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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.

Ehb final notes. If you move the party too slowly onto the last platform part of the party can be left behind as the platform does not auto-mirror like the others.

The shrines at the begining of the Crypts have a glitch. For the Health shrine have the using party member with the correct skills stand facing very close to the shrine slightly to the left. For the Mana shrine stand slightly to the right but not as close, if you are too close you can hear the potions drop but they do NOT appear

Dwarf

Rampaging into Yesterhaven now, continuing a multi-map campaign. tho I am not as speedy as a certain rampaging Elf( looking over my shoulder to avoid getting run over...again... :silly: :goofy: )

This shrine might look better moved to one side and the three spiders and the party on rampage ignored each other...at least until I thumped them :twisted:

Dwarf

Nischara wrote:
Thank you for your response Smile
1. Dungeon Siege has the right version number, DS2 however remains as version 2.1. The problem is I can't seem to install it since everytime I try to install the patch the upcoming screen just stops and loads the game. I already tryed to remove all mods but sadly that didn't help.
2. I converted the files Objects.dsres, Sound.dsres and Voices.dsres as was told in the instruction. I regained the files Objects_DS1.ds2res, Sound_DS1.ds2res and Voices_DS1.ds2res as well as the both Expansion files for LOA.
3. I'm using the old retail version (not Steam or the Collector's Edition)
4. I'm running the Hotfix Mod. But to show you my folder I guess a screenshot will do it's best:

I thank you for investing your time in helping me out Smile


I believe the problems you are having are related to Dungeon Siege 2 being at version 2.1 and not 2.2 As there were major changes to almost every file.
The reason that it may not be installing is Dungeon Siege II Patch 2.2 requires 2.5 Gigabytes of free hard drive space to install properly. If you have that much free space try going to our download section and getting the patch again i know that the one I placed here works. If you do not have 2.5 GB of free hard drive space let me know and I will see about getting another way of solving the problem.

Elf

iryan wrote:

I'm pretty certain that it's a version mismatch that causing the problem. GPG made quite a few changes to version 2.2 that benefited mods. If you could post a pic of your base Dungeon Siege 2 folder that would help. With version 2.1 the AllSaves launcher wouldn't work and even if you could load the maps, your saved games would be effected whenever you tried to update the mod. If you could post a pic of your base folder we could see what files were different from 2.1 to 2.2. It may be possible to update your installation manually depending on what has changed (resources like objects and sounds can be ignored but not differences in code).

Also you don't really need Terrain_DS1, Voices_DS1 or Sounds_DS1 as they are duplicates of DS1_Sounds, DS1_Voices and DS1_Mod_Terrain_Beta30. Though that wouldn't be the cause of your issues.

What error is displaying when trying to load the maps? This can be quite informative.

Which folder shall I post? Next to the resources I have dev, docs, system and maps. An error actually does not occur. I can't even see or open the maps if I choose my character I come directly to the screen where I can choose the difficulty.

bare_elf wrote:

I believe the problems you are having are related to Dungeon Siege 2 being at version 2.1 and not 2.2 As there were major changes to almost every file.
The reason that it may not be installing is Dungeon Siege II Patch 2.2 requires 2.5 Gigabytes of free hard drive space to install properly. If you have that much free space try going to our download section and getting the patch again i know that the one I placed here works. If you do not have 2.5 GB of free hard drive space let me know and I will see about getting another way of solving the problem.

Elf

I do have a free space of almost one TB so that's not the problem. The Allsave File actually even worked with my version. I tryed to download the patch on three different websites now but the result is always the same.

@Nischara: acccording to your screen-shot there's a file called 'expansion_ds1.ds2res' in your resource folder, this may be the 'wrong' file copied from the LoA addon!(?)
Simply remove it once, because it seems you already have the required file, with the name 'ds1_expansion.ds2res' however (this should be the map from LoA).

This does not directly explain though why you can't access custom maps, however the content of this large/wrong file will cause several errors with different side-effects.

 
By the way, looking at the file sizes 'ExpVoices_DS1.ds2res' and 'DS1_ExpVoices.ds2res' are most probably the same, one of them you could remove (I think which one shouldn't matter).

KillerGremal wrote:

@Nischara: acccording to your screen-shot there's a file called 'expansion_ds1.ds2res' in your resource folder, this may be the 'wrong' file copied from the LoA addon!(?)
Simply remove it once, because it seems you already have the required file, with the name 'ds1_expansion.ds2res' however (this should be the map from LoA).

This does not directly explain though why you can't access custom maps, however the content of this large/wrong file will cause several errors with different side-effects.


By the way, looking at the file sizes 'ExpVoices_DS1.ds2res' and 'DS1_ExpVoices.ds2res' are most probably the same, one of them you could remove (I think which one shouldn't matter).

KillerGremal is right that those extra files aren't required either and I believe Expansion_ds1.ds2res is the reason your having difficulties in loading the maps as that contains assets that will conflict with your DS2 game. Expansion_DS1.ds2res is 365Mb in size and contains logic files and gui art that won't work in DS2 and its probably amazing that DS2 itself will load.

DS1_Expansion.ds2res is completely different and is the original Legends of Aranna map and is only required as a sort of copy protection to ensure users own the original Legends of Aranna map.

If removing Expansion_DS1.ds2res doesn't work then please post a pic of the Dungeon Siege 2 folder where resources, maps folders etc are located.

So I just got through Wesrin without a single issue.. Difficulty is dead on without Aranna Legacy in. However, I noticed that a few times I tried using my powers and they didn't work, it would just waste the power and do nothing :/ Alas, the game ran smoothly enough, and this was on my laptop Smile

iryan wrote:
KillerGremal wrote:

@Nischara: acccording to your screen-shot there's a file called 'expansion_ds1.ds2res' in your resource folder, this may be the 'wrong' file copied from the LoA addon!(?)
Simply remove it once, because it seems you already have the required file, with the name 'ds1_expansion.ds2res' however (this should be the map from LoA).

This does not directly explain though why you can't access custom maps, however the content of this large/wrong file will cause several errors with different side-effects.


By the way, looking at the file sizes 'ExpVoices_DS1.ds2res' and 'DS1_ExpVoices.ds2res' are most probably the same, one of them you could remove (I think which one shouldn't matter).

KillerGremal is right that those extra files aren't required either and I believe Expansion_ds1.ds2res is the reason your having difficulties in loading the maps as that contains assets that will conflict with your DS2 game. Expansion_DS1.ds2res is 365Mb in size and contains logic files and gui art that won't work in DS2 and its probably amazing that DS2 itself will load.

DS1_Expansion.ds2res is completely different and is the original Legends of Aranna map and is only required as a sort of copy protection to ensure users own the original Legends of Aranna map.

If removing Expansion_DS1.ds2res doesn't work then please post a pic of the Dungeon Siege 2 folder where resources, maps folders etc are located.


I agree with all that is said here about the files within the mod. HOWEVER just to find out if the legendary mod would work I uninstalled version 2.2
reinstalled version 2.0 then patched it to version 2.1 The problem that Nischara reported occurs even when I have the correct legendary mod files installed and the correct converted files. I then attempted to upgrade to version 2.2 and the stupid program stopped just like it did for Nischara.
So I again uninstalled DS2 (which does not remove the mod files or saved games) if you make sure the delete saved game box is not checked. Reinstalled version 2.0 then used the 2.2 patch file found on the site here and things installed. Everything again works just like it should.

Elf

bare_elf wrote:

I agree with all that is said here about the files within the mod. HOWEVER just to find out if the legendary mod would work I uninstalled version 2.2
reinstalled version 2.0 then patched it to version 2.1 The problem that Nischara reported occurs even when I have the correct legendary mod files installed and the correct converted files. I then attempted to upgrade to version 2.2 and the stupid program stopped just like it did for Nischara.
So I again uninstalled DS2 (which does not remove the mod files or saved games) if you make sure the delete saved game box is not checked. Reinstalled version 2.0 then used the 2.2 patch file found on the site here and things installed. Everything again works just like it should.

Elf


Okay that makes sense about the problems Nischara is experiencing. It appears you can't patch from version 2.1 to 2.2 with the patch found here or elsewhere but can patch from version 2.0 to 2.2.

The strange thing is that the official description of the version 2.2 patch (at least what's on Gamefront) is that it is suppose to work with either version 2.0 (retail boxed version) or version 2.1.

So it would appear that description is incorrect and it will only work on version 2.0. I admit that I've never upgraded DS2 to version 2.1, I've always applied the version 2.2 to a fresh install of the retail version 2.0. So it's an extreme measure but maybe Nischara will have to try that as well.

Here's minor updates to Kingdom of Ehb and Yesterhaven incorporating fixes to several issues bought up in the last couple of days.
http://www.siegetheday.org/~iryan/files/Betav30a/DS1_Map_World_Beta30d.ds2res
http://www.siegetheday.org/~iryan/files/Betav30a/DS1_Map_Yesterhaven_Beta30a.ds2res

The only thing not fixed in KOE is the mana and health fountains at the beginning of the crypts. I've placed use points for them, which work and also drop points, which don't appear to work.

I noticed no issues with unaggressive Krug on the way to the Crypts except for two that appeared as conjoined twins almost. That was caused by misaligned patrol route points, which should now be fixed. The lever for the bridge was there but is unusable until you activate it as designed and then it's usable and the bridge can be repaired.

I've placed gather points on the last platform on the way to Gom but haven't tested it so can't guarantee that it will work.

If the updates to KoE and Yesterhaven are underground should they not be called Miner updates giggle giggle

Elf

I have had the same problem but before I ever found this site. It occurs occasionally in DS2 but is much more pronounced in BW. The one I hate the most is when Thunderous shot goes on a 90 degree of course such as straight up Insane

Dwarf

Insane Arhok,Ehb, and wtf.

Continuing my multi-map campaign into LoA. Arhok Radar Map is fixed, but there seem to only be 4 start points.

as for Ehb. The Shrines in the Crypts of Blood do not work in beta30d. In earlier versions they work as shown

If you stand in just the right spot you get a drop. now back to 30d.

we have a double wolf :roll:

The Shrack attack just fine but at this point labels did not show, including the potion marker.

A quest end save point but no quest Shock

No Icon in the upper left corner, this time with Marik so the problem must be with this specific conversation point.

And now for the :censored: :censored: :censored: :censored:

While the melee type of wraiths are fine, Ranged missile attacks would NOT!!! affect the Wraith Archer or the Wraith Mages, only the Powers worked Shock :bat:

Dwarf

sigofmugmort wrote:

And now for the :censored: :censored: :censored: :censored:

While the melee type of wraiths are fine, Ranged missile attacks would NOT!!! affect the Wraith Archer or the Wraith Mages, only the Powers worked Shock :bat:

Dwarf


That has been true for a very very long time Sigofmugmort. Both the Wraith Archers and Wraith Mages are protected from both ranged attacks and melee attacks. I discovered that way back when the mod was an alpha. What I normally do to fight them is equip one of my characters as a ranger with a bow that has a reasonable range. Scan the Wraiths from a distance and pick off the ones that are not archers and mages. Then with the remaining members of my party equipped with the best combat magic in their spell books I put the party in rampage mode. Shoot at one or the archers or mages until they move into the range of the combat magic spells. Do this over and over until I can move on. Takes a while with having to jump back to the last town to buy more mana all the time but it can be done.

Elf

sigofmugmort wrote:
. . . .
The Shrines in the Crypts of Blood do not work in beta30d. In earlier versions they work as shown

. . .
Hm, it seems the required flexibility of the potion giving component(s) does still not exist. Sad
However thanks for the postion data - will make it easier to fix and recheck! Smile
 

bare_elf wrote:
sigofmugmort wrote:

And now for the :censored: :censored: :censored: :censored:

While the melee type of wraiths are fine, Ranged missile attacks would NOT!!! affect the Wraith Archer or the Wraith Mages, only the Powers worked Shock :bat:

Dwarf


That has been true for a very very long time Sigofmugmort. Both the Wraith Archers and Wraith Mages are protected from both ranged attacks and melee attacks. I discovered that way back when the mod was an alpha. What I normally do to fight them is equip one of my characters as a ranger with a bow that has a reasonable range. Scan the Wraiths from a distance and pick off the ones that are not archers and mages. Then with the remaining members of my party equipped with the best combat magic in their spell books I put the party in rampage mode. Shoot at one or the archers or mages until they move into the range of the combat magic spells. Do this over and over until I can move on. Takes a while with having to jump back to the last town to buy more mana all the time but it can be done.

Elf


I still do not understand these observations. There is absolutely no difference in resistances between different types of Wraiths and Skeletons for that matter. They are all set at 10% for melee and ranged resistances. What levels are you when you fight them? Why I ask is because I noticed in Beta30 that the trivial skeletons were actually weak to melee and ranged attacks when they were still suppose to have 10% resistance. That was at around level 4-6.

I believe there's still some issues with the Level Adjustment mod when resistances are calculated. Even at Elite level Wraiths and Skeletons should only have 30% resistance to melee and ranged, which means 70% of damage should still get through.

I am very reluctant to abandon resistances altogether as I believe it adds a lot to the character of the different monsters.

sigofmugmort wrote:
Insane Arhok,Ehb, and wtf.

Continuing my multi-map campaign into LoA. Arhok Radar Map is fixed, but there seem to only be 4 start points.

as for Ehb. The Shrines in the Crypts of Blood do not work in beta30d. In earlier versions they work as shown
If you stand in just the right spot you get a drop. now back to 30d.

we have a double wolf :roll:

The Shrack attack just fine but at this point labels did not show, including the potion marker.

A quest end save point but no quest Shock

No Icon in the upper left corner, this time with Marik so the problem must be with this specific conversation point.

And now for the :censored: :censored: :censored: :censored:

While the melee type of wraiths are fine, Ranged missile attacks would NOT!!! affect the Wraith Archer or the Wraith Mages, only the Powers worked Shock :bat:

Dwarf


Please find an updated Legends of Aranna restoring the two extra starting positions. They were indeed missing, strangely the starting positions no 7 and 8 were there but because 5 and 6 were missing the game still wouldn't allow you to start with 6 characters.
http://www.siegetheday.org/~iryan/files/Betav30a/DS1_Map_Legends_of_Aranna_Beta30c.ds2res

Don't know why the shrines suddenly stopped working in beta30, I never changed anything that effects them to my knowledge.

Sometimes monsters bump into each other and get stuck, especially when they are following patrol routes like these wolves are. This is exactly like the Krug that bare_elf reported a little earlier. In DS2 GPG abandoned the use of patrol routes implemented in the DS1 fashion though they still obviously can work and instead use flicks to control patrol routes.

The save prompt and quest end is another byproduct of a DS1 command that is no longer used in the same manner in DS2. It's just an autosave command which is meant to be used through flick in DS2. The reference to a quest is irrelevant. In any case I've now removed the trigger and autosave.

There is a peculiarity in that cave which effects all of the icons in the banters. Not sure why but perhaps it's because there was a NIS and text just before it.

As for the Wraiths, please see my preceding post.

clarification on Wraith Archer and Wraith Mage. They were NOT resisting missiles, the arrows where sticking into the ground UNDER them Straight line attack ranged powers like Thunderous Shot worked fine, check the screenshots and look below the wraiths. My Melee heavy party had no trouble

Dwarf

@Iryan: Perhaps the Wraith Archer+Mage have no kill_bone assigned (in body:bone_translator) or a bad one may be defined?
Without this bone-assignment attacks are directed towards the (logical) ground point (on sigofmugmort's screen-shot it looks like this) - but there is nothing that really can collied with the player's hit since this type of monster is hovering above ground.

Similar things may happen with thin urns without kill-bone and if placed slightly below or on craggy ground - melee attacks often don't work and arrows hit the ground before triggering an object collision.

Sorry I've not been very active here lately, I'm babysitting a whole lot more lol. I gotta wait a bit to get back to my addiction :P

KillerGremal wrote:
@Iryan: Perhaps the Wraith Archer+Mage have no kill_bone assigned (in body:bone_translator) or a bad one may be defined?
Without this bone-assignment attacks are directed towards the (logical) ground point (on sigofmugmort's screen-shot it looks like this) - but there is nothing that really can collied with the player's hit since this type of monster is hovering above ground.

Similar things may happen with thin urns without kill-bone and if placed slightly below or on craggy ground - melee attacks often don't work and arrows hit the ground before triggering an object collision.


Your assumption would appear to be correct. Looking at the templates the archers and mages indeed have no bone translations unlike the melee variants which do. Thanks for this tip. Here's an updated Logic file incorporating the changes to the Wraiths.
http://www.siegetheday.org/~iryan/files/Betav30a/DS1_Mod_Logic_Beta30d.ds2res

It also includes the changes to the skeletons in Wesrin Cross so they aren't as frustrating to fight with Aranna Legacy. This means without Aranna Legacy they'll be quite easy but since they're so numerous it should still balance out as it is an early dungeon after all.

Sweetness Smile lol it's good I made a backup of my Aranna Legacy saved game. Thanks Iryan Smile Also nice work on Gloern's NIS scene. It's been just about perfect from the start to the Glitterdelve without Aranna Legacy. I look forward to giving the update a shot with AL back on

Legends of Arrana note

If you kill Goldeneye the bear BEFORE talking to the trapper you cannot complete the quest.

When returning by teleporter you are in a black cloud that lifts when you go down the stairs My wild guess, a mood problem.

I do like the encounter changes so far, excellent choices and placement :thumbup1:

Dwarf

Alright I got some screenshots and I'm editing them to better cope with this site (800x600-JPG) :P

On my save without Aranna Legacy:

Shouldn't the question mark icon for Torg be orange?

Glacern half-giants:


These half-giants are the only ones who need a little repositioning done. Also on the third screenshot, you can see the inn keeper's icon through the floor. So far it's been perfect playing from the start to Glacern, but I haven't had a chance to test out the changes specific to the Wesrin Skellies

Legends of Arrana

On the right, a Vile Mucosa standing in stone, on the left, Gloern fully submerged Laughing out loud Insane

Dwarf

2 minor LoA items

Here's that :censored: :censored: :censored: Booka :bat:
edit: actually this is a spike maw with the same problem

http://s131.photobucket.com/user/sigofmugmort/media/LoAbeachunbreakable_zpsf11e96e1.jpg.html

Since the Merchant has been moved might consider making what he left behind breakable Smile

Dwarf

@Iryan, Two items

The regular skeletons have had no weaknesses or resistances here is the Skeleton Captain.

And Guess where you still get stuck :censored: Shock :?

Dwarf

Demlocks Tower, 2 Dopplegangers had black ans yellow outfits and I now have The Fire kings Foecrusher from the set and an identical unique hammer

Dwarf

When playing any map using the Legendary mod, all the actors always and up freezing in place after completing their animation, unless I attack them or talk to them. This does not happen when using Succubus Modlet. Is there anything else that prevents that from happening? Because I would like to use mods that are incompatible with Succubus and thing is visualy pretty frustrating

Lukawh wrote:
When playing any map using the Legendary mod, all the actors always and up freezing in place after completing their animation, unless I attack them or talk to them. This does not happen when using Succubus Modlet. Is there anything else that prevents that from happening? Because I would like to use mods that are incompatible with Succubus and thing is visualy pretty frustrating

I have never encountered the problem you are having with the legendary mod. So I think there may be a conflict between some other mods you have installed. Can you give me a list of the mods you have installed in both your ds2 resources and your broken world resources folders.
Thanks
Elf

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