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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.

@ Richard,
Concerning the Elevator at the Exit to Glitterdelve. The problem comes and goes. There was a time when the elevator would not go all the way to the top, that was I believe Alpha 10 of Ehb. It has been a two way elevator on various versions of the map and up only on others.

@Iryan,
* I like the changes to the Quest to Find Sikra -- the additional comments from various NPCs does help the player.

* I think the changes made to the quest to find the dead explorers (bone pickers post) works better as it now does not matter by what path you enter the dungeon and the star on the radar is where the bodies are.

I have noticed that when some quests complete both primary and secondary the game tells you the quest is completed and would you like to save. (just like how the retail game acts) on other quests you know the quest has completed by the Flashing yellow "!" on the journal but you must manually save. Either way is okay with me. However for someone new to the Legendary Mod and the other third party maps that have been converted a standard practice should be decided on.

I am a little sad to see the Wraith Archers and Mages being as easy to kill as they currently are. Yes I know that I complained many revisions ago they were almost impossible to kill (and they where where only a heavy dose of combat magic would do them in). Now I can kill them with a flower or a feather boa. (Flower for Lili -- Melee Weapon -- Max Damage 4 Min Damage 2) (Feather Boa -- Modified whip staff from DSLoA revived) -- Some day I will release the mod that has all the silly weapons in it. Somewhere in the middle would be nice.

In General from the farm house to fortress kroth I have had no problems navigating the world with a party of two. I will hold this party at Kroth.

Tomorrow I will start another party. Where the primary character is either a level 100 Grand Master Sharpshooter or level 100 Senior Evoker. pick up the first 2 NPCs boost them to level 100 and see if I can break the game. I know that there is a cut off point somewhere to where mercenary level can not be played with more than 2 or 3 level 100 characters but I need to find it. Once found I will do some additional testing.

Elf

Problem confirmed (with vanilla 2.2, Logic 31k, World 31k, Mod-DS1Content-Alpha10x, MLA 5m).

bare_elf wrote:
Concerning the Elevator at the Exit to Glitterdelve. The problem comes and goes.
- and maybe it was my report about the radar not fading that prompted its latest coming.

@bare_elf: our messages crossed.

bare_elf wrote:
As I ride it down I can see things below me, but it does not complete the trip. It looks as if I am about 10 to 20 meters above the bottom.

I ported back from Glacern and rode down. I reckon the elevator does get all the way to the bottom. It got to the bottom of the shaft walls, that would be to ceiling height in its bottom lobby, then a little further. All around is dark and I cannot get off. The monsters I can dimly see at an angle, obviously lower still, are the horrids and darklings which are a further elevator ride down, in a pit like Torg's, but the last one. Therefore the main elevator is working except for not loading properly the region it returns to.

What does happen if (after rescuing Torg) one goes up to the snow then rides straight back down with no intervening save-and-restart?

My point E31i#076 was extra detail on Sigofmugmort's original mention of an expected ambush not happening.

"Just before the first Incantation Shrine in the snow highlands ... close to a lamp standard and a fallen log PATH2NT -0.128/0.000/-0.950/0c441353167. (I reckon GPG's idea was for players rushing fighters forward to engage the wolves ahead to miss realising that their healers and archers were being klawed to death from behind.)"

Saturday evening I decided to start a speed run with a Dryad ranger (cum nature mage). Collecting Ulora I got the pair as far as the Alpine Caverns where the Frost Mage mini-boss killed them both (from which I learnt that a spell-frozen character cannot run away nor drink potion by hotkey). At that point I called it a night.

Next morning, with a new MLA available, I decided to download that and start over. This time I went back after Wesrin Cross (when I had the 500 gold for 3rd slot) and added Naidi to my group.

Anyway, Saturday evening those Klaws did not appear; Sunday morning two did appear. One of three things must have made the difference - luck of a random draw, three characters instead of two (though my larger 31g->31i group hadn't triggered that ambush), or MLA's upgrade to 5m. (Vanilla 2.2, Logic 31k, World 31k, Mod-DS1Content-Alpha10x both times).

By the way, the last single Klaw at approx. NT_R1 1.786/0.000/1.953/0x05C9C79E again appeared on radar but too late so too far behind to do anything.

PS. I see (saw both times) that the gargoyles in the Crypts are somewhat healthier now while the common skeletons have about doubled in health. My Dryad coped well with the scout bow that was all she'd found to upgrade to (this was a speed run).

First impression: whatever map version 31k and MLA 5m may do to monsters' stats as a concession to a smaller party, there is little or no reduction in their numbers.

more Beta31k notes


Two shrines only on Radar Map

At Glacern party is level 17, added Naidi from the inn then removed her as she was only level 6 and did not level up, will try again when party is 21levels higher but I have encountered this before.

Dwarf

Reply to RSimpkinuk57 Yes I used a save from The Cliffs of Fire Droog Village

Regards
Dwarf

On the Snow klaw Ambush point, if you use mirror and just run well past the point fast enough it will not trigger. I think there is a activation delay and if you get far enough away before the timer runs out it does not trigger

Dwarf

Concerning the elevator (platform 0xa612dbc8), there seems to be a problem with the frustum height!(?)
The elevator component/engine rides on the platform, the shaft is 60m, the default frustum height however is only 48m (I think I did this orignally as simple work-around against radar matters, and there is no frustum height assigned in the elevator affected moods).
Like this it's possible to send the elevator beyond the loaded area, impossible to get it back.

So the frustum_height has to be set to ~63m (60m + 2m ramp) in the moods active around the lower lever (mood: map_world_dm_r11_1_1) and around the upper lever (mood: map_world_path2nt_1).
Probably the mood boxes also should be expanded a bit (if there are mood triggers already placed, recommended however) to ensure that the player is really inside the box when he touches the lever.

Another way would be to reset the frustum_height in the main main.gas of the map. This however may cause radar matters sometimes if two region overlap (fade groups may help though, but I don't think it's less complicated/affordable).
I had to recheck once how far it's possible to enforce loading a node that is not within the current area. Something like the render_proxy for objects...

 

RSimpkinuk57 wrote:
. . .
Anyway, Saturday evening those Klaws did not appear; Sunday morning two did appear. One of three things must have made the difference - luck of a random draw, three characters instead of two (though my larger 31g->31i group hadn't triggered that ambush), or MLA's upgrade to 5m. (Vanilla 2.2, Logic 31k, World 31k, Mod-DS1Content-Alpha10x both times).

By the way, the last single Klaw at approx. NT_R1 1.786/0.000/1.953/0x05C9C79E again appeared on radar but too late so too far behind to do anything.
. . .

... (bad) luck!?
However the respawning component in the Level Adjustment mod should only be active
with monsters placed on the map, but not with monsters produced by generators.

 

sigofmugmort wrote:
On the Snow klaw Ambush point, if you use mirror and just run well past the point fast enough it will not trigger. I think there is a activation delay and if you get far enough away before the timer runs out it does not trigger

Dwarf

Obvisiouly this seems to be possible... :o

 

bare_elf wrote:
I attempted to play with a new character that had not been boosted in ranged, combat magic and nature magic. However I encountered a problem. Although all of the other monsters where adjusted to my level the Phrak's of all types where at level 60.
Elf


This will definitely happen if you don't use the MLA as the phraks have been assigned monster_level 60 in the actor's skill block in their templates (originally there was a lot of copying and pasting of generic values with templates when originally creating the various monsters). So are you sure that the MLA was indeed activated and wasn't by accident turned off?

While I haven't tried the beginning with version m of the MLA, there's been no other reports of level 60 phraks yet.

bare_elf wrote:

I have been wondering for a while if the level or size of my party could be causing an issue with the game, since it is only mercenary level.

I doubt it would be the size of the party as I've been playing with a full party of 6 for quite a while with zero crashes. Maybe the level but level 80 is nowhere the cap of 100.

bare_elf wrote:

The exit elevator from the Glitterdelve mine is one way. I would not have noticed, but I bypassed Trog took the elevator up saved at the DC outside the elevator and then decided to go back and complete saving Trog but could not go back down.

I will check and adjust the frustrum level if required but I've also tinkered with the nearby D.C. point to add fades in response to reports of overlapping radars when restarting at that D.C. Maybe this is at fault?

sigofmugmort wrote:

Beta31k Notes

Party under the Castle still cannot get down to Gom, Level is 41


Sorry that hasn't been fixed yet. However I hope to have the entire current map revision finished by the weekend and it will be fixed then.

bare_elf wrote:

I am starting to think that Dungeon Siege 2 / Broken World has an upper limit for character levels just like it has an upper limit for the number of inventory items a party can carry and various other upper and lower limits. I wonder if this limit would be different for mercenary, veteran and elite? Playing from broken world I have never been able to get a party beyond mercenary level on any map save the two retail games.

Have you tried BW_Level_300 mod by Volkan/Phoenix?

bare_elf wrote:

I am a little sad to see the Wraith Archers and Mages being as easy to kill as they currently are.

Maybe this is related to the Ice Archers being too easy as well. A function of the MLA or something else? As a trial I will raise the internal map difficulty to 90 or even 100 as it's currently 80.

RSimpkinuk57 wrote:

My Dryad coped well with the scout bow that was all she'd found to upgrade to (this was a speed run).

You can now get a guaranteed drop of Lyssa's Bow from the second Krug miniboss on the way to the Crypts and the Ruby Gargoyle should drop the "Heart Stopper" Bow but for some obscure reason doesn't yet. The Heart Stopper works if I place it in a level and will level up with you like the Puller Staff.

iryan wrote:
. . .
bare_elf wrote:

I am a little sad to see the Wraith Archers and Mages being as easy to kill as they currently are.

Maybe this is related to the Ice Archers being too easy as well. A function of the MLA or something else? As a trial I will raise the internal map difficulty to 90 or even 100 as it's currently 80.
. . .
To test this just set he monster_adjust_declared option to see what the new stats are.
It' shouldn't be that difficult then to compare them with the formulas in the monster base templates.

For those perhaps not so familiar where to find these base templates, posting a screen shot will work too of course.

I decided to hold my two member party at Fortress Kroth, until the next update of the Kingdom of Ehb Map is released with a fix for the elevator to the Gom.
So I started a new character and decided to play some of the Utraean Apocalypse. Right off I ran into a problem I can not hire the two characters located in the Inn in Elddim.

I checked several other maps Training of the Hero, Search for the Past, Realm of Kings and I was able to hire NPCs in all of them. So there is a problem with Utraean Apocalypse.

The other maps are really not ready for playing -- So I think I will take a journey through Something with Adepts.

Elf

KillerGremal wrote:
To test this just set he monster_adjust_declared option to see what the new stats are.

What is the Pwr=()% stat about?

RSimpkinuk57 wrote:
KillerGremal wrote:
To test this just set he monster_adjust_declared option to see what the new stats are.

What is the Pwr=()% stat about?
It shows how effective your powers will be against this monster.
This percentage doesn't actually change that much depending on the monster's level, but it's a tricky setting to reassign.

I have a second party of 3 level 100 characters in Wesrin Cross at the Inner Keep Direct Connect Teleport.

Vanilla DS2 - Kingdom of Ehb 31k - I have not encountered any issues up to this point. All quests, primary and secondary working. All Merchants Working.
All NIS working up to this point. All conversations from Ambient characters in StoneBridge Seem fine. I did note one thing that may or may not be a problem. The Mimic Trunk over the broken bridge I had to step in the trunk to activate it. It's trigger range might be a little to small.

Elf

Kingdom of Ehb has been fully updated to Beta31m.
http://www.siegetheday.org/~iryan/files/Betav31/DS1_Map_World_Beta31m.ds2res
http://www.siegetheday.org/~iryan/files/Betav31/DS1_Mod_Logic_Beta31m.ds2res

I hope those of you stuck at the final elevator to Gom will find the wait worthwhile as there's been a few tweaks to the final arena. For one the elevator should work a lot better if your whole party doesn't make it down to Gom.

A few redundant secondary quests have been pruned from the final act, this will probably mess up the quest log if you have played pass Fortress Kroth.

I hope everyone enjoys this version and apart from attempting to tidy up a few aspects of the map, it won't changed drastically from this version. One aspect is the internal map difficulty which has been raised to default levels (i.e. 100%), the same as DS2 itself, as there's been comments that a few monsters are now too easy. Hopefully this will balance that out without unbalancing other monsters.

Broken World - Kingdom of Ehb 31M - I have completed the Game Killing Commander Gom with the two member party that I was holding at Fortress Kroth. I did not find any problems between Kroth the the Gom.

Dungeon Siege 2 - Kingdom of Ehb 31M - I have advanced my 3 member party to Glitterdelve, Hired Gloern cleared the mines saved Trog and have arrived in Glacern with a party of 4. The only thing I have noted is that the elevator out of the mines can not take you back down into the mines. So make sure that you complete any quests related to glitterdelve (except delivering Trog's Message) prior to exiting the mines. I will finish up the side quests in Glacern and then move on.
Elf

Dungeon Siege 2 -- Kingdom of Ehb 31M -- Fortress Kroth.

I was going to add a 6th inventory slot so that I could hire Sikra once I saved her but there was no Innkeeper even though the radar shows the symbol near the front gate. Ergo, I sent the Dwarf to the inn (in some other place) by telling him we where getting very low on Ale and we had a desert coming up. He quickly asked for a few gold coins and went running out the gate. Really the innkeeper at Fortress Kroth is missing. So we went into the basement of the fort and located the Hall of Skulls and saved Sikra. We went back to Fortress Kroth to buy her some items. and Discovered that the Armor and Weapon Vendor was not in his usual location in fact he is nowhere in the fort. Did he run off with the missing innkeeper? Wanting a party of Six I saved and went to Sharkull's test map which has all the vendor types. I added the 6th slot and the attempted to hire the Dwarf again. It would not allow me to hire anyone that was currently in the inn. So I said to myself Oh Well, I can finish the map with 5 party members and check again when I reach the cliffs of fire for a working innkeeper. I got Sikra some upgraded equipment from the vendor on Sharkull's test map. Then I saved and when I restarted Kingdom of Ehb I found myself at the Farm House at the very start of the map. Taking the Direct connect teleport I ended up at the Direct Connect Station on the Fortress Kroth Battlefield. I think therefore that there must be a problem with saving inside the fortress. Fortress Kroth should be considered like any town. However it appears that some of its townishness is messed up. Now it is back to the map and saving the King.

Elf

After Kroth I encountered no additional problems through to the Killing of the Commander Gom. I think I will re-run the map again from the start. Just to verify what I saw this time was not a aberration caused by the updates working with a party that was started in 31K and finished in 31M.

Elf

31m Cliffs of Fire to end

Nice work on the NIS, DC, Lava and Quests. I do note that my ranged missile/magic attacks will hit monsters on the roof of Castle Ehb by shooting thru the floor.


These 2 containers needed ranged attacks to break, the other 2 at this location broke just fine

Love standing IN the wall while attacking :jawdrop: Insane Laughing out loud

Gom went down just Fine :twisted:

Insane :twisted: Dwarf

bare_elf wrote:
Dungeon Siege 2 -- Kingdom of Ehb 31M -- Fortress Kroth.

I was going to add a 6th inventory slot so that I could hire Sikra once I saved her but there was no Innkeeper even though the radar shows the symbol near the front gate. Ergo, I sent the Dwarf to the inn (in some other place) by telling him we where getting very low on Ale and we had a desert coming up. He quickly asked for a few gold coins and went running out the gate. Really the innkeeper at Fortress Kroth is missing. So we went into the basement of the fort and located the Hall of Skulls and saved Sikra. We went back to Fortress Kroth to buy her some items. and Discovered that the Armor and Weapon Vendor was not in his usual location in fact he is nowhere in the fort. Did he run off with the missing innkeeper? Wanting a party of Six I saved and went to Sharkull's test map which has all the vendor types. I added the 6th slot and the attempted to hire the Dwarf again. It would not allow me to hire anyone that was currently in the inn. So I said to myself Oh Well, I can finish the map with 5 party members and check again when I reach the cliffs of fire for a working innkeeper. I got Sikra some upgraded equipment from the vendor on Sharkull's test map. Then I saved and when I restarted Kingdom of Ehb I found myself at the Farm House at the very start of the map. Taking the Direct connect teleport I ended up at the Direct Connect Station on the Fortress Kroth Battlefield. I think therefore that there must be a problem with saving inside the fortress. Fortress Kroth should be considered like any town. However it appears that some of its townishness is messed up. Now it is back to the map and saving the King.

Elf


I tested a couple of times this morning loading Fortress Kroth as the default start to a new game and all npcs and shopkeepers were present and accounted for. There was just a missing magic shop radar icon which I've since fixed but otherwise everything seemed normal. Since I started at Fortress Kroth, I obviously couldn't verify that saved games would restart there as expected but during testing in the last week I didn't have any problems saving at the Fortress.

I can't really explain your experiences as during testing at Fortress Kroth, I did a few changes with saved games not being compromised. The only anomalies was when I moved a couple of npcs and then reloaded from a saved game, they were still at their old location. I had to restore a backup and then re-enter the town for them to be present where I moved them (the innkeeper was one I moved a little so players could see his inn icon but I didn't touch the Armor and Weapon vendor at all. I also moved Rhut as his radar icon was obscuring a quest icon).

I'll leave it for now and see if you or anyone else can verify your unusual case of missing npcs and dysfunctional saving.

sigofmugmort wrote:
31m Cliffs of Fire to end

Nice work on the NIS, DC, Lava and Quests. I do note that my ranged missile/magic attacks will hit monsters on the roof of Castle Ehb by shooting thru the floor.

Insane :twisted: Dwarf


The Castle is really a royal pain in the backside (or rather the way actors in DS2 perceive the world in a sphere rather than a mere circle as seemed to be the case in DS1). I did do some tweaking in the audience chamber which reduced some attacks through the ceiling on the ground floor but I went a little bit too far on the top floor and the trigger I was using suddenly stopped working and so I lost 2 hours of work. It is very aggravating that just moving a trigger a little bit in Siege Editor can result in it deciding to stop working altogether.

So rather than getting frustrated out of my mind even more, I decided to release what I have done to this point and work on it again at a later date (with a completely different approach using generators as per Hiroth castle).

Glad you didn't find too many more things that requires fixing. Since the release of 31m, I've already fix or changed about 20 things, all rather minor but requested by either you or others. For example the Klaw ambushes (some tweaking to try to make them more responsive) and missing Ice Fly burrows (4 missing ones have now been restored) plus a couple of redundant secondary quests at the beginning have been culled.

UPDATE I'm leaving what follows in case anyone has already read it, but I've found what went wrong and it was my own fault. Instead of Mod-DS1Content-Alpha10x in Resources I had its .txt (readme) file. This came from temporarily reverting to an older level as part of comparing Stonebridge as it is now with Stonebridge as it was in 31c, which I was doing before checking my 31k Kroth save-game.

On casual inspection by Windows explorer a blah.blah.ds2res and a blah.blah.ds2res.txt both have the same name, the final .txt being hidden but a final .ds2res not.

SO IGNORE ALL THE REST OF THIS COMMENT (except as a cautionary tale!)

iryan wrote:
I tested a couple of times this morning loading Fortress Kroth as the default start to a new game and all npcs and shopkeepers were present and accounted for. There was just a missing magic shop radar icon which I've since fixed but otherwise everything seemed normal.

2.2, Logic 31k, World 31k, Mod-DS1Content-Alpha10x, MLA 5m
Last weekend I'd started a new party at the farmhouse, took it through to Kroth (this was a speed run, but I did talk to both Nong and Boryev). Did my shopping (wouldn't have been much), spoke to Tarish receiving a new quest (Unwise Alliance) and a key. Did not speak to the dwarf legionnaire with the quest marker and radar star (for news of Sikra). Saved game.

2.2, Logic 31m, World 31m, Mod-DS1Content-Alpha10x, MLA 5m
Today I reloaded that saved game (from Single Player menu option rather than by Continue, because in between I'd started a new 31m hero from scratch). All NPCs at Kroth are there, but many do not speak (despite showing a black-!-in-white speech box under the mouse pointer). Tarish speaks, the dwarf who advances the Sikra quest speaks and advances it, Rhut (enchanter) and the potions merchant speak and interact. The arms-and-armour merchant, pet merchant, reagents merchant and inn-keeper do not react. Sikra when I reach her does not react so I cannot complete the last task in that quest.

Tarish and his companion are sitting on invisible stools, the first DC in the Desert Canyon is inoperable (no green shaft and cannot be turned on), all the Incantation Shrines after the Fort are missing for as far as I've gone (although still shown on radar) as are all the treasure troves both open-able and breakable.

The previously new NPC at Kroth who resets skills has gone again, but radar still has her icon.

(I've reloaded thrice from that save; first time going after Sikra, second time running straight through the tunnel to the Desert Canyon then back to the Fort, third time all the way through to the next DC, teleported back and forward again, then ran back; nothing changes.)

(I always download to a warehouse folder of my own, and keep only the version I'm testing (usually the latest) in the proper DS2 Resources folder. So for example when I moved Logic 31m into Resources, I removed Logic 31k back to my warehouse. I'd downloaded my two 31m files Friday evening, UK time.)

Incidentally I've also tried reloading from that party's previous save (ds2bak1), which I believe was at the last DC before Kroth. This reload puts my party in the Traveler Camp but there is no portal open by which to return to the DC.

Ulora became non-recruitable after she was knocked unconscious

Dwarf

@Iryan,
I believe that the issues I had with the vendors and other things in Fortress Kroth may have been caused because my 31K save was within the fortress. I looked for a save from before the Fortress and because I tend to save after the completion of almost anything all my 31K Saves where in the fort.
So I have started two new parties 1 in vanilla DS2 which has reached Glitterdelve and 1 party in DS2BW that has reached Stone Bridge.

I am playing with no enhanced characters, weapons or armor so it will take a bit longer as I find myself running from Krugs, Grass Snakes, puppy dogs and even frogs Shock before I realize frogs have no attack animations. I was killed by the stupid bear in the cave 4 times before I remembered that the armor he is protecting is no better than the armor I was wearing. So it is slow going but entertaining in its own way.

Elf

bare_elf wrote:
@Iryan,
I believe that the issues I had with the vendors and other things in Fortress Kroth may have been caused because my 31K save was within the fortress.

@Elf, I thought I'd found the same problem but you can see from my previous comment that it was my mistake (not having a valid copy of KillerGremal's content mod in my Resources, only something that looked at first glance that it might be, but was the wrong file type). When I fixed this then the 31K party I'd saved inside the Fortress could get going again in 31M with none of your difficulties. The inn-keeper correctly told my hero he'd no guests and the vendors were all ready to trade.

My problem reminds me of this, 2014-10-18, blamed on Steam but could the cause be the same?:

Raymus wrote:
Basically, many items aren't appearing. Namely, tables and bookshelves, even when there are objects hovering atop where those items should be. I'm not sure if this is just because of the fact that it's incomplete and a rather trivial issue or what, but as I've left myself rather misinformed, I figured I'd just mention it.
The second, far more pressing issue that doesn't seem to be affecting all of you, I cannot speak to anyone for hire. Ulora, Gyorn, Rusk, Naidi, Etc.. I just click them. Click them. Click them. Click them. Nothing.

Another thing:

bare_elf wrote:
I had just arrived at the entrance to the Goblin Stronghold when the following updates where released: DS1_Mod_Logic_Beta31k, DS1_Map_World_Beta31k, and Mod-DS1Content-Alpha10x where released. So I updated.
Broken World -- Kingdom of Ehb 31K -- party of 5 with average level of 80.

On reaching the first direct connect teleport I saved with no problem, same is true with the second, however at the third save point the game crashed.
I have been wondering for a while if the level or size of my party could be causing an issue with the game, since it is only mercenary level. So I restarted the game and put all of my party in storage at the inn except my primary character and Naidi. Re-ran the Goblin Stronghold from end to end with no problems at all. Once on the beach with the pirates. I jumped back to the traveler camp to recruit 3 additional characters. In the inn where Gloern, Merik, Ulora, Sikra, Phaedriel, and the Half Giant from Glacern. I could not recruit Gloern, Sikra, Phaedriel, and Ulora (they where in the party when the crash occurred.) However I could recruit the half giant and Merik who where in the inn prior to the crash. So I decided to go back to a previous save, When I opened the saved game folder I discovered that there was the radar and its 5 backups, however the party file and party backup 1 where missing, there was a party backup 3, 4, 5, and one called .tmp.


Now I've had problems with saving (not quite the same, because I've not had an actual crash with it), which with everything else to look at nobody responded to:
RSimpkinuk57 wrote:

Save-games oddity
At the last DC I saved (by hotkey, as always) and got two new files: hero.ds2party and hero.ds2radar, as I'd expect. At the previous DC though I'd saved and got seven new files! all with the same timestamp

hero.ds2party, hero.ds2party.ds2bak1, -bak2 and -bak3
hero.ds2radar, hero.ds2radar.ds2bak1 and -bak2

Respective file sizes in KB: 120, 123, 121, 119; 128, 1, 1 (892 bytes)

I tried restarting from the extra files and found they were all for the previous save; this was in addition to that save's original files having been bumped down properly to hero.ds2party.ds2bak4 (122KB) and hero.ds2radar.ds2bak3 (125KB).

I have been noticing this for a while, seemingly at random whether I have none, one, two or three extra party files but always one less extra radar file. I've never had that with my vanilla DS2 campaign (Valdis) (where the radar files have been about 5KB). This makes the Legendary pack prime suspect, unless it is Elys' All*Saves.


Could there be a connection (between the problems I've had with Save and the problems @Elf has had)? I've a general impression mine have happened later in the game but I'd not considered that party size might be a factor and haven't kept detailed records. By the way, since writing that I've had one instance of multi-saving with equal numbers of party and radar.

Note to anyone trying to restore from .ds2bak- files: double check that the party's and radar's date-timestamps match.

Question for anyone,

When I add a character from the Inn they are NOT leveling up. Ex., at the Cliffs of Fire I added Ulara giving me a level 6 Mage in a level 40 party :nervous: . This occurs in KoE, LoA, Apocalypse, Loradin. Search for the Past, and Training the Hero. If I jump over to say Eirulan then they level up when added from the Inn.

@Bare_Elf, when playing with no enhancements be very,very wary off Yellow Spiders :nervous: and particularly any floating skulls :wavey:

Dwarf

I've restarted my level 44 hero (from version 31c) who had just defeated Gom. Restart is at the Cliffs of Fire with portal open to Gom's Domain. In the inn I had Gloern (level 23 when viewed) who levels up to 40 when added, and Phaedriel (level 39 when viewed) who levels up to 42 when back in the group. (Oh, and a pet mule.)

Levelling up - of the character's stats - works whether I view and then add or add without viewing. Equipment remains as it was when the person went into the inn.

So I quit that map and took the same hero to Elddim. Met Gloern and Phaedriel in its inn - fancy that - and they levelled up again, same levels.

RSimpkinuk57 wrote:
I've restarted my level 44 hero (from version 31c) who had just defeated Gom. Restart is at the Cliffs of Fire with portal open to Gom's Domain. In the inn I had Gloern (level 23 when viewed) who levels up to 40 when added, and Phaedriel (level 39 when viewed) who levels up to 42 when back in the group. (Oh, and a pet mule.)

Levelling up - of the character's stats - works whether I view and then add or add without viewing. Equipment remains as it was when the person went into the inn.

So I quit that map and took the same hero to Elddim. Met Gloern and Phaedriel in its inn - fancy that - and they levelled up again, same levels.


I know that according to KillerGremal the code exists for party members in the inn to automatically raise their levels after returning to the party and this is done through their job_hire.skrit. However this seems to only work in DS2 as I experienced sigofmugmort's problem using Broken World. You however use DS2 if I'm not mistaken.

I'm experimenting using a flick that runs during the conversation when you ask the party member to return to your party, in order to fix this issue. I haven't actually been able to test it out yet.

2.2, Logic 31m, World 31m, Mod-DS1Content-Alpha10x, MLA 5m

E31m#091 two tombstone icons at Stonebridge: the one over Mara at the pump is back again (since an earlier release post-31c) after being removed when Maralyn outside the church became undertaker.

(By the way, is the swords-and-shield combi-icon, that Jonn in the smithy shop emits, not available as a radar icon? He has only the crossed swords on radar. This also applies to the corresponding vendors at Glacern, Traveler Camp and Fortress Kroth.)

E31m#092 the radar floor plan for Hall of Skulls is now misaligned in two pieces: compared to the tunnel outside, everything is offset slightly to the right (going in), that is west, except for the large hall at the end which is offset a larger amount left (east). Just inside the outer skull door the corridor narrows to an arch; when the party gets there (HS_R1 -0.439/-1.500/0.832/ 0x95D15EBD) the whole plan, including the tunnel the party has just come from, jumps west, or putting it another way all dots and icons jump east to align with the large hall that is still out of sight ahead.

2.3, Logic 31m, World 31m, Mod-DS1Content-Alpha10x, MLA 5m

@ Iryan,

I took a party from the Farm House to the GOM's Domain and defeated the GOM.

The only issue I noted was the same as Richard. E31m#091 two tombstone icons at Stonebridge: the one over Mara at the pump is back again (since an earlier release post-31c) after being removed when Maralyn outside the church became undertaker.

All the vendors at Fortress Kroth where there and in the correct location and the save I made in the fort worked. Now I believe the problems I had where do to a crash of the game just after the fort. So after defeating the GOM I went back to a save in Fortress Kroth all was well I went after Sikra again. Once in the Hall of Skulls I used the task manager to shut down the game. When I went back to the Save at Kroth the innkeeper was missing but his radar icon was there, the armor and weapon vendor was missing from his building along with his radar icon, the legion soldier inside the basement door was also missing. I placed two of my characters in the Inn, and when I reached the Cliffs of Fire I went to the innkeeper there to rehire them and could not. So the problems I had before where because my system acted up and not with 31M.

@ Richard, I also noted in several locations that the radar was misaligned -- The radar must be redone and because of issues with Siege Editor it is quite a long and involved process. It could take almost as much time redoing the radar as it did to make the map in the first place. So for now at least as long as we are almost in the same room on radar as we are on the main map be grateful. At some point when the map is complete (no longer beta) one of us will have to sit down and redo the radar while pulling our hair out.

For those who might be wondering if I was able to start the game in veteran mode while using Broken World I could not.

Elf

iryan wrote:
RSimpkinuk57 wrote:
I've restarted my level 44 hero (from version 31c) who had just defeated Gom. Restart is at the Cliffs of Fire with portal open to Gom's Domain. In the inn I had Gloern (level 23 when viewed) who levels up to 40 when added, and Phaedriel (level 39 when viewed) who levels up to 42 when back in the group. (Oh, and a pet mule.)

Levelling up - of the character's stats - works whether I view and then add or add without viewing. Equipment remains as it was when the person went into the inn.

So I quit that map and took the same hero to Elddim. Met Gloern and Phaedriel in its inn - fancy that - and they levelled up again, same levels.


I know that according to KillerGremal the code exists for party members in the inn to automatically raise their levels after returning to the party and this is done through their job_hire.skrit. However this seems to only work in DS2 as I experienced sigofmugmort's problem using Broken World. You however use DS2 if I'm not mistaken.

I'm experimenting using a flick that runs during the conversation when you ask the party member to return to your party, in order to fix this issue. I haven't actually been able to test it out yet.

The job_talk_hire.skrit would be compatible with the addon, the basic problem however is that a pleasant conversation is needed (actually you also could launch a flick from inside conversations.gas, still you need this file resp. the conversation for the current actor). But I think it's (almost) impossible to add on all maps all hire conversations for all hirable actor - and keeping this up to date.
I have to check if this job file can be tuned so the level will be adjusted whether or not there is a conversation available when actors come from the inn. I really hope that's possible, since all (potential) party members have it, it would be very efficient approach.

 
By the way, when meeting Ulora the 1st time I was 'perfectly' able to hire her (with adjusted level), in v2.2 and in the addon/v2.3 as well (although a flick is used here).

 

EDIT: As experienced job_talk_hire.skrit works well when hiring a member, unfortunately this job doesn't launch in the addon when actors leave the inn... :o Sad
This would have been a very elegant approach to move leveling/hiring related things into corresponding files, but ovisiously it doesn't work in a really reliable manner.
I already have one or the other work-around in mind, sadly their elegance leaves a bit to be desired...
To avoid content conflicts it also may be that such a work-around has to be add in the content pack/mod and not in the Level Adjustment mod (where it would fit most) but that's probably the smallest tribute.

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