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Deprecated function: The each() function is deprecated. This message will be suppressed on further calls in remember_me_form_alter() (line 78 of /var/www/siegetheday.org/sites/all/modules/contrib/remember_me/remember_me.module).

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.

sigofmugmort wrote:
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


Do you mean when the Krug die? The game often put dead critters in weird positions especially in dungeons when often they end up in the walls.

There was an error in the Elder Wood Amulet's template (also Goldsniffer's amulet) as they shouldn't have any equip restrictions at all as they are suppose to level up with the party. While anyone can equip them, certain classes get more benefit from them depending on what stats they effect, in the case of the Elder Wood Amulet it's ranged.

I don't know much about the way the game generates the recipes other than I copied the entire Reagent Recipes entries from the Broken World Map for each of the DS1 Maps and so I would expect them to drop the same way as in Broken World. What level is your high level party? The recipes only go up as high as level 78 with only 4 recipes being level 70 or higher.

sigofmugmort wrote:
More from Apocalypse.

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

That seems to be a common occurrence with those boardwalks with the converted DS1 assets. I'm not sure how I can fix them other than removing them completely.

sigofmugmort wrote:

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

Fixed.

Incidentally I noticed that in the latest Mod-DS1Content Pack, Respawn Shrines are now found in the prop category rather than non_interactive.

sigofmugmort wrote:

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

Dwarf

Fixed. Don't know how I missed these two. Even after all this time there's still the odd errant buttons to be fixed.

sigofmugmort wrote:

This conversation is out of order.

Fixed. Copy and paste error.

sigofmugmort wrote:

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

I added some gather points on the elevator which I hope will fix the issue.

Game crashes when I click on Orduses Axe

sirwalterejr wrote:
Game crashes when I click on Orduses Axe

Could you please provide some more information regarding what version of the mod you're using and whether you're playing with any other mods.

I will attempt to replicate the crash but so far nobody else has reported a crash here and during my last playtest I had no problem getting the axe.

iryan wrote:
sirwalterejr wrote:
Game crashes when I click on Orduses Axe

Could you please provide some more information regarding what version of the mod you're using and whether you're playing with any other mods.

I will attempt to replicate the crash but so far nobody else has reported a crash here and during my last playtest I had no problem getting the axe.


Here is a brief list of things that will help us debug the issue you are having with the Axe
First let me say that we the mod makers are thankful that people report problems that we may not have found when developing our mods. To help us solve your problems make sure that you have first verified that you:
1. Have the latest version or versions of the Dungeon Siege Game the mod works under.
2. That you have the latest version of the mod you have problems or questions about.
3. That you have followed the installation instructions in the readme file for the mod. As this will tell you how and where to install the files and point out any known conflicts with other mods.

Remember Staff Members have not played all of the mods on this site so you will get a much quicker response from the mod author(s) if you post your question in the forum associated with the mod. If no forum exists you can post a comment in the download section under the specific mod.

After doing this report your problem(s)
Please include in your report
1. A screen shot of the problem if possible
2. A list of the files in your resource folder and map folder (this will allow us to look for possible conflicts)
3. The version of Windows you are using example "Windows XP Service Pack 3" or "Windows 7 with all updates" (some versions of windows require different install or setup to play)
4. Explain what the problems are in as much detail as you possibly can. Where the problem occurs a specific location or globally. Does it occur on more than one map. Does it occur with all player types or is it specific to melee, ranged, combat mage or nature mage. What are the levels of the characters in your party.
5. Any other data such as crash reports, remember items in the DS2 resources and map folders are read by broken world. However mods in the Broken World Map and Resource folders are not seen by DS2

Thank You

I had that same error too with the quest related axe weapon along with the Ice Queeens staff in Yesterhaven when you attempt to drop it on the ground when you want to swap the weapons for something else the game gets an unhandled exception error.

iryan wrote:
sirwalterejr wrote:
Game crashes when I click on Orduses Axe

Could you please provide some more information regarding what version of the mod you're using and whether you're playing with any other mods.

I will attempt to replicate the crash but so far nobody else has reported a crash here and during my last playtest I had no problem getting the axe.

The Ordus Axe seems to have a magic alteration not supported (in v2.2) !?

 

iryan wrote:
. . .
Incidentally I noticed that in the latest Mod-DS1Content Pack, Respawn Shrines are now found in the prop category rather than non_interactive.

Thanks for mentioning it. This can be fixed/reverted, although it shouldn't bother generally.
Usually the SE2 generates a file name corresponding to the 'specializes = ...' definition, in this case this is 'prop' most interactive objects depend from (since the player can select+use the shrine, meanwhile).
 

The Krug died at that location and a Shaman resurrected it but the scout was stuck in the ground. :wacko:

The high level group was 75 starting the Apocalypse and is now 81, am seeing how far running Ehb, Yesterhaven, LoA, then Apocalypse takes a party.

Dwarf

More news on the crashing a lot of the custom weapons crash the game when you attempt to click on certain weapons at vendors you get unhandled exception errors.

DrXann wrote:
More news on the crashing a lot of the custom weapons crash the game when you attempt to click on certain weapons at vendors you get unhandled exception errors.

We still need more information.
Are these custom weapons part of the legendary mod, dungeon siege 2, or some other mod?
What are the names of the weapons?
Is the crashing happening on all maps or a specific map?
When the game crashed did you check for a crash report?

I know you most likely think I want to much detail, but your comment (no disrespect intended) is kind of like me saying. "There was a car accident on planet earth, all of the cars involved where classics, but not all classic cars where involved. Who was at fault because I do not have a crash report from the police?"

Their part of the Legendary mod and the maps are Kingdom of Ehb and Yesterhaven.The error occurs when you attempt to click on certain high level weapon merchant icons they crash the game with the message unhandled exception.This has happened to me three times so far. First was the quest related axe, second was the Ice Queen's staff in Yesterhaven, and a weapon in Glacern's blacksmith inventory.As soon as you click, select or even attempt to drag it the games crashes with an unhandled exception error.

Remember that the files should be in the regular DS2 resources folder and not the Broken World resources folder..also these weapons don't cause me any issues because I run the game with the Broken World expansion, do that, and the weapons will work fine. This is an issue generated by alterations for those weapons being specific to Broken World.

DrXann wrote:
Their part of the Legendary mod and the maps are Kingdom of Ehb and Yesterhaven.The error occurs when you attempt to click on certain high level weapon merchant icons they crash the game with the message unhandled exception.This has happened to me three times so far. First was the quest related axe, second was the Ice Queen's staff in Yesterhaven, and a weapon in Glacern's blacksmith inventory.As soon as you click, select or even attempt to drag it the games crashes with an unhandled exception error.

I had no problem picking up the Ice Queen's Staff in yesterhaven or equipping it on either of my two party memembers. However I am playing with Broken World and not Dungeon Siege 2.

DrakeIsGod wrote:
Remember that the files should be in the regular DS2 resources folder and not the Broken World resources folder..also these weapons don't cause me any issues because I run the game with the Broken World expansion, do that, and the weapons will work fine. This is an issue generated by alterations for those weapons being specific to Broken World.

Not that simple DrakeIsGod because DrXaan does not have Broken World in his inventory of games. He is playing only with the Steam Version of Dungeon Siege 2 (Running with the modified DungeonSiege2.exe) And no it is not the modified dungeon siege exe file either as I use both a modified version of the DungeonSiege2.exe for both DS2 and BrokenWorld.

@iryan
I think there might be a difference in how the vanilla version of Dungeon Siege 2 and Broken World handle these unique weapons. I will have to test this out as soon as I can. The weapons which DrXaan spoke of all work as they should when playing the maps with broken world.

Elf

bare_elf wrote:

@iryan
I think there might be a difference in how the vanilla version of Dungeon Siege 2 and Broken World handle these unique weapons. I will have to test this out as soon as I can. The weapons which DrXaan spoke of all work as they should when playing the maps with broken world.

Elf


I agree but it's not due to some specific Broken World code that I use for them as they use only DS2 alterations. Just to clear that up for some people who think that's the cause.

What I do use is code from Volkan's WeaponPack Final which makes the weapons level up with the player, well you do have to reequip them for the differences to show. This code is used for all the unique armor, amulets and rings as well.

I did assume that this code was safe to use in DS2 as that's the category from which I downloaded the WeaponPack here on SiegetheDay http://siegetheday.org/?q=node/884 but possibly not.

Maybe Phoenix if he drops in can elaborate or KillerGremal might know why this is happening.

iryan wrote:

I agree but it's not due to some specific Broken World code that I use for them as they use only DS2 alterations. Just to clear that up for some people who think that's the cause.

What I do use is code from Volkan's WeaponPack Final which makes the weapons level up with the player, well you do have to reequip them for the differences to show. This code is used for all the unique armor, amulets and rings as well.

I did assume that this code was safe to use in DS2 as that's the category from which I downloaded the WeaponPack here on SiegetheDay http://siegetheday.org/?q=node/884 but possibly not.

Maybe Phoenix if he drops in can elaborate or KillerGremal might know why this is happening.


Iryan I have been using the code from Volkan's WeaponPack Final to do the same
with my Custom Weapons and Armor and never had any issue with them in either DS2 or BrokenWorld. There are very few people who have these custom weapons or armor installed because I made the mods mostly for me. But I know the code works as does not cause issues such as crashes if you use the code exactly as written.

:ELF:

bare_elf wrote:

Iryan I have been using the code from Volkan's WeaponPack Final to do the same
with my Custom Weapons and Armor and never had any issue with them in either DS2 or BrokenWorld. There are very few people who have these custom weapons or armor installed because I made the mods mostly for me. But I know the code works as does not cause issues such as crashes if you use the code exactly as written.

:ELF:


Well perhaps its the way I've written them as I wanted realistic weapons and not God weapons so they're written more like GPG did in wpn_bases.gas except #item_level has been replaced by #melee for example.

Also these are meant to be unique weapons that will only drop once not like GPG's unique stuff which drops a million times (or so it seems) so have other differences to Volkan's Weapons which have a PContent base of 0 and can drop anytime.

So hopefully a solution can be worked out.

@Iryan: I still think you should re-recheck the enchantment part and also the alteration for v2.2-compatibility. A message yesterday in the error log of DS2Mod pointed on a(ny) related error.

Actually even a simple typo error could cause a crash sometimes, but with regards to DrakeIsGod's and bare_elf's feedbacks there seem to be no/less problems in the addon/v2.3 (...assumed both versions would handle/suffer typo errors the same way).

 
About the manner used to make items level with the player I can't say anything right now. But since I made controversial experiences with such item designs myself, there also could some kind of a 'two-component adhesive' bug - while each component alone is quite harmless, both together will hang up the game.

Theres a stat difference with the Queens staff and a few other buggy items which uses normal stats for a low level weapon like a knife that deals 2 to 4 damage when its supposed to be dealing a lot more.Also its not flagged as a unique only as a base weapon with low attack power.This is the same steam version I've be using.

On a side note I noticed that the Rector enemy is missing its fire eyes and nothing appears appears but empty sockets much like a normal flesh-like skull.The enemy has missing effects basically.I don't know if this has something to do with converting monsters or something or is it just the mod.

DrXann wrote:
More news on the crashing a lot of the custom weapons crash the game when you attempt to click on certain weapons at vendors you get unhandled exception errors.

DrXaan is absolutely correct about the Unique weapons like the Ice Queen's Staff.
I had no problem picking up or equipping the Ice Queen's Staff when playing Yesterhaven from Broken World. However when I played Yesterhaven from Dungeon Siege 2. I was able to pick up her staff but when I attempted to equip the staff
I was given an exception error, crash report follows. Now one important note When playing using broken world there was only one staff that appeared in my inventory. When I did the same with DS2 I received two staffs. The Ice Queen's Staff and a staff that I did not have time to get the name of but it looked like a dryad staff but the icon had a purple background.

-==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==-
-== App : Dungeon Siege II (C:\Program Files\Microsoft Games\Dungeon Siege 2\DungeonSiege2.exe - Retail)
-== Log category : Crash Report
-== Session : 9/8/2014 09:02:04 PM
-== Build : Win2k (2.20.0.3822)
-== Failures : 0 warnings, 0 errors, 5 SEH's
-==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==-

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

[WorldState]

started = 6714.23, stopped = 6714.25, from = ws_nis, to = ws_sp_ingame
started = 6706.34, stopped = 6706.35, from = ws_sp_ingame, to = ws_nis
started = 6681, stopped = 6681.02, from = ws_nis, to = ws_sp_ingame
started = 6653.7, stopped = 6653.71, from = ws_sp_ingame, to = ws_nis
started = 6158.96, stopped = 6158.97, from = ws_nis, to = ws_sp_ingame
started = 6152.21, stopped = 6152.22, from = ws_sp_ingame, to = ws_nis
started = 5234.42, stopped = 5234.43, from = ws_nis, to = ws_sp_ingame
started = 5227.48, stopped = 5227.5, from = ws_sp_ingame, to = ws_nis
started = 4135, stopped = 4135, from = ws_loading_save_game, to = ws_sp_ingame
started = 4110.87, stopped = 4135, from = ws_sp_load_game_screen, to = ws_loading_save_game
started = 4105.63, stopped = 4105.63, from = ws_sp_map_select, to = ws_sp_load_game_screen
started = 4099.5, stopped = 4099.5, from = ws_sp_main_menu, to = ws_sp_map_select
started = 4095.43, stopped = 4095.43, from = ws_main_menu, to = ws_sp_main_menu
started = 4074.94, stopped = 4087.86, from = ws_game_ended, to = ws_main_menu
started = 4074.93, stopped = 4074.94, from = ws_sp_ingame, to = ws_game_ended
started = 4017.13, stopped = 4017.13, from = ws_loading_save_game, to = ws_sp_ingame
started = 3997.94, stopped = 4017.13, from = ws_sp_load_game_screen, to = ws_loading_save_game
started = 3996.86, stopped = 3996.86, from = ws_sp_map_select, to = ws_sp_load_game_screen
started = 3991.03, stopped = 3991.03, from = ws_sp_main_menu, to = ws_sp_map_select
started = 3988.09, stopped = 3988.09, from = ws_main_menu, to = ws_sp_main_menu
started = 3969.84, stopped = 3984.07, from = ws_game_ended, to = ws_main_menu
started = 3969.84, stopped = 3969.84, from = ws_sp_ingame, to = ws_game_ended
started = 3803.95, stopped = 3803.96, from = ws_teleport, to = ws_sp_ingame
started = 3793.97, stopped = 3793.98, from = ws_sp_ingame, to = ws_teleport
started = 3641.53, stopped = 3641.53, from = ws_teleport, to = ws_sp_ingame
started = 3631.58, stopped = 3631.59, from = ws_sp_ingame, to = ws_teleport
started = 3510.27, stopped = 3510.28, from = ws_teleport, to = ws_sp_ingame
started = 3500.25, stopped = 3500.26, from = ws_sp_ingame, to = ws_teleport
started = 3350.43, stopped = 3350.44, from = ws_teleport, to = ws_sp_ingame
started = 3340.45, stopped = 3340.46, from = ws_sp_ingame, to = ws_teleport
started = 3234.84, stopped = 3234.85, from = ws_loading_save_game, to = ws_sp_ingame
started = 3216.37, stopped = 3234.84, from = ws_sp_load_game_screen, to = ws_loading_save_game
started = 3215.21, stopped = 3215.21, from = ws_sp_map_select, to = ws_sp_load_game_screen
started = 3210.35, stopped = 3210.35, from = ws_sp_main_menu, to = ws_sp_map_select
started = 3206.25, stopped = 3206.25, from = ws_main_menu, to = ws_sp_main_menu
started = 3105.84, stopped = 3120.95, from = ws_game_ended, to = ws_main_menu
started = 3105.83, stopped = 3105.84, from = ws_sp_ingame, to = ws_game_ended
started = 2770.75, stopped = 2770.76, from = ws_teleport, to = ws_sp_ingame
started = 2760.69, stopped = 2760.7, from = ws_sp_ingame, to = ws_teleport
started = 2541.97, stopped = 2541.98, from = ws_teleport, to = ws_sp_ingame
started = 2531.95, stopped = 2531.95, from = ws_sp_ingame, to = ws_teleport
started = 2428.47, stopped = 2428.48, from = ws_teleport, to = ws_sp_ingame
started = 2418.54, stopped = 2418.55, from = ws_sp_ingame, to = ws_teleport
started = 1987.49, stopped = 1987.49, from = ws_loading_save_game, to = ws_sp_ingame
started = 1969.03, stopped = 1987.49, from = ws_sp_load_game_screen, to = ws_loading_save_game
started = 1966.5, stopped = 1966.5, from = ws_sp_map_select, to = ws_sp_load_game_screen
started = 1960.41, stopped = 1960.41, from = ws_sp_main_menu, to = ws_sp_map_select
started = 1956.58, stopped = 1956.58, from = ws_main_menu, to = ws_sp_main_menu
started = 1900.27, stopped = 1914.47, from = ws_game_ended, to = ws_main_menu
started = 1900.26, stopped = 1900.27, from = ws_sp_ingame, to = ws_game_ended
started = 558.559, stopped = 558.564, from = ws_loading_save_game, to = ws_sp_ingame
started = 536.79, stopped = 558.559, from = ws_sp_load_game_screen, to = ws_loading_save_game
started = 535.135, stopped = 535.135, from = ws_sp_map_select, to = ws_sp_load_game_screen
started = 529.604, stopped = 529.604, from = ws_sp_main_menu, to = ws_sp_map_select
started = 522.577, stopped = 522.577, from = ws_main_menu, to = ws_sp_main_menu
started = 497.31, stopped = 497.625, from = ws_sp_main_menu, to = ws_main_menu
started = 496.212, stopped = 496.212, from = ws_sp_map_select, to = ws_sp_main_menu
started = 494.886, stopped = 494.886, from = ws_sp_load_game_screen, to = ws_sp_map_select
started = 485.029, stopped = 485.029, from = ws_sp_map_select, to = ws_sp_load_game_screen
started = 469.471, stopped = 469.472, from = ws_sp_main_menu, to = ws_sp_map_select
started = 467.458, stopped = 467.458, from = ws_main_menu, to = ws_sp_main_menu
started = 443.423, stopped = 459.893, from = ws_game_ended, to = ws_main_menu
started = 443.419, stopped = 443.423, from = ws_sp_ingame, to = ws_game_ended
started = 323.393, stopped = 323.549, from = ws_wait_for_begin, to = ws_sp_ingame
started = 320.213, stopped = 323.393, from = ws_loaded_map, to = ws_wait_for_begin
started = 319.142, stopped = 320.213, from = ws_loading_map, to = ws_loaded_map
started = 306.115, stopped = 319.142, from = ws_load_map, to = ws_loading_map
started = 302.262, stopped = 306.115, from = ws_sp_load_game_screen, to = ws_load_map
started = 299.818, stopped = 299.818, from = ws_sp_map_select, to = ws_sp_load_game_screen
started = 291.992, stopped = 291.993, from = ws_sp_character_select, to = ws_sp_map_select
started = 133.731, stopped = 133.731, from = ws_sp_main_menu, to = ws_sp_character_select
started = 125.842, stopped = 125.842, from = ws_main_menu, to = ws_sp_main_menu
started = 94.2713, stopped = 99.4546, from = ws_intro, to = ws_main_menu
started = 94.2584, stopped = 94.2713, from = ws_init, to = ws_intro

[Game]

time: system = 6877.289544, global = 6877.289541, world = 2721.647155, delta = 0.055157, sim = 120144

[Modules]

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

[Trace]

*** Report for process 0x000008E8

Process command line : "C:\Program Files\Microsoft Games\Dungeon Siege 2\DS2AllSaves.exe" nointro=true
Process priority class : 32
Process priority boosted: no

*** Report for thread Main ***

Exception code: access violation (continuable) - attempted to read data at 0x00000008
Occurred at IP: 0x0049B0DC

Thread traits:

Thread priority : 0
Last error : 0x00000000 (The operation completed successfully.)
Thread priority boosted: no
Thread creation time : 09/08/2014,21:02:01.833
Thread kernel mode time: 839:20:25.000
Thread user mode time : 1012:46:8.750

CPU registers:

eax=0F858440 cs=001B eip=0049B0DC eflags=00210202
ebx=04000082 ss=0023 esp=0012F708 ebp =0012F724
ecx=00000004 ds=0023 esi=0952FBF0 fs =003B
edx=00000000 es=0023 edi=00000000 gs =0000

FPU registers:

st0= 0.000000 st4= 0.000000 ctrl=0C7F
st1= 0.000000 st5= 0.000000 stat=0120
st2= 0.000000 st6= 0.000000 tags=FFFF
st3= 0.000000 st7= 0.000000

Stack trace:

0x0049B0DC DungeonSiege2.exe: Go::HasDefend + 956 bytes
0x004A08EB DungeonSiege2.exe: UIPartyManager::SetPartyOrders + 1873 bytes
0x004A5FB0 DungeonSiege2.exe: UIPartyManager::SSetPartyCorpseRetrievalCost + 4334 bytes
0x004B3536 DungeonSiege2.exe: UIPartyManager::ActivateAllInventories + 25529 bytes
0x00472D22 DungeonSiege2.exe: UIGame::DisplayMsgSound + 1466 bytes
0x0045ADFA DungeonSiege2.exe: UISkritSupport::FUBI_GetClassSingleton + 1191 bytes
0x00428E35 DungeonSiege2.exe: MohawkGame::RSDisableTimeoutsUntil + 806 bytes
0x0083CF7D DungeonSiege2.exe: AppModule::UserPause + 15704 bytes
0x0083F4F3 DungeonSiege2.exe: AppModule::UserPause + 25294 bytes
0x0083A07C DungeonSiege2.exe: AppModule::UserPause + 3671 bytes
0x0083A1AC DungeonSiege2.exe: AppModule::UserPause + 3975 bytes
0x004255D7 DungeonSiege2.exe: String::GetDelimitedFloat + 64 bytes
0x009C39CC DungeonSiege2.exe: RapiAppModule::CopyScreenShotToClipboard + 126028 bytes
0x7C816037 kernel32.dll:

*** Report for thread #0xC4 ***

Thread traits:

Thread priority : 0
Last error : 0x00000000 ()
Thread priority boosted: no
Thread creation time : 09/08/2014,21:03:50.849
Thread kernel mode time: 00:00:0.000
Thread user mode time : 00:00:0.000

CPU registers:

eax=1728FF4C cs=001B eip=7C90E514 eflags=00000246
ebx=00000000 ss=0023 esp=1728FF08 ebp =1728FF34
ecx=00000000 ds=0023 esi=7C90E920 fs =003B
edx=4D53E8E0 es=0023 edi=0012E4FC gs =0000

FPU registers:

st0= 0.000000 st4= 0.000000 ctrl=0000
st1= 0.000000 st5= 0.000000 stat=0000
st2= 0.000000 st6= 0.000000 tags=0000
st3= 0.000000 st7= 0.000000

Stack trace:

0x7C90E514 ntdll.dll: KiFastSystemCallRet
0x4D5066CD winhttp.dll:
0x7C80B729 kernel32.dll: GetModuleFileNameA + 442 bytes

*** Report for thread #0x128 ***

Thread traits:

Thread priority : 0
Last error : 0x00000000 ()
Thread priority boosted: no
Thread creation time : 09/08/2014,21:03:41.818
Thread kernel mode time: 00:05:12.500
Thread user mode time : 00:04:10.000

CPU registers:

eax=0E05FF44 cs=001B eip=7C90E514 eflags=00000297
ebx=7C802530 ss=0023 esp=0E05FF24 ebp =0E05FF88
ecx=0E05FF24 ds=0023 esi=00000538 fs =003B
edx=7C90E514 es=0023 edi=00000000 gs =0000

FPU registers:

st0= 0.000000 st4= 0.000000 ctrl=0000
st1= 0.000000 st5= 0.000000 stat=0000
st2= 0.000000 st6= 0.000000 tags=0000
st3= 0.000000 st7= 0.000000

Stack trace:

0x7C90E514 ntdll.dll: KiFastSystemCallRet
0x7C802542 kernel32.dll: WaitForSingleObject + 18 bytes
0x21110209 mss32.dll:

*** Report for thread #0x318 ***

Thread traits:

Thread priority : 0
Last error : 0x00000000 ()
Thread priority boosted: no
Thread creation time : 09/08/2014,21:03:50.849
Thread kernel mode time: 00:00:0.000
Thread user mode time : 00:00:0.000

CPU registers:

eax=00000103 cs=001B eip=7C90E514 eflags=00000297
ebx=001D3028 ss=0023 esp=0EEAFD98 ebp =0EEAFDD4
ecx=0EEAFDBC ds=0023 esi=7FFFFFFF fs =003B
edx=7C90E514 es=0023 edi=FFFFFFFF gs =0000

FPU registers:

st0= 0.000000 st4= 0.000000 ctrl=0000
st1= 0.000000 st5= 0.000000 stat=0000
st2= 0.000000 st6= 0.000000 tags=0000
st3= 0.000000 st7= 0.000000

Stack trace:

0x7C90E514 ntdll.dll: KiFastSystemCallRet
0x71A55FA7 mswsock.dll:
0x71AB314F ws2_32.dll:
0x4D506091 winhttp.dll: WinHttpReceiveResponse + 24336 bytes
0x4D506525 winhttp.dll: WinHttpReceiveResponse + 25508 bytes
0x7C80B729 kernel32.dll: GetModuleFileNameA + 442 bytes

*** Report for thread RapiMouse ***

Thread traits:

Thread priority : 0
Last error : 0x00000000 ()
Thread priority boosted: no
Thread creation time : 09/08/2014,21:02:05.36
Thread kernel mode time: 31:25:56.250
Thread user mode time : 00:14:50.625

CPU registers:

eax=0012FC28 cs=001B eip=7C90E514 eflags=00000202
ebx=00000001 ss=0023 esp=021FFE64 ebp =021FFEBC
ecx=01FA0040 ds=0023 esi=00000000 fs =003B
edx=7C90E514 es=0023 edi=021FFE94 gs =0000

FPU registers:

st0= 0.000000 st4= 0.000000 ctrl=0000
st1= 0.000000 st5= 0.000000 stat=0000
st2= 0.000000 st6= 0.000000 tags=0000
st3= 0.000000 st7= 0.000000

Stack trace:

0x7C90E514 ntdll.dll: KiFastSystemCallRet
0x7C802455 kernel32.dll: Sleep + 15 bytes
0x009A3A4A DungeonSiege2.exe: nema::ActiveVertexChore::BaseAnimDurationForStance + 107034 bytes
0x008A342C DungeonSiege2.exe: FuelSys::SetUncachingEnabled + 169176 bytes
0x008A33C6 DungeonSiege2.exe: FuelSys::SetUncachingEnabled + 169074 bytes
0x009C64EB DungeonSiege2.exe: RapiAppModule::CopyScreenShotToClipboard + 137067 bytes
0x7C80B729 kernel32.dll: GetModuleFileNameA + 442 bytes

*** Report for thread BatteryCheck ***

Thread traits:

Thread priority : 0
Last error : 0x00000000 ()
Thread priority boosted: no
Thread creation time : 09/08/2014,21:03:35.693
Thread kernel mode time: 00:00:0.000
Thread user mode time : 00:00:0.000

CPU registers:

eax=00000064 cs=001B eip=7C90E514 eflags=00000206
ebx=00000000 ss=0023 esp=0C02FE3C ebp =0C02FE94
ecx=00000001 ds=0023 esi=00000000 fs =003B
edx=00007666 es=0023 edi=0C02FE6C gs =0000

FPU registers:

st0= 0.000000 st4= 0.000000 ctrl=0000
st1= 0.000000 st5= 0.000000 stat=0000
st2= 0.000000 st6= 0.000000 tags=0000
st3= 0.000000 st7= 0.000000

Stack trace:

0x7C90E514 ntdll.dll: KiFastSystemCallRet
0x7C802455 kernel32.dll: Sleep + 15 bytes
0x00493038 DungeonSiege2.exe: UIMenuManager::CloseActiveFadeInterface + 1024 bytes
0x008A342C DungeonSiege2.exe: FuelSys::SetUncachingEnabled + 169176 bytes
0x008A33C6 DungeonSiege2.exe: FuelSys::SetUncachingEnabled + 169074 bytes
0x009C64EB DungeonSiege2.exe: RapiAppModule::CopyScreenShotToClipboard + 137067 bytes
0x7C80B729 kernel32.dll: GetModuleFileNameA + 442 bytes

*** Report for thread #0x7D8 ***

Thread traits:

Thread priority : 15
Last error : 0x00000000 ()
Thread priority boosted: no
Thread creation time : 09/08/2014,21:03:41.380
Thread kernel mode time: 00:00:0.000
Thread user mode time : 00:00:0.000

CPU registers:

eax=72D230E8 cs=001B eip=7C90E514 eflags=00000246
ebx=0D6CFEF8 ss=0023 esp=0D6CFED0 ebp =0D6CFF6C
ecx=000000D5 ds=0023 esi=00000000 fs =003B
edx=FFFFFFFF es=0023 edi=7FFDF000 gs =0000

FPU registers:

st0= 0.000000 st4= 0.000000 ctrl=0000
st1= 0.000000 st5= 0.000000 stat=0000
st2= 0.000000 st6= 0.000000 tags=0000
st3= 0.000000 st7= 0.000000

Stack trace:

0x7C90E514 ntdll.dll: KiFastSystemCallRet
0x7C80A115 kernel32.dll: WaitForMultipleObjects + 24 bytes
0x72D2312A wdmaud.drv:
0x7C80B729 kernel32.dll: GetModuleFileNameA + 442 bytes

*** Report for thread #0x904 ***

Thread traits:

Thread priority : 15
Last error : 0x00000000 ()
Thread priority boosted: no
Thread creation time : 09/08/2014,21:03:41.599
Thread kernel mode time: 00:00:0.000
Thread user mode time : 00:00:0.000

CPU registers:

eax=73F1B2A1 cs=001B eip=7C90E514 eflags=00000246
ebx=04BF4E58 ss=0023 esp=0D8EFD88 ebp =0D8EFE24
ecx=7799E160 ds=0023 esi=00000000 fs =003B
edx=04AF48F0 es=0023 edi=7FFDF000 gs =0000

FPU registers:

st0= 0.000000 st4= 0.000000 ctrl=0000
st1= 0.000000 st5= 0.000000 stat=0000
st2= 0.000000 st6= 0.000000 tags=0000
st3= 0.000000 st7= 0.000000

Stack trace:

0x7C90E514 ntdll.dll: KiFastSystemCallRet
0x7C80A115 kernel32.dll: WaitForMultipleObjects + 24 bytes
0x73F114A2 dsound.dll:
0x73F12862 dsound.dll:
0x73F198DF dsound.dll: DirectSoundCreate + 20900 bytes
0x73F12896 dsound.dll:
0x7C80B729 kernel32.dll: GetModuleFileNameA + 442 bytes

*** Report for thread #0x988 ***

Thread traits:

Thread priority : 15
Last error : 0x00000000 ()
Thread priority boosted: no
Thread creation time : 09/08/2014,21:03:41.599
Thread kernel mode time: 00:01:2.500
Thread user mode time : 00:00:15.625

CPU registers:

eax=05620000 cs=001B eip=7C90E514 eflags=00000246
ebx=0D9EFDB8 ss=0023 esp=0D9EFD90 ebp =0D9EFE2C
ecx=0D9EFE6C ds=0023 esi=00000000 fs =003B
edx=7C90E514 es=0023 edi=7FFDF000 gs =0000

FPU registers:

st0= 0.000000 st4= 0.000000 ctrl=0000
st1= 0.000000 st5= 0.000000 stat=0000
st2= 0.000000 st6= 0.000000 tags=0000
st3= 0.000000 st7= 0.000000

Stack trace:

0x7C90E514 ntdll.dll: KiFastSystemCallRet
0x7C80A115 kernel32.dll: WaitForMultipleObjects + 24 bytes
0x73F114A2 dsound.dll:
0x73F12862 dsound.dll:
0x73F1292B dsound.dll:
0x7C80B729 kernel32.dll: GetModuleFileNameA + 442 bytes

*** Report for thread #0x9B4 ***

Thread traits:

Thread priority : 0
Last error : 0x00000000 ()
Thread priority boosted: no
Thread creation time : 09/08/2014,21:03:34.708
Thread kernel mode time: 00:00:0.000
Thread user mode time : 00:00:0.000

CPU registers:

eax=0BF2FF54 cs=001B eip=7C90E514 eflags=00000246
ebx=020E00B2 ss=0023 esp=0BF2FF14 ebp =0BF2FF30
ecx=00000113 ds=0023 esi=0BF2FF54 fs =003B
edx=7C90E514 es=0023 edi=00000000 gs =0000

FPU registers:

st0= 0.000000 st4= 0.000000 ctrl=0000
st1= 0.000000 st5= 0.000000 stat=0000
st2= 0.000000 st6= 0.000000 tags=0000
st3= 0.000000 st7= 0.000000

Stack trace:

0x7C90E514 ntdll.dll: KiFastSystemCallRet
0x7752FFC6 ole32.dll: CoFreeUnusedLibrariesEx + 532 bytes
0x775264C1 ole32.dll: CoGetObject + 6211 bytes
0x775263F4 ole32.dll: CoGetObject + 6006 bytes
0x774FE4BA ole32.dll: CoGetMalloc + 1502 bytes
0x7C80B729 kernel32.dll: GetModuleFileNameA + 442 bytes

*** Report for thread #0xA00 ***

Thread traits:

Thread priority : 0
Last error : 0x00000000 ()
Thread priority boosted: no
Thread creation time : 09/08/2014,22:10:39.5
Thread kernel mode time: 00:00:0.000
Thread user mode time : 00:00:0.000

CPU registers:

eax=00000000 cs=001B eip=7C90E514 eflags=00000246
ebx=02311F70 ss=0023 esp=0241EF0C ebp =0241EF70
ecx=0241EF94 ds=0023 esi=000006F8 fs =003B
edx=7C90E514 es=0023 edi=00000000 gs =0000

FPU registers:

st0= 0.000000 st4= 0.000000 ctrl=0000
st1= 0.000000 st5= 0.000000 stat=0000
st2= 0.000000 st6= 0.000000 tags=0000
st3= 0.000000 st7= 0.000000

Stack trace:

0x7C90E514 ntdll.dll: KiFastSystemCallRet
0x7C802542 kernel32.dll: WaitForSingleObject + 18 bytes
0x4FEDBA1F d3d9.dll:
0x7C80B729 kernel32.dll: GetModuleFileNameA + 442 bytes

*** Report for thread #0xA60 ***

Thread traits:

Thread priority : 15
Last error : 0x00000000 ()
Thread priority boosted: no
Thread creation time : 09/08/2014,21:03:41.599
Thread kernel mode time: 01:46:30.625
Thread user mode time : 22:05:31.250

CPU registers:

eax=0CE374D0 cs=001B eip=7C90E514 eflags=00000297
ebx=7C8024B7 ss=0023 esp=0DBEFF1C ebp =0DBEFF80
ecx=00000005 ds=0023 esi=000004EC fs =003B
edx=0CEAE460 es=0023 edi=00000000 gs =0000

FPU registers:

st0= 0.000000 st4= 0.000000 ctrl=0000
st1= 0.000000 st5= 0.000000 stat=0000
st2= 0.000000 st6= 0.000000 tags=0000
st3= 0.000000 st7= 0.000000

Stack trace:

0x7C90E514 ntdll.dll: KiFastSystemCallRet
0x7C802542 kernel32.dll: WaitForSingleObject + 18 bytes
0x21101561 mss32.dll: AIL_get_preference + 1249 bytes

*** Report for thread #0xAD0 ***

Thread traits:

Thread priority : 0
Last error : 0x00000000 ()
Thread priority boosted: no
Thread creation time : 09/08/2014,21:03:34.708
Thread kernel mode time: 00:00:0.000
Thread user mode time : 00:00:0.000

CPU registers:

eax=04B17E98 cs=001B eip=7C90E514 eflags=00000246
ebx=00000000 ss=0023 esp=0BD2FE18 ebp =0BD2FF80
ecx=00000000 ds=0023 esi=001432D8 fs =003B
edx=00000002 es=0023 edi=00143314 gs =0000

FPU registers:

st0= 0.000000 st4= 0.000000 ctrl=0000
st1= 0.000000 st5= 0.000000 stat=0000
st2= 0.000000 st6= 0.000000 tags=0000
st3= 0.000000 st7= 0.000000

Stack trace:

0x7C90E514 ntdll.dll: KiFastSystemCallRet
0x77E76CAF rpcrt4.dll: I_RpcBCacheFree + 1564 bytes
0x77E76AD1 rpcrt4.dll: I_RpcBCacheFree + 1086 bytes
0x77E76C97 rpcrt4.dll: I_RpcBCacheFree + 1540 bytes
0x7C80B729 kernel32.dll: GetModuleFileNameA + 442 bytes

*** Report for thread SiegeLoad ***

Thread traits:

Thread priority : 0
Last error : 0x00000000 ()
Thread priority boosted: no
Thread creation time : 09/08/2014,21:02:09.505
Thread kernel mode time: 01:00:40.625
Thread user mode time : 10:41:55.625

CPU registers:

eax=00000000 cs=001B eip=7C90E514 eflags=00000202
ebx=00000000 ss=0023 esp=0499FE64 ebp =0499FEBC
ecx=02000150 ds=0023 esi=00000000 fs =003B
edx=7C90E514 es=0023 edi=0499FE94 gs =0000

FPU registers:

st0= 0.000000 st4= 0.000000 ctrl=0000
st1= 0.000000 st5= 0.000000 stat=0000
st2= 0.000000 st6= 0.000000 tags=0000
st3= 0.000000 st7= 0.000000

Stack trace:

0x7C90E514 ntdll.dll: KiFastSystemCallRet
0x7C802455 kernel32.dll: Sleep + 15 bytes
0x007BEE69 DungeonSiege2.exe: siege::SiegeEngine::IsPositionInLogicalMeshBounds + 75369 bytes
0x008A342C DungeonSiege2.exe: FuelSys::SetUncachingEnabled + 169176 bytes
0x008A33C6 DungeonSiege2.exe: FuelSys::SetUncachingEnabled + 169074 bytes
0x009C64EB DungeonSiege2.exe: RapiAppModule::CopyScreenShotToClipboard + 137067 bytes
0x7C80B729 kernel32.dll: GetModuleFileNameA + 442 bytes

*** Report for thread #0xF90 ***

Thread traits:

Thread priority : 0
Last error : 0x00000000 ()
Thread priority boosted: no
Thread creation time : 09/08/2014,21:03:50.849
Thread kernel mode time: 00:00:0.000
Thread user mode time : 00:00:0.000

CPU registers:

eax=00000000 cs=001B eip=7C90E514 eflags=00000246
ebx=00000000 ss=0023 esp=0EFAFF08 ebp =0EFAFF34
ecx=01DB3B00 ds=0023 esi=17296000 fs =003B
edx=172A1000 es=0023 edi=00000001 gs =0000

FPU registers:

st0= 0.000000 st4= 0.000000 ctrl=0000
st1= 0.000000 st5= 0.000000 stat=0000
st2= 0.000000 st6= 0.000000 tags=0000
st3= 0.000000 st7= 0.000000

Stack trace:

0x7C90E514 ntdll.dll: KiFastSystemCallRet
0x4D5066CD winhttp.dll: WinHttpReceiveResponse + 25932 bytes
0x7C80B729 kernel32.dll: GetModuleFileNameA + 442 bytes

So there is a difference in how Dungeon Siege 2 and Dungeon Siege 2 Broken World handle the uniques.

Elf

Its not just the Ice Queens Staff other uniques happen to have this issue too only if their flagged as normal loot instead of unique.While in Glacern at the blacksmith theres a level 80 melee weapon that crashes the game when you attempt to buy it or even select it and I think that more of these weapons will also crash the game as well.I don't know about the expansion pack though since I don't own Broken World.

Apocalypse oddities and misc.

Add Gem Sword to Iron thread suit and Nemesis sword as items whose icons are smaller then the inventory space they take up.

This chest shows as breakable but when you click on it you just get a funny sound, also when you zoom in the chest vanishes Insane

The Quest to take out the Droog rebel leader completed weirdly. After killing the three bosses I got no completion notice and the white star was still there. HOWEVER, after saving and exiting, when I continued the quest was completed :wacko: Insane

I finally got some recipes and they double-enter in the lorebook,
Example, The Amulet of Kings is on both page 14 and 24

And The Hunt For The Bone Minions continues :twisted: :twisted: Dwarf

DrXann wrote:
Its not just the Ice Queens Staff other uniques happen to have this issue too only if their flagged as normal loot instead of unique.While in Glacern at the blacksmith theres a level 80 melee weapon that crashes the game when you attempt to buy it or even select it and I think that more of these weapons will also crash the game as well.I don't know about the expansion pack though since I don't own Broken World.

As I said in my post Unigue weapons LIKE the Ice Queen's Staff. I also know that you do not own Broken World that is why I tested some of the weapons you noted first Using Broken World to verify if they worked there before I tested them Using Dungeon Siege 2. I think both iryan and I know what the problem is but we both need to check our theories.

Elf

Dungeon Siege 2
Kingdom of Ehb (DS1_Map_World_Beta30d)
In StoneBridge
Bonnie (little girl outside the inn has innkeeper icon, but the real innkeeper is in the inn.
Naidi has a mis match between her head color and body color but only a very slight difference, still noticeable
I saved after every direct connect teleporter and at Stonebridge. The direct connects worked but the save in Stonebride did not. I ended up restarting at the farm house then taking the session portal back to the save point before Stone Bridge
Ordus' Axe Does Crash the game. However on restarting the game the quest for the axe is completed and the axe does show up in the quest items section of the lore. However the physical weapon is no longer in inventory.
Now I think I will give the same things a try using broken world.

Elf

bare_elf wrote:
Dungeon Siege 2
Kingdom of Ehb (DS1_Map_World_Beta30d)
In StoneBridge
Bonnie (little girl outside the inn has innkeeper icon, but the real innkeeper is in the inn.
Naidi has a mis match between her head color and body color but only a very slight difference, still noticeable
I saved after every direct connect teleporter and at Stonebridge. The direct connects worked but the save in Stonebride did not. I ended up restarting at the farm house then taking the session portal back to the save point before Stone Bridge
Ordus' Axe Does Crash the game. However on restarting the game the quest for the axe is completed and the axe does show up in the quest items section of the lore. However the physical weapon is no longer in inventory.
Now I think I will give the same things a try using broken world.

Elf

Broken World
Kingdom of Ehb (DS1_Map_World_Beta30d)
In StoneBridge
Bonnie (little girl outside the inn has innkeeper icon, but the real innkeeper is in the inn. A problem in broken world also.
Naidi has a mis match between her head color and body color but only a very slight difference, still noticeable A problem in broken world also.
I saved after every direct connect teleporter and at Stonebridge. The direct connects worked but the save in Stonebride did not. I ended up restarting at the farm house then taking the session portal back to the save point before Stone Bridge A problem in broken world also.

Ordus' Axe works perfectly when using the broken world start. The axe is in the lore book, the quest completes and the physical Axe is in inventory, I was able to equip all of my characters with it, kill a few krug with it, sell it, buy it back... this unique weapon is not a problem when the Kingdom of Ehb is played from the broken world start

It is obvious to me that the vanilla version of Dungeon Siege 2 handles the unique weapons differently than Broken World. I have checked the templates for the ice queen's staff and Ordus' Axe and there is nothing in the code that should prevent it working in regular Dungeon Siege 2, there is no Broken World specific code as far as I can tell. I use very similar code with my unique ranged weapons, and was using these weapons during the run through of Yesterhaven and Kingdom of Ehb in both dungeon siege 2 and broken world with no crashes.

Here is Bonnie pretending to be the innkeeper in Stonebridge

Poor Naidi

Could DrXaan and bare_elf please try this update to see if it fixes the crashes associated with the unique weapons.
http://www.siegetheday.org/~iryan/files/Betav31/DS1_Mod_Logic_Beta31.ds2res (2.0 Mb)

It turns out that I did use some Broken World alterations that can causes issues in DS2. If this fix works that will be definite. The one associated with Ordus' Axe and the Snow Queen's Staff is alter_damage_percent. DS2 only support nmagic or cmagic so the proper alteration is alter_nmagic_damage_percent for example.

Broken World adds on this so that elemental damage is supported as a percentage as well so something like alter_ice_damage_percent can be used.

KillerGremal was quite correct that Siege Editor will generate a warning if one of these weapons is selected within it. Comparing the templates with something like Illicor's Staff which doesn't have any offending alterations in it, quickly revealed the problem alteration.

Please accept my apologies for this error. It's a pity that the alterations in DS2 are so limited compared to Broken World. I wonder if there's any way they can be ported back to DS2 or even extended? A new alteration with an area of effect would be nice, especially for weapons from the Siege of Three Kingdom's Weapon Pack, which incidentally will need to be updated if this fix works as that pack contains quite a few BW alterations.

I've fixed Naidi's skin but it's not in the just uploaded fix just yet.

Also I was quite perplexed by Bonnie the Innkeeper. There's absolutely no doubt this was happening as I checked Stonebridge in both DS2 and Broken World. The weird thing is that Bonnie's template is townsperson_hf_child_act3 (Cecily from Kalrathia) and as far as I've searched there's no changes been made to that template in the Mod and it's not present in the KOH's npc templates. So where is the Innkeeper's icon coming from?

Anyhow I've fixed it by substituting one of the new child templates in the mod which was cloned from Cecily. So it looks identical but no innkeeper's icon. This is map based so won't appear in your game until Kingdom of Ehb is uploaded again.

I've ran out of time to look at Apocalypse oddities, so that'll be next on my long list of things to do.

Utrean Apocalypse completed(more or less)

This counter is not solid you can move through it.

The various types of crawling corpses under Castle Hiroth do not attack when in water and the party ignores them.

The trouble with a high-level melee heavy party in the Dessert is that the Ants are healed by Melee.

I seem to be missing a couple of quests and maps as well as a few lorebooks.

I still need to do the Trial and visit the Island

I like the revamped final battle :thumbup1: :thumbup1:

I've always wondered why they call it the Tenstone when it is the ninth :roll:

Dwarf

iryan wrote:
Could DrXaan and bare_elf please try this update to see if it fixes the crashes associated with the unique weapons.
http://www.siegetheday.org/~iryan/files/Betav31/DS1_Mod_Logic_Beta31.ds2res (2.0 Mb)

It turns out that I did use some Broken World alterations that can causes issues in DS2. If this fix works that will be definite. The one associated with Ordus' Axe and the Snow Queen's Staff is alter_damage_percent. DS2 only support nmagic or cmagic so the proper alteration is alter_nmagic_damage_percent for example.

Broken World adds on this so that elemental damage is supported as a percentage as well so something like alter_ice_damage_percent can be used.

KillerGremal was quite correct that Siege Editor will generate a warning if one of these weapons is selected within it. Comparing the templates with something like Illicor's Staff which doesn't have any offending alterations in it, quickly revealed the problem alteration.

Please accept my apologies for this error. It's a pity that the alterations in DS2 are so limited compared to Broken World. I wonder if there's any way they can be ported back to DS2 or even extended? A new alteration with an area of effect would be nice, especially for weapons from the Siege of Three Kingdom's Weapon Pack, which incidentally will need to be updated if this fix works as that pack contains quite a few BW alterations.


Iryan
The updated DS1_Mod_Logic appears to have fixed the game crash. I was able to aquire both Ordus' Axe in Kingdom of Ehb and The Ice Queen's Staff in Yesterhaven. I was able to equip both weapons, use them, sell them, buy them back. They are now working as they should.
The update also had an unexpected result. The problem I was having with the latest version of the monster level adjust mod see that forum thread -- http://siegetheday.org/?q=node/1169#comment-43625 has also vanished.
Here is another oddity that occured when when one of my characters put on a pair of watcher boots and watcher gloves while in DS2 their hands and lower legs disappeared. Now I believe that the watcher armor is from broken world, but I would guess from what I am seeing that once again we have been bitten by Vanilla Dungeon Siege 2. However in this case how DS2 reads alpha channels different than Broken World. I know this because I have some custom armor that I made for Broken World and when I tried it a few days ago while searching for a solution to the unique weapons, my character lost her body she was just hands lower legs and head. Wish I would have had the watcher boots and gloves then because I could of had a character that was just a head,

Elf

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