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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.

@DrakeIsGod: These colored pots will produce a (temporary) landmark if you drop them out of your inventory, possibly helpful in the Pit of Despair or the desert around Grescal for example.

KillerGremal wrote:
@DrakeIsGod: These colored pots will produce a (temporary) landmark if you drop them out of your inventory, possibly helpful in the Pit of Despair or the desert around Grescal for example.

Oh that's pretty neat Smile

DrakeIsGod wrote:
The Ordus' Axe quest no longer works

It's unrelated to the Aranna Legacy mod


You actually need Gyorn for Ordus to trust you enough to give you his quest. I retested it again to make sure.

That would be what the developers would tell you but in actuality this was one of the first quests I ever did and its implementation is a bit dodgy (it checks to see whether the quest Gyorn gives you is present rather than checking the Ordus quest). I could probably fix it to be a little less quirky.

New dialog quirk with Lordan in LoA. I recruited Lordan then as usual, I summoned a Town Portal to go get better spells and equipment. while moving to go down to the smith I got his dialog that is supposed to occur after killing the giant

Dwarf

iryan wrote:
You actually need Gyorn for Ordus to trust you enough to give you his quest. I retested it again to make sure.

That would be what the developers would tell you but in actuality this was one of the first quests I ever did and its implementation is a bit dodgy (it checks to see whether the quest Gyorn gives you is present rather than checking the Ordus quest). I could probably fix it to be a little less quirky.


Oh I see, that's not so bad, I don't know why I couldn't figure that out lol. Thanks Smile

These levers still can't be reached

When you click on this one, your character runs out of the doorway, but the lever doesn't react

I tested them in multiplayer as well

I often get to a point where I'm in need of potions, so I summon a town a portal when I run out so I can get some more. However the shopkeepers only have an infinite amount of small and regular potions, and I often need large potions or higher but they usually run out of stock really fast. Might I suggest that shopkeepers have an infinite supply of all potions? I get to a point where certain potions don't do the trick anymore lol, it could help to balance gameplay in the long run

DrakeIsGod wrote:
I often get to a point where I'm in need of potions, so I summon a town a portal when I run out so I can get some more. However the shopkeepers only have an infinite amount of small and regular potions, and I often need large potions or higher but they usually run out of stock really fast. Might I suggest that shopkeepers have an infinite supply of all potions? I get to a point where certain potions don't do the trick anymore lol, it could help to balance gameplay in the long run

Yes that is east enough to do and will be implemented.

DrakeIsGod wrote:

These levers still can't be reached
When you click on this one, your character runs out of the doorway, but the lever doesn't react
I tested them in multiplayer as well

These levers obviously cause a little confusion. The first one is there in case someone in multiplayer accidentally or otherwise, removes the weights on the pressure pad and closes the door, locking you in.

I wonder if this lever could be marked multiplayer only?

The second lever will bring the elevator back up if you happen to end up going back that way again after using the elevator, again probably mostly for multiplayer though if somebody used a town portal or forgot to activate the session portal and died, they may end up going back through this area from a saved game.

GPG obviously thought that was the best place to put the lever but maybe it could be repositioned closer to the elevator itself.

sigofmugmort wrote:

New dialog quirk with Lordan in LoA. I recruited Lordan then as usual, I summoned a Town Portal to go get better spells and equipment. while moving to go down to the smith I got his dialog that is supposed to occur after killing the giant

Lordan? Jondar I think you're referring to and yes the positioning of that banter assumes you don't go back to the town via the town portal before vanishing the Frost Giant. I need to add a simple check to that particular flick for the completion of the storage cave quest before activating. Thanks for bringing it up.

iryan wrote:

Yes that is east enough to do and will be implemented.

Oh cool Smile Thanks Iryan

iryan wrote:

These levers obviously cause a little confusion. The first one is there in case someone in multiplayer accidentally or otherwise, removes the weights on the pressure pad and closes the door, locking you in.

I wonder if this lever could be marked multiplayer only?

The second lever will bring the elevator back up if you happen to end up going back that way again after using the elevator, again probably mostly for multiplayer though if somebody used a town portal or forgot to activate the session portal and died, they may end up going back through this area from a saved game.

GPG obviously thought that was the best place to put the lever but maybe it could be repositioned closer to the elevator itself.


lol those levers do confuse me. The first one I didn't exactly test right, I should've let the person playing with me lock me in there first before I tried pulling the switch. Also the second one, I tried using it and she tried doing it, but what I could've tried doing was going down while she stayed up there and hit the switch to see if it worked. The switch at the bottom floor worked alright as I pulled it just to see if the elevator would react, and the switches to the second elevator both worked (top and bottom) from a single pull from the same platform as the lever. We were testing to see if the levers were multiplayer only lol :P Sorry if I'm wasting your time with these simple levers, I just can't help but notice that they don't act quite the way they did in DS1

I was wondering if it was alright to upload gameplay footage with this mod to Youtube, is that alright? It could be a bit helpful to you guys, and I could probably even advertise this mod if you want

DrakeIsGod wrote:
I was wondering if it was alright to upload gameplay footage with this mod to Youtube, is that alright? It could be a bit helpful to you guys, and I could probably even advertise this mod if you want

The bandwidth of the site would not support a direct upload of a game play video, but you may link your video on youtube to the site. Just copy the link in to you post.

Elf

bare_elf wrote:

The bandwidth of the site would not support a direct upload of a game play video, but you may link your video on youtube to the site. Just copy the link in to you post.

Elf


Awesome, that's what I meant Smile I got a video of some gameplay up now, but it's mainly there in case you wanna see it. The second video has more efficient data in it, but I'm sharing my internet so I'll have to upload it tonight. I'm marking videos with annotations for things I have to say, as my voice wouldn't exactly be clear enough through the sound of a four-year old I'm always babysitting. Also if you wanna see me embarrass myself I have a few videos of me playing the guitar and singing on the same channel :P https://www.youtube.com/watch?v=84er9FLKddg

DrakeIsGod wrote:
bare_elf wrote:

The bandwidth of the site would not support a direct upload of a game play video, but you may link your video on youtube to the site. Just copy the link in to you post.

Elf


Awesome, that's what I meant Smile I got a video of some gameplay up now, but it's mainly there in case you wanna see it. The second video has more efficient data in it, but I'm sharing my internet so I'll have to upload it tonight. I'm marking videos with annotations for things I have to say, as my voice wouldn't exactly be clear enough through the sound of a four-year old I'm always babysitting. Also if you wanna see me embarrass myself I have a few videos of me playing the guitar and singing on the same channel :P https://www.youtube.com/watch?v=84er9FLKddg

Very good video, well done. It's interesting that you play very much the same way as I do.

Another idea, if you're interested, about where to put videos is the Legendary Mod page at ModDB
http://www.moddb.com/mods/dungeon-siege-legendary-pack
So far there's only a few images that I've posted but I believe anyone can upload images or videos to the individual mod pages if they're members.

On a side note I plan on adding Siege Editor 2 to ModDB and get them to open a Dungeon Siege 2 page to accommodate it (as Siege Editor 2 really is only useful for DS2). It's strange that there's no DS2 page there only the Broken World one. And the only mods there are the ones I've uploaded.

With the Videos, they will be useful in highlighting things about the mod that are either bugs or need improving.

iryan wrote:

Very good video, well done. It's interesting that you play very much the same way as I do.

Another idea, if you're interested, about where to put videos is the Legendary Mod page at ModDB
http://www.moddb.com/mods/dungeon-siege-legendary-pack
So far there's only a few images that I've posted but I believe anyone can upload images or videos to the individual mod pages if they're members.

On a side note I plan on adding Siege Editor 2 to ModDB and get them to open a Dungeon Siege 2 page to accommodate it (as Siege Editor 2 really is only useful for DS2). It's strange that there's no DS2 page there only the Broken World one. And the only mods there are the ones I've uploaded.

With the Videos, they will be useful in highlighting things about the mod that are either bugs or need improving.


Awesome, I'm glad you got something out of that Smile and I'll upload them to ModDB when I get the chance, I hope it uploads faster than YouTube lol. It was hard playing this week, especially while I was recording, as my little brother makes a fine distraction XD he wants to play this game when he gets older :P

Here's my second video, I had an interesting dilemma around the end of it https://www.youtube.com/watch?v=puk16MaiA5s
I checked out the ModDB page, you might wanna upload a new version of the mod lol. I'm gonna get right on uploading the videos there

EDIT: Actually it won't let me upload them as videos to be displayed, I can only upload them as downloads, meaning people would have to download over 300-600 MB just to see the video. However, you can probably get the links from my videos and post the link or embed url under the mod. I probably have to wait 7 days to do anything worthwhile on that site anyway since I just created an account, though I posted a reply to a comment on the mod that provides a link to here (it wouldn't let me post an actual comment with a link in it until 7 days lol.)

DrakeIsGod wrote:
. . .
I'm marking videos with annotations for things I have to say, as my voice wouldn't exactly be clear enough through the sound of a four-year old I'm always babysitting. Also if you wanna see me embarrass myself I have a few videos of me playing the guitar and singing on the same channel :P https://www.youtube.com/watch?v=84er9FLKddg
Thanks for this video. Smile
Videos really could quicken interests and offer a better impression of it.
Also the annotations are quite nice, that's a good possibility to explain new things on-the-fly.

 
But something looks a bit strange - the rather/extreme low amount of life points.
With a 1-man-party monsters with level 3 have 20-40 life points usually, in the video larger monsters like Krugs or Turkeys often don't reach 10 life points at level 3. For example the Krug mages at ~14:20 have even 6 life points only! :o
Possible too there's something broken in the Level Adjustment mod, however 2-3x less life is quite far away from the gameplay experience on the original DS2 map...

KillerGremal wrote:

 
But something looks a bit strange - the rather/extreme low amount of life points.
With a 1-man-party monsters with level 3 have 20-40 life points usually, in the video larger monsters like Krugs or Turkeys often don't reach 10 life points at level 3. For example the Krug mages at ~14:20 have even 6 life points only! :o
Possible too there's something broken in the Level Adjustment mod, however 2-3x less life is quite far away from the gameplay experience on the original DS2 map...


No I believe the Level Adjustment Mod is working properly as the reason for the low hitpoints is that all monsters up to FH_R3 (Where you exit the crypts after recruiting Ulora) inherit from actor_evil trivial base.

This was done as part of rebalancing the start so that the player who begins a new game has a chance of getting through it by themselves. By removing the pets at the start it is now more like the original where the earlier monsters are pushovers and only start getting tougher after Stonebridge.

The monsters were just too tough in the previous version to play it alone, especially if you're a melee player. Even with trivial monsters you do need to use a lot of potions to get through. I do realise that if you play the map with an established party, it would be extremely easy until after Stonebridge.

The only thing that doesn't seem to be working properly in the Level Adjustment Mod is the line which is suppose to add extra monsters for each additional character in the party. I'm not 100% certain as I wasn't testing for it but for LOA I tried using it to add extra monsters to the map as the LOA map is vastly less populated than the GPG ones, however it didn't seem to make any difference. I used a setting of 10, which I assume adds 10% more monsters for each additional character?

A quirk in the earlier part of Kingdom of Ehb, which has been mentioned before, is that around Edgaar's cabin the monsters have the same level as near the start (around level 1) because the map is shaped like a horseshoe and the monsters and all other objects and terrain near Edgaar's cabin are loaded when you reach the first bridge. This does occur in other places as well but it's more pronounced here because the player gains a few levels quickly at the start - a little slower than before since the monsters are trivial base but still enough to be apparent.

I think from memory there's a setting in the Level Adjustment Mod that can be used to boost individual monster's levels from the base. If so I'll use this for some of these quirky monsters so that level progression is better.

KillerGremal wrote:
Thanks for this video. Smile
Videos really could quicken interests and offer a better impression of it.
Also the annotations are quite nice, that's a good possibility to explain new things on-the-fly.

Any way I can help lol Smile I'll upload the 3rd video Monday or Tuesday, I'm currently visiting with family at the moment. If you guys have any ideas on how I should edit these videos, please point it out, I wanna be precise Smile I'm sorry it takes so long to get the videos online by the way, the files are a bit large and take a few hours each time.

Oddity

In the tower where you get Ordus's axe, the archer on the platforms arrows are not traveling past the edge of the plarform

Dwarf

sigofmugmort wrote:
Oddity
In the tower where you get Ordus's axe, the archer on the platforms arrows are not traveling past the edge of the plarform

Dwarf


Yeah I also noticed something weird about that platform but could never quite figure out how to bring that up. No projectiles can exit or enter the parameters of the platform, so if a krug is on the other side, shooting something at it will disappear.

sigofmugmort wrote:
Oddity

In the tower where you get Ordus's axe, the archer on the platforms arrows are not traveling past the edge of the plarform

Dwarf


Unfortunately this is the exact same bug that occurs with the dripping ponds found in the Subterranean River areas and elsewhere in the maps.

If you select an elevator in Siege Editor you will notice it selects a very high rectangular node. The sides of this rectangular node has alpha channels so they are invisible ingame just like the dripping ponds nodes.

So this is an unfixable bug. The best I can do is to reposition the monsters further back into the side rooms so the player will have to move off the elevator to engage them.

Yes the elevator down to Ordus' axe has invisible walls, so that the Krug at the bottom don't even see the party arriving and so don't react until someone moves off. And yes, this was GPG's bug in the DS1 original Ehb. Why then did no other elevators (or sidewise moving platforms) have this "feature"? Not the ones in Glitterdelve, nor in the Goblin caves. Not even the one, apparently identical to the problematic one, up out of Wesrin Cross to the bottom of another watch tower, where Krug Dogs react without the party having to step off the platform. (How does that play in the Legendary Mod?)

RSimpkinuk57 wrote:
Yes the elevator down to Ordus' axe has invisible walls, so that the Krug at the bottom don't even see the party arriving and so don't react until someone moves off. And yes, this was GPG's bug in the DS1 original Ehb. Why then did no other elevators (or sidewise moving platforms) have this "feature"? Not the ones in Glitterdelve, nor in the Goblin caves. Not even the one, apparently identical to the problematic one, up out of Wesrin Cross to the bottom of another watch tower, where Krug Dogs react without the party having to step off the platform. (How does that play in the Legendary Mod?)

Good observation. I'll check out the node in Siege Editor and see what's different. Possibly it's a specific elevator node for the towers at a guess but I won't know for sure until I check.

As for the water drips node problem, I have thought about simply replacing them with normal pool nodes and use water drips effects as a replacement but the one I experimented with seemed rather plain and hardly noticeable in a test map. However when play testing LOA I found a similar water effect that was quite convincing and would be a suitable replacement - if I can track it down and find out how it was set up.

Here's what the problematic elevator node looks like in Siege Editor 2.

The wall is quite apparent and the way it works is that it fades out as the elevator lowers down into the area. Obviously this can cause issues in a small space like this. In the Wesrin Cross example in the Legendary Mod, the krug dogs and krug on the upper levels actually don't react until you move off the elevator.

I believe it would be extremely tricky messing with the elevator in case something breaks so what I did was to move the krug away from the elevator into the back of the side rooms. I believe this will lessen the chances of the quirk with the elevator becoming apparent, at least in the majority of cases.

DrakeIsGod wrote:

Any way I can help lol Smile I'll upload the 3rd video Monday or Tuesday, I'm currently visiting with family at the moment. If you guys have any ideas on how I should edit these videos, please point it out, I wanna be precise Smile I'm sorry it takes so long to get the videos online by the way, the files are a bit large and take a few hours each time.

No need to apologise, I believe we all understand the logistics of having the play through the section, record it, prepare it and then upload it to the net. It's similar in many respects in the way creating a large mod like this one works.

DrakeIsGod wrote:
Here's my second video, I had an interesting dilemma around the end of it https://www.youtube.com/watch?v=puk16MaiA5s
I checked out the ModDB page, you might wanna upload a new version of the mod lol. I'm gonna get right on uploading the videos there

EDIT: Actually it won't let me upload them as videos to be displayed, I can only upload them as downloads, meaning people would have to download over 300-600 MB just to see the video. However, you can probably get the links from my videos and post the link or embed url under the mod. I probably have to wait 7 days to do anything worthwhile on that site anyway since I just created an account, though I posted a reply to a comment on the mod that provides a link to here (it wouldn't let me post an actual comment with a link in it until 7 days lol.)


Yes ModDB is a bit frustrating to upload things to. There must be some way of linking videos for display as the Broken World trailer can be displayed from the page but I agree uploading such a large video there doesn't make sense.

Actually it would be nice if there was a page here at SiegetheDay where video links could be displayed. Any comments or suggestions on this?

To answer your question about the latest version being there, I've been waiting for any reports of major problems before uploading it but will probably do so in the next week or so.

In the meantime here's a partial update for Kingdom of Ehb incorporating all of the fixes and suggestions posted since release of Beta 30 including the repositioning of the Krug in the elevator just mentioned today.
http://www.siegetheday.org/~iryan/files/Betav30a/DS1_Map_World_Beta30a.ds2res
http://www.siegetheday.org/~iryan/files/Betav30a/DS1_Mod_Logic_Beta30a.ds2res

EDIT: Your second video was nice also. I agree that the inventory freeze is probably caused by the expanded inventory mod as I don't use one and never had a freeze.

With the ranged gargoyle attack there's nothing in the templates that should make them so fast but just in case I added a reload_delay of 1 to the their throwing weapon as the default for all evil monsters' throwing weapons is 0. This is because the actors animations is suppose to slow down their rate of attack but doesn't seem to be working with the gargoyles as their animation delay is actually set quite slow at 2.0

Another quirk which your video reinforced to me as I've forgotten about it is that the gargoyles and skeletons are now weak to death magic and melee attacks when they're still suppose to be strong against them. I believe it's because the variants you're fighting in the crypts inherit from base_actor_evil_trivial and this has an effect on their resistances but only KillerGremal would know for sure.

I suppose I could remove all resistances from these variants or just leave them as they are.

Hi,
Game mods used: Legendary beta30, Aranna legacy alpha 3r and Ancient Gift beta 1b.

Texture bug in DS2 caused by Legendary Mod (almost sure), had to remove it completly to have the good texture back.

Not sure if it's the good place but We are experiencing crashes in multiplayer this days. They are purely random and i can't find an obvious reason. However i suspect a conflict between Monster lvl ajustment and Aranna Legacy. When playing DS2 default campaign with aranna legacy and keeping all Lengendary files without Monster lvl ajustement we were able to play around 1 hour of play test (sems working). The only bug we faced is that Nawl Beast, supposed to be around lvl 8 at the begining of DS2, were lvl 53 i.e. the lvl of our characters. It seems like Aranna Legacy alone adjust the lvl for no reason or cause a weird bug.

Edit: we finaly figured what caused the game crashes. It looks like it was a bowstring of a crossbow that causes a graphic glitch.

Mantella

Other then that elevator, I've made it to Glacern with almost everything running great. The exploding barrels in Gliterdelve that detonate wat ahead of you on occasion are a minor annoyance

Dwarf

iryan wrote:
No need to apologise, I believe we all understand the logistics of having the play through the section, record it, prepare it and then upload it to the net. It's similar in many respects in the way creating a large mod like this one works.

Smile Well I'll probably have a new video up later tonight or tomorrow morning if time allows
iryan wrote:
Actually it would be nice if there was a page here at SiegetheDay where video links could be displayed. Any comments or suggestions on this?
I have a suggestion..yes Smile It'd be great if video links could be posted here, however other's may disagree

iryan wrote:
To answer your question about the latest version being there, I've been waiting for any reports of major problems before uploading it but will probably do so in the next week or so.

In the meantime here's a partial update for Kingdom of Ehb incorporating all of the fixes and suggestions posted since release of Beta 30 including the repositioning of the Krug in the elevator just mentioned today.
http://www.siegetheday.org/~iryan/files/Betav30a/DS1_Map_World_Beta30a.ds2res
http://www.siegetheday.org/~iryan/files/Betav30a/DS1_Mod_Logic_Beta30a.ds2res

EDIT: Your second video was nice also. I agree that the inventory freeze is probably caused by the expanded inventory mod as I don't use one and never had a freeze.


Thanks for the update Iryan Smile I might take the inventory mod out, I wanna avoid that little dilemma from happening again lol.

iryan wrote:
Another quirk which your video reinforced to me as I've forgotten about it is that the gargoyles and skeletons are now weak to death magic and melee attacks when they're still suppose to be strong against them. I believe it's because the variants you're fighting in the crypts inherit from base_actor_evil_trivial and this has an effect on their resistances but only KillerGremal would know for sure.

I suppose I could remove all resistances from these variants or just leave them as they are.

I trust your judgement on that lol, I don't think they need to be weak to death magic, but melee seems alright, a hammer can crack a stone, and a saw can cut through bone :P However having no resistances doesn't seem problematic either as well as leaving them as they are

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