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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 DS1 Legendary Mod for Dungeon Siege 2 and Dungeon Siege 2: Broken World.

Full version Installer version
DS2 Legendary Mod v1.01 Full Setup (1.18 GB)
Hosted on Goggle Drive.

DS2 Legendary Mod v1.01 at MODDB
DS2 Legendary Mod at Nexus Mods

Split version Installer version
DS2 Legendary Mod v1.01 installer (410Mb)
DS2 Legendary Mod v1.01 part two (410Mb)
DS2 Legendary Mod v1.10 part three (387Mb)
Download all three parts to the same location and run DS2_Legendary_Mod_v1.01_Setup.exe.
Thanks to MEGA Limited for hosting the file. The link goes to a separate page where the mod can be downloaded. I recommend right clicking and opening in a new tab or window.

Hotfix for fades issue in Kingdom of Ehb v1.01
Hotfix v1.01

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.

The installer version also includes a number of min-mods and a simple mod manager to enable them, which isn't available if you download the mod as separate modules below.

Here's the links of all required files for the full version as separate modules;
Thanks to MEGA Limited for hosting the files. Each link goes to a separate page where the module can be downloaded.

DS1_Map_Legends_of_Aranna_Beta_v1.01.ds2res (37Mb)
DS1_Map_World_v1.01.ds2res (46Mb)
DS1_Map_Utraean_Peninsula_v1.01.ds2res (74Mb)
DS1_Map_Yesterhaven_v1.01.ds2res (20Mb)
DS1_Mod_Content_v1.01.ds2res (314Mb)
DS1_Mod_Logic_v1.01.ds2res (2.6Mb)
DS1_Mod_Sounds_v1.01.ds2res (343Mb)
DS1_Mod_Terrain_v1.01.ds2res (123Mb)
DS1_Mod_Voices_v1.01.ds2res (240Mb)
Mod-DS1Map-ArhokXP-Beta5.ds2res (30.2 Mb)
Diabloish Map for DS2 Beta 2e (15.5 Mb)
Level Adjustment Mod, Beta 5t (0.8 Mb)

Please note that the DS1 Content Pack is included within the mod but for reference here's the separate download link;
DS1 Content Pack, Alpha11b (19.2Mb)

Mod Game Manual
DS2_Legendary_Mod_Manual.pdf

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

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. Think of it as more of a remastered version of the original Dungeon Siege than a mere port to a newer engine.

The mod is based on Killergremal's original work on the Utraean Peninsula, Kingdom of Ehb and Yesterhaven, found at this thread; https://siegetheday.org/?q=node/1330

Elys All*Saves or Elys' Succubus Manager is recommended to play the mod, which most users of this site probably already use. However either use v1 of All*Saves or turn off the seefar option in the launcher as the mod incorporates seefar moods directly in the maps for better balance without the glitches and distortions caused by using a too high a level of seefar in the launcher. Version 1 of Elys All*Saves is distributed in the installer version in original DS2 (v2.2), Broken World (v2.3) and Steam versions.

Partial Language Translations
French https://www.siegetheday.org/~iryan/files/Language_Packs/DS1_Mod_French_Language_Pack_Alpha_3.ds2res (138 Mb)

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

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Link to thread containing user made maps from DS1 that have started being converted to DS2.
https://www.siegetheday.org/?q=node/1916

Please put any comments, suggestions, reports, etc. about user made maps into that thread rather than here. All maps should be fully playable from start to finish but please expect bugs as they are still only alpha versions.

iryan wrote:
. . .
6. That mimic has been replaced for the next update by one of KillerGremal's new mimic template in the latest version of his mod. I've tested it and it works (also it will now have the correct level for the area) but leaves behind a chest body when its killed (instead of exploding).
. . .
Strange, during my test (not on Ehb though) they exploded as intended (even when attacked with a non-power).
Actually they are based on the 'mock_..._boss_stats' template, and I can't find anything that directly changes the explode-on-death behaviour.

Full compatibility with the respanwing feature should be given, but I haven't tested this directly.

sigofmugmort wrote:
Iryan: A reminder since it's been a few posts: Upon entering the Arctic Caverns the Quest log for Finding Merik says Enter the ALPINE Caverns.
Just look at published walk-throughs for DS1. The proper name "Alps" comes from the word "alp" meaning high mountain (more specifically, the summer pastureland high up towards the top of a mountain) so "alpine" for high fits the Caverns' situation better than "arctic" for far north does. Though GPG do seem to have been in two minds themselves over which name to use (judging by internal comments in the source code).

I wish I could find where in the tank files the names displayed to players are.

The Snappers in the pond do attack, sometimes,

for them to attack it seems(so far) to be based on where or if they are in the pond and where you are. must be related to the problem later on where the Shracks do not attack.

Dwarf

iryan wrote:

Thank you QueenEmi and welcome to the world of Beta Testing. Your contributions will be greatly valued.

1. I'm aware of the deer and it should be fixable. Probably is an animation speed issue as there's none defined. Their average move velocity is quite fast (or should be). The same quirks occur with the rabbits and don't mention cats as they have no walking animations. These haven't been reported before so haven't been prioritised.
2. Quite correct and all should be fixed in next update.
3. Been reported before and generally occurs because of the old ds1 style ai paths commands breaking down. I've fixed a bunch of these for the next update.
4. Edgaar's thank you speech has been restored for the next update and by popular request he will now give you some potions.
5. Again something I know about but not been reported before. I believe I need to add the switch maintain_state = true; so that the effect will remember that it's been deactivated when it leaves the world. To be implemented and tested.
6. That mimic has been replaced for the next update by one of KillerGremal's new mimic template in the latest version of his mod. I've tested it and it works (also it will now have the correct level for the area) but leaves behind a chest body when its killed (instead of exploding).
7. The local table has been revised for Kingdom of Ehb, see previous reply and download for sigofmugmort.
8. I'll check that out.
9. There's a few of those in the various maps. I have no plans for fixing them as the results vs amount of time required to be invested is so small.

I have very restricted time available to me to work on the mod so some things will never get completely fixed. Many others I fix but depend on beta testers like you to report the results. The critical things I do test myself but its probably been nearly 2 years since I've actually played any of these maps properly from start to finish. Something I'm looking forward to when the mod is actually finished, Thanks.


Thank you iryan, I actually feel like I'm contributing Smile My time is pretty limited too, so it may be awhile for me in between posts now and then. Also I forgot my password to this account so I can only use the 1-time login until the site is fully repaired. I'll probably make a new one like bare_elf told me to.. maybe DarthEmi, or MasterEmi lol.

RSimpkinuk57 wrote:
sigofmugmort wrote:
Iryan: A reminder since it's been a few posts: Upon entering the Arctic Caverns the Quest log for Finding Merik says Enter the ALPINE Caverns.
Just look at published walk-throughs for DS1. The proper name "Alps" comes from the word "alp" meaning high mountain (more specifically, the summer pastureland high up towards the top of a mountain) so "alpine" for high fits the Caverns' situation better than "arctic" for far north does. Though GPG do seem to have been in two minds themselves over which name to use (judging by internal comments in the source code).

I wish I could find where in the tank files the names displayed to players are.


The list for locations are stored in each map ds2res in world\maps\map name\info folder. Look in locations.gas, just a typical gas file that can be opened in notepad.

I agree it can be confusing with location names, especially as I expanded quite considerable the number of locations that were originally present. Artic I agree fits more with a permanently frozen landscape like what exists at the North Pole, while Alpine fits anywhere where there's seasonal change and mountainous terrain.

I'm quite happy for all the location names to be revised. The only limitations is the 22 or 23 character limit displayed in the region banners that are displayed when entering a new region for the first time.

sigofmugmort wrote:
The Snappers in the pond do attack, sometimes,

for them to attack it seems(so far) to be based on where or if they are in the pond and where you are. must be related to the problem later on where the Shracks do not attack.

Dwarf


Originally the problem with any monster found in water was that their sight origin height originates from their physical model and so comes from very low down and possibly water itself (or more accurately the effect creating the appearance of water) also acts to inhibit this. So these monsters couldn't see the party and often the party wouldn't attack them without manual direction.

I fixed that somewhat by giving these monsters a sight origin height of 1.5 or 2.0 units. They all became more responsive but its likely there are areas like the ponds and deep water in the submerged dungeons where it still doesn't work properly all the time. As a test I've increase the sight origin height a bit more.

Do you notice that in DS2 GPG avoided completely having monsters in watery areas except probably in the dungeon in Greillyn where's the blacksmith's hammer quest is? Even then the Haku all start on raised areas.

The way sensory perception works in DS2 has obviously changed from DS1 as apart from the water, everyone who plays the Legendary Mod must have noticed how monsters and party members completely ignore ceilings in places like Castle Ehb and Hiroth Castle? Again GPG has changed the way they construct the maps to avoid these types of situations. Look at the way Zaramoth Horns has been constructed as a demonstration.

KillerGremal wrote:
Strange, during my test (not on Ehb though) they exploded as intended (even when attacked with a non-power).
Actually they are based on the 'mock_..._boss_stats' template, and I can't find anything that directly changes the explode-on-death behaviour.

Full compatibility with the respanwing feature should be given, but I haven't tested this directly.


I've only tested it the once so it may have been a quirk or even a delayed reaction, as my combat mage used corpse transmutation on the chest carcase. So it hung around for at least 2 or 3 seconds. I imagine others have notice that sometimes there's a delayed reaction before a defeated monster explodes? It's quite funny to see a skeleton fall down and then explode a few seconds later. I've never thought much of it myself as it happens rarely and have always put it down to the game engine struggling to keep up with everything that's occurring in the world and so is slightly slow in responding to the call for the defeated monster to explode.

Kingdom of Ehb 32Q

Monster Level Adjust Beta 5S ALL Mode

DS1_Mod_Logic_Beta32S

DS1_Map_World_Beta32q

Unified Objects, Sound and Voice

Broken World AllSaves See Far Hack set to off

Save Location

Glitterdelve Mine Exit (Glacern Snow Forest)

Quest Log

Primary Quests – Seek Gyorn in Stonebridge

Secondary Quests – Clear Edgaar's Basement, Skrubb the Beach Clean, Find Ordus' Ax, Clear Glitterdelve Pass, Rescue Torg

Comment Log

1. Quests Completing correctly.
2. Monsters leveling correctly. Tracking high level party perfectly.
3. Radar looks good so far.
4. Quest arrows to this point seem to be working correctly.
5. No problems hiring people. However I am being selective in who I pick
6. All small elevators internal to Glitterdelve Mines lack gather points, Large Elevators at exit work fine.
7. Some of the red exploding barrels internal to Glitterdelve Mines explode without being attacked/shot at.
8. Why don't Darklings always show up on radar prior to their attack? Are some created by generators?

Party Members

Abby Level 90 Senior Evoker (elf)

Fiathna Level 90 Senior Evoker (dryad)

Naidi Level 89 Master Sharpshooter (elf)

Ulora Level 90 Grand Magus (elf)

Gloern 89 Grand Deacon (Dwarf)

Elf

iryan wrote:
. . . as my combat mage used corpse transmutation on the chest carcase. So it hung around for at least 2 or 3 seconds. . .
Reminds me that...
- there are comments in the web about the disfunctions this spell in its original state may cause.
- there is a state_resistance called 'corpse_transmute' which I rarely used myself but that may be appropriate for monsters like Trenches, Pupods, hostile machines, ...

 

iryan wrote:
. . .
I imagine others have notice that sometimes there's a delayed reaction before a defeated monster explodes? It's quite funny to see a skeleton fall down and then explode a few seconds later.
Falling down (completely on ground) and exploding then?
Actually I haven't seen this so far, however I'm often focused on other things to test.

I've just seen there is a job_die.skrit file in your logic mod.
There may be a priority issue with the job_die.skrit inside the Level Adjustment mod. Perhaps there is a context between this co-existance and the symptoms you have experienced.

Made it to the Subterranean river final chamber DC, Party level 25

DC spiral icon missing from Radar Map SR_R4, 0.687/0.001/-0.943/0x19405c54

Took armor off and just stood there and took NO damage from the Lectars Shock

Regional Level test mod has most at yellow with just a few at blue or orange

Additional: Snappers all reacted eventually, tested with both in water, both out of water and with character and snapper one on land and other in water. Most consistent with a Dwarf or Gnome with Elf,Human,Dryad had to be closer for reaction and greatest delay with Half- giant or Giant.

Bare_Elf: I had no problems with the Red Barrels but I have a second party trying something that is at the start of Wesrin so I'll see if I can get to Glitterdelve tonight and try being more observant :wacko:

Dwarf

Kingdom of Ehb 32Q

Monster Level Adjust Beta 5S ALL Mode

DS1_Mod_Logic_Beta32S

DS1_Map_World_Beta32q

Unified Objects, Sound and Voice

Broken World AllSaves See Far Hack set to off

Save Location

Glacern

Quest Log

Primary Quests – Seek Gyorn in Stonebridge, Journey to the Overseer

Secondary Quests – Clear Edgaar's Basement, Skrubb the Beach Clean, Find Ordus' Ax, Clear Glitterdelve Pass, Rescue Torg, Book Return, Sister's Message,

Comment Log

1. Quests Completing correctly.
2. Monsters leveling correctly. Tracking high level party perfectly.
3. Radar looks good so far.
4. Quest arrows to this point seem to be working correctly.
5. No problems hiring people. However I am being selective in who I pick
6. Sayeva Orlebar's conversation in game reads: "Everyone's complaining about &, but at least they're alive to do so." However in conversation template it reads: "Everyone's complaining about this & that, but at least they're alive to do so." So it might be a good idea to change the & to and.
7. Glacern Entry Gate can not be closed. If it can not be closed monsters could get in.
8. Glacern Exit Gate can not be closed. If it can not be closed monsters could get in.

Party Members

Abby Level 90 Senior Evoker (elf)

Fiathna Level 90 Senior Evoker (dryad)

Naidi Level 89 Master Sharpshooter (elf)

Ulora Level 90 Grand Magus (elf)

Gloern Level 89 Grand Deacon (Dwarf)

Lorun Level 89 Grand Magus (Dwarf}

Elf

Kingdom of Ehb 32Q

Monster Level Adjust Beta 5S ALL Mode

DS1_Mod_Logic_Beta32S

DS1_Map_World_Beta32q

Unified Objects, Sound and Voice

Broken World AllSaves See Far Hack set to off

Save Location

Subterranean River Entrance

Quest Log

Primary Quests – Seek Gyorn in Stonebridge, Journey to the Overseer, Search for Merik

Secondary Quests – Clear Edgaar's Basement, Skrubb the Beach Clean, Find Ordus' Ax, Clear Glitterdelve Pass, Rescue Torg, Book Return, Sister's Message, Homeless Blacksmith,

Comment Log

1. Quests Completing correctly.
2. Monsters leveling correctly. Tracking high level party perfectly.
3. Radar looks good so far. Except as noted in #6.
4. Quest arrows to this point seem to be working correctly.
5. No problems hiring people. However I am being selective in who I pick
6. Monsters in Homeless Blacksmith's Basement are out of alignment (off set left)
7. Controlling Teleport at Subterranean River Entrance, is called Jerah's Cabin on restart.
8. I am not sure who I dislike more Merik or Braak Mages both are very annoying.

Party Members

Abby Level 92 Senior Evoker (elf)

Fiathna Level 92 Senior Evoker (dryad)

Naidi Level 91 Master Sharpshooter (elf)

Ulora Level 91 Grand Magus (elf)

Lorun Level 91 Grand Magus (Dwarf)

Gloern Level 91 Grand Deacon (Dwarf)

Elf

bare_elf wrote:

6. Monsters in Homeless Blacksmith's Basement are out of alignment (off set left)
Elf

Could you please clarify this out of alignment. Is it in the radar or something else?

iryan wrote:
bare_elf wrote:

6. Monsters in Homeless Blacksmith's Basement are out of alignment (off set left)
Elf

Could you please clarify this out of alignment. Is it in the radar or something else?

As I said in comment 3, 3. Radar looks good so far. Except as noted in #6. If you look at the radar image of the homeless blacksmith's basement the monsters appear to be located outside the basement. The dots in the radar that indicate monsters look like this.

Elf

As part of the preparation for the next beta of the Legendary Mod, I've started making a manual of sorts, attempting to describe some of the features of the mod which could be confusing to some players unfamiliar with it (like the Direct Connection Teleporters and Monster Level Adjustment Mod).
http://www.siegetheday.org/~iryan/files/Betav33/Legendary_Mod_Manual_v1.pdf

Please give me feedback on it and what you think may needed to be added, faqs, etc. Thanks in advance.

As for the beta, it will be released in both installer and module form. The installer will be 927Mb in size and be simple to use with no conversions of assets from DS1 required to use it. However there will be a check made for the presence of either DS1 or Legends of Aranna, any version will do - retail boxed or steam.

Oh and I hope its alright to borrow the header graphic (elf character) of this site to use as a banner in the pdf. If its not, I'll find another. Thanks.

Reached the Travel camp and the Scarecrow is now corrected

Dwarf

iryan wrote:

Oh and I hope its alright to borrow the header graphic (elf character) of this site to use as a banner in the pdf. If its not, I'll find another. Thanks.


You may use the Elf Iryan. I have not had time to read the manual yet but the first page looks great.
Elf

iryan wrote:
As part of the preparation for the next beta of the Legendary Mod, I've started making a manual of sorts, attempting to describe some of the features of the mod which could be confusing to some players unfamiliar with it (like the Direct Connection Teleporters and Monster Level Adjustment Mod).
http://www.siegetheday.org/~iryan/files/Betav33/Legendary_Mod_Manual_v1.pdf

Please give me feedback on it and what you think may needed to be added, faqs, etc. Thanks in advance.

. . .

Looks great, just after browsing through it (in a hurry).

Perhaps may like to expand the portal description and mention/emphase that the Direct Connecting Portal has a violet-green color while the normal Town Portal is green brown!?

 

Legendary_Mod_Manual_v1.pdf wrote:
. . .
The MLA Mod defaults to Local Mode, which means that the levels of monsters and
containers are linked to the regions they are located. So parties can level up more than the
monsters if they are thorough in clearing out each area before going to the next.
Alternatively, monsters can level up faster than the party if the party tries to storm through
the map as fast as they can.
. . .
Well, it rather should be:
"...linked to the regions they are located, while in 'all' mode the party can level up more than the monsters if they are thorough in clearing out each area before going to the next (or when the party revisits a region to train their skills with known enemies). ..."

Actually the second 'while' part of this sentence also affects the local mode, but partially only (it depends on the 'adduct' value, which is often low).

 

Legendary_Mod_Manual_v1.pdf wrote:
. . .
All mode cause monsters and containers to level up with the party. . . .
As step this is correct though, but as full description a bit too limited - implying a manner a group of players didn't really like at all.
So perhaps one hint more wouldn't be bad because it's not that trivial (anymore), since the level will be copied only in the moment the player access the map the first time, from then monsters develop more and more their own levelling speed (not time based however, the mod widely counts the available monsters/exp on the map, and a portion of it the player is challenged to gain).
Also the party's levelling success will be respected partially when entering another map where the mod is active too in 'All' mode, so the player's effort in one map is not completely lost (you also can take a 'level surplus' with you e.g. from the DS2 main map to the addon map).

The DS2 Legendary Mod Manual looks amazing. Because it contains very important information the person installing the mod should be forced to read it. However I am not sure how you would do that and how the installer would know that they actually read the PDF. I agree with KillerGremal's comments. You may also wish to explain that the mod uses version 1 of All*Saves, instead of the current version 2.
Elf

bare_elf wrote:
The DS2 Legendary Mod Manual looks amazing. Because it contains very important information the person installing the mod should be forced to read it. However I am not sure how you would do that and how the installer would know that they actually read the PDF. I agree with KillerGremal's comments. You may also wish to explain that the mod uses version 1 of All*Saves, instead of the current version 2.
Elf

Thank you, I will add the suggested changes.

Unfortunately forcing people to read something is like leading a horse to water.

However one of the improvements of the new installer is that it can add shortcuts in the user's program group. Currently there's just the one, an uninstaller for the mod, however I should be able to add shortcuts for the most important information files, including the manual.

Do you still need the patches for DS1 and DS2? The un-patched versions are widely available.

Dwarf

Kingdom of Ehb 32Q

Monster Level Adjust Beta 5S ALL Mode

DS1_Mod_Logic_Beta32S

DS1_Map_World_Beta32q

Unified Objects, Sound and Voice

Broken World AllSaves See Far Hack set to off

Save Location

Travelers' Camp

Quest Log

Primary Quests – Seek Gyorn in Stonebridge, Journey to the Overseer, Search for Merik

Secondary Quests – Clear Edgaar's Basement, Skrubb the Beach Clean, Find Ordus' Ax, Clear Glitterdelve Pass, Rescue Torg, Book Return, Sister's Message, Homeless Blacksmith, Mysterious Relic,

Comment Log

1. Quests Completing correctly.
2. Monsters are no longer leveling as expected. From the start of the underground river to the traveler camp they are averaging level 82 and my party average is 92.5
3. Radar looks good so far.
4. Quest arrows to this point seem to be working correctly.
5. No problems hiring people. However I am being selective in who I pick. Sent Gloern the inn and hired Phaedriel.

Party Members

Abby Level 93 Senior Evoker (elf)

Fiathna Level 93 Senior Evoker (dryad)

Naidi Level 91 Master Sharpshooter (elf)

Phaedriel Level 92 Assassin (dryad

Ulora Level 93 Grand Magus (elf)

Lorun Level 92 Grand Magus (Dwarf)

Elf

Like in my earlier post another DC is missing the spiral Icon on Radar Map

DF_Bandits, 1.835/0.000/-0.001/0x9f4ea70d

Dwarf

Legendary_Mod_Manual_v1.pdf - lovely job.

KillerGremal wrote:
Well, it rather should be:
"...linked to the regions they are located, while in 'all' mode the party can level up more than the monsters if they are thorough in clearing out each area before going to the next (or when the party revisits a region to train their skills with known enemies). ..."

. . . As step this is correct though, but as full description a bit too limited - implying a manner a group of players didn't really like at all.

For a published mod that we hope lots of people will install and play, the Manual needs to be clear, very simple, and top-level-overview accurate. It (iryan's original) is.

Example: in level_adjustment_regional for KoE, the goblin inventor's cave starts with level=27-31, so that - easy - is what monsters a Local mode party up-levelled to 33 by clearing out all the Swamp will find within the cave; and that (27-31) - hard - is what a rush job level 24 party must face. Whereas in All mode we expect the goblins and bots to be adjusted to the party whether 24, 34 or 64.

What matters in this context is not all the things MLA could be made to do, only what iryan is using it to do in the Legendary Mod, so that a player new to both mods can understand when and why to choose which setting.

Setting Up and System Requirements

Legendary_Mod_Manual_v1.pdf wrote:
. . . Run the DS2 Legendary Mod setup program. It will prompt you for the location to install the mod. If the default location (C:\Program Files (x86)\Steam\steamapps\common\Dungeon Siege 2) is different then please use the browser to locate the folder where Dungeon Siege 2 is installed.
I find this confused. Suggest: "If the folder where you have Dungeon Siege 2 is different from the default location (C:\Program Files [etc]) expected by the setup program, then please use [etc]"?

Gameplay Differences

Legendary_Mod_Manual_v1.pdf wrote:
. . . Instead of the traditional DS2 Teleporters, there's Direct Connecting Teleporters which operate similar to town portals.
Perhaps expand to "similarly to town portals (the DS2 spell)" [+++POST UPDATED HERE]
Legendary_Mod_Manual_v1.pdf wrote:
. . . Teleporters in Legends of Aranna look different to those in DS2 but operate the same way while the traditional teleporters can be found in the other 3 maps.
No, you've just said that the Direct Connecting Teleporters (all that can be found in KoE) are not the same thing as traditional DS2 Teleporters. Yesterhaven does have traditional teleporters (no DCs) and Utraean Peninsula has the H.U.B.s which differ again (so show a picture of one).
Legendary_Mod_Manual_v1.pdf wrote:
Teleporter from Legends of Arhok. Works just like a DS2 Teleporter.[Picture caption]
Legends of Aranna.
Legendary_Mod_Manual_v1.pdf wrote:
Off deactivates the MLA mod . . . Also is useful when playing a map for the first time.
When playing with a new party, rather - it could be the player's umpteenth time through that map. Conversely, a player's first time through Utraean Peninsula, say, could be with an experienced party fresh from killing Gom.
Legendary_Mod_Manual_v1.pdf wrote:
All mode cause
All mode causes

3rd difference worth a quick mention - 5th and 6th party members allowed even in mercenary mode.

and another DS1 Resurrection Shrines (worth a picture) turned into DS2 Incantation Shrines.

(Think about in what order to mention these together with Teleporters and MLA, e.g. Teleporters, Shrines, party size, MLA?)

FAQS (should be FAQs)

Legendary_Mod_Manual_v1.pdf wrote:
won't changed levels until you either reach a new area where the world has just been loaded or save/quit and reload
Suggest "won't change levels until you either reach a new area, where the world is newly loaded, or save/quit and reload" (note the added commas)
Legendary_Mod_Manual_v1.pdf wrote:
Once you save a game, all mods you are using must remain in the resources folder or the save game will disappear from the save game rotation.
(Without All*Saves) "all mods you are using must remain in the resources folder and no further mods be added to it"?

sigofmugmort wrote:
Lungers are VERY tricky to handle with Melee.
Bring on the gobbots! Proxos, Copters and Perforators!

RSimpkinuk57 wrote:
Legendary_Mod_Manual_v1.pdf - lovely job.For a published mod that we hope lots of people will install and play, the Manual needs to be clear, very simple, and top-level-overview accurate. It (iryan's original) is.

Thank you very much, I will add your recommendations.

I think I know what KillerGremal is referring to with the Local vs All comparison. All mode does take into consideration how thorough players are in clearing out regions as they progress but its not as obvious as it is with the other modes.

For instance if you quickly storm through a map with All mode enabled, you'll find the monsters' levels to be higher than yours eventually but it will take time to become apparent (maybe by the time you reach level 20 the monsters will be 22?).

However if you take your time and clear out all the monsters in each region before moving on, you'll eventually end up at a higher level than the monsters but again it will take time to become apparent.

Also KillerGremal mentioned that the MLA mod takes into consideration the party's success in other maps.

I believe this behaviour may explain some of the differences reported by players when using the mod with All mode, though I don't know what is causing bare_elf's report of monsters at the subterranean river in Ehb suddenly being level 80 versus a level 90 or so party.

sigofmugmort wrote:
Do you still need the patches for DS1 and DS2? The un-patched versions are widely available.

Dwarf


Very good point. The mod should work but unpatched versions can cause issues of their own that have been fixed in the more recent patched versions of the game so I've added that recommendation to the system requirements section together with some places to get the patches, which includes here.

I'm hoping that someone has some suggestions on fixing some of the monsters which don't do damage when attacking. This has been around for quite a while and I've tried everything I can think of to fix them without success. My latest trick was to give them the ability to cast curses (which seem to work even if they can't cast regular magic), which works well but can be circumnavigated when the player gains the ability to protect themselves against these types of curses, so again the monsters become impotent.

The known monsters which don't do any damage are;

Lectars
Uniquis family
Ancient Troll (from Ultima 6 mod)
Desert Braak (been replaced by the DS2 Brall in the mod)

In addition the Uniquis not longer attack when they spawn. The Desert Braak don't throw anything.

Incidentally when looking at the bone structure of these monsters (as I tried changing the weapon_bone to something different to see if that worked as I notice Lectar's weapon_bone is one of their front hands), I also noticed that the Unquis kill_bone is bone09.

Unquis actually spawn about 0.5 game unit under the ground. This is very noticeable in my test map I've been using, as from the edge you can partially see under the ground and so see where the unquis actually spawns from. So I wonder if this explains why sometimes rangers keep attacking the ground? Maybe the kill_bone is under the ground?

Thank you all very much for the feedback on version 1 of the manual. I've incorporated those as well as some other improvements.
http://www.siegetheday.org/~iryan/files/Betav33/Legendary_Mod_Manual_v2.pdf

Kingdom of Ehb 32Q

Monster Level Adjust Beta 5S ALL Mode

DS1_Mod_Logic_Beta32S

DS1_Map_World_Beta32q

Unified Objects, Sound and Voice

Broken World AllSaves See Far Hack set to off

Save Location

Pirate Cove

Quest Log

Primary Quests – Seek Gyorn in Stonebridge, Journey to the Overseer, Search for Merik

Secondary Quests – Clear Edgaar's Basement, Skrubb the Beach Clean, Find Ordus' Ax, Clear Glitterdelve Pass, Rescue Torg, Book Return, Sister's Message, Homeless Blacksmith, Mysterious Relic,

Comment Log

1. Quests Completing correctly.
2. Monsters are no longer leveling as expected. From the start of the underground river to the traveler camp they are averaging level 85 and my party average is 94.5
3. Radar looks good so far.
4. Quest arrows to this point seem to be working correctly.
5. One if the Legionnaire Guards (the one with out quest icon) is doing a scarecrow, until pirates are dead.
6. Some of the Goblin machines even though they where several levels below my party where super difficult to kill
7. Exploding red barrels in Goblin Strong hold working correctly. The problem I had in Glitterdelve mines was caused by a pet (dire wolf) breaking the barrels as he walked past.

Party Members

Abby Level 95 Senior Evoker (elf)

Fiathna Level 95 Senior Evoker (dryad)

Naidi Level 95 Master Sharpshooter (elf)

Phaedriel Level 94 Assassin (dryad

Ulora Level 95 Grand Magus (elf)

Lorun Level 94 Grand Magus (Dwarf)

Elf

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