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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.

Been having a look at AMD's CAP for Dungeon Siege
there are a number of tweaks available..

I'll investigate further for optimum settings, via this rig..

In the current testrun, have made it to the edge of Lang Marsh..
- some amazing scenery on the way..

Snow Queen and Garganturax have been toughest battles so far..
oh, and the Three-Headed creature at the end of the Crystal Caverns
- finding hit-and-run and judicious use of Powers the best tactic..
..and mashing the "H" and "M" keys in tight spots, as well..!!


- the current crew with powers removed
- so that you can see their armour..

- very smart..!! :woot:

@Blondin235 - I finally reached the snow queen and you where quite correct Blondin she is almost impossible to kill. Thanks for the tip about making her follow you up the stairs. I parked 5 of my party at the top of the stairs two combat mages and three rangers. Ran down the stairs and made her chase me up the stairs. When she was about half way up the stairs the rangers engaged her and by the time she was at the top of the stairs one hit from the combat mages and she was gone. Next I tried to get one of my party stuck under the stairs but no matter how hard I tried I could not do it.

@KillerGremal - I would like to use the same staff that Trella Lauron is using with the same effects with one of my mages to see if I can figure out what is happening when I have shaders set to advanced. Would you be so kind as to PM or post the template?

@Iryan - I noticed that some of the spiders in the Fallraen Barracks when hidden in the fog can not be hit by ranged weapons until they come out of the fog or you step on them. Does fog work like water and hide a monster that is in it?

Now it is off to find the fish stone, easy since you can smell it from miles away.

Elf

bare_elf wrote:
@Blondin235 - I finally reached the snow queen and you where quite correct Blondin she is almost impossible to kill. Thanks for the tip about making her follow you up the stairs. I parked 5 of my party at the top of the stairs two combat mages and three rangers. Ran down the stairs and made her chase me up the stairs. When she was about half way up the stairs the rangers engaged her and by the time she was at the top of the stairs one hit from the combat mages and she was gone. Next I tried to get one of my party stuck under the stairs but no matter how hard I tried I could not do it.

@Iryan - I noticed that some of the spiders in the Fallraen Barracks when hidden in the fog can not be hit by ranged weapons until they come out of the fog or you step on them. Does fog work like water and hide a monster that is in it?

Now it is off to find the fish stone, easy since you can smell it from miles away.

Elf


Have you tried the tweak I posted earlier for the Snow Queen?
http://www.siegetheday.org/~iryan/files/Betav21/DS1_Mod_Logic_Beta_21a.ds2res
Note that this tweak is for the updated Beta21, don't use it on Beta20.

As bare_elf has demonstrated she has strengths and vulnerabilities. As per many of the monsters in the mod, she is strong against one element and weak against another, I think you can guess which. Still maybe she is a bit too strong so feedback on the tweak would be nice.

I went further than GPG with the elemental strengths and weaknesses to try to make playing a balanced party worthwhile. So most monsters living in snow or ice biomes are naturally strong against ice based magic and weak against fire. Vice versa for monsters living in desert biomes. Monsters with armor or tough hides or very insubstantial, like ghosts, are very strong against melee and ranged attacks but weak against magic. Vice versa for magic based critters. Just about all monsters are tweaked this way.

Yes you are correct in that fog acts like water, so that's why they're hard to hit and why often they don't notice you. I'll have to revise them either by removing those couple of monsters or seeing if giving them a sight height in the instance works like it does in base templates as that's what I did for the Shrack and Lungers in other areas.

iryan wrote:
Have you tried the tweak I posted earlier for the Snow Queen?
http://www.siegetheday.org/~iryan/files/Betav21/DS1_Mod_Logic_Beta_21a.ds2res
Note that this tweak is for the updated Beta21, don't use it on Beta20.

No I did not install the tweak Iryan, I wanted to see if I had the same problems Blondin235 had with the Snow Queen, and to see if I could get any of my characters stuck under the stairs. The snow queen was difficult but not impossible as my rangers had bows that shoot fire arrows. Just like when I am in a dry area they carry bows that shoot arrows based on water or ice. The only monsters I still have difficulty with are the nasty Wraths because I have not been able to build a long range combat magic or nature magic spell. But I am getting closer to the optimal party config for fighting them.

Elf

I'm normally running 2 AMD7870 gfx cards in crossfire - but the DS series doesn't like it, so I've disabled
one card in the CAP that comes with the AMD Catalyst Control Centre.

I have been messing with settings, and have found these to be quite efficient:

- with the emphasis on quality, rather than performance - it's possible to get some really beautiful screenshots..

- they lose something in the transfer to .jpg - but you get some idea of the high detail..


- everything is working fine up to this point..
- every battle is a challenge..
- nice balance..

PS: my problem with the staircase was an odd one, pure chance really..
one of my party was killed under the staircase, just where it reaches
the floor - when that party member was healed, he got up with his head
through the staircase itself - I think this is why he wouldn't move..
My attempts to transport the entire party in and out were just a ham-fisted
attempt at a quick solution..

PPS: you need a pretty strong party to defeat the Snow Queen
on a normal run-through - the side quests help your party to
gain better attributes, so expect to play for an hour or so, at a go..

I only managed it by spending some considerable time building
up my party's specs - revisiting Crystwind Mines provides a good training ground..

Same thing applies to the Garganturax - tracking down the bandit leader, via the side-quest
will give your party a good opportunity to become stronger and more adept..

------------------------------------------------------------------------------
I dropped the in-game gamma slightly for added effect
looks great - particularly in the gloom of the Goblin Caverns:

with all of their powers and enhancements enabled,
my party resembles a travelling light-show..!! :woot:

Blondin235 wrote:

------------------------------------------------------------------------------
I dropped the in-game gamma slightly for added effect
looks great - particularly in the gloom of the Goblin Caverns:

with all of their powers and enhancements enabled,
my party resembles a travelling light-show..!! :woot:



Incidentally a while ago I experimented with the ENBSeries Mod for DS2. It gives you incredible control over the graphics setting of the game through an ini file and a dll. Very similar to adjusting the hardware settings through the Control Panel.

http://enbdev.com/index_en.html

However no matter how much I tried I couldn't get rid of a film of fog obstructing the view so I abandoned it after several days of experimenting. With everything turned on the game would slow down to nearly a slideshow but even with moderate settings it looked great with good frame rates on my PC which incidentally is only an average machine. Still I like a clear view of everything so the foggy film was a turnoff. This was both with and without the launcher.

There's a new installer version of the mod available.
http://www.siegetheday.org/~iryan/files/DS1_Legendary_Mod_for_DS2_Beta_22.zip (533Mb download size)

I'll update the individual modules tomorrow when I have time.

This version includes Return to Arhok and Diabolish maps together with KillerGremal's latest content packs required for them to work properly.

Should be compatible with current saved games. The installer will remove previous installer versions but if you have updates since then (Beta 14) you'll have to manually remove them before playing.

- have reached Quillrabe..

- found a couple more minor bugs:

- the handle for this trapdoor has become detached from the wall
- same thing applies to the handle at the bottom of the lift..


- should read "ironic" rather than "iconic"..

- off to meet the Dragon.. :woot:

Thanks, I need the current version of Return to Arhok. I can now start all new games Smile

Why are the Snow Bears vulnerable to Ice? That's the conditions they live in, also the various Klaws in the Lava Tunnels are vulnerable to fire.

Blondin235 wrote:
- have reached Quillrabe..

- found a couple more minor bugs:

- the handle for this trapdoor has become detached from the wall
- same thing applies to the handle at the bottom of the lift..


- should read "ironic" rather than "iconic"..

- off to meet the Dragon.. :woot:


You are safe Blondine I just killed the dragon. I was going to report the same things you just did so I guess we are even Smile
Elf

I waited for you in Hiroth, but the skellies kept calling me. So I cleared the castle and and did some ant hunting and now in Grescal.

@iryan, Noted a problem with my second answer to the magic seller Priest Challe a bit odd like something was missing see the screenie.

It might be better if it said
Maybe later once I save the world I will take the time to visit the pyramids and study the ancient magic. Farewell.

KillerGremal wrote:
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.
 

NB. - have just added this to Resource Folder..

- ever onward..
- I hear a certain elf is castle-bashing..

- must catch up Cheer

I've now linked all the current separate module files for the mod.

http://www.siegetheday.org/~iryan/files/Betav22/DS1_Map_Legends_of_Aranna_Beta_22.ds2res (37.1 Mb)
http://www.siegetheday.org/~iryan/files/Betav22/DS1_Map_Multiplayer_World_Beta_22.ds2res (69.6 Mb)
http://www.siegetheday.org/~iryan/files/Betav22/DS1_Map_World_Beta_22.ds2res (45.1 Mb)
http://www.siegetheday.org/~iryan/files/Betav22/DS1_Map_Yesterhaven_Beta_22.ds2res (20.6 Mb)
http://www.siegetheday.org/~iryan/files/Betav22/DS1_Mod_Content_Beta_22.ds2res (138 Mb)
http://www.siegetheday.org/~iryan/files/Betav22/DS1_Mod_Exp_Content_Beta_22.ds2res (56.4 Mb)
http://www.siegetheday.org/~iryan/files/Betav22/DS1_Mod_Logic_Beta_22.ds2res (1.0 Mb)
http://www.siegetheday.org/~iryan/files/Betav22/DS1_Mod_Terrain_Beta_22.ds2res (123 Mb)
http://www.siegetheday.org/~iryan/files/Betav22/Mod-DS1Content-Alpha10p.ds2res (17.4 Mb)
http://www.siegetheday.org/~iryan/files/Betav22/Mod-DS1Map-ArhokXP-Beta5.ds2res (30.4 Mb)
http://www.siegetheday.org/~iryan/files/Betav22/Mod-DS1Map-Diabloish-Beta01.ds2res (9.6 Mb)
http://www.siegetheday.org/~iryan/files/Betav22/Mod-Erthos-MonsterLevelAdjust-Beta5f.ds2res

Main Mod Readme
http://www.siegetheday.org/~iryan/files/Betav22/DS1_Legendary_Mod_for_Dungeon_Siege_2_Beta_22.txt

Readmes for KillerGremal's resources;
http://www.siegetheday.org/~iryan/files/Betav22/diabloish-ds2.txt
http://www.siegetheday.org/~iryan/files/Betav22/ds1_content_pack.txt
http://www.siegetheday.org/~iryan/files/Betav22/Mod-DS1Map-ArhokXP-Beta5.ds2res.txt
http://www.siegetheday.org/~iryan/files/Betav22/monster_level_adjustment.txt

The files include all the fixes for errors mentioned by Blondin235 and Bare_elf today. They also include KillerGremal's tiny tunings so that's not longer needed. So they're more up to date than the installer posted yesterday.

sigofmugmort wrote:
Why are the Snow Bears vulnerable to Ice? That's the conditions they live in, also the various Klaws in the Lava Tunnels are vulnerable to fire.

The Klaws were already fixed in yesterday's update but I couldn't find any problem with the Snow Bears. They should be resistance to ice and vulnerable to Fire.

The problem was with an earlier version. Things are working fine now. Did you tone down some of the monsters? The Yellow spiders are not killing characters quite as fast Insane

What is the Diabolish_beta01.Ds2res for?

sigofmugmort wrote:
What is the Diabolish_beta01.Ds2res for?

Diabolish is a DS1 Map that was converted to DS2 by Killer Gremal and because it works with the DS1 Legendary Mod it was added, it is not necessary to play the other maps its just a nice add on.

Elf

Except for one quest Trial of Gallus I have completed all the quests. I almost bet I do not have the required items to open the secret area. I will almost bet that I do not have these things in my inventory, the tome from the Utraean Catacombs, the Fury's Eye, the knife that I started the game with. Must be able to buy them somewhere. Oh well if not I will just download the updates and start again. No I did not have the items so I downloaded updates.
Current Mod Configuration is as follows:

DS1_Mod_Content_Beta_22.ds2res (138 Mb)
DS1_Mod_Exp_Content_Beta_22.ds2res (56.4 Mb)
DS1_Mod_Logic_Beta_22.ds2res (1.04 Mb)
DS1_Map_Legends_of_Aranna_Beta_22.ds2res (37.1 Mb)
DS1_Map_Multiplayer_World_Beta_22.ds2res (69.6 Mb)
DS1_Map_World_Beta_22.ds2res (45.1 Mb)
DS1_Map_Yesterhaven_Beta_22.ds2res (20.6 Mb)
DS1_Mod_Terrain_Beta_22.ds2res (123 Mb)
DS1 Content Pack (partial) Alpha v10p
Mod-Erthos-MonsterLevelAdjust-Beta5f
Mod-DS1Map-Diabloish-Beta01
Mod-DS1Map-ArhokXP-Beta5
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)

Elf

Blondin235 wrote:
KillerGremal wrote:
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.

. . .


NB. - have just added this to Resource Folder..

- ever onward..
- I hear a certain elf is castle-bashing..

- must catch up Cheer


I've compared the file dates of the affected files, and the 'tiny tuning' still should be completetely compatible with DS1_Map_Multiplayer_World_Beta_22.ds2res.

 
@Iryan: Perhaps you could check once some of these tunings.
I don't think each town needs a skill resetting NPC, but I guess players appreciate it basically (Diablo-addicted hardcorers possibly not ;)).
Maybe you also will like the visual fixes for towers (snow_town: 0x027001d1+0x027001d2, 0x027001d3+0x027001d4, 0x027001d5+0x027001d6) since originally tower roof and balustrade are transparent when player's camera angle is too low - ...although the right position of such objects are probably easier to set with an text editor. And generally, such 'fixes' could be endless, and concerning work it's really doubtful to add it everywhere, however with towers the lack of ceiling texutres is very evident.
 

bare_elf wrote:
Except for one quest Trial of Gallus I have completed all the quests. I almost bet I do not have the required items to open the secret area. I will almost bet that I do not have these things in my inventory, the tome from the Utraean Catacombs, the Fury's Eye, the knife that I started the game with. Must be able to buy them somewhere. Oh well if not I will just download the updates and start again. No I did not have the items so I downloaded updates.

Elf


The Trial of Gallus works differently in this Mod. You do not need the items mentioned like you do in the original map or Legends of Utrea.

All you need is to have picked up the book itself. The quest actually initiates once you enter the Trial.

The installer version has now been updated with the recent fixes applied to the individual modules.
http://www.siegetheday.org/~iryan/files/Betav22/DS1_Legendary_Mod_for_DS2_Beta_22.zip

If you have already downloaded the Beta 22 installer, you really don't need to download it again. Only two files have been updated. They are the Utraean Peninsula http://www.siegetheday.org/~iryan/files/Betav22/DS1_Map_Multiplayer_World_Beta_22.ds2res and the DS1 Logic file http://www.siegetheday.org/~iryan/files/Betav22/DS1_Mod_Logic_Beta_22.ds2res

Beta_22 comments. While I have known of my ability to find un-replicable errors since DOS 5 came out. The Flame Klaws are still taking extra damage from fire and resisting ice. I have Gyorn in the party and when he speaks I get a Black box where his face should appear in the dialog box. Gloern dual-wields fine but all weapons are slower. I shall continue to try to speed up my progress Insane

Is their any way Windows 98/xp can do a screen capture? I had a GREAT incident in Glitterdelv mines, that :censored: :censored: :censored: ??? guy made an appearance, right next to some red barrels just as my combat mage hit them with a Jolt spell BOOM! :woot: Laughing out loud

sigofmugmort wrote:
Is their any way Windows 98/xp can do a screen capture? I had a GREAT incident in Glitterdelv mines, that :censored: :censored: :censored: ??? guy made an appearance, right next to some red barrels just as my combat mage hit them with a Jolt spell BOOM! :woot: Laughing out loud

Press the PrintScreen key to take a screenshot. If you want to take a screenshot without the panels, item labels, etc. - press Shift+PrintScreen. Note that if you have character labels turned on, those labels will still appear in the screenshot. To turn them off, press the ' key. This works with any Operating System from 98SE to Windows 8 as long as you are in one of the dungeon siege games from DS1 to Broken World. Do you know where to find the screen shots?
For Dungeon Siege "documents\dungeon siege\screen shots
For LoA "documents\dungeon siege LoA\screen shots
For DS2 "documents\my games\dungeon siege 2\ screen shots
For BW "documents\my games\dungeon siege 2broken world\screen shots.

Elf

iryan wrote:

The Trial of Gallus works differently in this Mod. You do not need the items mentioned like you do in the original map or Legends of Utrea.

All you need is to have picked up the book itself. The quest actually initiates once you enter the Trial.


I picked up the book and although it shows up in the book section of lore it does not show in the quest items list,
so I guess it will not work.

because the door does not open.

I can not return to the underground where the book was because the way down is now closed. Oh well moving on.

Elf

have replaced files in Resources, as follows:

on continuing with existing save, found glitches..
There is no transporter at Hiroth to enable travel to last point..

also:

mangled graphics on a couple of animals


- a lack of furniture at the inn


- faulty transporter..

- still have the tiny tunings resource installed
- I have kept last save intact..
- is there a fault with my current Resource set-up??

iryan wrote:
. . .
sigofmugmort wrote:
Why are the Snow Bears vulnerable to Ice? That's the conditions they live in, also the various Klaws in the Lava Tunnels are vulnerable to fire.

The Klaws were already fixed in yesterday's update but I couldn't find any problem with the Snow Bears. They should be resistance to ice and vulnerable to Fire.
This may be a consequence of the Level Adjustment mod, imitating resistances as it happens in DS2 usually, so for a low-levelled monster a specific resistance starts rather low, increasing until immunity (or even until healing effect) when the monster-level gets (much) higher.

Right now a specific resistance changes +/- 0.8% per level (sadly, quite hard-coded). As rough guide line, to avoid vulnerabilities in-game it's recommended that the resistance assigned in the template should match the monster-level as assigned in the template - approximately.
For example when creating the template, if the ice resistance is set to 40%, the monster-level should be at least 40 too. Like this the monster at monster-level 1 still will show in-game resistance and not vulnerability.

Blondin235 wrote:
have replaced files in Resources, as follows:

on continuing with existing save, found glitches..
There is no transporter at Hiroth to enable travel to last point..

also:
mangled graphics on a couple of animals
- a lack of furniture at the inn

- faulty transporter..

- still have the tiny tunings resource installed
- I have kept last save intact..
- is there a fault with my current Resource set-up??


No your resources setup is fine.

The problem is undoubtedly due to inconsistencies between the two content packs. When there were conflicts between two identically named gas files I removed the ones from previous Legendary Mod betas, for example the cow templates. Obviously this has caused problems.

As a temporary fix I'll post a new DS1_Logic file which will be assigned a priority level so it'll take precedent over KillerGremal's content pack but that may break things in Return to Arhok and Diabloish, so is only a short term fix. KillerGremal and I will then have to go through all the conflicting files (probably a couple of hundred?) and reassign them where necessary.

Update: Unfortunately the inconsistencies are more prevalent than I hoped so I've no alternative but to pull the downloads for now. I'll post new downloads as soon as I can

Blondin235 wrote:
have replaced files in Resources, as follows:

on continuing with existing save, found glitches..
There is no transporter at Hiroth to enable travel to last point..
-mangled graphics on a couple of animals.
- a lack of furniture at the inn
- faulty transporter..

- still have the tiny tunings resource installed
- I have kept last save intact..
- is there a fault with my current Resource set-up??


Blondin after I read your post I looked at the various things you noted. When I started the game I got the portal to return to the previous location. So I tested the teleporter in Hiroth and could jump to all the towns and back from all the towns to Hiroth. The only thing I can see different from my config and yours is the tiny tuning 19 mod. I did not however look at the animals or check the furniture at the inn, I was called away from the computer by my real job. I will look at those tomorrow.
Here is my mod config
DS1_Mod_Content_Beta_22.ds2res (138 Mb)
DS1_Mod_Exp_Content_Beta_22.ds2res (56.4 Mb)
DS1_Mod_Logic_Beta_22.ds2res (1.04 Mb)
DS1_Map_Legends_of_Aranna_Beta_22.ds2res (37.1 Mb)
DS1_Map_Multiplayer_World_Beta_22.ds2res (69.6 Mb)
DS1_Map_World_Beta_22.ds2res (45.1 Mb)
DS1_Map_Yesterhaven_Beta_22.ds2res (20.6 Mb)
DS1_Mod_Terrain_Beta_22.ds2res (123 Mb)
DS1 Content Pack (partial) Alpha v10p
Mod-Erthos-MonsterLevelAdjust-Beta5f
Mod-DS1Map-Diabloish-Beta01
Mod-DS1Map-ArhokXP-Beta5
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)

Iryan did say when he posted the updates it included fixes for the things we found wrong and it included the tiny tuning mod by KillerGremal. So might I suggest that you remove the tiny tuning and try again the same things?

Elf

iryan wrote:
. . .
KillerGremal and I will then have to go through all the conflicting files (probably a couple of hundred?) and reassign them where necessary.
. . .
Doesn't sound that good... :o

 
@bare_elf: Hm, the 'tiny tuning' should not be that significant. But it's probably the (partial) content pack, it's only in your list.

 
@Blondin: Download once this content mod from this thread and retry. I guess it won't solve all matters but possibly some objects will be back (in the right shape).

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