the latest version.

The Quest conversations lack a certain switch in their flick like such;
if WhenConversationChoice (tamari, accept)
It may be easy enough to modify them so they work as intended.

The "Utraean Militia" inherit from the original npcs used in KillerGremal's Utraean Peninsula. When I started modifying the map and then started on KOE, I used the existing npcs from his content packs as it was simpler and I never intended for the mod to develop as it has. It wasn't until I started on LOA that I began using custom npcs similar to the originals with some DS2 npcs mixed together. If the mod was planned properly as a project I'm certain KillerGremal and I would have organized things better. Instead it just grew and grew into what it is today.

Ditto for the Half-Giants, they come from KillerGremal's content pack and were used a lot in the original Utraean Peninsula.

The Pirates and Bandits actually used the old DS1 farmboy mesh so it's a simple matter to dress them up with any type of armor from DS1 (same for the skeleton, its a DS1 mesh). However that functionality is also now available to DS2 characters through the extended armor types as well, so it's certainly possible to change all the Militia to Legionnaires.

However that's a large project in itself and so will be left on the shelf for the current revision but maybe for the next?

Thayne has already been reverted to his former role and Gregor will now give you the quest. This hasn't been tested yet but hopefully his conversion flick will also support, partially at least, if you bypass him and complete the quest by finding the dead hunters and then report to him, just like in the original.

I agree Boryvev, Rhut, etc, should be reverted to their original multiplayer conversations and other npcs created to fit their current roles. It was a simple time saver when originally implemented.

SPECIFICS

E31c#042 Another fade that is similar to the Glitterdelve Mines and I should be able to fix this as well. There was no radar in DS1 so they didn't need to worry about such things as regions overlapping each other but in DS2 with the radar, fades are needed to avoid this.

E31c#044 Should already be fixed in the current version.

E31c#046 It was simpler to just bypass all the extra steps when implementing this originally. If I have time and inclination I will look at adding the extra steps.

E31c#047 Not sure if there's a way in DS2 to keep them in the water. Notice that there are no fish like monsters at all in DS2.

E31c#048 The respawning around the house can be easily prevented but it's a little more complicated to prevent the monsters from detecting you below them (or above) in this case as there's two ways you can enter and exit the Flooded Dungeon unlike the Watch Tower before Stonebridge where only a single trigger was needed. I'll have to think about this one.

E31c#048 Should be simple to fix. As for the DC portals, I've recently begun naming them individually with more descriptive names as before they just used the last location name passed through.

I used Fury Den as the internal region name is the same as in the Utraean Peninsula. No walkthrough even assigns that dungeon a name, just describing it as a short and easy dungeon. What name would fit? Fury Cave, Temple Ruins, Underground Ruins?

Ditto for the "Goblin Warrens", I don't think the goblins would care. But an alternative name would be fine and I've seen both Goblin Inventor's Cave or just Goblin's Cave in walkthroughs. Or maybe even something like Gonsiir's Fortress, etc, to more establish his role in the story (I didn't know that the Goblin Inventor had a name until I read the History of Dungeon Siege located here).

E31c#050 This one can be refine a little. I've already refine quite a few of the quests to be more expansive than before.

bare_elf's picture
More on Edgar

I decided to start a Dungeon Siege 2 game for a change with all the latest files. So first I visited Sharkull's test map and picked up the NPC there who is named Buddy. Picked up a few needed items there as well. We have just arrived at Edgar's Cabin and Edgar is just fine, well at least he is sitting on his bed whining about his fate. So I followed the same steps as above only starting from Broken World and Edgar was standing in the middle of his bed pretending to be a cross or maybe a modern sculpture. Edgar's NIS completes while playing DS2 but not Broken World.

Just as a note to Iryan and KillerGremal the only mod I have installed in the Broken World resources folder is the Mod-BrokenWorld-ArannaLegacy-Alpha3r.
However this I do not believe is the issue because I have looked at the Edgar problem with Mod-BrokenWorld-ArannaLegacy-Alpha3r enabled and disabled. Based on my observations and comments by sigofmugmort playing from Broken World and RSimpkinuk57 playing from Dungeon Siege 2 That the error is Broken World Specific. I am glad that others are observing the problem while playing broken world and not seeing it while playing vanilla DS2, otherwise I would have thought the issue I was having with my anti-virus program earlier this week was still there, and I would have completely deleted the games and mods and reinstalled everything from scratch.

I think I will give a quick look at Edgar's place from Adepts since it lives in it's own directory on a totally different hard drive.
When looking at Edgar while playing adepts he is standing next to his bed moving about while his NIS runs. If I recall we had trouble getting the sitting animation working with Adepts Characters. Since the NIS runs and since he is moving correctly again it appears to be BW specific.
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.

Edgars NIS sequence ended

Edgars NIS sequence ended before he had finished. Now I can toast Gargoyles and Skeletons in the Fire-traps instead of just Marshmallows Laughing out loud (what is a mallow and why do they live in Marshes) good work with having the starting NIS and character now holding a Hoe

Dwarf war cry

Altan's Leather looks different on a Dwarf then other characters, I figure it is due to the skin differences.

Picking Bones

(DS2 vanilla, Logic 31c, World 31c, Mod-DS1Content-Alpha10v, MLA 5j)

I've downloaded 31g and KillerGremal's latest levels to start looking at. Seeing that MLA has got to 5L, I'm wondering why I thought I should test 31c with MLA 5j not 5k. Anyway, on with 31c through Bonepicker's Post to Fortress Kroth ...

GENERAL POINTS
(Forgive me if these, like the hiring conversations going wrong if you didn't hire, have already been addressed in 31g.)

Since the map is so stable and playing so well, I can move on to the niceties and minor niggles. It is up to the developers what they want to spend their time on! The more they do, the more they'll be asked to do!

Some Quest conversations give you option 1 to accept the quest and 2 to refuse, but you receive the quest regardless.

"Utraean Militia" have no place in the Kingdom of Ehb. Its soldiers should always be called Legionnaires - note the double n. I thought it a pity their distinctive armor had not been converted from DS1 but now I see (on one of the skeletons outside Fortress Kroth) that it has. The A3 016 "Solid Plate" anyway, which is the Archer armor, and 015 officer's armor (the Pirate Captain is wearing that - no reason why he shouldn't, he's not entitled to it but then he is a criminal anyway) so I presume the 017 "Standard Plate" too for the Guards. So lets see the Legionnaires dressed in it - as dead ones' corpses are.

Exception: nothing wrong with the Town Guards at Stonebridge wearing the Windstone leather armor specifically to distinguish them, as locals, from the regular Legion soldiers.

I'm also surprised at the high proportion of Half-Giants in the army of what is a human and dwarf kingdom, and how few actual humans this leaves in the Fortress Kroth garrison. And at Glacern, women only as archers, and is every archer a woman? - too much stereotyping. GPG made a point of having both male and female Legionnaire Guards (sword fighters) and both male and female Legionnaire Archers.

Some NPCs' printed conversations having been altered to fit new roles - Thayne as quest-giver, Boryev as reagents merchant inside (!) Fortress Kroth, Rhut as enchanter - I'd rather their voice-overs had been removed than left as they used to be, so now wrong even if the first sentences do still match.

Party members know that chickens from treasure caches (which have health) are neutral and should not be attacked; but I've noticed summoned creatures attacking the chickens.

Bonepicker's Post feels to be such a long way from the Traveler Camp that I'd like it to be a restart point (town), despite Fortress Kroth being not too far ahead now. Gregor could be undertaker; maybe an inn-keeper could be worked in somehow? No need for pet seller, reagents or enchanter.

SPECIFICS

iryan wrote:
... Tesla Coils are missing. As for the pair in the Goblin Robo Suit room, they are meant to heal him in DS1. Either that doesn't work, was disabled deliberately by GPG as maybe they thought it made the encounter too difficult or it works but nobody noticed the healing effects because they were too busy belting up the Goblin Robo Suit to notice.

I've read somewhere before about the Coils healing the Robo Suit. If that was in a walkthrough then someone must have seen it, but in DS1 the Suit has always come after me so I fight it near the entrance door and at no point has it ever retreated to seek healing.

E31c#042 I restarted and ported forward to the Pirate's Cove DC. Big radar was showing the area around me and the cave passage back to the top of the goblin elevator, nothing else. I turned towards the sea then right again to attack pirates: as I came level with the cave entrance then the goblin cave system re-appeared on big radar, from the Robo Suit room back to the DC before the sideways travelling platform. The turntable and the rooms beyond (before) that did not re-appear. That level faded out again only when I went into the Flooded Dungeon.

E31c#043 Two "Legionaires" (quest givers) outside the cave should be "Legionnaires" with double n (the canonical spelling). See my remark above about their armor.

P.S. Two "Legionaires" (single n, when should be double n, or maybe Town Guard) at Stonebridge: one trailing the Guard Captain, the other on the north gate.

E31c#044 The "missing treasure hunters" quest log says to report back to Gregor despite the quest-giver role having been moved to Thayne.

E31c#045 "Bonepicker Post" legend should be "Bonepicker's Post" as per the earlier signpost.

E31c#046 in the Flooded Dungeon, the dead goblin's lever works to bring up the second lever to open the secret side room within the secret side area. It should not work. In DS1 one had to go round turning on the four steam supply valves first. WD_R1A -0.557/1.500/-1.628/0x5B4F641A

E31c#047 Shracks out of water: continuing my clockwise circuit (I'd ignored the basement entrance and had gone above-ground to what I consider the main dungeon entrance, the wide stairs), when I go down the stairs into the smaller flooded rooms, if I retreat back up those stairs then the fish (Shracks) can climb the stairs after me. WD_R1 -1.980/-1.300/0.345/0x6A72CBCD (or 1.300? - no screen shot, just a bit of a squiggle in my notes).

E31c#048 from the flooded dungeon I broke out into the house cellar - a summoned (Lesser) Mucrim Shocker started shooting lightning up through the roof at monsters above ground. WD_R1 -1.866/0.0001/-0.688/0x3B3D12B4.

Some of the monsters I'd killed on my way to the dungeon's main entrance had already respawned. Many came down into the cellar to attack as if they'd seen me through the solid ground. In this case (unlike some of the early watch towers) you'd have thought the ground would block sound as well as sight.

E31c#048 "Flooded Dungeon" legend came up correctly when I went into the dungeon. I don't believe "Bonepicker's Post" (as it should be) re-appeared in grey when I re-emerged. Certainly the next DC (by the big drake) is still "Flooded Dungeon" which is wrong - the meadow, and by extension the forest around, should be called "Temple Ruins" - see the Kingdom map.

(Go into the tunnel and up comes a new legend - fine. "Fury Den" for that legend - isn't that the same name used for a tunnel in Utraean Peninsular?

(Just as "Goblin Warrens" are Utraean Peninsular and walkthroughs sometimes use "Goblin Inventor's Cave" for the one in KoE.)

E31c#049 Down into the tunnel - clouds of black smoke from Darklings trying to Blind the party. Killed all the Darklings, still getting the smoke. Is it from ones above ground cursing through the roof? No damage spells are getting through.

(There were Darklings overhead because they'd re-spawned when I restarted.)

E31c#050 "Fortress Kroth" legend - I'd have expected the trigger point for this to be earlier, at the gates. The next primary quest I'd have expected to be given by Tarish, but if it is to be automatic then a later trigger point for that would make better sense.


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regards, Richard