forums | blogs | polls | tutorials | downloads | rules | help

Error message

Deprecated function: The each() function is deprecated. This message will be suppressed on further calls in remember_me_form_alter() (line 78 of /var/www/siegetheday.org/sites/all/modules/contrib/remember_me/remember_me.module).

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.

HardLess's picture

We download the new version and barrels are still crashing,

So in order to help you, we have made some tests and it's clearly the rats generator that make the client crash. We tried without rats generator it's working like a charm, and then we have modify the rats spawn chance to 99% and it's crashing every time we hit a barrel.

We didn't work on the generator to fix it (I'll later).

But we can make a feedback about how does the barrel are crashing. When the host hit the barrel, the game freeze during 0.5 second, the barrel doesn't break but the hit sound is send, the barrel fade roughly 1 second later.

Hopes it helps,

HardLess.

I can try. The respawn barrel can actually be broken if you stand on the other side, I hit it from various locations and it appears that the small outcrop of rock from the wall blocks many attack angles.

A nice update for my Birthday, Thanks :dance3: Dwarf :silly:

HardLess wrote:
We download the new version and barrels are still crashing,

So in order to help you, we have made some tests and it's clearly the rats generator that make the client crash. We tried without rats generator it's working like a charm, and then we have modify the rats spawn chance to 99% and it's crashing every time we hit a barrel.

We didn't work on the generator to fix it (I'll later).

But we can make a feedback about how does the barrel are crashing. When the host hit the barrel, the game freeze during 0.5 second, the barrel doesn't break but the hit sound is send, the barrel fade roughly 1 second later.

Hopes it helps,

HardLess.

Thanks for this report, I will try to revise the generator to be more Multiplayer-friendly.
Perhaps it's generally no good idea to drop a generator the same way as items do, this method is rather improvised, working obvisiously in Singleplayer, but actually GPG never used this manner.

bare_elf wrote:
@Iryan
I have just finished downloading the new files and will see what occurs when I attempt to finish the Maljin and Explorer quests. Then it is back to finishing EHB.

Elf

Update:
The Trainer in Fallraen she works just fine.
The Explorer Quest in the Great Northern Forest now completes.
However I could not get the Maljin Quest to complete. I now have 15 ten stones can I trade that for a one hundred fifty stone? I think the quest might require me to play through the peninsula again with a new party before I get it to work.
I will try that after completing a run through of EHB.

Elf


I tested the Maljin Quest once more and it completed.

However this is with a hacked character starting off in Hiroth with all the stones in his inventory so isn't 100% true to proper gameplay. I suspect though that you would need to restart before starting the quest or start a new game, as the quest name itself was changed. Also the Maljin boss shouldn't respawn anymore and the fact that he is for you also indicates this.

HardLess wrote:
We download the new version and barrels are still crashing,

So in order to help you, we have made some tests and it's clearly the rats generator that make the client crash. We tried without rats generator it's working like a charm, and then we have modify the rats spawn chance to 99% and it's crashing every time we hit a barrel.

We didn't work on the generator to fix it (I'll later).

But we can make a feedback about how does the barrel are crashing. When the host hit the barrel, the game freeze during 0.5 second, the barrel doesn't break but the hit sound is send, the barrel fade roughly 1 second later.

Hopes it helps,

HardLess.


I believe you are certainly correct in your assumption.

In the previous betas of the Legendary Mod that were playable in multiplayer, the rat and phrak spawning was disabled but restored in the latest versions that run on the Mod-DS1Content.ds2res.

Also when I did a run through with a self hosted Lan game, I did notice that a couple of barrels on the run through from Elddim to the Crypts didn't break but just faded. These must have been the rat spawners as I didn't strike any during my run (statistically I should have run into at least 2 or 3).

It will be interesting to see how the game handles the doppelgangers in LOA (and elsewhere) in multiplayer as they are generated in a related manner. They may have to be revised if so.

iryan wrote:
. . .
Also when I did a run through with a self hosted Lan game, I did notice that a couple of barrels on the run through from Elddim to the Crypts didn't break but just faded. These must have been the rat spawners as I didn't strike any during my run (statistically I should have run into at least 2 or 3).
. . .

I think fading barrels are caused by a lack in the prespawning feature. It should be fixed (hopefully), and will be part of next update.
If there really is a link between fading barrels and the objects they are going to drop I can't say. I'm a bit sceptical actually, but I would not exclude the possibility of an impact considering the fact that item sources can be preloaded or that the routine to randomly select an item according to pcontent data may not be tuned for something else than non-inventory items.

Note maybe, in contrast to bone-minion spawning barrels (barrels with an attached generator), on Utrae barrels technically do no generate rats directly, they 'only' drop an item/generator to do so.
That's what I meant in my last post, it's rather uncommon to drop such objects from a barrel, most probably GPG never intended this.

In this context, it seems to work in DS2 - for singleplayer at least - to make a container drop a monster simply with 'il_main = monster_123' for example.
However we should ask yourselves once why GPG as game developper didn't see/use this (evident) option for the bone-minion. That would have been much easier than inventing an own barrel type and placing it here and then across the entire map.

KillerGremal wrote:

However we should ask yourselves once why GPG as game developper didn't see/use this (evident) option for the bone-minion. That would have been much easier than inventing an own barrel type and placing it here and then across the entire map.


One reason I can think of for making a custom barrel for the bone minions is so it was random when they appeared. You can go through an entire game and not see one as they have a 1% chance of appearing from the specific barrels they can appear from.

The difference with the bone minions from the rats as you know is that the chance to spawn for the bone minions is in generator_in_object while for the rats it is in the macro called by the pcontent system when the barrel breaks.

bare_elf wrote:
I was looking around in Wesrin Cross and discovered two wooden trunks that would not open. I would think the problem is an issue with the DS1 Legendary Map Pack because it is map related. Screen shots with location markers follow.

Elf


Not sure what the problem with these two chests are. The use points are a sufficient space away and there doesn't seem to be anything nearby to block them and other chests of the same type (chest_royal_wood) work properly. I have moved them slightly just in case that works. Will look at it more closely when I playtest the map myself.

HardLess's picture

iryan wrote:

It will be interesting to see how the game handles the doppelgangers in LOA (and elsewhere) in multiplayer as they are generated in a related manner. They may have to be revised if so.

Doppelgangers are working fine in MP, the client can see and hit it, no crash at all.

While playing a single player game of the Kingdom of Ehb with all the latest updates for both DS1 Legendary Map Pack and Adepts I saw a few fading barrels. I did not have a health potion to mark the location but it was just after getting the quest from the dieing man about the ancient artifact. I will mark the location of the next one I find. I have also discovered that dripping water in underground locations blocking ranged weapons and spells is not just found in small pools. Two screen shots follow
one showing the blockage and one marking the location.

So far everything else has been normal after Glacrean.

Elf

I was looking for the dead explorers in the flooded basement just after the Bone Picker's Post in the Kingdom of Ehb Map and discovered a non working button. Really not an issue because the dead explorers are in a different part of the basement and the quest completes when they are found. A screen shot follows with location marker.

wd_r1.1.103/0.000/-1.716/0x48bb88c8

Elf

bare_elf wrote:
I was looking for the dead explorers in the flooded basement just after the Bone Picker's Post in the Kingdom of Ehb Map and discovered a non working button. Really not an issue because the dead explorers are in a different part of the basement and the quest completes when they are found. A screen shot follows with location marker.

wd_r1.1.103/0.000/-1.716/0x48bb88c8

Elf


Yes you're right that it isn't an issue as it's just a short cut but still it should work.

Looking at it in the editor, it should work. However for some obscure reason GPG has a weird, complex set of triggers there for the fades and one trigger activates the water plants! I'll have a play around with it later and see if I can get it working.

I've updated the Party VoiceSet and also renamed it;
http://www.siegetheday.org/~iryan/files/Betav25/DS1_Mod_Party_VoiceSet_Beta_26.ds2res (53.1 Mb)

Heroes now have voices as well and all changes should appear straight away with saved games, even the heroes. However supporting heroes now mean that the mod isn't as compatible as the one before and will conflict with any mods that change the starting characters. This version also won't work in DS2BW Adepts, a custom version needs to be made for that mod, as well as any mod that changes the starting heroes.

There was a problem with the bitrate of the Kingdom of Ehb characters due to being converted from mp3 files. DS2 can't handle 16bit wav files so I had to convert them to 8bit. This however saved some space as well as some really unnecessary wav files being removed so even though just about all characters have unique voices now, the file size is 20% smaller than before.

It's debatable how desirable the voice support for changing orders is as it's chaotic with a large party all sounding off whenever you change orders. Maybe better off being dropped and just leaving the focus support, which is less intrusive.

HardLess's picture

So I'll make a compatible version of the Ancient Gifts Mod asap for this version of the Legendary Mod.

See you,

HardLess.

iryan wrote:
bare_elf wrote:
I was looking for the dead explorers in the flooded basement just after the Bone Picker's Post in the Kingdom of Ehb Map and discovered a non working button. Really not an issue because the dead explorers are in a different part of the basement and the quest completes when they are found. A screen shot follows with location marker.

wd_r1.1.103/0.000/-1.716/0x48bb88c8

Elf


Yes you're right that it isn't an issue as it's just a short cut but still it should work.

Looking at it in the editor, it should work. However for some obscure reason GPG has a weird, complex set of triggers there for the fades and one trigger activates the water plants! I'll have a play around with it later and see if I can get it working.

I had problems here too, a possible lever setup could be:
[t:lever_glb_06_ds1,n:0x064003e2]
{
	[aspect]
	{
		use_range = 1.5;
		scale_multiplier = 1.25;
		bounding_volume_scale = 1.25;
	}
	[on_off_lever]
	{
		off_message = we_req_activate;
	  x off_scid = 0x064003DE;
	  x on_scid = 0x064003DE;
	  f on_message_delay_2 = 0.5;
		reset_time = 4.5;
		reset_time_2 = 4.5;
//	  b one_shot = true;		// CHANGED/DISABLED
	}
	[placement]
	{
	  q orientation = 0,1,0,0;		// ADDED
//	  p position = 1.72174,1.28644,-0.963433,0x48bb88c8;
	  p position = -1.7,-0.5,-0.15,0x61dc3d78;
		use_point_scids = 0x06400035;
	}
}

[t:use_point,n:0x06400035]		// ADDED
{
	[placement]
	{
	  p position = 1.23,0,-1.95,0x48bb88c8;
	}
}
Like this it should work, but I think even with this there must be a little gap between lever and wall to keep it touchable - for some strange reason.
Instead of 'lever_glb_06_ds1' (with DS1 model in DS2) you also can try 'lever_glb_06', but this difference only seems to matter in SE2, on a (DS1) map - specially if never saved before in SE2 - if evidentially doesn't matter in-game.
This placement issue with the levers is really intransparent... Puzzled Sad

 

Concerning the LoA telescope, you can 'see' the texture set if you open the model file with a hex-editor, and for this telescope a unusually large number of textures are used...: :o

	0 = b_t_cty_zig_floor-stone-a;
	1 = b_i_glb_telescope-base;
	2 = b_w_misc_gas_gun;
	3 = b_w_misc_grenadelauncher;
	4 = b_w_csb_clockwork;
	5 = b_t_gi_pipe-1;
	6 = b_i_glb_telescope-base-b;
	7 = b_a_shd_605;
	8 = b_t_cty_wal_glyphs_4x4-c;
	9 = b_t_gi_wlk_90-1a;
Actually I distrust this list a bit (visually I only counted 6 or 7 textures) but it seems that 'b_a_shd_605' on index 7 is missing (a tiled shield texture, in art/bitmaps/armor/shields) but I could imagine something else/grey/cyan would fit too for the glass/lens.
 

LoA Items

Black and Yellow Mage Armor

I recruited Lyssa but, note that while the main quest box completes, the little circle does not check off. Furthermore when returning to this spot after saving the white star is back.

:dance1: :dance2: :dance3:

I noticed something abought the Fading Barrels. This shot is at the Mana Shrine just before entering the first cave area en-rout to the Coastal Bluffs. Took Three parties through . Notice the Arrow passing THROUGH the barrel. this barrel has faded all three times I have Been here

Has anyone else tried multiple parties in other areas to see if it's the same barrels each time that fade?
Dwarf

HardLess's picture

To sigofmugmort:
Barrels are fading in this version of the Ds1 Lengendary Mod because of rats.
Rats are normally spawning from the barrels but there is an error in the code, so the barrel fades.
Rats are spawning randomly from a barrel there is no link with location, or special barrels.

HardLess wrote:
To sigofmugmort:
Barrels are fading in this version of the Ds1 Lengendary Mod because of rats.
Rats are normally spawning from the barrels but there is an error in the code, so the barrel fades.
Rats are spawning randomly from a barrel there is no link with location, or special barrels.
Actually I'm not so sure if there is a link between fading barrels and the rats possibly spwaning from barrels. That's also why I labelled one of my recent post 'Too mixed'.

But even if we assume that there is a really a link between, even if repetively statable and reproducible in-game, I simply had no idea how to explain or how to fix this.
So my current revisions are focused on two technically independent potential code lacks, both with barrels however as common intersection in-game.

HardLess's picture

I have made a little modification to the mod to have 99% chance to spawn rats from a barrel, and all barrels are fading even in single.
When I remove the chance to spawn rats I can't found any fading barrels...

So I'm pretty sure this is linked.

HardLess

HardLess wrote:
I have made a little modification to the mod to have 99% chance to spawn rats from a barrel, and all barrels are fading even in single.
When I remove the chance to spawn rats I can't found any fading barrels...

So I'm pretty sure this is linked.

HardLess

Even in singleplayer!?
Since SP wasn't mentioned in your feedback I rather understood this as consequence of the multiplayer/client troubles.

But of course, now a pure coincidence looks hardly probable.
However, let's hope the pending/new revision will be sufficient. Then we will see.

sigofmugmort wrote:
LoA Items

Black and Yellow Mage Armor

I recruited Lyssa but, note that while the main quest box completes, the little circle does not check off. Furthermore when returning to this spot after saving the white star is back.

I noticed something abought the Fading Barrels. This shot is at the Mana Shrine just before entering the first cave area en-rout to the Coastal Bluffs. Took Three parties through . Notice the Arrow passing THROUGH the barrel. this barrel has faded all three times I have Been here

Has anyone else tried multiple parties in other areas to see if it's the same barrels each time that fade?
Dwarf


Here's a minor fix for the missing texture of the Mage Leather and the quest fix (I forgot to assign the completion tag for the quest task).
http://www.siegetheday.org/~iryan/files/Betav25/DS1_Mod_Logic_Beta_25a.ds2res (1.9 Mb)

Good work in spotting the quest glitch. That would have been present since the early alpha builds and not been reported to me before and I've not spotted it (assuming that if the quest completes then everything's fine). Thanks.

The barrel is actually a desert pot and specializes from pot_desert_05_stats in the Mod_DS1Content.ds2res file where it is assigned the container_respawn_breakeable block with a respawn chance of 70%. Nothing remarkable about this template, it's similar to all of the other breakable containers and doesn't even have a chance to spawn a monster like some of the containers which seems to have problems at the moment. Those containers actually look like barrels.

Stuck creatures, In the Lost Vally in LoA.

The spike thrower just sits there

The two Booka's cannot move and only cast Blind, furthermore only ranged attacks hit them.

Just before entering the cave with the Shadow Gate I teleported back to town to restock, upon return I was stuck on the ledge ABOVE the opening

Dwarf

iryan wrote:
. . .
The barrel is actually a desert pot and specializes from pot_desert_05_stats in the Mod_DS1Content.ds2res file where it is assigned the container_respawn_breakeable block with a respawn chance of 70%. Nothing remarkable about this template, it's similar to all of the other breakable containers and doesn't even have a chance to spawn a monster like some of the containers which seems to have problems at the moment. Those containers actually look like barrels.
Just to mention it, it's possible to customize the respawn chance for containers also via aspect:gold_value (a tweakm, as with monsters), so with 0 gold the component will assign/relay its own chance, and with -1 gold respawning is disabled.
This may be helpful to remind in SE2, while the respawning component may not be listed in the container properties, aspect:gold_value always will be there.

By the way, as experienced this week-end, objects to be dropped out of a barrel always must have [aspect], but [gui] and [physics] are not required.
Actually that's quite easy to reproduce with a barrel that drops objects similar to 'trigger_generic' or 'set_bool' for example - it will cause a skrit error or even crash the game.

 

sigofmugmort wrote:
. . .

Just before entering the cave with the Shadow Gate I teleported back to town to restock, upon return I was stuck on the ledge ABOVE the opening

Dwarf

Thanks for posting it, a work-around to prevent this should be possible.

Concerning the monsters I only can speculate, however it would be interesting to see/check once how many path-blocking tiles there are.

More LoA fun


Here is another unbreakable

Not sure whats up with this Hassat. He does not move or attack, and I have been through here with another character
and this did not happen.

Just before the Statue of lor at the dig site I cot a quest completed save yes or no box but there is no quest for here.

Teleported back to the Travelers camp and everything went dark. The last time something like this happened, I had come out at Arhok on the other side of the house, had to visit a merchant or save and return to go back to normal.

Last, but not least important. I teleported back to Illicore from the Observatory,visited Arhok sold/bought/enchanted things then returned. every time after that the summoned portal took me back to ARHOK not Illicor, this lasted until I reached the Sunken city teleporter,saved and exited.

@sigofmugmort: Hm, what are your Sight/Fog settings in All*Saves (if at all) ?

I have playing EHB recently with the latest files and here are few minor bugs I noticed. This is first time I try to upload images so I hope it works the way I think.
This urn in Crypts can't be attacked. I keep holding down the mouse but character does nothing. I believe it either needs a use point or to be moved a little. Or, in the worst case perhaps it should be removed.
http://s1074.photobucket.com/user/Lukawh/media/DungeonSiegeIIScreen-0008_zps1066a6f7.png.html
Here are another two urns.
http://s1074.photobucket.com/user/Lukawh/media/DungeonSiegeIIScreen-0010_zps09a35c31.png.html
This guy in Stonebridge Inn sits in air, his chair is little too far. It is really a puny cosmetic matter that I accidentally noticed.
http://s1074.photobucket.com/user/Lukawh/media/DungeonSiegeIIScreen-0012_zps24feb77b.png.html
Here is another cosmetic thing. Shopkeeper John has original portrait but in reality he is old man. It's like social networks nowadays. Laughing out loud
http://s1074.photobucket.com/user/Lukawh/media/DungeonSiegeIIScreen-0011_zpse1107977.png.html
Naidi looks way better than in DS1(admit it,she was ugly Laughing out loud ),but her face is pale while her body is black. I remember reporting similar issue from yesterhaven. I would recommend to change the colour of her body, as her face seems kinda beautiful to me. Smile
http://s1074.photobucket.com/user/Lukawh/media/DungeonSiegeIIScreen-0014_zps5bc2e22a.png.html
Giant Spider was a little dissapointment to me. I outmatched it in no time. I think it should get some resistance to powers like DS2 Bosses did. Also as a mage it would be far more dangerous as it moves very slowly. It's only my opinion, I don't wish to criticise.
http://s1074.photobucket.com/user/Lukawh/media/DungeonSiegeIIScreen-0017_zps6ead1264.png.html
In Glitterdelve (or what the hell was the name) mines most chests with this design don't do the opening animation. They drop the loot and become unselectable as I open them, but they still look closed.
http://s1074.photobucket.com/user/Lukawh/media/DungeonSiegeIIScreen-0020_zps217e6438.png.html
Gloern,the dwarven follower has a different portrait icon as my companion than the one that appears when he talks to me after rescuing his brother Torg.
http://s1074.photobucket.com/user/Lukawh/media/DungeonSiegeIIScreen-0022_zpscdf8ff8d.png.html
2nd floor of Glacern tavern is full of legionaires that are unselectable. It seems to be as if they were supposed to be sleeping,but they all are standing. Also, I think that the girl desevers better name than human female.
http://s1074.photobucket.com/user/Lukawh/media/DungeonSiegeIIScreen-0026_zps92d7a773.png.html
Again,these crates and barrels can't be accesed to break them. I think this the problem of placement, as this occured in original DS1 too. It's the house above the exit from Glitterdelve.
http://s1074.photobucket.com/user/Lukawh/media/DungeonSiegeIIScreen-0023_zps10f36cb3.png.html

I am sorry for my exhausting post, I only hope it will be at least a little bit helpful. Smile
Seems like my at

Should be off, but I'll check in case.

Hi, I was trying this mod for few days, but when I use Rune of Sacrifice it has no effect on my characters. Is it a bug or did I failed to install it properly?

Annon wrote:
Hi, I was trying this mod for few days, but when I use Rune of Sacrifice it has no effect on my characters. Is it a bug or did I failed to install it properly?

The Rune of Sacrifice should work. The rune of sacrifice is from DS2 and there should be nothing in the Legendary Map Pack that would change that. However it is always possible.
To help us determine what the problem is could you provide a few details about your configuration?

Is you dungeon siege 1 game patched to version 1.11.1462?

Is your dungeon siege 2 game patched to version 2.2?

Have you all the latest updates to Legendary Map Pack most files are version 25.

Did you use the batch file to rename DS1_Objects.ds2res to Objects_DS1.ds2res.

Have you any other mods besides the ones listed in this forum?

I know that it is unlikely that any of the above would cause this problem -- however it is always good to have a base line to start with. The more details you can provide the easier it will be to trouble shoot this.

Thanks
Elf

Pages