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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.

Heirloom Sword II quest problem.

It does not seem to matter whether or not I give the sword to the guy in part 1 or not. When I get to the prison the quest log does not update for finding the prison and the NIS cutscreen sequence does not play preventing the quest from being completed

:? Insane Dwarf

- why can't I hire anybody at the inn in Elddim..?
- as far as I can see I have all the necessary resources in place

- I get the initial dialogue, from say Arrisu
- but she doesn't join my party..
- neither does the big guy, even though the innkeeper has taken the 300

- (??)

Blondin235 wrote:
- why can't I hire anybody at the inn in Elddim..?
- as far as I can see I have all the necessary resources in place

- I get the initial dialogue, from say Arrisu
- but she doesn't join my party..
- neither does the big guy, even though the innkeeper has taken the 300

- (??)


I encountered the same problem a few days back. Not sure when this first started as I have been testing Kingdom of Ehb. I do not believe there has been an update to the Utraean Apocalypse Map in some time. I do not think the changes made to kingdom of ehb would cause the issue. There have been recent updates however to Mod-DS1Content-Alpha10 the current version is X if you have an older version of Mod-DS1Content-Alpha10 you may wish to try that just to verify that it is not the problem.
There might be other issues as well I just have not had time to check into it.

Elf

Real life has been claiming much of my time recently, but this one I could pin down quickly through having kept older versions of the downloads in a warehouse folder.

Problem is that when talking to either the hireable dryad or the hireable half-giant at Elddim you get the thanks-for-hiring-me convo (with of course no option to actually hire) instead of the will-you-hire-me convo.

Problem was introduced by upgrading from DS1_Mod_Logic_Beta31c (2,666 KB) to DS1_Mod_Logic_Beta31g (7,412 KB), just over a month ago.

I'm (also) looking that this matter.

Just as reference to find technichal issues (there are meanwhile several custom components and routines involved when hiring actors) I am 'working' and test actor to hire on the Diablosh map.

It's actully more work as it seems, specially when leaving the basic/rough implementation as we have them on GPG's maps.

A couple of weird items

Water looks strange and I think a chest or something is missing from the Reagent seller

Blacksmith's quest and in Eirulen.

Dwarf

RSimpkinuk57 wrote:
Real life has been claiming much of my time recently, but this one I could pin down quickly through having kept older versions of the downloads in a warehouse folder.

Problem is that when talking to either the hireable dryad or the hireable half-giant at Elddim you get the thanks-for-hiring-me convo (with of course no option to actually hire) instead of the will-you-hire-me convo.

Problem was introduced by upgrading from DS1_Mod_Logic_Beta31c (2,666 KB) to DS1_Mod_Logic_Beta31g (7,412 KB), just over a month ago.


Sorry, I've been concentrating so much on finishing KOE off that the other 3 maps have slipped off the radar. This problem will most likely exist for all hireables so later on today I will post updated versions of all three.

In fixing the conversations so that all options exist (hired, rejected, view skills, etc), it requires that both the DS_Mod_Logic file be updated (done and posted) as well as the conversations and instances in the maps (done but currently only KOE posted).

It's probably good news that players are now moving onto the other maps as it means the outstanding issues with KOE is relatively small. I've ben fixing these (up to the end of Glitterdelve mines and working on the broken fades preventing re-entering the mines from the end) and so far the only things not fixed is the slightly out of alignment radar in the crypts (though the sanctuary rooms now show in the radar) and getting Alanna's icon to change when the quest is updated. Occasionally monsters will still get stuck on the scenery or each other as well but short of removing all such monsters completely from the map, I don't see how to fix this for all such possible situations.

I've also looked into how Broken World checks the map difficulty when starting a new map and can't find anything where this is defined in the gas files so I believe everyone is right when they say it's hard coded, though maybe it could still be circumnavigated with some nifty flick work? In Broken World the map difficulty is defined as completed when you talk to Kirani after defeating the Dark Wizard at the end. The check is a standard SetLocalJournalBool for the current Map Mode and defining ds2x_world_completed mercenary/veteran/elite as true, true. This is exactly like DS2 and Sharkull's test map and what I use in the Legendary maps.

I also played around with load_game.gas in the UI folder and was able to get the UI to show all map modes available at the beginning but of course you still couldn't play the other map modes as no map checks are done in the UI.

So it looks like that in DS2 you can play the Legendary Maps (and all custom maps with the correct SetLocalJournalBool defined) in all map modes but not in Broken World.

EDIT# I checked the two areas in an unmodded DS2 running from Broken World and everything seemed to be the same. I also didn't see any chests that were missing. More info required please, including highlighting exactly what you think is wrong.

sigofmugmort wrote:
A couple of weird items

Water looks strange and I think a chest or something is missing from the Reagent seller

Blacksmith's quest and in Eirulen.

Dwarf


I quickly looked at these in-game with a premade character. Reminds you how valuable the MLA is when you run around the map with a high level character, squishing green coded monsters with impunity - good for quick testing but boring gameplay wise.

DS2 uses a lot of DS1 assets so any graphical changes I made to the DS1 objects in the mod will change their appearance in DS2 but this should only extend to textures. All meshes were untouched or should be. A comparison picture would be invaluable in detecting exactly what is wrong in the scene and I will try later on today if someone else doesn't do it first.

Your shader settings effects the water, I prefer turning them off but apart from that it appears like it always had (even before the mod) as far as I can remember.

Without a definite location of the chest/s, it's hard to be certain but the MLA does affect chests in DS2 so its possible there's a minor error which prevents one particular chest type from spawning.

I currently have DS1_Mod_Logic_Beta31m.ds2res installed in my Resources file
it is occupying 19,387KB in space, so I guess there have been many additions along the way..??

Blondin235 wrote:
I currently have DS1_Mod_Logic_Beta31m.ds2res installed in my Resources file
it is occupying 19,387KB in space, so I guess there have been many additions along the way..??

The logic files really don't require much space as they are simple text files but there's been a few graphics files added or updated so to save everyone having to download a 225Mb file every time one or two graphic files were changed, I included them in the smaller, more frequently updated logic file. The next major release will see all of these graphic files transferred to the Contents file.

The biggest culprits in terms of size are the new skybox images. Anything less than 1024x1024 looks rather shabby when painted onto the sky and the one used in Gom's arena is 2048x2048 which is 4Mb each and there's 6 images in each skybox.

RSimpkinuk57 wrote:
Real life has been claiming much of my time recently, but this one I could pin down quickly through having kept older versions of the downloads in a warehouse folder.

Problem is that when talking to either the hireable dryad or the hireable half-giant at Elddim you get the thanks-for-hiring-me convo (with of course no option to actually hire) instead of the will-you-hire-me convo.

Problem was introduced by upgrading from DS1_Mod_Logic_Beta31c (2,666 KB) to DS1_Mod_Logic_Beta31g (7,412 KB), just over a month ago.


The Utraean Peninsula Beta31 has been released where the issue of not being able to hire characters is fixed. Nothing else has been changed at this stage though lots are planned so any bug reports, suggestions for improvements, e.t.c. are welcomed.
http://www.siegetheday.org/~iryan/files/Betav31/DS1_Map_Utraean_Peninsula_Beta31.ds2res

EDIT c.15:25 - I think I've finally finished adding my afterthoughts into the middle of this!

iryan wrote:

It's probably good news that players are now moving onto the other maps as it means the outstanding issues with KOE is relatively small. I've ben fixing these (up to the end of Glitterdelve mines and working on the broken fades preventing re-entering the mines from the end) and so far the only things not fixed is the slightly out of alignment radar in the crypts (though the sanctuary rooms now show in the radar) and getting Alanna's icon to change when the quest is updated.

Yesterday I took my 31m archer (human), who is exploring thoroughly, through Glitterdelve. He and his party are doing fine with the MLA map difficulty at 100%, but it will be a while before I can get to the temple ruins to assess the wraiths as they are now. I've discovered exactly what works and what does not work when going back down Glitterdelve's exit elevator but you now know that for yourself anyway.

@sigofmugmort has already reported the two incantation shrines removed from side caves in Glitterdelve but still present on the radar.

RSimpkinuk57 wrote:

Could there be a connection (between the problems I've had with Save and the problems [@bare_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.

I've just had the problem in Glitterdelve, when saving after turning on the Upper Mines DC. Save took two goes at writing .ds2party (only one at .ds2radar). This was with four characters in the party and one in the inn (Zed); this was the first save since disbanding him. Subsequent saves worked normally.

By the way, could the DCs be changed so that the shaft of green light appears only on the currently operational DC? That way you'd know for certain when you'd turned one on, however quickly the little message disappears from bottom left corner of the screen. Turning on the effect with the handle would be cool.

iryan wrote:
Occasionally monsters will still get stuck on the scenery or each other as well but short of removing all such monsters completely from the map, I don't see how to fix this for all such possible situations.

RSimpkinuk57 wrote:

E51c#055 My first time, but not the second, the mini-boss Possessed Wizard Skull was stuck on the end of the upper-level floor promontory ... This meant that Naidi could destroy it with impunity from outside its range.

I used my 31k dryad who'd done a speed run out to Kroth to check out (in 31m) the quest to rescue Sikra. The mini-boss skull started near the back of the hall (upper level) and again came out onto that promontory. If it does get trapped there then what traps it is not the furniture object taking more space but its own Artificial Stupidity about route-finding and when to retreat. So the choice is between leaving this as an opportunity for players to enjoy using low cunning, or putting the mini-boss into the sunken central area in the middle of its minions.

iryan wrote:
[Fri, 2014-10-31 11:09] You can not refuse Gyorn's quest however. That's arranged differently so works as expected. Though these upgraded quest flicks are a work in progress and I'm still learning a lot about them. What would be better for Gyorn and similar situations is that the Main Quest component is updated automatically when you talk to them but you have to choose to help them to get their secondary quest and then the option comes up to hire them if you choose too. Would this be a good way of arranging these quest givers?

When listing main quests I noticed how many of them are given or updated now in NIS, so took I it, Iryan, that you meant to do that for the rest, which would be better even with the surplus secondary quests eliminated. So for Gyorn, yes, give him the yellow ? for primary quest updater (finisher). When one talks to him, or maybe even walks towards him, have an NIS for his speech completing the quest from Norick and activating the new one about going to Glacern. After the NIS change his icon to the shields for a hireable NPC, so players can choose to talk to him or to wait until after buying an extra slot from the innkeeper.

Would this approach mean putting more of what Merik says back into the NIS for breaking him free?

Some of the NPCs are not as they were in the original, I presume because in the early days of this mod DS1 costumes had not been converted and only DS2 archetypes were available. One such who stands out is the "Old man" just before you enter Wesrin Cross, where the original had a young man Ilandro, sole survivor (because he outran his comrades?) of a minstrel troupe. Suggestion: have this NPC disappear towards Stonebridge (i.e. back the way you've come and made safe for him) after you talk to him, as DS2 can do.

E31#093 Something I expect you know: how to (not) open Glitterdelve Pass for the soldiers. Emerge from Wesrin Cross, walk up to the rocks piled against the gate (go right next to them), shake your head and walk away without touching that dangerous-looking red barrel. The quest to clear the way has now been triggered complete.

RSimpkinuk57 wrote:

E31j#090 Ice Archers in ambush (hidden in icicles) in a pit where one turns left for a side cave (towards an ice drake) do not shoot the party that triggered them: perhaps because they do not have the range even at their closest approach

iryan wrote:
I will attempt to tweak that. It's sloppy arrangement by GPG in the first place.

Sloppy maybe (I haven't checked that ambush back in DS1, nor for that matter checked it again in DS2) but as I understand the templates the Ice Archers in DS1 were meant to shoot out to 11 meters with the bow they were given, whereas in DS2 9 or 10 at most? On the occasion I reported the archers did move towards my party in an attempt to shoot - and I cannot remember if the vantage point the party ended up at was the same place where they'd triggered the ambush.

Everybody seems to be happy with Gresh as a boss who raised skeletons to attack the fortress but who fights personally with a sword, so is easy prey for a party that runs around using spells and bows. In the original he had both a spell and a melee attack. I wondered if his melee attack - a pair of flaming whip-thongs - could hit multiple opponents at once, but whether it could or not it was best to force him into melee because his spell was so dangerous - if one was unlucky then a single-hit KO on a quite well armored character I seem to remember, and instakill on a mage in robes (eg Merik). (Was it fire ball or fire skull? Slow enough to be dodged if you had the target character selected.) Not that I'd want Gresh quite that dangerous in DS2.

iryan wrote:
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).

Could it be even worse: characters perceiving the world as it is on radar, that is the 3D world projected onto 2D? A character knows where a monster is behind a wall or round the corner of a tunnel, but arrows shot as a result will be stopped by the wall (even if the wall is a transparent one made of dripping water!) whereas floors seem not to stop arrows at all.

Veteran and elite levels, or even taking an existing party into mercenary KoE: should the starting positions be restricted so that you have only your hero at the farmhouse, with the rest of your party in the inn at Stonebridge? Similarly at Elddim and at Arhok, though there it would only be a matter of style. (To me LoA's intro like KoE's implies a single starting hero whereas UA's does not.)

(I'd like to believe KoE could be made playable with MLA off (with a bit of time and effort that maybe the developers would rather spend elsewhere) by tuning the monster levels for a "standard" run with a new character. Level 1 Phraks for example instead of level 60!)

Richard, No it is not the last chance to comment on KoE. Iryan was just saying that since there have been no major bugs he can look into things with the other maps.

Elf

bare_elf wrote:
Richard, No it is not the last chance to comment on KoE. Iryan was just saying that since there have been no major bugs he can look into things with the other maps.

Elf


Bare_elf is 100% correct as my comments don't mean that no more work or enhancements will be done on KOE (there's always scope for improvements), rather than I would like to start on the other maps. The Utraean Peninsula will be next, mostly tidying up quest exploits and lacks as well as some other things like the NIS sequences. Also I'm not totally happy with the Pit of Despair either.

RSimpkinuk57 wrote:

By the way, since writing that I've had one instance of multi-saving with equal numbers of party and radar.

I've not experienced this phenomenon myself but I always play with low level parties as I'm predominantly interested in that they work from the start with a new hero rather than continuing from another map. So my average levels would be 24-40 with only a couple of characters in the inn.

Incidentally something I may have to include in the mod is the Disband Mod by FreakCandy, which allows you to release any characters from the Inn, not just Pets. This is because if you play all the Legendary Maps plus DS2 and Broken World, you will not be able to recruit after a certain point (I forget exactly what the number is now but there was a thread discussing this somewhere). We did look at expanding this number in the Inn but it seems to be hard coded.

RSimpkinuk57 wrote:

By the way, could the DCs be changed so that the shaft of green light appears only on the currently operational DC? That way you'd know for certain when you'd turned one on, however quickly the little message disappears from bottom left corner of the screen. Turning on the effect with the handle would be cool.

Great Minds think alike? I've already incorporated this as I believed just like you. It works very well but only once. I couldn't make it session only so if you return to a previous DC, it will still be lit.

RSimpkinuk57 wrote:

So the choice is between leaving this as an opportunity for players to enjoy using low cunning, or putting the mini-boss into the sunken central area in the middle of its minions.

It's probably best to move or swap the mini-boss with one of its minions. You obviously know that there was originally no miniboss in the Hall of Skulls but I think it adds to the encounters there and makes the player think a bit as it can be dangerous, especially if moved as suggested.

RSimpkinuk57 wrote:

When listing main quests I noticed how many of them are given or updated now in NIS, so took I it, Iryan, that you meant to do that for the rest, which would be better even with the surplus secondary quests eliminated

That's not currently implemented but the surplus quests have been eliminated. Personally it doesn't worry me if the player chooses to ignore quests, even the main ones, though at least a couple points in the game a main quest task has to be completed to continue the game.

RSimpkinuk57 wrote:

Some of the NPCs are not as they were in the original, I presume because in the early days of this mod DS1 costumes had not been converted and only DS2 archetypes were available. One such who stands out is the "Old man" just before you enter Wesrin Cross, where the original had a young man Ilandro, sole survivor (because he outran his comrades?) of a minstrel troupe. Suggestion: have this NPC disappear towards Stonebridge (i.e. back the way you've come and made safe for him) after you talk to him, as DS2 can do.

You are correct about the DS1 npcs, they weren't fully converted until a few map revisions had already been done. That's a good idea which I can implement but I'm not sure whether or not in the current version as I'm already at Glacern.

RSimpkinuk57 wrote:

Something I expect you know: how to (not) open Glitterdelve Pass for the soldiers. Emerge from Wesrin Cross, walk up to the rocks piled against the gate (go right next to them), shake your head and walk away without touching that dangerous-looking red barrel.

Yes KillerGremal had already drawn my attention to that plus the fact that the surrounding boulders can be destroyed by AOE without the barrel going off. Yet to be fixed.

RSimpkinuk57 wrote:

Sloppy maybe (I haven't checked that ambush back in DS1, nor for that matter checked it again in DS2) but as I understand the templates the Ice Archers in DS1 were meant to shoot out to 11 meters with the bow they were given, whereas in DS2 9 or 10 at most

I've already adjusted those particular Ice Archer's bows to shoot 12 meters now so they should work as intended but currently untested.

RSimpkinuk57 wrote:

Everybody seems to be happy with Gresh as a boss who raised skeletons to attack the fortress but who fights personally with a sword, so is easy prey for a party that runs around using spells and bows.

Perhaps giving the ability to cast fireball or similar?

RSimpkinuk57 wrote:

A character knows where a monster is behind a wall or round the corner of a tunnel, but arrows shot as a result will be stopped by the wall (even if the wall is a transparent one made of dripping water!) whereas floors seem not to stop arrows at all.

Its how the game renders 3D objects, only the floor and walls seem solid (I can't remember any instances where you are on a top floor trying to shoot monsters underneath you).

Regardless my current implementation is to trigger the monsters from generators, similar to UP and Yesterhaven. Yet to be tested.

RSimpkinuk57 wrote:

Veteran and elite levels, or even taking an existing party into mercenary KoE: should the starting positions be restricted so that you have only your hero at the farmhouse

Possible but I'm not sure how the game would react having the other characters start off in a different region, I know spreading them around a current region works even if they aren't in the frustrum. I also forget what DS2 itself does in this situation apart from starting off in the prison (I think everyone starts off in prison actually).

One issue I can think off is that even if a party member is grayed out, you can select their portrait in the UI and instantly be at their position. So theoretically you could be at Stonebridge with the rest of your party leaving the hero alone and cutoff at the farmhouse?

RSimpkinuk57 wrote:

(I'd like to believe KoE could be made playable with MLA off (with a bit of time and effort that maybe the developers would rather spend elsewhere) by tuning the monster levels for a "standard" run with a new character. Level 1 Phraks for example instead of level 60!)

As well as the other maps. This is on the top to list as it has been mentioned and asked for before. Reasonably easy to implement but possibly hard to balance but I'm sure there would be enough feedback to help out with that. I will endeavour to have the first setup ready for the next version for players to try out.

iryan wrote:
. . .
RSimpkinuk57 wrote:

By the way, could the DCs be changed so that the shaft of green light appears only on the currently operational DC? That way you'd know for certain when you'd turned one on, however quickly the little message disappears from bottom left corner of the screen. Turning on the effect with the handle would be cool.

Great Minds think alike? I've already incorporated this as I believed just like you. It works very well but only once. I couldn't make it session only so if you return to a previous DC, it will still be lit.
Well, when touching it the data stored is effective across sessions anyway.
However an effect in sense of 'this station here is active now and no other' would be a nice addition indeed.

Main problem will be to turn the effect off again on the (previous) DC if a further DC is touched. Such a support could/should be added in the component probably, otherwise when using the current effect emitter component a huge trigger had to be added on each DC in order to turn of all the other DCs - that would be quite painful!(?)
It may be that the existing effect emitter component would be useless then, but it could used for something else or something to underline the teleporting nature of this object.

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

E31m#094 When Glacern gets reloaded the male legionnaires are missing (archers, swordsmen and officers). I thought at first this was a problem with my save file, but it also happened returning from the house basement with the secret area.

Matters arising:

RSimpkinuk57 wrote:
E31i#082 Six legionnaires upstairs in the inn [at Glacern] (including the one without a room) all now show talk symbols under the cursor but two including the captain have nothing to say.
I've learnt that when this happens, move closer to the NPC!

KillerGremal wrote:
Main problem will be to turn the effect off again on the (previous) DC if a further DC is touched. Such a support could/should be added in the component probably, otherwise when using the current effect emitter component a huge trigger had to be added on each DC in order to turn of all the other DCs - that would be quite painful!(?)
Which was the last DC turned on? - this must be known, for a restart to open the portal, so when turning a new DC on there should only be one old one to turn off. Not that many players in Ehb will ever run back from one DC to the previous.

iryan wrote:
You obviously know that there was originally no miniboss in the Hall of Skulls but I think it adds to the encounters there and makes the player think a bit as it can be dangerous, especially if moved as suggested.
I do appreciate that what you are doing is not just a conversion but a new edition for DS2.

iryan wrote:
I've not experienced this phenomenon myself but I always play with low level parties as I'm predominantly interested in that they work from the start with a new hero rather than continuing from another map. So my average levels would be 24-40 with only a couple of characters in the inn.
I do the same. I don't know whether the problem I sometimes see with save files has the same root cause as @bare_elf's crash. Note that from within the game one sees no sign of it. I've just had it happen again at Glacern. I'd restarted at Stonebridge and ported forward to the Snow Highlands (Glitterdelve exit). Getting to Glacern I saved without having the problem. After running around town I disbanded Gloern to the inn and collected Zed from it. I'd also changed my party order at least twice. Saving again, this time I ended up with (simplified names):-

24/11/2014 21:55 (Glacern 2) party, radar, party.bak1, radar.bak1 (only 1KB), party.bak2, radar.bak2 (1KB) and party.bak3

24/11/2014 20:32 (Glacern 1) party.bak4, radar.bak3

22/11/2014 22:50 (Snow Highlands) party.bak5, radar.bak4

Renaming and reloading, I discovered that though timestamped 21:55, party.ds2bak1 basically contained my party as in the earlier 20:32 save (not just the members but their inventory too). The file is 47KB though whereas the 20:32 party file was 44KB (as are the 21:55 bak2 and bak3; the correct save is a 46KB party file).

iryan wrote:
(I can't remember any instances where you are on a top floor trying to shoot monsters underneath you).
I was thinking of the opposite direction, that is up through the ceiling as @sigofmugmort reported.

iryan wrote:
I'm not sure how the game would react having the other characters start off in a different region, I know spreading them around a current region works even if they aren't in the frustrum. I also forget what DS2 itself does in this situation apart from starting off in the prison (I think everyone starts off in prison actually).
I was assuming veteran/elite DS2 map would put the hero in the prison and disband everybody else to the inn, and that you could do the same in KoE. Anyway I've now taken a party (a level 10 hero and three side-kicks from TotH) into DS2 mercenary and the results are peculiar: hero and Drevin on the beach plus first side-kick in the landing craft, two side-kicks grayed out and in limbo. After the temple NIS: hero and first side-kick in prison, next side-kick in prison too but playing scarecrow and if selected the game hangs.

Monsters: with monster-adjust-declared I've noticed that the three melee snow-Krug types are all the same (Tracker, Hunter and Forager), and that Furok Slashers are the same as Furoks. With the Furok specializing base-actor-evil-melee-strong, perhaps melee-strong-tank for the Slasher?

RSimpkinuk57 wrote:
. . .
KillerGremal wrote:
Main problem will be to turn the effect off again on the (previous) DC if a further DC is touched. Such a support could/should be added in the component probably, otherwise when using the current effect emitter component a huge trigger had to be added on each DC in order to turn of all the other DCs - that would be quite painful!(?)
Which was the last DC turned on? - this must be known, for a restart to open the portal, so when turning a new DC on there should only be one old one to turn off. Not that many players in Ehb will ever run back from one DC to the previous.
Of course the device is 'known' because you touch it. But actually its ID is not saved yet (only the intended landing positon/node stored on the device is).
As soon as this ID is globally available in the next session, each DC can compare the stored ID with its own one to know if currently active or not.

The problem with missing NPCs that my new-for-31m hero is experiencing, I cannot make happen with a different party I've taken back there. (It was my half-giant who started out in 31g and was last saved at Jeriah's 31j.)

bare_elf wrote:
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.

If a save file is good then it should stay good whatever happens afterwards, so now two of us have had regions (towns) where NPCs are mysteriously missing when we return either by restarting or otherwise. Now I do remember times in DS1 and again once in DS2's map with no mods - maybe before I'd applied the 2.2 patch - when things went wrong and if I restarted from the last save went wrong again so the problem must have been set up some time before it manifested. Maybe game memory was corrupted from outside or maybe the game engine itself was to blame. The only answer is to restart from several saves back and hope one is before whatever it was happened that set the campaign up to eventually fail.

By the way, those missing Klaws (my report E31i#076 expanding @sigofmugmort's report): it is just possible to avoid completely the trigger patch for that ambush by going to the right, especially with only a single character moving.

Notes from Eldim:

Reminder, If you clear the Orchard Basement BEFORE getting the quest the quest will fail.

The Krug Apprentice looks different then in KoE.

BTW, The Innkeeper has 21 slots for characters

In the original KoE there was a recruitable fighter in the Swamp. He would make a good replacement for Drevin in the Peninsula. It is amusing to add Drevin and have him in the party when continuing into DS2, you have 2 drevins on the beach and 1 in the prison :silly:

The Bone Minion Hunt is now underway Dwarf Dwarf Dwarf

The update to DS1_Map_Utraean_Peninsula_Beta31 has the old map name. Therefore it and KillerGremal's Utraean Peninsula Map once again have the same name in the map table. Not an issue when playing just when determining which map you are playing. I know that KillerGremal's Map has the following discription: "- The Wasted Lands of Utrae - never ending adventure through the southwestern ruins of the Empire." Your map has the following discription: "The original multiplayer campaign: Playable and enhanced for Single Player Dungeon Siege 2 and Broken World" However if you do not know that or are not careful you can end up on the wrong map. You may wish to change the name back to what it was in the previous version. Just an observation.

Elf

RSimpkinuk57 wrote:
The problem with missing NPCs that my new-for-31m hero is experiencing, I cannot make happen with a different party I've taken back there. (It was my half-giant who started out in 31g and was last saved at Jeriah's 31j.)

Very strange as this also happen to me during testing of the new version. Since I also made some minor changes at Glacern, I blamed them for the disappearing npcs. Resorting to a previous save, everything seemed normal.

Also strangely it was the male legionnaires as well that went missing. Since in 31m, I added code to them to make them act more like KillerGremal's Utraean Militia, you could think to blame that for the disappearing quirk except the same code updates were applied to the female legionnaires and they appear fine.

Anyhow I have a couple things to try to remedy the situation. One is to play around with the forced and auto expiration class and the other with the base template names.

sigofmugmort wrote:
Notes from Eldim:

Reminder, If you clear the Orchard Basement BEFORE getting the quest the quest will fail.


No I haven't forgotten that one.

sigofmugmort wrote:

The Krug Apprentice looks different then in KoE.

Yes a simply texture mistake. That what happens when you accidentally apply a Krug Scout's texture on a Krug Shaman (or apprentice) mesh.

sigofmugmort wrote:

BTW, The Innkeeper has 21 slots for characters

In the original KoE there was a recruitable fighter in the Swamp. He would make a good replacement for Drevin in the Peninsula. It is amusing to add Drevin and have him in the party when continuing into DS2, you have 2 drevins on the beach and 1 in the prison :silly:

The Bone Minion Hunt is now underway Dwarf Dwarf Dwarf


Yes I've been thinking about this aspect.

There's two reasons not all original hireables are available in KOE (and LOA for that matter). The first is the Innkeeper's limited capacity to store them and the second is that DS1 allowed you to use 8 characters while DS2 limits you to 6.

It would be nice to restore all the original hireable characters and I thought of a way that may be done without adding extra characters to the overall pool.

That is adopt one feature from the original Adepts for DS1, where certain characters could only be hired if your hero was a male and others if you were a female. I thought this could even be extended to having extra Dwarves offer to join the party (i.e. Lorun, Rhut, Ulfgrim) if the main hero was a dwarf. The last won't work for DS2 obviously, at least not yet though a playable dwarf hero is possible as I got one working, except the eyes were funny.

The feature of certain characters only offering to join the party if certain conditions were met is something I really love about KOTOR and KOTOR2 and is used extensively in games like the Baldur Gate series. It would even be better if it was tied in with the player's alignment, something not looked at in the DS series. Imagine if instead of a goody goody two shoes hero (yawn) who always saves the day, you were a real Bad Ass who kicks Valdis's butt and/or the Dark Wizards and then instantly takes over from them.

Just daydreaming about the above. It would be certainly possible but the amount of scripting and conversations required would be on par with the development of the Legendary Mod itself. Getting characters to only join the party based on the hero's sex or race on the other hand would be a lot easier and I believe the flick support is there, at least with KillerGremal's content pack with the flick condition bools WhenActorIsMale, WhenActorIsFemale and WhenActorRaceIs.

iryan wrote:
. . .
Just daydreaming about the above. It would be certainly possible but the amount of scripting and conversations required would be on par with the development of the Legendary Mod itself. Getting characters to only join the party based on the hero's sex or race on the other hand would be a lot easier and I believe the flick support is there, at least with KillerGremal's content pack with the flick condition bools WhenActorIsMale, WhenActorIsFemale and WhenActorRaceIs.

Not to be adorned with borrowed plumes, the addon/v2.3 has introduced similar conditions. These ones have slightly different names rather for mod compatibility and Siege Editor reasons.

 
In this context however the WhenSkillLevel... conditions could help too perhaps:

WhenSkillLevelLessThan( listener, "combat magic", 10, true )
WhenSkillLevelGreaterThan( listener, "survival", 3, true )
This condition is often (always?) used with the 'uber' level only, but it also could check the main hero for 10 combat magic level or 3 skill points on 'Survival' for example.

 
An older but possibly still useful function may be this one:

WhenActorTypeIs( ScreenHero, "melee", 0.3 )
It will check if melee is the best class the listener's main hero has.
Originally I combined this condition with WhenActorIsMainHero or WhenPartyHasOneHumanOnly (a humanoid check) so
WhenActorTypeIs has no 'enforce hero switch', thus the role ScreenHero must assist here as work-around (should be quite reliable though).
The float value represents some kind of multi-class tolerance, and with another condition of this type also a check could be performed if a specific dual-classed setup is given (as said an it's older condition, should be expanded for BA/FoS once).

 
Besides of this also simple skrit checks can be performed meanwhile in flick, for example:

WhenSkritBool( "Actor.GetResistance(dmt_fire) >= 0.5", listener )
...for example not to join someone who doesn't stand the heat in a desert of in a lava dungeon!?
Syntax-wise this construct doesn't look so pretty, but it allows to check several additional things without instantly composing a flick function/condition.

Here's the second attempt at making the Broken World Dwarf playable in DS2.
http://www.siegetheday.org/~iryan/files/Betav31/DS1_Mod_Playable_Dwarves_DS2_Alpha2.ds2res

Hasn't been tested much at all and there's still the issue with mapping the hair colours onto the heads in DS2 but 3 head variations are available (all in red) plus a npc head in blond. All skin variations are available.

Requires the Legendary Mod Content Beta30 to work and it should work like the dwarf hireables with full support for the extended DS1 armors with the proviso that at the moments the textures will be off until they are redone for the dwarves.

The mod SHOULD be compatible with most of the other character mods unless they have a higher priority (greater than 9999).

iryan wrote:
Very strange as this also happen to me during testing of the new version. Since I also made some minor changes at Glacern, I blamed them for the disappearing npcs. Resorting to a previous save, everything seemed normal.

Also strangely it was the male legionnaires as well that went missing. Since in 31m, I added code to them to make them act more like KillerGremal's Utraean Militia, you could think to blame that for the disappearing quirk except the same code updates were applied to the female legionnaires and they appear fine.


This is with the hero who has been 31m from the start, and a save taken after arriving in Glacern. When I launch DS2 then restart KOE from this save, the male legionnaires in Glacern are missing:
1. Go to the north gate, open it. There is a dwarf legionnaire in the watch tower, two males standing outside the gate (guard and archer), and two patrolling legionnaires (one male, one female) running up the road towards the party from the north.
2. Save
3. Exit
4. restart by Continue - party is by the statue
5. Go to the north gate (now open). There is a dwarf legionnaire in the watch tower and one female legionnaire outside, the one from the patrol; the three males have disappeared.

So then I shut down DS2, deleted the new save, renamed from .ds2bak1 the save I'd started with and repeated the whole thing only with DS1_Mod_Logic_Beta31k in the Resources folder instead of Beta31m. Different result: there were again no male legionnaires in the town but the ones outside (beyond the scope of the saved game I was starting from) survived being saved and reloaded.

UPDATE 20:11 - so I've been into TankViewer and extracted both logics to more easily compare them through Windows Explorer. The "same code updates" were NOT applied to the females: the npc_base_female_ds1 GAS file is still as of 26/10/2014 whereas npc_base_male_ds1 was modified 09/11/2014 with substantial changes to the template base_npc_male_combative_ds1. I wonder in passing how its [mind] can have two jat_talk = assignments, see that [monster_level_adjust_simple] is one of many new blocks, but can go no further.

Hello Iryan.

On the road through the Utraean Peninsula. Things are looking good, just a few comments about the Crystwind Mines. The ore crusher should have a cover like the one in the Glitterdelve mine since it does not crush anything. I had always wondered how the Duergar got into the Miners Haven and taken over the Crystwind Old Mines. I love your solution, the lore books explaining what happened and the portal. I still wonder if the Gray Dwarf Race, is a dwarf/Seck mix. The reason I say this is that their battle tactics, weapons and how they die are very similar or is it just a trick of the eye in the dim reaches of the old mines? Every thing in the line of quests primary and secondary appears to be working correctly. Have not had any problems with the game getting stupid when saving, or clicking of the Direct Connect Teleport platforms up to this point. It appears to be Ehb Specific, but will keep you advised.

Elf

RSimpkinuk57 wrote:

This is with the hero who has been 31m from the start, and a save taken after arriving in Glacern. When I launch DS2 then restart KOE from this save, the male legionnaires in Glacern are missing:
1. Go to the north gate, open it. There is a dwarf legionnaire in the watch tower, two males standing outside the gate (guard and archer), and two patrolling legionnaires (one male, one female) running up the road towards the party from the north.
2. Save
3. Exit
4. restart by Continue - party is by the statue
5. Go to the north gate (now open). There is a dwarf legionnaire in the watch tower and one female legionnaire outside, the one from the patrol; the three males have disappeared.

So then I shut down DS2, deleted the new save, renamed from .ds2bak1 the save I'd started with and repeated the whole thing only with DS1_Mod_Logic_Beta31k in the Resources folder instead of Beta31m. Different result: there were again no male legionnaires in the town but the ones outside (beyond the scope of the saved game I was starting from) survived being saved and reloaded.

UPDATE 20:11 - so I've been into TankViewer and extracted both logics to more easily compare them through Windows Explorer. The "same code updates" were NOT applied to the females: the npc_base_female_ds1 GAS file is still as of 26/10/2014 whereas npc_base_male_ds1 was modified 09/11/2014 with substantial changes to the template base_npc_male_combative_ds1. I wonder in passing how its [mind] can have two jat_talk = assignments, see that [monster_level_adjust_simple] is one of many new blocks, but can go no further.


Yes there was a mistake having two talk flicks and I'm not sure how the game would react to it. Certainly Siege Editor doesn't complain.

And I also see that you are right about the coding being different between the males and females legionnaires, my bad. There's so many versions of mod_logic.ds2res that sometimes I get them confused when looking at them quickly.

Regardless whether the issue is with the talk flicks or not, I've solved the issue by having their expiration class set to never. I will at some stage try the alternative methods and see if that fixes the problem as well.

The extra coding is mostly superfluous anyhow as the legionnaires rarely are in a combat situation. Though it works quite well as seen with Crusader Goguua as he has the same code. Though I tweaked it so if he gets knocked unconscious, he will recover quite quickly and can be talked to soon after as using the defaults I noticed he remained unconscious for quite a while and then took a correspondingly long time to get to the state where his icon comes back and you can talk to him. With the defaults many players wouldn't notice that they could eventually talk to him and get a quest.

Thanks for pointing out the inconsistencies in the male legionnaires code.

I've sort of ironed out the quirks in displaying different hair colours for the Dwarves in DS2 but had to use a Hex Hack. DS2 seems to have difficulties in displaying the alternative hair colours on the dwarves so I had to use a method used in Broken World to display different hair colours on the Dwarf npcs.

So now the Hair Selection Section of the Hero Selection Menu does nothing for the Dwarves so instead you have to use the Head Selection Section to scroll through the various heads and colours available. As a bonus there's two extra heads available and a total of 21 head and colour variations to choose from versus the default 16 for the other characters (Stonepick's head and Ghastleys Mutton Chop Head).

This Mod should also be compatible with most of the other Character Mods (Untested).
http://www.siegetheday.org/~iryan/files/Betav31/DS1_Mod_Playable_Dwarves_DS2_Beta1.ds2res

So, I was in Eldim and a Dwarf told me of the trouble at Crystwind so I ran over to Glitterdelve to grab Gloern and stopped to pick up Jondar as well then went thru the Glade to Crystwind an recruited Stonepick.

Went the long rout to "convince" Lord Hovarth to STOP his activities (and to munch on a Bone Minion :twisted: )

I looks like both DC's going to the Crypt are Ma Kettle's House

Just a reminder that the Crypt's Radar map is VERY wonky

:silly:

making the plagued carver bats that come up into Zombies or other undead would work better (if its not any trouble)

This was only breakable with a power

for some reason(likely the program messing with my(non-existent)mind) the spider ambush did NOT activate and I did wander around .

I guess there where originally Zurask between the Crypt and Hovarth's Folly that are now Krug. That makes the Lorebook "Zurask in the Peninsula" make sense

Dwarf

My new-for-31m archer and his party have got moving again from Glacern to the Traveler camp.

iryan wrote:
RSimpkinuk57 wrote:

Ice Archers aren't dangerous enough. I had Naidi (level 18) out in front alone once so as to more easily recognise the trigger points (both for flies and for the ice warrior and ice archer ambushes). Admittedly I'd found some really good body armor for her so her total armor rating was 114. One archer was ineffective against her; two against her at once showed they were doing damage but she still had over half her health left when she'd destroyed one Ice Archer, and was regenerating naturally faster than the surviving Archer was hurting her. Conclusion: it would take three Ice Archers to be a match for even one member of a 5-strong party.

I'm not sure why this is occurring, ice archers inherit from base_actor_evil_ranged_normal, so should be fairly dangerous in numbers. Armor doesn't have that much of an effect with damage in DS2.

There's either something with their weapons or the component [monster_preload_ammo_tuned] which was inherited from the original version ice archers created by KillerGremal (I could revert to those ones if necessary). Will check.

What's occurring is that the ice archers are shooting too slowly. Going up alone against an isolated one, my archer hero (with a "fast attack" bow, not a "faster" one) was firing two arrows for every one from the ice archer.

Monster-adjust-declare shows typical attack values at level 22 of 100-158 for an ice warrior and 68-107 for an ice archer - which would be a reasonable proportion if the archer was attacking as often as or more often than the warrior. The ice bow if you get one is a "faster attack" weapon. (By the way, the corresponding numbers for an ice mage 82-129; when my hero went up alone against one, he got frozen momentarily almost every time the mage's spell hit him.)

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