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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.

sigofmugmort wrote:
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


The shrine radar image is fixed now.

I've been replacing the inaccessible urns and vases with other objects.

The black areas in the radar is where I've added new terrain. That breaks the radar image. The radar images are courtesy of Phoenix who spent a lot of time and effort creating them. It's easy to generate radar images but to give them the proper appearance in the radar is harder.

I've since made quite a few adjustments in the landscape. For instance here I added the teleporter. That creates a hole in the image file the radar uses so it flashes black while you're standing on it.

The good news I've look at the radar images and think they should be easy enough to fix without starting from scratch and taking only a minor edit in a paint editing program. Since this one is in town, should be easy to test. Thanks.

PS. I hope you enjoyed the Bone Minion.

UPDATE# Sadly my efforts at fixing the radar images failed. So the black areas will have to stay the way they are.

On a positive note, I've repositioned many of the actors in the Subterranean River, Crystal Caverns and Sulfur Tunnels to hopefully reduce the incidences of arrows getting stuck on the "water_drips" nodes. It'll still happen but hopefully not as frequently and will probably be unnoticed by the majority of players. GPG certainly liked to position a lot of monsters behind the water_drips nodes.

iryan wrote:
. . .
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.
. . .

I see you have internalized the most important part - for a modder+mapper. Smile / Wink

 
 

Gemeaux333 wrote:
. . .
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 ?
As player you also can activate the Level Adjustment mod for GPG's maps simply by adding...:
	monster_adjust_world = ds2_word,ds2x_world
...in the DungeonSiege2.ini file (resp. DungeonSiege2BrokenWorld.ini for the addon).

There is even the 'Rune of Mending' to activate this mod in-game without editing any files before, unfortunately it's not that easy to get this rune. Perhaps the additional hints can tell you more about this mod.

Generally, using the Level Adjustment mod for the official maps (only) makes sense if there are 'retarded' side quests or if the monster level is 4 or 5 levels higher/lower than your average party level.
Should you have played on other maps so far, there is actually this ghost in the Eirulan Prison (or at the Tutorial Beach) that can help you to get back onto the official maps supposed your party level matches approximately GPG's demand.

However note maybe, if you can't use ALL*SAVES it's possible that the game won't list your existing savegame anymore as soon as you install or exchange mods. So without All*Saves you should decide for some mods, start a new hero, and stick with the mods selected as long as you play with this hero.
 

More little things.

When entering the cave system with the Shadow Gate first there is a green mist/light that changes to a black curtain in the main cave, when returning latter after destroying the Gate the whole area has the green light/mist effect. The farsee hack does push the vision perimeter out, but not as much as you would expect. I think this is what Bare_Elf was noticing.

Here we have a missing armor icon.

And for general entertainment here I am Stuck on the DC teleporter link just before entering Hovarth's Folly(this is the only one that does it to me Insane )

Dwarf one down, six more to render into soup stock Dwarf

HardLess's picture

Hi,

During our run on Utrae with Mantella we have encountered some bugs, here is the list:

1: As you can see there is an "enchantable scroll".
2: Those Lectar doesn't seem do to any damage.
3: We have find 4 recipe and we can't read them, they are just as item in our inventory.
4: The spells of the "Goblin Robot Suit Mark II" can't be seen by the client excepted the plasma globe spell that come from his chest.


Here the Bandit Boss is missing.

And Here there is a star on the map for a Secondary Quest but it seems that there is nothing here.

Hope it helps,

HardLess.

I just started DS1, and after BW, I will be available/interested to do the translation work (french) we have talked about back then for the legendary mod !

For the Level adjustment mod, the reason I want to use it with DS2 and BW campaigns is that it lets optimizing the experience and loots (according to your average party level) ! This way I got 5-10 extra levels compared to a regular modless session, and the "XP bubblegum" is handy, I love this mod ^^ !
But I don't know why, it doesn't work at some points for some monsters of the adventure, such as the "blacksmith quests Tacklacks" and the "family sword crypt azunian undeads" who are still 10-20 levels above the average party level !

Gemeaux333 wrote:
I just started DS1, and after BW, I will be available/interested to do the translation work (french) we have talked about back then for the legendary mod !

For the Level adjustment mod, the reason I want to use it with DS2 and BW campaigns is that it lets optimizing the experience and loots (according to your average party level) ! This way I got 5-10 extra levels compared to a regular modless session, and the "XP bubblegum" is handy, I love this mod ^^ !
But I don't know why, it doesn't work at some points for some monsters of the adventure, such as the "blacksmith quests Tacklacks" and the "family sword crypt azunian undeads" who are still 10-20 levels above the average party level !


Maybe it's the way it's enabled. Starting it with an ini or rune maybe doesn't have the same effect as having a map based solution. I know in Adepts it works very well, the taclaks and undead azunites match the party's levels. So do the chests, sanctuary doors and everything else.

Plus it makes completing those 'retarded' side quests worthwhile. Still easy as the monsters don't respawn back at their original number but you actually get experience and worthwhile loot from them.

Still the best reason for using the Level adjustment mod is that you can play the DS1 maps and continue the official campaigns and actually play them at a proper level for your party.

LoA and Utrean Apocalypse

Isn't there supposed to be a DC link here?

Unlike the metal chest, the wooden ones top stayed shut even though it released its contents.

The lvl/class requirements are missing.

Now in LoA

If, when in the Dark Jungle I summon a town portal and go back to Illicor and swing by Arhok before returning, saving and leaving. When I come back to the saved game I start in Arhok and summon town portals also go to Arhok.

sigofmugmort wrote:
L

Now in LoA

If, when in the Dark Jungle I summon a town portal and go back to Illicor and swing by Arhok before returning, saving and leaving. When I come back to the saved game I start in Arhok and summon town portals also go to Arhok.


If you are in Arhok the town portal should take you to Arhok. To return to Illicor you need to use the teleport platform. If Illicor is not in the list of places jump closer to it and then look at the list again.

Elf

There's now a very minor update with a missing inventory icon for the flywing plate and equip requirements for the iron thread suit.
http://www.siegetheday.org/~iryan/files/Betav26/DS1_Mod_Logic_Beta_26a.ds2res

Everything else either is map based, inconsequential or perhaps in the Mod-DS1Content.ds2res, which KillerGremal is maintaining.

1. With starting positions, every time you enter a major town (wherever there's a stash chest) and save afterwards, you'll restart in that town. So restarting in Arhok after visiting it from Illicor and then saving is normal. As far as I've experienced this is normal for DS2 and Broken World as well. Summoned town portals that persist between game sessions aren't a feature of this mod. At least not my part of it.

2. There's a major problem with the Lectar monster. Hardless and Mantella have been the first to notice that this poor monster can't hurt you at all. Probably because it moves so slow that archers and mages would never ever be caught by it and generally it's found near other critters so most players would be so busy that they haven't noticed.

I spent over 2 hours trying to fix it. Increasing the attack range, making it bigger, changing the bone list, trying to give it magic spells, trying to make it ranged, etc. failed to work. So unless anyone has any solutions to try, I'll leave them as they are. After all it's taken about 3 years for anyone to notice.

3. Enchantable scrolls and recipes aren't features of DS1_Logic.ds2res. Maybe Mod-DS1Content.ds2res?

4. If we could understand why clients in MP can't see the spells of the Goblin Robot Suit Mark II other than the Plasma Globe, maybe we would be a step closer to solving the other MP issues. Does this occur with the original Robot Suit in KOH? They should be identical.

5. The Bandit Boss and missing secondary quest are map based problems. Both are now hopefully fixed in the next update.

6. I have it on my list to recheck the moods in the cave where the Shadow Gate is. It worked before but maybe it's not robust enough for all configurations. It's suppose to gradually get darker the further in you go to try to make it spookier.

7. I'll check the placement of the DC teleporter link near Hovart's Folly South. As KillerGremal has noted before if the placement on the node is a little off, this can happen.

8. Continuing with DC teleporter links, the one outside of Hovart's Folly North has been disabled as it causes phantom walls after being used. Perhaps I need to replace it completely to avoid confusion.

9. Finally with the wooden chests in the Mines, are you using the latest versions of Mod-DS1Content.ds2res? Both Alpha 10s and 10t should have fixed this problem.

It would be good if someone put in mode 4-5 lvl of powers (like in succubus mod). It is possible?

Legosp wrote:
It would be good if someone put in mode 4-5 lvl of powers (like in succubus mod). It is possible?

Why not use the succubus mod? The Legendary Mod will run with it quite fine. Just launch the game with the succubus mod instead of the AllSaves launcher.

>> Enchantable Scrolls
Funny anyhow to see, but no enchantalbe variation of a chant-giving scroll should drop. Puzzled

>> Unanimated chests
Should be fixed though, but it's imaginable that map files assign an own/alternate model that doesn't fit to the animations as assigned in the template of the chest.
So thanks for the 'potion data', it makes it much easier to recheck (local) things like this.

>> Dungeon in color
As probably experienced the environment/background fog in a dungeon is normally black.
A dungeon often looks very strange if the mood from outside is carried on inside the dungeon, but this actually can happen for example if a mood trigger didn't launch or if a mood specification is just missing.
I'm not sure if I ever mentioned this, similar to health potions, left-clicking on a mana potion inside the inventory while keeping Alt+Ctrl pressed would show the name of the current mood.

KillerGremal wrote:
>>

>> Dungeon in color
As probably experienced the environment/background fog in a dungeon is normally black.
A dungeon often looks very strange if the mood from outside is carried on inside the dungeon, but this actually can happen for example if a mood trigger didn't launch or if a mood specification is just missing.
I'm not sure if I ever mentioned this, similar to health potions, left-clicking on a mana potion inside the inventory while keeping Alt+Ctrl pressed would show the name of the current mood.


I redid all the dungeon lighting as there wasn't much there so it should be brighter than before and also nicer. That dungeon actually uses the same mood as cicatrix' dungeon and lair, for the spooky environmental sounds. It also has four triggers along it's length to gradually change the mood as the player ventures further in.

Your tip should be invaluable for testing something like this. Thanks.

HardLess's picture

Hi,

Not really the subject of this thread but you were talking about moods so.

I was wondering if there is a way to create a day-light circle with moods, this is something that I love in the Elder Scrolls games and a feature that could look really cool in game :).

Just an idea,

HardLess

I like the Duergar instead of the Uhn. The Cryswind Townstone was added to my logbook inventory but unlike the Slldim srone there was no physical stone in inventory. I gave all the locations in Yesterhaven where Incatation shrines are not on the Radar map to Iryan. Should I mark and report on where shrines show on the radar map but do not actually exist in Apocalypse?

HardLess wrote:
Hi,

Not really the subject of this thread but you were talking about moods so.

I was wondering if there is a way to create a day-light circle with moods, this is something that I love in the Elder Scrolls games and a feature that could look really cool in game :).

Just an idea,

HardLess


I agree with you, I love those type of environmental changes. In actual fact GPG have simplified moods in DS2 compared to DS1. In DS1 you could actually change the mood colour with the sun block, though it wasn't used to the extremes you are hinting at. This has been disabled in DS2.

One interesting thing looking at default_moods.gas is that GPG must have at some time played around with the idea of having skyboxes in the game as there's settings for a skybox block in the mood. Would have been a fantastic addition to the game.

Now I do not know which mod I use: Ancient Gifts Mod Beta1a http://www.siegetheday.org/?q=node/2950&page=2 With i have 189k natural magic dmg, (on 204lvl), and 11 new skills. but i dont have 4 lvl of powers
Or: Succubus manager 4 lvl of powers, but natural magic dmg on 204 lvl is only 89k. And without new 11 skill from Ancient gift mod
What do you recommend?

HardLess's picture

@Legosp:
Sorry Legosp you aren't posting in the right thread for this kind of discussion. But to answer your question, I don't know this Ancient Gifts Mod Laughing out loud but it seems really cool :P.

@Iryan:
I don't know anything about moods but there are some interesting function in the fubi that could be useful in order to make a day night cycle, like those:
Class: Mood
SetActiveFogGo
SetActiveRainGo
SetActiveSkyboxGo
SetActiveSnowGo
SetActiveSunGo
SetActiveWindGo
SetMood

So as I said I'm not friendly at all with moods but it seems that it's possible to create a day night cycle and in addition special events like rain, snow, wind and fog. ( The thunderstorm is missing :P )

Hello, i would very much like to play this mod but everytime i try to start up DS2 or BW i get an error that says A fatal error has occured and the app must shut down. Attempting to use NULL FastFuelHandle

>> MOODs
There is a working sunlight feature in DS2 (should be described in the mood files), it's soft though but active all the time I think.
Skyboxes can enhance the look of an NIS, but during the gameplay it may leave a strange impression if a skybox move itself over a house or through a canyon for example (half-transparent texture could help here?), on a flat area without abrupt elevations however (like a desert) it probably could be a really intersting thing.

 

sirwalterejr wrote:
Hello, i would very much like to play this mod but everytime i try to start up DS2 or BW i get an error that says A fatal error has occured and the app must shut down. Attempting to use NULL FastFuelHandle
This may have several reasons, it's hard to say without additional information.
However just as little test, remove once all your existing savegames (so DS2 can't see/find them) and start with a new hero/party.

sirwalterejr wrote:
Hello, i would very much like to play this mod but everytime i try to start up DS2 or BW i get an error that says A fatal error has occured and the app must shut down. Attempting to use NULL FastFuelHandle

To be able to help we need a little more information such as:

1. Is DS2 patched to version 2.2?

2. Was DS1 patched to version 1.11.1462 prior to installing the mod?

3. Did you use the installer or install the mod manually?

4. What other mods do you have installed?

5. What version of windows are you using.

This type of problem can be caused by several things so the more you tell us the quicker we can solve your issues.
Elf

@iryan
The adjustments you made to the mood/lighting in the cave leading to the teleporter to the shadow realm are very much better.
The adjustments you made to the shadow realm teleporter are also better. It fights harder and is far less easy to dispatch, Oh there is a very quick way to kill it but I will never tell.

Thanks
Elf

LoA,Ehb, and Apocalypse.
Exploding barrels, check
Phraks from barrels, check
rats, scorpions and chickens from barrels? :fishslap:

Look, multiple choice transport ^^ Have made it to the Traders camp in LoA with no problems.


Shrine missing on Radar Map in Wesrin in Ehb.

This lift went down during combat with no one on and does not seem to ever come back up, waited 10 min. then cleared the rest of the crypt, went out and got the Quarry quest, saved, exited and when I returned and checked the grate was still down.
Found 5 places where the radar map shows a incantation shrine that does not exist, let me know if locations are needed

I need to find the second Bone Minion for more soup stock :twisted:

Dwarf

None of my DS games are patched. :/
I used the installer, but i dont think its a problem with the mod. My brother has ds2 installed fine on his pc. I think it may be due to my graphics card being ATI? Ive heard that can cause problems on windows 8.1 and DS. (ati radeon 7700)

@bare_elf

sirwalterejr wrote:
None of my DS games are patched. :/
I used the installer, but i dont think its a problem with the mod. My brother has ds2 installed fine on his pc. I think it may be due to my graphics card being ATI? Ive heard that can cause problems on windows 8.1 and DS. (ati radeon 7700)

@bare_elf


Good Sir Waltere Jr. the necessary patches for ds1 and ds2 are in the download area called Game Patches found here http://www.siegetheday.org/?q=node/850 if the games are not patched before installing the mod it will not work no ifs ands or buts about that. Patch the games and then reinstall the mod. This should correct a majority of the problems. However there is no cure for Windows 8.1 -- as per normal I am one or two revisions behind as I do not trust new things from Microsoft. This computer is running Windows XP Professional and my main game computer is running Windows 7 professional. So I can not answer the question about windows 8.1 directly. However Several people here are running the mod using windows 8.0. iryan and others have had issues with 8.1 however most of these where issues with pointing devices mice, hamsters, etc.. I will look into it to see if someone has posted somewhere windows 8.1 and DS. (ati radeon 7700)

Update - there is an updated driver for windows 8.1 for your video card which fixes problems with other newer games. Does not make note of DS1 or DS2 but says it fixes start problems with other games. AMD Radeon HD 7700 Graphics Driver 13.152.1.1000 for Windows 8.1 Can not find any real details which is typical of ATI before and after they where picked up by AMD. Which is quite odd since AMD tech support is outstanding.

Elf

sirwalterejr wrote:
None of my DS games are patched. :/
I used the installer, but i dont think its a problem with the mod. My brother has ds2 installed fine on his pc. I think it may be due to my graphics card being ATI? Ive heard that can cause problems on windows 8.1 and DS. (ati radeon 7700)

@bare_elf


I'm not sure about ATI but I certainly had problems running the game on my laptop with NVidia drivers with Win 8.1. See this thread: http://siegetheday.org/?q=node/2826

I had to disable my primary video card for DS2 and run it with the integrated graphics. Luckily the game runs perfectly well on Intel integrated graphic cards. There was no problem with Win 8.0.

Playing LoA and I am in the mountain of the dead, my primary character got stuck in the floor and I can not see her feet. The other party members can move through the same space without getting stuck. There does not appear that there is any object she is stuck on. I tried the summon portal spell back to the trader camp everyone but my main character could go back jumped back to my primary character and she still would not move. I had to save the game and restart at the trader camp. I found it odd since my main character has never got stuck in the ground other party members do it all the time.

Elf

bare_elf wrote:
Playing LoA and I am in the mountain of the dead, my primary character got stuck in the floor and I can not see her feet. The other party members can move through the same space without getting stuck. There does not appear that there is any object she is stuck on. I tried the summon portal spell back to the trader camp everyone but my main character could go back jumped back to my primary character and she still would not move. I had to save the game and restart at the trader camp. I found it odd since my main character has never got stuck in the ground other party members do it all the time.

Elf


There seems to be an issue with that region as this has occurred to me before but you're the first person to report it in this thread.

Generally it happens to me when exploring one of the rooms there, that's has a lot of sarcophaguses in it, so I avoid that room. If you continue on they seem to get unstuck after a while but of course you have to change the party member you're controlling.

I have absolutely no idea why this occurs or how to fix it.

I thought I had reported this Long ago.
\Here is where it happens

LoA and Ehb items


An unbreakable and a missing Radar map shrine in LoA


Missing shrines on the Radar Map

There are Two Lore Books in this room , but, the one marked does not have the sparkly aura that other lore/map holding items have

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