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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.

bare_elf wrote:
I have noticed this in the past, but never thought much of it because I never had more than two rangers in my party. This time with a high level 5 ranger party it is obvious. It happens in rampage mode only. First the rangers engage the killer vine regardless if there are other attacking monsters (they ignore these) even after the vine has been killed the rangers keep shooting at the hole in the ground that the killer vine came out of. They will not stop attacking the spot even if they are killed by other monsters. They are very single minded and will not even save themselves from being killed, unless the party is put into mirror mode. I am not sure how many revisions this problem goes back but it is not new and it happens on any map that has a killer vine, Not just LoA. It also does not matter if MLA is on or disabled. This also will occur from time to time with mages but always with rangers. Is it possible that the Killer Vines never expend all of their health? Or is it that ranged characters Rangers and Mages are just stupid?

Elf


I have never noticed this behaviour with my mages or rangers but then again I predominantly play with the Auto-Engage Mod for ease of play. I assume the world message isn't being received by the party AI that the monster has been killed?

The defining attributes of killer vines and all unguis type creatures is the way they are called into the world. They actually start off as invisible and become visible when they see the party. When they die they fade away so not to leave a corpse.

Then again such mechanisms is used by a lot bigger variety of monsters than just the unguis family. The common skrubb, some skeletons mercenaries, ghosts, googores, mine worms, etc. Do you have problems with these? If not the first step in finding a solution is comparing the differences and modifying the unguis in a similar manner.

RSimpkinuk57 wrote:
sigofmugmort wrote:
Went up the tower with Johndar and could not get him down as the lever vanished when you made him the active character.
I reported a similar problem in KoE with the Glacern towers long ago - especially the one where the archer at the top has one of the books for the books quest. From my archive log: "E31i#080 the elevator on the south watch tower stops working if one steps off to talk to the archer, and often stops even if one stays on while talking (if it does carry one straight back down again as in the original then the convo continues anyway). 'Stops working' includes the handle at the top vanishing, and the elevator not responding when one steps onto it. A character at the bottom can work the handle there to bring down the one at the top.

"The north watch tower has a similar but not identical problem. If one steps off to talk to the legionnaire there (the one who tells you to go away, now a dwarf) then the elevator handle at the top vanishes, but the elevator does still work (descends automatically when one steps back onto it)."

I don't know if this was ever fixed.


I believe a partial fix was made but perhaps not correctly implemented everywhere or has been restore inadvertently while working on other problems.

I understand fades a lot better now and what's happening is that the levers are actually linked to the fades of the top of the tower. I have a screenshot I took in-game of something else totally unrelated but you can see clearly that the tower room is faded out so you can talk to the npc at the top of the tower but that the lever is also faded out.

So even though the lever looks like its attached to the tower wall, the game actually thinks its attached to the tower roof. The easiest fix would be to try to reposition the levers so they are correctly attached to the wall or put them on the floor or a variety of other methods.

Will put it down as something to be fixed.

iryan wrote:
Has anybody noticed this glitch on the DS2 map selection menu after updating to Beta5s of the MLA Mod?

Looking at the files it appears the main.gas for the map has been included and I believe its this which is making the map appear as a choice. Of course it will crash should you attempt to select it.

. . . unless the CGM Tutorial Map is installed too.

 
Actually I planed to removed that main.gas file again but simply forgot it.
I will fix that next time, either with a new mod or map release.

iryan wrote:

I have never noticed this behaviour with my mages or rangers but then again I predominantly play with the Auto-Engage Mod for ease of play. I assume the world message isn't being received by the party AI that the monster has been killed?

The defining attributes of killer vines and all unguis type creatures is the way they are called into the world. They actually start off as invisible and become visible when they see the party. When they die they fade away so not to leave a corpse.

Then again such mechanisms is used by a lot bigger variety of monsters than just the unguis family. The common skrubb, some skeletons mercenaries, ghosts, googores, mine worms, etc. Do you have problems with these? If not the first step in finding a solution is comparing the differences and modifying the unguis in a similar manner.


Iryan,
It has not happened yet with any of the other members of the Unguis Family of Monsters. No problem with the Skrubbs at all as yet have not encountered any mine worms but will let you know if it happens there also.

Elf

Destroyed Shadow Portal at level 17, The Portal clobbered most of the party except the 2 Assassins who's 5 points in extended range let them attack from out of the portals range tho only around 1 in 4 shots actually did damage.

Level 19 at Dig site...wait a minute, how am I keeping pace with Bare_Elf??? :goofy:

I have encountered the Ranged shooting at objects in regular DS2 and I have reported the Vine problem as well (this thread is rapidly approaching the 3000 mark :jawdrop: :thumbup: ) Ranged seem to "see" the creature before it actually appears and seem to target the terrain and do not recognize the monster is dead.

Dwarf

Add: Basically I look everywhere and kill everything tho, this time it is a little weird with no Melee characters.

Legends of Aranna 32P

Monster Level Adjust Beta 5S All Mode

DS1_Mod_Logic_Beta32Q

Unified Objects, Sound and Voice

Broken World AllSaves See Far Hack set to off

Save Location

Cicatrix Lair Teleport

Quest Log

Primary Quests – The First Trial, The Lost Queen, In Pursuit of the Staff, Island of Utraeans, Therg,

Secondary Quests – The Trapper, Family Bow, Recover Ilorn's Amulet, Wizard City, Shadow Portal, Are You Safe Brother, Therg's Apprentice, Dark Acolytes, A Giant Task,

Comment Log

1. Quests Completing correctly.
2. Monsters leveling correctly.
3. No issues with hiring.
4. Radar looks good so far.
5. Tajj was in the inn and his quest (a giant task) completed correctly. Great.
6. Did not have to hire Konus to get his quest. Great.
7. Mantraps and all varieties of Skrubbs function Correctly not like the killer vines.

Party Members

Megan Level 84 Arch Templar

Shalindra (from Yesterhaven) Level 83 Senior Evoker

Tiahna (from Utraean Peninsula SE) Level 83 Arch Warder

Karma (from Training of the Hero) Level 83 Senior Evoker

Lyssa (from Legends of Aranna) Level 83 Master Sharpshooter

Mheagan (from Legends of Aranna) Level 83 Master Assassin

KillerGremal wrote:
iryan wrote:
Has anybody noticed this glitch on the DS2 map selection menu after updating to Beta5s of the MLA Mod?

Looking at the files it appears the main.gas for the map has been included and I believe its this which is making the map appear as a choice. Of course it will crash should you attempt to select it.

. . . unless the CGM Tutorial Map is installed too.

 
Actually I planed to removed that main.gas file again but simply forgot it.
I will fix that next time, either with a new mod or map release.


I removed the main.gas file from the tutorial map folder and all works just fine. Thank you for the tip on where it was hidden. So I guess I am now running version Beta5s-1 of the MLA mod :P

Elf

Have reached the Ziggurates Teleporter

Party of 6 level 24/25

did not recruit Kronus, all quests working fine.

Dwarf

Moros wrote:
I must be on one of my thick days, I've started a new game and I'm in the Crypt of Sacred Blood, I've found a secret room in there that has a chest with a few goodies in it and in another room there's a book called the History of the Azunites, can anyone give me a clue on how to get the book please as I've looked all over the place and can find no lever or anything to get to it.

I've started over again and I still can't get this book, can anyone confirm that they've got this book and if you have, how did you get it.
I've saved the game just after turning the Skeleton Captain into a pile of bones and my heroine Suki is wanting to read it. :?

Legends of Aranna 32P

Monster Level Adjust Beta 5S All Mode

DS1_Mod_Logic_Beta32Q

Unified Objects, Sound and Voice

Broken World AllSaves See Far Hack set to off

Save Location

Kmethket Tower Dungeon

Quest Log

Primary Quests – The First Trial, The Lost Queen, In Pursuit of the Staff, Island of Utraeans, Therg, Seek Jharmaya

Secondary Quests – The Trapper, Family Bow, Recover Ilorn's Amulet, Wizard City, Shadow Portal, Are You Safe Brother, Therg's Apprentice, Dark Acolytes, A Giant Task, The Sacred Guardian, The Horror of the Rune Master,

Comment Log

1. Quests Completing correctly.
2. Monsters leveling correctly.
3. No issues with hiring.
4. Radar looks good so far.
5. Najj was in the inn and his quest (a giant task) completed correctly. Great.
6. Did not have to hire Konus to get his quest. Great.
7. Mantraps and all varieties of Skrubs and Octodraks function correctly.
8. Doppelgangers all appear to be correct. Some died to fast to check.

Party Members

Megan Level 85 Arch Templar

Shalindra (from Yesterhaven) Level 85 Senior Evoker

Tiahna (from Utraean Peninsula SE) Level 85 Arch Warder

Karma (from Training of the Hero) Level 85 Senior Evoker

Lyssa (from Legends of Aranna) Level 85 Master Sharpshooter

Mheagan (from Legends of Aranna) Level 85 Master Assassin

Moros wrote:
I've started over again and I still can't get this book, can anyone confirm that they've got this book and if you have, how did you get it.
I've saved the game just after turning the Skeleton Captain into a pile of bones and my heroine Suki is wanting to read it. :?
I've not tried yet on the latest revision of the map but can confirm I've always got it on earlier levels.

Since I don't know how much you know already, here follows guidance for a beginner.

When you CONTINUE then Suki should be by the Ruined Bridge with a noisy energy ball hovering close by that, when clicked, will teleport her to the DC outside the Crypts. (Provided you activated that by clicking it when you were there before.) Inside, a small proportion of the skeletons and gargoyles previously destroyed may be there again. So may some of the treasure containers.

Just round the corner from where the Skeleton Captain started, the corridor has levers to open the ways to two different secret areas. The handle you want is camouflaged and when it is clicked lets you into a very small area with a further, obvious lever to open more stairs. Beyond, the book will not be there but destroying the right gargoyles should make it be delivered from underfloor. Left click to pick it up. It should disappear, not go into your inventory, but your journal button should start blinking. Press that button (or J key) and you should be taken straight to the book contents but if not then find it by selecting LORE tab then BOOKS heading.

By the way, in that same group of secret rooms is a door that will be open only when two pressure plates are both down. In the DS1 original they were down to start with thanks to two low-value objects that could be picked up. In this version you'll have to drop items from your inventory. I forget what is behind the door but that is not where you get the book.

The other "secret" lever in the corridor lets you into a different group of rooms where, as I recall, there is a DS2-type special ("Sanctuary") door that will open only when "attacked" by a character with enough melee skill. The idea is that you should find within a random something suitable for such a character.

Reached the Highlands Teleporter, Level 26 near to 27 on party.
All quests working fine and monster levels are properly challenging :thumbup:

Utreans being more agile, I managed to avoid being run over by Rampaging Elves :goofy: :silly:

Illicores staff is a little weak for a Unique at level 24, by comparison
Ruins Herald: for level 20 combat mage is +8 int., +15% combat magic damage, +18% fire
resistance, +2 Devastation,searing fire, and Ignite

Curving Stream: Level 24 nature Mage, +10int, +15% nature damage, +18 ice resistance, +2 Aquatic Affinity, Arctic Mastery, Freeze

Illicore's Staff should be a little closer to a Nature Magic version od Arinth's Staff
Insane :twisted: Dwarf

Secret level 1 and 2.


I'm stuck with this and have no idea what to do, Suki is stamping her foot and she's developed a nasty glint in her eyes too, oooooh.
I haven't seen any gargoyles in the crypt, should I have met some of them in this mod?.
I'm wondering if I should reinstall everything and try it again, this is a new game and I'm using all the latest beta's and the latest version of the MLA mod as well if that's any help to anyone.

Should be lots of Gargoyles. I'll run to the Crypts tonight and take a look, meanwhile, make sure you installed in order DS1+ patch, LoA(if using it), DS2+ patch, BW(if using it) then the Legends Mod, then update the Legends files with the newest Beta versions.

Dwarf

Moros wrote:
Secret level 1 and 2.

I'm stuck with this and have no idea what to do, Suki is stamping her foot and she's developed a nasty glint in her eyes too, oooooh.
I haven't seen any gargoyles in the crypt, should I have met some of them in this mod?.
I'm wondering if I should reinstall everything and try it again, this is a new game and I'm using all the latest beta's and the latest version of the MLA mod as well if that's any help to anyone.

I you could give us a list of the mods in your DS2 resources folder we might be able to figure this out for you. Yes you should have met many gargoyles by this point.

Elf

UPDATE
Using DS1_Mod_Logic_Beta32q and DS1_Map_World_Beta32q I sent Sandy one of my level 48 rangers into the crypts. I counted 32 gargoyles before I lost count, the first two where in the second room after the stairs entering the crypts. I was able to locate the Book here

Now it should be noted that I have always found gargoyles in the crypts no matter what version of Kingdom of Ehb I am playing. I also have always after a bit of hunting about acquired the book No matter what version of the mods where installed. I expected that you have something out of kilter with one if not all of the converted files. So again please post a complete list of all the mods (not just the ones associated with the DS1 Legendary Mod)

Thank You
Elf

DS1 version is 1.11.1.1486 and LOA is 1.50.0.56 and they were both on the same disc. as for DS2 I bought the deluxe edition and they are 2.20 and 2.30.
I expect that I've buggered things up as usual, I'll wait for any clues from you and sigofmugmort before I uninstall the whole lot and reinstall everything again.

DS1_Expansion.ds2res
DS1_ExpVoices.ds2res
DS1_Map_Legends_of_Aranna_Beta32p.ds2res
DS1_Map_Utraean_Peninsula_Beta32r.ds2res
DS1_Map_World_Beta32q.ds2res
DS1_Map_Yesterhaven_Beta32m.ds2res
DS1_Mod_Content_SE_Beta32k.ds2res
DS1_Mod_Exp_Content_Beta30.ds2res
DS1_Mod_Logic_Beta32r.ds2res
DS1_Mod_Terrain_Beta30.ds2res
DS1_Sound.ds2res
DS1_Voices.ds2res
Logic.ds2res
Mod-DS1Content-Alpha10u.ds2res
Mod-Erthos-MonsterLevelAdjust-Beta5s.ds2res
Mod-ResetSkills.ds2res
Movies1.ds2res
Movies2.ds2res
Objects.ds2res
Objects_DS1.ds2res
Sound1.ds2res
Sound2.ds2res
Terrain.ds2res
Voices.ds2res

Moros wrote:
DS1 version is 1.11.1.1486 and LOA is 1.50.0.56 and they were both on the same disc. as for DS2 I bought the deluxe edition and they are 2.20 and 2.30.
I expect that I've buggered things up as usual, I'll wait for any clues from you and sigofmugmort before I uninstall the whole lot and reinstall everything again.

DS1_Expansion.ds2res
DS1_ExpVoices.ds2res
DS1_Map_Legends_of_Aranna_Beta32p.ds2res
DS1_Map_Utraean_Peninsula_Beta32r.ds2res
DS1_Map_World_Beta32q.ds2res
DS1_Map_Yesterhaven_Beta32m.ds2res
DS1_Mod_Content_SE_Beta32k.ds2res
DS1_Mod_Exp_Content_Beta30.ds2res
DS1_Mod_Logic_Beta32r.ds2res
DS1_Mod_Terrain_Beta30.ds2res
DS1_Sound.ds2res
DS1_Voices.ds2res
Logic.ds2res
Mod-DS1Content-Alpha10u.ds2res
Mod-Erthos-MonsterLevelAdjust-Beta5s.ds2res
Mod-ResetSkills.ds2res
Movies1.ds2res
Movies2.ds2res
Objects.ds2res
Objects_DS1.ds2res
Sound1.ds2res
Sound2.ds2res
Terrain.ds2res
Voices.ds2res

I can see nothing wrong with the levels of the four games they are all at the correct levels. I can see nothing wrong with the revisions of the Mods in the list or how the files are named. So did you use the installer to install the mod or did you manually convert the DS1 and LOA files? If you converted the files manually did you convert expansion.dsres or expansion.dsmap? If you converted expansion.dsres you converted the wrong file. To test this I would recommend removing DS1_Expansion.ds2res and objects_ds1.ds2res and installing http://www.siegetheday.org/~iryan/files/Betav32/DS1_Mod_Content_SE_Beta32k.ds2res in there place. I have tested all versions of the Kingdom of Ehb map from 32K to 32Q and in all cases the book is there and can be picked up and there are several dozen gargoyles in the crypt. I am not sure where to go from here but I would wait to see what sigofmugmort and iryan have to say if my suggestion does not work and you still have the problem. I hope you are using AllSaves to start the game, as making changes without it could create or mask problems.
Elf

Legends of Aranna 32P

Monster Level Adjust Beta 5S All Mode

DS1_Mod_Logic_Beta32Q

Unified Objects, Sound and Voice

Broken World AllSaves See Far Hack set to off

Save Location

Xulphae's Cove

Quest Log

Primary Quests – The First Trial, The Lost Queen, In Pursuit of the Staff, Island of Utraeans, Therg, Seek Jharmaya

Secondary Quests – The Trapper, Family Bow, Recover Ilorn's Amulet, Wizard City, Shadow Portal, Are You Safe Brother, Therg's Apprentice, Dark Acolytes, A Giant Task, The Sacred Guardian, The Horror of the Rune Master, Sunken Tower, Redemption, Reunion

Comment Log

1. Quests Completing correctly.
2. Monsters leveling correctly.
3. No issues with hiring.
4. Radar looks good so far.
5 . Mantraps and all varieties of Skrubbs and Octodraks function correctly.
6. Doppelgangers all appear to be correct. Some died to fast to check.
7. Quest arrows to this point seem to be working correctly.

Party Members

Megan Level 87 Arch Templar

Shalindra (from Yesterhaven) Level 87 Senior Evoker

Tiahna (from Utraean Peninsula SE) Level 87 Arch Warder

Karma (from Training of the Hero) Level 87 Senior Evoker

Lyssa (from Legends of Aranna) Level 87 Master Sharpshooter

Mheagan (from Legends of Aranna) Level 86 Master Assassin

First thoughts:

Mod-DS1Content-Alpha10u.ds2res is back level, by getting on for two years. We have gone from 10z (itself over a year old) to 11a. (This is KillerGremal's content pack, which we need in addition to iryan's combined SE pack.)

Since you have iryan's combined SE pack (DS1_Mod_Content_SE_Beta32k.ds2res), my understanding is that you should be able to remove DS1_Mod_Exp_Content_Beta30.ds2res and your converted Objects_DS1.ds2res, but we are still testing this. (So do not throw them away yet - move them to another folder of your own, or disable them by changing the filetype from .ds2res to something else. I don't know what mod management mods use as "standard" but I myself use .ds2resoff)

Having the combined files and the originals both in resources can sometimes cause a conflict.

Dwarf

Level 29 at the Cove, Used an older save to check a couple of items.

In keeping with my tendency to slightly overfocus on some things(there is a reason I like dwarves Insane )

Here are the only 2 spots I found where the water prevents Item Labels from showing.

@Bare_Elf, Here is the reason some Dopplegangers died very easily.

I found a couple of level ZERO and some level 22/23. They seam to be the ones I reported earlier as black and yellow.

General locations:
A6_R3_towertop, -1.718/-0.4501/-1.964/ 0x5e7b02fc
-0.338/0.000/0.429/0x30cf9c72
1.088/-0.450/-1.657/0x4f636aaa
-1.936/1.000/1.588/0xf668456b
A6_R3_towerexit,3.747/-2.000/0.049/0x6259bb30
0.411/-1.750/-4.856/0xa24a4093
1.983/0.000/-1.121/0x30c4819c
3.133/-2.000/3.766/0x10ec2452

Also, while the Dopplegangers did significant damage, they took damage like they had no armor or resistances.

:wacko: Insane Dwarf

Thank you to all who have helped me in getting this mod to work correctly, I've had gargoyles coming out of the stone work and I've got the book as well. :mrgreen:

Suki is a happy chapette as it's working with DS2 and BW as well. :dance3:
Phew what a day, it took me over 3 hours to do it, thank you again.

sigofmugmort wrote:

Here are the only 2 spots I found where the water prevents Item Labels from showing.

@Bare_Elf, Here is the reason some Dopplegangers died very easily.

I found a couple of level ZERO and some level 22/23. They seam to be the ones I reported earlier as black and yellow.

Also, while the Dopplegangers did significant damage, they took damage like they had no armor or resistances.

:wacko: Insane Dwarf


Thanks for that report. The problem with using a high level party to quickly blast through in playtesting is that I miss balancing issues like this.

I also notice that the Fury was similar in that it ends to die very quickly for a boss with a lot of HP but is very deadly. I will carefully examine the templates.

Finished at level 35

The Blacked out areas on the Radar map in the goblin tunnels are now gone.

Has anyone noticed that the Crystal clusters as terrain can be walked thru and do not block attacks?

Mount Kreth Teleporter is one-way to the mountain.

Had to Back-track to finish step 1 of removing the shadows as you can go around the quest star if you use the second path. If the star was further up at A9_R1_mesa,-7.589/-3.985/-2.227/0xa7e23cdf this id above where the 2 paths converge.

Time for Artimisia to Dance :dance2: :dance3: :dance1:

Dwarf

This mod was still not playing right for me so I've re-installed everything again, some kind person is going to have to help me out a bit as I find the OP is confusing the hell out of me.
I've installed the mod using the DS1_Legendary_Mod_Betav30_Installer so only the basic files are in the DS2 resources folder.
1- These are the latest files that I've downloaded, I will delete the originals and replace them with these, this is the correct thing to do yes?.
http://www.siegetheday.org/~iryan/files/Betav32/DS1_Map_Utraean_Peninsula_Beta32r.ds2res (73 Mb)
http://www.siegetheday.org/~iryan/files/Betav32/DS1_Map_World_Beta32q.ds2res (46 Mb)
http://www.siegetheday.org/~iryan/files/Betav32/DS1_Map_Legends_of_Aranna_Beta32p.ds2res (37 Mb)
http://www.siegetheday.org/~iryan/files/Betav32/DS1_Map_Yesterhaven_Beta32m.ds2res (21 Mb)
http://www.siegetheday.org/~iryan/files/Betav32/DS1_Mod_Logic_Beta32r.ds2res (23 Mb)

2- I've downloaded these as well, are there any conflicting files from the originals that have to be removed as well?
http://www.siegetheday.org/~iryan/files/Betav32/DS1_Mod_Content_SE_Beta32k.ds2res (348 Mb)
http://www.siegetheday.org/~iryan/files/Betav32/DS1_Mod_Sounds_SE_Beta32k.ds2res (156 Mb)
http://www.siegetheday.org/~iryan/files/Betav32/DS1_Mod_Voices_SE_Beta32k.ds2res (228 Mb)

3- Do I need to download one of these or do I need all of them?.
Forum Threads for KillerGremal's Mods
DS1 Content Pack & Diabloish http://siegetheday.org/?q=node/1330
Return to Arhok http://siegetheday.org/?q=node/1289

4- This next part has me stumped as I already have Objects_DS1.ds2res and whatnot, do I have to do this, yes or no?.

To play these maps you also have to convert already installed DS1 files for DS2, namely Objects.dsres, Sound.dsres and Voices.dsres. It's not that difficult, but it's an essential step because the mods above will refer on these resources. Instructions here; http://siegetheday.org/?q=node/1525#comment-13640
Please note that it is important that the Objects ds2res be named Objects_DS1.ds2res or something similar to avoid a bug with button levers

Additionally to play Legends of Aranna you need to convert expansion.dsmap and ExpVoices.dsres using the exact same method (It's no longer required to tank or untank resource files).

The original files are on the left and my changes are on the right, is this correct so far?, everything is running correctly except the Monsters levels have all turned green, this is not good me thinks, has anyone got a clue what's causing this?. Second edit, its the latest MLA mod that's causing it, I've reverted back to the Mod-Erthos-MonsterLevelAdjust-Beta5h mod as that is working correctly. :woot:

With your guidance I might just get this up and running correctly. Wink

Moros wrote:
This mod was still not playing right for me so I've re-installed everything again, some kind person is going to have to help me out a bit as I find the OP is confusing the hell out of me.
I've installed the mod using the DS1_Legendary_Mod_Betav30_Installer so only the basic files are in the DS2 resources folder.
1- These are the latest files that I've downloaded, I will delete the originals and replace them with these, this is the correct thing to do yes?.
http://www.siegetheday.org/~iryan/files/Betav32/DS1_Map_Utraean_Peninsula_Beta32r.ds2res (73 Mb)
http://www.siegetheday.org/~iryan/files/Betav32/DS1_Map_World_Beta32q.ds2res (46 Mb)
http://www.siegetheday.org/~iryan/files/Betav32/DS1_Map_Legends_of_Aranna_Beta32p.ds2res (37 Mb)
http://www.siegetheday.org/~iryan/files/Betav32/DS1_Map_Yesterhaven_Beta32m.ds2res (21 Mb)
http://www.siegetheday.org/~iryan/files/Betav32/DS1_Mod_Logic_Beta32r.ds2res (23 Mb)

2- I've downloaded these as well, are there any conflicting files from the originals that have to be removed as well?
http://www.siegetheday.org/~iryan/files/Betav32/DS1_Mod_Content_SE_Beta32k.ds2res (348 Mb)
http://www.siegetheday.org/~iryan/files/Betav32/DS1_Mod_Sounds_SE_Beta32k.ds2res (156 Mb)
http://www.siegetheday.org/~iryan/files/Betav32/DS1_Mod_Voices_SE_Beta32k.ds2res (228 Mb)

3- Do I need to download one of these or do I need all of them?.
Forum Threads for KillerGremal's Mods
DS1 Content Pack & Diabloish http://siegetheday.org/?q=node/1330
Return to Arhok http://siegetheday.org/?q=node/1289

4- This next part has me stumped as I already have Objects_DS1.ds2res and whatnot, do I have to do this, yes or no?.

To play these maps you also have to convert already installed DS1 files for DS2, namely Objects.dsres, Sound.dsres and Voices.dsres. It's not that difficult, but it's an essential step because the mods above will refer on these resources. Instructions here; http://siegetheday.org/?q=node/1525#comment-13640
Please note that it is important that the Objects ds2res be named Objects_DS1.ds2res or something similar to avoid a bug with button levers

Additionally to play Legends of Aranna you need to convert expansion.dsmap and ExpVoices.dsres using the exact same method (It's no longer required to tank or untank resource files).

The original files are on the left and my changes are on the right, is this correct so far?, everything is running correctly except the Monsters levels have all turned green, this is not good me thinks, has anyone got a clue what's causing this?. Second edit, its the latest MLA mod that's causing it, I've reverted back to the Mod-Erthos-MonsterLevelAdjust-Beta5h mod as that is working correctly. :woot:

With your guidance I might just get this up and running correctly. Wink


Things have changed quite a bit since the installer version. You no longer need DS1_Expansion.ds2res, DS1_Mod_Exp_Content_Beta30.ds2res or Objects_DS1.ds2res.

So you should have everything you need to play the mod.

I'm working on making everything as simple as possible so the next installer will only have a simple check for the required files and everything will be included. The download will be bigger but easier to install.

The latest versions of the Mod-Erthos-MonsterLevelAjust mod support various styles of play. I believe the monsters were green because either it was disabled or set to local regional levels. You click on the button on the stash in order to cycle through these alternative modes.

I've uploaded a new beta32s of Yesterhaven, taking in all of the comments and bug reports.
http://www.siegetheday.org/~iryan/files/Betav32/DS1_Map_Yesterhaven_Beta32s.ds2res
http://www.siegetheday.org/~iryan/files/Betav32/DS1_Mod_Logic_Beta32s.ds2res

Readme; http://www.siegetheday.org/~iryan/files/Betav32/YEHA_Changes_Beta32s.pdf

Replace the old files with the new versions.

I unfortunately wasn't able to enhance the ending any more than the current one as its just too complicated for me. If it was just a straight forward NIS it would be easy but I have to take in account whether the player bothered to recruit the 3 recruitable npcs in the map and whether they bothered to take their quests. I spent nearly 10 hours on the problem before giving up.

However there are some new features in the map, 2 small encounters with the Snow Queen and Fire King before you fight them have been restored somewhat.

+++EDIT: iryan and I were posting in parallel +++

Moros wrote:
everything is running correctly except the Monsters levels have all turned green, this is not good me thinks, has anyone got a clue what's causing this?. Second edit, its the latest MLA mod that's causing it, I've reverted back to the Mod-Erthos-MonsterLevelAdjust-Beta5h mod as that is working correctly.
You may be the first person to try KoE at 32q; more specifically, the first to try it in and report back on MLA local mode. Are the monster levels particularly green in Wesrin Cross (later stages) and Glitterdelve mine? That is my prediction from looking inside the level_adjustment_regional table.

Local mode is relatively new - Mod-Erthos-MonsterLevelAdjust-Beta5h does not have it, I reckon, so at a guess gives you All mode by default. Just as the original game depended on the designers setting the monster levels appropriately, so MLA local mode depends on someone - iryan in our case - tuning the regional table appropriately, helped by our feedback.

(I've been spending most of my time recently on things other than playing DS but am following behind you slowly with a new hero now at the Crypts entrance. @iryan, I will be suggesting some tweaks.)

If the hit-and-miss monster levels bother you (and I expect they'll get better further on), then to carry on playing for your own enjoyment, go to the yellow vault stash chest in town (whatever your current town) and press the button on the side. You should hear a sound as well as receiving a message to confirm that you are changing the MLA mode. The button cycles it from Local to Disabled (i.e. off) to All then round to Local again. Monsters that are already "in play" you'll be stuck with as they are but the altered mode should apply when you head into new ground.

For the record, from what I understand:

Moros wrote:
I've installed the mod using the DS1_Legendary_Mod_Betav30_Installer so only the basic files are in the DS2 resources folder.
1- These are the latest files that I've downloaded, I will delete the originals and replace them with these, this is the correct thing to do yes?.
Yes (though personally I believe in keeping a backup/archive copy somewhere)The following should be redundant and ought to be removed for proper testing of the new files

  • DS1_Expansion
  • DS1_ExpVoices
  • DS1_Mod_Content_Beta30
  • DS1_Mod_Exp_Content_Beta30
  • DS1_Sound
  • DS1_Voices
  • Objects_DS1
Whether they have to be removed, to avoid conflict, we haven't discovered. Also, the new files are not yet fully proven (one issue has already been confirmed though due to be resolved by making a change somewhere else).
Moros wrote:
3- Do I need to download one of these or do I need all of them?.
Forum Threads for KillerGremal's Mods
DS1 Content Pack & Diabloish http://siegetheday.org/?q=node/1330
Return to Arhok http://siegetheday.org/?q=node/1289
Those threads are where we had to go in the past to find downloads that we can now get directly from here - the last four items (from "DS1 Content Pack Alpha 10z" to "Level Adjustment Mod, Beta 5s") in the list under Here's the links of all required files for the current version 30 Beta
Moros wrote:
4- This next part has me stumped as I already have Objects_DS1.ds2res and whatnot, do I have to do this, yes or no?.
No, because the Installer did it for you; and no again, not with Contents/Sounds/Voices_SE

bare_elf wrote:
I have noticed this in the past, but never thought much of it because I never had more than two rangers in my party. This time with a high level 5 ranger party it is obvious. It happens in rampage mode only. First the rangers engage the killer vine regardless if there are other attacking monsters [1] (they ignore these) even after the vine has been killed the rangers keep shooting at the hole in the ground that the killer vine came out of. They will not stop attacking the spot [2] even if they are killed by other monsters. They are very single minded and will not even save themselves from being killed, unless the party is put into mirror mode. I am not sure how many revisions this problem goes back but it is not new and it happens on any map that has a killer vine, Not just LoA. It also does not matter if MLA is on or disabled. This also will occur from time to time with mages but always with rangers. Is it possible that the Killer Vines never expend all of their health? Or is it that ranged characters Rangers and Mages are just stupid? Elf
iryan wrote:
I have never noticed this behaviour with my mages or rangers but then again I predominantly play with the Auto-Engage Mod for ease of play. I assume the world message isn't being received by the party AI that the monster has been killed?

The defining attributes of killer vines and all unguis type creatures is the way they are called into the world. They actually start off as invisible and become visible when they see the party. When they die they fade away so not to leave a corpse.

Then again such mechanisms is used by a lot bigger variety of monsters than just the unguis family. The common skrubb, some skeletons mercenaries, ghosts, googores, mine worms, etc. Do you have problems with these? If not the first step in finding a solution is comparing the differences and modifying the unguis in a similar manner.

(1) Remember iryan could not make the unguis family melee attack work so hacked them with a curse attack approximating as best he could. Does this make them priority target?

(2) I too have noticed this but never thought much of it. Yes it may well have been with the Vines on Eastern Island, but maybe more widespread, so I'll watch out for it now. So far I've failed to reproduce the behaviour against Black Skrubbs on the path to Stonebridge.

2.2, Mod Logic Beta32r, World Beta32q, MLA Beta5s Local Monster-adjust-declared. Contents Alpha11a and SE_Beta32k, All*Saves v2 (seefar off).

Trivia (Starting a new sequence of reporting numbers, since so many of the old issues have been fixed)

Kq01. As reported on earlier versions by someone else, radar ground plan is missing detail at start area - OK around chicken coop and again from paddock onwards but plain green background, no details, from resurrection statue to damaged barn inclusive - so no sign on radar of the barn, farmer's cottage, stream, nor the bridge on which Norick dies.

+++
more to go in here
+++

Level adjustment

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. ... say a level 2 Krug Scavenger) ... a Phrak Piercer) ... Also, I think the snakes should be the same level as Phraks. The birds are fine.
I'm guessing, from the monsters mentioned (birds=turkeys?) that this observation (which I had to go back a dozen pages to find) was inspired by KoE on then-and-now-default MLA-Local. So I've started testing it with a new melee hero and quickly concluded I wanted to tune the adjustment table.

Hero predominantly melee but not exclusively, because I think it better, and in any case more interesting, to have each character develop a strong secondary skill (plus ranged to Survival level (5) eventually even if that has to be a third skill).

Test 1 - from start to ruined bridge with 32q's adjustment table; hero had it pretty easy even as a fighter (except of course for the bear - chance to get in some ranged practice - and in Edgaar's cellar) until hitting the region boundary just before Klandank's hidden cave - then Wow! From level 1 monsters to level 6/7 (when hero is level 3). Hero didn't die, but could barely kill a single monster - e.g. snake - before having to run away (on his last legs) and drink lots of potion.

(By the way, that is when I met Skartis Simpson - Logic 32s has fixed him for Content_SE, confirmed.)

Test 2 - from start to ruined bridge with private adjustment to adjustment table, saved and quit.
Tests 2a and 2b - restarted at ruined bridge, went to look for the lost patrol, quit without saving.
Test 2 continued - restarted at bridge without loot or experience from the mimic, continued to crypts entrance DC, saved and quit.
Test 2-cum-1-continued - from test 2 save, entered crypts on their original adjustment, quit without saving.
Test 2 continued - with more table entries tuned, restarted, ported forward, continued through to Stonebridge.

Hero levels (test 2): 3 before Klandank's cave, 4 at ruined bridge, 5 (just made) into crypts, 6 out, 7 into Stonebridge (Ulora one less). This is one lower at Stonebridge, and has been about half a level lower ever since Edgaar, than my previous (31p) MLA-disabled benchmark run.


My level_adjustment_regional (changes highlighted)
===================

region = "fh_r1"; level = "2-4"; adduct = 0.6; reinstatement of what had been commented out, so that MLA had to default; reinstated setting not too hard at all even for melee hero, and makes a big difference to drops; without it I'd found no weapons (except for the non-random pitchfork) and almost no armor, with it I found some useful level 1s and 2s such as spiked clubs and scout bows, as well as various gloves, boots, clubs and daggers. I believe this gave more exp than defaulted MLA did, though less than MLA-disabled would especially around and after Edgaar.

region = "bc_r1"; level = "3-5"; adduct = 0.2; (bear cave)
region = "hc_r1"; level = "3-5"; adduct = 0.2; (house cellar)
region = "path2crypts"; level ="3-6"; adduct = 0.0; (as always from here on). Level was "4-8"; starts before ruined bridge so as to include Klandank's cave. Even on this setting he is an opponent against whom a melee hero will use magic, bow or plenty of potion.

region = "gd_b"; level = "4-6"; (secret crypt aside from path) was "4-8"
region = "cr_r1"; level = "5-7"; (Crypts) was "5-9" at which setting first mob of gargoyles were almost too much and skeleton captain somehow came out at 11! - which is red level, easy enough if a bit slow to defeat from a distance but unfair not to get full exp benefit from it. At new setting the mini-bosses and boss came out at 8, which was fun and I think balanced, and the largest mobs could still kill an overly-casual player's hero.

Thank you for the Ruby Gargoyle's purple death-beam attack, giving the flavour of the DS1 original. Melee hero used ice spell to clear away the minions but, after healing and in the interest of fair testing, melee weapon (and shield) against the boss and narrowly prevailed in one go.

region = "fh_r3"; level = "6-9"; (path to Stonebridge) was "7-11"; on my setting Huskar came out at 8 and Futak at 9.

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