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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.

As soon as you approach the Guard Captain near Wesrin Cross, the quest to clear the path to Glitterdelve is triggered, and the "!" is still dangling above his head:

Coordinates are: path2sd, 3.086 / 0.000 / -2.684 / 0x5598a0b0 just in case it helps lol

DrakeIsGod wrote:
As soon as you approach the Guard Captain near Wesrin Cross, the quest to clear the path to Glitterdelve is triggered, and the "!" is still dangling above his head:

Coordinates are: path2sd, 3.086 / 0.000 / -2.684 / 0x5598a0b0 just in case it helps lol


Again this is one of the earlier quests implemented into the map so could be reworked to be better but still something has changed as that shouldn't happen. If fact you shouldn't be able to even talk to the Guard Captain until all the monsters are dead to even get the quest as you'll get a "too busy to talk" message.

And in fact the Krug die far too fast anyway so what I need to do is to implement something like the Fire King's krug versus Snow Queen's krug battle in Yesterhaven where the monsters are neutral until the player hits a trigger to turn them hostile.

Ideally this is linked to a NIS movie so the player sees them fighting before reaching the blocked gate, a bit like the one at Glitterdelve (I have to find out how to make Gloern actually fight in that one as well as Algher Mhankur in LOA). Maybe the quest could be triggered through this NIS and be multi-tasked with the first task being to aid the Guard Captain against the Krug and the second is to clear the path?

iryan wrote:

Again this is one of the earlier quests implemented into the map so could be reworked to be better but still something has changed as that shouldn't happen. If fact you shouldn't be able to even talk to the Guard Captain until all the monsters are dead to even get the quest as you'll get a "too busy to talk" message.

And in fact the Krug die far too fast anyway so what I need to do is to implement something like the Fire King's krug versus Snow Queen's krug battle in Yesterhaven where the monsters are neutral until the player hits a trigger to turn them hostile.

Ideally this is linked to a NIS movie so the player sees them fighting before reaching the blocked gate, a bit like the one at Glitterdelve (I have to find out how to make Gloern actually fight in that one as well as Algher Mhankur in LOA). Maybe the quest could be triggered through this NIS and be multi-tasked with the first task being to aid the Guard Captain against the Krug and the second is to clear the path?

I like that idea Smile though the Krug might need to be a bit stronger when the quest is triggered for the sake of saving the Guard Captain lol.
PS: I'll have another video up soon, I feel like I'm stuck in a Wesrin nightmare right now XD (lol you'll really see in the 5th video) I like what you've done with the update by the way

There's now a Mod DB download link also available for the mod.
http://www.moddb.com/downloads/dungeon-siege-2-legendary-mod-beta-30

Ehb Alpine Caverns minor notes

The bottom part of this Ice Warrior was missing even thou it showed a full outline, I think I know how it happened

This Incantation Shrine could be moved out some.

IHO, the Legends mod reached the quality of the vast majority of games I have seen(and my first was Pong in the 70's Wink ) back around beta 22
and is now a top quality product

Insane Dwarf

After a long upload, here is my 5th https://www.youtube.com/watch?v=hr4R4Q2Ci7k this one has some interesting elements in it lol.

Alpine Cavern OOPS

I reached Marik and when moving the pointer over him I got the conversation bubble, talked to him, recruited him, adjusted inventory and spells on him, THEN SET HIM FREE (sorry for shouting) (did I just hear Iryan banging his head? :goofy:

Dwarf

sigofmugmort wrote:
Alpine Cavern OOPS

I reached Marik and when moving the pointer over him I got the conversation bubble, talked to him, recruited him, adjusted inventory and spells on him, THEN SET HIM FREE (sorry for shouting) (did I just hear Iryan banging his head? :goofy:

Dwarf


Ah yes that is indeed a glitch but one that has been around since the first alpha versions, due to my lack of coding knowledge at the time.

I should be able to now code him not to respond until you actually release him. This is one of a several such incidences which I now should be able to improve. Others are Gloern not noticing that a pack of Krug are trying to turn him into mincemeat and a similar one with Algher Mhankur and the Hassat.

I noticed a bunch of things, such as tables, even bushes, were missing from their usual spot. Not to mention in the Utraean Peninsula, the blacksmith and magic seller wasn't where they apparently were supposed to be.

Is this just because it's the beta, or did I skip something?

On top of this, All*Saves didn't work for some reason.

Eksevis wrote:
I noticed a bunch of things, such as tables, even bushes, were missing from their usual spot. Not to mention in the Utraean Peninsula, the blacksmith and magic seller wasn't where they apparently were supposed to be.

Is this just because it's the beta, or did I skip something?

On top of this, All*Saves didn't work for some reason.


Could you please provide some more information please.

Specifically what version you're using?
Did you have any previous beta versions installed? If so did you delete them before upgrading. The Beta 30 installer can only remove files from betas 13 and 14. Any others need to be removed manually.
Are you using any other mods?
What version of All*Saves did you install? You need to install the version matching the game you're using - there's separate installers for plain Dungeon Siege 2 and for Broken World addon.
A snapshot of your resources folder would be informative as well.

The Kingdom of Ehb map has been updated with some cosmetic updates. Specifically for the Glitterdelve Pass quest and the meeting with Gloern, which plays out much better.

Also you no longer can speak to Merik before releasing him from his icy prison and there's been a few positional changes of levers and such reported since the release of Beta 30.

The jerkiness in the radar in Arhok from Legends of Aranna is also fixed. The meeting with Algher Mhankur should also be more dynamic than before.

http://www.siegetheday.org/~iryan/files/Betav30a/DS1_Map_World_Beta30b.ds2res
http://www.siegetheday.org/~iryan/files/Betav30a/DS1_Map_Legends_of_Aranna_Beta30b.ds2res
http://www.siegetheday.org/~iryan/files/Betav30a/DS1_Mod_Logic_Beta30b.ds2res

Quote:
Specifically what version you're using?

The version of the mod is the latest; Beta 30 (with Steam fix)

Quote:
Did you have any previous beta versions installed? If so did you delete them before upgrading.

No, I haven't had any prior to this.

Quote:
Are you using any other mods?

No. just the ones provided in this 'compilation'

 photo InstallationLocation-ResourceFiles_zps11b57865.png

Quote:
What version of All*Saves are you using?

I'm really not sure which version I installed of All*Saves, though I'm fairly certain I didn't accidentally install the version for BW... the version I used was provided by your mods installer. I'll make sure to reinstall it anyway.

Additionally, the alternative resource file is empty.

 photo EmptyAlternative_zps4ab99e55.png

Also, the game crashed while playing Kingdom of Ehb; it was near the area you get The History of the Crypts (right behind the house, actually). It happened as I died. I'm really not sure what happened there, it was playing fine minus a few seemingly minor missing tables.

P.S.
I've since added the three 'Beta 30b' files, deleting the previous ones.

Ely's AllSaves failure, AllSaves for Broken World works fine but now the AllSaves for DS2 gives a wrong edition. I did not use the Beta 30 installer, just replaced the Beta 29 files.

Play went well from Jeria's trade post to the Travelers camp but if you stay to the forest on the right heading for the Underground river you can take out most of the monsters and talk to the guy on the ground, getting the quest WITHOUT triggering the cutscreen until you head back to the trade post and head for the river by the path

Dwarf

@eksevis - hiya :woot:

what graphics card(s) are you running?
- make sure you have crossfire disabled..

If you mean me, I'm using a NVIDIA GeForce 8800 GT. As to what Crossfire is or if it's on... I'm really not sure.

Eksevis wrote:
I noticed a bunch of things, such as tables, even bushes, were missing from their usual spot. Not to mention in the Utraean Peninsula, the blacksmith and magic seller wasn't where they apparently were supposed to be.

Is this just because it's the beta, or did I skip something?

On top of this, All*Saves didn't work for some reason.


The Blacksmith and the Magic Seller should be at these places in the Utraean Peninsula

If not then there's some sort of resource error but you appear to have all the correct files. Posting pictures of any bugs or errors in the game is extremely informative and helps a lot to explain the problem.

Now if you're expecting that everything will be exactly the same as it was in the original maps then you'll be disappointed. These are conversions not duplicates. About 80% of original dungeon siege assets work without issue in dungeon siege 2 but there's some fundamental differences between the two games which meant many things had to be redone from scratch. Also the convoluted development of the mod meant that many things were done in a patchwork manner. I'm certain if KillerGremal and myself had a crystal ball back when the first tentative steps were taken to convert the maps 3 years ago, we would have spent time in actually planning things better and more things would now be truer to the originals.

That's why there are so many DS2 npcs instead of DS1 npcs in the maps, especially the Utraean Peninsula. It was easier to use them than to convert the original npcs. That wasn't done until work started on converting Kingdom of Ehb. The same with many of the objects. You'd be surprised at how much DS1 material actually still exists in DS2 but many of the objects don't exist and had to be redone. Care has to be taken when using Siege Editor with these maps as it will permanently delete any references to objects in the maps that have no corresponding templates. So some objects no longer exist in the maps.

sigofmugmort wrote:
Ely's AllSaves failure, AllSaves for Broken World works fine but now the AllSaves for DS2 gives a wrong edition. I did not use the Beta 30 installer, just replaced the Beta 29 files.

Bizarre that AllSaves for Ds2 is now giving you a wrong edition error. Have you tried uninstalling it and then reinstalling it? The ALLSaves.msi installer should still be in your Dungeon Siege 2 folder.

It was still working for me with Beta 30 as it has since being first installed. I've even tried uninstalling it and reinstalling it through the Beta 30 installer and it's still works.

Eksevis wrote:

The version of the mod is the latest; Beta 30 (with Steam fix)

I'm really not sure which version I installed of All*Saves, though I'm fairly certain I didn't accidentally install the version for BW... the version I used was provided by your mods installer. I'll make sure to reinstall it anyway.

Additionally, the alternative resource file is empty.


So I'm assuming you're using the steam versions of Dungeon Siege I and II and so had to use the registry fixes?

The installer gives you a choice of installing two versions of AllSaves, depending on whether you have the Broken World expansion or not. You wouldn't even be able to install the Broken World one unless you had the expansion pack installed as the AllSaves' installer checks for it.

What is happening with AllSaves? Saying not working doesn't give much information. Does it install? Does it start but gives a wrong edition message like sigofmugmort?

Not sure about the additional resources folder in my documents, never seen it before. Perhaps it's a specific Steam quirk. I'm sure 100% sure with how Steam handles DS2, it may be that that's meant to be where players are meant to put mods. I've actually only received 1 report from a steam user regarding installing the mod and he helped me to verify the registry fixes, etc. and never reported any issues with the mod but then again that was an old version, beta 14.

Eksevis wrote:

Also, the game crashed while playing Kingdom of Ehb; it was near the area you get The History of the Crypts (right behind the house, actually). It happened as I died. I'm really not sure what happened there, it was playing fine minus a few seemingly minor missing tables.

Sadly the odd crash may happen. The mod is stable but obviously introduces a lot of new assets into the game which can cause additional stresses on the game engine. If crashes occur frequently or at the same place ever time then that's a definite bug.

sigofmugmort wrote:

Play went well from Jeria's trade post to the Travelers camp but if you stay to the forest on the right heading for the Underground river you can take out most of the monsters and talk to the guy on the ground, getting the quest WITHOUT triggering the cutscreen until you head back to the trade post and head for the river by the path

Dwarf


Thanks will fix that exploit. Obviously the trigger doesn't extend far enough.

Iryan I updated to the very latest files for the Legendary Map Pack -- then tested for the crash using
Elys' All Saves for DS2
Elys' All Saves for BW
Elys Succubus Manager
The standard DS2 start
and
The standard BW Start.

I could not duplicate the crash, not sure exactly from reading the posts exactly where the Crash Happens Like What screen the game crashes on.

Where would you like me to look?

Elf

Mantella wrote:
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.

Mantella


Yes you're right, apologies for the glitch. DS1_Mod_Exp_Content_Beta30.ds2res had a texture that was originally from LOA but had no alpha channels. In DS2 this texture still exists but for some reason GPG renamed it and instead created a new texture, b_i_jng_bamboo-01.dds which does contain an alpha channel. Thus the glitch.

DS1_Mod_Exp_Content_Beta30.ds2res has been updated to Beta30b to remove the glitch in DS2 but there's also a small patch file as a temporary fix so that a 60Mb file doesn't have to be downloaded again just for 1 graphical glitch.
http://www.siegetheday.org/~iryan/files/Betav30a/DS1_Patch_Bamboo.ds2res

Quote:
What is happening with AllSaves? Saying not working doesn't give much information. Does it install? Does it start but gives a wrong edition message like sigofmugmort?

My apologies for the vagueness, but my problem doesn't seem to be very common from what I've read. Essentially, it installs with no apparent problem, and it doesn't say it's the wrong edition. What does happen, though, is it loads up like the game would usually with the 'dot loading screen', but when it finishes, it just crashes without saying a single thing.

Eksevis wrote:
Quote:
What is happening with AllSaves? Saying not working doesn't give much information. Does it install? Does it start but gives a wrong edition message like sigofmugmort?

My apologies for the vagueness, but my problem doesn't seem to be very common from what I've read. Essentially, it installs with no apparent problem, and it doesn't say it's the wrong edition. What does happen, though, is it loads up like the game would usually with the 'dot loading screen', but when it finishes, it just crashes without saying a single thing.


Hi Eksevis,
There is a crash log that the game maintains located in.
My Documents/My Games/Dungeon Siege 2/Logs or when playing with broken world My documents/my games/Dungeon Siege 2 Broken World/logs
The file name is Dungeon Siege 2. crash if you change .crash to .txt you can look at it and even post it. Verify that the date of your problem matches the crash report file.

Elf

bare_elf wrote:
Eksevis wrote:
Quote:
What is happening with AllSaves? Saying not working doesn't give much information. Does it install? Does it start but gives a wrong edition message like sigofmugmort?

My apologies for the vagueness, but my problem doesn't seem to be very common from what I've read. Essentially, it installs with no apparent problem, and it doesn't say it's the wrong edition. What does happen, though, is it loads up like the game would usually with the 'dot loading screen', but when it finishes, it just crashes without saying a single thing.


Hi Eksevis,
There is a crash log that the game maintains located in.
My Documents/My Games/Dungeon Siege 2/Logs or when playing with broken world My documents/my games/Dungeon Siege 2 Broken World/logs
The file name is Dungeon Siege 2. crash if you change .crash to .txt you can look at it and even post it. Verify that the date of your problem matches the crash report file.

Elf

I reckon this is what you want...

[WorldState]

    started = 1643.31, stopped = 1643.31, from = ws_sp_defeat, to = ws_teleport
    started = 1631.43, stopped = 1631.44, from = ws_sp_ingame, to = ws_sp_defeat
    started = 1359.79, stopped = 1359.89, from = ws_teleport, to = ws_sp_ingame
    started = 1331.46, stopped = 1331.46, from = ws_sp_defeat, to = ws_teleport
    started = 1327.26, stopped = 1327.26, from = ws_sp_ingame, to = ws_sp_defeat
    started = 1000.25, stopped = 1000.25, from = ws_nis, to = ws_sp_ingame
    started = 998.601, stopped = 998.603, from = ws_sp_ingame, to = ws_nis
    started = 912.907, stopped = 912.909, from = ws_nis, to = ws_sp_ingame
    started = 906.094, stopped = 906.095, from = ws_sp_ingame, to = ws_nis
    started = 905.959, stopped = 905.961, from = ws_loading_save_game, to = ws_sp_ingame
    started = 892.313, stopped = 905.959, from = ws_sp_load_game_screen, to = ws_loading_save_game
    started = 890.987, stopped = 890.987, from = ws_sp_map_select, to = ws_sp_load_game_screen
    started = 880.979, stopped = 880.979, from = ws_sp_main_menu, to = ws_sp_map_select
    started = 878.856, stopped = 878.856, from = ws_main_menu, to = ws_sp_main_menu
    started = 842.71, stopped = 849.007, from = ws_game_ended, to = ws_main_menu
    started = 842.707, stopped = 842.71, from = ws_sp_ingame, to = ws_game_ended
    started = 754.616, stopped = 754.624, from = ws_teleport, to = ws_sp_ingame
    started = 740.798, stopped = 740.801, from = ws_sp_defeat, to = ws_teleport
    started = 739.993, stopped = 739.999, from = ws_sp_ingame, to = ws_sp_defeat
    started = 227.682, stopped = 227.686, from = ws_teleport, to = ws_sp_ingame
    started = 217.667, stopped = 217.67, from = ws_sp_defeat, to = ws_teleport
    started = 216.788, stopped = 216.793, from = ws_sp_ingame, to = ws_sp_defeat
    started = 112.965, stopped = 113.069, from = ws_wait_for_begin, to = ws_sp_ingame
    started = 111.573, stopped = 112.965, from = ws_loaded_map, to = ws_wait_for_begin
    started = 111.444, stopped = 111.573, from = ws_loading_map, to = ws_loaded_map
    started = 99.5388, stopped = 111.444, from = ws_load_map, to = ws_loading_map
    started = 98.0989, stopped = 99.5388, from = ws_sp_load_game_screen, to = ws_load_map
    started = 91.4903, stopped = 91.4903, from = ws_sp_map_select, to = ws_sp_load_game_screen
    started = 80.15, stopped = 80.1503, from = ws_sp_character_select, to = ws_sp_map_select
    started = 60.7768, stopped = 60.7768, from = ws_main_menu, to = ws_sp_character_select
    started = 52.9965, stopped = 53.1983, from = ws_logo, to = ws_main_menu
    started = 52.9965, stopped = 52.9965, from = ws_intro, to = ws_logo
    started = 49.9828, stopped = 50.0525, from = ws_init, to = ws_intro

[Game]

    time: system = 1643.951151, global = 1854.451150, world = 666.771829, delta = 0.013335, sim = 86456

Also, for consistency, Yesterhaven and Utraean Apocalypse should be updated from DS1: (such-and-such) to Dungeon Siege I: (such-and-such), if it hasn't already been done.

youtube.com/watch?v=bzLlPo_sxVU
Yesterhaven doesn't seem to function at all in Dungeon Siege II (at least the Steam edition)

Eksevis wrote:

I reckon this is what you want...

[WorldState]

    started = 1643.31, stopped = 1643.31, from = ws_sp_defeat, to = ws_teleport
    started = 1631.43, stopped = 1631.44, from = ws_sp_ingame, to = ws_sp_defeat
    started = 1359.79, stopped = 1359.89, from = ws_teleport, to = ws_sp_ingame
    started = 1331.46, stopped = 1331.46, from = ws_sp_defeat, to = ws_teleport
    started = 1327.26, stopped = 1327.26, from = ws_sp_ingame, to = ws_sp_defeat
    started = 1000.25, stopped = 1000.25, from = ws_nis, to = ws_sp_ingame
    started = 998.601, stopped = 998.603, from = ws_sp_ingame, to = ws_nis
    started = 912.907, stopped = 912.909, from = ws_nis, to = ws_sp_ingame
    started = 906.094, stopped = 906.095, from = ws_sp_ingame, to = ws_nis
    started = 905.959, stopped = 905.961, from = ws_loading_save_game, to = ws_sp_ingame
    started = 892.313, stopped = 905.959, from = ws_sp_load_game_screen, to = ws_loading_save_game
    started = 890.987, stopped = 890.987, from = ws_sp_map_select, to = ws_sp_load_game_screen
    started = 880.979, stopped = 880.979, from = ws_sp_main_menu, to = ws_sp_map_select
    started = 878.856, stopped = 878.856, from = ws_main_menu, to = ws_sp_main_menu
    started = 842.71, stopped = 849.007, from = ws_game_ended, to = ws_main_menu
    started = 842.707, stopped = 842.71, from = ws_sp_ingame, to = ws_game_ended
    started = 754.616, stopped = 754.624, from = ws_teleport, to = ws_sp_ingame
    started = 740.798, stopped = 740.801, from = ws_sp_defeat, to = ws_teleport
    started = 739.993, stopped = 739.999, from = ws_sp_ingame, to = ws_sp_defeat
    started = 227.682, stopped = 227.686, from = ws_teleport, to = ws_sp_ingame
    started = 217.667, stopped = 217.67, from = ws_sp_defeat, to = ws_teleport
    started = 216.788, stopped = 216.793, from = ws_sp_ingame, to = ws_sp_defeat
    started = 112.965, stopped = 113.069, from = ws_wait_for_begin, to = ws_sp_ingame
    started = 111.573, stopped = 112.965, from = ws_loaded_map, to = ws_wait_for_begin
    started = 111.444, stopped = 111.573, from = ws_loading_map, to = ws_loaded_map
    started = 99.5388, stopped = 111.444, from = ws_load_map, to = ws_loading_map
    started = 98.0989, stopped = 99.5388, from = ws_sp_load_game_screen, to = ws_load_map
    started = 91.4903, stopped = 91.4903, from = ws_sp_map_select, to = ws_sp_load_game_screen
    started = 80.15, stopped = 80.1503, from = ws_sp_character_select, to = ws_sp_map_select
    started = 60.7768, stopped = 60.7768, from = ws_main_menu, to = ws_sp_character_select
    started = 52.9965, stopped = 53.1983, from = ws_logo, to = ws_main_menu
    started = 52.9965, stopped = 52.9965, from = ws_intro, to = ws_logo
    started = 49.9828, stopped = 50.0525, from = ws_init, to = ws_intro

[Game]

    time: system = 1643.951151, global = 1854.451150, world = 666.771829, delta = 0.013335, sim = 86456

Also, for consistency, Yesterhaven and Utraean Apocalypse should be updated from DS1: (such-and-such) to Dungeon Siege I: (such-and-such), if it hasn't already been done.

youtube.com/watch?v=bzLlPo_sxVU
Yesterhaven doesn't seem to function at all in Dungeon Siege II (at least the Steam edition)

There should be additional information above world state and following Game that could be very useful since it appears to be steam related. What revision is your DS1 it should be 1.11.1462 and your ds2 should be 2.2 if it is not it might explain where the problems are coming from.

As to Yesterhaven - it appears to work just fine when using the retail version of the games.

Maybe one of us should get the steam version just to see if we have the same issues. Then again maybe not.

Elf

DS1 (Steam): 1.11.1
DSLOA : 1.50
DS2 (Steam): 2.30

Steam definitely seems to be the problem.

Oh, also, above worldstate...

-==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==-
-== App          : Dungeon Siege II (C:\Program Files (x86)\Steam\steamapps\common\Dungeon Siege 2\DungeonSiege2.exe - Retail)
-== Log category : Crash Report
-== Session      : 7/26/2014 03:04:35 AM
-== Build        : Win2k (2.30.0.0000)
-== Failures     : 0 warnings, 0 errors, 0 SEH's
-==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==-

Siege Loader Thread

Seems the game is attempting to load things that make no rational sense. Here is what one of my crash reports looks like.

-==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==-
-== App : Dungeon Siege II (C:\Program Files (x86)\Microsoft Games\Dungeon Siege 2\DungeonSiege2.exe - Retail)
-== Log category : Crash Report
-== Session : 7/13/2014 03:57:24 PM
-== Build : Win2k (2.20.0.3822)
-== Failures : 0 warnings, 0 errors, 0 SEH's
-==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==-

--==<< Top-level exception filter report >>==--

[WorldState]

started = 20.0185, stopped = 0, from = ws_intro, to = ws_main_menu
started = 20.0184, stopped = 20.0185, from = ws_init, to = ws_intro

[Game]

time: system = 20.627990, global = 20.627990, world = 0.000000, delta = 0.000000, sim = 1

[Modules]

name = 'C:\Program Files (x86)\Microsoft Games\Dungeon Siege 2\DungeonSiege2.exe', crc = 0x868C087A, extra = 0x699C89B6

[Trace]

*** Report for process 0x00001690

Process command line : -ElysDS2 nointro=true width=1024 height=768
Process priority class : 32
Process priority boosted: no

*** Report for thread Main ***

Exception code: access violation (continuable) - attempted to read data at 0x15433000
Occurred at IP: 0x00408184

More code follows but it is the world state that you have that makes me wonder what is going on.

Elf

The attempt to teleport to load a saved game and so on should not be occuring at the point where the computer is printing the little dots on the lower left of the screen.

Are you using a character (saved game) that was created prior to the installing of the Legendary Map Pack? It is possible that something in the installation of the mod may have altered the saved game. If you are using a saved game could you please try a new character, if not must look at other possible reasons for the odd crash report.

Elf

Oddly enough, on the Steam version, it seems to stop me from being able to use the same character, or any of my old characters. Honestly, I've figured out the only way I can play it to the fullest extent is with a pirated DS2BW (as I don't own it) and the AllSaves mod. As for the AllSaves Crash bit, I doubt it has anything to do with my characters. There simply needs to be an AllSaves Steam friendly version, as the new publishers have apparently altered it a bit.

iryan wrote:
The Kingdom of Ehb map has been updated with some cosmetic updates. Specifically for the Glitterdelve Pass quest and the meeting with Gloern, which plays out much better.

Also you no longer can speak to Merik before releasing him from his icy prison and there's been a few positional changes of levers and such reported since the release of Beta 30.

The jerkiness in the radar in Arhok from Legends of Aranna is also fixed. The meeting with Algher Mhankur should also be more dynamic than before.

http://www.siegetheday.org/~iryan/files/Betav30a/DS1_Map_World_Beta30b.ds2res
http://www.siegetheday.org/~iryan/files/Betav30a/DS1_Map_Legends_of_Aranna_Beta30b.ds2res
http://www.siegetheday.org/~iryan/files/Betav30a/DS1_Mod_Logic_Beta30b.ds2res


Thanks Iryan Smile

Bandit fun

The Thief (but only the thief) still show as blue on the radar map, and the blue dot stays to mark the body. In properties the thief wich is female is marked is_male = true, but so is the assassin, the other female bandit type.

The Azunite Scholar does not have the quest icon over him and you can talk to him, getting the quest before triggering the cut-screan

When did the Gorak start using spells? They where so busy trying to cast Cripple that they have become the easiest encounter in the Bandit region.

Dwarf

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