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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.

sigofmugmort wrote:

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.


The counter is altar_csl_01 and is obviously not properly set to blocking. This may be from the Mod-DS1Content pack as I can't find it in the Legends logic file.

Added a sight_origin_height to the crawling corpses as its a similar bug to the shrack from before. Hopefully this will fix them.

What level are you? This again is a product of the increasing resistances added to the monsters through the MLA mod. The Ants are suppose to be 50% melee resistant only but their level is set to 15 so maybe that influences it. When I have time I'll have to make a graph of level resistance increases so I can better match the monster resistances to how I want them.

sigofmugmort wrote:
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


Any details on the Gem Sword? I can't find it. And to save time what are the proper icon spaces? Iron Thread Suit should be fixed now and the Nemesis Sword has 4x2 defined.

Don't know about the crate so I simply removed it.

Yes I mucked up that quest to assassinate the Droog Rebels. The quest completion was actually assigned to the Droog Priest who you meet even before you get the Quest. So that would be hanging around in your game until you got the quest itself but wouldn't manifest until a saved game was loaded. The quest completion trigger should now be correctly assigned to the Droog Captain who you meet near the quest star.

You are right about the Amulet of Kings, good observation. That means it exists twice in Broken World as well!

More Utrean Apocalypse stuff

At lvl 52 the Ants are melee resistant. At lvl 86 they are healed by melee.

Trial of Galus, the 2 lift up from Quilrab need gather points as do the 3 in the Lost Mesa. The "monsters in the trial upon dieing tend to remain on the map running in place.

The Gem Sword appears rarely in the merchants and have not had one drop should be 1x3 originaly encountered in Yesterhaven as the Knights gem sword.

Double recipes are also Treasure seeker(pg. 14, 24)
Storm Hood( 12, 22)
Helm of Nobility( 10, 19)
Ravager Armor( 9, 18)
Statesman Robe( 13, 22)
Archdruids Station (8, 17)
Coral encrusted Shield (10, 20)

That's all the recipes I have found so far.

Merchant needs icon on Radar map

This conversation is a little out of order

Oddities from the dessert, including the much loved Black and Yellow skin

:wacko: :roll:

Dwarf

iryan wrote:
. . .
The counter is altar_csl_01 and is obviously not properly set to blocking. This may be from the Mod-DS1Content pack as I can't find it in the Legends logic file.
. . .
Actually it's content of the Logic.ds2res, but no problem to add it to the content pack.
If you plan to release an update soon you also could retune them as blocking on the map of course, if they have a 'unlucky' node placement perhaps with some smaller bounding volume to make it easier to navigate around (since half the room is covered with it).

But aren't there are also some objects like benches and throughs in the Hiroth castle that better should be path-blocking as well!? - I think I've encountered some recently...

 

iryan wrote:
. . . This again is a product of the increasing resistances added to the monsters through the MLA mod. The Ants are suppose to be 50% melee resistant only but their level is set to 15 so maybe that influences it. When I have time I'll have to make a graph of level resistance increases so I can better match the monster resistances to how I want them.
. . .
The relationship between 'templates resistance' and 'template level' is (still) very important.
So 50% resistance already at level 15 will make the monster immune at/above level ~80.

Currently a divisor/multiplier is used to change the resistance depending on the level difference - based on the observation that GPG's mosters get more resistances and less weaknesses with increasing level. Also weaknesses will now always remain weaknesses but (positive) resistances can become immunites.

The formula approximately looks like this:   res_new = res_orig * ( 0.015 * 75 + 1.0 )
Assuming here the level changed by +75, and 0.015 is the preset ratio a physical resistance may grow per 1 level (0.03 right now for magic by the way, 0.025 would be probably better).

However if you don't want the resisistance/weakness to be changed at all, there's currently an untested tweak. Try to set common:rarity = rare for this exclusive monster.

The double recipes have always been there there are about 10 or 12 that appear twice in the recipes list in broken world with no other mods installed what so ever. Way back in time (broken world demo time) there where additional recipes in the game that where not very useful. These went away when the released version of Broken World hit the stores. I think to fill in the spaces the designers just used existing recipes to fill in the blank spaces faster than redoing the recipe book. How did I remember this? I looked through my notes and found a page that was called where did the damn recipes go and it basicly said the same thing.

Elf

Do you need to make a new character with the fixed logic file? When I load my current character save when I click on the merchants glitched weapons the game still crashes.Do I need to delete the old mod logic file and replace it with the new one?

DrXann wrote:
Do you need to make a new character with the fixed logic file? When I load my current character save when I click on the merchants glitched weapons the game still crashes.Do I need to delete the old mod logic file and replace it with the new one?

First you must delete DS1_Mod_Logic_Beta30.ds2res and replace it with DS1_Mod_Logic_Beta31.ds2res having both files installed will cause more problems.
You can use your old character if you have a save prior to the point where you picked up the weapon. I just deleted the DS1_Mod_Logic_Beta30.ds2res installed DS1_Mod_Logic_Beta31.ds2res and started a new character as I tend to save quite often.

Elf

bare_elf wrote:
The double recipes have always been there there are about 10 or 12 that appear twice in the recipes list in broken world with no other mods installed what so ever. Way back in time (broken world demo time) there where additional recipes in the game that where not very useful. These went away when the released version of Broken World hit the stores. I think to fill in the spaces the designers just used existing recipes to fill in the blank spaces faster than redoing the recipe book. How did I remember this? I looked through my notes and found a page that was called where did the damn recipes go and it basicly said the same thing.

Elf


It would have actually been faster and easier simply to remove the recipes rather than duplicating other recipes as its been my experience that the journal automatically adds or remove entries as you add or remove books, quest items, maps, etc to lorebook_info.gas.

Actually now I wonder how this works out in DS2? I would assume that the boxes for the recipes would display in the journal but since ds2x_world_journal_reagent_recipes.gas and recipes in the core templates.gas don't exist in DS2 the recipes would never drop so the recipe boxes in the journal could never be completed.

From this I wonder about two things. The first is could recipes be made to work in vanilla DS2 and the second is how hard it would be to make new recipes? With all the new DS1 armor and weapons there's plenty of scope to create new and interesting recipes featuring some of these item?

KillerGremal wrote:
Actually it's content of the Logic.ds2res, but no problem to add it to the content pack.
If you plan to release an update soon you also could retune them as blocking on the map of course, if they have a 'unlucky' node placement perhaps with some smaller bounding volume to make it easier to navigate around (since half the room is covered with it).

But aren't there are also some objects like benches and throughs in the Hiroth castle that better should be path-blocking as well!? - I think I've encountered some recently...

 


Yes you're probably right about there being other objects from DS1 that already exist in DS2. Though I'm a little concerned about making something like the altar blocking as it would effect behaviour in DS2 if the object is used in the official map.

So I can directly make it blocking with Siege Editor or make a brand new template like altar_csl_01_ds1 and make that blocking and change all references to the original template to this new one.

KillerGremal wrote:

The relationship between 'templates resistance' and 'template level' is (still) very important.
So 50% resistance already at level 15 will make the monster immune at/above level ~80.

Currently a divisor/multiplier is used to change the resistance depending on the level difference - based on the observation that GPG's mosters get more resistances and less weaknesses with increasing level. Also weaknesses will now always remain weaknesses but (positive) resistances can become immunites.

The formula approximately looks like this:   res_new = res_orig * ( 0.015 * 75 + 1.0 )
Assuming here the level changed by +75, and 0.015 is the preset ratio a physical resistance may grow per 1 level (0.03 right now for magic by the way, 0.025 would be probably better).

However if you don't want the resisistance/weakness to be changed at all, there's currently an untested tweak. Try to set common:rarity = rare for this exclusive monster.


I've yet to get the time to sit down and make a spreadsheet of expected values for resistances versus party level so I can fine tune these sort of occurrences. I wouldn't want something like resistance to melee or ranged to ever become absorption but elemental resistances like ice or fire would be quite intuitive to have a monster eventually becoming immune and then be able to absorb the elemental damage just like with the Diablo series.

Incidentally would this also work for skills that a monster possesses? I've given some monsters the ignite skill for example so would that skill increase with the monster's level?

Single Player: Create New Hero: DS1 Kingdom of Ehb: mercenary.

Main intro sequence plays. First 11 handbook sections added. I make Hero run up to Norick on the bridge (and kill the nearby Krug) - no "Krug are attacking" NIS, no primary quest given. (Game doesn't crash, gives no error message.)

Works OK with Logic_Beta31 and Logic_Beta30 both present, but does not work with Beta31 alone. This is on DS2 retail CD patched to 2.2, DS1Content-Alpha10v, MLA Beta5j.

(EDIT: PS. Windows Explorer > Properties:
DS1_Mod_Logic_Beta30.ds2res 1,163,164 bytes
DS1_Mod_Logic_Beta31.ds2res 2,084,764 bytes)

iryan wrote:
Actually now I wonder how this works out in DS2? I would assume that the boxes for the recipes would display in the journal but since ds2x_world_journal_reagent_recipes.gas and recipes in the core templates.gas don't exist in DS2 the recipes would never drop so the recipe boxes in the journal could never be completed.

(Since you mentioned it:) DS2 journal has no tab for a recipes section.

iryan wrote:
Though I'm a little concerned about making something like the altar blocking as it would effect behaviour in DS2 if the object is used in the official map.

So I can directly make it blocking with Siege Editor or make a brand new template like altar_csl_01_ds1 and make that blocking and change all references to the original template to this new one.


If Sigofmugmort hadn't reported walking through the counter in Apocalypse, I would have been going to report seeing Karma standing up to her waist in the middle of the swamp chapel's altar in TotH. Which leads me to expect the same in Ehb's swamp chapel altar if/when I get that far.

RSimpkinuk57 wrote:
Single Player: Create New Hero: DS1 Kingdom of Ehb: mercenary.

Main intro sequence plays. First 11 handbook sections added. I make Hero run up to Norick on the bridge (and kill the nearby Krug) - no "Krug are attacking" NIS, no primary quest given. (Game doesn't crash, gives no error message.)

Works OK with Logic_Beta31 and Logic_Beta30 both present, but does not work with Beta31 alone. This is on DS2 retail CD patched to 2.2, DS1Content-Alpha10v, MLA Beta5j.

(EDIT: PS. Windows Explorer > Properties:
DS1_Mod_Logic_Beta30.ds2res 1,163,164 bytes
DS1_Mod_Logic_Beta31.ds2res 2,084,764 bytes)



I did exactly what you did RSimpkinuk57 both in Vanilla DS2 and Broken World with only DS1_Mod_Logic_Beta31.ds2res installed. The only difference was that I let Norick's NIS complete prior to killing any krugs and I received the quest in both cases.
Dungeon Siege 2 -- version 2.2

Broken World -- version 2.3

I also checked to see what would happen if I escaped out of both the starting NIS and Norick's NIS. Doing this in both DS2 and BW gave me the quest.
So I am not sure what is causing the problem. could it be another mod causing the problem?
Elf

bare_elf wrote:

I did exactly what you did RSimpkinuk57 both in Vanilla DS2 and Broken World with only DS1_Mod_Logic_Beta31.ds2res installed. The only difference was that I let Norick's NIS complete prior to killing any krugs and I received the quest in both cases.

I also checked to see what would happen if I escaped out of both the starting NIS and Norick's NIS. Doing this in both DS2 and BW gave me the quest.
So I am not sure what is causing the problem. could it be another mod causing the problem?
Elf


The difference between us is that (not having been testing Ehb) I hadn't replaced the Installer Pack's DS1_Map_World_Beta30 with the latest Beta30d.

My problem, with Logic Beta31 but Map World Beta30, was that Norick's NIS never triggered (or failed to initiate properly when triggered, but not catastrophically enough to stop the game).

Incidentally, I get TWO quests from Norick's NIS - a primary quest to go to Stonebridge and a secondary to seek out Gyorn. This is the same with the 31/30d pairing as with the 30/30 pairing. Now to see if the new pairing is better than the old at updating one or the other quest when Skartis plays his NIS.

RSimpkinuk57 wrote:
bare_elf wrote:

I did exactly what you did RSimpkinuk57 both in Vanilla DS2 and Broken World with only DS1_Mod_Logic_Beta31.ds2res installed. The only difference was that I let Norick's NIS complete prior to killing any krugs and I received the quest in both cases.

I also checked to see what would happen if I escaped out of both the starting NIS and Norick's NIS. Doing this in both DS2 and BW gave me the quest.
So I am not sure what is causing the problem. could it be another mod causing the problem?
Elf


The difference between us is that (not having been testing Ehb) I hadn't replaced the Installer Pack's DS1_Map_World_Beta30 with the latest Beta30d.

My problem, with Logic Beta31 but Map World Beta30, was that Norick's NIS never triggered (or failed to initiate properly when triggered, but not catastrophically enough to stop the game).

Incidentally, I get TWO quests from Norick's NIS - a primary quest to go to Stonebridge and a secondary to seek out Gyorn. This is the same with the 31/30d pairing as with the 30/30 pairing. Now to see if the new pairing is better than the old at updating one or the other quest when Skartis plays his NIS.


Now that you have the correct files installed the secondary quest should complete when you talk to Gyorn and the primary quest when you enter the gate at Stonebridge. Remember to hire Gyorn to get his quest to take a message somewhere. You do not have to keep him just hire him for a minute Smile

I am still running through Ehb using Dungeon Siege 2 and Broken World so that I can verify that both versions of the game run the map the same way,
maybe I should start an Adepts game too. No that is just to much work right now. Can not run three games at once, take care of the old folks, and still have time for sleep. Maybe I should give up on sleep, I tend to get very little done when sleeping.

Elf

bare_elf wrote:

Now that you have the correct files installed the secondary quest should complete when you talk to Gyorn and the primary quest when you enter the gate at Stonebridge. Remember to hire Gyorn to get his quest to take a message somewhere. You do not have to keep him just hire him for a minute Smile

I am still running through Ehb using Dungeon Siege 2 and Broken World so that I can verify that both versions of the game run the map the same way,
maybe I should start an Adepts game too. No that is just to much work right now. Can not run three games at once, take care of the old folks, and still have time for sleep. Maybe I should give up on sleep, I tend to get very little done when sleeping.

Elf


Sorry I forgot to mention that logic beta31 should replace the old logic beta. It is sometimes confusing with these incremental updates as they aren't always across the board. DS1_Mod_logic gets updated the most as that's where the templates are stored and the maps get updated less frequently, mainly to fix any problems that surface. Resource packs get updated very infrequently as they are very large and I don't want players to be continually downloading large files for incremental updates. Not everyone is lucky enough to enjoy fast internet speeds.

That's actually why DS1_Mod_Logic_Beta31 is larger than beta30. I've been making some new skins for npc characters from the hero character selection to make more variety than currently exists. Primarily for the third party maps but possibly for any future character diversification in DS2 should that ever occur in the future. I don't want the beta testers having to download a 230Mb resource file just for a Mb of so art additions at this point. That will occur the next major release of the mod.

The use point is intact, but the potions don't feel like dropping.

I noticed I can walk right through this tent, like it's not even there

Same with this bucket

Is it possible to make the creatures we free run? They seem content with their prisons

Blacksmith Rhone doesn't have a matching portrait

This is a problem I noticed from the new logic update

Just the icon above her head

There's a new incremental update so please replace any earlier version of DS1_Mod_Logic_Beta.ds2res with this one.
http://www.siegetheday.org/~iryan/files/Betav31/DS1_Mod_Logic_Beta31a.ds2res

There's further fixes for potential crashes in vanilla DS2 with the unique DS1 weapons plus monster resistances have been adjusted for many monsters. Unless you use a mod that enables playing beyond level 100 you are unlikely to see monsters so resistance to melee or magic that they will absorb the damage and heal themselves.

DrakeIsGod wrote:
The use point is intact, but the potions don't feel like dropping.

Strange with Monster Level Adjustment Mod Beta 5j these were dropping potions within reach with my test party today. Maybe it's something specific with vanilla DS2 as I'm using Broken World.

DrakeIsGod wrote:

I noticed I can walk right through this tent, like it's not even there

Same with this bucket


Like some other items mentioned recently in this thread, some DS1 objects have lost their previous path blocking status in DS2 or when converted to DS2 (as many DS1 objects actually exist in DS2).

While these objects can be made blocking, this may cause further issues with path finding.

DrakeIsGod wrote:

Is it possible to make the creatures we free run? They seem content with their prisons

This crates are quite tricky to set up. Issues developed with the previous implementation which spawned Phrak so ambient critters were substituted instead. KillerGremal in the meantime made adjustments and enhancements to the crates but a post from a couple of days ago drew attention to a encounter in one map where 2 Phrak were generated when the crate was broken, one stayed put and the other attacked an enemy.

DrakeIsGod wrote:

Blacksmith Rhone doesn't have a matching portrait


I'm in Stonebridge at the moment in testing so I'll replace the portrait and test it straight away.

DrakeIsGod wrote:

This is a problem I noticed from the new logic update

Just the icon above her head


That's fixed in this update.

Iryan,
just seen your post so I'll have to start testing again. (Question, when will Ulora get the rampage mode fix that Pedro and Magic have in TotH Alpha5?) Meanwhile

DS2 vanilla, Logic 31, World 30d, Content 10v, MLA 5j

Problem with the converted Altan's leather, with Mage Leather, and so maybe with all short-sleeve converted DS1 type A1s: character forearms show the same skin colours as their heads. Including a patch of hair colour at the back of the elbows. Including lighter/darker patches of cheek and jaw highlights, making one character look like she'd had a skin graft. Face colours extend to hands (proven by a half-giant's facial decorations showing up on his hands).

DrakeIsGod wrote:
The use point is intact, but the potions don't feel like dropping.

Not confirmed on my config: potions did drop.
DrakeIsGod wrote:
I noticed I can walk right through this tent, like it's not even there.

Problem confirmed but only for this one tent - the other two do block.
DrakeIsGod wrote:
This is a problem I noticed from the new logic update .. Just the icon above her head

Not confirmed on my config: no icon above the child's head. Child is wearing the same clothes as in Drake's screenshot (different from those in Elf's first report of this problem, 2014-09-09).

bare_elf wrote:
(Tue, 2014-09-09 22:17)
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.

From a save taken before gates of Stonebridge, after their NIS, restart (after exit) is at the Ruined Bridge, with portal open forward to the last Direct Connect visited (road to Stonebridge). From a save inside the gates, after the yellow "Stonebridge" legend has come up, restart is in Stonebridge next to the town pump and undertaker, with portal open back to the last Direct Connect (road to Stonebridge).

iryan wrote:
KillerGremal wrote:
Actually it's content of the Logic.ds2res, but no problem to add it to the content pack.
If you plan to release an update soon you also could retune them as blocking on the map of course, if they have a 'unlucky' node placement perhaps with some smaller bounding volume to make it easier to navigate around (since half the room is covered with it).

But aren't there are also some objects like benches and throughs in the Hiroth castle that better should be path-blocking as well!? - I think I've encountered some recently...

 


Yes you're probably right about there being other objects from DS1 that already exist in DS2. Though I'm a little concerned about making something like the altar blocking as it would effect behaviour in DS2 if the object is used in the official map.

So I can directly make it blocking with Siege Editor or make a brand new template like altar_csl_01_ds1 and make that blocking and change all references to the original template to this new one.

. . .

Of course objects shouldn't carelessly switch from non-path-blocking to path-blocking, and as I have seen meanwhile the 'altar_csl_01' is really used a few time on DS2 main map (e.g. in the Petra Fortress/Temple).
The bug encountered however is not caused by its template, natively the 'altar_csl_01' is set to be path-blocking - in DS1 and DS2 as well!

So, perhaps, it's possible to walk through it because it iss standing a little bit above the ground? Indeed a few of them in the castle have a tiny vertical offset of 1.90735e-006 or 0.000002. This may avoid to respect them for path-blocking/-finding calculations!?
Most of these altars also have 'interest_only = true' or 'dynamically_lit = false' in [aspect], but that shouldn't bother here I think.

 
By the way, another way GPG often used to make a non-path-blocking object path-blocking on the map, was replacing it with 'lightweight_obj_blocking' and copying over the model of the originally intended object.
All the lightweight_obj objects are generally a good way to put objects/models on a map that don't have an own template.

 

iryan wrote:
. . .
KillerGremal wrote:

The relationship between 'templates resistance' and 'template level' is (still) very important.
So 50% resistance already at level 15 will make the monster immune at/above level ~80.

Currently a divisor/multiplier is used to change the resistance depending on the level difference - based on the observation that GPG's mosters get more resistances and less weaknesses with increasing level. Also weaknesses will now always remain weaknesses but (positive) resistances can become immunites.

The formula approximately looks like this:   res_new = res_orig * ( 0.015 * 75 + 1.0 )
Assuming here the level changed by +75, and 0.015 is the preset ratio a physical resistance may grow per 1 level (0.03 right now for magic by the way, 0.025 would be probably better).

However if you don't want the resisistance/weakness to be changed at all, there's currently an untested tweak. Try to set common:rarity = rare for this exclusive monster.


I've yet to get the time to sit down and make a spreadsheet of expected values for resistances versus party level so I can fine tune these sort of occurrences. I wouldn't want something like resistance to melee or ranged to ever become absorption but elemental resistances like ice or fire would be quite intuitive to have a monster eventually becoming immune and then be able to absorb the elemental damage just like with the Diablo series.
Well, as simple rule for example after +30 monster levels the magical resitances would increase by ~2, or the resistance is only half as big if the monster level is reduced by 30 level.
And melee/ranged resistances change the same way if the monster level varies +/-60 level currently.

Considering your highly melee-resistant 'Ants' monster, it would be probably better to set the 'physical ratio' down to 0.01.

 

iryan wrote:
. . .
Incidentally would this also work for skills that a monster possesses? I've given some monsters the ignite skill for example so would that skill increase with the monster's level?
That's possible, generally. But always checking all (human) skills for all monsters would probably go too far. However checking a special skill list should work (faster).
 

A Three-headed Wolf in Ehb

This is actually 3 wolves icons, cannot move or attack. I think it is just one wolf generated at this spot as so-far the only duplicate overlays occur when I save and exit at the first save point and then return

Dwarf

iryan wrote:

Strange with Monster Level Adjustment Mod Beta 5j these were dropping potions within reach with my test party today. Maybe it's something specific with vanilla DS2 as I'm using Broken World.

I only use Broken World, not sure if it's just a random "sometimes it may drop or sometimes it won't" type of thing. Also, I started using Aranna Legacy again, not sure if that might affect anything. I'd like to say though that Aranna Legacy really complicates the gameplay of the Legendary Mod :/ It's just really hard to accept. I set my difficulty parameters down to monster_adjust_difficulty = 70 and in game it changed the Aranna Legacy difficulty setting to 56%.. Unfortunately it was still too hard, I'm certain it's not the way I play Dungeon Siege, I've played this game for years. I've tried looking through the untanked files, but I keep losing myself.

Anyway, I went through some other files in DS1_Map_World_Beta30d.ds2res. I believe this https://www.dropbox.com/s/ofc7bjn9dettv8h/world.zip?dl=0 should fix Naidi's voice sample when she joins you. I didn't retank it though, I'm not sure if I'm supposed to go through a special process for that or not for it to work properly. Can you tell me if that will work?

With your permission, could I go through the conversations in these files and make grammar corrections and improvements to the storyline?

sigofmugmort wrote:
A Three-headed Wolf in Ehb

This is actually 3 wolves icons, cannot move or attack. I think it is just one wolf generated at this spot as so-far the only duplicate overlays occur when I save and exit at the first save point and then return

Dwarf

I think this happens because there are 3 wolves on a nearby node (0xda5a6989) trying patrol, requested by a component ('cmd_ai_c_patrol') still available in DS2 but never used (GPG prefered flicks for DS2).
Probably the wolves can't reach the next patrol point (for placement or AI/logic reasons) so they are all waiting at the last valid patrol point (perhaps this is even the start patrol point too).
There is a mind command (mind:initial_command) involved and the AI component [cmd_ai_dojob] which GPG never used for DS2. I'm not really familiar with it neither so I can't say a lot about it.

 

DrakeIsGod wrote:
iryan wrote:

Strange with Monster Level Adjustment Mod Beta 5j these were dropping potions within reach with my test party today. Maybe it's something specific with vanilla DS2 as I'm using Broken World.

I only use Broken World, not sure if it's just a random "sometimes it may drop or sometimes it won't" type of thing. Also, I started using Aranna Legacy again, not sure if that might affect anything. I'd like to say though that Aranna Legacy really complicates the gameplay of the Legendary Mod :/ It's just really hard to accept. I set my difficulty parameters down to monster_adjust_difficulty = 70 and in game it changed the Aranna Legacy difficulty setting to 56%.. Unfortunately it was still too hard, I'm certain it's not the way I play Dungeon Siege, I've played this game for years. I've tried looking through the untanked files, but I keep losing myself.
. . .
The Aranna Legacy mod is aware of the Level Adjustment mod, so if you set the difficulty for one mod to 70% and for the other on 80% it will show in-game 56% because both mods will realize their own gameplay alleviations.

Why you think that it would be (so) hard I can't say without further details. There are actually some flaws in the LA mod Beta 5j, but they would explain your perception only partially.

DrakeIsGod wrote:
With your permission, could I go through the conversations in these files and make grammar corrections and improvements to the storyline?

Drake your input would be greatly appreciated. We can not do everything and conversations are have a lower priority than things not working. If you post here in the forum please also remember to PM iryan and myself so we do not loose track of your ideas.

Thanks
Elf

Thanks bare_elf :3 I will do

I re-did some conversations for Kingdom of Ehb, but did not finish it. I left off after Glacern.

kathycf wrote:
I re-did some conversations for Kingdom of Ehb, but did not finish it. I left off after Glacern.

I just started editing Kingdom of Ehb convos lol, just finished with Castle Ehb. Are you still editing the convos? If not, perhaps I could improvise a bit where you left off if that's okay

EDIT: Or we could perhaps collaborate our ideas and work on it together, just a thought. I could work on a different map instead though if you just wanna keep doing this as your personal project lol

RSimpkinuk57 wrote:
Iryan,
just seen your post so I'll have to start testing again. (Question, when will Ulora get the rampage mode fix that Pedro and Magic have in TotH Alpha5?) Meanwhile

DS2 vanilla, Logic 31, World 30d, Content 10v, MLA 5j.


My apologies but that's a two part fix. The bug with Ulora not moving in rampage mode is map related so Map_World needs to be updated (It's actually is at the moment but I'm experimenting with a couple of things in it). I'll try to post an update tonight or tomorrow.

The AI part which will make Ulora and Gloern react more realistically will be in the next Logic file. Rather than using the npc ai which can cause some weird behaviour in mirror mode, I gave them a slightly modified brain_hero ai where the only difference to the base brain_hero is that the character will react to being attacked by a melee weapon (they'll ignore projectiles and magic). This continues once they are recruited in that they will react to being hit by melee attacks in mirror mode but otherwise act exactly like the other characters. From my limited playtime this is hardly noticeable in-game.

RSimpkinuk57 wrote:

Problem with the converted Altan's leather, with Mage Leather, and so maybe with all short-sleeve converted DS1 type A1s: character forearms show the same skin colours as their heads. Including a patch of hair colour at the back of the elbows. Including lighter/darker patches of cheek and jaw highlights, making one character look like she'd had a skin graft. Face colours extend to hands (proven by a half-giant's facial decorations showing up on his hands).

Altan's Leather is using DS1 type1 mesh renamed to DS2 extended type6 mesh. Unfortunately it was designed for the way DS1 used skin textures and because DS2 maps out the skin textures differently, what was once skin texture is now part of the face. I'm no expert (all I did was to remap and rename all of the original DS1 armor meshes to DS2 extended types) but I think this may be unfixable.

It's similar but not as bad as the way DS2 handles the DS1 helms. All of the DS1 helms could be ported to DS2 very easily but unfortunately the characters ended up as faceless manikins. So I could only port the helms that completely covered the face.

RSimpkinuk57 wrote:

From a save taken before gates of Stonebridge, after their NIS, restart (after exit) is at the Ruined Bridge, with portal open forward to the last Direct Connect visited (road to Stonebridge). From a save inside the gates, after the yellow "Stonebridge" legend has come up, restart is in Stonebridge next to the town pump and undertaker, with portal open back to the last Direct Connect (road to Stonebridge).

Thanks for the clarification. I was able to confirm that saving is working inside the town but perhaps I can add a trigger with the NIS to enable the save there, just in case players believe that a save just before the gates will allow them to restart in Stonebridge.

KillerGremal wrote:
The Aranna Legacy mod is aware of the Level Adjustment mod, so if you set the difficulty for one mod to 70% and for the other on 80% it will show in-game 56% because both mods will realize their own gameplay alleviations.

Why you think that it would be (so) hard I can't say without further details. There are actually some flaws in the LA mod Beta 5j, but they would explain your perception only partially.


I never set the Aranna Legacy mod on 80%, so it's strange that it'd reduce to 56% in DS1 maps only. In the DS2 maps the difficulty is at 70% as shown in the patch verification, whereas it's 56% in the DS1 maps.. Still, unfortunately I'm at a loss of details here.. After Stonebridge I get stomped on with Aranna Legacy in, but when I take Aranna Legacy out, the difficulty is normal the whole way through.

EDIT: The difficulty in the DS2 maps are always just fine/unaffected.

I just wanted to make you aware that you did not have to do all of Ehb. The whole map is a bit bigger undertaking than I thought and I didn't want to keep people waiting for like 10 years for me to get done. Smile

The Legendary Mod has had another update, mainly for fixing Ulore, Gloern and Mhankur glitched movement in mirror mode. They should also act properly in rampage mode.
http://www.siegetheday.org/~iryan/files/Betav31/DS1_Map_Legends_of_Aranna_Beta31.ds2res
http://www.siegetheday.org/~iryan/files/Betav31/DS1_Map_World_Beta31.ds2res
http://www.siegetheday.org/~iryan/files/Betav31/DS1_Mod_Logic_Beta31b.ds2res

KillerGremal wrote:

I think this happens because there are 3 wolves on a nearby node (0xda5a6989) trying patrol, requested by a component ('cmd_ai_c_patrol') still available in DS2 but never used (GPG prefered flicks for DS2).
Probably the wolves can't reach the next patrol point (for placement or AI/logic reasons) so they are all waiting at the last valid patrol point (perhaps this is even the start patrol point too).
There is a mind command (mind:initial_command) involved and the AI component [cmd_ai_dojob] which GPG never used for DS2. I'm not really familiar with it neither so I can't say a lot about it.

 


Quite correct and that area was quite complicated with 4 or 5 wolves all sharing 8 or more patrol points. Where the three wolves got stuck is right next to a log, which was also the culprit for several of the Krug quite a few revisions ago.

Drake, enjoy yourself working on the conversations.

We have two Maras in Stonebridge. In DS1, I took the original Mara - from her costume and signs of age - to be Owen the mule-seller's wife, getting water from the pump for the animals. Now she is the undertaker and a new NPC has been added outside the church with the same name to speak the original's lines - important ones, when given in full, because the last part is the first in-game mention of Gresh. Why not have left the original as was - except for needing a DS2 model - and made one of the new NPCs undertaker?

The quest journal needs work. I see what has happened. DS1 does not have tabs for sections Act I, II, III with sub-sections Primary and Secondary. Instead it has chapter headings in-line to separate the quests. The CHAPTER HEADINGS have been converted into primary quests duplicating the actual quests which have all become secondary, thus both "Travel to Stonebridge" and "Seek Gyorn in Stonebridge" where there should really be one quest only.

Something I never knew about DS1: the Chapter Headings in the quest Journal can be clicked. They never show "completed" but "show dialog" repeats the NIS narrator's words from the end of the chapter. (For chapters that have an NIS, and only after it has played)

Ehb lends itself easily to a three-Act structure. I'm writing this in deliberate ignorance of what has been done (after Stonebridge). Looking at the story, when the hero sets out from Glacern on the long quest to Fortress Kroth, that is the start of Act II. When the hero gets there, that is not the end of Act II. When the hero frees Sikra, that is still not the end of Act II. When the Droog elder says "make haste kingdom child, the Seck dungeon siege is about to begin", that is the line on which the stage curtain falls ending Act II.

Two "missing" quests (GPG wrote the dialog but did not follow through): clear the Black Skrubbs from Stonebridge's beach, and free Sikra.

It has just occurred to me (still in deliberate ignorance of what has been done already), that interpreting the Travellers as elves would fit well with the DS2 lore. Including Bouryev and Sikra - both combat mages, the former with melee in addition - but not Phaedriel, who has ended up at their camp by coincidence. They attach importance to dream visions, and Ehb's humans treat them as outsiders, an unknown quantity.

I'm sorry if this has the corollary that Ulora and Naidi ought to be human. Please nobody jump on me saying "shut up, it is too late to re-think now". I'm taking it for granted that that is the default response so there is no need to say it.

Back to quests, at the end of DS2's Elven Shrine quest the next quest (Exile Colony) is received by talking to Taar even if the player hasn't made room in the party to hire her. Presumably this was achieved through the conversation being a multi-stage one. This should be a useful model for the quests given by Gyorn, Gloern, Merik and Bolingar.

ASIDE - this would be a nice mod, could it be done: try to hire someone without room in your party, and instead of failing with the error box, the new recruit should hire-and-disband as one operation, saying "see you at the inn".

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