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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.

iryan wrote:
If a Steam user was proficient in using tank creator, then possibly untanking and retanking Mod-DS1Content-Alpha with USER priority may achieve the same thing. It would be extremely interesting to find out.
Would it be a good idea to re-tank Mod-DS1Content-Alpha under a new name earlier in the alphabet than DS1_Mod_Content_Beta to ensure everything loads in the right order to inherit? Or to un- and re-tank the latter at USER+1?

RSimpkinuk57 wrote:
. . .
By the way Objects_DS1 looks to have inherited its UTCBuildTime from DS1, i.e. the game thinks it is older than DS2's own Objects tank.
That's not unintended, giving the (former) DS1 tanks a lower priority.
Bascially DS2 should always prefer its own content and only use the content from the (former) DS1 tank if something is missing.
Unfortunately the priority handling is not that transprent, in particular is the addon/v2.3 is installed - and the STEAM version not to mention...

 

iryan wrote:
. . .
Missing Gargoyles mightn't be experienced by everyone as the update changing their inheritances didn't occur until after Beta31. However if there's a problem with KillerGremal's content pack being seen by the Steam version of DS2, then missing vases and chests, etc, will definitely occur as they are based off that content pack. Same for the code that supports hiring of the recruitable characters such as Ulora.

I would definitely try the exe that bare_elf posted here, http://siegetheday.org/?q=node/1607#comment-44321 , if that works it would confirm that the Steam version of the Dungeon Siege exe has been hacked to prevent it loading Patch files (either accidentally or deliberately). Since many players on the Steam forums complain about mods not loading in the steam version of DS2, then this could very well be the answer.
. . .

Most of my resource files are tanked with the SE2, I would be surprised (...shocked) if the STEAM version would ignore such tanks. :o

 

iryan wrote:
. . .
Here's a preliminary list of proposed levels for the monsters in Kingdom of Ehb.
http://www.siegetheday.org/~iryan/files/Betav31/KOE_MONSTER_LIST.xlsx

This is so if a player chooses not to use the MLA mod, then they won't find impassable roadblocks in the form of level 60 Phraks inhabiting the farmlands.
. . .

I don't know if it this helps here, but remind perhaps it's possible to assign a level range too for each monster (with inventory:width and inventory:height).
From monsters only used on one map for a special area this can happen already in their template(s), otherwise in their object instance when placed on the map. Still it's a lot of work to do this...

Why some Phraks are level 60 i don't know, most levels for mercenary are between 30 and 40 (some higher for technical reasons).

XP sp2 on both systems (our lan network is strictly for playing older co-op games so I try to keep it as broadly compatible as possible)

I used the installer.

file list follows:
LISTING OF 'C:\games\ds2\Resources'
---------------
NAME SIZE MODIFIED
work_files_ds1_to_ds2 12/9/2014 9:31:03 PM
Convert_DS1_to_DS2.bat 2,657 11/25/2013 4:11:22 AM
DS1_Expansion.ds2res 48,402,592 12/9/2014 9:32:51 PM
DS1_ExpVoices.ds2res 98,331,572 12/9/2014 9:32:46 PM
DS1_Map_Legends_of_Aranna_Beta30.ds2res 48,268,928 7/12/2014 5:38:10 PM
DS1_Map_Utraean_Peninsula_Beta30.ds2res 76,453,692 7/12/2014 5:37:16 PM
DS1_Map_World_Beta30.ds2res 47,371,288 7/12/2014 5:37:52 PM
DS1_Map_Yesterhaven_Beta30.ds2res 21,962,596 7/12/2014 5:37:25 PM
DS1_Mod_Content_Beta30.ds2res 239,230,740 7/12/2014 4:54:04 AM
DS1_Mod_Exp_Content_Beta30.ds2res 61,852,712 5/29/2014 1:46:26 AM
DS1_Mod_Logic_Beta30.ds2res 1,163,164 7/12/2014 5:23:29 AM
DS1_Mod_Terrain_Beta30.ds2res 129,067,336 7/11/2014 4:58:23 AM
DS1_Sound.ds2res 185,343,092 12/9/2014 9:32:10 PM
DS1_Voices.ds2res 45,951,736 12/9/2014 9:31:51 PM
Logic.ds2res 8,201,612 9/16/2005 11:12:36 AM
Mod-DS1Content-Alpha10u.ds2res 18,805,027 6/16/2014 1:05:14 AM
Mod-DS1Map-ArhokXP-Beta5.ds2res 31,707,652 3/9/2014 2:32:43 PM
Mod-DS1Map-Diabloish-Beta02c.ds2res 16,332,608 6/16/2014 1:19:57 AM
Mod-Erthos-MonsterLevelAdjust-Beta5h.ds2res 831,760 6/16/2014 1:03:13 AM
Movies1.ds2res 407,850,352 9/16/2005 11:06:14 AM
Movies2.ds2res 334,798,928 9/16/2005 11:07:38 AM
Objects.ds2res 253,485,288 9/16/2005 11:04:38 AM
Objects_DS1.ds2res 308,093,744 12/9/2014 9:32:37 PM
Sound1.ds2res 372,936,868 9/16/2005 11:08:49 AM
Sound2.ds2res 74,783,360 9/16/2005 11:09:20 AM
Terrain.ds2res 469,455,976 9/16/2005 11:00:08 AM
Voices.ds2res 231,986,732 9/16/2005 11:10:28 AM
---------------
27 item(s); 3,532,672,012 bytes in total

The Level Adjustment should be Beta5m and the mod content should be version x not u

Dwarf

What is the Rune of Mending?, It's available for sale in both the Utrean Peninsula and LoA.

Insane Dwarf

Will try updating those.

With MLA removed the mods seem quite playable. The only real problem I have is the DC portals not working for the second player. I really wish this game had a "teleport to party member" option like Torchlight 2 does. Having one player start where they should and the other respawning in the farmlands is a serious pita Wink

raithe wrote:
I just tried another character (lvl 11) and suddenly was surronded by half a dozen lvl 60 phrack's which needless to say one-shotted me. Obviously something a little wonky going on with the lvl adjustment mod.

That would indicate that the monster level adjustment mod is either not present or has been deactivated as lvl 60 is the default level of the Phraks defined in their template (since the actor block was copied/pasted from other templates when originally creating all of the monster templates.

I am currently revising all of the default levels in the templates so if the level adjustment mod is deactivated the monsters will be more or less around the level you'd expect them to be.

With the other issues reported for multiplayer, it has been difficult to solve them completely. Originally some npcs like Ulora were marked singleplayer only so wouldn't show but that should be fixed in the current version (beta 31m). Why only one player can recruit Gyorn I don't know but there's many aspects of the game designed to only work on a local machine and not globally on all machines so maybe some of the coding in the mod isn't working on a global level.

That's the odd part. Its not all phraks, just random ones. The others are normal. I ran through to the crypt in sp & ulora is there and works normally, so I'd guess an sp flag of some sort or an mp glitch of some kind.

I'll give 31m a shot but it will have to wait till the 15th, out of bandwidth for the month. Smile Got 30 from moddb just a couple days ago, didn't realize there was a newer version when i downloaded it.

Thanks for the replies.

raithe wrote:
That's the odd part. Its not all phraks, just random ones. The others are normal. I ran through to the crypt in sp & ulora is there and works normally, so I'd guess an sp flag of some sort or an mp glitch of some kind.

I'll give 31m a shot but it will have to wait till the 15th, out of bandwidth for the month. Smile Got 30 from moddb just a couple days ago, didn't realize there was a newer version when i downloaded it.

Thanks for the replies.


recommend when you can download again that you get all the updated files.
Elf

As with all bad things (monsters} there are several types. I have encountered that same issue with Phraks when not playing with the level adjustment mod. Some are level sixty others are level 17 or some other. I think you will find that the level 60 phraks are all of one type. Now I never had a level 60 phrak when playing with the level adjustment mod active until I had a player near to level 60.

Elf

My 31m party plodding through with monster_adjust_declared=true still hasn't moved against the pirates. Earlier, they saw Phraks (melee and ranged) being adjusted from:

level 60: flying about in the Farmlands
level 15: caged in Krug camps
level 40: hiding in random breakable crates (the melee ones are "Forest Phraks")

raithe wrote:
I have the original CD version of DS2 (no broken world though, lost it) patch 2.2 / DS1 w LoA / mod ver beta 30. The following all occurred play MP on a LAN with new characters.
If Iryan and KillerGremal will forgive my speaking for them, they have done a lot of "work in progress" summer and autumn. These are the Beta31 files you can download from here individually. The Installer Package here and on ModDB has not been updated to include them so far as I know. Work concentrated on the KoE map; the Beta31 versions of LoA and UP have only minimal changes required by what's been done to the underlying logic and contents (e.g. with regard to hiring NPCs).
raithe wrote:
Ulora is missing (Helm icon but no visible npc)

Monsters in first section (farmhouse to ruined bridge) reported as lvl 17 when should be lvl 1-4. normally this only happens to one player, the other sees them correctly and they die/dmg as intended. Once though both players saw lvl 17 and the monsters wiped the floor with us and couldn't be harmed.

If more than one player joins at start the login notice breaks the opening text and freezes the game for the host. ..... most quests I've seen up to this point (wesrin cross) are broken. ex: basement quest won't complete (though journal says finished), tower quest in stonebridge won't initialize (just skips to second line of dialogue), etc

resurrection shrines can't decide whether they are res or incantation shrines, sometimes one sometimes the other. seems random for both players.

Traps don't function in crypts at all

Ruby Gargoyle didn't drop heartseeker

As you know Iryan is working on monster levels for non-MLA play. Both opening sequences and NPC recruitment have been improved since Beta30 so are worth testing again for MP issues. As an SP tester I can say quests work (in SP), those shrines are single-shot incantation shrines with some left-over resurrection messages (after use they correctly don't work while recharging and incorrectly still don't work once recharged, until you restart a saved game), fireball traps in the crypts are much improved and you still don't get Heartstopper bow from Ruby (or anywhere else).
iryan wrote:
Here's a preliminary list of proposed levels for the monsters in Kingdom of Ehb.
First reaction: these levels are for a party up-levelling slower than mine is (which is itself 1 or 2 levels less than at 31c, yet by the end you've caught up with the latter). Your test results may be more valid than mine, firstly from no MLA-adjustments to exp, secondly if you are deliberately not going into all the secret side areas. I did go everywhere and kept my party down to 4 members only (Merik replacing Gloern replacing Zed as the fourth). Having said that:

PATH2SD - list starts monsters at 7. My 31m hero started at 6.
SD_R1 - list starts monsters at 10. My 31m hero started at 9.
DM_R1 - list starts monsters at 14. My 31m hero started at 15.
PATH2NT - list starts monsters at 18. My 31m hero started at 19.
PATH2AC - list starts monsters at 20. My 31m hero started at 20.
AC - list starts monsters at 21. My 31m hero started at 22.
SR_R1 - list starts monsters at 23. My 31m hero started at 25.
DF_R1 - list starts monsters at 25. My 31m hero started at 27.
DS_R1 - list starts monsters at 27. My 31m hero started at 30.
GI_R1 - list starts monsters at 29. My 31m hero started at 33.
TR_R1 - list starts monsters at 32. My 31m hero is here at 36.

On the other hand my 31m speed-run group (also of 4 characters since adding Merik) is further ahead on the map, Fortress Kroth, with its hero only level 28. (Gresh is on the list as level 37 with his skeleton minions 35.) The speed-run group had avoided nearly everything in the swamp by taking to the water.

Detail feedback to follow.

First, if one disables MLA by the button on the side of the storage vault, THIS IS NOT SAVED. You have to disable again every time you restart.

I would like to see some level 1 monsters at the start. Farm skrubbs (#7) certainly (remember that the hero starts at zero and is past the first skrubb before attaining level 1). Maybe phraks (#5,#6) could be level 1 too despite the risk of this being too low for when one sees the last of them on the approach to Stonebridge (with MLA off, we must accept that formerly orange- or yellow-level monster types will become blue- or even green-level as one's hero progresses), and how about grass snakes (#4)?

#18 KRUG SHAMAN 02 (CRYPTS) - insert phrak-in-cage here if different from other phraks, and time to start thinking about the phraks, rats and giant rats from crates. NB #18, #19, #20, #21 are all met for the first time before the Crypts (along the path and in the secret side dungeon).

#29 SKRUBB SMALL (PATH2SD) - I take it this is the black skrubb: first one is behind the crypts exit (FH_R3) and the second at a far corner of beach before one gets to Stonebridge. These two being orange-level would be fair.

Either arakun spider or yellow spider is missing (from its position in the list I'd guess #38 SPIDER ADOLESCENT is meant to be the yellow, except that #44 ADO BOSS is the Big Arakun).

#68 and #69 two Krug bosses in the mines, yes - but Krug commanders missing.

#85 FUROK SLASHER comes after #83 BRAAK (PATH2AC) but the first slashers are two in Glacern's secret area (different region?). Should make no difference to the level chosen.

#87 SPIDER FROSTNID (PATH2AC) - should be frost spitter (magic) with another entry further on in AC for the melee frostnid.

KLAW BOSS (comes in the outdoor region around Jeriah's) missing between #98 and #99

#107 TROG BOSS and #111 TROG WARRIOR BOSS - are these two meant between them to cover the three mini-bosses "Chieftain", "Gladiator" and "Hero" (as I remember the last is just outside the big side dungeon where one finds the Fury Eye), or should there be an extra entry TROG KNIGHT BOSS?

#119 SPIKED MAW (DF_R1) - first maws are in the SR shortly after first stalagnids (#115). Should make no difference to level chosen. There should however be a MAW BOSS listed at the start of DF_R1.

#124 - ranger BANDITS might like to have a collective entry of their own.

#136 DUNGEON CRAWLER - as the map is now, one entry to cover both grave crawlers and the dungeon crawler is right, but in GPG's original the latter was equivalent to a mini-boss version of the former (or rather, an instance of #249 as in the Castle dungeons, but obviously in DS2 a level-42 would not work in the swamp). Also, headless zombies were superior originally to zombies.

GOBBOT FLAMETHROWER: check the two in the swamp outside the cave entrance, they looked to me to be a lesser variant of the ones inside (#159) in which case they deserve their own entry?.

No entry for HUNTER BOSS (could come after #166 COPTER BOSS).

I finally got my party moving again, only for the game to "stop working" (as Windows put it) when I tried to sell Thayne a Bladed Staff.

DungeonSiege2.exe
Application Version: 2.20.0.3822
Application Timestamp: 432af9a5
Fault Module Name: DungeonSiege2.exe
Fault Module Version: 2.20.0.3822
Fault Module Timestamp: 432af9a5
Exception Code: c0000005
Exception Offset: 0009b0dc
OS Version: 6.1.7601.2.1.0.768.3
Locale ID: 2057

Reminds me of a crash long ago when I tried to sell a Zaurask-Catcher to Jonn in Stonebridge. If you really want the gory details I have two new files in my Logs folder: a CRASH file and a dxdiag.

RSimpkinuk57 wrote:
I finally got my party moving again, only for the game to "stop working" (as Windows put it) when I tried to sell Thayne a Bladed Staff.

DungeonSiege2.exe
Application Version: 2.20.0.3822
Application Timestamp: 432af9a5
Fault Module Name: DungeonSiege2.exe
Fault Module Version: 2.20.0.3822
Fault Module Timestamp: 432af9a5
Exception Code: c0000005
Exception Offset: 0009b0dc
OS Version: 6.1.7601.2.1.0.768.3
Locale ID: 2057

Reminds me of a crash long ago when I tried to sell a Zaurask-Catcher to Jonn in Stonebridge. If you really want the gory details I have two new files in my Logs folder: a CRASH file and a dxdiag.


That is exactly the type of crash I run into when playing KoE when I have a party of more than three. The larger the party after that the more frequent the crash.

Elf

RSimpkinuk57 wrote:
I finally got my party moving again, only for the game to "stop working" (as Windows put it) when I tried to sell Thayne a Bladed Staff.

DungeonSiege2.exe
Application Version: 2.20.0.3822
Application Timestamp: 432af9a5
Fault Module Name: DungeonSiege2.exe
Fault Module Version: 2.20.0.3822
Fault Module Timestamp: 432af9a5
Exception Code: c0000005
Exception Offset: 0009b0dc
OS Version: 6.1.7601.2.1.0.768.3
Locale ID: 2057

Reminds me of a crash long ago when I tried to sell a Zaurask-Catcher to Jonn in Stonebridge. If you really want the gory details I have two new files in my Logs folder: a CRASH file and a dxdiag.


While rebalancing the item list I discovered a couple of weapons that still use a modifier from Broken World. I suspect this is what's causing your crash.

This could also explain bare_elf's crash if she was using vanilla DS2 and had one of the offending items in her inventory. When attempting to save the game it would most likely crash when getting to the offending item.

My apologies for missing these couple of items. The logic.ds2res should now be fixed and I'll upload it latter on today if I get time after adjusting the levels of some of the earlier monsters for some feedback on level progression during play with the MLA off.

AS you mentioned in an earlier post, there will be discrepancies with monster levels, especially early on with the Phrak (found up to Stonebridge), Krug Scouts (found up to Glitterdelve and some encounters in the Mines) and even the initial monsters who are found up to the Crypts. There's also some instances later on with Black Wolves (found at the end of the Bandit forest and also later on around Bonepicker's Post) and Skeleton Mercenaries (found at Fortress Kroth and then later on before Castle Ehb).

To cover everything I would have to do a lot of cloning of templates, similarly to what GPG had to do in DS2. However if you're willing to test these out, I will start with level progression up to the Crypts. Keep in mind it's not only monsters that need adjustment of their levels but sanctuary doors, recruitable characters, possibly chests, etc. I will start with your list of the level progression as my list was purely speculative, I tend to rush through testing, only testing the major areas such as quests, etc, and don't send time killing each and every monster and finding every single chest and barrel on the map.

iryan wrote:
. . . during play with the MLA off.

AS you mentioned in an earlier post, there will be discrepancies with monster levels, especially early on with the Phrak (found up to Stonebridge), Krug Scouts (found up to Glitterdelve and some encounters in the Mines) and even the initial monsters who are found up to the Crypts. There's also some instances later on with Black Wolves (found at the end of the Bandit forest and also later on around Bonepicker's Post) and Skeleton Mercenaries (found at Fortress Kroth and then later on before Castle Ehb).

To cover everything I would have to do a lot of cloning of templates, similarly to what GPG had to do in DS2. However if you're willing to test these out, I will start with level progression up to the Crypts. Keep in mind it's not only monsters that need adjustment of their levels but sanctuary doors, recruitable characters, possibly chests, etc. I will start with your list of the level progression as my list was purely speculative, I tend to rush through testing, only testing the major areas such as quests, etc, and don't send time killing each and every monster and finding every single chest and barrel on the map.

...traps, summon spells, (combative) NPCs and shops perhaps too. :o

If it helps, I could rethink about a component allowing to assign the monster level in the SE2, and the resistance values as well.
Right now with the Level Adjustment mod you only can enforce an concrete level (approximately) if you would set for example inventory:width = 15 and inventory:height = 16 so the resulting monster level would be ~15 in-game (whatever it was in the template).

 

RSimpkinuk57 wrote:
First, if one disables MLA by the button on the side of the storage vault, THIS IS NOT SAVED. You have to disable again every time you restart.
. . .
Well, that's not completely uninteded.

Basically it's the map (a map file) that enables the the level-adjustment, not the mod itself. So if it is enabled by default, there's usually a (good) reason. Remind maybe that concerning difficulty, loot and experience DS2 is limited on a rather tight level range (+/-5 levels).
Of course there is no absolute necessity to respect this range, but for a half-way regular gameplay it makes really some sense to maintain it.

 

sigofmugmort wrote:
What is the Rune of Mending?, It's available for sale in both the Utrean Peninsula and LoA.

Insane Dwarf

Please see: http://ds2.bplaced.net/mods/ds2-mod-faq-monsterlevel-adjustment.php#rune

 

raithe wrote:
. . .
The only real problem I have is the DC portals not working for the second player. I really wish this game had a "teleport to party member" option like Torchlight 2 does. Having one player start where they should and the other respawning in the farmlands is a serious pita Wink
Hm, this perhaps would need a larger revision, right now they are designed to be used only once (and by one specific player).
However if one player in multiplayer want to 'give' his location to the other player, he could open a town portal after using his DC.

Should you start in different towns... - when I remember correctly, the desitinations of the teleporter stations will be copied from the host to the client (even if the client had more). Technical background is probably the trigger system. It could cause troubles if the client would be able to teleport to a (quest) location the host hasn't reached yet.
 

UPDATE (12:55): Mistake in my report on hero levels: PATH2SD should have been 8. (6 was the Path to Stonebridge i.e. FH_R3). Full table extended to Kroth:

CRYPTS - list starts monsters at 5. My 31m hero started at 5.
FH_R3 - list starts monsters at 6. My 31m hero started at 6.
PATH2SD - list starts monsters at 7. My 31m hero started at 8.
SD_R1 - list starts monsters at 10. My 31m hero started at 9.
DM_R1 - list starts monsters at 14. My 31m hero started at 15.
PATH2NT - list starts monsters at 18. My 31m hero started at 19.
PATH2AC - list starts monsters at 20. My 31m hero started at 20.
AC - list starts monsters at 21. My 31m hero started at 22.
SR_R1 - list starts monsters at 23. My 31m hero started at 25.
DF_R1 - list starts monsters at 25. My 31m hero started at 27.
DS_R1 - list starts monsters at 27. My 31m hero started at 30.
GI_R1 - list starts monsters at 29. My 31m hero started at 33.
TR_R1 - list starts monsters at 32. My 31m hero started at 36.
WD_R1 - list starts monsters at 33. My 31m hero started at 37.
FD_R1 - list starts monsters at 34. My 31m hero started at 39.
CF_R1 - list starts monsters at 35. My 31m hero started at 39.
DC_R1 - list starts monsters at 36. My 31m hero is here at 40. (same as 31c)

More monsters not on the first draft list: Pirate Boss, Cyclops, Larch Boss, Wolf Black Boss, Drake Blue Boss, Forest Darkling Boss, Water Lunger Boss, Picker Boss, Skeleton Merc Archer (except as lumped in with the melee), Skeleton Merc Mage, Skeleton Merc Boss, Bone Drake, Skeleton Merc Mage Boss, Skeleton Merc Archer Boss.

PS - how about making Larches weak to fire?

RSimpkinuk57 wrote:
On the other hand my 31m speed-run group (also of 4 characters since adding Merik) is further ahead on the map, Fortress Kroth, with its hero only level 28.
That's wrong, the speed-run group was 31k.

I also forgot that my latest group is on the version (2.2, Logic 31m, World 31m, Mod-DS1Content-Alpha10x, MLA 5m) where there is a problem with human male legionnaires. At Glacern they were there when I arrived but disappeared when I saved and restarted. At Kroth I have just arrived to find only Captain Tarish (why has he been spared?) and the dwarves - so no inn-keeper nor weapons/armor shop. (Potion seller in non-legion clothes is there of course.)

++++Further update (18:25): Looking back I see that 2014-11-19 @bare_elf arriving at Kroth with a new party found all legionnaires present and correct. This was with Logic 31m etc same as me except 2.3 whereas I am 2.2++++

"Wraiths too easy?" - no, not in this version (despite the WRAITH ARCHERs shooting slower than mine). One-to-one my characters are superior but that is how it should be (in my opinion). The one piece of tuning I'd recommend is for the melee WRAITHs with the two-handed axes to make up for slower attack by doing more damage.

(If only GPG's base templates matched what the comments said then "rogue" for the WRAITHs and "tank" for the BATTLE WRAITHs to emulate how they were in the original.)

A DC before going into the Flooded Dungeon would be most welcome. Between Thayne's house and Gregor's looks as good a place as any.

RSimpkinuk57 wrote:
UPDATE (12:55): Mistake in my report on hero levels: PATH2SD should have been 8. (6 was the Path to Stonebridge i.e. FH_R3). Full table extended to Kroth:

CRYPTS - list starts monsters at 5. My 31m hero started at 5.
FH_R3 - list starts monsters at 6. My 31m hero started at 6.
PATH2SD - list starts monsters at 7. My 31m hero started at 8.
SD_R1 - list starts monsters at 10. My 31m hero started at 9.
DM_R1 - list starts monsters at 14. My 31m hero started at 15.
PATH2NT - list starts monsters at 18. My 31m hero started at 19.
PATH2AC - list starts monsters at 20. My 31m hero started at 20.
AC - list starts monsters at 21. My 31m hero started at 22.
SR_R1 - list starts monsters at 23. My 31m hero started at 25.
DF_R1 - list starts monsters at 25. My 31m hero started at 27.
DS_R1 - list starts monsters at 27. My 31m hero started at 30.
GI_R1 - list starts monsters at 29. My 31m hero started at 33.
TR_R1 - list starts monsters at 32. My 31m hero started at 36.
WD_R1 - list starts monsters at 33. My 31m hero started at 37.
FD_R1 - list starts monsters at 34. My 31m hero started at 39.
CF_R1 - list starts monsters at 35. My 31m hero started at 39.
DC_R1 - list starts monsters at 36. My 31m hero is here at 40. (same as 31c)

. . .

Since this list is region-specific obvisiously, with a little text editor manipulation it only would take some moments/minutes to assign a concrete level to all monsters placed in a region.

Let's say all monster in a region should have level ~27, and supposed the text editor used supports the replacement of multiple rows, then the following replacement had to be done in the actor.gas file of that region:

	[placement]
...had to be replaced with these rows...:
	[inventory]
	{
		grid_width = 27;
		grid_height = 28;
	}
	[placement]
This defines the minimum and maximum level (which value is greater doesn't matter) the Level Adjustment mod is allowed to assign approximately (with some variance for bosses or summons).

After this editing/replacing it may happen of course that now there are two [inventory] blocks for one actor, but note that the second/lower block will be ignored in-game and in SE2 as well. So NPCs will keep their equipment assigned in the SE2.
However if monsters have already an SE2-made [inventory] block (rather unusual though) then the grid data must be added/merged manually.

KillerGremal wrote:

Since this list is region-specific obvisiously, with a little text editor manipulation it only would take some moments/minutes to assign a concrete level to all monsters placed in a region.

Let's say all monster in a region should have level ~27, and supposed the text editor used supports the replacement of multiple rows, then the following replacement had to be done in the actor.gas file of that region:

	[placement]
...had to be replaced with these rows...:
	[inventory]
	{
		grid_width = 27;
		grid_height = 28;
	}
	[placement]
This defines the minimum and maximum level (which value is greater doesn't matter) the Level Adjustment mod is allowed to assign approximately (with some variance for bosses or summons).

After this editing/replacing it may happen of course that now there are two [inventory] blocks for one actor, but note that the second/lower block will be ignored in-game and in SE2 as well. So NPCs will keep their equipment assigned in the SE2.
However if monsters have already an SE2-made [inventory] block (rather unusual though) then the grid data must be added/merged manually.


I assume however that the above method only works if you keep the MLA mod enabled? The discussion has been about assigning levels with the MLA mod disabled.

After the first couple of regions in KOE, the above approach can be easily used for the default monster levels in the actor block as level progression is slower (in FH_R1 for example, the hero will go from level 1 to nearly 4).

An update using this method is imminent, I've just been distracted on working the start of the Utraean Peninsula since the current ds1_mod_logic.ds2res makes a few changes to it. Hopefully that will be ready soon for some testing and feedback,

iryan wrote:
KillerGremal wrote:

Since this list is region-specific obvisiously, with a little text editor manipulation it only would take some moments/minutes to assign a concrete level to all monsters placed in a region.

Let's say all monster in a region should have level ~27, and supposed the text editor used supports the replacement of multiple rows, then the following replacement had to be done in the actor.gas file of that region:

	[placement]
...had to be replaced with these rows...:
	[inventory]
	{
		grid_width = 27;
		grid_height = 28;
	}
	[placement]
This defines the minimum and maximum level (which value is greater doesn't matter) the Level Adjustment mod is allowed to assign approximately (with some variance for bosses or summons).

After this editing/replacing it may happen of course that now there are two [inventory] blocks for one actor, but note that the second/lower block will be ignored in-game and in SE2 as well. So NPCs will keep their equipment assigned in the SE2.
However if monsters have already an SE2-made [inventory] block (rather unusual though) then the grid data must be added/merged manually.


I assume however that the above method only works if you keep the MLA mod enabled? The discussion has been about assigning levels with the MLA mod disabled.
. . .
I'm aware of it. But since it's quite hard to calculate the right monster levels for a map region, this tweak can help perhaps to find pleasant levels empirically, also there is not (instant) need to create 5 wolves templates just because wolves are placed in 5 regions.

 
There should be another 'mod state' probably too, not only on and off. Right now there is not way for the player to avoid the 'grid level' range if level adjustment is enabled.
This may be wanted by the mapper/modder perhaps, but gameplay-wise it may leave the impression to the player that such a map is quite useless until you have the right starting level.

iryan wrote:
While rebalancing the item list I discovered a couple of weapons that still use a modifier from Broken World. I suspect this is what's causing your crash.

This could also explain bare_elf's crash if she was using vanilla DS2 and had one of the offending items in her inventory. When attempting to save the game it would most likely crash when getting to the offending item.

My apologies for missing these couple of items. The logic.ds2res should now be fixed and I'll upload it latter on today if I get time

iryan wrote:
An update ... is imminent, I've just been distracted on working the start of the Utraean Peninsula since the current ds1_mod_logic.ds2res makes a few changes to it. Hopefully that will be ready soon for some testing and feedback,

The missing legionnaires are a serious problem. Whatever else may be wrong with the altered template base_npc_male_combative_ds1 in Logic_Beta31m (e.g. two talk flicks) I think you should look for and remove BW-specific code. Meantime I've re-tanked for myself a 31mk which is as 31m except for reverting that one template to what it was before. (For some reason my DS2RES came out at about double the size of yours.) With this I've restarted my party beside Boryev and gone forward again to Kroth. So now I might finish testing 31m through to Gom (fingers crossed I won't find any more of the still-offending weapons). I hope to have a bit more time for this up to Christmas (I'll then be out for a week).

E31m#103 Pirate quest-giver's icon does not change from gray ? to orange ? when the pirate captain is killed and the new task activates to report back.

(Two other things about this quest: the two soldiers could be turned back into proper legionnaires, better fitting the story; and the quest dialog and instructions are clumsy in story terms. A soldier wants you to kill the pirates so his route will be clear to return to Kroth. But he and his comrade have just explained that they didn't want to return to Kroth, they were going the other way with a message for Glacern. At least they were until learning your party has been sent from Glacern as the only reinforcements Kroth will get. In any case the pirates aren't blocking the route, you can get past them by keeping to the left, uphill from the signpost. They should be fought for the fun of it and for whatever treasure they have, good idea having a quest to draw players' attention, but having to go back to the quest-giver afterwards seems a bit of a waste of time.)

(PS I've just come up with an idea if you'd like to hear it.)

E31m#104 The Kroth potion-seller's displayed convo does not match the voice-over (the latter comes straight from the DS1 original).

RSimpkinuk57 wrote:

The missing legionnaires are a serious problem. Whatever else may be wrong with the altered template base_npc_male_combative_ds1 in Logic_Beta31m (e.g. two talk flicks) I think you should look for and remove BW-specific code. Meantime I've re-tanked for myself a 31mk which is as 31m except for reverting that one template to what it was before. (For some reason my DS2RES came out at about double the size of yours.) With this I've restarted my party beside Boryev and gone forward again to Kroth. So now I might finish testing 31m through to Gom (fingers crossed I won't find any more of the still-offending weapons). I hope to have a bit more time for this up to Christmas (I'll then be out for a week).

E31m#103 Pirate quest-giver's icon does not change from gray ? to orange ? when the pirate captain is killed and the new task activates to report back.

(Two other things about this quest: the two soldiers could be turned back into proper legionnaires, better fitting the story; and the quest dialog and instructions are clumsy in story terms. A soldier wants you to kill the pirates so his route will be clear to return to Kroth. But he and his comrade have just explained that they didn't want to return to Kroth, they were going the other way with a message for Glacern. At least they were until learning your party has been sent from Glacern as the only reinforcements Kroth will get. In any case the pirates aren't blocking the route, you can get past them by keeping to the left, uphill from the signpost. They should be fought for the fun of it and for whatever treasure they have, good idea having a quest to draw players' attention, but having to go back to the quest-giver afterwards seems a bit of a waste of time.)

(PS I've just come up with an idea if you'd like to hear it.)

E31m#104 The Kroth potion-seller's displayed convo does not match the voice-over (the latter comes straight from the DS1 original).


Most of these have already been fixed. The problem with the legionnaires isn't caused by broken world specific code as it manifested in my games with the previous version (only after release of it) and I use Broken World. It's caused by the code I used from KillerGremal's Utraean Militia or more likely an improper implementation of such code which caused the actors to not persist when reloaded. I solved the issue by setting their expiration class to never.

I do like the way KillerGremal made the combative npcs act in a more realistic way in that they aren't just simply invincible but can be KO'd, etc.

I've said before but there's issues with trying to change a quest giver's icon status from anything other than a talk flick or at least I've not been able to get it working any other way. One possible solution could be having two versions of the quest giver with a property changing gizmo making one or the other visible or invisible as required. Messy but it may work.

I've already changed the two soldiers to legionnaires and tidied up their conversations as you're right, they conflict and don't add up as the legionnaires were sent from Fortress Kroth to get reinforcements, not trying to get back there.

I'll check the Kroth's potion seller's conversation. I've been using more branching conversations in this version and this could be one case that could benefit from that. And of course I'm always happy to hear any ideas you may have. I've already implemented quite a few of them so many thanks for your suggestions.

As always RL has interrupted progress on the interim version 31n but its basically ready. I've just been waiting for KillerGremal's next content pack version which is suppose to include an improved auto levelling of party members returning from the Inn. I've successfully implemented a flick based version triggered from the player confirming the party members conversation on returning to the party but the show me your skills doesn't update and the flick can be broken if the player cancels the conversation so the party member won't update their level to the hero's level.

As well some monsters will be a little nastier. Thanks to KillerGremal's help some monsters will now have the smite skill which the player has access to in the melee skillset. Zombies and some other undead should also be able to infect you if you get too close. Some bosses have also been tweaked.

There's a partial update Beta 31n released mostly because of an inadvertent crash bug in DS2 due to incorrectly assigned modifiers in some items. Unfortunately it is also recommended to download Kingdom of Ehb and the Utraean Peninsula again since the current Beta31n makes changes to those maps which could cause issues in current games. Some aspects of saved games could still be broken, mostly a couple of quests that have changed. This only extends to the Orchard Cellar Quest in the Utraean Peninsula but extends throughout the questline in Kingdom of Ehb.

http://www.siegetheday.org/~iryan/files/Betav31/DS1_Mod_Logic_Beta31n.ds2res
http://www.siegetheday.org/~iryan/files/Betav31/DS1_Map_World_Beta31n.ds2res
http://www.siegetheday.org/~iryan/files/Betav31/DS1_Map_Utraean_Peninsula_Beta31n.ds2res

The only changes made to the Utraean Peninsula has been in Elddim, a new NIS, a new recruitable character, another that has been moved and all 4 starting recruitable characters are conditional who can recruit them. Without a bit of work, you will only ever be able to recruit 3 of them no matter what your starting class is.

The Kingdom of Ehb has had a bit of work right to the end but currently only tested to the beginning of the Fortress Kroth region. Characters recruited back from the Inn should level up but only if you respond to their conversation upon being recruited again from the Inn. If you cancel the conversation the flick controlling their levelling will probably break. Choosing to view their skills also doesn't work. There's also an option to permanently disband party members the same way as pets because now there's 39 recruitable characters over the 4 maps which is way more than the Inn can handle (credit to FreakCandy for the mod).

The conditional recruitment of party member extends through Kingdom of Ehb so even though for the first time all 16 recruitable characters are available, they can't all be recruited in a single playthrough. Some are skill dependant, some are race dependant. Only the 5 "free" recruitable characters from DS1 don't have some sort of conditional recruiting on them. The rest have a new icon denoting that they may be available to hire. Just talk to them to see if they will offer to join you.

Monsters have had provisional levels assigned to them up to the beginning of the Crypts for anyone who wants to test it without the MLA mod activated. As mentioned in the earlier posts, some monsters have been assigned new skills and abilities but this is largely untested.

Flooded Sanctuary in the Peninsula. Several creatures would attack without drawing a response so vision height needs adjusted. Sometimes only the character attacked would respond and other times everyone would just stand there. Have not tried it with the farsee hack on yet.

When approached from side one NO buttons on wall, when I reached the other side (side 2) a button appeared on side 1, when going back to side 1 the other button appeared but Neither could be clicked on

While continuing to hunt Bone Minions Smile :twisted: I will upgdate to 31n and start a Dryad ranger in Ehb

Dwarf :xtree:

I got the updated files and it seems like it fixed some of my issues. Unfortunately that was JUST before the newest batch of 3 a few posts down so I'm unable to test it without MLA.

My main problem with MLA is there's no reason to lvl. Everything stays at about the same difficulty the whole game. Even if you have to backtrack. Not to mention some monsters do NOT scale well. You end up with what should be trash mobs being the most deadly because they swarm and they're the same power as the big brutish things that SHOULD really hurt, but never do. (this is really noticeable with those sand skitters in Valley of the Azunites for example) So it inverts the whole concept.

Added to that the only way I've found to make MLA not active in the orig DS2 map is to remove it's file from the resources folder. I was under the impression that it should only activate in maps that tell it to, but whenever I play a normal ds2 game here come the level matched ha'ku even if I'm lvl 86 in mercenary.

Think I'll try my hand at editing the monster levels for a bit. See what I can come up with.

iryan wrote:

The only changes made to the Utraean Peninsula has been in Elddim, a new NIS, a new recruitable character, another that has been moved and all 4 starting recruitable characters are conditional who can recruit them. Without a bit of work, you will only ever be able to recruit 3 of them no matter what your starting class is.

I see you used KillerGremal's starting class selector as found in Diabloish I always like that feature. I also like that some of the hireable characters will not let you hire them based on something about your skills, race or whatever. For Example Tiahna will not allow you to hire her if your a ranger.
Now as to Tiahna when i figured out what was needed to hire her I found that her head/face color is brown like Arisu but her body is light green. As a quick fix I just used the body color Arisu has on Tiahna. Now it is back to finishing Legends of Aranna.

Very nice update iryan

Elf

raithe wrote:
I got the updated files and it seems like it fixed some of my issues. Unfortunately that was JUST before the newest batch of 3 a few posts down so I'm unable to test it without MLA.

My main problem with MLA is there's no reason to lvl. Everything stays at about the same difficulty the whole game. Even if you have to backtrack. Not to mention some monsters do NOT scale well. You end up with what should be trash mobs being the most deadly because they swarm and they're the same power as the big brutish things that SHOULD really hurt, but never do. (this is really noticeable with those sand skitters in Valley of the Azunites for example) So it inverts the whole concept.

Added to that the only way I've found to make MLA not active in the orig DS2 map is to remove it's file from the resources folder. I was under the impression that it should only activate in maps that tell it to, but whenever I play a normal ds2 game here come the level matched ha'ku even if I'm lvl 86 in mercenary.

Think I'll try my hand at editing the monster levels for a bit. See what I can come up with.


The monsters should have varying difficulties as all solitary or uncommon monsters inherit from strong_tank base templates while more numerous, pack monsters inherit from either common, weak or trivial base templates. It certainly works with health and minibosses as with KOE adjusted to a difficulty level of 100%, minibosses can certainly kill outright vulnerable party members.

The MLA mod is KillerGremal's work so maybe he can look into it for you. With editing monster levels by hand, so to speak, in their templates, certainly feel free to do so. You can use the table I posted a little earlier as a basis, adjusted with comments from others. The monster levels are found in the actor block in their leaf templates.

The recent updates with revision n for the maps bugs the campaign selector so that Dungeon Siege 2 doesn't appear in the list but the modded ones do.Is there any issues on other peoples end?

DrXann wrote:
The recent updates with revision n for the maps bugs the campaign selector so that Dungeon Siege 2 doesn't appear in the list but the modded ones do.Is there any issues on other peoples end?

That's not so much to do with the Legendary Mod but more to do with the limited number and space DS2 assigns to custom maps in the map menu. The bug has been around since the last patch which seemed to introduced it. It was never very noticeable since there were so few maps available for DS2. The bug was fixed with Broken World.

I have made a fix for it available here: http://www.siegetheday.org/~iryan/files/UI/DS2_Map_Selection_Menu_Fix_v1.zip

- The Map Description can now display at least 40 characters.
- The Map Info Information now works and can display up to 4 lines of text with 36 characters per line.
- The number of possible maps has been extended and tested up to 26 maps.

Just place the fix in the DS2 resources folder. Please note that while the fix is compatible with Broken World, the map selection menu will be justified to the left due to Broken World's higher menu resolution. There is nothing wrong with the Broken World map menu so this fix isn't necessary for the addon.

I would appreciate feedback on the fix. It has been available since June this year but never released due to limited feedback. If it works for all DS2 users, I'll post it in the thread heading and maybe bare_elf might add it to the downloads here at SiegetheDay.

Sorry Iryan,
I thought it was released, I have been using it ever since you and I discovered that DS2 could display only a very limited number of maps.
I can display in DS2 or BW map selection screens all the maps for DS2 associated with the Legendary Mod, the retail maps, Dark Elf's mini maps and the third party maps that you and KillerGremal have done.

Elf

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