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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 the manual looks great to me. I can not at present think of anything I would change or add. Super Job.
Elf

I've completed a new beta33a of the Legendary Mod.
http://www.siegetheday.org/~iryan/files/Betav33/DS2_Legendary_Mod_Beta33a_Setup.exe

For now it only comes in an installer version but later I'll link the individual module files. Please note that it's a very large download at 929Mb in size and requires 1.01Gb free space to install. I will understand if users wish to wait before trying it but even the individual files will all need to be downloaded to play the mod as the assets have all been redistributed within the files. So its not compatible with beta32 versions though save games should be unaffected. I would like feedback on the installer as its the same one as will be used for the public version 1.0 release (when its finally released).

As to what to expect from the installer. It should work for all versions of Dungeon Siege 2, retail or steam. There's a simple check for Dungeon Siege 1 (any version - retail boxed, steam or expansion), otherwise the installer won't work so don't use the installer if you don't have Dungeon Siege 1 installed and played it at least once.

Then you need to locate where Dungeon Siege 2 is installed if its not the default, which assumes the steam version of Dungeon Siege 2 is installed. There's no conversion of DS1 assets required anymore, basically because the installer wouldn't be able to find DS1 if it was the Steam version as there's no registry entry. I could get around that but it would be messy and confusing for the user. So I hope the simple check for DS1 will be adequate copyright protection.

Installation is very fast and afterwards you're given a choice to display the Program folder where the game manual and readme documents are located. Following that you're given a choice about installing ElysAll*Saves version one for whatever version of Dungeon Siege 2 you are using - retail box, Broken World expansion or Steam. If you already have All*Saves or DS2 Succubus Mod installed, there's no need to use this option.

The installer will then close and the Dungeon Siege 2 Legendary Mod Program folder will open if you previously said yes to the prompt in the installer. Here you can open the manual, the readmes and the uninstaller, which is now included in the mod. If you choose not to open the Program folder during installation, you can still access it from the start menu - All Programs for Windows 7 or All apps for Windows 10.

The installer has been rigorously tested on my PC which uses Windows 10 and I've tried it in various locations, without DS1 or LOA installed, etc. but that's only 1 machine and I would like feedback of how it performs on other machines, types of DS1 and DS2 installations and versions of windows. Thanks in advance.

As for gameplay state, all recent suggestions, comments and bugs have been addressed. There will undoubtedly be something missed or that needs fixing but the biggest bugs are the 3 monsters that don't do damage at the moment (see earlier post). Also for some bizarre reason, sometimes doppelgangers produced in Khemeth Tower in LOA have no health. This appears random and I don't know what causes it.

It would be a shame if these 4 monsters had to be removed from the mod as they are all quite unique and different from the DS2 monsters, which on the whole lack the imagination and variety of DS1 but then again that could be said for the spells, weapons and armor too. I would also like to fix the DS1 summons (for both monsters and party) so they could be re-included.

With my Internet connection being slow and somewhat problem plagued I think I will wait for the individual files to be posted. As looking at the amount of time it would need to download I would still be sitting here this time tomorrow. I would be happy to try it out if only my connection worked a bit better. Sorry Iryan.

Elf

bare_elf wrote:
With my Internet connection being slow and somewhat problem plagued I think I will wait for the individual files to be posted. As looking at the amount of time it would need to download I would still be sitting here this time tomorrow. I would be happy to try it out if only my connection worked a bit better. Sorry Iryan.

Elf


No problem, I understand. I'm lucky in that I can download it in 25 minutes. However I will look at splitting the download so its more manageable, I believe the installer will support that. About what size would be suitable? The biggest individual file is 274Mb, would 4 files around that size be suitable to download?

HardLess's picture

Iryan wrote:
It would be a shame if these 4 monsters had to be removed from the mod as they are all quite unique and different from the DS2 monsters, which on the whole lack the imagination and variety of DS1 but then again that could be said for the spells, weapons and armor too. I would also like to fix the DS1 summons (for both monsters and party) so they could be re-included.

Hi Iryan, I have been away for a while but this bug interest me so because I do not know how to create a map could you just then me that test map you have been using to test those monsters I will try to take a look thanks. And also what is the problems with the DS1 summons ?

bare_elf wrote:
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
. . .

Strange, I have no explanation for this... Puzzled
Any other map visited with this party perhaps (something however you didn't do with this party before until now)?

 

bare_elf wrote:
. . .
7. Some of the red exploding barrels internal to Glitterdelve Mines explode without being attacked/shot at.
Some have approach triggers (vs. monsters or player) as if containing powder in unstable conditions, shaking and setting them on fire (you could/should see this) a few seconds before they explode - specially useful if you are melee.

...and honestly I like the idea that not everything on the map is player-controlled, as if the the map has some independent existence (more or less) you have to deal with.

iryan wrote:
bare_elf wrote:
With my Internet connection being slow and somewhat problem plagued I think I will wait for the individual files to be posted. As looking at the amount of time it would need to download I would still be sitting here this time tomorrow. I would be happy to try it out if only my connection worked a bit better. Sorry Iryan.

Elf


No problem, I understand. I'm lucky in that I can download it in 25 minutes. However I will look at splitting the download so its more manageable, I believe the installer will support that. About what size would be suitable? The biggest individual file is 274Mb, would 4 files around that size be suitable to download?

That should work iryan
Elf

I have done nothing different, and this is not the only party that this has happened with. Any time one of my parties reaches about level 80 the monsters start leveling slower than the party and once my parties reach level 90 most monsters are about 10 levels lower than party. Not sure why because this happens on any map except DS2 and Brokenworld. I noticed it first on Yesterhaven, however this party has only been to Kingdom of Ehb and no where else.
Elf

KillerGremal, yes I sort of remembered you'd made red barrels deliberately unstable. (Dwarves' wooden ones of explosives yes - does this apply to goblins' fuel drums too?) But did you really intend the explosive barrels to count as treasure containers so that pets with the talent of opening treasure containers automatically will stupidly, or color-blindly, get themselves killed even by barrels without approach triggers?

As for MLA making monsters lower level than bare_elf's party, I've been looking at the level_adjustment_config files iryan has in three of the maps: KoE (32q), UP (32r) and Yesterhaven (32s). Is it a coincidence that her party has passed MLA's high-level-threshold which in KoE is 90?

Map
KoE .. UP .. YeHa
================

Difficulty
100 .. 80 .. 80
Mid level
30 .... 30 .. 30
High level
90 .... 70 .. 90
Exp_amount
n/a ... 90 .. n/a

Also UP's high-level-offset range is different (-3.5 to 2.5 for UP, -2.5 to -1 for the other two). Are the monster levels she is seeing what you meant them to be with these number settings?

Iryan, 4 files would work best for me as well. Currently, I would have a 22 hour wait to download.

Reached the Goblin Steamworks and everything works just had to stop to clean Elf-prints of my armor AGAIN Smile :goofy: :wacko:

Insane Dwarf

RSimpkinuk57 wrote:
KillerGremal, yes I sort of remembered you'd made red barrels deliberately unstable. (Dwarves' wooden ones of explosives yes - does this apply to goblins' fuel drums too?) But did you really intend the explosive barrels to count as treasure containers so that pets with the talent of opening treasure containers automatically will stupidly, or color-blindly, get themselves killed even by barrels without approach triggers?

As for MLA making monsters lower level than bare_elf's party, I've been looking at the level_adjustment_config files iryan has in three of the maps: KoE (32q), UP (32r) and Yesterhaven (32s). Is it a coincidence that her party has passed MLA's high-level-threshold which in KoE is 90?

Map
KoE .. UP .. YeHa
================

Difficulty
100 .. 80 .. 80
Mid level
30 .... 30 .. 30
High level
90 ..'' 70 .. 90
Exp_amount
n/a ... 90 .. n/a

Also UP's high-level-offset range is different (-3.5 to 2.5 for UP, -2.5 to -1 for the other two). Are the monster levels she is seeing what you meant them to be with these number settings?

I have had no problem with a Mature Mule setting them off

Dwarf

I'm having a problem with the new DS2_Legendary_Mod_Beta33a_Setup installer, I'm using Windows 7 professional x64 bit by the way.

I have DS2 installed on the D: drive (I've not installed BW yet), and it's the boxed Deluxe Edition which is already patched on disc to the latest version if that means anything to you.

DS1 and the expansion DSLOA were bought recently and they came on the same CDROMs and they are patched to the latest version on disc as well, I've got these two installed on the D: drive too.
I get this far

and then this happens after clicking next, I hope I've provided enough info for you. :?

I am also using Windows 7 Professional and have all of my DS2, Broken World, DS1 and LoA installed on E Drive of my second computer. It took all night to download however the install went very quickly and without errors. I have no idea why you are getting the message you received Moros

My first screen was.

My Second Screen was.

After checking the I agree with terms and conditions and clicking Next I received this screen.

I used the browse button to locate E:\Program Files (x86)\Microsoft Games\Dungeon Siege 2\ and clicked next. From that point on every thing installed correctly.

RSimpkinuk57 wrote:
KillerGremal, yes I sort of remembered you'd made red barrels deliberately unstable. (Dwarves' wooden ones of explosives yes - does this apply to goblins' fuel drums too?) But did you really intend the explosive barrels to count as treasure containers so that pets with the talent of opening treasure containers automatically will stupidly, or color-blindly, get themselves killed even by barrels without approach triggers?

As for MLA making monsters lower level than bare_elf's party, I've been looking at the level_adjustment_config files iryan has in three of the maps: KoE (32q), UP (32r) and Yesterhaven (32s). Is it a coincidence that her party has passed MLA's high-level-threshold which in KoE is 90?

Map
KoE .. UP .. YeHa
================

Difficulty
100 .. 80 .. 80
Mid level
30 .... 30 .. 30
High level
90 .... 70 .. 90
Exp_amount
n/a ... 90 .. n/a

Also UP's high-level-offset range is different (-3.5 to 2.5 for UP, -2.5 to -1 for the other two). Are the monster levels she is seeing what you meant them to be with these number settings?

Yes you're right, that's an interesting coincidence.

I always assumed from reading the notes that the level_mid and level_high were points at which the levels of the monsters started to become more random between the offset_lower & offset_upper?

I don't believe it should suddenly go off the scales like bare_elf is seeing. Note that the level_max_monster is -1.0 which is suppose to mean there's no limit to how far they should be able to level.

Anyhow KillerGremal is the best person to respond to this question.

As for the barrels I did replace most of them due to the fact they were in awkward spots. I possibly did forget a couple but as KillerGremal commented, a bit of randomness can only be a good thing (as long as you're not next to a barrel when it goes off). As for pets getting themselves killed by the barrels....

Moros wrote:
I'm having a problem with the new DS2_Legendary_Mod_Beta33a_Setup installer, I'm using Windows 7 professional x64 bit by the way.

I have DS2 installed on the D: drive (I've not installed BW yet), and it's the boxed Deluxe Edition which is already patched on disc to the latest version if that means anything to you.

DS1 and the expansion DSLOA were bought recently and they came on the same CDROMs and they are patched to the latest version on disc as well, I've got these two installed on the D: drive too.
I get this far
and then this happens after clicking next, I hope I've provided enough info for you. :?


Already I'm seeing that its probably best to display the readme or manual first before it gets to the disk check as those things aren't much use if you get stuck at this point.

Anyhow regardless of what's wrong, now you have downloaded the setup, we'll get it working for you one way or another. But first a couple of questions.

You say you've installed Legends of Aranna but have you run the game (either DS1 or the expansion) at least once? This step will create the files the installer is checking before it will start to install. Just installing the games isn't enough and this is where I need to make it clearer before it gets to that point.

I assume you haven't altered the location where DS1 or LOA stores their information? That can only be done through command-line switches used in the shortcut to start the game. Certain mods did do this but I can't think of why anyone would need to do it for the base game. However this will also cause the installer to fail.

Installing the games on the D drive shouldn't cause any issues but another thing which would is if the location of my documents was different from normal, this would break the installer. The location should be something like My PC\Documents

OK, treasure drops from monsters, chests and breakables vary according to the level of what they come from (whether predetermined or adjusted by MLA - so that with MLA off, the treasure from particular types of breakable, e.g. the barrel, never gets any better). Scrolls from which to learn chants are the exception, I guess because there is no level requirement associated with them. Thus a very low level party can go straight to a top-level (Greater, or IX) version of a chant.

Parties can find, randomly, the potentially useful, just not in any of the Legendary Mod maps, Vox Mortem; the so-specialist quest-specific Letiso; and the nasty (unfair away from the Valdis map quest it comes from?) Magrum Erupto.

RSimpkinuk57 wrote:
OK, treasure drops from monsters, chests and breakables vary according to the level of what they come from (whether predetermined or adjusted by MLA - so that with MLA off, the treasure from particular types of breakable, e.g. the barrel, never gets any better). Scrolls from which to learn chants are the exception, I guess because there is no level requirement associated with them. Thus a very low level party can go straight to a top-level (Greater, or IX) version of a chant.

Parties can find, randomly, the potentially useful, just not in any of the Legendary Mod maps, Vox Mortem; the so-specialist quest-specific Letiso; and the nasty (unfair away from the Valdis map quest it comes from?) Magrum Erupto.


That's a very good observation, thank you. I'll have to put it down as something to be revised.

iryan wrote:
You say you've installed Legends of Aranna but have you run the game (either DS1 or the expansion) at least once?

Oh hells bells, I'm an idiot.
In my defence I've spent the last 2 weeks upgrading the PC, so after installing everything again including all my games on the new ssd hard drives I forgot to run them once, its easy done isn't it?.
The new installer is so easy to use a child of 3 could do it, congratulations iryan and well done. :thumbup1:

iryan wrote:
I always assumed from reading the notes

KillerGremal, we need all the info in one place if we are to understand what now MLA does, and how. What I thought MLA would do is set the levels of monsters as they are put into play. That is when a generator generates, an evil mage summons, or the party moves so that actors come within the fustrum. Or are all a region's actors put into play the moment any part of the region comes into the fustrum? And what MLA takes as its starting point in choosing a level would be either the predetermined regional range (LOCAL mode) or something it knows, because GPG's engine saves the data, about party members (ALL mode) which can only be their levels, or perhaps more accurately their underlying experience points to cross-reference to GPG's lookup table.

The more I look around: at the FAQs on your site - which deserve to be in the downloadable readme - trawling through the version history in the readme, and at the comments in the level_adjustment_config gas file - the more I think MLA must be gathering and saving data for itself. Which raises the question, what numbers does it have to work from if a hero has been into and out of several maps and into and out of different MLA modes?

FAQ for MonsterLevel Adjustment Mod Beta 5 wrote:
Q: I don't like that my average party level is used for the monsters too - how to see then if I'm good in gaining character levels?

A: Your level only will be used as reference if you are low-levelled or if you never have accessed a map before using this mod. On the longer term however this link will become obsolete more and more, and the better you fight or train your skills, the higher your level will become compare to the monsters. Technically actually the mod counts the monsters placed on the map and how much experience they may give - in a very similar way as a mapper would do to estimate the level progression.


Mod-Erthos-MonsterLevelAdjust-Beta5r.readme wrote:
Beta 5r (2-Oct-2015)
- By a bug crept in in Beta 5p/q the regional level presets (where available)
have been ingnored. This problem is fixed again now.
- The automatic level assignment for monsters is some slower now, however if
you want achieve a remarkable level surplus for your party then you have
to conequently kill each monster you encounter or alernatively to exercise
your skills at places already visited (pick out some 'easy' monsters).
- Technical content update.
Beta 5q: (14-Feb-2015)
- Monster levels will rise slower (resp. your average party level will be
higher) after cleaning/'farming' all monsters in one and the same region
several times.
- New monster types (never killed before) will rise your character's level
a bit faster in comparison to the average monster level.
- Minor tuning for the 'mod lever' on the stash/tresor (better detection of
map settings), please recheck its state if ever changed before.
- Map configuration: Option 'exp_share_global' set now to 50% by default to
use half the level jut/lag from other maps (using this mod) on the current
map too (details: world/maps/your_world/info/level_adjustment_config.gas).

From UP's version of the config (not present in KoE's or Yesterhaven's, so what is its default?):
// exp_amount_to_earn - percentage 0-100, to define how many monsters the player needs to kill
// to gain levels at the same speed as will monsters will do during the ongoing gameplay.
// A value below 100 makes it easier for the player to 'over-level'. Note, already at 100 the
// player will gain levels a bit faster, being 1 level higher on long terms.

HardLess wrote:
Iryan wrote:
It would be a shame if these 4 monsters had to be removed from the mod as they are all quite unique and different from the DS2 monsters, which on the whole lack the imagination and variety of DS1 but then again that could be said for the spells, weapons and armor too. I would also like to fix the DS1 summons (for both monsters and party) so they could be re-included.

Hi Iryan, I have been away for a while but this bug interest me so because I do not know how to create a map could you just then me that test map you have been using to test those monsters I will try to take a look thanks. And also what is the problems with the DS1 summons ?


Here's a quick test map I cooked up to demonstrate all the problems in one. It's divided into 6 small sections, 1 for combat magic summons, 1 for nature magic summons, 1 for the unguis family, 1 for the Ancient Trolls, 1 for the lectars and the last for the doppelgangers.
http://www.siegetheday.org/~iryan/files/Betav33/Test.ds2res

All of the necessary files are included in the ds2res. It's been tanked at 9999 so if you make changes and want to test them out in the map, just retank it at a similar priority so it overwrites the DS1_Legendary_Mod_Logic.ds2res.

I strange thing I notice is that all the unguis now attack, though they do no damage (I have disabled the curse for the monsters in this test ds2res). I had been tinkering with the values in their templates or there's something else. The Ancient Trolls and lectar try to attack but do no damage.

1 of the 8 doppelgangers started with zero health both times so maybe its not random. Note that the doppelgangers actually start out as generators (cloned from the moving mound generators in DS2) which move towards the party when they notice them and spawn a doppelganger when they're close enough.

The problem with the spells is that sometimes the summoned monster is stuck in a walking animation and won't attack. Doesn't happen all the time but seems to happen move with certain types of monsters. Testing the Test Map out the Forest Troll got stuck in such a glitch when surrounded by lectar, yet the ghost and fury spawn didn't seem affected.

Remembering from before mucosa and larch definitely had the problem, I can't remember the others.

Incidentally there's over 60 summons in the pack. Some (not on the test map) are special summons like Mine Worms and Googore that are set not to guard but attack as soon as they spawn.

Moros wrote:
iryan wrote:
You say you've installed Legends of Aranna but have you run the game (either DS1 or the expansion) at least once?

Oh hells bells, I'm an idiot.
In my defence I've spent the last 2 weeks upgrading the PC, so after installing everything again including all my games on the new ssd hard drives I forgot to run them once, its easy done isn't it?.
The new installer is so easy to use a child of 3 could do it, congratulations iryan and well done. :thumbup1:

Glad it works for you and yes I understand as I went through the process at the start of the year. What made it worse is that the portable hard drive I stores a lot of my backup work decided to die soon after so I lost a lot of valuable info.

As I said before I need to put some notes before you get to the check, so that users can possibly find the help they need there rather than having to post here. Still it proves that the check works on other computers.

The Beta33a installer is now available in split volume form. Download all 4 files, about 240Mb each, into the same folder and run DS2_Legendary_Mod_Beta33a_Split_Setup.exe
http://www.siegetheday.org/~iryan/files/Betav33/DS2_Legendary_Mod_Beta33a_Split_Setup.exe
http://www.siegetheday.org/~iryan/files/Betav33/disk2.pak
http://www.siegetheday.org/~iryan/files/Betav33/disk3.pak
http://www.siegetheday.org/~iryan/files/Betav33/disk4.pak

@RSimpkinuk57: Thanks for your interest, however I have to post-pone a detailed answer, as complex this mod has become with all its options and ways to influence monster levels.

RSimpkinuk57 wrote:
. . .
Or are all a region's actors put into play the moment any part of the region comes into the fustrum?
. . .
In wider sense, yes.
Monster levels are calculated in the moment a monster is loaded, by standing (SE-placed) on a node that streams in (because the party approached) or in the moment a generator/summoner requests a monster (how long its place/node is loaded won't matter).

RSimpkinuk57 wrote:
. . .
And what MLA takes as its starting point in choosing a level would be either the predetermined regional range (LOCAL mode) or something it knows, because GPG's engine saves the data, about party members (ALL mode) which can only be their levels, or perhaps more accurately their underlying experience points to cross-reference to GPG's lookup table.
. . .
Uhh, where to start... :o
Basically the 'All' mode is running always in the background, it will server as reference if a local table is missing, and as long as the 'All' mode didn't store any data about a player's leveling efforts, the main hero's level is taken as reference.
The local mode is simply a weighted average (by this 'adduct' value) of the 'All' mode level and the level (range) preset by a local level table.
Since the 'All' mode information is always there, even across maps, switching between 'All'/'Local' mode and between maps should be supported (...in theory).

The 'exp_amount_to_earn' was originally 100(%), due to ongoing player reports of 'level retards' it's down meanwhile on 75% - and with some concerns I'm looking at this low value (this should be a mod producing 'GPG-like' levels, not a mod for cheaters) but to be fair, the current technical implementation is bit complex (non-transparent at least) not based on this value only.

About Chants, there is a feature of not finding the same chants twice, or to significantly reduce the chance to do so.
I had to recheck how far player's level has an influence on this at all, but actually i can imagine that there is a very very low chance that the 3rd or 4th chant you will find (what ever level you are) is a very high levelled one.

Successful test - I've installed, uninstalled and installed again. Windows 10 Home edition (free upgrade from Windows 7) 64-bit on x-64 based processor. Only one user.

I had to get the setup program through three barriers - first Windows Smart Screen prevented an unrecognized app from starting, then Norton anti-virus (Download Insight) said it had no track record, finally the familiar User Account Control "do you want to allow this app to make changes?"

Result: successful installation of the Legendary Mod files but I ticked for Elys All*Saves which refused to install v1 because I already had v2. So off I went to Settings > System > Apps and features, where DS2 All*Saves v2 was listed (presumably from a registry entry) and selected uninstall for that. Then rather than just run the v1 installer on its own I thought I might as well test uninstalling the Legendary Mod then do the whole thing again.

Result: success. (Norton really didn't like this idea but I told it to restore and allow the uninstaller.) I hope - looks to have the files I expect but haven't tried playing yet. Except no Map Selection Menu fix

iryan wrote:
have you run the game (either DS1 or the expansion) at least once? This step will create the files the installer is checking before it will start to install. Just installing the games isn't enough and this is where I need to make it clearer before it gets to that point.

I assume you haven't altered the location where DS1 or LOA stores their information? That can only be done through command-line switches used in the shortcut to start the game. Certain mods did do this but I can't think of why anyone would need to do it for the base game. However this will also cause the installer to fail.

Installing the games on the D drive shouldn't cause any issues but another thing which would is if the location of my documents was different from normal, this would break the installer. The location should be something like My PC\Documents

But what if someone's system has one privileged user, Administrator, who has never played DS1 nor DS2, and another, GamePlayer, who has played them but lacks privilege? Not something I can test for you.


More proof-reading on the manual
A trick I've read about - work from finish to start for a fresh look. Following points in normal order.

These maps are far beyond mere ports of the original maps from Dungeon Siege 2. - "from DS1" or "to DS2".

It is recommended to make backups of any existing savegames, especially if a lot of time have been invested in them. That way if there's any issues - "time has been" and "there are issues"

The DS2 Legendary Mod will run on any system that Dungeon Siege 2 will. No extra requirements are necessary. - except some hard drive space, of course

As well as Direct Connection Teleporters, the Utraean Peninsula - "Direct Connecting" all the other times

where's there's a special Resurrection Shrine - "where there's"

Mod allow the 5th and 6th party members - "Mod allows" - or "Mod maps allow"

otherwise the monster's levels - " monsters' " - plural!

player tries to quickly play through the maps quickly and continually ignore optional areas - of the two "quickly"s I suggest the second is the one to keep; also "ignores" (matching "tries") would read better than "[to] ignore" (matching "to play") (EDITED) but on second thought even better "tries to play .. quickly, continually ignoring .. "

where the world has is newly loaded - "world is newly loaded"

The only stipulation if using assets from the DS2 Legendary Mod is due credit to its authors. - Who are they? (Refer to the readme file.)

Elys All*Saves Launcher v1 circumnavigates the CRC check and further on v1 only circumnavigates the CRC check - "Circumnavigates" is what a round-the-world yachtsman does. If Elys' own choice of word then keep it, otherwise I think "circumvents" is what you were looking for. "Bypasses", "sidesteps" or "avoids" if a euphemism is wanted.

won't prevent any possibly crashes that may occur - redundant word but if you do keep it then "any possible crashes" or "any crashes that possibly may occur"

Multiplayer doesn't work very well. . . There has been reports of monsters or bosses. - "have been reports" (plural)

first playable conversion of the Utraean Peninsula map from DS1 KillerGremal to Dungeon Siege 2 by KillerGremal

HardLess's picture

Hi Iryan,

I have been able to fix the summons. I have seen that when summoned during battle a summon is working fine. So in order to prevent the summon to loop in the walk animation you need to remove the jat_startup job and setting it visible. The summon spell is taking care of this.

Here are the following line to modify for every templates:

[aspect]
	{
                ...
		is_visible = false;
		...
	}
[mind]
	{
		...
		jat_startup = "world\ai\jobs\common\job_startup_reveal.skrit?auto_reveal=true&invisible=true";
		...
	}

To this :

[aspect]
	{
                ...
		is_visible = true; // Or just remove this line default value is true.
		...
	}
[mind]
	{
		...
		jat_startup = jat_none;
		...
	}

I will take a look at the monsters next.

See you.

iryan wrote:
the assets have all been redistributed within the files. So its not compatible with beta32 versions though save games should be unaffected.

I've had to remove half my saved heroes before I can so much as cycle round the remainder in SINGLE PLAYER selection from main menu. The worst case (first one in my alphabetical list, as per Sod's Law) locked up my system, out of memory so I had to restart Windows.

DS1_Mod_Logic file is the problem. I suspect assets are missing. Watch this space.

RSimpkinuk57 wrote:
iryan wrote:
the assets have all been redistributed within the files. So its not compatible with beta32 versions though save games should be unaffected.

I've had to remove half my saved heroes before I can so much as cycle round the remainder in SINGLE PLAYER selection from main menu. The worst case (first one in my alphabetical list, as per Sod's Law) locked up my system, out of memory so I had to restart Windows.

DS1_Mod_Logic file is the problem. I suspect assets are missing. Watch this space.


The assets aren't missing, they've just been shuffled around to other asset files. Many users probably would have noticed DS1_Mod_Logic.ds2res gradually getting bigger and bigger as beta versions came and went. I've been storing new or changed art assets (a couple of sounds as well) in it to save downloading the bigger DS1_Mod_Content file.

With this beta I moved those files to where they're suppose to be plus moved other files between the various Content, Sound and Voices packs. The old levelling unique items have also been disabled.

It seems that this has caused issues with saved games. I apologise for this, my own saved games remained unaffected. I will add cautionary notes drawing attention to this possibility. The save games must expect certain assets to be loaded in a particular order based on the resource pack they are in, as we know that the game loads inversely from z to a. So DS1_Mod_Logic.ds2res is loaded last in the chain of resource files.

Possibly also if you have been using converted resource files from DS1, this may come into play as remembering the issues we had with the ai animation glitch caused by files from the converted Objects.ds2res from DS1 overwriting some of those from DS2. DS2 uses a lot of recycled assets from DS1 but changes things slightly and so there may be broken dependencies from the now missing DS1 Objects.ds2res file.

So please accept my apologies for this problem.

RSimpkinuk57 wrote:
Successful test - I've installed, uninstalled and installed again. Windows 10 Home edition (free upgrade from Windows 7) 64-bit on x-64 based processor. Only one user.

I had to get the setup program through three barriers - first Windows Smart Screen prevented an unrecognized app from starting, then Norton anti-virus (Download Insight) said it had no track record, finally the familiar User Account Control "do you want to allow this app to make changes?"


Thank you, again something that needs to drawn to the user's attention before the installation even begins. When I downloaded the installer, Windows complained that it was a suspicious file that's not been downloaded very much (Dooh - since it's the first time it had been downloaded) and McAfee proudly told me that it saved my computer by preventing the installer from running (I had to sternly tell it that I did want it to run) and finally I got the UAC prompt.

RSimpkinuk57 wrote:

Except no Map Selection Menu fix

I overlooked that at present since it causes issues if you have Broken World because of the difference in the menu GUI size (DS2 is 800x600 while BW is 1024x768). It still works but the screen is distorted.

Now I can make a message prompt asking if the user wishes to install the Map Selection Fix for DS2 with the associated warning that it's for DS2 only, etc. and include it in the installer. I can also include it in an extra folder included with the installation which the user can install later if they wish, though they would need to know the basics of using files and folders.

There's incompatibilities between the menu gui from DS2 to Broken World which means that there's probably no way a combined gui could be automatically distributed without causing issues with one version or the other. Plus I believe that the menu sizing is a hard coded feature of the Broken World engine and probably couldn't be emulated in DS2.

RSimpkinuk57 wrote:

But what if someone's system has one privileged user, Administrator, who has never played DS1 nor DS2, and another, GamePlayer, who has played them but lacks privilege? Not something I can test for you.

Hopefully someone can test that though administrator privileges aren't enforced in the installer. So theoretically if Gameplayer logs into Windows, they should be able to install and use the mod though that's unproven at this point.

HardLess wrote:
Hi Iryan,

I have been able to fix the summons. I have seen that when summoned during battle a summon is working fine. So in order to prevent the summon to loop in the walk animation you need to remove the jat_startup job and setting it visible. The summon spell is taking care of this.

Here are the following line to modify for every templates:

[aspect]
	{
                ...
		is_visible = false;
		...
	}
[mind]
	{
		...
		jat_startup = "world\ai\jobs\common\job_startup_reveal.skrit?auto_reveal=true&invisible=true";
		...
	}

To this :

[aspect]
	{
                ...
		is_visible = true; // Or just remove this line default value is true.
		...
	}
[mind]
	{
		...
		jat_startup = jat_none;
		...
	}

I will take a look at the monsters next.

See you.


Thank you for that, I'll be sure to implement it. It'll be good for those monsters who summon other monsters as well I suspect.

Such a simple thing has a big impact.

Yes, in theory a user id without Windows administrator privilege should be able to install the mod. But what about installing AllSaves, which I believe updates the registry?

The old levelling unique items are certainly part of the problem with my saved heroes, I'd established that, but maybe not all of it. Time to shove them all to the back of the cupboard and start out again with some new ones.

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