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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.

Darkelf wrote:
bare_elf wrote:

if not then replace the Steam DungeonSiege2.exe with this one http://siegetheday.org/~bare_elf/execs/DungeonSiege2.exe

Elf

Steam seems to be a problem eh?.. I have one question...Steam is known to update games, how does Steam not update the exe? maybe it is pure luck that putting the original cd version exe in gets past the updater but most games I have seen on steam get automagically updated to the current version... interesting information on the siege editor/rtc saving to work with steam.


I suppose it depends on how Steam detects the game version and whether the game is designed to be updated by Steam. DS2 is an old game now so it's improbable that any more updates will ever be released for it. I know that many games in the Steam catalogue aren't in fact the latest versions anyway. However this is all speculative, it would need somebody to test it all out.

Another solution could be to just leave the original exe there and rename the new exe to something slightly different. The game seemingly doesn't care as I tested it out.

So my girlfriend was playing the original DS2 map and found a little bug.

Cecile the wannabe inn keeper strikes again lol.

I wanted to go ahead and inform you of a little issue I found as well. For awhile now, sanctuary doors and training dummies have had health for some reason, I think it's a mechanism from the Monster Level Adjustment mod. It hasn't really been too much of an issue, but sometimes when you strike at the doors or dummies then stop attacking for a second it will become impassable/unselectable. Is it an intended feature to give the doors and dummies health with the MLA mod? Forgive me if we've chanced upon this topic before, my memory often fails me

Even if MLA is used, tuning monsters for non-MLA play still has two advantages: game remains playable if MLA fails occasionally (as has been reported in MP), and the Bestiary will make more sense.

iryan wrote:
(Sun, 2014-12-14 03:24.) ... 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).

PHRAK and PHRAK PIERCER (not counting piercers from treasure crates): my 31m hero met these from when level 1 to when 7-8, so would nearly always get full exp for killing them should they be fixed at level 3, always if level 4. Provided this doesn't make the first ones too dangerous. Note I haven't yet played 31n from the beginning to see what has already been done.

KRUG SCOUT: first met when hero was level 1. Kept meeting them before the Crypts, after the Crypts and on the way up to Glitterdelve Pass, that is hero's level 8. Hero went into Wesrin Cross at level 9 and came out level 15, then met more Scouts when levels 15-18 (if all Krugs that were Scouts in GPG's original are still Scouts now, which I didn't check).

KRUG DOG: same as with Krug Scout except start when hero is level 2; and are there any in the mines (15-18) or have all been replaced by Killer Dogs?

KRUG SHAMAN, GRUNT, RAIDER and CHUCKER: met at hero levels 8-9 (Shaman 5->, Grunt 6->) then again after Wesrin Cross and all through the mine (15-18/19).

I suppose it would be too much work to replace all these Krugs before and in the mine by the snow Krug types (currently met at hero level 20)?

BLACK WOLF: my hero was level 29 at the end of the bandit forest (where in the original I counted a score of wolves along the path and off the meadow at the swamp edge) and 36-38 from the Pirate Cove past Bonepicker's Post (three score wolves including their miniboss now, so this is their primary habitat); so level 33 might just answer for the wolves, or the first ones could be replaced by something else, e.g. some by early swamp stingers and some by late spiked maws.

SKELETON MERCENARIES (including rangers) and KRUG DOG SKELETON: hero level 39-40 approaching Fortress Kroth and 42 approaching Castle Ehb so no problem with having the same monster types in both areas. I'd suggest the fast-moving dogs be set a level or two lower than the slow mercs.

Are the monsters showing up as "Battle Wraith" in the castle dungeon actually instances of a different template (the Terror Wraith) from the Battle Wraiths in the Temple Ruins and the Fury den tunnel?

Season's greetings to everyone.

Kingdom of Ehb has finally been updated to Beta31p.
http://www.siegetheday.org/~iryan/files/Betav31/DS1_Map_World_Beta31p.ds2res
http://www.siegetheday.org/~iryan/files/Betav31/DS1_Mod_Logic_Beta31p.ds2res

The quest-line has been fully tested but since I've just spent much of the day retrospectively updating the banters to support the new hireables and default levels for most monsters, it has to be considered untested in that regard. I still posted it as it'll be a while before I can fully test it myself so if anyone has any spare time over XMas they can try it if they wish.

This is the first version that absolutely doesn't require the MLA to run and have any chance of surviving. That doesn't mean that there won't be issues, as some monsters that may be present from KillerGremal's content pack, sanctuary doors, traps, etc, won't yet be balanced. This will be updated as time permits. Have a merry XMas and a Happy Yew Year.

DrakeIsGod wrote:
So my girlfriend was playing the original DS2 map and found a little bug.

Cecile the wannabe inn keeper strikes again lol.

I wanted to go ahead and inform you of a little issue I found as well. For awhile now, sanctuary doors and training dummies have had health for some reason, I think it's a mechanism from the Monster Level Adjustment mod. It hasn't really been too much of an issue, but sometimes when you strike at the doors or dummies then stop attacking for a second it will become impassable/unselectable. Is it an intended feature to give the doors and dummies health with the MLA mod? Forgive me if we've chanced upon this topic before, my memory often fails me

Seems fine for me. Check what version of the mod your girlfriend is using. This bug has been fixed for a couple of versions now but was present in the original Beta31.

You're right in that the MLA adds health to sanctuary doors and training dummies (approx. 50 health at level 1). I'd prefer that they didn't but its a feature of the MLA.

iryan wrote:
Kingdom of Ehb has finally been updated to Beta31p.
http://www.siegetheday.org/~iryan/files/Betav31/DS1_Map_World_Beta31p.ds2res
http://www.siegetheday.org/~iryan/files/Betav31/DS1_Mod_Logic_Beta31p.ds2res

The quest-line has been fully tested but since I've just spent much of the day retrospectively updating the banters to support the new hireables and default levels for most monsters, it has to be considered untested in that regard. I still posted it as it'll be a while before I can fully test it myself so if anyone has any spare time over XMas they can try it if they wish.

This is the first version that absolutely doesn't require the MLA to run and have any chance of surviving. That doesn't mean that there won't be issues, as some monsters that may be present from KillerGremal's content pack, sanctuary doors, traps, etc, won't yet be balanced. This will be updated as time permits. Have a merry XMas and a Happy Yew Year.


Iryan
Merry Xmas and Happy New Year, Enjoy your holiday with family. Wish Xmas occurred in the middle of summer here as it does in OZ. Anyway I just started a new combat mage in Ehb and have made it to the crypts. So I will install version P and give it a go on whatever free time I have between now and the New Year.

Elf

iryan wrote:

Seems fine for me. Check what version of the mod your girlfriend is using. This bug has been fixed for a couple of versions now but was present in the original Beta31.

In her DS2 resources:

DS1_Map_Legends_of_Aranna_Beta31
DS1_Map_Loridan_Alpha3
DS1_Map_Realms_of_Kings_Alpha7
DS1_Map_SearchforthePast_Alpha6
DS1_Map_TrainingoftheHero_Alpha5
DS1_Map_Utraean_Peninsula_Beta31n
DS1_Map_World_Beta31n
DS1_Map_Yesterhaven_Beta30a
DS1_Mod_Content_Beta30
DS1_Mod_Exp_Content_Beta30b
DS1_Mod_Logic_Beta31n
DS1_Mod_Terrain_Beta30
DS1toDS2_Mod_Pack_Beta2
DS1toDS2_Revived_Weapons_Beta2
DS1toDS2_Sot3k_Weapons_Beta2
Mod-DS1Content-Alpha10y
Mod-DS1Map-ArhokXP-Beta5
Mod-DS1Map-Diabloish-Beta02c
Mod-DS1Map-Utrea-Alpha10
Mod-DS1Map-Utrea-Alpha10q-Update
Mod-Erthos-MonsterLevelAdjust-Beta5m

In her DS2- BW Folder:

AncientGifts-Beta-1C
DS1_Mod_BW_Playable_Utraeans
Mod-BrokenWorld-ArannaLegacy-Alpha3r

I thought these were the latest releases, she wanted me to get here everything I could. I have the same files as well, is there something we're missing?
EDIT: Just updated World and Logic. Thank you Smile

iryan wrote:

You're right in that the MLA adds health to sanctuary doors and training dummies (approx. 50 health at level 1). I'd prefer that they didn't but its a feature of the MLA.

Yeah..the feature is a bit glitchy. If your attack speed is too slow or if you stop attacking the doors/dummies it just freezes in place, becoming an unbreakable obstacle lol.

MERRY CHRISTMAS (and whatnot) EVERYONE! Hope you enjoy the holiday! I'll still be playing this game to a degree, so I'll try and keep in touch when I'm around internet.

DrakeIsGod wrote:

I thought these were the latest releases, she wanted me to get here everything I could. I have the same files as well, is there something we're missing?
EDIT: Just updated World and Logic. Thank you Smile

Its a mystery to me why that's occurring as it doesn't with my version.

DrakeIsGod wrote:

Yeah..the feature is a bit glitchy. If your attack speed is too slow or if you stop attacking the doors/dummies it just freezes in place, becoming an unbreakable obstacle lol.

Something for KillerGremal to think about.

An update for Steam users which isn't good news. It appears that AllSaves won't work with the Steam installation folder. I ran a series of tests, even changing the registry so AllSaves will install into the Steam DS2 installation folder. No matter what I tried I kept getting a Smartheap out of memory crash. This is even with the same exe that AllSaves is happy to run in my default DS2 folder.

So why its possible for Steam users to play with mods, assuming they're packed with Tank Creator, it seems they will have to start a new game every time they wish to add a new mod to their resources folder, regardless whether the default steam exe is used or a non cd version.

I hope everyone is enjoying XMas Day in the Rest of the World. I did and it's already over here in Oz so I'm back on trying to solve the modding issues for Steam Users. The good news is that I think I've succeeded.

The Smart Heap memory errors I was getting with DS2AllSaves stems from the launcher trying to unsuccessfully parse previously saved games from DS2. The Steam version of DS2 still saves all of its configuration and saved games data in the same folder as the retail version so in my case where I essentially have two versions of DS2 installed, the launcher fails with the Smart Heap memory error.

Most likely this error would never occur for Steam Users but just in case I've created a method for running the Steam version of DS2 which prevents this error from occurring, plus allowing the same level of use of mods as the retail version and also allows multiplayer as well. This method doesn't change the original exe in any way so the option is still there for Steam Users to use the crippled version of DS2 if they wish.

What I did was use a slightly renamed exe (the same as bare_elf posted in an earlier post in this thread) which a slightly modified ALLSaves is designed to load instead of the normal DungeonSiege2.exe (by hex editing one byte in the AllSaves.exe). A special shortcut is then used to launch the new AllSaves so that a custom saved game folder is used instead of the default saved game folder so that saved games between the two versions of DS2 (mod friendly and crippled) are kept separate. Additionally the shortcut also looks in a mods folder for additional resources so mods can be kept separate from the normal game resources as well.

So if the player wants to play the normal steam crippled DS2 they can with no mods in their games but if they want to play DS2 that supports mods and multiplayer they just use the new shortcut while placing any mods they want to use in the new Mods folder.

There should also be no reason for Square-Enix to be against such a setup as it changes none of the original steam DS2 files and in fact should promote sales of DS2 and DS1, since these features have long been requested by steam users.

Before this setup can be tested publically I need to obviously create an installer to enable it with the Legendary Mod (whether it requires a separate installer or can be used with the current Legendary Mod installer remains to be tested), though a tech savvy player could quite easily enable it themselves, and most importantly gain permission from Elys to distribute the slightly modified version of her DS2 AllSaves launcher.

Hi!
I have been playing the new 31p Ehb for a short while withou MLA and I absolutely love it. The old feeling of eternal massacre that is almost all the same at all the levels (do not take it as I don't like your work but after some time I always get frustrated because of that and stop playing) is gone. Gargoyles can at last be taken withou hack and slash tactics as all the other monsters.

Only possible issues could be rats and phraks spawning from containers with high levels (rats are always lvl 25 and phraks 40 I think). But I think it was mentioned somewhere in this forum that it's on to-be-done list.
What could be considered an issue is Krug Scout. Lvl 2 is fine for him, but after Crypts, when player is lvl 6 or so, this krug becomes pretty weak. I just wanted to know whether it is intentional or not. Because it sounds reasonable to me that a scout needs to be weaker than a raider and also all the scouts should be more or less similar in their stats.

But what troubles me is that Rusk and Zed aren't present in Stonebridge, there are only icons of potential party members floating in their places,but there are no Zed and Rusk. has this happened to anyone else?

Lukawh wrote:
Hi!
I have been playing the new 31p Ehb for a short while withou MLA and I absolutely love it. The old feeling of eternal massacre that is almost all the same at all the levels (do not take it as I don't like your work but after some time I always get frustrated because of that and stop playing) is gone. Gargoyles can at last be taken withou hack and slash tactics as all the other monsters.

Only possible issues could be rats and phraks spawning from containers with high levels (rats are always lvl 25 and phraks 40 I think). But I think it was mentioned somewhere in this forum that it's on to-be-done list.
What could be considered an issue is Krug Scout. Lvl 2 is fine for him, but after Crypts, when player is lvl 6 or so, this krug becomes pretty weak. I just wanted to know whether it is intentional or not. Because it sounds reasonable to me that a scout needs to be weaker than a raider and also all the scouts should be more or less similar in their stats.

But what troubles me is that Rusk and Zed aren't present in Stonebridge, there are only icons of potential party members floating in their places,but there are no Zed and Rusk. has this happened to anyone else?


There must be some conflict somewhere as I tested beta31p and both Rusk and Zed were there for me.

For them not to appear must either be a conflict with DS1_Mod_logic.ds2res or a conflict with the Map. Most likely with the logic file entries being overwritten by something else. Could you possibly provide a list or snapshot of your resources folder? For reference I tested with both DS2 (Steam version) and Broken World.

I'm glad you enjoy playing without the MLA enabled. Positive feedback like yours does help encourage me to continue balancing the mod. Having an alternative way to play the maps is a bonus.

The rats and phrak originate from KillerGremal's content pack. To balance those I would have to clone the templates and incorporate them into the DS1_Mod_Logic.ds2res. Will have to think about these instances.

For the Krug Scout, the issue would be present in DS1 as the same template was used in a number of different regions in the map, including the Glitterdelve Mines by which time the Scouts would indeed be pitiful. If he was still level 2 at that point, well it wouldn't look nice though would be entertaining. Remember in DS1, the level of the monsters were hidden from you while in DS2 they show a nice shade of Blue. I wonder if there's a way to disable the level info for monsters in DS2?

Lukawh wrote:
Hi!
I have been playing the new 31p Ehb for a short while withou MLA and I absolutely love it. The old feeling of eternal massacre that is almost all the same at all the levels (do not take it as I don't like your work but after some time I always get frustrated because of that and stop playing) is gone. Gargoyles can at last be taken withou hack and slash tactics as all the other monsters.

Only possible issues could be rats and phraks spawning from containers with high levels (rats are always lvl 25 and phraks 40 I think). But I think it was mentioned somewhere in this forum that it's on to-be-done list.
What could be considered an issue is Krug Scout. Lvl 2 is fine for him, but after Crypts, when player is lvl 6 or so, this krug becomes pretty weak. I just wanted to know whether it is intentional or not. Because it sounds reasonable to me that a scout needs to be weaker than a raider and also all the scouts should be more or less similar in their stats.

But what troubles me is that Rusk and Zed aren't present in Stonebridge, there are only icons of potential party members floating in their places,but there are no Zed and Rusk. has this happened to anyone else?


I have not seen the problem with Rusk and Zed, they where there for me in Steam DS2, Retail DS2 and Retail Broken World.

@iryan the game with out MLA works very nicely with the adjusted monsters. I have been running with MLA off in the steam version of DS2 and the Retail Version of DS2 and with MLA on in Broken World just so I can see what is different.

Thank you for the Report Lukawh but as iryan says we need a screen shot of your resources folder or a list to compare with ours that are working.
Thank you iryan for the monster changes for the non mla players and the stuff to make steam work.

Elf

Beta31n with MLA off

The Royal turkey right after Edgar's should be upped to level 4 to match the others further along(he was blue so I put him out of his misery and had lunch :twisted: )

some of the monsters never attacked

There does seem to be a pattern of which ones just stand there so far, it looks to be mainly some of the ones who have a delay in when they engage

I have had an encounter with a recruitable icon with no figure, I think it was Beta19 or 20, I had a miss-match in the Mod_logic and Mod_content files if I remember correctly

:twisted: Insane Dwarf

I have played Kingdom of Ehb using both version 31N and 31P from Dungeon Siege 2, Broken World and Steam Dungeon Siege 2. In each and every case Rusk was on the second floor of the Inn in Stonebridge and Zed was standing near the bar a very good place for a Nature Mage, as most can not fight their way out of a wet paper bag. In each case I hired both since my primary character was a human combat mage. I did not want to risk having her be melee, nature mage or ranger as I wanted to hire Naidi, Rusk and if I was feeling charitable hiring Zed. Therefore I think Lukawh's problems are either a mod conflict or a missing, mismatched or outdated file. We will most likely be able to solve it when Lukawh lets us know what the files in his DS2 resources folder are

Elf

iryan wrote:

Could you possibly provide a list or snapshot of your resources folder? For reference I tested with both DS2 (Steam version) and Broken World.

Well, pictures are kinda difficult to work with on my old machine so here is the list of files in DS2 Resources folder.

DS1_Legendary_Mod_VoiceSet_Beta_3.ds2res
DS1_Map_Legends_of_Aranna_Beta31.ds2res
DS1_Map_Utraean_Peninsula_Beta31n.ds2res
DS1_Map_World_Beta31p.ds2res
DS1_Map_Yesterhaven_Beta30a.ds2res
DS1_Mod_Content_Beta30.ds2res
DS1_Mod_Exp_Content_Beta30b.ds2res
DS1_Mod_Logic_Beta31p.ds2res
DS1_Mod_Terrain_Beta30.ds2res
DS1_Sound.ds2res
DS1_Voices.ds2res
DS2_Mod_VoiceSet_Beta_4.ds2res
ExpVoices.ds2res
Mod-DS1Content-Alpha10y.ds2res
Mod-DS1Map-ArhokXP-Beta5.ds2res
Mod-DS1Map-Diabloish-Beta02c.ds2res
Objects_DS1.ds2res

Also, the original files(Logic.ds2res,et cetera).
I can't see what's the problem. Also, I started the game using
Ancient Gifts-C
BW improved spells and monsters
Drianjul don't you cry
DS2 Improved UI
But even after disabling all of them, Rusk and Zed wouldn't appear. Thanks fo any help Smile

iryan wrote:

I'm glad you enjoy playing without the MLA enabled. Positive feedback like yours does help encourage me to continue balancing the mod. Having an alternative way to play the maps is a bonus.

I'm glad you perceive it that way. I'm looking forward to seeing this in other maps as well Smile

Lukawh wrote:
iryan wrote:

Could you possibly provide a list or snapshot of your resources folder? For reference I tested with both DS2 (Steam version) and Broken World.

Well, pictures are kinda difficult to work with on my old machine so here is the list of files in DS2 Resources folder.

You're right that you have the latest files. So my last question is did you start a new game with beta31p or continued with an old game? That's the only thing I can think of that may explain your problem.

While everything generally works as intended when updating the mod with old saved games, sometimes something doesn't get updated as intended unless you begin a new game.

iryan wrote:

You're right that you have the latest files. So my last question is did you start a new game with beta31p or continued with an old game? That's the only thing I can think of that may explain your problem.

While everything generally works as intended when updating the mod with old saved games, sometimes something doesn't get updated as intended unless you begin a new game.

Well it was a new game, so that's not the cause.

Then there are two possibilities - either the download has gone wrong and I have incomplete files, or starting the game with BW mods I had mentioned affected the save forever.

I will download everything again and start a new char to see what changes.

Is there a chance that running the game via Succubus (without the modlet enabled) causes this?

I also noticed that Royal Turkeys and Krug Scouts sometimes have lvl 4 and sometimes lvl 2. Is that supposed to be happening, too?

Well downloaded everything again and played on other computer(WIN 7) with the same results. Everything worked quite happily, but in Rusk's and Zed's places were only banter icons. By the way, they should look quite different from vanilla DS2 icons, right? I really don't know where else to look now.

That is odd. Did you fully delete everything then in order, Install DS1, Install DS1 patches, Install LoA, Install DS2, Install the 2.2patch if needed, Install BW, Install Legends, Update any files needed to current?

Dwarf

And is that BW improved spells and Monsters or BW Improved spells and Monsters Fixed?

Lukawh wrote:

Well it was a new game, so that's not the cause.

Then there are two possibilities - either the download has gone wrong and I have incomplete files, or starting the game with BW mods I had mentioned affected the save forever.

I will download everything again and start a new char to see what changes.

Is there a chance that running the game via Succubus (without the modlet enabled) causes this?

Lukawh.
I run the Legendary mod from the Succubus manager without the modlet enabled, starting from both DS2 and BW so that should not be the issue.

Elf

Lukawh wrote:
I also noticed that Royal Turkeys and Krug Scouts sometimes have lvl 4 and sometimes lvl 2. Is that supposed to be happening, too?

The levels of the monsters go up as you advance through the map.
Elf

Lukawh wrote:
Well downloaded everything again and played on other computer(WIN 7) with the same results. Everything worked quite happily, but in Rusk's and Zed's places were only banter icons. By the way, they should look quite different from vanilla DS2 icons, right? I really don't know where else to look now.

Yes the new Icon looks like the Hire icon overlayed with the banter icon. As I noted before No matter if I use 31n or 31p rusk and zed are there starting using Succubus Manager, AllSaves DS2, AllSaves BW, they are there for me no matter if I start from the retail version or the steam version, also have no issues using either windows xp or windows 7 and iryan uses windows 8. So I do not know what to suggest.
Elf

I just noticed in the description that converting Sounds, Voices and Objects from DS1 can cause issues when done by hex tools. Do Zed and Rusk inherit something directly from those?

Lukawh wrote:
I just noticed in the description that converting Sounds, Voices and Objects from DS1 can cause issues when done by hex tools. Do Zed and Rusk inherit something directly from those?

The legendary mod is a conversion of the DS1 maps and therefore inherit from DS1. If you used the installer it will convert the files for you then all you need to do is add the updated files (removing the older versions) On the other hand if you downloaded the individual files you must convert the required ds1 resources I would suggest using KillerGremal's batch file to do the conversions if you did not use the installer.

bare_elf wrote:
Lukawh wrote:
I just noticed in the description that converting Sounds, Voices and Objects from DS1 can cause issues when done by hex tools. Do Zed and Rusk inherit something directly from those?

The legendary mod is a conversion of the DS1 maps and therefore inherit from DS1. If you used the installer it will convert the files for you then all you need to do is add the updated files (removing the older versions) On the other hand if you downloaded the individual files you must convert the required ds1 resources I would suggest using KillerGremal's batch file to do the conversions if you did not use the installer.

Well I downloaded separate files and converted files with hex editor. But I have done that conversion loooong ago and had the files stored in my Pc since then. But they worked with lots of versions since Beta 19, so they should be okay.

I also guess that Rusk and Zed inherit from sounds and voices, but absent sound files shouldn't prevent them from appering, right?

I just can't see what's wrong

bare_elf wrote:
Lukawh wrote:
I also noticed that Royal Turkeys and Krug Scouts sometimes have lvl 4 and sometimes lvl 2. Is that supposed to be happening, too?

The levels of the monsters go up as you advance through the map.
Elf

Yes that is true in an attempt to keep everything balanced. The problem with not enabling the MLA mod is that due to the design of the DS1 maps and the placement of some monsters, especially at the beginning and with monsters such as the Krug Scout, you would very quickly start encountering "blue coded" monsters - for example as soon as you reach the area just in front of Edgaar's cabin and the Bear's cave in KOE. With Krug Scout's it would be even worse as they are also found in the region between the Crypts and Stonebridge, Stonebridge to Wesrin Cross and even in Glitterdelve Mines!

So if only 1 level was used for the Krug Scouts, the later ones would be up to 14 or so levels below the player's level. Very entertaining for sure with the copious amounts of gibs flying around but good gameplay? So the choice would be to replace the later occurrences of Krug Scouts with another monster, which I can do, or make different variants with different levels, which I did.

Lukawh wrote:

I just noticed in the description that converting Sounds, Voices and Objects from DS1 can cause issues when done by hex tools. Do Zed and Rusk inherit something directly from those?

Yes incorrect conversions of the resource files can cause issues but that would be widespread and not just effect two actors. You would notice a lot of yellow and black pillars indicating where objects were suppose to be but aren't due t the game not being able to find the models and textures defined in the templates.

Last question is are you playing DS2 or Broken World? If Broken World do you have any Legendary mods in the Broken World resource's folder? That will cause issues even if all mods are located there due to the way the priority system works.

Other than that I'm stumped why this is happening to you but nobody else up to now. The only possible "fix" is the next major update which is still a ways off but will simplify the way the resources are handled as just a single DS1_Mod_Content.ds2res will be required and no conversion of the old DS1 Objects.dsres will be needed as those assets will be included in DS1_Mod_Content.ds2res. It means the new content pack will be about 30Mb bigger but will solve issues with incorrect conversions of the DS1 Objects.dsres and incorrect placement of the file. This may "magically" fix your problem.

You're also correct in assuming that the lack of sounds and voices won't interfere with the actors appearing in the map, they'll just be silent.

The only difference with Rusk and Zed is that they're recent additions to the map. Zed was added around beta31m and Rusk was added in beta31p. It would actually be interesting to see if the other new hireables added to the map in beta31p are there. They are Lorun in Glacern, Andiemus in the swamps, Boryev and Rhut at Fortress Kroth (this Boryev is a new template located where the original was in DS1 just outside the exit from the Fury Cave), Ulfgrim on the way to the Cliffs of Fire and finally Lord Bolingar is now recruitable.

I have arrived in Glacern I found both Lorun and Kroduk in the inn Kroduk had the regular hiring icon and is hired and Lorun had the new hiring icon he chose not to join my party, because both my primary character and he are combat mages I assume. I have up to this point had no issues with sanctuary doors not opening, elevators not working (the one at the exit to glitterdelve works all the way in both directions), finding all the hire-able characters standing under their respective icons new or old. All quests primary and secondary are updating and completing correctly. The monsters seem to be functioning without MLA enabled (one game) and enabled (other game) as they should being close to the average level of my party. So far liking the update.

Elf

31p with MLA on is fine so far, Andemus, Bolingar and Ulfgar recruited fine. Now to catch party with MLA off up to Castle Ehb(from Stonebridge) wait...how did I get AHEAD of Bare_Elf? did I enter a different reality? :goofy: :woot: Laughing out loud

Dwarf

I'm back on the job plodding along behind everybody else with a new 31p hero, ready to move out from Stonebridge with Ulora and Gyorn. Hero is human, male and a fighter. My plan was to have a hero Rusk would not want to join, to see if this makes any difference, but I failed: he, Zed and Naidi were all there and all offered to come along. Looking back through Iryan's posts I see I should have been trying a Dryad (or elf or half-giant) nature mage.

I have had a problem though, a big one, but random. Going into the Crypts, the world ended ahead, where the first large room should have had an alcove. Going left the Skeleton Captain was invisible but could be fought and destroyed - its miniboss circle gave away its position. When the corridor turned right again, that was as far as I could go, the end of the world stretched that far across. When I tried to exit the map, the game stopped responding and the only way I could get back to Windows desktop was alt+ctrl+delete - Task Manager - terminate DS2.

When I restarted from my save immediately before entering the Crypts, no such problem this time.

When I did have the problem I'd had DS2 running for hours but had kept pausing it while I did other things (put out laundry, someone phoned me, lunch, bring in laundry, go shopping) and had even put Windows into sleep with DS2 paused, so it remains a possibility that Windows had failed to protect the runtime memory DS2 was using.

iryan wrote:
The problem with not enabling the MLA mod is that due to the design of the DS1 maps and the placement of some monsters, especially at the beginning and with monsters such as the Krug Scout, you would very quickly start encountering "blue coded" monsters - for example as soon as you reach the area just in front of Edgaar's cabin and the Bear's cave in KOE. With Krug Scout's it would be even worse as they are also found in the region between the Crypts and Stonebridge, Stonebridge to Wesrin Cross and even in Glitterdelve Mines!
Nothing wrong with "blue coded" monsters. A "blue coded" normal monster is still a tougher proposition than a "yellow coded" trivial one and gives full experience points. Seeing e.g. Krug Scouts first yellow, then blue, then green shows one that one's hero is improving.

My very first DS1 game I quit half way through because my hero was getting left behind in levelling up by all except Merik. This cannot happen in DS2, still I wouldn't mind the hero's importance being elevated by recruits being further behind than they are now, two or three levels rather than just a fraction. In that case monsters only one or two levels to the green would still give the lesser party members full exp.

Iryan, was it you or is it the game adjusting monsters' health upwards when Ulora has joined the hero?

Phraks (Piercers) in Krug cages could do with being reduced from level 15 to the same level as free Phraks. (The cages, formerly labelled "target", now show as "CAGE_GLB_BREAKABLE") Random Phraks in treasure crates are worse though - level 40 like the Forest Phraks around Bonepicker's. Game over unless the party succeeds in running away.

E31p#107 (2.2, Logic 31p, World 31p, Mod-DS1Content-Alpha10y, MLA removed completely) the fireball traps in the Crypts do not fire at all now.

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