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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.

bare_elf wrote:
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

Thank you very much for your fast reply. Here is a screenshot of my BW folder: http://s1074.photobucket.com/user/Lukawh/media/BWFOLDER_zps9b81cb60.png.html?filters[user]=140150423&filters[recent]=1&sort=1&o=0
And here is DS2 folder: http://s1074.photobucket.com/user/Lukawh/media/DS2FOLDER_zpsd3b91f50.jpg.html?filters[user]=140150423&filters[recent]=1&sort=1&o=0

I believe to have done everything correctly, but I may have converted wrong files or something Smile

All wrong. The screen links are not working, the Photobucket is pretty nasty on me.
Here is the list of mod I made manualy:
BW RES:
DS1_Legendary_Mod_VoiceSet_Beta_3
DS1_Map_Legends_of_Aranna_Beta30
DS1_Map_Utraean_Peninsula_Beta30
DS1_Map_World_Beta30
DS1_Map_Yesterhaven_Beta30
DS1_Mod_Content_Beta30
DS1_Mod_Exp_Content_Beta30
DS1_Mod_Logic_Beta30
DS1_Mod_Terrain_Beta30
DS1_Sound
DS1_Voices
DS2_Mod_VoiceSet_Beta_4
ExpVoices
Mod-DS1Content-Alpha10q
Mod-DS1Map-ArhokXP-Beta5
Mod-DS1Map-Diabloish-Beta02
Mod-DS1Map-TutorialCGM-Alpha02
Mod-Erthos-MonsterLevelAdjust-Beta5h
Objects_DS1
Test_Mod_DS1_to_DS2_Armor
xLogic
xMovies1
xObjects
xSound
xTerrain
xVoices

DS2 resource folder contains only default files, I never put any mod there. Hope this helps and sorry for the inconvenience with links

Demlock's Tower was almost fine. Two dopplegangers had black and yellow bodies.

Dwarf

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.

Thank you very much for your fast reply. Here is a screenshot of my BW folder:

I believe to have done everything correctly, but I may have converted wrong files or something Smile

All wrong. The screen links are not working, the Photobucket is pretty nasty on me.
Here is the list of mod I made manualy:
BW RES:
DS1_Legendary_Mod_VoiceSet_Beta_3
DS1_Map_Legends_of_Aranna_Beta30
DS1_Map_Utraean_Peninsula_Beta30
DS1_Map_World_Beta30
DS1_Map_Yesterhaven_Beta30
DS1_Mod_Content_Beta30
DS1_Mod_Exp_Content_Beta30
DS1_Mod_Logic_Beta30
DS1_Mod_Terrain_Beta30
DS1_Sound
DS1_Voices
DS2_Mod_VoiceSet_Beta_4
ExpVoices
Mod-DS1Content-Alpha10q
Mod-DS1Map-ArhokXP-Beta5
Mod-DS1Map-Diabloish-Beta02
Mod-DS1Map-TutorialCGM-Alpha02
Mod-Erthos-MonsterLevelAdjust-Beta5h
Objects_DS1
Test_Mod_DS1_to_DS2_Armor
xLogic
xMovies1
xObjects
xSound
xTerrain
xVoices

DS2 resource folder contains only default files, I never put any mod there. Hope this helps and sorry for the inconvenience with links


Hi Lukawh, the animation bug occurs because Objects_DS1.ds2res now has priority over xObjects and thus over objects.ds2res in the DS2 resource folder. In DS1, GPG stored the animation skrits in the objects.dsres and so when you convert that file to DS2 format it can cause issues.

This animation bug caused us a few headaches in the earlier alpha versions of the mod until we came to understand the cause. That's why the converted objects.dsres from DS1 is called Objects_DS1.ds2res and not DS1_Objects.ds2res like the Sound and Voices files. This is so Logic.ds2res has priority over it. Lower alphabetical words have priority over higher ones so L has priority over O while D has priority over L.

Don't ask me why this alphabetical priority business doesn't work with Broken World resource folder as they start with x because I and everyone else don't know. Must be the way the exe is programmed to read resources from there. Perhaps it's simply reversed!

Anyhow the Legendary Mod is designed to be installed into the DS2 resource folder. I'm sure if you do so your animation bug will disappear. If you really don't want to then at least move Objects_DS1.ds2res there or prepare to do some experimentation with name changing. Try renaming Objects_DS1.ds2res to DS1_Objects.ds2res and see what happens (assuming now O has priority over L and L has priority over D, there must be some reason Broken World resources start with x).

Additionally Test_Mod_DS1_to_DS2_Armor is redundant as its included in DS1_Mod_Content_Beta30.

Plus do you have Legends of Aranna installed? There's no DS1-Expansion.ds2res present (the map not the resource file). While Legends of Aranna will load and you can play Arhok, there'll be no stitches connecting it to other regions. This is a kind of copy protection.

sigofmugmort wrote:
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


Interesting. GPG must have used one of the old DS1 models for the Foecrusher. If it matters I can delete it if you provide the name of the hammer.

Will check out the doppelgangers. On my most recent playthrough I didn't notice any but then strange things have been known to happen.

sigofmugmort wrote:
@Iryan, Two items
The regular skeletons have had no weaknesses or resistances here is the Skeleton Captain.

Firstly sorry for taking so long to get to this, I've actually been playing a bit of Sacred 2 which I picked up a couple of days ago from GOG. Very much fun, especially with the community mods and changed camera view.

This helps a lot to confirm there's some sort of bug or synch problems with low level monster resistances and the level adjustment mod. I actually removed all the resistances from the regular skellies in the crypts for this very reason. By the time you confront the skellies again in Wesrin Cross, resistances now work correctly.

I wonder if the level originally allocated to the monsters in their templates has an influence? Skeletons generally have a level of 18 in their templates, which coincidentally isn't far off what you are when you're in Wesrin Cross.

sigofmugmort wrote:

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

Dwarf


Same old spot in LOA I guess. Again in my most recent playthrough I had no problem at all. Any suggestions from anyone about what to do other than rebuilding this section of the dungeon? Which I can do but it'll be such a pain.

The Unique Hammer was named The Fire Kings Foecrusher and was labeled a Maul just like the set item, same icon just purple. Have just found a unique Flamberg just like the one from the Frost set

:? Dwarf

Here is a shot of the Dopplegangers and it was a one-time encounter on this run-through

Dwarf

Legends of Aranna notes

First I took my brain out of park :roll: and removed a new mod which stopped the Unique hammer duplication problem( the notes on the mod said NOTHING abought adding/changing existing weapons).

Shouldn't the Lava Spirit have a weakness to ice?

The crystal guardian quest ends twice, you should get a quest update to destroy the second, third and fourth before the quest ends

Dwarf

sigofmugmort wrote:
Legends of Aranna notes

First I took my brain out of park :roll: and removed a new mod which stopped the Unique hammer duplication problem( the notes on the mod said NOTHING abought adding/changing existing weapons).

What new mod changed the hammer?

Elf

sigofmugmort wrote:
Legends of Aranna notes

First I took my brain out of park :roll: and removed a new mod which stopped the Unique hammer duplication problem( the notes on the mod said NOTHING abought adding/changing existing weapons).

Shouldn't the Lava Spirit have a weakness to ice?


Yes they should according to the templates. I can't help thinking that this may be similar to the skeletons' resistances recently mentioned. The lava spirit should have a 25% weakness to ice in regular mode.

It would appear on face value that the level adjustment mod is mucking up the resistances for some reason. I know that adjustments are made for stats as the level of monsters increase but it appears it acts on resistances as well. Lava Spirit have a base level of 15. This means they have 50 levels worth of stat increases which seems to have pushed the resistances from a negative value and therefore a weakness, to a positive value and therefore a strength.

With the skeletons at low levels, they seemed to lose resistance points until their strengths became weaknesses.

I wonder if there's a setting in the level adjustment mod to turn off this behaviour. Or alternatively some indication of how many resistance points a monster gains per level. That way I could alter the base monster level to take this into account.

sigofmugmort wrote:

The crystal guardian quest ends twice, you should get a quest update to destroy the second, third and fourth before the quest ends

Dwarf


Yes you should get 4 separate tasks within the same quest with it finishing with the defeat of the final guardian. I'll have to check it out.

iryan wrote:
. . .
It would appear on face value that the level adjustment mod is mucking up the resistances for some reason. I know that adjustments are made for stats as the level of monsters increase but it appears it acts on resistances as well.
Lava Spirit have a base level of 15. This means they have 50 levels worth of stat increases which seems to have pushed the resistances from a negative value and therefore a weakness, to a positive value and therefore a strength.
. . .
With increasing monster level there is a strong trend in DS2 from weaknesses to resistances to immunities. The level adjustment mod simply tries to immitate this.

While immunities are less problematical/unusual, the transition from a weakness to a resistance is more critical of course - specially for monsters with a look where such a change doesn't seem to be very feasible.

 

iryan wrote:
. . .
I wonder if there's a setting in the level adjustment mod to turn off this behaviour.
. . .
No, no really good one. But let me rethink about it.
Bascially however I don't think the trend described above is a bad thing. It shouldn't be a problem if a monster is less weak when its level is higher - wouldn't the (DS2) player even expect this!?
But the way weakness/resistance/immunity is changing (it's just one single/growing number) is possibly too strict and limited currently, ignoring the 'zero threshold' completely.

 

iryan wrote:
. . .
Or alternatively some indication of how many resistance points a monster gains per level. That way I could alter the base monster level to take this into account.
The read-me for Beta 4j states 0.4% resp. 0.8% for physical resp. magical weakness/resistance/immunity stats.
Perhaps these values should be refined, and also the (proportional) manner how they get applied.
 

Destroyed the Shadow Jumper then went to star at the sparkly ball :silly: Dwarf

All scenes worked fine, but the Shadow Jumper is easier to take down with a high level (level 67 in this case) then with a party started on this map.

Now to take this group into the Utrean Apocalypse map. with a backup starting team led by a Half-Giant Nature Mage Insane

Dwarf

Multiples of the ring given by priestess Kali in Elldim can be obtained by talking to her every time you you return to town after saving and exiting

Dwarf

sigofmugmort wrote:
Destroyed the Shadow Jumper then went to star at the sparkly ball :silly: Dwarf

All scenes worked fine, but the Shadow Jumper is easier to take down with a high level (level 67 in this case) then with a party started on this map.

Now to take this group into the Utrean Apocalypse map. with a backup starting team led by a Half-Giant Nature Mage Insane

Dwarf


Like all major bosses the Shadow Jumper uses custom health and attack values which scale up depending on the level of the party. It may be necessary to revise these values as it would be nice if he was even harder at high levels. What was particularly lacking about him? His health? His attack?

sigofmugmort wrote:
Multiples of the ring given by priestess Kali in Elldim can be obtained by talking to her every time you you return to town after saving and exiting

Dwarf


Thanks, I need to revise her talk flick so that the ring is given only once.

iryan wrote:
sigofmugmort wrote:
Multiples of the ring given by priestess Kali in Elldim can be obtained by talking to her every time you you return to town after saving and exiting

Dwarf


Thanks, I need to revise her talk flick so that the ring is given only once.

Sad I liked all the free jewelery. it is a girl thing really.

Elf

That was exactly the reason, after moving the Legendary resources into Dungeon Siege 2 resource folder, everything worked properly. I read through the instructions many times but completely igored what folder to put the files into.

I turned the LOA dsmap file into DS2MAP and put it into the Maps folder and have no problem Smile

I had no idea about Armor test mod being incorporated into basical resources. Thus now I removed it.

Thanks for help, once I finish the original campaign, I will play through the Legendary maps and provide feedback. so far all I can say is that the Clockwork mace icon image is 2 squares long while it captures 3 squares

With armor values over 300 on the melee and all resistances near or at max his attacks where not doing much damage

Dwarf

Utrean Apocalypse fun. both groups have made it to Hovarth's folly and firmly convinced him to stay DEAD :bat:

The Radar map in the Crypts is WAY out of sync with the regular map.

I observed Skeletons go from weak to death magic to resistant as the starter party went up a couple of levels.

The Radar map in the Crypts is Way Way out of sync.

Found one Bone Minion and turned it into soup stock :twisted:

The Radar Map in the Crypts is Way Way Way out of sync.

This Mana Shrine, you can hear the potions but they seam to drop off map

This was only breakable with a Power

It's amusing having all five characters in the same spot :woot: :goofy:

The radar map still shows the D.C Teleportal location

There where 2 Phraks when I broke the cage 1 stayed put and does nothing while showing as a red dot on the radar map, the other one promptly went and attacked the nearest creature which was a Krug Laughing out loud

Insane Dwarf

sigofmugmort wrote:
Utrean Apocalypse fun. both groups have made it to Hovarth's folly and firmly convinced him to stay DEAD :bat:

The Radar map in the Crypts is WAY out of sync with the regular map.


Thanks I will investigate that. I suspect it's similar to what happened with Arhok in LOA and so the solution will be the same.

sigofmugmort wrote:

I observed Skeletons go from weak to death magic to resistant as the starter party went up a couple of levels.

Confirms what was discussed earlier in the thread about resistance scaling. I'll set the skeletons to about level 3 or 4 and that should solve that issue or alternatively give them a higher starting resistance. Now I know how the resistances scale I may be able to work out appropriate values for the resistances of all monsters especially for those monsters that are suppose to be weak to a certain element.

It may be crazy trying to work it all out though especially if we take into account some mods allow levelling to 300!

sigofmugmort wrote:

This Mana Shrine, you can hear the potions but they seam to drop off map.

Similar problem to the crypts in KOH. I'm still not sure what to do about these. It may have been better if they were left as magic fountains, regenerating your health or mana.

sigofmugmort wrote:

This was only breakable with a Power.

Should be easily fixed.

sigofmugmort wrote:

It's amusing having all five characters in the same spot :woot: :goofy:

Possibly the location of the session portal needs to be tweaked. Should be located right in the middle of a node with no interfering obstacles.

sigofmugmort wrote:

The radar map still shows the D.C Teleportal location.

Easily fixed by removing the icon from radar.gas. I forgot to do it when I removed the teleporter. I had to remove that particular teleporter because it caused fade issues if used and plus its not far from Elddim.

sigofmugmort wrote:

There where 2 Phraks when I broke the cage 1 stayed put and does nothing while showing as a red dot on the radar map, the other one promptly went and attacked the nearest creature which was a Krug Laughing out loud

Insane Dwarf


Ah yes, one of KillerGremal's tweaks to the cages. In KOH I replaced all such cages with ambient critters due to inconsistencies with the earlier cages. KillerGemal then modified the code so that the cages can spit out monsters with random alignments. So yes good Phraks are possible, I believe it was mentioned that they were grateful to you releasing them. I don't think 2 critters are meant to spawn though.

More could be made of such coding I believe. I think its unrealistic that monsters like the Forest Klaw and Hellboars always attack you but ignore the bandits in the forest for example. It would be more immersive if sometimes you saw them attack the bandits as well. I remember when I first played the game Doom (which was amazing to everyone when it was first released), I loved trying to get certain monsters to fight amongst themselves, which they would do if hit by another monster's attack.

Phantom Srines in the Crystwind mines Laughing out loud . The radar map has several shrines in the miners haven while there are no such shrines. If you look at the map of the snowy region outside the mines the shrines there line up so it's probably how the maps are stored.

And the party co-located at one spot has occurred for each D.C. Teleporter
I have tried.

Dwarf

HardLess's picture

I have a subjection about the DS1 maps, it perhaps a big work but I would be really nice :).

I have played the DS2 maps over again and the thing that really cool is how much details there are on the map. The bushes and trees are making so much on the map. When you go the DS1 maps after playing on the DS2 ones, it seems really empty.

The Dungeon Siege 1 engine were not really that powerful, or because it was to much for the computers when DS1 was released. But now we have powerful computers and the DS2 engine.

So what could be so awesome is to add some brushes, light effects and stuff...

I'm pretty sure that's a big piece of work and really time consuming but it will really worth it :).

See you,
HardLess.

HardLess wrote:
I have a subjection about the DS1 maps, it perhaps a big work but I would be really nice :).

I have played the DS2 maps over again and the thing that really cool is how much details there are on the map. The bushes and trees are making so much on the map. When you go the DS1 maps after playing on the DS2 ones, it seems really empty.

The Dungeon Siege 1 engine were not really that powerful, or because it was to much for the computers when DS1 was released. But now we have powerful computers and the DS2 engine.

So what could be so awesome is to add some brushes, light effects and stuff...

I'm pretty sure that's a big piece of work and really time consuming but it will really worth it :).

See you,
HardLess.


I quite agree with you and a comparison would probably be Legends of Aranna. I think Mad Doc did a wonderful job with that map and it's my favourite. The terrain is never too flat and there's plenty of detail in each region. Their compromise was to keep the size of each region quite small.

I would like to do such a makeover and really the maps have had so many additions that they are more like special editions or remakes of the originals rather than straight conversions.

However this project would be low on my list of priorities at the moment as I've about 10 different things going on at once.

One Unbreakable Barrel found

It is definitely too close to the wall, it is part of a group of three

Making progress through the Mines and am marking shrine locations and will post the shots if requested. there are no incantation shrines in the mines so far.

Dwarf

The Iron Thread Suit has a 2x2 icon but takes up a 2x3 area

Dwarf

IceLancer's picture

Hello.
I had some issues with few levers which were buried somewhere in wall thus being invisible.Then i noticed that you guys are saying that priority is the reason for misplaced objects, and are suggesting that playing with re-naming of Object_DS1 might help to sort it out.
Avail it was futile effort.

Then it hit me,i retanked ds1 objects manually with priority user -1 (just a user did not work)
and now all those misplaced levers are in perfect place
Originally objects_ds1 were pulled via installation of legendary and they had "factory" priority.

Anyway ,i just thought i should share ,as it might help to someone.

User -1

"factory" priority

Wow..that's an extreme find man, I'm impressed. I wonder what else the priority affected

IceLancer wrote:

Then it hit me,i retanked ds1 objects manually with priority user -1 (just a user did not work)
and now all those misplaced levers are in perfect place
Originally objects_ds1 were pulled via instal]lation of legendary and they had "factory" priority.

Anyway ,i just thought i should share ,as it might help to someone.

Just curious as to what program you are using to retank the file.
Of all the tank creation programs I have used for the past 10 years the priority was just a number and nothing else.
Factory Priority being 0 and then 1 through 35767 being the priority numbers from lowest to highest. Mods like DS1 Legendary Mod where not given a priority (0 or factory by your definition)so as not to conflict with other things. On the other hand DS2 Adepts has a tank priority of 35767 such that the Cat Mansion (anime) characters and theme override everything.
I would like to understand what you mean by priority User and User-1 and what program you are using to untank and then retank the files.

Now of special note the file you are retanking Objects_DS1.ds2res has two other priorities that by default supersede Objects.ds2res. Dungeon Siege 2 The alphabetic priority where Objects_DS1 proceeds Objects when the files are first being read by the game engine. Second is the Date Stamp of the file. If there are two files with the same name the DS2 game engine will load the one with the newest date. I am not sure which of the three priorities takes priority over the others but I would guess it is alphabetic followed by date stamp followed by assigned priority. The reason I say this is that with Objects.ds2res and Objects_ds1.ds2res having the same priority (0) Objects_ds1 loads before Objects.ds2res.

Elf

IceLancer's picture

I removed every single mod from resource.Leave original x only.
Put Objects_DS1 only and play with name changing ,no effects at all.Levers didn't budge.

tank
RTC v0.3
Version 0.3 (08-21-2002)
TankCreator2 Carsten Lervad (aka Zhixalom).Modified date (22-08-2005)
I don't think it matter at end..
It was from this site ,i believe..

During retaking i just went negative under priority.Set -1 in priority tab.Hence User -1.

But now that you mentioned,i went back to check on file..and ..i am baffled my self now.
My retanked objects have +65535 ??
Or is it that tank viewer can't read the real priority hence all the confusion?That must be it.

TO be sure once more i putted original objects that legendary created back for test
And lever disappear.Put retanked Objects back and lever is shown properly

Check picture,same file,different priority
One on left has all objects showing perfectly aligned
One on right has a lot of levers burried somewhere in walls or underground

P.S
I tried with date changing as well.It didn't affect Levers.Nothing changed until i changed priority,then the levers poped up
I am uploading Objects to host now,its best you try your self and see if it changes anything ?
https://mega.co.nz/#!I9JXGAhL!ExbAYSsaDQgKU-ghul15Q5gjxCzP6nBEaAC0YxhQ4dA



Rampaging around Falren Dwarf

I needed a ranged weapon to take out the last barrel due to the tight quarters,

Needed a Power to break.

Both groups handled the battle with the Queen well, The smaller, less experienced group just got her to teleport up the stairs separating her from support. The Dwarven Wrecking Crew had it easy as she can be affecred by Petrifying weapon and the 3 dwarves with that spell running where dual-wield :twisted: Dwarf

And here is why you should NOT try swarming 4 Dwarven Fists of Stone.

Dwarf

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