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DS1 Legendary Mod for DS2 Beta Thread

This thread is devoted to comments, bug reports and fixes and discussion about the DS1 Legendary Mod for Dungeon Siege 2 and Dungeon Siege 2: Broken World.

Full version Installer version
DS2 Legendary Mod v1.01 Full Setup (1.18 GB)
Hosted on Goggle Drive.

DS2 Legendary Mod v1.01 at MODDB
DS2 Legendary Mod at Nexus Mods

Split version Installer version
DS2 Legendary Mod v1.01 installer (410Mb)
DS2 Legendary Mod v1.01 part two (410Mb)
DS2 Legendary Mod v1.10 part three (387Mb)
Download all three parts to the same location and run DS2_Legendary_Mod_v1.01_Setup.exe.
Thanks to MEGA Limited for hosting the file. The link goes to a separate page where the mod can be downloaded. I recommend right clicking and opening in a new tab or window.

Hotfix for fades issue in Kingdom of Ehb v1.01
Hotfix v1.01

Please note that the mod must be installed in the Dungeon Siege 2 resources folder even if you own Broken World. Unexpected glitches will occur if you don't.

The installer version also includes a number of min-mods and a simple mod manager to enable them, which isn't available if you download the mod as separate modules below.

Here's the links of all required files for the full version as separate modules;
Thanks to MEGA Limited for hosting the files. Each link goes to a separate page where the module can be downloaded.

DS1_Map_Legends_of_Aranna_Beta_v1.01.ds2res (37Mb)
DS1_Map_World_v1.01.ds2res (46Mb)
DS1_Map_Utraean_Peninsula_v1.01.ds2res (74Mb)
DS1_Map_Yesterhaven_v1.01.ds2res (20Mb)
DS1_Mod_Content_v1.01.ds2res (314Mb)
DS1_Mod_Logic_v1.01.ds2res (2.6Mb)
DS1_Mod_Sounds_v1.01.ds2res (343Mb)
DS1_Mod_Terrain_v1.01.ds2res (123Mb)
DS1_Mod_Voices_v1.01.ds2res (240Mb)
Mod-DS1Map-ArhokXP-Beta5.ds2res (30.2 Mb)
Diabloish Map for DS2 Beta 2e (15.5 Mb)
Level Adjustment Mod, Beta 5t (0.8 Mb)

Please note that the DS1 Content Pack is included within the mod but for reference here's the separate download link;
DS1 Content Pack, Alpha11b (19.2Mb)

Mod Game Manual
DS2_Legendary_Mod_Manual.pdf

Current Readme for KillerGremal Mods
DS1 Content Pack Readme: http://ds2.bplaced.net/getfile.php?redict=173&type=.txt
Level Adjustment Mod Readme: http://ds2.bplaced.net/getfile.php?redict=107&type=.txt
Diabloish for DS2 Readme: http://ds2.bplaced.net/getfile.php?redict=189&type=.txt

This mod allows players the opportunity to play Kingdom of Ehb, Utraean Peninsula, Legends of Aranna and Yesterhaven from the original Dungeon Siege in Dungeon Siege 2 and it's expansion, with all the benefits that provides. Think of it as more of a remastered version of the original Dungeon Siege than a mere port to a newer engine.

The mod is based on Killergremal's original work on the Utraean Peninsula, Kingdom of Ehb and Yesterhaven, found at this thread; https://siegetheday.org/?q=node/1330

Elys All*Saves or Elys' Succubus Manager is recommended to play the mod, which most users of this site probably already use. However either use v1 of All*Saves or turn off the seefar option in the launcher as the mod incorporates seefar moods directly in the maps for better balance without the glitches and distortions caused by using a too high a level of seefar in the launcher. Version 1 of Elys All*Saves is distributed in the installer version in original DS2 (v2.2), Broken World (v2.3) and Steam versions.

Partial Language Translations
French https://www.siegetheday.org/~iryan/files/Language_Packs/DS1_Mod_French_Language_Pack_Alpha_3.ds2res (138 Mb)

Forum Threads for KillerGremal's Mods
DS1 Content Pack & Diabloish https://siegetheday.org/?q=node/1330
Return to Arhok https://siegetheday.org/?q=node/1289

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Link to thread containing user made maps from DS1 that have started being converted to DS2.
https://www.siegetheday.org/?q=node/1916

Please put any comments, suggestions, reports, etc. about user made maps into that thread rather than here. All maps should be fully playable from start to finish but please expect bugs as they are still only alpha versions.

bare_elf wrote:
The new opening NIS and Norick NIS for Kingdom of Ehb are very very nice. Tells the story of what occurred in the past and what is happening right at the time of the game starting. Like the use of images from the game. Was surprised by it and never got out of the farm yard. Had to keep rerunning the start. I will continue on with the Kingdom of Ehb at least to Stonebridge with the new updates.

Elf


Credit has to go to KillerGremal for fixing Norick's death animation and making the sequence of him collapsing and crawling towards the player. That inspired me to tweak the opening NIS to make it more elaborate. A few different camera angles can make a big difference.

DrakeIsGod wrote:

I also love how you made the start of Ehb a bit more balanced as far as difficulty goes, they were a bit too weak before, but now it's dead on.

Err. I actually didn't make any changes to them at all apart from restoring the elemental resistances to the skellies. It must be the influence of the latest build of the MLA mod. I certainly noticed that the skeletons correctly displayed resistances to melee and ranged (after all they're made of tough bones) instead of weaknesses, though the Krug have no resistances at all.

DrakeIsGod wrote:

I did notice a slight bug with an item somewhere along the way though: Some Combat Magic spell without a name.

The only spells introduced by this mod are monster only spells which are set up never to drop or appear in the pcontent system so I don't know where that comes from.

A few Notes on the Update

Great changes to the opening and norik's death. Am using a Combat Mage.

Request: Add lesser Firebolt or Lesser Jolt to the chest in the house I went thru ALL mana type potions and had to run past everything to the potion seller( or spend a LOT of time waiting for mana to recharge.

I like the patrol encounter on the other side of the Broken Bridge BUT:

A double Mimic, ranged did no damage as missils struck the second wich was invulnerable at this point, had to use melee and spells on the first. Also, had a stationary Krug, spent a couple of minutes making funny faces before I splatted him Laughing out loud

In the Crypt. The Health/Mana fountains still not working but all resistances worked just fine

Sanctuaries and War Pedestal's :thumbup1: Cheer

In the room with a Health and a Mana potion on the raised blocks if you use transmute you can get the gold WITHOUT setting off the traps.

The Radar Map is slightly offset from the main map

I like the Shaman mini-boss being back on top of the tower

Stonebridge is great, Gyorn's quest does fine but I broke the new quest by clearing the beach(nice improvement there) before talking to Allana(I think that's her name Insane

Insane :twisted: Dwarf

This update is very legit Smile For MLA and to Ehb's opening NIS, it's very impressive. You and Iryan make really nice collaborations.

Anyway, considering the blank spell, what better way to find out what it is by equipping it and trying to use it? I think it may come from the converted DS1 weapons mods..maybe. I'll let you know if I find anything

EDIT: Sigofmugmort, the screenshot in that post doesn't exactly look like the other side of the broken bridge lol..

DrakeIsGod wrote:
This update is very legit Smile For MLA and to Ehb's opening NIS, it's very impressive. You and Iryan make really nice collaborations.

Anyway, considering the blank spell, what better way to find out what it is by equipping it and trying to use it? I think it may come from the converted DS1 weapons mods..maybe. I'll let you know if I find anything

EDIT: Sigofmugmort, the screenshot in that post doesn't exactly look like the other side of the broken bridge lol..

Iryan actually composed the entire NIS, i just assisted a bit in running the existing animations in the right order.

The Level Adjustment mod didn't change that much, but assumed Iryan optimized the monsters for the recent changes, it's well possible you can perceive this now.

 

sigofmugmort wrote:
. . .
A double Mimic, ranged did no damage as missils struck the second wich was invulnerable at this point, had to use melee and spells on the first. Also, had a stationary Krug, spent a couple of minutes making funny faces before I splatted him Laughing out loud
. . .
Nice catch. The respawning component multipying monsters sometimes better should skip monsters to be activated.
...of course it would be good if you touch one mimic the other would activate too, but I have to rethink how far this is realizable here.

 

sigofmugmort wrote:
. . .
In the Crypt. The Health/Mana fountains still not working
. . .
Hm, I thought it would work now, there is even some paranoia-code producing the potions right between your feet... Puzzled
You also should get one potion for free even if you don't have any skill points in 'Natural Bond' or 'Survival'.
 

Kingdom of Ehb latest version>
Some really nice additions and a nasty subtraction too.
Really like the additions over the broken bridge before the crypts. The two mimics are cool I was able to take them out with ranged weapons and not get killed to often. (Thanks for the Level Adjustment Mod KillerGremal or killing the mimics would never have been possible with a level 6 ranger) Like the three new soldiers by the land slide and their comments. It is to bad a resurrection spell will not work on the goblin, then we could find out what things the guard captain wanted to ask him Smile There is no longer a save point near the broken bridge You do not find one until after the crypts. That can be kind of painful having to retrace your steps from the start point farm yard back to and through the crypts to the save point there,each time you die. Maybe moving that direct connect teleport to a location before the crypt or within the crypt might help. Not worried right now since the changes you made stop at Stonebridge and I was planning to hold there until the next update.

Elf

bare_elf wrote:
Kingdom of Ehb latest version>
Some really nice additions and a nasty subtraction too.
There is no longer a save point near the broken bridge You do not find one until after the crypts.
Elf

I had no problem saving at the bridge. Will check again just to be sure. I did update the start_positions.gas when at Stonebridge to change the start positions there but that shouldn't have caused any issues at the Bridge. Maybe also I could do anyway with the save point there and just use a session teleporter?

bare_elf wrote:

The two mimics are cool I was able to take them out with ranged weapons and not get killed to often.

I've only ever seen the one mimic. Strange that everone else always seem to see two of them.

sigofmugmort wrote:

In the Crypt. The Health/Mana fountains still not working

They worked for me and KillerGremal was right in that you get potions for free even if you don't have any skillpoints in 'Natural Bond' or 'Survival'. I actually got two potions from both fountains, even though I had no survival skill points at all.

DrakeIsGod wrote:

Anyway, considering the blank spell, what better way to find out what it is by equipping it and trying to use it? I think it may come from the converted DS1 weapons mods..maybe.

The converted DS1 weapons mods contain no spells. That icon looks a lot like a DS1 spell icon though.

In DS2BW Adepts, which does contain spells, occasionally a spell like this would generate, at least in earlier versions. It's a base level spell template from which the other variations inherit from. GPG codes the spells in DS2 with a base spell template containing most of the spell's information with leaf templates for the actual spell variations, Lesser, Normal, Greater and Master.

Why that spell appeared in Legends, I have no idea unless you're using another mod as well.

iryan wrote:

I had no problem saving at the bridge. Will check again just to be sure. I did update the start_positions.gas when at Stonebridge to change the start positions there but that shouldn't have caused any issues at the Bridge. Maybe also I could do anyway with the save point there and just use a session teleporter?

Irwin it appears that the inability to save at the broken bridge is specific to Dungeon Siege 2 as it saves at the bridge just fine with Broken World. A session portal at the broken bridge would work as those function the same with DS2 or BW.

iryan wrote:

I've only ever seen the one mimic. Strange that everone else always seem to see two of them.

The double mimic and other double bosses appears to occur only when certain conditions are met at least with my parties. 1. The party is larger than 4 members. 2. All of the party members are above level 50. 3. The party consists of either one ranger of Level 100 plus or a combat mage of level 95 plus. Since my primary test character is a Ranger of level 100, Combat Mage of level 100 and nature mage level 75 I encounter double and sometimes even triple mimics or other high level monsters and bosses. Do not mind it as I look forward to solving (killing} these monsters.
sigofmugmort wrote:

In the Crypt. The Health/Mana fountains still not working

They worked for iryan, KillerGremal and me. I had survival skill points but no nature mage skills at all (never found them useful)I received two potions from each fountain.

As for that random spell that has no name, I remember seeing something similar in a very early version of Yesterhaven. If I recall correctly it was a spell specific to one of the forest monsters, but was showing up in shops and drops because of a pcontent variable being set to true or something like that. Sorry I can not be more specific but it was over a year ago and I did not write any notes on it.

Elf

The blank spell I had disappeared from my inventory when I loaded up my game 0.0 either that or I sold it and forgot about it. Anyway, this update is awesome. It's like perfect from the start up until after Wesrin Cross. Very well balanced and stable. Smile I liked the war pedestal and sanctuary door in the Crypt of the Sacred Blood, we need more after that :P Dude this is just the coolest, I had so much fun on this play through. Approaching the Glitterdelve Mines is when I started to get worn out a bit, not that bad though, but the monsters could be tweaked a bit (mainly the Krug and Darkblood in numbers is what got to me. Everything else went alright. Approaching Glacern wasn't too much more difficult, but the Klaw and Furok could use a little adjusting as well. I like how the Stonebridge beach quest was done, I tried making a mod for that a long time ago for DS1, so it's really cool to see it come to pass :3

bare_elf wrote:

Irwin it appears that the inability to save at the broken bridge is specific to Dungeon Siege 2 as it saves at the bridge just fine with Broken World. A session portal at the broken bridge would work as those function the same with DS2 or BW.

I had a look through the start_positions.gas for that region in KOH and I noticed it had a really large id number, 1240556, while all the other current start positions were between 1 and 27 (there were several other very large numbers but they are no longer enabled in the current version).

It's been so long since I first started converting this map that I can't exactly remember why it was given such a high number but I believe it was Siege Editor which assigned it. It's possible that this high ID number is why the start position isn't working in DS2 since there's no other differences in how this start position is enabled to any of the other ones in KOH. So I will try adjusting this ID number to something similar to the others.

DrakeIsGod wrote:

The blank spell I had disappeared from my inventory when I loaded up my game 0.0 either that or I sold it and forgot about it. Anyway, this update is awesome. It's like perfect from the start up until after Wesrin Cross. Very well balanced and stable. Smiling I liked the war pedestal and sanctuary door in the Crypt of the Sacred Blood, we need more after that Sticking out tongue Dude this is just the coolest, I had so much fun on this play through. Approaching the Glitterdelve Mines is when I started to get worn out a bit, not that bad though, but the monsters could be tweaked a bit (mainly the Krug and Darkblood in numbers is what got to me. Everything else went alright. Approaching Glacern wasn't too much more difficult, but the Klaw and Furok could use a little adjusting as well. I like how the Stonebridge beach quest was done, I tried making a mod for that a long time ago for DS1, so it's really cool to see it come to pass :3

You'll be happy to know there's more war pedestals and sanctuary doors to come as I've done up to Glacern at the moment and will test it before releasing the next update so I hope you have a saved game at Stonebridge as suggested before.

I haven't had previous reports about problems with monster balancing with those monsters before. Krug are suppose to be numerous but they are all normal type monsters but perhaps I could give them a weakness, something like weakness to death magic could be good as that's not used very much. Remember Klaws and Furoks and indeed most of the monsters living in the snow have weakness to fire. The map is designed to promote having a balanced party so a combat mage is very useful here and probably a blood assassin as well (though I don't know if Naidi is set up to become one by default). Any other comments about monster balancing?

I've got my save game handy Smile And I have a pretty well balanced party like usual, 5 members when I picked up Gloern. It just got to me a bit when they started incapacitating my party a lot more often when I finished up with Wesrin Cross. My main character is always a nature and combat mage dual-classed with equal levels in both skills. Both Ulora and my main character use fire against the creatures near Glacern, I haven't thought of turning Naidi into an assassin though. It only concerned me a bit when the monsters dealt Gyorn and Gloern heavy damage so fast when they are armored as much as they are. I wasn't in peril though, I've got Gloern and myself healing as often as possible, so those that are knocked down usually get back up sometime during or after the fight. I just thought I'd point out the change in difficulty from the point I entered the Glitterdelve region. I'm no expert though lol.
Anyway I can't wait to try out your next update Smile

Regarding the conversations when rejecting a new member:


It plays the voice over and shows the conversation as if you accepted them. It's the same with Naidi and Ulora as well.

Regarding the new quest in Stonebrige:

When you complete the quest, isn't the question mark supposed to be orange or somethin'? I think Torg in the Glitterdelve Mines has the same issue

SIDE NOTE: I noticed how the Mana and Health Shrines are working properly now Smile It's really awesome

DrakeIsGod wrote:
Regarding the conversations when rejecting a new member:

It plays the voice over and shows the conversation as if you accepted them. It's the same with Naidi and Ulora as well.


And every other recruitable character in all the converted maps....yes you have highlighted an outstanding lack in the hiring conversations. One which has been present since the first alpha.

There's obviously something lacking but I have no idea what. All the conversations are based on and set out like this example of Amren's hire flick at Aman'lu.

[a2_town_amren_talk]
{
	role (actor) 			speaker,listener;
	external role (prop)	amren_indicator;
	
	entry main;

	
	thread main
	{
	
	speaker:
		Capture;
		
		startConversation conversation_amren_join ,wait;			

		if WhenActorIsPartyMember( speaker) 
		{
			BroadcastMessage (amren_indicator, WE_USER_INDICATE_EMITTER_OFF);
			SetInvincible false;
		}
	}
}

I have no idea how the game expands on this to generate the alternative conversations if you reject the character. If somebody has any ideas I would love to hear them. As nobody has mentioned this until now, nothing has been done to try to fix them as I've always had more pressing things to attend to.

However it is very noticeably now if you talk to Gyorn with a full party, reject him or cancel, then go to the nearby innkeeper and hire one or two extra slots and then talk to him, you have to actually talk to him twice to get the hiring conversation again. It would be nice to fix these conversation once and for all.

DrakeIsGod wrote:

Regarding the new quest in Stonebrige:

When you complete the quest, isn't the question mark supposed to be orange or somethin'? I think Torg in the Glitterdelve Mines has the same issue


An orange exclamation mark is for an available quest, the question mark is for updating of a quest, so I believe it's right. Been a while since I actually played DS2 so I may be wrong.

iryan wrote:

An orange exclamation mark is for an available quest, the question mark is for updating of a quest, so I believe it's right. Been a while since I actually played DS2 so I may be wrong.

Yes, but I thought it was a silver question mark for if you haven't completed a quest yet and an orange question mark if you have completed a quest, an orange exclamation point for if there is an available quest. I've been playing DS2 recently lol :P

I've been trying to figure out the conversation bug, I've looked back and forth for what the issue might be with no luck, but I'll let you know if I find anything

The double mimic

The Radar Map offset

With the second party these 2 Krug did not go hostile until after I came down from the top

I really like the addition of a melee sanctuary and a nature mage sanctuary
The Skrug quest is quest is good but if you kill the skrug BEFORE getting the quest it fails to complete

Dwarf

I shall now sun myself on the beach in Stonebridge for awhile :woot: Dwarf

I haven't seen a double mimic ever, aside from an earlier release where there was a mimic next to an empty chest. I haven't seen the occurrence you've shown once though. Also the Krug seem to work normally in that tower for me. It could be just another regular DS2 specific problem though, I use only Broken World

EDIT: Usually when I encounter that mimic, it's just a chest I can't open or select, but when I stand by it for a couple of seconds it turns into the viscous monster it is. Is there anyway to make it selectable as a chest and then a mimic when you try to open it like in the DS2 maps?

iryan wrote:
DrakeIsGod wrote:
Regarding the conversations when rejecting a new member:

It plays the voice over and shows the conversation as if you accepted them. It's the same with Naidi and Ulora as well.


And every other recruitable character in all the converted maps....yes you have highlighted an outstanding lack in the hiring conversations. One which has been present since the first alpha.
. . .
Recheck once Gloern's conversations, if listed correctly and if conversation names are ok.
I don't remember where it's written (it's not in the SU actually) but for hiring the name of each conversation
must comply a special naming scheme: 'conversation_' + TemplateName + '_' + HireEvent

 

iryan wrote:
. . .
However it is very noticeably now if you talk to Gyorn with a full party, reject him or cancel, then go to the nearby innkeeper and hire one or two extra slots and then talk to him, you have to actually talk to him twice to get the hiring conversation again. It would be nice to fix these conversation once and for all.
. . .
There is a custom flick condition called 'WhenPartySizeNowMaxed', it will return false if there is on minimum one free slot left for an additional party member.
So instead of 'Come with me' the hero/player could answer then 'Maybe later', and as reply on this e.g. 'Ensure you can lead such a big party. Perhaps you should speak to the Inn Keeper once' - ...or anything like that.

 
 

DrakeIsGod wrote:
I haven't seen a double mimic ever, aside from an earlier release where there was a mimic next to an empty chest. I haven't seen the occurrence you've shown once though. Also the Krug seem to work normally in that tower for me. It could be just another regular DS2 specific problem though, I use only Broken World

EDIT: Usually when I encounter that mimic, it's just a chest I can't open or select, but when I stand by it for a couple of seconds it turns into the viscous monster it is. Is there anyway to make it selectable as a chest and then a mimic when you try to open it like in the DS2 maps?

As pointed recently, there is a lack in the respawning component, ignoring the unique nature of Mimic chests/monsters.

The chest possibly refered to (in Ehb/path2crypts) uses intentionally an approach trigger rather than reacting on use.
By the way, because of this back-refering scid trigger this chest/monster should not respawn at all.
It doesn't seem to cause bigger problems here, but in such cases a negative aspect:gold_value would be appropriate technically (as fast mark for the respawning component to skip it).
 

KillerGremal wrote:
Recheck once Gloern's conversations, if listed correctly and if conversation names are ok.
I don't remember where it's written (it's not in the SU actually) but for hiring the name of each conversation
must comply a special naming scheme: 'conversation_' + TemplateName + '_' + HireEvent

Thank you for that information, it was indeed the reason the hiring conversations had glitches. I tried it out with the first two hirables in the Utraean Peninsula and it worked perfectly. Thank you.

I will also revise the new quest in Stonebridge so that the shrubbs don't appear unless you have the quest. I'll also think about other quests that could be inadvertently broken such as Ordus' axe quest.

iryan wrote:
KillerGremal wrote:
Recheck once Gloern's conversations, if listed correctly and if conversation names are ok.
I don't remember where it's written (it's not in the SU actually) but for hiring the name of each conversation
must comply a special naming scheme: 'conversation_' + TemplateName + '_' + HireEvent

Thank you for that information, it was indeed the reason the hiring conversations had glitches. I tried it out with the first two hirables in the Utraean Peninsula and it worked perfectly. Thank you.

I will also revise the new quest in Stonebridge so that the shrubbs don't appear unless you have the quest. I'll also think about other quests that could be inadvertently broken such as Ordus' axe quest.


Happy to hear that you where able to fix the hiring conversations. It never really bothered me, but it is nice that it can be cleaned up.
maybe the key to turn on the scrubb the beach quest could either be a mop or a fishing pole that you are given by the quest giver. There are mops in some of the cat mansion weapons. Could be a quest like the one Taar's friend gives you where only a special weapon works. Also the throwing brick that firebat did kind of looks like a sponge which could be used for mopping up the scrubbs or scrubbing up the mops.

Elf

DrakeIsGod wrote:

When you complete the quest, isn't the question mark supposed to be orange or somethin'? I think Torg in the Glitterdelve Mines has the same issue

From the DS2 booklet (paraphrased and re-arranged):

Yellow ! ..... NPC offers a Primary quest
Orange ! ... NPC offers a Secondary quest
Green ! ...... NPC offers a specific party member a Secondary Quest

Gray ? ......... NPC has a quest update, but you don't currently meet the conditions for it
Yellow ? ..... NPC has a Primary quest update and you meet the conditions to receive it
Orange ? ... ditto but for Secondary quest

The ? is the same whether the update signs off a top-level quest as complete or merely moves it along by activating another detail task.

(I've just been getting acquainted with the Kithraya Caverns. Vix when I met him added a task 2 (look for survivors from his squad) to my then primary quest (Leaving Greilyn Isle) without completing task 1. That is what Skartis at the Ruined Bridge should do - update the quest to reach Gyorn in Stonebridge by activating an extra task: "get there through the Crypts".)

EDIT: that is what Skartis does now do (in Map Beta31c), I see: which I believe means the icon above his head should be yellow - correct - but ? not ! Especially since you complete the original task when he gives you the new one.

Those first few chapters on Greilyn have lots of interesting examples of different ways to set up quests. In the Siege of Greilyn Beach you get tasks out of order: 2) attack training dummies and "3") report to next Morden officer but this becomes "4" then 5 as you are told to use bow and then spells on more dummies. Then what could be an especially useful one: Secrets of the Elven Shrine. Not the Primary Quest to cure yourself of the Plague, but the Secondary one from the antiquities dealer above the pet shop. If you get to the Shrine without having picked up that quest the brick to open the secret area is visible, and works, and if you press it THEN YOU RECEIVE THE QUEST WITH TASK 1 ACTIVATED and immediately ticked off as complete just as if you'd had it all along. A different answer to the problem of how to stop us from breaking quests by doing things too soon. Could be used on the Stonebridge beach Skrubbs?

Trying to sell a Zaurask Catcher to Jonn in Stonebridge. (I'd ported back from near the end of Glitterdelve to free up inventory space, and had already off-loaded surplus armors and bows. I think the Catcher wasn't worth much (46 gold?) so I'm guessing it should have gone near to the end of the shopkeeper's inventory, maybe even been cheaper than anything he has now I'm about level 20, but his Melee Weapons Page 2 of 2 was only half full so he had plenty of room.)

DS2 vanilla, Logic 31c, World 31c, Mod-DS1Content-Alpha10v, MLA 5j
I have DS1_Mod_Exp_Content_Beta30 as well as DS1_Mod_Content_Beta30

Windows told me (my transcription, not a copy-and-paste):
Problem Event Name APPCRASH
Application Name DungeonSiege2.exe
Application Version 2.20.0.3822
Application Timestamp 432af9a5
Fault Module Name/Version/Timestamp ditto the above
Exception Code c0000005
Exception Offset 0009b0dc
OS Version 6.1.7601.2.1.0.768.3
Locale ID 2057

Here is a copy-and-paste of my DungeonSiege2 CRASH file:

-==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==-
-== App : Dungeon Siege II (D:\Microsoft Games\Dungeon Siege 2\DungeonSiege2.exe - Retail)
-== Log category : Crash Report
-== Session : 10/1/2014 11:27:26 AM
-== Build : Win2k (2.20.0.3822)
-== Failures : 0 warnings, 0 errors, 0 SEH's
-==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==-

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

[WorldState]

started = 30680.9, stopped = 30680.9, from = ws_teleport, to = ws_sp_ingame
started = 30670.9, stopped = 30670.9, from = ws_sp_ingame, to = ws_teleport
started = 22592.3, stopped = 22592.3, from = ws_teleport, to = ws_sp_ingame
started = 22582.3, stopped = 22582.3, from = ws_sp_ingame, to = ws_teleport
started = 21943.2, stopped = 21943.2, from = ws_teleport, to = ws_sp_ingame
started = 21933.2, stopped = 21933.2, from = ws_sp_ingame, to = ws_teleport
started = 18046.5, stopped = 18046.5, from = ws_teleport, to = ws_sp_ingame
started = 18036.6, stopped = 18036.6, from = ws_sp_ingame, to = ws_teleport
started = 18027, stopped = 18027, from = ws_loading_save_game, to = ws_sp_ingame
started = 18020.9, stopped = 18027, from = ws_main_menu, to = ws_loading_save_game
started = 17748.9, stopped = 17752.8, from = ws_game_ended, to = ws_main_menu
started = 17748.9, stopped = 17748.9, from = ws_sp_ingame, to = ws_game_ended
started = 14030.4, stopped = 14030.4, from = ws_teleport, to = ws_sp_ingame
started = 14020.4, stopped = 14020.4, from = ws_sp_ingame, to = ws_teleport
started = 13968.4, stopped = 13968.4, from = ws_loading_save_game, to = ws_sp_ingame
started = 13962.2, stopped = 13968.4, from = ws_main_menu, to = ws_loading_save_game
started = 13825.7, stopped = 13829.5, from = ws_game_ended, to = ws_main_menu
started = 13825.7, stopped = 13825.7, from = ws_sp_ingame, to = ws_game_ended
started = 13542.9, stopped = 13542.9, from = ws_teleport, to = ws_sp_ingame
started = 13532.9, stopped = 13532.9, from = ws_sp_ingame, to = ws_teleport
started = 13469.5, stopped = 13469.5, from = ws_loading_save_game, to = ws_sp_ingame
started = 13463, stopped = 13469.5, from = ws_main_menu, to = ws_loading_save_game
started = 13456.7, stopped = 13460.8, from = ws_game_ended, to = ws_main_menu
started = 13456.7, stopped = 13456.7, from = ws_sp_ingame, to = ws_game_ended
started = 13290.7, stopped = 13290.7, from = ws_teleport, to = ws_sp_ingame
started = 13280.6, stopped = 13280.7, from = ws_sp_defeat, to = ws_teleport
started = 13279.1, stopped = 13279.1, from = ws_sp_ingame, to = ws_sp_defeat
started = 6271.66, stopped = 6271.67, from = ws_teleport, to = ws_sp_ingame
started = 6261.68, stopped = 6261.69, from = ws_sp_ingame, to = ws_teleport
started = 5536.8, stopped = 5536.81, from = ws_teleport, to = ws_sp_ingame
started = 5526.82, stopped = 5526.83, from = ws_sp_ingame, to = ws_teleport
started = 55.6856, stopped = 55.6909, from = ws_teleport, to = ws_sp_ingame
started = 45.7994, stopped = 45.802, from = ws_sp_ingame, to = ws_teleport
started = 42.5097, stopped = 42.5123, from = ws_loading_save_game, to = ws_sp_ingame
started = 31.5864, stopped = 42.5097, from = ws_main_menu, to = ws_loading_save_game
started = 25.05, stopped = 28.0059, from = ws_intro, to = ws_main_menu
started = 25.05, stopped = 25.05, from = ws_init, to = ws_intro

[Game]

time: system = 31098.848081, global = 31098.848081, world = 8041.077946, delta = 0.017921, sim = 1871132

[Modules]

name = 'D:\Microsoft Games\Dungeon Siege 2\DungeonSiege2.exe', crc = 0xDFAFF7D4, extra = 0x699C89B6

[Trace]

*** Report for process 0x000025FC

Process command line : "D:\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 : 0x000000CB (The system could not find the environment option that was entered.)
Thread priority boosted: no
Thread creation time : 10/01/2014,11:27:13.223
Thread kernel mode time: 199:44:31.000
Thread user mode time : 4389:01:54.000

CPU registers:

eax=12057EC0 cs=0023 eip=0049B0DC eflags=00010206
ebx=280000E5 ss=002B esp=0018F6D0 ebp =0018F6EC
ecx=00000004 ds=002B esi=0EA8BB00 fs =0053
edx=00000000 es=002B edi=00000000 gs =002B

FPU registers:

st0= 0.000000 st4= 0.000000 ctrl=0C7F
st1= 0.000000 st5= 0.000000 stat=213F
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
0x76CA338A kernel32.dll:
0x77749F72 ntdll.dll: RtlInitializeExceptionChain + 99 bytes
0x77749F45 ntdll.dll: RtlInitializeExceptionChain + 54 bytes

*** Report for thread #0x550 ***

Thread traits:

Thread priority : -3
Last error : 0x00000000 ()
Thread priority boosted: no
Thread creation time : 10/01/2014,11:28:02.800
Thread kernel mode time: 02:08:42.049
Thread user mode time : 11:00:39.852

CPU registers:

eax=00000000 cs=0023 eip=7773015D eflags=00000246
ebx=1446FE94 ss=002B esp=1446FE44 ebp =1446FEE0
ecx=00000000 ds=002B esi=00000002 fs =0053
edx=00000000 es=002B edi=00000000 gs =002B

FPU registers:

st0= 0.000000 st4= 0.000000 ctrl=C6ED
st1=-441352763482308610.000000 st5= 0.000000 stat=0000
st2= 0.000000 st6= 0.000000 tags=DF53
st3= 0.000000 st7= 0.000000

Stack trace:

0x7773015D ntdll.dll: ZwWaitForMultipleObjects + 21 bytes
0x76CA19F8 kernel32.dll: WaitForMultipleObjectsEx + 142 bytes
0x76CA4200 kernel32.dll: WaitForMultipleObjects + 24 bytes
0x6CD34280 dsound.dll:
0x6CD34FC3 dsound.dll:
0x76CA338A kernel32.dll: BaseThreadInitThunk + 18 bytes
0x77749F72 ntdll.dll: RtlInitializeExceptionChain + 99 bytes
0x77749F45 ntdll.dll: RtlInitializeExceptionChain + 54 bytes

*** Report for thread #0x79C ***

Thread traits:

Thread priority : 0
Last error : 0x00000000 ()
Thread priority boosted: no
Thread creation time : 10/01/2014,11:34:01.192
Thread kernel mode time: 00:00:0.000
Thread user mode time : 00:00:0.000

CPU registers:

eax=00000000 cs=0023 eip=77731F46 eflags=00000246
ebx=0181C488 ss=002B esp=1436FE28 ebp =1436FF88
ecx=00000000 ds=002B esi=00000002 fs =0053
edx=00000000 es=002B edi=0181C488 gs =002B

FPU registers:

st0= 0.000000 st4= 0.000000 ctrl=C6ED
st1=-441352763482308610.000000 st5= 0.000000 stat=0000
st2= 0.000000 st6= 0.000000 tags=DF53
st3= 0.000000 st7= 0.000000

Stack trace:

0x77731F46 ntdll.dll: NtWaitForWorkViaWorkerFactory + 18 bytes
0x76CA338A kernel32.dll: BaseThreadInitThunk + 18 bytes
0x77749F72 ntdll.dll: RtlInitializeExceptionChain + 99 bytes
0x77749F45 ntdll.dll: RtlInitializeExceptionChain + 54 bytes

*** Report for thread #0xB0C ***

Thread traits:

Thread priority : 0
Last error : 0x00000000 ()
Thread priority boosted: no
Thread creation time : 10/01/2014,11:28:20.431
Thread kernel mode time: 00:00:0.000
Thread user mode time : 00:00:0.000

CPU registers:

eax=00000000 cs=0023 eip=7772F959 eflags=00000246
ebx=0000FFFF ss=002B esp=1B8BFEDC ebp =1B8BFF08
ecx=00000000 ds=002B esi=130D1A54 fs =0053
edx=00000000 es=002B edi=0000FFFF gs =002B

FPU registers:

st0= 0.000000 st4= 0.000000 ctrl=C6ED
st1=-441352763482308610.000000 st5= 0.000000 stat=0000
st2= 0.000000 st6= 0.000000 tags=DF53
st3= 0.000000 st7= 0.000000

Stack trace:

0x7772F959 ntdll.dll: NtRemoveIoCompletion + 21 bytes
0x4D5066CD winhttp.dll:
0x76CA338A kernel32.dll: BaseThreadInitThunk + 18 bytes
0x77749F72 ntdll.dll: RtlInitializeExceptionChain + 99 bytes
0x77749F45 ntdll.dll: RtlInitializeExceptionChain + 54 bytes

*** Report for thread #0xF50 ***

Thread traits:

Thread priority : 0
Last error : 0x00000000 ()
Thread priority boosted: no
Thread creation time : 10/01/2014,16:27:59.241
Thread kernel mode time: 00:00:15.600
Thread user mode time : 00:00:46.800

CPU registers:

eax=00000000 cs=0023 eip=7772F8D1 eflags=00000246
ebx=00000000 ss=002B esp=042CFE90 ebp =042CFEFC
ecx=00000000 ds=002B esi=00000274 fs =0053
edx=00000000 es=002B edi=00000000 gs =002B

FPU registers:

st0= 0.000000 st4= 0.000000 ctrl=C6ED
st1=-441352763482308610.000000 st5= 0.000000 stat=0000
st2= 0.000000 st6= 0.000000 tags=DF53
st3= 0.000000 st7= 0.000000

Stack trace:

0x7772F8D1 ntdll.dll: ZwWaitForSingleObject + 21 bytes
0x76CA1194 kernel32.dll: WaitForSingleObjectEx + 67 bytes
0x76CA1148 kernel32.dll: WaitForSingleObject + 18 bytes
0x66FBFD5A atiumdag.dll: XlatXdxInitXopServices + 158506 bytes
0x6732F458 atiumdag.dll: XlatXdxInitXopServices + 3760680 bytes
0x6732F580 atiumdag.dll: XlatXdxInitXopServices + 3760976 bytes
0x76CA338A kernel32.dll: BaseThreadInitThunk + 18 bytes
0x77749F72 ntdll.dll: RtlInitializeExceptionChain + 99 bytes
0x77749F45 ntdll.dll: RtlInitializeExceptionChain + 54 bytes

*** Report for thread #0x14AC ***

Thread traits:

Thread priority : 0
Last error : 0x00000000 ()
Thread priority boosted: no
Thread creation time : 10/01/2014,11:27:27.76
Thread kernel mode time: 00:00:0.000
Thread user mode time : 00:00:0.000

CPU registers:

eax=00000002 cs=0023 eip=77731F46 eflags=00000246
ebx=00000003 ss=002B esp=0592FE28 ebp =0592FF88
ecx=00000000 ds=002B esi=00000002 fs =0053
edx=00000000 es=002B edi=017F6FF8 gs =002B

FPU registers:

st0= 0.000000 st4= 0.000000 ctrl=C6ED
st1=-441352763482308610.000000 st5= 0.000000 stat=0000
st2= 0.000000 st6= 0.000000 tags=DF53
st3= 0.000000 st7= 0.000000

Stack trace:

0x77731F46 ntdll.dll: NtWaitForWorkViaWorkerFactory + 18 bytes
0x76CA338A kernel32.dll: BaseThreadInitThunk + 18 bytes
0x77749F72 ntdll.dll: RtlInitializeExceptionChain + 99 bytes
0x77749F45 ntdll.dll: RtlInitializeExceptionChain + 54 bytes

*** Report for thread #0x15EC ***

Thread traits:

Thread priority : 0
Last error : 0x00000000 ()
Thread priority boosted: no
Thread creation time : 10/01/2014,11:27:26.967
Thread kernel mode time: 00:00:0.000
Thread user mode time : 00:00:0.000

CPU registers:

eax=00000002 cs=0023 eip=77731F46 eflags=00000246
ebx=00000003 ss=002B esp=056AFE28 ebp =056AFF88
ecx=00000000 ds=002B esi=00000002 fs =0053
edx=00000000 es=002B edi=017F3D50 gs =002B

FPU registers:

st0= 0.000000 st4= 0.000000 ctrl=C6ED
st1=-441352763482308610.000000 st5= 0.000000 stat=0000
st2= 0.000000 st6= 0.000000 tags=DF53
st3= 0.000000 st7= 0.000000

Stack trace:

0x77731F46 ntdll.dll: NtWaitForWorkViaWorkerFactory + 18 bytes
0x76CA338A kernel32.dll: BaseThreadInitThunk + 18 bytes
0x77749F72 ntdll.dll: RtlInitializeExceptionChain + 99 bytes
0x77749F45 ntdll.dll: RtlInitializeExceptionChain + 54 bytes

*** Report for thread #0x1AF0 ***

Thread traits:

Thread priority : 0
Last error : 0x00000000 ()
Thread priority boosted: no
Thread creation time : 10/01/2014,11:28:02.911
Thread kernel mode time: 00:00:0.000
Thread user mode time : 00:00:0.000

CPU registers:

eax=00001800 cs=0023 eip=7772F8D1 eflags=00000246
ebx=00000000 ss=002B esp=1466FED8 ebp =1466FF44
ecx=00000400 ds=002B esi=00000638 fs =0053
edx=00000000 es=002B edi=1466FF20 gs =002B

FPU registers:

st0= 0.000000 st4= 0.000000 ctrl=C6ED
st1=-441352763482308610.000000 st5= 0.000000 stat=0000
st2= 0.000000 st6= 0.000000 tags=DF53
st3= 0.000000 st7= 0.000000

Stack trace:

0x7772F8D1 ntdll.dll: ZwWaitForSingleObject + 21 bytes
0x76CA1194 kernel32.dll: WaitForSingleObjectEx + 67 bytes
0x76CA1148 kernel32.dll: WaitForSingleObject + 18 bytes
0x21110209 mss32.dll:
0x77749F72 ntdll.dll: RtlInitializeExceptionChain + 99 bytes
0x77749F45 ntdll.dll: RtlInitializeExceptionChain + 54 bytes

*** Report for thread #0x1D48 ***

Thread traits:

Thread priority : 0
Last error : 0x00000000 ()
Thread priority boosted: no
Thread creation time : 10/01/2014,11:27:26.967
Thread kernel mode time: 00:00:0.000
Thread user mode time : 00:00:0.000

CPU registers:

eax=00000000 cs=0023 eip=7773015D eflags=00000246
ebx=77762E00 ss=002B esp=057EFDF4 ebp =057EFF88
ecx=00000000 ds=002B esi=017F49E0 fs =0053
edx=00000000 es=002B edi=00000000 gs =002B

FPU registers:

st0= 0.000000 st4= 0.000000 ctrl=C6ED
st1=-441352763482308610.000000 st5= 0.000000 stat=0000
st2= 0.000000 st6= 0.000000 tags=DF53
st3= 0.000000 st7= 0.000000

Stack trace:

0x7773015D ntdll.dll: ZwWaitForMultipleObjects + 21 bytes
0x76CA338A kernel32.dll: BaseThreadInitThunk + 18 bytes
0x77749F72 ntdll.dll: RtlInitializeExceptionChain + 99 bytes
0x77749F45 ntdll.dll: RtlInitializeExceptionChain + 54 bytes

*** Report for thread #0x1D84 ***

Thread traits:

Thread priority : 15
Last error : 0x00000000 ()
Thread priority boosted: no
Thread creation time : 10/01/2014,11:28:02.800
Thread kernel mode time: 00:00:0.000
Thread user mode time : 00:00:0.000

CPU registers:

eax=00000000 cs=0023 eip=7772F8D1 eflags=00000246
ebx=00000000 ss=002B esp=1456FED0 ebp =1456FF3C
ecx=00000000 ds=002B esi=0000062C fs =0053
edx=00000000 es=002B edi=1456FF18 gs =002B

FPU registers:

st0= 0.000000 st4= 0.000000 ctrl=C6ED
st1=-441352763482308610.000000 st5= 0.000000 stat=0000
st2= 0.000000 st6= 0.000000 tags=DF53
st3= 0.000000 st7= 0.000000

Stack trace:

0x7772F8D1 ntdll.dll: ZwWaitForSingleObject + 21 bytes
0x76CA1194 kernel32.dll: WaitForSingleObjectEx + 67 bytes
0x76CA1148 kernel32.dll: WaitForSingleObject + 18 bytes
0x21101561 mss32.dll: AIL_get_preference + 1249 bytes
0x77749F72 ntdll.dll: RtlInitializeExceptionChain + 99 bytes
0x77749F45 ntdll.dll: RtlInitializeExceptionChain + 54 bytes

*** Report for thread #0x2508 ***

Thread traits:

Thread priority : 15
Last error : 0x00000000 ()
Thread priority boosted: no
Thread creation time : 10/01/2014,11:28:02.769
Thread kernel mode time: 00:00:0.000
Thread user mode time : 00:00:0.000

CPU registers:

eax=00000000 cs=0023 eip=7773015D eflags=00000246
ebx=1406FD3C ss=002B esp=1406FCEC ebp =1406FD88
ecx=00000000 ds=002B esi=00000001 fs =0053
edx=00000000 es=002B edi=1406FD5C gs =002B

FPU registers:

st0= 0.000000 st4= 0.000000 ctrl=C6ED
st1=-441352763482308610.000000 st5= 0.000000 stat=0000
st2= 0.000000 st6= 0.000000 tags=DF53
st3= 0.000000 st7= 0.000000

Stack trace:

0x7773015D ntdll.dll: ZwWaitForMultipleObjects + 21 bytes
0x76CA19F8 kernel32.dll: WaitForMultipleObjectsEx + 142 bytes
0x76CA4200 kernel32.dll: WaitForMultipleObjects + 24 bytes
0x6CD312DA dsound.dll:
0x6CD32E13 dsound.dll:
0x6CD32D94 dsound.dll:
0x6CD329AE dsound.dll:
0x76CA338A kernel32.dll: BaseThreadInitThunk + 18 bytes
0x77749F72 ntdll.dll: RtlInitializeExceptionChain + 99 bytes
0x77749F45 ntdll.dll: RtlInitializeExceptionChain + 54 bytes

*** Report for thread #0x2524 ***

Thread traits:

Thread priority : 15
Last error : 0x00000000 ()
Thread priority boosted: no
Thread creation time : 10/01/2014,11:28:02.753
Thread kernel mode time: 00:00:0.000
Thread user mode time : 00:00:0.000

CPU registers:

eax=00000000 cs=0023 eip=7773015D eflags=00000246
ebx=1365FD70 ss=002B esp=1365FD20 ebp =1365FDBC
ecx=00000000 ds=002B esi=00000001 fs =0053
edx=00000000 es=002B edi=00000000 gs =002B

FPU registers:

st0= 0.000000 st4= 0.000000 ctrl=C6ED
st1=-441352763482308610.000000 st5= 0.000000 stat=0000
st2= 0.000000 st6= 0.000000 tags=DF53
st3= 0.000000 st7= 0.000000

Stack trace:

0x7773015D ntdll.dll: ZwWaitForMultipleObjects + 21 bytes
0x76CA19F8 kernel32.dll: WaitForMultipleObjectsEx + 142 bytes
0x76CA4200 kernel32.dll: WaitForMultipleObjects + 24 bytes
0x6CD312DA dsound.dll:
0x6CD32E13 dsound.dll:
0x6CD5E499 dsound.dll: DirectSoundCreate + 157276 bytes
0x76CA338A kernel32.dll: BaseThreadInitThunk + 18 bytes
0x77749F72 ntdll.dll: RtlInitializeExceptionChain + 99 bytes
0x77749F45 ntdll.dll: RtlInitializeExceptionChain + 54 bytes

*** Report for thread #0x28CC ***

Thread traits:

Thread priority : 0
Last error : 0x00000000 ()
Thread priority boosted: no
Thread creation time : 10/01/2014,11:28:00.195
Thread kernel mode time: 00:00:0.000
Thread user mode time : 00:00:15.600

CPU registers:

eax=00000000 cs=0023 eip=754278D7 eflags=00000246
ebx=000B02D4 ss=002B esp=115DFEDC ebp =115DFEF8
ecx=00000000 ds=002B esi=115DFF1C fs =0053
edx=00000000 es=002B edi=00000000 gs =002B

FPU registers:

st0= 0.000000 st4= 0.000000 ctrl=C6ED
st1=-441352763482308610.000000 st5= 0.000000 stat=0000
st2= 0.000000 st6= 0.000000 tags=DF53
st3= 0.000000 st7= 0.000000

Stack trace:

0x754278D7 user32.dll: DispatchMessageW + 92 bytes
0x766AA44E ole32.dll: CoWaitForMultipleHandles + 17108 bytes
0x766A853B ole32.dll: CoWaitForMultipleHandles + 9153 bytes
0x766AA4AC ole32.dll: CoWaitForMultipleHandles + 17202 bytes
0x766BCD48 ole32.dll: CoGetTreatAsClass + 9753 bytes
0x766BD87A ole32.dll: CoGetTreatAsClass + 12619 bytes
0x76CA338A kernel32.dll: BaseThreadInitThunk + 18 bytes
0x77749F72 ntdll.dll: RtlInitializeExceptionChain + 99 bytes
0x77749F45 ntdll.dll: RtlInitializeExceptionChain + 54 bytes

*** Report for thread #0x2A30 ***

Thread traits:

Thread priority : 0
Last error : 0x00000000 ()
Thread priority boosted: no
Thread creation time : 10/01/2014,11:28:20.431
Thread kernel mode time: 00:00:0.000
Thread user mode time : 00:00:0.000

CPU registers:

eax=00000000 cs=0023 eip=7772F8D1 eflags=00000246
ebx=7772F8BC ss=002B esp=1B5BFD40 ebp =1B5BFD80
ecx=00000000 ds=002B esi=00000000 fs =0053
edx=00000000 es=002B edi=00000001 gs =002B

FPU registers:

st0= 0.000000 st4= 0.000000 ctrl=C6ED
st1=-441352763482308610.000000 st5= 0.000000 stat=0000
st2= 0.000000 st6= 0.000000 tags=DF53
st3= 0.000000 st7= 0.000000

Stack trace:

0x7772F8D1 ntdll.dll: ZwWaitForSingleObject + 21 bytes
0x743D6D40 mswsock.dll:
0x76506A28 ws2_32.dll:
0x4D506091 winhttp.dll: WinHttpReceiveResponse + 24336 bytes
0x4D506525 winhttp.dll: WinHttpReceiveResponse + 25508 bytes
0x76CA338A kernel32.dll: BaseThreadInitThunk + 18 bytes
0x77749F72 ntdll.dll: RtlInitializeExceptionChain + 99 bytes
0x77749F45 ntdll.dll: RtlInitializeExceptionChain + 54 bytes

*** Report for thread #0x2E70 ***

Thread traits:

Thread priority : 0
Last error : 0x00000000 ()
Thread priority boosted: no
Thread creation time : 10/01/2014,11:28:02.753
Thread kernel mode time: 00:00:0.000
Thread user mode time : 00:00:0.000

CPU registers:

eax=000005E0 cs=0023 eip=7773015D eflags=00000246
ebx=13F6FDF0 ss=002B esp=13F6FDA0 ebp =13F6FE3C
ecx=00000000 ds=002B esi=00000001 fs =0053
edx=00000000 es=002B edi=00000000 gs =002B

FPU registers:

st0= 0.000000 st4= 0.000000 ctrl=C6ED
st1=-441352763482308610.000000 st5= 0.000000 stat=0000
st2= 0.000000 st6= 0.000000 tags=DF53
st3= 0.000000 st7= 0.000000

Stack trace:

0x7773015D ntdll.dll: ZwWaitForMultipleObjects + 21 bytes
0x76CA19F8 kernel32.dll: WaitForMultipleObjectsEx + 142 bytes
0x7543086A user32.dll: PeekMessageW + 688 bytes
0x6D0D2101 MMDevAPI.dll: DllCanUnloadNow + 2624 bytes
0x6D0D27EE MMDevAPI.dll: DllCanUnloadNow + 4397 bytes
0x76CA338A kernel32.dll: BaseThreadInitThunk + 18 bytes
0x77749F72 ntdll.dll: RtlInitializeExceptionChain + 99 bytes
0x77749F45 ntdll.dll: RtlInitializeExceptionChain + 54 bytes

*** Report for thread #0x32E0 ***

Thread traits:

Thread priority : 0
Last error : 0x00000000 ()
Thread priority boosted: no
Thread creation time : 10/01/2014,16:27:59.241
Thread kernel mode time: 133:55:5.469
Thread user mode time : 326:37:6.250

CPU registers:

eax=00000000 cs=0023 eip=7704E940 eflags=00000246
ebx=00000000 ss=002B esp=0418FC28 ebp =0418FC40
ecx=00000000 ds=002B esi=1A070048 fs =0053
edx=00000000 es=002B edi=1A070108 gs =002B

FPU registers:

st0= 0.000000 st4= 0.000000 ctrl=C6ED
st1=-441352763482308610.000000 st5= 0.000000 stat=0000
st2= 0.000000 st6= 0.000000 tags=DF53
st3= 0.000000 st7= 0.000000

Stack trace:

0x7704E940 gdi32.dll: D3DKMTPresent + 21 bytes
0x6CCF6519 atiu9pag.dll:
0x66F5E59E atiumdag.dll: OpenAdapter + 18862 bytes
0x66F5F1E0 atiumdag.dll: OpenAdapter + 22000 bytes
0x66F65830 atiumdag.dll: OpenAdapter + 48192 bytes
0x66F6DBEB atiumdag.dll: OpenAdapter + 81915 bytes
0x66F6DC56 atiumdag.dll: OpenAdapter + 82022 bytes
0x66FBFD69 atiumdag.dll: XlatXdxInitXopServices + 158521 bytes
0x6732F458 atiumdag.dll: XlatXdxInitXopServices + 3760680 bytes
0x6732F580 atiumdag.dll: XlatXdxInitXopServices + 3760976 bytes
0x76CA338A kernel32.dll: BaseThreadInitThunk + 18 bytes
0x77749F72 ntdll.dll: RtlInitializeExceptionChain + 99 bytes
0x77749F45 ntdll.dll: RtlInitializeExceptionChain + 54 bytes

*** Report for thread #0x3398 ***

Thread traits:

Thread priority : 0
Last error : 0x00000000 ()
Thread priority boosted: no
Thread creation time : 10/01/2014,16:27:59.241
Thread kernel mode time: 00:00:15.600
Thread user mode time : 00:00:46.800

CPU registers:

eax=00000000 cs=0023 eip=7772F8D1 eflags=00000246
ebx=00000000 ss=002B esp=0440FE90 ebp =0440FEFC
ecx=00000000 ds=002B esi=00000288 fs =0053
edx=00000000 es=002B edi=00000000 gs =002B

FPU registers:

st0= 0.000000 st4= 0.000000 ctrl=C6ED
st1=-441352763482308610.000000 st5= 0.000000 stat=0000
st2= 0.000000 st6= 0.000000 tags=DF53
st3= 0.000000 st7= 0.000000

Stack trace:

0x7772F8D1 ntdll.dll: ZwWaitForSingleObject + 21 bytes
0x76CA1194 kernel32.dll: WaitForSingleObjectEx + 67 bytes
0x76CA1148 kernel32.dll: WaitForSingleObject + 18 bytes
0x66FBFD5A atiumdag.dll: XlatXdxInitXopServices + 158506 bytes
0x6732F458 atiumdag.dll: XlatXdxInitXopServices + 3760680 bytes
0x6732F580 atiumdag.dll: XlatXdxInitXopServices + 3760976 bytes
0x76CA338A kernel32.dll: BaseThreadInitThunk + 18 bytes
0x77749F72 ntdll.dll: RtlInitializeExceptionChain + 99 bytes
0x77749F45 ntdll.dll: RtlInitializeExceptionChain + 54 bytes

*** Report for thread #0x3568 ***

Thread traits:

Thread priority : 0
Last error : 0x00000000 ()
Thread priority boosted: no
Thread creation time : 10/01/2014,11:28:20.431
Thread kernel mode time: 00:00:0.000
Thread user mode time : 00:00:0.000

CPU registers:

eax=00000000 cs=0023 eip=7772F959 eflags=00000246
ebx=15B00B78 ss=002B esp=1B6BFEDC ebp =1B6BFF08
ecx=00000000 ds=002B esi=15B00AE0 fs =0053
edx=00000000 es=002B edi=00000000 gs =002B

FPU registers:

st0= 0.000000 st4= 0.000000 ctrl=C6ED
st1=-441352763482308610.000000 st5= 0.000000 stat=0000
st2= 0.000000 st6= 0.000000 tags=DF53
st3= 0.000000 st7= 0.000000

Stack trace:

0x7772F959 ntdll.dll: NtRemoveIoCompletion + 21 bytes
0x4D5066CD winhttp.dll: WinHttpReceiveResponse + 25932 bytes
0x76CA338A kernel32.dll: BaseThreadInitThunk + 18 bytes
0x77749F72 ntdll.dll: RtlInitializeExceptionChain + 99 bytes
0x77749F45 ntdll.dll: RtlInitializeExceptionChain + 54 bytes

*** Report for thread #0x359C ***

Thread traits:

Thread priority : 0
Last error : 0x00000000 ()
Thread priority boosted: no
Thread creation time : 10/01/2014,11:28:20.431
Thread kernel mode time: 00:00:0.000
Thread user mode time : 00:00:0.000

CPU registers:

eax=00000000 cs=0023 eip=7772F959 eflags=00000246
ebx=0000FFFF ss=002B esp=1B7BFEDC ebp =1B7BFF08
ecx=00000000 ds=002B esi=12F61A54 fs =0053
edx=00000000 es=002B edi=0000FFFF gs =002B

FPU registers:

st0= 0.000000 st4= 0.000000 ctrl=C6ED
st1=-441352763482308610.000000 st5= 0.000000 stat=0000
st2= 0.000000 st6= 0.000000 tags=DF53
st3= 0.000000 st7= 0.000000

Stack trace:

0x7772F959 ntdll.dll: NtRemoveIoCompletion + 21 bytes
0x4D5066CD winhttp.dll: WinHttpReceiveResponse + 25932 bytes
0x76CA338A kernel32.dll: BaseThreadInitThunk + 18 bytes
0x77749F72 ntdll.dll: RtlInitializeExceptionChain + 99 bytes
0x77749F45 ntdll.dll: RtlInitializeExceptionChain + 54 bytes

*** Report for thread #0x37DC ***

Thread traits:

Thread priority : 0
Last error : 0x00000000 ()
Thread priority boosted: no
Thread creation time : 10/01/2014,11:28:20.431
Thread kernel mode time: 00:00:0.000
Thread user mode time : 00:00:0.000

CPU registers:

eax=00000000 cs=0023 eip=7772F959 eflags=00000246
ebx=0000FFFF ss=002B esp=1B9BFEDC ebp =1B9BFF08
ecx=00000000 ds=002B esi=126C1A54 fs =0053
edx=00000000 es=002B edi=0000FFFF gs =002B

FPU registers:

st0= 0.000000 st4= 0.000000 ctrl=C6ED
st1=-441352763482308610.000000 st5= 0.000000 stat=0000
st2= 0.000000 st6= 0.000000 tags=DF53
st3= 0.000000 st7= 0.000000

Stack trace:

0x7772F959 ntdll.dll: NtRemoveIoCompletion + 21 bytes
0x4D5066CD winhttp.dll: WinHttpReceiveResponse + 25932 bytes
0x76CA338A kernel32.dll: BaseThreadInitThunk + 18 bytes
0x77749F72 ntdll.dll: RtlInitializeExceptionChain + 99 bytes
0x77749F45 ntdll.dll: RtlInitializeExceptionChain + 54 bytes

I have had the game quit while speaking to Jonn in Stonebridge, no error report just either a lockup-freeze where I had to use the task manager to abort the game or the game just going away and win 7 asking me do I wish to close the program. Since I had not heard anyone else reporting this issue I thought it was just me. I will load up a party with that specific weapon and give it a try tomorrow.

Elf

DS2 vanilla, Logic 31c, World 31c, Mod-DS1Content-Alpha10v, MLA 5j

My new hero has travelled and fought from the Farmhouse to the Snow Highlands (just reached). I think Gitterdelve's difficulty is about right. This is Mercenary level of course. I might have judged it differently, though, if my hero hadn't been a nature mage. Healing power matters, and (Lesser) Ripple is so useful as the only area-effect attack at low level (excluding special powers). Yes I know Gloern does have some nature magic - would he have been enough?

(Drake, I thought from your recordings for YouTube that you too have been playing a nature mage - was there any particular aspect of Glitterdelve you had a problem with?)

Anyone think Zed should have been retained as an option for a melee, ranger or even combat farmer to recruit, so that a player would always be able to put together a one-of-each foursome from Stonebridge?

Mercenary level being the easy one, I've been seeing how far I could take the Valdis campaign without using special powers. I did everything I could on Greilyn before leaving for the desert (which is as far as I've had time to get) and only used a power once. (In a special case where I thought it justified). Well I've been doing the same in Ehb - got my solitary farmer to and through the Crypts, the twosome to Stonebridge, three people up the hill to the tower (not Gyorn - Naidi), three and a baby packmule (for the fun of it) through Wesrin Cross, and four people (Gloern replacing the mule) through Glitterdelve. All without using a power. If I'd shown no respect but simply charged straight into the middle of every large group of monsters in Glitterdelve I could have got my party wiped out - but the same was true of the ambushes in Wesrin Cross. This is as it should be.

(I did catch someone lying down on the job, taking forty winks in the middle of a battle, but never had to resurrect anyone except when I accidentally clicked the wrong place trying to avoid one of those exploding barrels. And I did get into trouble when I messed up keeping my party on one of those perpetually moving platforms. Nothing wrong with a map that presents challenges and punishes mistakes.)

After outfitting three people to my satisfaction (not quite "no expense spared"), and selling not quite all my loot, I had not quite enough money for a 4th slot and pet. Again this is as it should be - money should not be desperately short but should force choices. I knew I'd soon earn the little bit extra, as I did.

Has anybody commented before on how shopkeepers are selling at not three times but five times the trade-in value of equipment?

I did recruit Gyorn before Naidi but only to go back to the melee skill Sanctuary Door in the Crypts, so didn't spend any money on him.

What has surprised me is how quickly my character is moving up through the levels: 22 already and not even at Glacern. At this rate I don't see how a character started in Ehb could continue through Utraean Apocalypse and Yesterhaven, let alone Legends of Aranna, without hitting the level-100 ceiling. (BW didn't raise that, did it?)

Details to follow ....

RSimpkinuk57 wrote:
DS2 vanilla, Logic 31c, World 31c, Mod-DS1Content-Alpha10v, MLA 5j

Anyone think Zed should have been retained as an option for a melee, ranger or even combat farmer to recruit, so that a player would always be able to put together a one-of-each foursome from Stonebridge?


That's quite doable and I'll add him. I originally pruned the number of recruitable npcs as DS2 only has 6 member parties and not 8 as DS1 supported (remembering that the DS1 maps allow you to recruit 6 members in mercenary mode).

RSimpkinuk57 wrote:

Has anybody commented before on how shopkeepers are selling at not three times but five times the trade-in value of equipment?

I'll look at that. It is defined in the shopkeepers templates what they charge.

RSimpkinuk57 wrote:

What has surprised me is how quickly my character is moving up through the levels: 22 already and not even at Glacern. At this rate I don't see how a character started in Ehb could continue through Utraean Apocalypse and Yesterhaven, let alone Legends of Aranna, without hitting the level-100 ceiling. (BW didn't raise that, did it?)

Details to follow ....


Hmm. I wonder if the latest MLA mod made any changes to the exp level. I wouldn't think so but maybe an unintended byproduct of some other tweak? Or maybe nothing at all? You may notice that I disabled the default behaviour of the MLA which is to drop experience jewels as I wanted the maps to keep some of their original feel and also more like the DS2 maps. Maybe this has something to do with it.

In previous versions of the mod you generally reach somewhere just over level 40 in Ehb, mid 40's in the Utraean Peninsula, high teens in Yesterhaven and mid twenties in LOA (though I'm trying to change that by adding more monsters, etc). I would expect from all of that, that in previous versions of the mod a player would reach around level 80 going through all of the maps once. I actually haven't done it as I'm more concerned with testing each map with a new character but someone like bare_elf would probably know.

Incidentally the maps should support the higher difficulties as well but I've never had confirmation of this from anyone as you would probably have to complete Veteran mode in DS2 or DS2 and Broken World (if you have the expansion pack)before they would unlock in these maps. Maybe someone could check this out.

Work is proceeding on the enhancements to Ehb and I've completed up to Glacern but am just having problems in getting enough time to test it. Maybe this weekend will be better.

iryan wrote:
. . .

RSimpkinuk57 wrote:

What has surprised me is how quickly my character is moving up through the levels: 22 already and not even at Glacern. At this rate I don't see how a character started in Ehb could continue through Utraean Apocalypse and Yesterhaven, let alone Legends of Aranna, without hitting the level-100 ceiling. (BW didn't raise that, did it?)

Details to follow ....


Hmm. I wonder if the latest MLA mod made any changes to the exp level. I wouldn't think so but maybe an unintended byproduct of some other tweak? Or maybe nothing at all? You may notice that I disabled the default behaviour of the MLA which is to drop experience jewels as I wanted the maps to keep some of their original feel and also more like the DS2 maps. Maybe this has something to do with it.

. . .

This actually may be, I couldn't examine it exactly so far but it's probably based on a bug in the stats-adjusting component not correctly respecting the respawned monsters (perhaps a code flaw, or simply because the component recently has been renamed), incl. those monsters additionally added depending on the number of party members.

But the impact of this is should be quite limited though.
On GPG's DS2 map you can reach the Elven Shrine within 30-40 mintues only, and then you already will have level 10 almost.
So I don't think reaching level 20 until Glitterdelve is that unnatural, for DS2, and regarding all those monsters you may encounter until there.

 
Of corse it would be quite nice if Ehb would proived exp for 38-40 levels, so the player could go on playing with the addon as GPG intended it. Unfortunately I have no good idea how measure this...

However I can rethink once about an map option to scale down/up exp a bit, also I have to recheck it once if the 'monster bonus per member' could be a negative monster too (so you only get the full/preset amount of monsters with 6 party members, but less monsters if you are alone).

Finishing Ehb is averaging level 45 to 47. Yesterheven low 20's, around 40 in LOA, Haven't finished the peninsula with a base party yet. Ehb, Yesterhaven, LOA, Apocalypse left a party at level 88. Last time in Ehb reached level 20 near Glacern.

Dwarf

Hit level 10 by Stonebridge witch is a little higher then usual

GENERAL CHAT: if from level 20 at Glacern one ends the map at less than 50 then that doesn't sound too much. I was level 9 arriving at Stonebridge, 17 when I met Gloern and am now in Glacern at 23.

I could only open one of the two Sanctuary Doors in the Crypts so went back with Gyorn to look inside the other. Went back by D.C. teleport, after which I couldn't help meeting re-spawned monsters but tried to kill only those directly in my way. Other than that I did my best to kill each monster only once, despite how quickly some in Wesrin Cross re-spawned.

By the way, the Door needed melee 4 to open when I first saw it, but melee 6 by the time I got back. MLA again? I see why it is needed.

Taking the pet instead of Gyorn through Wesrin meant splitting exp 3 ways instead of 4 so up-levelling faster - which then meant MLA generating higher-level monsters so a bigger exp cake to split fewer ways?

This has got me comparing the formula.gas exp tables in DS1 and DS2 respectively. Up until low 40s, it takes more exp to earn levels in DS2; higher up, less. So in a DS1 game where my hero was level 6 at Stonebridge and 15 at Glacern, by the DS2 table that would be round about 5 and 11.

iryan wrote:
(remembering that the DS1 maps allow you to recruit 6 members in mercenary mode).

I didn't know that. Worth pointing out somehow to people who download the Legendary Pack. Maybe even in game: "The Warrior's Guild pact states that, in this Kingdom, any adventurer can purchase slots for 3rd, 4th, 5th and 6th party members ..."

SPECIFICS (mainly trivia - because the map is stable and playing well):
DS2 vanilla, Logic 31c, World 31c, Mod-DS1Content-Alpha10v, MLA 5j

I've had no more problems with Jonn at Stonebridge but hadn't saved the time I did have the problem so cannot tell if it is reproducible to order, or strikes at random.

Restarting at the Ruined Bridge save point worked fine for me (unlike Elf).

Alas, poor Norick! Killed by a Krug that afterwards can barely ruffle the feathers of a chicken. (Fun scene though.)

Most dangerous encounter early on - after killing first Krug (5 health), lone farmer smashed a barrel and out to attack came - was it five? - fast-moving rats (11 or 12 health each).

E31c#011 Smash a barrel and out might come a monster that is called a Phrak, melee attacks like a Phrak, but is blue like a Phrak Piercer (ranger).

E31c#012 Returning to the Crypts by D.C. from Stonebridge (bringing Gyorn to open the melee Sanctuary Door), the three Krug that attack Ulora when you've killed the Ruby Gargoyle were there again - and inert like furniture. Not on radar and not showing up as anything under the cursor. "They ignore us, lets ignore them."

E31c#013 No primary quest radar arrow from Stonebridge to Glacern.

E31c#014 Leaving Stonebridge, Hulking Gremal does not have mini-boss circle.

E31#015 (in my previous game, World 31 not 31c) problem not fixed that others have reported before: skeleton on top of wall in Wesrin Cross where only the first lot of Yellow Spiders should be.

E31c#016 Gloern a proper dwarf in vanilla DS2: yeah! converted DS1 armors oh dear, bits in wrong places. Take off his armor and his underclothes feature black-and-yellow shirt tails and shoulder wings.

E31c#017 Was the first Rock Beast in Glitterdelve removed deliberately (as I'm sure some later ones at the bottom of pits were) or is the trigger for it to show up not working? (Corridor DM_R10, -0.672 / 0.050 / 0.781 -do you need the rest?) Same question again further on, DM_R11, -2.613 / 0.000 / 0.094

E31c#018 Base of crane present but its column missing, leaving railroad cart hanging by a chain from mid air. DM_R10, -0.910 / 0.000 / 0.117

E31c#019 D.C. teleport inside Glitterdelve showing on radar as blue dot only, not the red teleport symbol.

E31c#020 Just after that, party crosses top of some machinery on invisible glass floor DM_R8, 23.165 / 1.900 / -0.162

E31c#021 Large elevator out of Glitterdelve to Snow Highlands does not wait for everybody to get on (even if you do use the right lever, the one on the elevator platform); same problem should you choose to go back down.

E31c#022 Ice cave (side turning) on way to Glacern has a campfire at the end, "Left click to open or use" but nothing happens. Perhaps because I hadn't equipped a Cage Fragment ready to ignite a Morden tower?

E31c#023 Jewlynna behind bar at Glacern inn is standing over her inn-keeper icon instead of it floating above her head.

RSimpkinuk57 wrote:
...
Most dangerous encounter early on - after killing first Krug (5 health), lone farmer smashed a barrel and out to attack came - was it five? - fast-moving rats (11 or 12 health each).
...
Comparing the body sizes of the actors and considering that the own hero has ~60 life points at the beginning already, then rather rats should have 5-10 life points and the Krugs 10-20 perhaps.

 

RSimpkinuk57 wrote:
...
Large elevator out of Glitterdelve to Snow Highlands does not wait for everybody to get on (even if you do use the right lever, the one on the elevator platform); same problem should you choose to go back down.
...
On Utrae a common reason for this was that the lever starts the elevator by a trigger, not via its component.
But perhaps it's also one of those relentless cases where only additional gather-points will help.
For debugging however it would help to know the node id of the elevator platform.

 

RSimpkinuk57 wrote:
...
E31c#018 Base of crane present but its column missing, leaving railroad cart hanging by a chain from mid air. DM_R10, -0.910 / 0.000 / 0.117
...
Hm, if this indication for a location comes from a dropped potion, then the node (starting with 0x...) is most important, of course knowing the region helps too.
Note maybe that the coordinates are a node-specific only, and not global.
 

Apologies for not re-reading this before posting:

DrakeIsGod wrote:
mainly the Krug and Darkblood in numbers is what got to me. Everything else went alright. Approaching Glacern wasn't too much more difficult, but the Klaw and Furok could use a little adjusting as well.

My opinion: Darkbloods in Glitterdelve aren't too dangerous - you just don't want to be surrounded by a large crowd. Mages short on juice need not drink potions but can happily wade into unaccompanied Darkbloods with their staffs alongside your fighters.

Most groups of Darkbloods are there to distract you and hold you up while Darklings do their nastiest. Similiarly, if you want to stand up against say two Krug Guards and a Shield Bearer, don't do so within range of half a dozen Chuckers. Make the melee monsters chase you, whether away from their fire support or while you go after the latter first. Either way, keep moving.

After Glitterdelve, I found the approach to Glacern relatively easy. I wouldn't bother beefing up Klaws and Furoks though. Braak Mages in DS1 were their fire support. Cold-climate Krugs instead is fine (since the Braak couldn't be done) but they should be nearly all rangers (Ice Pelter) and mages (Growler). That right turn at top of hill (before side cave) was meant to be a killing ground of cross-fire from massed mages with it being difficult even to see how many were there.

The group of Klaws after the side cave could do with either their missing mini-boss (Dark Klaw) or the mini-boss Krug being in the middle of them. (The latter would then be "Klawmaster" not "Wolfmaster"!)

Thank you.

E31c#021 large elevator. Very minor irritant, since in DS1 it is always player's job to get whole party aboard before pulling lever. No enemies waiting at the top anyway. DM_R11 .... 0xA612DBC8 (-0.333 / -40.100 / -0.317 when down, 0.820 / -40.100 / -2.020 when up). By the way, if you save at the D.C. then return there by portal next session, radar is showing all levels (this is especially noticeable on TAB big radar) with Torg's hole (and the others) superimposed on main mines level superimposed on snow level. Going down removes each level as you leave it. Some things maybe are not worth spending time on.

E31c#020 invisible floor - DM_R8 ... 0x46c83E50. In DS1 there was a metal hatch cover as floor.

E31c#018 crane: DM_R10 ... 0xB4231A80

E31c#017 first Rock Beast: DM_R10 ... 0x29A11890. I'm between the trigger point and where the Beast appears in DS1 (near a red barrel, which you blow to instakill the monster). The other triggered Rock Beast DM_R11 ... 0x9BDABF5A - I'm close to the appearance point here.

Rats from barrel: I was thinking more that the number of rats might scale with party size so solo farmer finds only one or two. Anyway, my hero survived. Keeps me on my toes.

KillerGremal wrote:
RSimpkinuk57 wrote:
...
Most dangerous encounter early on - after killing first Krug (5 health), lone farmer smashed a barrel and out to attack came - was it five? - fast-moving rats (11 or 12 health each).
...
Comparing the body sizes of the actors and considering that the own hero has ~60 life points at the beginning already, then rather rats should have 5-10 life points and the Krugs 10-20 perhaps.

This results from one of the tweaks I made to the start so that a lone hero has a chance of surviving until they reach Ulora. All the monsters in the Farmlands and Crypts inherit from base_monster_evil_trivial (plus whatever type they are melee, ranged, etc). So 5 health is normal for a level 1 trivial monster. The rats are probably weak or even normal monsters so 11 or 12 health would be normal for them. In any regards in the current unreleased version there should be no rats appearing from containers until at least the cave of krug on the way to the bridge, due to further balancing and tweaking (mostly to remove the incidents of blue coded monsters appearing).

So I believe further tweaking of the rats is unnecessary though I have notice that the number appearing is random, even for a single member party. Sometimes only 1 appears other times up to 4 will appear.

KillerGremal wrote:

 
RSimpkinuk57 wrote:
...
Large elevator out of Glitterdelve to Snow Highlands does not wait for everybody to get on (even if you do use the right lever, the one on the elevator platform); same problem should you choose to go back down.
...
On Utrae a common reason for this was that the lever starts the elevator by a trigger, not via its component.
But perhaps it's also one of those relentless cases where only additional gather-points will help.
For debugging however it would help to know the node id of the elevator platform.

Thanks there are no gather points on the elevator so I will add them and hopefully that'll fix it.

RSimpkinuk57 wrote:

By the way, the Door needed melee 4 to open when I first saw it, but melee 6 by the time I got back. MLA again? I see why it is needed.

You are quite correct. If left unopened the doors will level up with you as will the chest inside.

KillerGremal added the sanctuary doors originally in support for the DS2 open campaign in Adepts. Since in that mod you aren't restricted to the original linear campaign but can access any of the Acts in mostly any order, you could find one of the higher level sanctuary doors before the lower ones.

RSimpkinuk57 wrote:

Taking the pet instead of Gyorn through Wesrin meant splitting exp 3 ways instead of 4 so up-levelling faster - which then meant MLA generating higher-level monsters so a bigger exp cake to split fewer ways?

I'm not sure how exp splitting works with the MLA. It was always my impression that rules.gas adjusted it through [share_constants] so that the number of party members was irrelevant.

Perhaps MLA breaks this? KillerGremal would know.

RSimpkinuk57 wrote:

I didn't know that. Worth pointing out somehow to people who download the Legendary Pack. Maybe even in game: "The Warrior's Guild pact states that, in this Kingdom, any adventurer can purchase slots for 3rd, 4th, 5th and 6th party members ..."

That's a good idea and easily implemented. In DS2 this is a bit of a cheat maybe but I believe it's more in tune with the original maps as you were allowed to have up to 8 members.

RSimpkinuk57 wrote:

I've had no more problems with Jonn at Stonebridge but hadn't saved the time I did have the problem so cannot tell if it is reproducible to order, or strikes at random.

The problem was one that surface a while ago and has been mostly fixed except for the Zaurask Catcher plus 8 other dsx weapons such as the Hassat Scimitar, Shadow Moon, etc. Now should be fixed in next version.

Specific Points:
E31c#023 I'll look into it.

E31c#022 Maybe I used the wrong template. Will look into it. Might be funny to have a flaming weapon?

E31c#021 Maybe the D.C. portal is too close to the mine's exit. On the way up all the nodes are faded out so when you reach the top only the snow level will show. However obviously the way the radar works is different and when you return to the region after using the D.C. portal, the lower levels are still faded out but the radar isn't. This is what I believe lesson 206: Teleporters; subsection Teleporter Fades http://web.archive.org/web/20070818213609/http://garage.gaspowered.com/?q=node/1748#h3 is referring too. Adding a such a trigger next to the D.C. portal's landing position may solve the issue or maybe not (As I tried such an approach next to the D.C. portal in the Utraean Peninsula near Hovart's Folly that was causing the phantom walls phenomenon).

E31c#020 It's been so long since I've played DS1 that I've forgotten about this. Perhaps the plate is still there but it's now invisible? Incidentally looking at it in Siege Editor it is described as a trap. It seems that the cover would or could be retracted so that whatever was standing on it would drop into the grinder, so to speak. Did this ever work in DS1?

E31c#019 Shall check.

E31c#018 I'll look into it.

E31c#017 Again it's been so long since I've played DS1 that I've forgotten about these two Rock Beasts. When the region was originally loaded into Siege Editor 2, whatever generated these two Rock Beasts mustn't been registered in Siege Editor (meaning there was no template or even placemaker) so when the region was saved, the scid of the encounter was erased in the region.

I'll look into resurrecting these two encounters as Rock Beasts are some of my most favourite monsters.

E31c#016 There's nothing much I can do with the DS1 armors as it's the same for the other characters but not as extreme - other than completely removing them which would be easy enough. The base clothes are a different matter and I will fix those.

E31#015 Will fix this time.

E31c#014 It should be working but I'll look at it to make sure.

E31c#013 Can't really comment as that questline has been extensively modified in the current version so I would expect it to be working now (more task steps, etc).

E31c#012 An interesting bug which occurs in Broken World as I noticed it once myself but hadn't got around to doing anything about it yet. The way GPG set this encounter up is interesting as those Krug are called from a generator_alignment_changer gizmo which generates the Krug as dumb guys, upon presumably entering the world, and then a trigger causes them to become hostile as I'm sure you have notice. This trigger is set to be a single shot and is only located at the entrance to the room from where you killed the Ruby Gargoyle.

GPG obviously never expected you to retrace your steps in the original map and I believe there were actually doors at certain points that prevent you from doing that. This is an example of why they did so.

So I could either make the Krug as actual actors and use a property changer to change their alignment or add another trigger to set off the generator_alignment changer from the other side of the room and make the original trigger to work all the time. Or maybe KillerGremal may be able to modify the generator_alignment_changer to work only once (unless it's used in DS2 which then would mean it's inadvisable to change it). So possibly adding another trigger and making both triggers work all the time would be the best option?

E31c#011 A KillerGremal invention. My suggestion would be to make it smaller (more in proportion to the barrel) and either rename it or give it a different skin.

E31#010 Haven't checked this yet but maybe associated with the meat racks in Castle Ehb and other places?

E31#009 I've attempted to fix this encounter but the monster coach seems very limited. I'm not sure how GPG makes the encounters where monsters actually move as a mob.

Incidentally I wonder if players would like the DS1 monsters to become angry like some of the DS2 monsters? Like when the party uses heal, loot items, uses powers or potions, kills monster friends or attack the leader?

E31#008 Crypts corridor with the fireball traps These do now work better but still easy to dodge and the damage is minimal. KillerGremal maybe able to tweak them, a base damage of 30% would probably be ideal but hard to realise as it depends on class and equipment. In any regards the firetraps will now turn off as well.

All the other points should be fixed.

E31#007 Skeleton "stuck" in Crypts Haven't noticed it but will check once again.

The other points should all be fixed now.

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