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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.

Utraean Peninsula 32I

Broken World AllSaves

Monster Level Adjust Status LOCAL

Save Location

Fallraen

Quest Log

Primary Quests Act 1 – Elddim Town Stone, Crystwind Town Stone

Secondary Quests Act 1 – Farmer's Scythe, Hovart's Folly, A New Way to Travel, Orchard Cellar, Travel to Crystwind, Travel to Fallraen, Dwarven Secrets, Fallraen Barracks,

Comments, Fixes That Work, Errors, Problems

1. Monsters leveling Correctly.

2. Quests Working Correctly.

3. Radar in Crystwind Mines & Crystwind Old Mines look fine.

Party Members

Ibon (Archer) Level 28 Sharpshooter

Tiahna Level 28 Sharpshooter

Xavier Level 27 Sharpshooter

Arisu Level 28 Sorceress

Ivlisar Level 28 Sorcerer

Lili's Dog Level 28 Knight (Norick's Dog, he is free and as good as a dire wolf)

Elf

iryan wrote:
if you play KOE with a new hero you'll get a level 7 or so heartstopper but if you play it with a level 80 hero you'll get a level 79 heartstopper.
Will merchants quote sensible trade-in values accordingly? (Items levelling with hero were effectively unsaleable at just 2 gold)

2.2, Mod Logic Beta32i, Map UP Beta32i, MLA Beta5r set to Local

U32i#98. I wouldn't want the Barracks Guard to react to monsters in their positions around the entrance, or to hits on party members, but even if I lead the fight right back to her she doesn't react at all. If she could be made to defend a personal space of say 3 meters radius that would be nice.

U32i#99. Fallraen: I just wasn't observant enough before:

  1. Flag outside Fallraen south gate thinks it is a DC teleport.
  2. Lamp displays as Broken Latern instead of Lantern; same misspelling in hero's convo option with captain about it.
  3. Legionnaire in inn (one feeling sick who blames the food) sitting not on chair.
  4. Some convo quibbles that I'll PM

U32i#100. Mana bushes shortly before temple entrance can drop potion inaccessibly close to map edge. SF_R2 -0.397/-8.900/-4.561 0x45B7CE41

Ancient temple fixes: breakable walls now give secret area sound but still no secret area messages. Trick elevators still give neither. Thank you for removing the two drakes, leading the golems in that room round in circles is now fun. Fix for crate position confirmed.

U32g#96. Banter says Sulphur Tunnels instead of Crystal Caverns – not fixed (conversations_banter.gas in sf_r1).

Fallraen Barracks quest can complete too soon. I'm not convinced it is counting either monsters killed or rooms entered. Now I've played it in DS1 but not put it to the test there so suspect it was GPG who were lazy in the first place.

From the Barracks entrance room on the north side, call it six o'clock, go clockwise to the large room south east (ten o'clock) where there is an incantation shrine (and a chest in the sunken middle, worth opening) then back to the six o'clock room, and the quest completes with many rooms unvisited and many monsters not even seen, including the mini-boss. Do the anti-clockwise (western) side first and it is necessary to go to the east side too.

When I was last at the Flooded Sanctuary its only quest star was on the outside radar marking where to start, leaving players on their own once inside, in my opinion a good simple solution. Fallraen Barracks has no quest star anywhere.

Warning – was mine a fair test? In the save file I started from I'd already collected the quest version 32c though not caused the Barracks region to be loaded.

Quarry is better now. After killing one golem by the Shrine first level down, party went round to the shorter easier side entrance. Quest worked that way. Many golems left unfought on the longer main route slopes but they don't matter. Mini-NIS for troll could do with triggering earlier (from side direction) because I'd lured it out and killed it before reaching the trigger point. (Without meaning to – it was the klaw I shot at, but both came after me.) With task 3 incomplete (two monsters at the bottom still alive) the dwarf wouldn't help; with all dead, task 3 complete and task to talk to him active he would. However his overhead icon didn't change from grey to orange when it should have.

Troll's curse hack worked initially (with so many snow creatures resistant to ice I'd left Arisu with her Spirit Embrace in the inn and brought Xavier instead) except that party members did not react to being hurt by it. Once all had been told to lay into it then it was jerking about and I'm not sure if it did any more damage.

Bug report."Bridge between nalin starbringer & dragon catacombs can't be clicked on to move *unresolvable": I corrected my initial report, it can be clicked but requires precision clicking - inherent limitation in DS2.

"Chomper not attacking ... (two others may have similar problems)". I can now confirm all others can and do move (as of 32g). There may have been a pair I once saw get themselves into a path-finding dead end, or simply in each other's way, but in several visits to the island this has not happened again.

I've noticed that Krugs now seem to occasional attack Phraks Laughing out loud

The party with MLA off is running 2+ levels behind other parties.
level6 at first DC
level8 at second
level9 at Crypt entrance

From second DC on the only yellow level was a Bear and the Phrak's in the cages
All Royal turkeys are level 3

Dwarf

Utraean Peninsula 32I

Broken World AllSaves

Monster Level Adjust Status LOCAL

Save Location

Mt. Elspen Forest Direct Connect

Quest Log

Primary Quests Act 1 – Elddim Town Stone, Crystwind Town Stone, Fallraen Town Stone

Secondary Quests Act 1 – Farmer's Scythe, Hovart's Folly, A New Way to Travel, Orchard Cellar, Travel to Crystwind, Travel to Fallraen, Dwarven Secrets, Fallraen Barracks,

Primary Quests Act 2 –

Secondary Quests Act – Dornek's Quarry

Comments, Fixes That Work, Errors, Problems

1. Monsters leveling Correctly.

2. Quests Working Correctly.

3. Radar in Glacial Caverns and Ancient Temple Fixed.

4. Ancient Temple Entrance Elevator Fixed.

5. Dornek's Quarry Quest Fixed.

Party Members

Ibon (Archer) Level 31 Sharpshooter

Tiahna Level 31 Sharpshooter

Xavier Level 31 Sharpshooter

Arisu Level 31 Sorceress

Ivlisar Level 31 Sorcerer

Lili's Dog Level 31 Knight (Norick's Dog, he is free and as good as a dire wolf)

Elf

RSimpkinuk57 wrote:
iryan wrote:
if you play KOE with a new hero you'll get a level 7 or so heartstopper but if you play it with a level 80 hero you'll get a level 79 heartstopper.
Will merchants quote sensible trade-in values accordingly? (Items levelling with hero were effectively unsaleable at just 2 gold)

I'll look into that but that will be the idea.

RSimpkinuk57 wrote:

Fallraen Barracks quest can complete too soon. I'm not convinced it is counting either monsters killed or rooms entered. Now I've played it in DS1 but not put it to the test there so suspect it was GPG who were lazy in the first place.

From the Barracks entrance room on the north side, call it six o'clock, go clockwise to the large room south east (ten o'clock) where there is an incantation shrine (and a chest in the sunken middle, worth opening) then back to the six o'clock room, and the quest completes with many rooms unvisited and many monsters not even seen, including the mini-boss. Do the anti-clockwise (western) side first and it is necessary to go to the east side too.

When I was last at the Flooded Sanctuary its only quest star was on the outside radar marking where to start, leaving players on their own once inside, in my opinion a good simple solution. Fallraen Barracks has no quest star anywhere.

Warning – was mine a fair test? In the save file I started from I'd already collected the quest version 32c though not caused the Barracks region to be loaded.

The barracks hadn't changed much since beta32c, all I didn't was rejig the trigger. The original actually played out similarly to how I set it out. It simply had a trigger deep in the dungeon that set another trigger to activate when the player returned to the entrance to cause the quest to complete. You actually didn't need to kill all the creatures inside.

So I've revised the dungeon to actually count the monsters you kill and will test it out to see how it works. There's 54 monsters in the dungeon in total, perhaps that why GPG set it up as they did. I do know from experience that sometimes the accumulate trigger fails to record kills properly.

If it doesn't work, I'll try setting it up with a couple of triggers at different parts of the dungeon required to be activated before the final trigger used for the quest is activated.

I've also implemented all the reported issues, including the fallraen convos.

The Fallraen Barracks Quest worked just fine I forgot to note that in my previous post, as I never found a problem with it in any version.

Elf

There are a couple of spots where the radar stays black at first

If you enter from the North the room stays black until you go near the North entrance, and part of the next couple of rooms are partly black unless you cleared the narrow room that leads to the South entrance

Basically, if you enter from one side everything's fine, from the other side you need to clear the other entrance zone to get the rooms on the Radar

Room location.

At current time there are now 2 Lyssa's bows, one Unique, one common

Dwarf

First I got Deadeye's party (which I'd reverted from Meren to Fallraen) forward to Meren again, just ahead of the elf party, only to discover Arisu who I'd sent to the inn wasn't there. A bug of GPG's I know because I suffered from it the first time I was in Eirulan. The save file when I left Fallraen had her in the inn but the next one at the ancient temple entrance did not so that was two days' play and three more saves (Mt Elspen, quarry, crystal caverns) affected.

So I got out the old save in which Deadeye had reached Meren the first time and continued from there, only to find the Bandit Leader is scared and has gone into hiding so the quest cannot be completed.

Seriously, the whole of the actor.gas for dark_forest has gone, from both 32g and 32i versions, having been replaced by a duplicate of the one from df2ds (the mountain-top). Timestamps are different but CRC codes are the same and you only have to look inside at the contents.

Utraean Peninsula 32I

Broken World AllSaves

Monster Level Adjust Status LOCAL

Save Location

Meren

Quest Log

Primary Quests Act 1 – Completed

Secondary Quests Act 1 – Completed

Primary Quests Act 2 –

Secondary Quests Act – Pirates of Merin, Dornek's Quarry

Comments, Fixes That Work, Errors, Problems

1. Monsters leveling Correctly.

2. Quests Working Correctly.

3. Radar in Crystal Caverns Fixed.

4. Two houses in Meren (priests & weapon armor shop) can be entered as though there were no doors Fixed.

5. Oktavian Meliam No Longer Sells Weapons and Armor.

6. Meren Elevator fixed loads five in rampage mode, six in mirror mode.

7. Replaced Ivlisar with Briahra

8. Guard at Meren Town Stone Direct Connect Missing, More important although the bandits are around the bandit boss has taken a holiday so the Confront Bandit Boss Quest can not complete.

Party Members

Ibon (Archer) Level 34 Sharpshooter

Tiahna Level 34 Sharpshooter

Xavier Level 34 Sharpshooter

Arisu Level 34 Sorceress

Briahra Level 33 Magus

Lili's Dog Level 34 Knight (Norick's Dog, he is free and as good as a dire wolf)

Elf

bare_elf wrote:
8. Guard at Meren Town Stone Direct Connect Missing, More important although the bandits are around the bandit boss has taken a holiday so the Confront Bandit Boss Quest can not complete.
in that part of the forest from about the Direct Connect, the only bandits around are those hiding in bushes (i.e. generators); same with wildlife.

RSimpkinuk57 wrote:
bare_elf wrote:
8. Guard at Meren Town Stone Direct Connect Missing, More important although the bandits are around the bandit boss has taken a holiday so the Confront Bandit Boss Quest can not complete.
in that part of the forest from about the Direct Connect, the only bandits around are those hiding in bushes (i.e. generators); same with wildlife.

My apologies, there is a serious error in that particular region. Please use this hot_fix;
http://www.siegetheday.org/~iryan/files/Betav32/DS1_Map_Utraean_Peninsula_Beta32i_fix.ds2res

I inadvertently copied the wrong actor file from the working folder to the compiling folder. I do that as I don't trust Siege Editor not to screw up various instances but in this case I was the one who got it wrong.

I also update the Fallraen Barracks quest slightly, still keeping the GPG method but adding a quest star in the dungeon. To cause the quest to complete with many parts of the dungeon left un-explored, you'd have to proceed to the half-way point in the dungeon and then backtrack to the entrance. GPG obviously expects you to continue around the dungeon in either a clock wise direction or anti-clockwise direction. I decided to keep this method as tracking 54 monsters with an accumulator trigger is over the top.

MLA off in Peninsula, Exited crypt at level 10, hit level 11 after killing level 7 Skeletons hit Level 15 Krug :jawdrop: :nervous: which was exhilarating. Level 12 Hyena's where ok, Skrubb's where level 8, Scorpions Level 14. Made it to Horty Olof's at level 12.

Dwarf

32i still has no quest arrow in the mire for travelling to Lang. Trigger is for a task name beginning a1_ (a1_s_goto_lang_4) but task in questbook_info has name beginning a2_. Changing and re-tanking this for myself I do get the arrow.

[EDIT: what to change: questbook or trigger? Does it matter? If I'd thought further ahead I'd have realised that yes, to get the task ticked off in Lang, questbook must be left as is so it was the trigger I should have corrected.]

Broken region is fixed; mage bandit (female) in the quest boss camp, dual wield bandits and throwing bandits confirmed.

"Giant Spider dropped no loot (make mini-boss type?)" (bug report) - not fixed, only loot is what is in nearby barrels. (No boss/mini-boss circle either).

RSimpkinuk57 wrote:
32i still has no quest arrow in the mire for travelling to Lang. Trigger is for a task name beginning a1_ (a1_s_goto_lang_4) but task in questbook_info has name beginning a2_. Changing and re-tanking this for myself I do get the arrow.

[EDIT: what to change: questbook or trigger? Does it matter? If I'd thought further ahead I'd have realised that yes, to get the task ticked off in Lang, questbook must be left as is so it was the trigger I should have corrected.]


RSimpkinuk57 Would you not have to edit both the questbook and the trigger? I had no trouble finding the location in the Questbook, as it is in info/questbook. It does put the arrow back in the game but as you said it does not allow the quest to complete. However I am not sure where the trigger is located. Would you be so kind as to tell me, and what I should edit?

Elf

bare_elf wrote:
RSimpkinuk57 wrote:
32i still has no quest arrow in the mire for travelling to Lang. Trigger is for a task name beginning a1_ (a1_s_goto_lang_4) but task in questbook_info has name beginning a2_. Changing and re-tanking this for myself I do get the arrow.

[EDIT: what to change: questbook or trigger? Does it matter? If I'd thought further ahead I'd have realised that yes, to get the task ticked off in Lang, questbook must be left as is so it was the trigger I should have corrected.]


RSimpkinuk57 Would you not have to edit both the questbook and the trigger? I had no trouble finding the location in the Questbook, as it is in info/questbook. It does put the arrow back in the game but as you said it does not allow the quest to complete. However I am not sure where the trigger is located. Would you be so kind as to tell me, and what I should edit?

Elf


The problem is in the change_questbits gizmo at the start of the Dark Swamp. It has a1_ instead of a2_ at the prefix of the task name. I somewhat messed up the sequencing of the extra tasks I added to that quest and prefixed them a1_ instead of a2_ which they should have been. So the fourth quest task wasn't given after task 3 had been completed and so no quest star or arrow in the radar. The quest and task would have still be completed once you talked to Priestess Janiera in Lang as the names in the questbook are correct.

So it should be fixed now. Sorry I somehow missed putting this one on the list earlier.

iryan wrote:

The problem is in the change_questbits gizmo at the start of the Dark Swamp. It has a1_ instead of a2_ at the prefix of the task name. I somewhat messed up the sequencing of the extra tasks I added to that quest and prefixed them a1_ instead of a2_ which they should have been. So the fourth quest task wasn't given after task 3 had been completed and so no quest star or arrow in the radar. The quest and task would have still be completed once you talked to Priestess Janiera in Lang as the names in the questbook are correct.

So it should be fixed now. Sorry I somehow missed putting this one on the list earlier.

Iryan, I am not sure if this was in the list earlier since none of us really reached Lang in either 32g or 32i until just recently, because of flaws in other things prior to this. I never really saw the need for quest arrows in the Lang mire in any version of the Utraean Peninsula since there are many signs pointing the way and the torches marking the path. After talking to Priestess Janiera the quests did update. So I am moving on with the game.

Elf

Apologies if this is already known; but at the first part of Yesterhaven, there's a lighting glitch that sort of detracts from the immersion a bit. I reckon it's a relatively easy fix, I hope.

There are a few spots like that on a couple of maps, I posted one shot in LoA a ways ago. Multiple reports of bugs and stuff are always a good thing :thumbup1:

Dwarf

bare_elf wrote:
Would you not have to edit both the questbook and the trigger? I had no trouble finding the location in the Questbook, as it is in info/questbook. It does put the arrow back in the game but as you said it does not allow the quest to complete. However I am not sure where the trigger is located. Would you be so kind as to tell me, and what I should edit?

For the record, the code was in the region's (in this case ds_r2)\objects\command.gas

[t:cmd_change_questbits,n:0x01700d41]

{

[cmd_change_questbits]

{

task_activate_1 = "a1_s_goto_lang_4";

task_complete_1 = "a1_s_goto_lang_3";

}

[placement]

etc.

Eksevis wrote:
Apologies if this is already known; but at the first part of Yesterhaven, there's a lighting glitch that sort of detracts from the immersion a bit. I reckon it's a relatively easy fix, I hope.


As sigofmugmort replied, this has been reported before but there's certainly no harm in continuing to remind me to try to fix it when I get to Yesterhaven again.

I sort of know what's the problem - differing light values for each region that causes an obvious demarcation line between them. I sort of know the solution - using the same values for each region at the boundary edge but haven't tried it out in practice.

RSimpkinuk57 wrote:
bare_elf wrote:
Would you not have to edit both the questbook and the trigger? I had no trouble finding the location in the Questbook, as it is in info/questbook. It does put the arrow back in the game but as you said it does not allow the quest to complete. However I am not sure where the trigger is located. Would you be so kind as to tell me, and what I should edit?

For the record, the code was in the region's (in this case ds_r2)\objects\command.gas

[t:cmd_change_questbits,n:0x01700d41]

{

[cmd_change_questbits]

{

task_activate_1 = "a1_s_goto_lang_4";

task_complete_1 = "a1_s_goto_lang_3";

}

[placement]

etc.


Yes that's quite correct and the fix was simply rename a1_s_goto_lang_4 to a2_s_goto_lang_4 which is what's it named in the questbook_info.gas and in Priestess Janiera's talk flick which completes the quest.

This quest used to have only one task - to talk to Janiera but I added 3 more tasks so that the quest arrow could be implemented.

Utraean Peninsula 32I

Broken World AllSaves

Monster Level Adjust Status LOCAL

Save Location

Redwood Gap Forest Direct Connect

Quest Log

Primary Quests Act 1 – Completed

Secondary Quests Act 1 – Completed

Primary Quests Act 2 – Meren Town Stone, Lang Town Stone

Secondary Quests Act – Pirates of Merin, Dornek's Quarry, Travel to Lang, Confront Bandit Boss, Goblin's Secret Plans,

Comments, Fixes That Work, Errors, Problems

1. Monsters leveling Correctly.

2. Quests Working Correctly.

3. Radar in Goblin Warrens 99% fixed some dark areas but very small.

4. Goblin Warrens Elevators work correctly in mirror mode only. You have to manually switch party from rampage to mirror prior to boarding.

5. Replaced Lili's Dog with Sheba

Party Members

Ibon (Archer) Level 39 Sharpshooter

Tiahna Level 39 Sharpshooter

Xavier Level 39 Sharpshooter

Arisu Level 39 Sorceress

Briahra Level 39 Magus

Sheba Level 39 Magus
Elf

With the level scaling, I find this game becomes too hard; you can barely kill a single monster without dying and going back. So, how might you fix this?

I think that, whenever you reach the default and minimal level a monster is and pass it, it should be 1 level below you, but if you run into a higher leveled monster (lets say a level 2 Krug Scavenger) and reach Level 3, the other monster (lets say a Phrak Piercer) will become level 2. At the player level 4, Phrak Piercer's will stay at level 2, but Krug Scavenger will be level 3... and so on and so on.

Summary:
Every two (2) levels, a monster's level increases by one (1) level.

Also, I think the snakes should be the same level as Phraks. The birds are fine.

Eksevis wrote:
With the level scaling, I find this game becomes too hard; you can barely kill a single monster without dying and going back. So, how might you fix this?

I think that, whenever you reach the default and minimal level a monster is and pass it, it should be 1 level below you, but if you run into a higher leveled monster (lets say a level 2 Krug Scavenger) and reach Level 3, the other monster (lets say a Phrak Piercer) will become level 2. At the player level 4, Phrak Piercer's will stay at level 2, but Krug Scavenger will be level 3... and so on and so on.

Summary:
Every two (2) levels, a monster's level increases by one (1) level.

Also, I think the snakes should be the same level as Phraks. The birds are fine.


Thanks to KillerGremal, if you use the MLA mod there are now 3 ways of playing the mod.

The default is now called "local" and if you select the button on the player's stash, you'll find out which mode you are in. In local mode, the monster's levels will correspond to the region they are located in. You can easily see this in Elddim in the Utraean Peninsula. If you attempt to enter the Great Northern Forest you'll find the monsters will be level 43 or so as it is meant to be a high level zone. The monster's levels will also be randomized between an upper and lower limit, so you'll see level 41-45 monsters in the Great Northern Forest.

This impacts gameplay in the following way, if you push through, just completing main quests and not bothering to clear out regions as you pass through, you'll find that the monsters will become harder as you progress as their levels will be higher than your party's level. Alternatively if you are thorough and explore and clear out regions as you progress through the game, you'll find the monsters' levels to be similar to yours or even lower if you are very thorough and repeatedly clear out lower regions or take advantage of several optional areas that can be visited for experience or loot.

Please note there are some quirks to this localized regional levelling and its still a work in progress.

The second way of playing the mod is to click on the button on the player's stash and disabled the MLA mod (the same as not having it in your resources folder). Then the monsters' levels will depend on the settings in their templates, the same as in DS2. Again monsters in the Great Northern Forest will be around level 43 or so but there'll be no randomization of levels within a region for each particular monster. So a level 43 Haku Slayer will remain that level no matter when you encounter them in the Great Northern Forest.

So again there's advantages to thoroughly explore and clear out regions as you proceed through the game to keep the monsters' levels at or below your own level. Again there's advantages to seeking out optional areas for experience and loot. You can get to 4 levels above the monsters' level (or below) before there's an experience penalty (a DS2 feature).

This mode is also still a work in progress and currently loot from barrels and chests don't level with the player.

The final mode is the "all" mode when you click the button again on the player's stash. This is the mode everyone is most familiar with where monsters and loot level up with the player. This mode is probably most value when you play one of the maps with an experienced party, otherwise the monsters will be very weak and loot worthless (the same as playing DS2 mercenary mode with a veteran party).

You can play with the "all" mode with a new game but there'll be no advantages to thoroughly exploring or clearing out each region apart from gaining levels or loot of course which can be used to buy higher level spells, equipment and party slots. Otherwise you can storm through the map and try to get to the end as quickly as possible - there's no penalty to doing so as the monsters at the end will be at your level anyway.

I do plan on including a comprehensive pdf detailing the changes in gameplay, features, etc. of the mod compared to DS2. In the meantime I hope this explanation has helped explain the various gameplay variations of the MLA mod.

So, as you may know, the Steam version tends to have a lot of problems with this mod. As it stands right now, you should get Killah's fix, which you should be able to find on Steam's guide page. This fixes a majority of the glitches, and Iryan already knows this... however, from the looks of it, it's not quite perfect yet; the saves still are lost from time to time, but I'm not entirely sure of the circumstances. I'm pretty sure it happens when the computer has been turned off.

Er... I might have been mistaken about the save thing... I really don't know. In any case, Killah's fix is still worth a download for those with the steam edition of Dungeon Siege 2.

Eksevis wrote:
So, as you may know, the Steam version tends to have a lot of problems with this mod. As it stands right now, you should get Killah's fix, which you should be able to find on Steam's guide page. This fixes a majority of the glitches, and Iryan already knows this... however, from the looks of it, it's not quite perfect yet; the saves still are lost from time to time, but I'm not entirely sure of the circumstances. I'm pretty sure it happens when the computer has been turned off.

Er... I might have been mistaken about the save thing... I really don't know. In any case, Killah's fix is still worth a download for those with the steam edition of Dungeon Siege 2.


Another option will be when the mod finishes active development, you'll be able to play under steam just fine.

It's just that because of the annoying crc check that GPG in their wisdom (Or lack thereof) incorporated into the game, any changes to the files loaded in the resources folder will invalidate saved games. It's probably thinking like this that resulted in GPG going defunct but that's another story.

I will try Killah's fix when I have enough time to test it with this mod but in the meantime options are limited to using ely's all*saves loader or putting up with starting with a new character whenever there's a major update. Major updates increment with the version number, currently the last stable version is beta30/31, beta 32 is under active development and sometimes I need to upload a fix with alarming haste, sometimes within a few hours if something major breaks.

#UPDATE
I did some looking for Killah's mod for DS2 on steam and the only thing I could find is a pirated version of Broken World that you could download to use for DS2. You have to manually edited the registry so the Broken World version can find DS2 and I presume by using the Broken World exe, the restrictions on multiplayer, etc, disappear. However the crc chcks for mods would still be present.

There's nothing new about the above and I did that a long time ago for the custom folder version of Adepts (however you had to have Broken World already installed on your PC and Adepts just copied the files to its own custom folder).

I see that he used the same procedure for playing LOA with the steam version of DS1.

He does name both files as fixes for the game but it obvious that the 600Mb download is the Broken World expansion, the same for LOA at 450Mb or so.

However if Steam and Square-Enix is this relaxed about the expansions being freely available for DS1 and DS2 on Steam, then I guess they shouldn't have any issues if I release the Legendary Mod with LOA in it as well. Broken World isn't an issue as the mod is structured to work without it.

Utraean Peninsula 32I

Broken World AllSaves

Monster Level Adjust Status LOCAL

Save Location

Redwood Gap Direct Connect

Quest Log

Primary Quests Act 1 – Completed

Secondary Quests Act 1 – Completed

Primary Quests Act 2 – Meren Town Stone, Lang Town Stone

Secondary Quests Act – Pirates of Merin, Dornek's Quarry, Travel to Lang, Confront Bandit Boss, Goblin's Secret Plans, Pit of Despair, Conquer Pit of Despair, Flooded Sanctuary,

Comments, Fixes That Work, Errors, Problems

1. Monsters leveling Correctly.

2. Quests Working Correctly.

3. Radar in Pit of Despair and Flooded Sanctuary seem okay, but I was busy finding things that needed killing and I may have missed something.

Party Members

Ibon (Archer) Level 42 Sharpshooter

Tiahna Level 42 Sharpshooter

Xavier Level 42 Sharpshooter

Arisu Level 42 Magus

Briahra Level 41 Magus

Sheba Level 41 Magus

Elf

iryan wrote:
Eksevis wrote:
So, as you may know, the Steam version tends to have a lot of problems with this mod. As it stands right now, you should get Killah's fix, which you should be able to find on Steam's guide page. This fixes a majority of the glitches, and Iryan already knows this... however, from the looks of it, it's not quite perfect yet; the saves still are lost from time to time, but I'm not entirely sure of the circumstances. I'm pretty sure it happens when the computer has been turned off.

Er... I might have been mistaken about the save thing... I really don't know. In any case, Killah's fix is still worth a download for those with the steam edition of Dungeon Siege 2.


Another option will be when the mod finishes active development, you'll be able to play under steam just fine.

It's just that because of the annoying crc check that GPG in their wisdom (Or lack thereof) incorporated into the game, any changes to the files loaded in the resources folder will invalidate saved games. It's probably thinking like this that resulted in GPG going defunct but that's another story.

I will try Killah's fix when I have enough time to test it with this mod but in the meantime options are limited to using ely's all*saves loader or putting up with starting with a new character whenever there's a major update. Major updates increment with the version number, currently the last stable version is beta30/31, beta 32 is under active development and sometimes I need to upload a fix with alarming haste, sometimes within a few hours if something major breaks.

#UPDATE
I did some looking for Killah's mod for DS2 on steam and the only thing I could find is a pirated version of Broken World that you could download to use for DS2. You have to manually edited the registry so the Broken World version can find DS2 and I presume by using the Broken World exe, the restrictions on multiplayer, etc, disappear. However the crc chcks for mods would still be present.

There's nothing new about the above and I did that a long time ago for the custom folder version of Adepts (however you had to have Broken World already installed on your PC and Adepts just copied the files to its own custom folder).

I see that he used the same procedure for playing LOA with the steam version of DS1.

He does name both files as fixes for the game but it obvious that the 600Mb download is the Broken World expansion, the same for LOA at 450Mb or so.

However if Steam and Square-Enix is this relaxed about the expansions being freely available for DS1 and DS2 on Steam, then I guess they shouldn't have any issues if I release the Legendary Mod with LOA in it as well. Broken World isn't an issue as the mod is structured to work without it.


I am really surprised that Steam and Square-Enix would allow such a "fix" Just a renamed version of broken world. It is exactly the same file as the retail version of Broken World. Is this not a violation of the License? I think the steam fix that I posted a few ages ago was much simpler and would allow both DS2 Steam and the Retail Broken World to exist on the same system with no conflicts and allow Elys AllSaves to work and not have any problems with the legendary mod. The post is located about 12 pages down in this thread but with the search function on the site not working correctly it is hard to find. So basically you replace the Steam DS2 Exec with the No CD exec I posted in the download area and then reinstall DS2 AllSaves. This corrects the DS2 Steam Version Number to 2.2 so that Elys DS2 AllSaves does not report an error. It also allows Multi-Player, Prevents CRC check problem with mod updates, it also makes it un-necessary to modify the registry. Prevents copyright and user license agreement issues.
Process is simple.
Download the exec.
Rename the Steam DS2 Exec
Put the downloaded exec file in the same folder as the steam exec.
reinstall Elys DS2 AllSaves.
reinstall the legendary mod.
and you are good to go.

Elf

It may be smaller, but all you really have to do is drop in the files and run the automatic fix that works a huge chunk of the time. the biggest problem of the Steam thing is that it claimed to be the complete dungeon siege collection. Some copies of DS2 have came with the BW exe. Functionally, it's perfect, except you no longer have the choice of switching between the two things.

People have complained about it, and neither steam or 'squeenix' has shown any desire of releasing the expansions.

Eksevis wrote:
It may be smaller, but all you really have to do is drop in the files and run the automatic fix that works a huge chunk of the time. the biggest problem of the Steam thing is that it claimed to be the complete dungeon siege collection. Some copies of DS2 have came with the BW exe. Functionally, it's perfect, except you no longer have the choice of switching between the two things.

People have complained about it, and neither steam or 'squeenix' has shown any desire of releasing the expansions.


Yes I agree completely with you about that. There's numerous posts on the forums complaining about the wording of the description of the games, which would give the impression that you are getting the expansions as well. I admit that if you look carefully it doesn't state that the expansions are included but I think the fact that there's so many posts about the topic would indicate that it's a problem, especially with the complete version which includes DS1, DS2, DS3 and the expansion to DS3. I think the expansion to DS3 is the thing that is causing all the confusion.

It's interesting that you mention that some copies of DS2 have come with the BW exe. I tried using the BW.exe with DS2 and while the game loads to the menu (and it's obvious you're using the BW.exe as the menu dimensions are different), the game hangs as soon as you try to play DS2.

I believe that the problem with the expansions to DS1 and DS2 not being released on Steam is due to licensing issues with the publishers of those expansions. Legends of Aranna was published by Microsoft, the same publisher as DS1 so you would think it would be possible. However it's interesting that the developer of Legends of Aranna was Mad Doc Software, which eventually was formed into Rockstar New England, part of the Rockstar group which is under the umbrella of Take_Two interactive.

Now Broken World was developed by GPG but released under 2K Games not Microsoft. 2K Games are interestingly a subsidiary of Take-Two Interactive as well.

Square-Enix purchase the rights to the Dungeon Siege brand and presumably that included the rights to publish DS1 and DS2. It would seem though that this didn't include the rights to the expansions which presumably remain with Take-Two Interactive. So it would appear that Take-Two Interactive has no interest in releasing the expansions in order to help promote DS1 and DS2 for Square-Enix and Square-Enix have no interest in coming to some amical agreement with Take-Two Interactive for the release of the expansions.

While it would seem to be in Square-Enix's interest to come to an agreement with Take-Two Interactive to release the expansions on Steam, remember that Square-Enix thought it was a good move to remove multiplayer from the games as well.

Steam themselves have so many games in their stable that I don't think they even try to recruit publishers to use their services any more and certainly wouldn't care one iota about such an old game.

So that's why I don't think Square-Enix or Steam really care about "fixes" which adds the expansions to the games on Steam as long as there's no overtly references to such which Killah has avoided. Take-Two Interactive and any retailers who still sell Broken World or Legends of Aranna (Amazon for example has Broken World for US$3.99 and Legends of Aranna for US$9.00) would be the only ones to care.

It's an interesting debatable concept whether the heavily modified version of Legends of Aranna included in the Legendary Mod would also escape scrutiny as well.

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