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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.

There's now available for testing a special edition test version that adds KillerGremal's enhanced version of Return to Arhok to the mod. Requires Legend of Aranna files.

Note that there's an intermittent problem with downloading KillerGremal's files, especially the content pack. I'll add downloads for these from Techiem's server at the bottom of the page as soon as I can.

http://www.siegetheday.org/~iryan/files/Betav21/DS1_Mod_Content_Beta_21.ds2res (138 Mb)
http://www.siegetheday.org/~iryan/files/Betav21/DS1_Mod_Exp_Content_Beta_21.ds2res (56.4 Mb)
http://www.siegetheday.org/~iryan/files/Betav21/DS1_Mod_Logic_Beta_21.ds2res (1.04 Mb)
http://ds2fun.ds.funpic.de/getfile.php?redict=192&type=.ds2res (30.2 Mb)
http://ds2fun.ds.funpic.de/getfile.php?redict=174&type=.ds2res (17.3 Mb)

Readmes
http://ds2fun.ds.funpic.de/getfile.php?redict=191&type=.txt
http://www.siegetheday.org/~iryan/files/Betav21/DS1_Legendary_Mod_for_Dungeon_Siege_2_Beta_21.txt

The Dwarf minimod posted yesterday is included in the revamped DS1 Content pack. I've tested the new files and everything seems to work both for new games and saved games but maybe make backups just in case. If no major problems are reported for the new configuration, then the links at the top of the thread will be updated and a new installer version created.

Alternative downloads
http://www.siegetheday.org/~iryan/files//Mod-DS1Content-Alpha10m.ds2res (17.3 Mb)
http://www.siegetheday.org/~iryan/files/Mod-DS1Map-ArhokXP-Beta5.ds2res (30.2 Mb)

An additional map for playing credit to KillerGremal for conversion & Dr. Smooth aka James Lang
http://siegetheday.org/?q=node/1330/12137#comment-12137
http://www.siegetheday.org/~iryan/files/Mod-DS1Map-Diabloish-Beta01.ds2res (9.56 Mb)

Cool, a very interesting fusion. Smile I hope everything will work fine!(?)

 

iryan wrote:
. . .
Note that there's an intermittent problem with downloading KillerGremal's files
. . .
Besides of strange server problems, it's probably because I've updated yesterday the content pack finally.
DS1 Content Pack (partial) Alpha v10n (17.3mb, ReadMe).

There is now an NPC available to reset a choosen skill (also in v2.2).
Basic conversations are already listed in the template(s), the corresponding conversation file to copy is in world/maps/any_world/regions/town.

Iryan,
We are currently in the Cliff City in LoA, When we where going through the sunken tower I discovered that the doppelgangers have returned. That is a great addition, I kind of missed them. How where you able to get them to work?

Things are going great, as far as the cliff city. I will travel onward soon.

Elf

found another glitch..
While fighting the Snow Queen, my Archer CHR got himself stuck
under the spiral staircase that leads to her chamber..

The Snow Queen ( a real nasty enemy!!) seems indestructible, and
nothing I could do would kill her - even repeated use of my entire
party's powers failed to make more that a slight dent in health - which
she quickly repaired - despite several recharges, my powers are not
strong enough to kill her..

Then my Archer got stuck under the stairs and refused to follow the party
- eventually I decided to lure her upstairs, so that I might get past her
and descend ahead of her, so that I might then transport my entire party
back to Fallraen, thinking that I could transport us all back to her chamber
thus freeing my Archer.. and sure enough, by taunting her, she eventually
chased my party all the way back up to the top of the spiral staircase..
so I ran past her, and led the party back down the staircase and transported out..

Sadly, when I transported back into to her chamber,
my ENTIRE party became stuck alongside my Archer
- and not one of them could escape from under the staircase..!!

Only solution was to Quit the game and restart from the Forest
transporter at the Ancient Temple entrance..

KillerGremal wrote:

Besides of strange server problems, it's probably because I've updated yesterday the content pack finally.
DS1 Content Pack (partial) Alpha v10n (17.3mb, ReadMe).

There is now an NPC available to reset a choosen skill (also in v2.2).
Basic conversations are already listed in the template(s), the corresponding conversation file to copy is in world/maps/any_world/regions/town.

Now being modular testers can simply update your Content Pack with the new one whenever it becomes available.

It would be useful for testers reporting problems to state what configuration they are using. It would help in tracking down any problems.

bare_elf wrote:
Iryan,
We are currently in the Cliff City in LoA, When we where going through the sunken tower I discovered that the doppelgangers have returned. That is a great addition, I kind of missed them. How where you able to get them to work?

Things are going great, as far as the cliff city. I will travel onward soon.

Elf


Glad you like them, I certainly missed them.

I used the same sort of generator that produces the moving mounds in the deserts of DS2 that create thrusk and clatterast which ambush you. The generator will automatically approach you when you come into its sight range and then pop out a monster when its within range.

Instead of a moving mound I used a similar sort of effect that is now attached to the zepherylls and swirling midges. Unlike the original doppelgangers these ones can't clone you but I made 16 odd variations of humans, half-giants and dwarves to give the impression that they do clone a member of your party.

KillerGremal made a nifty generator which produces a random monster based on what template you defined in the generator but unfortunately if I used more than one of these generators nothing at all appears in game and in the Editor, it crashes complaining of "using a lot of virtual machines. Possible infinite skrit recursion".

Blondin235 wrote:
found another glitch..
While fighting the Snow Queen, my Archer CHR got himself stuck
under the spiral staircase that leads to her chamber..

The Snow Queen ( a real nasty enemy!!) seems indestructible, and
nothing I could do would kill her - even repeated use of my entire
party's powers failed to make more that a slight dent in health - which
she quickly repaired - despite several recharges, my powers are not
strong enough to kill her..

Then my Archer got stuck under the stairs and refused to follow the party
- eventually I decided to lure her upstairs, so that I might get past her
and descend ahead of her, so that I might then transport my entire party
back to Fallraen, thinking that I could transport us all back to her chamber
thus freeing my Archer.. and sure enough, by taunting her, she eventually
chased my party all the way back up to the top of the spiral staircase..
so I ran past her, and led the party back down the staircase and transported out..

Sadly, when I transported back into to her chamber,
my ENTIRE party became stuck alongside my Archer
- and not one of them could escape from under the staircase..!!

Only solution was to Quit the game and restart from the Forest
transporter at the Ancient Temple entrance..


There seems to be two problems here.
1) The Snow Queen's abilities. She is about 4 times more powerful than a regular miniboss but has only 3 relatively benign ice based attacks. She also has two healing spells, a regular heal for 20% of her total health and a buff that drains life from her enemies. She can also teleport around which makes it hard to pin her down and to protect your weaker mages from her.

Still nobody had reported this sort of problem before so maybe some base underlying value has changed somewhere in a recent update. So I'll tone her down a bit and remove the buff.
Here's the updated file: http://www.siegetheday.org/~iryan/files/Betav21/DS1_Mod_Logic_Beta_21a.ds2res

2) Nobody has reported getting stuck under the spiral staircase before but in earlier versions of the map I use to get stuck around the corners so I adjusted those (whether fighting the Snow Queen or simply trying to get loot). Even in the regular DS2 maps there's places where one can get stuck. I regularly get at least one of my party members stuck in the lava in the final battle against Valdis for example.

Not sure what to do about this glitch. I'll have a look at the map but it may be something inherent in the map design which isn't a problem in DS1 but manifests itself in DS2. It may be unfixable.

thanks iryan..

I'll resist the temptation to add your revised Resource for the moment..
My party is probably lacking in resistances, and not that powerful yet..

I've returned to Crystwind - travelled south, and taken on the Fury's Den
along with an attack or two on the Harpy hell, south of the town - this
may help to strengthen my party - and the loot gained may buy me some
better protection and weapons..

- I'll report back later with a progress update.. :woot:

I have just finished a run of Legends of Aranna Map with the following configuration:

DS1_Mod_Content_Beta_21.ds2res (138 Mb)
DS1_Mod_Exp_Content_Beta_21.ds2res (56.4 Mb)
DS1_Mod_Logic_Beta_21.ds2res (1.04 Mb)
DS1_Map_Legends_of_Aranna_Beta_20.ds2res (37.1 Mb)
DS1_Map_Multiplayer_World_Beta_19.ds2res (69.6 Mb)
DS1_Map_World_Beta_19.ds2res (45.1 Mb)
DS1_Map_Yesterhaven_Beta_19.ds2res (20.6 Mb)
DS1_Mod_Terrain_Beta_17.ds2res (123 Mb)
DS1 Content Pack (partial) Alpha v10n
Mod-Erthos-MonsterLevelAdjust-Beta5f
Mod-DS1Map-Diabloish-Beta01
Mod-DS1Map-ArhokXP-Beta5
Mod-DS1Content-Alpha10n
Mod-Erthos-MonsterLevelAdjust-Beta5f
The following are my own mods
Loriden Alpha
weaponpack alpha 1
Girl_Armor_DS2 Beta 7 (revised for Legendary Map Pack)

I did not discover any major flaws or problems. All of the quests completed. The Dwarf could duel wield. There where a few trunks that would not open but other than that all went well from Arhok to the Clock and back.

Elf

I will now follow Blondin through the Utraean Peninsula to see just what happens with the nasty snow queen and the evil stair trap. I will be starting with this configuration until Iryan updates things again.

Current Mod Configuration.
DS1_Mod_Content_Beta_21.ds2res (138 Mb)
DS1_Mod_Exp_Content_Beta_21.ds2res (56.4 Mb)
DS1_Mod_Logic_Beta_21.ds2res (1.04 Mb)
DS1_Map_Legends_of_Aranna_Beta_20.ds2res (37.1 Mb)
DS1_Map_Multiplayer_World_Beta_19.ds2res (69.6 Mb)
DS1_Map_World_Beta_19.ds2res (45.1 Mb)
DS1_Map_Yesterhaven_Beta_19.ds2res (20.6 Mb)
DS1_Mod_Terrain_Beta_17.ds2res (123 Mb)
DS1 Content Pack (partial) Alpha v10n
Mod-Erthos-MonsterLevelAdjust-Beta5f
Mod-DS1Map-Diabloish-Beta01
Mod-DS1Map-ArhokXP-Beta5
Mod-DS1Content-Alpha10n
Mod-Erthos-MonsterLevelAdjust-Beta5f
The following are my own mods
Loriden Alpha
weaponpack alpha 1
Girl_Armor_DS2 Beta 7 (revised for Legendary Map Pack)

See you in the map Blondin
Elf

Related to the map update for the former release
I've ported over some things a suggestion to tune Beta 19 of Iryan's Utrae release.

DS1_Map_Multiplayer_World_Beta_19_TinyTuning.ds2res (100kb, Readme)

 
The tunings are rather harmless, for example it fixes the looking-down-top-transparency of tower roof and balcony, or at Crystwind the mine entrances got a visual cap in order not to let the map background shine through with lower camera angles.
Partially some things are already based on the recently uploaded Content Pack 10n, so near the Smith at Fallrean there is an Elf to reset skills.

 

iryan wrote:
. . .
KillerGremal made a nifty generator which produces a random monster based on what template you defined in the generator but unfortunately if I used more than one of these generators nothing at all appears in game and in the Editor, it crashes complaining of "using a lot of virtual machines. Possible infinite skrit recursion".
I would need to know which generator you mean and how you used it.
 

Okay how do you tune a fish, use the C scale of course. I will continue on the Utraean Peninsula tomorrow with tiny tuning added.
Current Mod Configuration.
DS1_Mod_Content_Beta_21.ds2res (138 Mb)
DS1_Mod_Exp_Content_Beta_21.ds2res (56.4 Mb)
DS1_Mod_Logic_Beta_21.ds2res (1.04 Mb)
DS1_Map_Legends_of_Aranna_Beta_20.ds2res (37.1 Mb)
DS1_Map_Multiplayer_World_Beta_19.ds2res (69.6 Mb)
DS1_Map_World_Beta_19.ds2res (45.1 Mb)
DS1_Map_Yesterhaven_Beta_19.ds2res (20.6 Mb)
DS1_Mod_Terrain_Beta_17.ds2res (123 Mb)
DS1 Content Pack (partial) Alpha v10n
Mod-Erthos-MonsterLevelAdjust-Beta5f
Mod-DS1Map-Diabloish-Beta01
Mod-DS1Map-ArhokXP-Beta5
Mod-DS1Content-Alpha10n
DS1_Map_Multiplayer_World_Beta_19_TinyTuning
Mod-Erthos-MonsterLevelAdjust-Beta5f
The following are my own mods
Loriden Alpha
weaponpack alpha 1
Girl_Armor_DS2 Beta 7 (revised for Legendary Map Pack)

KillerGremal wrote:
I would need to know which generator you mean and how you used it.
 

It was generator_in_object_no_relay and was placed in the map as a generator. In the generator_in_object_no_relay block it had various templates in the template_list. For a single one of these generators placed in a test map, things worked and a random monster would pop out every time. Placing two or more of these in the test map and nothing would show up. Trying to place them into the map in the editor and the Editor would lock up with the "infinite skrit error" if more than one was placed in the region.

I also tried using generator_in_object from DS2 as well but obviously with just a single template. Could it be that the generator_in_object_no_relay was placed in an actor? I used this technique for Gom at the end of Kingdom of Ehb (to spawn Super Gom) but of course there's only 1 of him. I also used it for the werewolves in the Utraean Peninsula but they spawn dead bodies.

In any case the current technique I use for generating the Doppelgangers seem to work quite well as it's hard to impress Bare_Elf.

Trella Lauron of Crystwind is she carrying a flag or a staff? If it is a staff it has a weird triangle on the end.

I was not able to talk to Stonepicker or to hire him. He just stands there mute. Maybe changing the dwarfs to the new version messed up his template.

I will try removing some of the recent updates to see if things change.
I think I know why Blondin had a problem going back into Hovarts Folly and getting the Lord Hovart title on the screen. It happened to me as well after killing him. But as the cut scene was running the trap door in the floor he appears from closed. After that I could go back into the folly from any direction without the Lord Hovart title appearing on the screen. From this I would assume that the trap door must close after Lord Hovart dies before the message does not appear.
Current Mod Configuration.
DS1_Mod_Content_Beta_21.ds2res (138 Mb)
DS1_Mod_Exp_Content_Beta_21.ds2res (56.4 Mb)
DS1_Mod_Logic_Beta_21.ds2res (1.04 Mb)
DS1_Map_Legends_of_Aranna_Beta_20.ds2res (37.1 Mb)
DS1_Map_Multiplayer_World_Beta_19.ds2res (69.6 Mb)
DS1_Map_World_Beta_19.ds2res (45.1 Mb)
DS1_Map_Yesterhaven_Beta_19.ds2res (20.6 Mb)
DS1_Mod_Terrain_Beta_17.ds2res (123 Mb)
DS1 Content Pack (partial) Alpha v10n
Mod-Erthos-MonsterLevelAdjust-Beta5f
Mod-DS1Map-Diabloish-Beta01
Mod-DS1Map-ArhokXP-Beta5
Mod-DS1Content-Alpha10n
DS1_Map_Multiplayer_World_Beta_19_TinyTuning
Mod-Erthos-MonsterLevelAdjust-Beta5f
The following are my own mods
Loriden Alpha
weaponpack alpha 1
Girl_Armor_DS2 Beta 7 (revised for Legendary Map Pack)

It appears that the problems I discovered in Crystwind seem to be a conflict between
DS1_Map_World_Beta_19.ds2res (45.1 Mb)
and
DS1_Map_Multiplayer_World_Beta_19_TinyTuning
as removing tinytuning from the list of active mods allows me to hire Stonepicker and Trella is standing in her normal place near the armor saleswoman.

Elf

@bare_elf: As mentioned in the Readme Trella has been replaced by a combative mage - not essential, just to try it out.
Strange however that the glowing effect looks like a flag, it should not.

What is causing the conflict with the Dwarf to hire I can't say so far.
However the ore deposits and the pickaxes (resp. the idea behind) will cause less problems.

KillerGremal wrote:
@bare_elf: As mentioned in the Readme Trella has been replaced by a combative mage - not essential, just to try it out.
Strange however that the glowing effect looks like a flag, it should not.

What is causing the conflict with the Dwarf to hire I can't say so far.
However the ore deposits and the pickaxes (resp. the idea behind) will cause less problems.


I was aware from the readme file that you had changed Trella to a combat mage, I was just wondering about the staff's effect looking like a flag. I am guessing it does not on your computer. I could have the same problem that Dulac was having with the non glowing bugs. I will check that out.

bare_elf wrote:
KillerGremal wrote:
@bare_elf: As mentioned in the Readme Trella has been replaced by a combative mage - not essential, just to try it out.
Strange however that the glowing effect looks like a flag, it should not.

What is causing the conflict with the Dwarf to hire I can't say so far.
However the ore deposits and the pickaxes (resp. the idea behind) will cause less problems.


I was aware from the readme file that you had changed Trella to a combat mage, I was just wondering about the staff's effect looking like a flag. I am guessing it does not on your computer. I could have the same problem that Dulac was having with the non glowing bugs. I will check that out.

Check your shader settings in options. Mine was off by default! There was no bug. However, you shouldn't be seeing a flag. Do you mean the caution tape looking stuff? That would mean there is some issue with the texture.

When I said Bug I was not referring to a software bug with shaders, I was referring to the Ember Grangerfly that did not glow. As in the Grangerfly is a bug, insect, fly, etc. I am talking about the blue triangle on the end of her staff. it should be some type of glow, not a blue triangle that looks like a flag.
Sorry for not being clear.

Elf

Lol

Question? What is Ds1_Patch_KOE_YEHA_Map_2014_01_14.ds2res. And should I even have it?

There's now an updated+retanked TinyTuning. The hire conversation should work again.

 
@bare_elf: I have no idea why the glow effect looks like a triangle with you, it should not regardless which shader type is set in the game options.
What was the work-around for matter with Embers by the way?

 
@Iryan: Concerning generator_in_object_no_relay. So far there is only one generator template that is using this generator. Unfortunately the template design itself is not really SE2-friendly (...as many other of my stuff is neither). So this template has an [aspect] block making it only selectable at its lowest point in SE2.
Now, if you have your own generator template then check once the scales in [aspect], or remove [aspect] if unused/possible so the [gizmo] block will define the handling in SE2.
The generator should be stable however. There shouldn't be a (pre)loading recursion, unless for example if generator A preloads generator B that preloads generator A that...

I checked the shaders for the problem with Trella's Staff.
When Shaders are set to None or Standard the staff looks correct, however when shaders are set to advanced the staff gets no glow and a weird triangle on the end.

Elf

Thank you KillerGremal I was able to hire the dwarf. Smile

Elf

@bare_elf: Intersting catch, with me can't see much difference between 'standard' and 'advanced' shaders (with 'advanced' the water is a bit more reflecting or even more quick-silver-like).

Perhaps the effect code should be updated, but honestly I rather modify existing code than writing it from scratch. Actually I think creating effects in DS2 is some kind of 'commands+parameter gambling' most of the time. :o

That's strange Bareelf. Maybe it's glitched. I got a little confused/excited. It's a glow effect from SFX rather than glow.fx.

Edit: Some of the SFXs use glow.fx in their textures. That could explain why Bare is getting a weird texture from switching to advanced.

Edit again: I also apologize for not testing this epic mod out for you guys. I just started playing DS2 the other day again after yet another hiatus.

Edit: Let me know what SFX you're using or the code, gas, and textures if they're custom. I might be able to help. Is Bareelf the only one with the problem? It looks like something is up with the alpha channel or the way it's handled. Possible the way it's handled in the gas file for the glow technique. It's an advanced shader, so standard would turn it off.

@KillerGremal,
Skelimina in Fallraen is great. Being able to reset powers was super handy. I had messed up on some for my combat mage and would have had to go to broken world for a reset, this was so much easier Just a short walk from Crystwind to Fallraen. Thanks for the update!!

Elf

Dulac wrote:
That's strange Bareelf. Maybe it's glitched. I got a little confused/excited. It's a glow effect from SFX rather than glow.fx.

Edit: Some of the SFXs use glow.fx in their textures. That could explain why Bare is getting a weird texture from switching to advanced.

Edit again: I also apologize for not testing this epic mod out for you guys. I just started playing DS2 the other day again after yet another hiatus.

Edit: Let me know what SFX you're using or the code, gas, and textures if they're custom. I might be able to help. Is Bareelf the only one with the problem? It looks like something is up with the alpha channel or the way it's handled. Possible the way it's handled in the gas file for the glow technique. It's an advanced shader, so standard would turn it off.


Hi Dulac,
I know that Blondin is also testing things on the Utraean Peninsula, however he has passed Fallraen and at present he is not using the recent updates that iryan and KillerGremal released this week. I would have thought that it might be just me two months ago when my old computer was going out. But now that I have a new computer I no longer mistrust the images. Also the only time I have ever seen this occur is with trella's staff in the most recent updates.

Elf

@Dulac: The final staff effect is made by two effects, a modified mana-steal effect for the shaft, and glow effect using the texture b_sfx_glow-02 which has a gas file:

[t:tsd,n:b_sfx_glow-02]
{
	layer1texture1 = b_sfx_glow;
  	i texturedetail = 1;
	technique = glow;
	textype = glow;
}
Perhaps this is the reason for problems sometimes.

 
 

@bare_elf: Glad you like it. But I hope people won't start now to carelessly spend their skill points, however basically I think it's a good thing to have a possibility to rethink and revise the existing skill assignment if needed.

Unfortunately this custom skill restting feature has a little lack, it (still) can't handle/remove the power buttons in the GUI. What's also why you may see a notification to do this manually not to waste power charges accidentally for a power without corresponding skills points.

 

KillerGremal wrote:
@Dulac: The final staff effect is made by two effects, a modified mana-steal effect for the shaft, and glow effect using the texture b_sfx_glow-02 which has a gas file:
[t:tsd,n:b_sfx_glow-02]
{
	layer1texture1 = b_sfx_glow;
  	i texturedetail = 1;
	technique = glow;
	textype = glow;
}
Perhaps this is the reason for problems sometimes.

 
 

@bare_elf: Glad you like it. But I hope people won't start now to carelessly spend their skill points, however basically I think it's a good thing to have a possibility to rethink and revise the existing skill assignment if needed.

Unfortunately this custom skill restting feature has a little lack, it (still) can't handle/remove the power buttons in the GUI. What's also why you may see a notification to do this manually not to waste power charges accidentally for a power without corresponding skills points.

 

Hmm, that isn't off. I'm not sure what's going on with it. I wonder if any custom textures were used for the effect.

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