forums | blogs | polls | tutorials | downloads | rules | help

Error message

Deprecated function: The each() function is deprecated. This message will be suppressed on further calls in remember_me_form_alter() (line 78 of /var/www/siegetheday.org/sites/all/modules/contrib/remember_me/remember_me.module).

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.

I am going to start the game over with a melee character so that I can hire the mages and rangers that I need.

Broken World 2.3 Start, Kingdom of Ehb (DS1_Map_World_Beta32e), MLA Beta 5R set to local mode

Path to Stonebridge DC Teleport

Quest Log

Primary Quests --
Secondary Quests -- Clear Edgaar's Basement,

Problems, Errors and Comments

No problems so far. It is much more difficult using a melee character.

Character Stats
Erika
Level 9 Soldier
Class Stats --Melee 9, Ranged 0, Nature Magic 0, Combat Magic 0.
Ulora
Level 8 Hedge Wizard
Class Stats -- Melee 0, Ranged 0, Nature Magic 0, Combat Magic 8.

bare_elf wrote:

Iryan I was aware that the boots where a DS2 Boot and that the legendary mod does not add boots of any kind so I searched my armor mods and found this:
[t:template,n:amr_bot_nmg_carved_unq]
{
  doc = "unique_carved_boots";
  specializes = base_boots_nmage;

  [common]
  {
    screen_name = "Nimblefoot";
    base_screen_name = "Carved Boots";
    rarity = unique;
    allow_modifiers = false;
  }
  [defend]
  {
    armor_style = 008;
    armor_type = type04;
  }
  [gui]
  {
    equip_requirements = nature magic:#item_level-2.0;
    inventory_icon = b_gui_ig_i_amr_boot_type04_008;
    inventory_height = 2;
    inventory_width = 1;
  }
  [magic]
  {
    [enchantments]
    {
      [*]
      {
        alteration      = alter_dexterity;
        value        = 5;
        description      = "+ Dexterity";
        duration      = #infinite;
        is_permanent    = true;
        is_single_instance  = false;
      }
      [*]
      {
        alteration      = alter_armor;
        value        = 3;
        description      = "+ Armor";
        duration      = #infinite;
        is_permanent    = true;
        is_single_instance  = false;
      }
      [*]
      {
        alteration      = alter_lightning_resistance;
        value        = 0.12;
        description      = "+12% Lightning Resistance";
        duration      = #infinite;
        is_permanent    = true;
        is_single_instance  = false;
      }
      [*]
      {
        alteration      = alter_chance_to_dodge_hit_nature magic;
        value        = 0.10;
        description      = "+10% Chance to Dodge nature magic Attacks";
        duration      = #infinite;
        is_permanent    = true;
        is_single_instance  = false;
      }
    }
  }
  [pcontent]
  {
    [base]
    {
      item_level = 11;
    }
  }
}

I could not find any issues with this template, so it should work. However I removed the boots from my armor mod just in case there was an issue. If anyone can see a problem with the template please let me know.

Thanks
Elf


alter_chance_to_dodge_hit_nature magic? I may be mistaken but I've never seen such an alteration. Maybe that's the reason?

If you're starting a new game in Ehb, perhaps you may want to test out this version. I've removed the restrictions on all hireables. I haven't tested it at all but if you're going to start a new game why not try it out
http://www.siegetheday.org/~iryan/files/Betav32/DS1_Map_World_Beta32f.ds2res
http://www.siegetheday.org/~iryan/files/Betav32/DS1_Mod_Logic_Beta32f.ds2res

iryan wrote:
bare_elf wrote:

Iryan I was aware that the boots where a DS2 Boot and that the legendary mod does not add boots of any kind so I searched my armor mods and found this:
[t:template,n:amr_bot_nmg_carved_unq]
{
  doc = "unique_carved_boots";
  specializes = base_boots_nmage;

  [common]
  {
    screen_name = "Nimblefoot";
    base_screen_name = "Carved Boots";
    rarity = unique;
    allow_modifiers = false;
  }
  [defend]
  {
    armor_style = 008;
    armor_type = type04;
  }
  [gui]
  {
    equip_requirements = nature magic:#item_level-2.0;
    inventory_icon = b_gui_ig_i_amr_boot_type04_008;
    inventory_height = 2;
    inventory_width = 1;
  }
  [magic]
  {
    [enchantments]
    {
      [*]
      {
        alteration      = alter_dexterity;
        value        = 5;
        description      = "+ Dexterity";
        duration      = #infinite;
        is_permanent    = true;
        is_single_instance  = false;
      }
      [*]
      {
        alteration      = alter_armor;
        value        = 3;
        description      = "+ Armor";
        duration      = #infinite;
        is_permanent    = true;
        is_single_instance  = false;
      }
      [*]
      {
        alteration      = alter_lightning_resistance;
        value        = 0.12;
        description      = "+12% Lightning Resistance";
        duration      = #infinite;
        is_permanent    = true;
        is_single_instance  = false;
      }
      [*]
      {
        alteration      = alter_chance_to_dodge_hit_nature magic;
        value        = 0.10;
        description      = "+10% Chance to Dodge nature magic Attacks";
        duration      = #infinite;
        is_permanent    = true;
        is_single_instance  = false;
      }
    }
  }
  [pcontent]
  {
    [base]
    {
      item_level = 11;
    }
  }
}

I could not find any issues with this template, so it should work. However I removed the boots from my armor mod just in case there was an issue. If anyone can see a problem with the template please let me know.

Thanks
Elf


alter_chance_to_dodge_hit_nature magic? I may be mistaken but I've never seen such an alteration. Maybe that's the reason?

If you're starting a new game in Ehb, perhaps you may want to test out this version. I've removed the restrictions on all hireables. I haven't tested it at all but if you're going to start a new game why not try it out
http://www.siegetheday.org/~iryan/files/Betav32/DS1_Map_World_Beta32f.ds2res
http://www.siegetheday.org/~iryan/files/Betav32/DS1_Mod_Logic_Beta32f.ds2res


You are quite correct about the alter_chance_to_dodge_hit_nature magic does not exist, that is for sure why the boots where acting stupid. I will get right on testing the new version 32F
Elf

Thoughts on Ehb, since I am rebuilding my Dwarven Brigade Dwarf and am at Stonebridge ,I'll just restart with 32f.

Ruby Gargoyle still doesn't drop the Heartseeker in game.

My thoughts on changes so you cannot go all the way to Fortress Kroth without completing ANY Primary Quests.

Stonebridge: put a barrier at the back gate that opens when you talk to Gyorn much like the quest to kill the Rat at the beginning of "Training the Hero".

Glacern: Lock the back gate until you talk to the Overseer.

Goblin Warrens: Exit from Robosuit chamber needing Marik's Staff to open.

@Bare_Elf, with a Melee heavy party Phraks, Krug Dogs and Yellow Spiders are most dangerous early on(and Gom can be a LONG battle)

Insane Dwarf

I restarted again with my Main Character a Ranger with combat and nature magic skills, Just to verify that I could hire the people in Stonebridge. Had no problems hiring anyone. I agree with Sigofmugmort about the blocks such that you must have the Primary Quest Completed. I will give a more detailed report this evening.

Elf

Broken World 2.3 Start, Kingdom of Ehb (DS1_Map_World_Beta32F), MLA Beta 5R set to local mode
Stonebridge
Quest Log
Primary Quests -- Seek Gyorn in Stonebridge,
Secondary Quests -- Clear Edgaar's Basement, Scrubb the Beach Clean,
Problems, Errors and Comments
With my primary character being: Female, Elf, Ranger with combat and nature magic skills. I wasable to hire Naidi, Ulora, Gyorn, Rusk, and Zed with no problems.
All primary and secondary quests are functioning correctly
Character Stats
Erika
Level 11 Archer
Class Stats --Melee 0, Ranged 10, Nature Magic 4, Combat Magic 4.
Naidi
Level 10 Archer
Class Stats --Melee 0, Ranged 10, Nature Magic 0, Combat Magic 0.
Ulora
Level 10 Shaman
Class Stats -- Melee 0, Ranged 0, Nature Magic 7, Combat Magic 8.
Zed
Level 9 Theurgist
Class Stats -- Melee 1, Ranged 0, Nature Magic 9, Combat Magic 0.

Broken World 2.3 Start, Kingdom of Ehb (DS1_Map_World_Beta32F), MLA Beta 5R set to local mode
Glacern
Quest Log
Primary Quests -- Seek Gyorn in Stonebridge, Journey to the Overseer
Secondary Quests -- Clear Edgaar's Basement, Scrubb the Beach Clean, Find Ordus' Axe, Clear Glitterdelve Pass, Rescue Trog, A Sister's Message, Book Return
Problems, Errors and Comments
Was able to hire, dismiss and rehire all in Glacern.
All primary and secondary quests are functioning correctly
Character Stats
Erika
Level 23 Sharpshooter
Class Stats --Melee 0, Ranged 23, Nature Magic 4, Combat Magic 5.
Naidi
Level 23 Sharpshooter
Class Stats --Melee 4, Ranged 23, Nature Magic 3, Combat Magic 3.
Ulora
Level 23 Scholar
Class Stats -- Melee 0, Ranged 0, Nature Magic 17, Combat Magic 18.
Zed
Level 23 Grand Mage
Class Stats -- Melee 4, Ranged 0, Nature Magic 20, Combat Magic 13.
Lorun
Level 22 Scholar
Class Stats -- Melee 0, Ranged 0, Nature Magic 14, Combat Magic 19
Gloern
Level 23 Knight
Class Stats -- Melee 21, Ranged 0, Nature Magic 11, Combat Magic 6

In the Crypts the Sanctuary doors were level 6, character only level 5.

In Wesrin, the first Sanctuary is level 7 while the second was level 6

Dwarf

sigofmugmort wrote:
In the Crypts the Sanctuary doors were level 6, character only level 5.

In Wesrin, the first Sanctuary is level 7 while the second was level 6

Dwarf


What MLA setting are you using? Whichever one it is those are strange levels- what is your level at Wesrin?

I used the lowest level sanctuary doors as used in DS2 itself. So the levels without the MLA activated should be 5 for all doors. This was done before the local setting of the MLA was integrated into the maps.

Initially I did think that you were using the local setting and the sanctuary doors are reacting to it the same as the monsters, since the regional setting for the crypts is 5-9 (I will have to lower this a bit anyhow if level 5 is the expected level when arriving there). So 6 would be quite possible.

However that theory goes out the window in Wesrin Cross. The regional level there is 9-14. So level 6 & 7 doors shouldn't appear.

So even if the MLA mod was deactivated, all doors should be level 5 (I will have to revise all doors for use without the MLA mod being activated).

I've been away a few days, was hoping to continue in the UP today but haven't. Meanwhile...

iryan wrote:
I used the lowest level sanctuary doors as used in DS2 itself. So the levels without the MLA activated should be 5 for all doors. This was done before the local setting of the MLA was integrated into the maps.

Aren't the lowest doors in DS2 set for melee/ranged/nature/combat skill 3? Which is what I remember all the KoE doors being (my last play-through was Beta 31p with no MLA mod present).

In my opinion door levels should be somewhat lower than the expected character level at that point to allow if not for full-blown dual-class characters, at least for those with strong secondary skills at some cost to primary. Eg BW's Fist-of-Stone should be able to open melee sanctuaries. Skill 3 doors in the Crypts (when farmer did indeed go in at level 5 and finish at 6) I thought pretty-well perfect.

sigofmugmort wrote:
My thoughts on changes so you cannot go all the way to Fortress Kroth without completing ANY Primary Quests.

Stonebridge: put a barrier at the back gate that opens when you talk to Gyorn much like the quest to kill the Rat at the beginning of "Training the Hero".

Glacern: Lock the back gate until you talk to the Overseer.

Goblin Warrens: Exit from Robosuit chamber needing Marik's Staff to open.


Since party cannot go beyond Kroth without having spoken to Captain Tarish, nor get far into the castle dungeons without speaking to the King, that only leaves the exit from the Droog village. Considering how they are being attacked by drakes, a substantial emergency barricade would be quite in order.

Warning!!

Working my way through the Alpine Caverns. My party level is averaging 27. I have encountered on the main path many Ice Archers and Ice Warriors of Level 40. On the side paths they are between level 23 and 27. I have no idea what the difference between the ice archers and ice warriors on the main path and the side paths. It does not matter if the MLA mod is set to off, local or all.

Elf

Broken World 2.3 Start, Kingdom of Ehb (DS1_Map_World_Beta32F), MLA Beta 5R set to local mode
Travler Camp
Quest Log
Primary Quests -- Seek Gyorn in Stonebridge, Journey to the Overseer, The Search for Merik
Secondary Quests -- Clear Edgaar's Basement, Scrubb the Beach Clean, Find Ordus' Axe, Clear Glitterdelve Pass, Rescue Trog, A Sister's Message, Book Return, Homeless Blacksmith, Mysterious Relic,
Problems, Errors and Comments
Was able to hire Phaedrile.
All primary and secondary quests are functioning correctly
The Nasty level 40 Ice Archers and Ice Warriors in Alpine Caverns.
Quite a few Santuary Doors could not be opened, all types, always 1 to 4 levels above the skill required.
Character Stats
Erika
Level 32 Sharpshooter
Class Stats -- Melee 0, Ranged 32, Nature Magic 4, Combat Magic 5.
Naidi
Level 23 Sharpshooter
Class Stats -- Melee 4, Ranged 32, Nature Magic 3, Combat Magic 3.
Phaedrile 31 Assassin
Class Stats -- Melee 0, Ranged 27, Nature Magic 0, Combat Magic 21
Ulora
Level 32 Magus
Class Stats -- Melee 4, Ranged 0, Nature Magic 21, Combat Magic 29.
Zed
Level 32 Magus
Class Stats -- Melee 5, Ranged 0, Nature Magic 23, Combat Magic 27.
Lorun
Level 31 Sorcerer
Class Stats -- Melee 1, Ranged 0, Nature Magic 19, Combat Magic 29.

bare_elf wrote:
Warning!!

Working my way through the Alpine Caverns. My party level is averaging 27. I have encountered on the main path many Ice Archers and Ice Warriors of Level 40. On the side paths they are between level 23 and 27. I have no idea what the difference between the ice archers and ice warriors on the main path and the side paths. It does not matter if the MLA mod is set to off, local or all.

Elf


A partial explanation is that some of the ice archers and warriors inherit from KillerGremal's base templates and his templates have the level set to 40. The base level in the Legendary Mod for all other ice archer and warriors is 23.

Why they aren't adjusting their levels I can't say. There's nothing obvious looking at their templates to explain such behaviour. They should be level 40 only if the MLA mod was set to off.

Also remember that when changing the MLA mod that the changes only take effect with new actors streaming into the frustrum. Any existing actors will still have the stats they had when you first encountered them.

sigofmugmort wrote:
Here are the unreachable crates RSinikuk57 reported


. . .

That's no unknown matter. Areas around Glacern (Ehb), Fallraen (Utrae) or Arhok (LoA/XP) can be easily affected by this - there are 8 rock template in DS1 and DS2 with identical template names, but phyically they are quite different.
So on all DS1 maps rock_ice_01 (until 'rock_ice_08') should be renamed into 'rock_ice_08_ds1' (until 'rock_ice_08_ds1') not to cause path-blocking matters in DS2.

 

sigofmugmort wrote:
. . .

I accidentally clicked past the red barrel and was surprised when the party ran THROUGH the wall :jawdrop: , I went back out, hit re-group and when the 2 Horrids walked through the wall hit the red barrel.
. . .

Interesting catch!
Actually I don't know how the 'inaccessability' was realized in DS1. However a work-around in DS2 should be possible in any way, and perhaps revising the wall template can already be sufficient.

 

iryan wrote:
bare_elf wrote:
Warning!!

Working my way through the Alpine Caverns. My party level is averaging 27. I have encountered on the main path many Ice Archers and Ice Warriors of Level 40. On the side paths they are between level 23 and 27. I have no idea what the difference between the ice archers and ice warriors on the main path and the side paths. It does not matter if the MLA mod is set to off, local or all.

Elf


A partial explanation is that some of the ice archers and warriors inherit from KillerGremal's base templates and his templates have the level set to 40. The base level in the Legendary Mod for all other ice archer and warriors is 23.

Why they aren't adjusting their levels I can't say. There's nothing obvious looking at their templates to explain such behaviour. They should be level 40 only if the MLA mod was set to off.

Also remember that when changing the MLA mod that the changes only take effect with new actors streaming into the frustrum. Any existing actors will still have the stats they had when you first encountered them.
. . .

Indeed, right now level and stats will only be adjusted (or tested to do so) when the monster is constructed.
Permanent and mutliple adjustment reactions would be possible but is disabled mainly for performance reasons and because of the fact that most monsters expire anyway after being beyond the loaded area for 1 minute (10 minutes on max).

However some shops (even on the former DS1 maps) are randomly selling a Rune of Mending (a little red cube), and if a monster wasn't adjusted yet, it should be able to force an adjustment independing on the state of the lever at your stash/tresor chest.

MLA set on local, The doors in the Crypts have been level 3 or 4 previously Level 9 on entering Wessrin, am at level 12 an starl of lower level

Dwarf

2.2, Mod Logic Beta32f, Map World Beta32f, MLA Beta5r
==================================
MLA disabled: door in KoE Crypts requires melee 3 (as I expected)
MLA local, party level 8-9: door in Wesrin Cross requires ranged 8

(I'm not doing a full-blown test, just playing about with some saved parties.)

RSimpkinuk57 wrote:
In my opinion door levels should be somewhat lower than the expected character level.
@bare_elf's Notes 5 bears out what I said: her level 32 and 31 combat mages only reach skill 29 so that is the max door setting Ulora or Lorun could open; Combat 27 for Zed.

Artic caverns with a party entering them at level 21-22
==================================
MLA disabled: there are some level 40s and ice mages summon level 40
MLA all: no level 40s, always yellow level, including the summoned
MLA local: no level 40s, but some randomly orange levels making this harder than MLA-all. I saw a summoned level 40 being adjusted down.

(All tests stopped at the point where, MLA disabled, I meet the first non-summoned 40s)

2.2, Map UP Beta32d, MLA Beta5r
==========================
I've been round the Elddim orchard and into the house cellar (upper level only) four times with a level 44 hero from KoE (after dismissing the rest of her party to the inn). The monsters in this area are all Krug (scavengers, scouts or apprentices) or Phrak (including Piercer).
MLA set to All: monsters level 44 or (occasionally, at random) 45
MLA set to Local: monsters randomly level 22, 21 or (least often) 20
MLA set to Disabled: monsters always level 4 (except Krug scouts level 5)

Treasure drops both from monsters and from barrels and crates conform to this pattern (e.g. Super potions, potions and Small potions respectively).

Hireable NPCs were always adjusted to level 43, even on my fourth test, which was to have no MLA mod present at all. The results this time were the same as with MLA present but disabled.

I conclude it is not the MLA mod but something else, I guess the game itself, that adjusts the hireable characters.

With a level 10 hero (who completed Training the Hero map) and without the MLA mod, hireables adjusted to 9, so there is no not-within-20-levels restriction as on adjusting party members who've been resting in the inn.

iryan wrote:

A partial explanation is that some of the ice archers and warriors inherit from KillerGremal's base templates and his templates have the level set to 40. The base level in the Legendary Mod for all other ice archer and warriors is 23.

Why they aren't adjusting their levels I can't say. There's nothing obvious looking at their templates to explain such behaviour. They should be level 40 only if the MLA mod was set to off.

Also remember that when changing the MLA mod that the changes only take effect with new actors streaming into the frustrum. Any existing actors will still have the stats they had when you first encountered them.


Thanks Iryan,
That explains a lot. I was using the MLA local setting when i encountered the level 40 ice archers and Ice Warriors. I will have to rerun the map with new characters after I finish this map run through, as currently I am more than 5 saves past the point where I encountered them. RSimpkinuk57 ran the same area with MLA set to Local and he did not see them so I may have been mistaken.

Thanks KillerGremal,
This explains it even more.

KillerGremal wrote:

Indeed, right now level and stats will only be adjusted (or tested to do so) when the monster is constructed.
Permanent and mutliple adjustment reactions would be possible but is disabled mainly for performance reasons and because of the fact that most monsters expire anyway after being beyond the loaded area for 1 minute (10 minutes on max).

However some shops (even on the former DS1 maps) are randomly selling a Rune of Mending (a little red cube), and if a monster wasn't adjusted yet, it should be able to force an adjustment independing on the state of the lever at your stash/tresor chest.

Elf

Broken World 2.3 Start, Kingdom of Ehb (DS1_Map_World_Beta32F), MLA Beta 5R set to local mode
Entrance To Goblin's Stronghold
Quest Log
Primary Quests -- Seek Gyorn in Stonebridge, Journey to the Overseer, The Search for Merik
Secondary Quests -- Clear Edgaar's Basement, Scrubb the Beach Clean, Find Ordus' Axe, Clear Glitterdelve Pass, Rescue Trog, A Sister's Message, Book Return, Homeless Blacksmith, Mysterious Relic, Confront Bandit Boss, Shades of White, Pruify Temple,
Problems, Errors and Comments
No issues with quests or monsters.
Character Stats
Erika
Level 36 Sharpshooter
Class Stats -- Melee 0, Ranged 35, Nature Magic 4, Combat Magic 10.
Naidi
Level 36 Sharpshooter
Class Stats -- Melee 4, Ranged 35, Nature Magic 3, Combat Magic 9.
Phaedrile 35 Assassin
Class Stats -- Melee 0, Ranged 32, Nature Magic 6, Combat Magic 23.
Ulora
Level 36 Magus
Class Stats -- Melee 12, Ranged 0, Nature Magic 25, Combat Magic 32.
Zed
Level 36 Magus
Class Stats -- Melee 5, Ranged 0, Nature Magic 25, Combat Magic 32.
Lorun
Level 35 Magus
Class Stats -- Melee 1, Ranged 0, Nature Magic 22, Combat Magic 32.

Broken World 2.3 Start, Kingdom of Ehb (DS1_Map_World_Beta32F), MLA Beta 5R set to local mode
Teleport DC Pirates Cove

Quest Log

Primary Quests -- Seek Gyorn in Stonebridge, Journey to the Overseer, The Search for Merik, Warding Staff

Secondary Quests -- Clear Edgaar's Basement, Scrubb the Beach Clean, Find Ordus' Axe, Clear Glitterdelve Pass, Rescue Trog, A Sister's Message, Book Return, Homeless Blacksmith, Mysterious Relic, Confront Bandit Boss, Shades of White, Pruify Temple, Deactivate the Goblin Machines, Pirates

Problems, Errors and Comments

No issues with quests or monsters.

Exit Elevator out of Goblin Stronghold has not gather point. This is also true of horizontal screw driven transports (could not think of a better name) and all small elevators in the second half goblin stronghold.

Character Stats
Erika
Level 39 Sharpshooter
Class Stats -- Melee 0, Ranged 38, Nature Magic 4, Combat Magic 10.
Naidi
Level 39 Sharpshooter
Class Stats -- Melee 4, Ranged 38, Nature Magic 3, Combat Magic 9.
Phaedrile 38 Assassin
Class Stats -- Melee 0, Ranged 36, Nature Magic 6, Combat Magic 23.
Ulora
Level 39 Magus
Class Stats -- Melee 12, Ranged 0, Nature Magic 25, Combat Magic 36.
Zed
Level 39 Magus
Class Stats -- Melee 6, Ranged 0, Nature Magic 25, Combat Magic 36.
Lorun
Level 38 Magus
Class Stats -- Melee 4, Ranged 0, Nature Magic 22, Combat Magic 37.

iryan wrote:
A partial explanation is that some of the ice archers and warriors inherit from KillerGremal's base templates and his templates have the level set to 40. The base level in the Legendary Mod for all other ice archer and warriors is 23.

Here's what I discovered last winter (beta31p). These are the regions where KillerGremal's templates were/are still being used in some instances, giving too-high base levels for MLA-disabled play

  • dm_r2 (generator.gas) mine_worm_ds1 (replace by ds1_mine_worm)
  • dm_r8 (generator.gas) mine_worm_ds1 (replace by ds1_mine_worm)
  • dm_r11 (generator.gas) mine_worm_ds1 (replace by ds1_mine_worm)
  • dm_r11 (actor.gas) mine_worm_ds1 (replace by ds1_mine_worm)
  • dm_r11 (actor.gas) moth_ds1 (replace by ds1_moth)
  • path2nt (actor.gas) wolf_white (replace by wolf_white_ds1)
  • nt_r1 (generator.gas) wolf_white (replace by wolf_white_ds1)
  • ac_r3 (actor.gas) ice_warrior_ds1 (replace by ds1_ice_warrior)
  • ac_r3 (actor.gas) ice_archer_ds1 (replace by ds1_ice_archer)
  • lc_r5 (actor.gas) ice_archer_ds1 (replace by ds1_ice_archer)
  • lc_r5 (actor.gas) ice_warrior_ds1 (replace by ds1_ice_warrior)


  • tr_r2 (actor.gas) wolf_black_02_ds1_boss (revert to wolf_black_ds1_boss)

This last was the opposite problem: a missing miniboss, because there are now one template for the wolves before the swamp and another for those around Bonepicker's Post, but only the one miniboss template exists or is needed.

What I didn't spot then, so didn't look where to do it, is that Ice Mages would be better changed to Summon ds1_ice_warrior/archer instead of ice_warrior/archer_ds1.

I also recommend changing or replacing but didn't record which files invoke those templates:


  • phraks and rats inside Krug cages (ds1_phrak_utrea and ds1_rat_giant - from my notes those are not the actual templates but the .gas files they are in)
  • base_spider_ado_ds1_boss (level 30)
  • base_bandit_ds1 (level 45 - this is the dual-wield "raider")

Good news for bare_elf is that she should be past those problems - and if she had no problems with the Raider bandits (all Iryan's inherit a base level of 28) then MLA-local is finally behaving itself for her.

bare_elf wrote:
iryan wrote:

Also remember that when changing the MLA mod that the changes only take effect with new actors streaming into the frustrum. Any existing actors will still have the stats they had when you first encountered them.

That explains a lot. I was using the MLA local setting when i encountered the level 40 ice archers and Ice Warriors. I will have to rerun the map with new characters after I finish this map run through, as currently I am more than 5 saves past the point where I encountered them. RSimpkinuk57 ran the same area with MLA set to Local and he did not see them so I may have been mistaken.
Elf

I've been playing with SeeFar Hack off; this morning I repeated my MLA-local test with it on and maxed out to 120, but still didn't break MLA.

The results in the Arctic Caverns were peculiar - twice, my party seemed to be in two places at once, and Ice Flies thought so too, coming out of their burrows early. This happened before and after the Mana Shrine guarded by the ice warrior miniboss, and the following right turn.

Obviously MLA (local) isn't working the same for you as for me - in Dorneck's quarry as well as in Ehb. You cannot be mistaken about seeing level 40s, and if in two successive games your MLA setting wasn't what you thought, even after changing it to see if that made any difference, then it needs more safeguards. (I've changed mine when all I meant to do was open the stash chest.)

The two (non-Summoned) level 40 archers I found this time were ahead to the right when I was passing the enormous dragon skull frozen into the ice. Where the others that I found last winter are I don't remember but a long way further on for the actors to be constructed at the same time.

KillerGremal wrote:

Indeed, right now level and stats will only be adjusted (or tested to do so) when the monster is constructed.
Permanent and mutliple adjustment reactions would be possible but is disabled mainly for performance reasons and because of the fact that most monsters expire anyway after being beyond the loaded area for 1 minute (10 minutes on max).

However some shops (even on the former DS1 maps) are randomly selling a Rune of Mending (a little red cube), and if a monster wasn't adjusted yet, it should be able to force an adjustment independing on the state of the lever at your stash/tresor chest.


So that's what a Rune of Mending is. I have seen one recently in a Utraean Peninsular shop. Maybe one should be generated whenever a player hits the stash-chest button, and follow the party through any portal they have open.

RSimpkinuk57 wrote:

I've been playing with SeeFar Hack off; this morning I repeated my MLA-local test with it on and maxed out to 120, but still didn't break MLA.

The results in the Arctic Caverns were peculiar - twice, my party seemed to be in two places at once, and Ice Flies thought so too, coming out of their burrows early. This happened before and after the Mana Shrine guarded by the ice warrior miniboss, and the following right turn.

Obviously MLA (local) isn't working the same for you as for me - in Dorneck's quarry as well as in Ehb. You cannot be mistaken about seeing level 40s, and if in two successive games your MLA setting wasn't what you thought, even after changing it to see if that made any difference, then it needs more safeguards. (I've changed mine when all I meant to do was open the stash chest.)

The two (non-Summoned) level 40 archers I found this time were ahead to the right when I was passing the enormous dragon skull frozen into the ice. Where the others that I found last winter are I don't remember but a long way further on for the actors to be constructed at the same time.


The Seefar Hack Settings can make a big difference and could help explain some of the oddities being experienced. I play with it set at the minimum of 50 and never encountered any abnormalities with the monster's levels. At 120 the frustrum is pushed out to presumeably 120 game units all around the player. It is known that at such high settings it can cause things like phantom walls, etc as more of the world is being drawn.

The Arctic Caverns are unstable even with the Seefar Hack being set to low levels. I think it's due to the placement of the regions in that area, the game thinks they are stacked upon each other. I had to play around with the fades a lot to get it working properly. The problem with a high Seefar Hack setting is that these areas can be drawn by the game engine before the player reaches the triggers which fades them out.

I have been editing the levels of the monsters and renaming KillerGremal's templates in the Ehb map as I find them. In some areas I have made new templates to make more diversity in the monsters.

Broken World 2.3 Start, Kingdom of Ehb (DS1_Map_World_Beta32F), MLA Beta 5R set to local mode

Fortress Kroth

Quest Log

Primary Quests -- Seek Gyorn in Stonebridge, Journey to the Overseer, The Search for Merik, Warding Staff, Acient Evil,

Secondary Quests -- Clear Edgaar's Basement, Scrubb the Beach Clean, Find Ordus' Axe, Clear Glitterdelve Pass, Rescue Trog, A Sister's Message, Book Return, Homeless Blacksmith, Mysterious Relic, Confront Bandit Boss, Shades of White, Pruify Temple, Deactivate the Goblin Machines, Pirates, Missing Treasure Hunters, Hunters, Search for Sikra,

Problems, Errors and Comments

No issues with quests.

All Monsters levels where on a par with my party members, nothing to high or to low, you could even make the Fury and its kin a bit more powerful.

I was able to hire and release to the inn both Boryev and Rhut. It should be noted that Boryev still has the selective hire icon (three crowns with question mark).

Replaced Zed with Sikra

Richard did you know that moving the cursor over the MLA stash box button without depressing it will give you the mode of the MLA mod?

Character Stats

Erika
Level 41 Sharpshooter
Class Stats -- Melee 0, Ranged 41, Nature Magic 4, Combat Magic 10.
Naidi
Level 41 Sharpshooter
Class Stats -- Melee 0, Ranged 41, Nature Magic 3, Combat Magic 9.
Phaedrile 41 Assassin
Class Stats -- Melee 0, Ranged 40, Nature Magic 6, Combat Magic 23.
Ulora
Level 41 Magus
Class Stats -- Melee 12, Ranged 0, Nature Magic 25, Combat Magic 39.
Sikra
Level 40 Magus
Class Stats -- Melee 0, Ranged 0, Nature Magic 30, Combat Magic 37.
Lorun
Level 41 Magus
Class Stats -- Melee 4, Ranged 0, Nature Magic 22, Combat Magic 40.

iryan wrote:
RSimpkinuk57 wrote:

I've been playing with SeeFar Hack off; this morning I repeated my MLA-local test with it on and maxed out to 120, but still didn't break MLA.

The results in the Arctic Caverns were peculiar - twice, my party seemed to be in two places at once, and Ice Flies thought so too, coming out of their burrows early. This happened before and after the Mana Shrine guarded by the ice warrior miniboss, and the following right turn.

Obviously MLA (local) isn't working the same for you as for me - in Dorneck's quarry as well as in Ehb. You cannot be mistaken about seeing level 40s, and if in two successive games your MLA setting wasn't what you thought, even after changing it to see if that made any difference, then it needs more safeguards. (I've changed mine when all I meant to do was open the stash chest.)

The two (non-Summoned) level 40 archers I found this time were ahead to the right when I was passing the enormous dragon skull frozen into the ice. Where the others that I found last winter are I don't remember but a long way further on for the actors to be constructed at the same time.


The Seefar Hack Settings can make a big difference and could help explain some of the oddities being experienced. I play with it set at the minimum of 50 and never encountered any abnormalities with the monster's levels. At 120 the frustrum is pushed out to presumeably 120 game units all around the player. It is known that at such high settings it can cause things like phantom walls, etc as more of the world is being drawn.

The Arctic Caverns are unstable even with the Seefar Hack being set to low levels. I think it's due to the placement of the regions in that area, the game thinks they are stacked upon each other. I had to play around with the fades a lot to get it working properly. The problem with a high Seefar Hack setting is that these areas can be drawn by the game engine before the player reaches the triggers which fades them out.

I have been editing the levels of the monsters and renaming KillerGremal's templates in the Ehb map as I find them. In some areas I have made new templates to make more diversity in the monsters.



Beyond the issues with triggers being disrupted, monsters loading prior to the party reaching them, phantom walls, if the see far hack is set at higher levels it can disrupt Elevators, DS2 type teleporters, and portals. I never run the see far hack at levels higher than 60 and normally keep it set at 53.

Elf

Broken World 2.3 Start, Kingdom of Ehb (DS1_Map_World_Beta32F), MLA Beta 5R set to local mode

Cliffs of Fire

Quest Log

Primary Quests -- All Act 1 and Act 2 primary quests completed.

Secondary Quests -- All Act 1 and Act 2 secondary quests completed.

Problems, Errors and Comments

No issues with quests.

All Monsters levels where on a par with my party members, nothing to high or to low, you could even make the Fury and its kin a bit more powerful.

I was able to hire and release to the inn Ulfgrim.

The Direct Connect Teleport Desert Canyon is different, it is a flag not a teleporter.

Character Stats

Erika
Level 43 Sharpshooter
Class Stats -- Melee 0, Ranged 43, Nature Magic 4, Combat Magic 10.
Naidi
Level 43 Sharpshooter
Class Stats -- Melee 0, Ranged 43, Nature Magic 3, Combat Magic 9.
Phaedrile 43 Assassin
Class Stats -- Melee 0, Ranged 42, Nature Magic 6, Combat Magic 23.
Ulora
Level 43 Magus
Class Stats -- Melee 12, Ranged 0, Nature Magic 32, Combat Magic 39.
Sikra
Level 42 Magus
Class Stats -- Melee 0, Ranged 0, Nature Magic 35, Combat Magic 37.
Lorun
Level 43 Magus
Class Stats -- Melee 4, Ranged 0, Nature Magic 31, Combat Magic 40.

2.2, Mod Logic Beta32f, Map UP Beta32d, MLA Beta5r set to Disabled
=============================================
Note: Logic now 32f
Party of 4: level 24 at Fallraen, 27 at the quarry, 31 at Meren
(well, 3rd member of party just scraped in, 4th is top of level 30)

In an alternative reality (i.e. I started a session from an old save, and didn't preserve where I got to) the party went from the quarry not to Meren but through the Sulphur Tunnels. Anyone who hasn't done this should, just to see the treat Iryan has made of it. I once went upwards through the Tunnels in the original map (i.e. starting from the Lang end) but down from the quarry is better. Party was level 29 at the bottom so looked like they were good enough to proceed through the mire to Lang town, had I wanted to continue.

Mt.Elspen DC works correctly (i.e. restarted game has portal to it from Fallraen) even after second activation (activate Mt.Elspen, activate quarry, take portal to Mt.Elspen DC and activate it again).

RSimpkinuk57 wrote:
Is there a "map" of Crystwind (picture of the townstone) like those for Elddim, Fallraen and Meren?
Collecting a picture for each of the eight towns is worthwhile, but the lore "map" of Mt.Elspen Forest: sorry, that one is merely silly.

RSimpkinuk57 wrote:
U32d#31. Ice Rift side cave has red-level monsters at far end: one Ice Beast at 30 which the party did kill, two level 31 Ice Mages (when the Frost Mage is level 25, about right) and level 40 ice warriors summoned by the mages, which the party could only run away from.

  • There are two types of Ice Mage - level 31 in the Ice Rift and in the Mt.Utrae Forest, level 24 in the Glacial Caverns and in the Ancient Temple (backing up the Frost Queen). The level 31s Summon level 40s; the level 24s didn't last long enough to Summon anything.
  • The Furok Cave and Glacial Caverns had more level 30 Ice Beasts; the last ones were orange level for my party instead of red, but then this party has done just about maximum exploration along primary and secondary quest routes. (Nothing beyond finding the scythe in the direction from Elddim towards Lang, though.) I still think the Ice Beasts should be based at about level 23 or 24 - let MLA increase them from there if applicable.
  • Rugged Snow Kurgans on way to quarry level 30 - just orange for me, could easily have been red, suggest make them about 27 (and the ordinary Snow Kurgans perhaps 25), especially since they come in mobs.
  • Stone Golems at quarry level 38! (When bare_elf reported a problem I just knew it had to be them).

I'm bothered by monsters difficult enough to make areas unduly hard (or even unplayable) without commensurate reward (character progress); I'm not so bothered by monsters at blue levels, even a level or two to the green, especially when they are the same monsters as in KoE. Anyone not challenged enough can always turn MLA on. However

  • several Mimics level 17 (when party upper-20s)
  • Ice Elementals level 21 (and their miniboss level 23) - suggest 25 and 27
  • Snow Bears level 22 - were there any before Fallraen? If so I suggest 24, if not 27
  • the Giant Hydra level 15! ridiculous

U32d#34. (late report, sorry) When I returned to tell the quest-giver dwarf in the Crystwind tavern what had happened in the Miners' Haven, another dwarf in there - the legionnaire - was standing in the scarecrow posture.

U32d#35. Lift down into Ancient Temple - no gather point (not that it matters since no opposition there).

Sorry, I didn't think to bypass the Furok Cave and so check whether this lift would work if I hadn't collected the Fallraen stone.

U32d#36. Ancient Temple upper level has three secret areas behind breakable walls (there are four breakable walls but the corridor behind one can be reached another way so is not secret), and two more at the bottom of little trap elevators, but none give the "secret area found" message.

(If GPG's multiple Rock Beasts, at the bottom of the two Glitterdelve elevators where Torg wasn't, were thought too much for this mod, then similarly I'd say take away the Drakes at the bottom of the one trap, leaving only the Frost Golems. Riding up and down repeatedly until I'd cleared that room took long enough for monsters up above to start respawning - and on local MLA it'll be worse.)

U32d#37. In one of those rooms - behind wall NEWBIE_DUN 0.392/-1.500/0.028 0x934AECA7 - a crate is sitting atop a pedestal where it cannot be broken open.

U32d#38. Ancient Troll (miniboss in quarry) something wrong with this monster - level OK, plenty of health, but does no damage at all to (completely fails ever to hit?) my melee character.

U32d#39. Lectars (in Crystal Caverns) seem unable to attack characters - they just keep turning from side to side in front of them. Might be the same in KoE.

U32d#40. Three unwanted black patches (two on the ground flickering, the other vertical) - fade problem? - north west sector of quarry rim, e.g. QUARRY -0.796/11.835/0.170 0x5EBD39E6

U32d#41. Dwarf (Hogar Stonehammer) at bottom of quarry completed task and quest when I talked to him (after killing the Ancient Troll, though one of the Stone Golems was still alive because I'd lured it away and run past) so his ? icon should have been orange not grey.

U32d#41. Two houses in Meren - the priest's, and the weapon-armor shop - can be entered as if their doors weren't there.

Broken World 2.3 Start, Kingdom of Ehb (DS1_Map_World_Beta32F), MLA Beta 5R set to local mode

Castle Ehb Moat

Quest Log

Primary Quests -- All Act 1 and Act 2 primary quests completed

Secondary Quests -- All Act 1 and Act 2 secondary quests completed

Primary Quest Act 3

Secondary Quests Act 3 - Protect the Droog, Slay the Acient Dragon Rathe,

Problems, Errors and Comments

No issues with quests.

No problem with monsters, Rathe was a real struggle to defeat

Lord Bolingar is a but confusing. He has a quest icon over his head (orange question mark) but when you speak to him you get the Hire dialog, weither you hire him or not you get the quest. I would suggest that he first has a dialog about the quest, then a seperate dialog about hiring.

Character Stats
Erika
Level 44 Assassin
Class Stats -- Melee 0, Ranged 44, Nature Magic 7, Combat Magic 20.
Naidi
Level 44 Assassin
Class Stats -- Melee 4, Ranged 44, Nature Magic 7, Combat Magic 21.
Phaedrile 44 Assassin
Class Stats -- Melee 0, Ranged 43, Nature Magic 8, Combat Magic 23.
Ulora
Level 44 Magus
Class Stats -- Melee 12, Ranged 0, Nature Magic 33, Combat Magic 41.
Sikra
Level 44 Magus
Class Stats -- Melee 0, Ranged 0, Nature Magic 37, Combat Magic 38.
Lorun
Level 44 Magus
Class Stats -- Melee 4, Ranged 0, Nature Magic 34, Combat Magic 41.

Various screenshots

First two are Peninsula, others are from KoE.

the party did not respond to these critters attacks, even the member being attacked

Note the level difference, MLA on Local and same set on All.

just a couple of nice shots, The battle with the Boss just before Stonebridge was a challenge for the first time in a while :twisted:

Glitterdelve, yep the walls are Phantom here too :jawdrop: this is the Cave with the scorpions, after fighting and killing them had to go out and blow the barrels to find the treasure drops.

Every now and then I get ONE critter that will not fight)a pacifist Krug? :wacko: ). It only happens occasionally, Usually a Krug, sometime a Turkey. Only happens on the strip from just past Edgar's house to the group of Turkeys before the Burnt Bridge.

Insane Dwarf

iryan wrote:
bare_elf wrote:

Yes I have verified with my second party that there is no yellow quest arrow in the Lang Mire. As soon as you pass the guard and the Save point at the start of the Mire the arrow dies, then reappears the minute you enter Lang.
Elf


I must have missed that one. I did believe that's because there's no task and radar icon associated with the DS_2 region (there's no DS_1 region - DS being short for Dark Swamp) but checking the region revealed that's there is one there near the Swamp Tracker which is at the very start of the region. You have verified that it works as intended.

So the answer is simply that the region is so large that the game can't track it properly so it disappears. Or probably can't find the radar icon to link the arrow to so the game assumes there's no arrow and doesn't display it until it can find the icon.

So another task will have to be added to link the arrows together (the same problem I struck in the Goblin Warrens).


I'm in the Lang Mire swamp with no quest arrow. This is because, when I reached the Swamp Tracker NPC and the DC, my current task completed (number 3 in Travel to Lang) but the next task did not activate.

Broken World 2.3 Start, Kingdom of Ehb (DS1_Map_World_Beta32F), MLA Beta 5R set to local mode

End Game Gom Dead

Quest Log

Primary Quests -- All primary quests completed

Secondary Quests -- All secondary quests completed

Problems, Errors and Comments

No issues with quests, except The Chamber of Stars Quest did not get a check mark even though the 4 sub tasks where checked off.

No problem with monsters, General Gom was a real pain in the butt to snuff. I would say perfect.

The only way to leave General Gom's Throne Room is to summon a teleporter back to the Cliffs of Fire. Should be some way to bring the elevator back up.

Character Stats

Erika
Level 48 Assassin
Class Stats -- Melee 0, Ranged 48, Nature Magic 7, Combat Magic 20.
Naidi
Level 48 Assassin
Class Stats -- Melee 4, Ranged 48, Nature Magic 7, Combat Magic 21.
Phaedrile 48 Assassin
Class Stats -- Melee 0, Ranged 47, Nature Magic 8, Combat Magic 23.
Ulora
Level 48 Magus
Class Stats -- Melee 12, Ranged 0, Nature Magic 39, Combat Magic 43.
Sikra
Level 48 Magus
Class Stats -- Melee 0, Ranged 0, Nature Magic 41, Combat Magic 41.
Lorun
Level 48 Magus
Class Stats -- Melee 4, Ranged 0, Nature Magic 40, Combat Magic 43.

Pages