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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:
sigofmugmort wrote:
The Lift at Meren does not automatically engage mirror

Dwarf


I am not sure if the lift at Meren ever automaticly enabled Mirror Mode. I know most of the lifts and teleport systems do thanks to KillerGremal work. However there are some lifts one or two on each map that do not.

Elf

The lever-related lacks - specially at Meren - are known, and there was even a 'TinyTuning' fix for Beta 19 and for Beta 21 too:
DS1_Map_Multiplayer_World_Beta_21_TinyTuning.ds2res (240kb, Readme)

Due to the different map name these mods are ineffective meanwhile, however the detailed change-logs inside would describe how to fix it (note maybe some tunings were rather a proposal than really essential).

In version 14 which is currently installed at the moment I get none of these glitches only in the newer one which is version 30.Does version 30 use any of Broken Worlds assets such as game files.

I've already done what you said and I didn't reinstall it its just that with version 30 the game gets the glitches does it need Broken World? The current boxed version of Dungeon Siege Legends of Aranna Dungeon Siege is already pre patched to version 1.11.1. Oh and do I need the Return to Arhok addon for normal Legends of Aranna for the install?

DrXann wrote:
In version 14 which is currently installed at the moment I get none of these glitches only in the newer one which is version 30.Does version 30 use any of Broken Worlds assets such as game files.

I've already done what you said and I didn't reinstall it its just that with version 30 the game gets the glitches does it need Broken World? The current boxed version of Dungeon Siege Legends of Aranna Dungeon Siege is already pre patched to version 1.11.1. Oh and do I need the Return to Arhok addon for normal Legends of Aranna for the install?


Version 30 does not use any assets from broken world. Although all versions of DS1_Legendary_Mod can be played from broken world or regular Dungeon Siege 2 the assets are specificly from Dungeon Siege 1 and Dungeon Siege 2. Version 30 does not need broken world at all. No it is not necessary to have Return to Arhok installed. Return to Arhok, Diabolish, Training the Hero, Search for the Past, Loridan and Realm of Kings Need the Legendary Mod but the Legendary Mod does not need them.

Not sure what is causing your issue except for the black screen when starting using AllSaves. AllSaves is being confused by the version number of the Steam DS2. Know that since you can not use AllSaves without a problem any update to the files of the legendary mod, or other mods by KillerGremal and Iryan will not support previous saved games. AllSaves is what corrects this by ignoring the difference in the checksum and a few other things I do not understand.

Just as a side note, you must remove all the older files related to DS1_Legendary_Mod to use a newer version.

Elf

Do you need the maps you mentioned or does it already include them since I'm kind of stumped about that

DrXann wrote:
Do you need the maps you mentioned or does it already include them since I'm kind of stumped about that

The maps
Realm of Kings
Loridan
Return to Arhok
Diabiloish
Search for the Past
Training of the Hero
Loridan
ARE ADD ONS for when you finish the original maps included in the DS1_Legendary_Mod
You do not need to have them installed for the Legendary mod to work they are extra, in addition to, not necessary, or however you wish to say it.
If they had been required for the legendary mod to function they would have been included within the Legendary Mod itself and not in seperate forums.
The maps Search for the Past, Training of the Hero, Loridan and Realm of Kings where maps that I suggested to Iryan for conversion to DS2. Several years after the first beta version of DS1_Legendary_Mod... If I recall correctly the Legendary Mod was already at version 24 when the first alpha version of Loridan was created. So without question you DO NOT NEED THEM INSTALLED for the Legendary Mod to work. I have them installed along with various other mods so that I can test them. YOU DO NOT NEED THEM EVER...Unless you finish the other DS2 maps and are looking to play an additional map. However in your case please wait for them to go to Beta as there are still many problems with them. No insult intended, it is just you have so many other issues with the legendary mod that adding additional problems would not be useful or prudent.

Elf

I've made my decision about this mod I might just buy the retail version of Dungeon Siege 2 and Broken World which might take a while but still thanks for the help.The mod is fun and all but with the glitches I've been getting its virtually unplayable such as can't recruit party members, missing merchants and the other things I've be saying.Version 14 works just fine but with this one I have no idea whats wrong with it.So I hope the mod comes out of beta one of these days and actually works for all users with either the retail or steam versions of the game.

From what has already been eliminated, the most basic problem I see (I'm just a fellow player, not one of the developers) is the map selection menu. As I understand your posts, your "game files" include both
Mod-DS1Map-ArhokXP-Beta5.ds2res
Mod-DS1Map-Diabloish-Beta02c.ds2res
but neither "Return to Arhok" nor Diabolish appear as an option for a new game, suggesting the folder contents you confirmed are not what the game is seeing.

Do you have a desktop shortcut to launch DS2? That is, DungeonSiege2.exe native, without any steam intervention. If so, what (check Properties) are the Target and Start-in paths?

If you are going through Steam, then do you know how it chooses a directory path towards a Resources (sub-)folder? (I don't.)

AllSaves is NOT required to run the Utraean Apocalypse, by the way. Strongly recommended for its advantages, but not required, with a new character and at mercenary level, to at least get further than you can. I have just proved that on my own system. (OK I do have AllSaves installed, but I still have a shortcut to start DS2 directly.)

You see I only have this glitch with the recent version 30 of the Legendary mod but not version 14 which is basically beta 24 if Elf and the mod author is correct.Version 14 doesn't have this glitch only 30 doe.This is also the steam version of Dungeon Siege 2.I don't know how to change the shortcut paths in the steam version from the desktop.

DrXann wrote:
You see I only have this glitch with the recent version 30 of the Legendary mod but not version 14 which is basically beta 24 if Elf and the mod author is correct.Version 14 doesn't have this glitch only 30 doe.This is also the steam version of Dungeon Siege 2.I don't know how to change the shortcut paths in the steam version from the desktop.

I understand that you did not have this issue with version 14 of the mod and now have this issue with version 30 of the mod. However for me to figure out what is causing the problem I need to find out exactly what is different between the retail version of DS2 and the Steam version of DS2. Now I have used every version of the Legendary Mod from the Alpha versions through the Beta 01 through 30. each and every version of the mod, and have never seen the issues you are reporting. Did you go directly from version 14 to version 30 of the Mod? Let me try to explain this in a different way. There is content missing from the Steam Version of the Objects files about 600 KB. Some of this content could be being used in Legendary Mod. If it is not there in the objects.ds2res on your computer it might be causing the problems. THERE ARE MORE THAN JUST THE REVISION DIFFERENCES between the steam version of DS2 and the retail version of DS2 That is where the problem is. As people playing the legendary mod using the retail version of DS2 are not having this issue with the Legendary Mod. I will have to go through the various versions of the legendary mod to see what is different and therefore what could be causing the Steam Version of DS2 to screw up the legendary mod. There could be something used that was in the 600 Kilobytes of data removed from the Steam Objects.ds2res and also not in version 14 of the legendary mod.

Elf

DrXann wrote:
You see I only have this glitch with the recent version 30 of the Legendary mod but not version 14 which is basically beta 24 if Elf and the mod author is correct.Version 14 doesn't have this glitch only 30 doe.This is also the steam version of Dungeon Siege 2.I don't know how to change the shortcut paths in the steam version from the desktop.

The question is what game files are at the end of the path - if the path is not as expected then the answer to that question will be wrong.

How is DS2 launched when the glitch occurs - from desktop icon (direct into DS2), from a Steam menu, or from a menu off the Windows Start button?

Which is being selected when the glitch occurs - SINGLE PLAYER, MULTIPLAYER or CONTINUE?

DrXann wrote:
I've figured something out do saved games from previous versions of the mod happen to conflict with newer versions because if they do there was my issue.

My own expectation from limited playing plus what I've read here:

CONTINUE can only offer one saved game. (Which one can be fiddled outside DS2 by renaming or restoring files.)

If the saved game was on an older version of the mod, then without AllSaves it cannot be offered - the CONTINUE choice will not be present.

With AllSaves, when you CONTINUE a saved game it will be a mixture of old (the mod version it was saved from) and new.

The cut-scene intro to Utraean Apocalypse will not play under CONTINUE, because you are restarting after the point in the story - the very beginning - where it plays.

IceLancer wrote:

the flag -1 if set is the lowest priority it can be ,even readed as +65535 from TV
BW is reading it all backwards?

You can set -1 with tanker under advanced options.

Binary 1111111111111111 conventionally written x'ffff' is decimal 65,535 but if interpreted as a SIGNED binary then -1 (the leading 1 being the sign bit) to ensure -1 > -2 (represented by binary 1111111111111110) > -3 etc.

Tank Viewer recognises "Factory" priority. Is this a switch in its own right or does a particular (negative) number act as a code? (My first guess would have been x'ffff' but obviously not!)

What sort of missing content does the steam version have rather than the retail version since I have the steam version and plan on getting the retail one so I don't get these gltches again in the future.

The way I launch it is either the shortcut on the desktop or the steam game launcher.

DrXann wrote:
What sort of missing content does the steam version have rather than the retail version since I have the steam version and plan on getting the retail one so I don't get these gltches again in the future.

The way I launch it is either the shortcut on the desktop or the steam game launcher.


I don't think its a matter so much of missing content but blocked features in the Steam version of Dungeon Siege 2.

The Steam version of Dungeon Siege is designed to be singleplayer only with multiplayer completely blocked unless you do certain things. It would appear that this may effect loading of mods as well based on my searches of the subject on the Steam forums.

There's some things you can try but first what sort of install did you do? I assume you used the installer version as all older file versions seem correctly removed.

Also has anything changed since you installed version beta14? All of the dungeon siege assets should have already been converted and so if you used the installer it should have quickly skipped over the file conversion process. You certainly shouldn't have to use the steam registry fix for DS2 again and it's not required for Legends of Aranna as that's the retail boxed version.

Now if you had version bata14 and everything was working correctly apart from the AllSaves launcher and you upgraded to version beta30 with the installer, then the mod should work correctly. Since it's not then something failed somewhere.

Do you have to run the steam fix once? oh and why does the steam version block multiplayer which doesn't make any sense.
All files related to beta14 were correctly installed but with beta30 it acts like its blocking something like you said I think.I'm just guessing

DrXann wrote:
Do you have to run the steam fix once? oh and why does the steam version block multiplayer which doesn't make any sense.
All files related to beta14 were correctly installed but with beta30 it acts like its blocking something like you said I think.I'm just guessing

Multi Player was removed, why your guess is as good as mine. But I expect it has something to do with the closing of most of the on-line site that hosted multi-player games.

Seems that many steam users have had difficulty using mods not just the Legendary Mod with the steam version of DS2. It has been suggested many times on many sites that moving the DS2 from the steam directory will fix the problem and using a different .exe file will fix the issue. Let me do a little more research - then I will post a possible fix.

Elf

I've just updated the Level Adjustment mod and my content pack for Utrea.

Amongst other things the content pack improves the potion-dropping meat racks and the little health/mana shrines.
The new Level Adjustment mod basically prevents the weakness-to-resistance problems and also fixes minor lacks in the respawning component.

 
There would be some additional things to mention, for the moment I just can add that the following example of an SE2 code/setting would give you 25% chance to meet a Morden Lancer instead of the originally intended sword+shield soldier:

[t:morden_viir_soldier,n:0x00100abc]
{
	[actor]
	
		race = "morden_viir_lancer,-,-,-";


	// . . . 
In the SE2 if possible to add this list in the object properties, and obvisiouly its evaluation is a bit rough.
Also I'm not really happy about the (ab)use of the actor:race setting, but it's actually a setting that is hardly set or considered for monsters (usually common:membership is used).

 

Another thing we have seen recently were screen-shots of a half-giant guard standing in the bed with a sword in the hand.
I was looking for a work-around in SE2 without the need of 20 additional (unarmed) sleeping template varaiants.

Concerning the sword-in-hand-matter, to hide a sword/staff GPG often used the hint to equip a spell and select 'il_spell_1' for the active location.
It's also possible to replace the weapon with the invisible sword 'sd_1h_npc_se2_only' (...and if you only would do this equipment tab of the object properties the half-giant also would loose his gloves and boots - not completely inappropriate for a sleeping NPC).

 
The missing sleeping animation is usually caused by an obsolete animation command/gizmo. It may be a bit painful but the animation identifier had to be rechecked and redefined.
But there also can be a time-critical issue in-game, if the animation gizmo starts but the actor isn't load yet. So it may be helpful if the gizmo is placed on the same node as the NPC (inside houses this should be the case though), and I also had the impression (although didn't do empirical tests) that it can help too if the Scid of the gizmo is higher than the Scid of the NPCs (assumed DS2 loads the objects on a node in the order of their Scids).

However instead of an animation gizmo, the following trigger on a Utraean Militia guard would make him sleep too:

[instance_triggers]
{
	[*]
	{
		action* = launch_flick("npc_fidget_custom?anim=slp3,slp2,slp3,",0);
	  b can_self_destruct = true;
		condition* = receive_world_message("we_entered_world",0,"on_every_message");
	  f delay = 0.000000;
	  b flip_flop = false;
	  b multi_player = true;
	  b no_save_trig_bits = true;
	  b no_trig_bits = false;
		occupants_group = ;
	  f reset_duration = 0.000000;
	  b single_player = true;
	  b single_shot = true;		// CAN BE true IF no_save_trig_bits IS true TOO.
	  b start_active = true;
	}
}
This would play the almost motionless animation 'slp3' twice as often as the twitchy 'slp2'.
But as mentioned once, there are advantages and disadvantage of such a flick-trigger, besides of this however only the action and condition has to be set here basically.

And finally, the sleeping guard has to placed usually on the lower edge of the bed (not hammocks), more or less on ground (a bed size matter), slightly tilted forward perhaps.
Most probably 'lf_hover' has to be added to for the body:terrain_movement_permissions for more vertical placement freedom.
 

Very nice tunings indeed. The addition of defining a chance of another actor being spawned instead of the expected one is quite cool and could be used to add unexpected variations in an alternative method to the tuning system used by DS2. Is the 25% chance set in stone or can it be modified somewhere?

I can confirm that lf_hover is usually required to get actors to lie on hammocks.

iryan wrote:
. . .
Is the 25% chance set in stone or can it be modified somewhere?
. . .
It's 25% in the example simply because there are 4 list items/entries.
Additionally any entry shorter than 3 letters will be raplced with the template name of the original monster.

Another example: Let' say we have actor:race = "haku_hunter,haku_shaman,-" for a haku_slayer.
The entire list represents 100%, we have 3 entries, so 33.3% chance for each entry.

Or "haku_hunter,-,-,haku_shaman,-,-,haku_hunter" would give a 14.3% chance to encounter a haku_shaman or 28.6% chance for the haku_hunter, and ~57% chance to keep the originally placed monster.

 
Of course there are paractical limitations currently, already a 5% chance would need 20 entries... :o
So a 3% chance for a random boss placement for example wouldn't be so convenient to realize right now.

Goblin Warrens under the Lang Mire in the Utrean Peninsula

This conversation is out of order.

The first Elevator in the Warrens has a Glitch, when mirror is activated the party gathers next to the wheel on the OUTSIDE of the elevator level. You have to go down in groups

Dwarf

Any updates on that research regarding why the game acts like something is blocked besides multilayer when you attempt to install version 30 for Dungeon Siege 2 on steam.

DrXann wrote:
Any updates on that research regarding why the game acts like something is blocked besides multilayer when you attempt to install version 30 for Dungeon Siege 2 on steam.

Yes DrXaan there is. I recommend you read my blog http://siegetheday.org/?q=node/3075 in there you will find a link to a different DungeonSiege2.exe
If you replace the one in your Steam Dungeon Siege Folder with the one in my blog, You should be able to A. Use AllSaves, Play the game in multi player, and correctly install Legendary Mod 30 and use it.
Elf

Looks like the updated DungeonSiege2.exe fix worked apparently multiplayer was the culprit thanks for the fix.

DrXann wrote:
Looks like the updated DungeonSiege2.exe fix worked apparently multiplayer was the culprit thanks for the fix.

Well I believe it was more than the inability of the steam version of the exe file to work in mulit-player. However if you can now play the legendary mod, use allsaves and do what people who use the retail version can do that is great.

Elf

bare_elf wrote:
DrXann wrote:
Looks like the updated DungeonSiege2.exe fix worked apparently multiplayer was the culprit thanks for the fix.

Well I believe it was more than the inability of the steam version of the exe file to work in mulit-player. However if you can now play the legendary mod, use allsaves and do what people who use the retail version can do that is great.

Elf


This is very good news indeed. I'm sure Steam users would be very happy to know this as well as the inability to use mods is very unpopular with them.

More from Apocalypse.

It seams you can run through the boardwalks in the Lang Mire Insane

Radar map shows a shrine here and the floor looks like one should be here.

In the Flooded Sanctuary the hidden door buttons are hanging in mid-air and in the deeper water item labels do not show

Dwarf

In the map Return to Arok in the Legendary mod,I noticed there is a a lot of Dungeon Siege 2 assets used it in ranging from monsters to npcs models are they placeholders or something just curious.

DrXann wrote:
In the map Return to Arok in the Legendary mod,I noticed there is a a lot of Dungeon Siege 2 assets used it in ranging from monsters to npcs models are they placeholders or something just curious.

Return to Arhok and Diabloish were converted by KillerGremal and he prefers to use DS2 monsters. Additionally you can consider this version of Return to Arhok a Special Extended Version as its been extended a lot over the original.

I think you have have asked as well why is the Utraean Peninsula map now referred to as the Utraean Apocalypse. It's so to distinguish it from the original converted map made by KillerGremal which also uses a lot of DS2 monsters. I also like to use some DS2 monsters for variety but the predominate monsters are the DS1 originals.

Utrean Apocalyps misc.

Krug stuck in the ground :jawdrop: Laughing out loud

5 more Bone Minions to find :twisted:

Why is the Elder Wood Amulet need level 34 when it's only +1 Armor, and +1 Dex. ?

My High=level group has found No Recipes while the level 41 group has found 5 3 of them the same recipe.

Dwarf

Oh I see more monster variety aside from the already converted monsters from Dungeon Siege and Legends of Aranna.
Makes sense if you converted a map and changed its title for the mod.

DrXann wrote:
In the map Return to Arok in the Legendary mod,I noticed there is a a lot of Dungeon Siege 2 assets used it in ranging from monsters to npcs models are they placeholders or something just curious.

The existing RtA release is widely a fusion of the free
RtA map and the LoA demo (248mb).

If you like recheck the demo or LoA once. It may be that some former NPCs look more individual or that some of the DS1 monsters would fit better. In particular if attractive content also exists in the demo, I don't see much problems to upgrade the current RtA release with it.

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