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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.

I have created this weekend a container test map (180kB).
Please see the ReadMe file about some essential notes, but to make up your mind some better it may be helpful to look at this map in the SE2.

Basically I'm a bit surprised myself about the differences between ranged/magic and melee attacks (partially in context with the use_range, although breakables are not usable per se). However this just carries on this can-not-attak-or-open-a-container issue and so I'm wondering right now if this issue possibly could be fixed too with a node related work-around (as in the upper/shrine area) altough it turn out to be quite painful to realize for an entire map.

It's a work-around for the editor/logical_flags.gas file and the affected nodes listed there - before (example)...:

	[t:lf_snode,n:0xa84dca1d]
	{
		[t:lf_lnode,n:0]
		{
			* = lf_human_player;
			* = lf_computer_player;
			* = lf_dirt;
		}
		[t:lf_lnode,n:1]
		{
		}
	}
...and after...:
	[t:lf_snode,n:0xa84dca1d]
	{
		[t:lf_lnode,n:0]
		{
			* = lf_human_player;
			* = lf_computer_player;
			* = lf_dirt;
		}
		[t:lf_lnode,n:1]
		{
			* = lf_human_player;
			* = lf_computer_player;
			* = lf_dirt;
		}
	}
I haven't tested it yet if this alone is sufficent, perhaps the LNC file not needs to be rebuild (on the test map I did), but as experienced this shouldn't be done generally - it also would allow the player to walk to logically not reachable places.
Also I can't say yet if there is a way to do this in the SE2 directly, if so it must be quite complicated (although there is node flag related menu entry actually).
 

Hey, Iryan. Alten's Leather now works fine in Adeptd, But in legends.

Mature Packmule works in Legends as well. I will have to check with a Half-Giant.

KillerGremal wrote:
I have created this weekend a container test map (180kB).

Basically I'm a bit surprised myself about the differences between ranged/magic and melee attacks (partially in context with the use_range, although breakables are not usable per se). However this just carries on this can-not-attak-or-open-a-container issue and so I'm wondering right now if this issue possibly could be fixed too with a node related work-around (as in the upper/shrine area) altough it turn out to be quite painful to realize for an entire map.

I haven't tested it yet if this alone is sufficent, perhaps the LNC file not needs to be rebuild (on the test map I did), but as experienced this shouldn't be done generally - it also would allow the player to walk to logically not reachable places.
Also I can't say yet if there is a way to do this in the SE2 directly, if so it must be quite complicated (although there is node flag related menu entry actually).
 


@KillerGremal

Test Results on room 1

Only one item could be broken/opened by ranged attack the Jar on the floor. Same is true of Combat Magic and Nature Magic spells.

All items except one can be broken/opened by melee attack even the pot on the tall pillar. The jar that could not be opened is next to the trunk to the left of the door to room two.

The energy orb when active will open everything in the room. But I knew this because I often use it to open things when other attack types do not work. Not sure why energy orb will work whereas Fire Bolt, Ice Bolt, and several other ranged magic spells do not.

Test Results on room 2
Even with the evil mice in one of the jars I was able to open every container in room 2 with my bow.
Room two containers can also be attacked and broken with nature and combat magic spells.
They can also be attacked and broken with melee attack.

Elf

Return to Arhok.
I like the Sarcophagi that spawn undead :thumbup:


Here is the Secondary Log page. Have not figured out why Two of the quests do non complete, or found the other quests

Of course, I am not sure what stage of completion for Legends things ate at but what I have successfully completed has been worth it. Cheer

Dwarf

How to get a Double Portal to nowhere. First I was at the Crypt where I summoned a Portal, saved and Exited. When I returned to this game I went to the Merchant first to buy/sell things which is when the second portal opened at that point both portals go to the bridge. The way to avoid this is to Summon the portal, go do any merchanting and then save and exit.

Dwarf

@sigofmugmort: If there is a rune symbol on the ground next to a usable teleporter stencil it normally just marks the landing zone of the 'session start' teleporter.
Originally it was meant to mark the trigger area where the new teleporter connection would automatically adopted by the player, however a lever finally suited much better for the case the player intentionally wants to skip a location.

Raks is tough indeed, and (spoiler)Rowan(spoiler) possibly too, however there is a main quest where you can 'gain' an extra NPC/summon to follow you,
there's also a secondary quest concering the (spoiler)Guard captain(spoiler) to provide an aiding soldier.

Note maybe, it's not possible to start or finish all quests listed in the lore book, several quest are not (completely) realized.

About the town portal matter on Utrae I can say anything. Is it on Ehb or Utrae? Hower it looks like a loop (one TP for in and one for out) possibly caused by an unused start position switch!?

 

@bare_elf: Indeed, like the packmule's emanation many powers like the Energy Orb can 'see' the breakable containers, even the 'area affecting part' of a spell see them - because they use pure AI query of the environment, not including node checks or pathing issues.
With actors however, the most evident reason for this problem is that the animation request to perform the action will be rejected if the node piece where the container is standing on is not accepted by the game.

Possibly you have (not) experienced this, but in DS2Mod in the upper/shrine are it actually was possible to walk ONto one of the big pillars (while one pillar has a blocker to prevent this, I left the other one unchanged). That's funny to see 'climbing' upwards to get the dropped potion... Smile
 

@Iryan
Played through Yesterhaven today and had no issues with any of the quests except the challis of morning does not have to be in your inventory to complete the last quest.
Also the elevator from the defeat of the Snow Queen into act two does not always complete. Once again I had to trick the map into allowing me to enter act 2. I can see the town far below me, but the elevator just hangs in the air. You may wish to check the coding or change the way one moves from act 1 to act two. The exits from the other act ends are stair cases so maybe that is a solution. The Citadel of Ash is working great no problems with ceilings blocking things any longer.

@KillerGremal
Thank you for the information on the containers and how they work. Yes very interesting having someone walk up a pillar to get a potion.

I think I will run through Return to Arhok next.

Elf

sigofmugmort wrote:

How to get a Double Portal to nowhere. First I was at the Crypt where I summoned a Portal, saved and Exited. When I returned to this game I went to the Merchant first to buy/sell things which is when the second portal opened at that point both portals go to the bridge. The way to avoid this is to Summon the portal, go do any merchanting and then save and exit.

Dwarf

You're playing Kingdom of Ehb, correct?

The reason this phenomenon is occurring is simple.

Until you get to the first town, Stonebridge, the game restarts in two places. At the very beginning and at the bridge, once you reach it.

A feature of the Mod-DS1Content Pack is that sign posts will automatically create a portal to take you back to where you last restarted the game (like the town portal). It's not a feature that I personally like and was disabled until the recent versions of the Legendary Mod which once again required the Mod-DS1Content Pack to work. As you can see it can creates quite bizarre situations.

iryan wrote:
sigofmugmort wrote:

How to get a Double Portal to nowhere. First I was at the Crypt where I summoned a Portal, saved and Exited. When I returned to this game I went to the Merchant first to buy/sell things which is when the second portal opened at that point both portals go to the bridge. The way to avoid this is to Summon the portal, go do any merchanting and then save and exit.

Dwarf

You're playing Kingdom of Ehb, correct?

The reason this phenomenon is occurring is simple.

Until you get to the first town, Stonebridge, the game restarts in two places. At the very beginning and at the bridge, once you reach it.

A feature of the Mod-DS1Content Pack is that sign posts will automatically create a portal to take you back to where you last restarted the game (like the town portal). It's not a feature that I personally like and was disabled until the recent versions of the Legendary Mod which once again required the Mod-DS1Content Pack to work. As you can see it can creates quite bizarre situations.

As far I remember the code (I made it once for Utrea, it's quite a long time), it should be a simple Town Potal only, and its position data should not be saved or re-used across the session!(?)
But... is there possibly a conflict with the 'Session Portals' (where you need to use a lever or stencil to have a portal opened as session start)?
Resp. can a 'Waypost portal' redirect a 'Session Portal'? - Then also the (real) Town Portal spell could most probably. :o
This wouldn't be intended, I have to check this...

However, specially within urban areas it's probably better to add aspect:gold_value = -1 for a specific waypost to deny a Town Portal (...I though I told you once about, since all waypost at Elddim have it since this feature exists).

KillerGremal wrote:
As far I remember the code (I made it once for Utrea, it's quite a long time), it should be a simple Town Potal only, and its position data should not be saved or re-used across the session!(?)
But... is there possibly a conflict with the 'Session Portals' (where you need to use a lever or stencil to have a portal opened as session start)?
Resp. can a 'Waypost portal' redirect a 'Session Portal'? - Then also the (real) Town Portal spell could most probably. :o
This wouldn't be intended, I have to check this...

However, specially within urban areas it's probably better to add aspect:gold_value = -1 for a specific waypost to deny a Town Portal (...I though I told you once about, since all waypost at Elddim have it since this feature exists).


That's true I've forgotten about that. In the earlier versions of the Legendary Mod that was independent from the Mod-DS1Content pack, I simply removed the effect from the base template.

Editing the instant aspect is rather tedious for a whole map, indeed for several maps. There's quite a few hundred of them. Will keep me busy for quite a while.

iryan wrote:
KillerGremal wrote:
As far I remember the code (I made it once for Utrea, it's quite a long time), it should be a simple Town Potal only, and its position data should not be saved or re-used across the session!(?)
But... is there possibly a conflict with the 'Session Portals' (where you need to use a lever or stencil to have a portal opened as session start)?
Resp. can a 'Waypost portal' redirect a 'Session Portal'? - Then also the (real) Town Portal spell could most probably. :o
This wouldn't be intended, I have to check this...

However, specially within urban areas it's probably better to add aspect:gold_value = -1 for a specific waypost to deny a Town Portal (...I though I told you once about, since all waypost at Elddim have it since this feature exists).


That's true I've forgotten about that. In the earlier versions of the Legendary Mod that was independent from the Mod-DS1Content pack, I simply removed the effect from the base template.

Editing the instant aspect is rather tedious for a whole map, indeed for several maps. There's quite a few hundred of them. Will keep me busy for quite a while.


Better wait a moment. Right now there is something strange/buggy, no good situation to overreact.
Assumed I'm completely aware of the problem then I'm actually a bit surprised that people seem to have thought that the current 'work manner' is intentionally like this - of course it's not... :o

Basically the tweak with the gold value is only intended for some few instances (for example inside towns, with a low amount of way post instances usually), and this tweak is not required if there are already official town portal restrictions. But if you generally want to suppress this feature both ways are not satisfying of course.

So maybe it would be the best to disable the 'way post' portal by default. Remind it's a very old feature, not ignoring Ehb, Yesterhaven, LoA and even RtA because these maps just not existed for DS2 yet, and specially not respecting the 'Session Portal' (which has been introduced 2-3 years later).

bare_elf wrote:
@Iryan
Played through Yesterhaven today and had no issues with any of the quests except the challis of morning does not have to be in your inventory to complete the last quest.
Also the elevator from the defeat of the Snow Queen into act two does not always complete. Once again I had to trick the map into allowing me to enter act 2. I can see the town far below me, but the elevator just hangs in the air. You may wish to check the coding or change the way one moves from act 1 to act two. The exits from the other act ends are stair cases so maybe that is a solution. The Citadel of Ash is working great no problems with ceilings blocking things any longer.

Elf


I'm revising Yesterhaven at the moment and will release an update once sigofmugmort finishes a list of missing radar images for shrines and any other defects.

I've revised the Chalice of Mourning Quest to make that less of an issue. Like in DS2 quest items aren't always stored in your inventory, the Chalice of Mourning appears as a quest item in your journal. Obviously this was still confusing so now you can't get the Chalice until you defeat the Fire King.

There was an issue with the loading of the next town on certain settings with the seefar hack in the launcher which Sigofmugmort was able to confirm. On the minimum setting which I use there was never a problem though you can see the hitching halfway down when the next region loads.

The problem stemmed from the a glitch in the trigger which should activate the mood for preparing to descend the elevator. Now this trigger should work and the next region is loaded during the NIS that plays when you defeat the Snow Queen so you don't notice any hitching at all. You should notice that the battle music stops during the NIS and after it finishes you can see red dots in the radar which is the enemies in the town below (I can't prevent that without removing the enemies in the town).

One issue remains which is that you can miss the elevator at the very beginning of the map.

I've updated improved versions of the VoiceSets for both Dungeon Siege 2 and Broken World heroes and party members, and all the party members in the Legendary Mod. Over 1300 voice samples are in these packs.
http://www.siegetheday.org/~iryan/files/VoiceSets_Beta3/DS1_Legendary_Mod_VoiceSet_Beta_3.ds2res (62Mb)
http://www.siegetheday.org/~iryan/files/VoiceSets_Beta3/DS2_Mod_VoiceSet_Beta_3.ds2res (41Mb)

The Legendary Mod VoiceSets requires the DS2 VoiceSet to work properly. The VoiceSets should be backwards compatible with the Return to Arhok mod though those characters won't exhibit the full range of voice responses that these packs do.

The VoiceSets now work like they did in the original Legends of Aranna, you click on a place you want your party to move and your focused hero will response with a voice sample. You select a party member's portrait and they will respond. They see a monster or kill one and they will randomly respond.

The quality of the VoiceSets range from very good to average. Here's a chance to get yourself into the game if you can record quality voice samples! Otherwise if anyone know where to get free quality voice samples from it would be appreciated (the lesser quality ones in these Sets come from converted samples from Neverwinter Nights vault and Sorceror's Place and meant for NeverWinter Nights and the Baldur Gate series of games not DS2). Thanks.

Here's a partial update to Beta 26 for the Legendary Mod taking in all the reported bugs since the beginning of the month. Thanks to bare_elf, sigofmugmort and Lukawh.
http://www.siegetheday.org/~iryan/files/Betav26/DS1_Map_Legends_of_Aranna_Beta_26.ds2res
http://www.siegetheday.org/~iryan/files/Betav26/DS1_Map_World_Beta_26.ds2res
http://www.siegetheday.org/~iryan/files/Betav26/DS1_Map_Yesterhaven_Beta_26.ds2res
http://www.siegetheday.org/~iryan/files/Betav26/DS1_Mod_Logic_Beta_26.ds2res

Hopefully all of the more serious bugs are fixed and I've made minor adjustments to the placements of the unbreakable containers to see if that worked.

The missing skill trainer at Xulphae's Cove is now back and after a lot of persuasion is now Utraean as well.

The Guards in the Inn at Glacern will now talk to you, unless they are sleeping of course. I mixed up their stances so now some are sitting and the rest sleeping.

I made some minor changes to the bosses and now a number of monsters have passive skills as well, to try to make life a little more interesting.

The only thing I didn't address as yet is the changes to the hiring of certain potential party members and any associated quests they may have. In DS1 it was difficult when deciding whether or not to hire a party member as it had no inn system but in DS2 there's both the Inn system and instant transport back to the nearest town via the town portal spell. If anyone thinks that's a nuisance, what do they think of DS2 where you have to go back to previous acts in order to finish some quests?

That's not to say I mightn't revise these quests sometime in the future but at the moment they are very low priority.

Update# Yesterhaven has been reuploaded. Nothing major just updated radar images for all the shrines on the map. Thanks sigofmugmort

Dead but not gone.

This Krug died but did not drop, I have now had this rare glitch in Ehb, LoA, several times in Yeasterhaven, this is the first in Utrean Apocalypse.

The reason I am showing this mystery room in the Crypt again is I had an Energy Orb going when I entered and it kept firing at the stone wall in the wall arch.

Energy Orb will break these, otherwise they are unbreakable.

Dwarf

The Hunt for Bone Minions Continues :twisted:

Hi sigofmugmort,
About the monsters that are dead just standing around. I have noticed this in the original DS2 with no mods what so ever installed. It appears to be a problem with the original game that has always been there. I have noticed it more since the advent of the DS1 conversions. It is possible that the legendary map pack exacerbates the issue. However I do not think that this is something that can or should be fixed. If you hang out in a location long enough they do go away.

Elf

sigofmugmort wrote:
Dead but not gone.
This Krug died but did not drop, I have now had this rare glitch in Ehb, LoA, several times in Yeasterhaven, this is the first in Utrean Apocalypse.

The reason I am showing this mystery room in the Crypt again is I had an Energy Orb going when I entered and it kept firing at the stone wall in the wall arch.

Energy Orb will break these, otherwise they are unbreakable.

Dwarf

The Hunt for Bone Minions Continues :twisted:


Bare_elf is right that the animating bug exists in the regular game but seems exacerbated in the Legendary Mod. There's obviously a bug in the code that deals with switching the animations when the monster dies.

Bare_elf is also right that there's probably nothing that can be done about it, at least I wouldn't have a clue where to start. The only solution I could think of is a drastic one but one used by some games. That's make the monster disappear on death. This would effect their ability to respawn as I notice the Doppelgangers don't respawn in LOA.

I haven't attended to the vases in the Utraean Apocalypse Map as of yet. Waiting to see if the fixes I applied in Kingdom of Ehb and Legends of Aranna work. Like for the chests in LOA, these vases have use points placed very close to them. So I'm hoping that moving the use points away a bit will fix them.

The first bone minion is found somewhere past the crypts near the entrance to Hovart's Folly. Unlike the DS2 version these have a chance to be found near something a little more boney.

I had 4 screenshots but they seem to be corrupted and will not download. Took my party back to LoA.Have replicated the Black Curtain effect in the cave system with the healing well. With the Hack on the curtain is pushed back based on how high you have it set. In the Shadow Gate caves there is a Green Fog that does much the same, though it was a Black Curtain when I first cleared it so I have started a Tertiary group to run through from the start.

Caves of the lost. The two spiders are gone from the wall. The Giant Spider is now a better opponent Cheer . The first two unbreakable containers in The Halls of the lost still need Energy Orb or the like to break.

Am halfway through the Crypts of Blood in Ehb, Altan's Leather is now fine

(Yes, I am playing Three games concurently :twisted: Dwarf )

Dwarf

HardLess's picture

Hi,

It seems that the "barrel nightmare" isn't finished :D, now it seems to crash on boxes.

The rats generator seems to work fine, we have seen some. The scorpion generator as well. We haven't seen any frogs, but I think this crash is more related to the "crate_container_utrea_macro", with "gen_drop_nest_chicken" and "phrak_blue_ds1". We didn't see any chickens or monsters spawning from the boxes...

I hope this could helps,

We will do some tests in order to find which one is the problem,

HardLess.

Could the DS2 bug be in any way related to a bug/"feature", that I remember determining to my satisfaction existed in DS1? In the vanilla game, it applied when a weapon or spell was used that had a chance of freezing a monster. If a monster that normally implodes with a "pop" when killed, is killed while frozen, it simply vanishes instead. If a monster that normally explodes with body parts flying everywhere is killed while frozen, that doesn't happen either, it simply vanishes instead. (It sort of makes sense that a containing block of ice might prevent those effects.) None of the usual death animations happen, so if a monster that normally drops a corpse is killed while frozen, it vanishes and no body drops (nothing to burn/explode/transmute-to-replenish-mana, which is mean).

This "feature" extends, quite unjustifiably, to all the similar things Weapons Of The New-in-LoA Suffix can have a chance of doing, like Stun. (If both my test-investigations were and my memory is correct).

The difference is that this old "feature" does remove monsters when they are killed, not leave the wrong animation behind.

@HardLess: Well, there is the (test) container 'breakable_nest_chicken', I had no problem with it, neither in v2.2 nor in v2.3/BW.
However there may be a content conflict currently with the Aranna Legacy mod, it's not updated yet, so on the official maps it's still possible that barrels cause troubles, also crates won't spawn any monsters there so far.

 
@RSimpkinuk57: That's an interesting input, I think I should get out my packmule or ice elemental from the inn. Would be interesting to see what happens
when a monster gets killed while being stunned or frozen.

I have noticed that the containers that fade make a slightly different breaking sound.

Dwarf

HardLess's picture

@KillerGremal:
I assure you that problem is located in the "Mod-DS1Content-Alpha10t", I have made a little modification to this file in order to remove all monster generators from barrels, boxes... And I haven't crash since this modification, we've just played during 4 hours or more.

We didn't make more test than removing monster generator, but it's one of them.

@Iryan:
During our run we have seen three little bugs.
The first one is that the "Flywing Plate" doesn't have an icon in the inventory:

The second one is this shop after crystwind mines someting like "Jessa's Cabin", the client in MP can't speak to her, she can attack and can get unconscious:

PS: Those screenshot are spoiling a bit. Laughing out loud

HardLess wrote:
@KillerGremal:
I assure you that problem is located in the "Mod-DS1Content-Alpha10t", I have made a little modification to this file in order to remove all monster generators from barrels, boxes... And I haven't crash since this modification, we've just played during 4 hours or more.

We didn't make more test than removing monster generator, but it's one of them.

@Iryan:
During our run we have seen three little bugs.
The first one is that the "Flywing Plate" doesn't have an icon in the inventory:

The second one is this shop after crystwind mines someting like "Jessa's Cabin", the client in MP can't speak to her, she can attack and can get unconscious:

PS: Those screenshot are spoiling a bit. Laughing out loud


Thanks for the bug reports. The Flywing Plate missing inventory item was an easy fix.

Jessa Alberd in the Legendary Mod inherits from a template in Mod-DS1Content-Alpha10t. It's a complicated template inheriting from base_militia_windstone_hf which means she acts like the guards and shares some of their advanced features such as monster_level_adjust_simple support, unkillable but can be knocked unconscious, call_friends_to_arms etc., which KillerGremal developed to try to make combative npcs more realistic than the stock DS2 ones. There must be something there that interferes with how clients in MP interact with her. She does have a talking_disabled_in_combat component which maybe a suspect.

It would be nice to find a common denominator why some actors don't function properly in MP or even don't appear for clients. I still don't have a clue about the Lost Queen for example.

HardLess's picture

When I'll have a bit of time I'll probably look at this bug for you, because it's really simple to test for us and I haven't seen this Lost Queen for a moment and I want kick her ass again :D.

Hope my report will help you with the barrels at least,

HardLess.

A few Little Items.

Missing Radar map icon for shrine.

Required Energy Orb to break.

Note the discrepancies between the regular map and radar map.

Otherwise, everything up to Illicore is fine . The trip to Stonebridge no problems. Have reached Hovarth's Folly( the Bone Minion made fine soup stock :twisted: )

Dwarf

HardLess wrote:
@KillerGremal:
I assure you that problem is located in the "Mod-DS1Content-Alpha10t", I have made a little modification to this file in order to remove all monster generators from barrels, boxes... And I haven't crash since this modification, we've just played during 4 hours or more.
. . .

- Which game version you are using?
- Which map do you play?
- Can you reproduce this bug in singleplayer (and multiplayer too) with a minumum of mods installed (and which ones?).

Then I can see on and estimate if there something more critical than possibly expected. In this context also remind my last post, currently there can be a combination of situations where this bug may still happen, but this should be fixed soon.

 
 

iryan wrote:
. . .
Jessa Alberd in the Legendary Mod inherits from a template in Mod-DS1Content-Alpha10t. It's a complicated template inheriting from base_militia_windstone_hf which means she acts like the guards and shares some of their advanced features such as monster_level_adjust_simple support, unkillable but can be knocked unconscious, call_friends_to_arms etc., which KillerGremal developed to try to make combative npcs more realistic than the stock DS2 ones. There must be something there that interferes with how clients in MP interact with her. She does have a talking_disabled_in_combat component which maybe a suspect.
. . .
Well, I wouldn't exclude that something in these components is not completely Multiplayer-compliant, however all guards have these components too, so if there would be a problem in the components used, also guards would be affected - and the clients in MP wouldn't be able to speak to them!(?)
Even the blacksmith at Crystwind is a modified guard I think, and Mrs. Riverstran is it too.
 

I am back, and will very soon return on playing DS1 > LOA > DS2 > BW ^^ , the only way to pass through the frustration of not being able to play Wolfenstein : The New Order (still using 32 bit OS)!

I wondered... can I use the "Monster/Container Level Adjustment" (as only mod) without using ALLSAVES for playing DS2 campaign and then continue on BW campaign ?

Gemeaux333 wrote:
I am back, and will very soon return on playing DS1 > LOA > DS2 > BW ^^ , the only way to pass through the frustration of not being able to play Wolfenstein : The New Order (still using 32 bit OS)!

I wondered... can I use the "Monster/Container Level Adjustment" (as only mod) without using ALLSAVES for playing DS2 campaign and then continue on BW campaign ?


The short answer is Yes you can.

The longer, more complicated answer is Yes you can as long as you don't change your resources folder, like adding more mods halfway through playing. As soon as you add or change any mods, your saved game will become dysfunctional. That's the main purpose of Allsaves, otherwise modding would be extremely difficult.

Ah but why would you want to play DS2 or Broken World with the Monster/Container Level Adjustment? Ah yes I know why but do you realise that it would be pointless without enabling it in DS2 or Broken World? Every map needs a file called level_adjustment_config.gas to enable the Monster/Container Level Adjustment. This file doesn't exist in DS2 or Broken World maps. You'd be limited to using the Ghost on the beach to set Veteran or Elite mode and I don't know whether even that would work or not.

Now DS2BW Adepts does enable the Monster/Container Level Adjustment Mod in DS2 and Broken World but you mightn't like the anime style of that mod. I've also been thinking for some time but haven't got around to doing anything about it, to release separately the portion of DS2BW Adepts that enables Monster/Loot levelling in DS2 and BW as well as opening up the main campaigns so you can play them in whatever order your want. For example complete Act 3, then Act 2 and finally Act 1 in DS2 before taking on Zaramoth. I don't know whether such a mod would be of interest or not.

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