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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.

After iryan and RSimpkinuk57's input I have finally got this mod working without any more hiccups, Suki says thank you and the cheques in the post. :thumbup1:
Regarding the latest MLA mod RSimpkinuk57, you were right about Wesrin Cross and the Glitterdelve mine, I will keep using the one I have till someone can work out what was going awry with it.

Are there any compatible mods such as Armour and Weapons etc that you are using that I could download from some where. I don't want any over-powering stuff, just some extra weapon and armour variety in the shop will do. I find the DS2 originals for sale in the blacksmiths shop are a bit bland for my taste.

Legends adds a bunch of DS1 stuff and Volkan's more_hair_v4 has some really nice items

Dwarf

Usual Dwarven Fist of Stone character, Melee heavy party, MLA local as usual

As I noted before the monster level jump at the cave is a little extreme as is the jump to level 11 after Stonebridge.

Level 7 at Stonebridge, added Gyorn Started him as Fist of Stone, Rusk, and Zed for a healer.

Level 8, main character, others 7 at Wesrin, all party have level 5 ranged.

The ruby Gargoyle dropped the Heartstopper that levels with the character.

Dwarf

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

Trivia continued

Kq02. Stuck-up Krugs - some Krugs (scouts?) can get stuck in corners they won't move from, e.g. near FH_R1 1.131/0.000/1.143 0xA250ED4C, PATH2CRYPTS -3.484/0.000/1.765 0x3A420F18, FH_R3 3.286/-1.944/-0.500 0xD4A12180 and FH_R3 0.311/0.000/1.401 0x2D13187B. What will make this hard to fix is that I do not think they start in those spots, but get there by random patrolling.

Kq03. Edgaar should have orange ! quest-giver icon. (Quest-giving NIS plays not when door is opened, letting player see him, but only when hero moves towards him.) He has two convos, a "do this" and a "get on with it". In DS1 he had a "well done" too, but here just repeats his "get on with it" after quest is finished.

(In DS1, hero was meant to return to him for a reward of more potion.)

Quest starts with silver radar star over the cellar door. Once door is opened I saw no star for the second (final) task until hero descended to the lower level. It would be nice if the star showed instead on the upper level, placed exactly upon the trap elevator.

Kq04. Indiscriminate Krug Scavengers - I actually saw one starting to attack Klandank (who did not respond so could have been killed, by instalments, if hero hadn't advanced to draw both their attentions). Further on towards Crypts I believe I heard a Phrak exploding, and further still came across a sword that must have been dropped by another victim. Since it seems only Scavengers turn on other monsters this way, there must be something different - whether extra or lacking - in their template. Could it be something done deliberately to allow the one in Norick's NIS to attack the crate and the chicken?

Kq05. I've experienced the double mimic (test2a); a repeat (test2b) showed this to be unlucky. Hero was heading towards the soldiers, well to the left of where the mimic was, when it spell-attacked at distance - I'd say without warning except I think I'd heard the sound when safe chest turned into active mimic. I hadn't been watching its radar dot for color (that was why I tested again). Shooting at it with bow did no damage, but magic attacks worked. When its health was all gone treasure dropped but there was still a chest there (on the exact same spot). This second one remained neutral until hero went right up next to it. When it did turn hostile, shooting with bow did work against it. The second mimic when destroyed dropped second lot of treasures. The damage hero took showed that only one mimic at a time was doing battle - though I never tried melee attacking because I did not think lone hero could have survived staying that close (even to just one) when it was emitting its multiple shooting purple skulls.

On repeat test the chest had a green radar dot (never blue, a giveaway) until hero went next to it when it turned into one mimic in the ordinary way.

Kq06. Quest-ticker ? icon above Skartis should be yellow not orange.

Kq07. Phraks in cages - there are still three level 15s (pre-MLA). path2crypts/objects/interactive.gas has two instances of template cage_glb_breakable, one of which specifies a [generator_cage] child_template_name = "caged_phrak". This is a level 5 melee phrak, which is fine, so it must be the other cage, which defaults, that generates a level 15 ranged phrak. Similarly fh_r3/objects/interactive.gas has eight cages of which six specify "caged_phrak_10" and two default. Level 10 makes me wonder how come the Krugs found, let alone caught, such vicious ones, but one at a time they would not be too much for Farmer (level 6 at the watchtower and 7 at the beach) and Ulora together.

I haven't found the .gas with the cage_glb_breakable template in - look in KillerGremal's content tank? - but it gives the cages a screen name of "target" which is not ideal.

Kq08. Instructions lore book for DC teleporters is out of date. It says, "To use them simply activate a pedestal that has a light beacon radiating from it." They way they now work it should say, "To use them simply activate a pedestal so that it has a light beacon radiating from it."

Kq09. As sigofmugmort also reports, the HeartStopper bow dropped by the Ruby Gargoyle alters damage according to ranged skill.

(Whereas Altan's Leather is worth finding but stays as it was found. My hero when he reached Skartis (test 2) could have been wearing some rare studded leather that is twice as good, but only because the ??? showed up and dropped it in Klandank's cave. In the interest of testing play balance I stayed with Altan's Leather, stashing the other.)

Kq10. Meat not working (old issue never fixed). Below the watch tower on the way to Stonebridge is a fire with some meat on a spit. Under the cursor it shows up as "Meat LEFT-CLICK to open or use" but nothing happens when it is clicked. Similar meat in Yesterhaven snow (next to the cage where Captain Kellan is imprisoned) delivers potions just as a health fountain does.

This phrak template can be found in actors\ambient\ambient_caged_critters, it could be the one you're looking for.

[t:template,n:phrak_caged_ds1]
{
doc = "Blue Phrak Piercer from DS1, tuned to be spawned in a cage.";
specializes = phrak_ranged_ds1_stats;
[aspect]
{
is_selectable = false; // REVERT BY change_property.flick
is_collidable = false;
is_invincible = false; // REVERTED BY ENDING REVEAL JOB
gold_value = -1;
}
[actor]
{
power_level = 70;
[skills]
{
monster_level = (15.0 * #is_normal) + (46.0 * #is_veteran) + (69.0 * #is_elite);
dexterity = 1, 0;
intelligence = 1, 0;
strength = 1, 0;
melee = 1, 0;

RSimpkinuk57 wrote:

(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.

Bare_elf informed me that it was just the killer vines that acted this way, Unguis & Octodraks were fine.

However that has just made things more confusing as the templates are identical other than levels, name and textures. So why do Killer Vines make Rangers act stupid? Is it something to do where they are located, the terrain?

RSimpkinuk57 wrote:

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 your work in balancing out the local regional tables. I haven't been able to playtest the maps properly so the levels were guestimates based on player's reported levels. Feel free on continuing to modify the local regional tables yourself and then send the completed version to me for inclusion in the mod if that's okay with you.

In fact the thing I'm most looking forward to after finishing this mod, is to actually play through it properly and enjoy the experience, rather than strict test plays under artificial conditions.

General Notes:
In LoA some of all the vine type creatures caused a problem for my Ranged.
There seems to be a connection with the sound you hear before the attack and how soon the monster emerges, whip crack/pause/rumble/pause/emerge and archers target the ground. Short or no crack with rumble and emergence at same time .

Both Skeleton mini-bosses in the Crypts were level 8 for me.

I have posted screenshots of the stuck krug before in a couple of previous editions and once it was a Royal Turkey. it looks like maybe a border overlap with the cliff and the flat area with the program sometimes putting the random placement on what it thinks is the flat but causes the monster to become stuck.

Am at second DC in wesrin. Magni level 12, Rusk, gyorn, and Zed level 11. had a couple of blue level 9 but now creatures are 10 to 13 range

Dwarf

sigofmugmort wrote:
General Notes:
In LoA some of all the vine type creatures caused a problem for my Ranged.
There seems to be a connection with the sound you hear before the attack and how soon the monster emerges, whip crack/pause/rumble/pause/emerge and archers target the ground. Short or no crack with rumble and emergence at same time .

Both Skeleton mini-bosses in the Crypts were level 8 for me.

I have posted screenshots of the stuck krug before in a couple of previous editions and once it was a Royal Turkey. it looks like maybe a border overlap with the cliff and the flat area with the program sometimes putting the random placement on what it thinks is the flat but causes the monster to become stuck.

Am at second DC in wesrin. Magni level 12, Rusk, gyorn, and Zed level 11. had a couple of blue level 9 but now creatures are 10 to 13 range

Dwarf


I've found out quite a while ago that all/the majority of these stuck monsters (mostly krug in the earlier regions) are due to changes in the bounding volume of fallen logs, etc that are spread out in the earlier levels (mostly path to the crypts).

Examining such instances in the Editor reveals that there are no monsters placed near to where they get stuck. Instead GPG used ai paths in order to get the monsters to follow a patrol pattern, in order to make it appear that they are much more mobile than they actually are. After all the Krug are suppose to have rebelled and started invading the farmlands and Stonebridge. It wouldn't be very realistic to just have them all standing around chatting to each other.

The above doesn't apply to the Utraean Peninsula, have you noticed that all/the majority of Krug there just stand around waiting for you to come along before they will actually do anything other than their standard fidget animations?

In the instances reported to me about stuck Krug it has always been that the ai path passes too close to a blocking object like a log. Thinking about it now I wonder if these logs have had their basic inheritance changed from non-blocking to blocking? It would explain everything and be a simple fix to the problem. I'll have to check. Otherwise the solution I've employed in the past was to remove the link between the ai paths and the monster.

Incidentally while ai paths are still supported obviously in DS2, GPG uses flick commands to make the monsters and human soldiers more mobile. One issue with that is sometimes the flick won't play unless all the patrol points are loaded in the game. Has anyone ever noticed in some of the towns, Arhok, Glacern & Hiroth com to mind, that some of the soldiers are standing around when you first enter town but if you ever return to that town by teleporter or a saved game, they are actively moving around in patrol?

iryan wrote:
. . .
In the instances reported to me about stuck Krug it has always been that the ai path passes too close to a blocking object like a log.
. . .
Interesting catch - so, DS2 can't make them move around the obstacle with the AI path/patrol setup from DS1 !?
Actually I can't remember this, generally I always tried to unlink these monsters. Remind maybe that Scid-refered monsters are not really compatible with the respawning feature (they would need a gold_value of -1 to deny it).

 

iryan wrote:
. . .
Thinking about it now I wonder if these logs have had their basic inheritance changed from non-blocking to blocking? It would explain everything and be a simple fix to the problem. I'll have to check. Otherwise the solution I've employed in the past was to remove the link between the ai paths and the monster.
. . .
Well possible, or the model became larger in DS2 as experienced with several 'snow rocks', blocking entire ways/areas from being accessed. Sad
You also could rethink about (significantly) reducing the bounding_volume_scale - since it always looks a bit strange if an actor can pass straight through an opaque solid object.

 

iryan wrote:
. . .

Incidentally while ai paths are still supported obviously in DS2, GPG uses flick commands to make the monsters and human soldiers more mobile. One issue with that is sometimes the flick won't play unless all the patrol points are loaded in the game. Has anyone ever noticed in some of the towns, Arhok, Glacern & Hiroth com to mind, that some of the soldiers are standing around when you first enter town but if you ever return to that town by teleporter or a saved game, they are actively moving around in patrol?

A lot depends on whether the next patrol point is loaded already or not. It can be a covenient approach to make them to walk backwards (with some chance) if the target point ahead is not loaded yet.

It also may happen that a patrol starts walking, but the intended target point/position becomes invalid/inavailable because the player moved away from the patrol. Of course, since the guards/patrollers are usually outside of player's sight range in this case, that's not an obvious conflict making the patol flick hang or stop.

So an always an action providing patrol flick can be quite affordable, and in order to intercept/defend/fight a good exit and restarting condition would be nice too.

Look like the website is back...

I wondered, is it really not possible to recruit more than 6 characters in your party (I have the feeling that the game's engine doesn't prevent it) ?

Finished Wesrin, level 12 main, level 11 rest of party. Lot of blue level creatures by end of Big Room as level 13 and 14 was reached for various party members. level 10 Giant Spider went don FAST.

Level 15 main, level 14 4/5ths rest of party at first Glitterdelve DC. Running into s fair number of level 12 monsters.

Ran thru a couple of walls instead of blowing them with the red barrels :wacko:

And since I forgot my password I REALLY wish the edit password function worked Sad Dwarf

sigofmugmort wrote:
Finished Wesrin, level 12 main, level 11 rest of party. Lot of blue level creatures by end of Big Room as level 13 and 14 was reached for various party members. level 10 Giant Spider went don FAST.

Level 15 main, level 14 4/5ths rest of party at first Glitterdelve DC. Running into s fair number of level 12 monsters.

Ran thru a couple of walls instead of blowing them with the red barrels :wacko:

And since I forgot my password I REALLY wish the edit password function worked Sad Dwarf


So yet more cases of things that once were solid are now passable. Very annoying. I wonder what behaviour of DS2 is causing that?

I know a workaround which I will employ but it would be simplifier if the walls and doors work as expected.

So thank you for this catch, I will add it to the bugfix log.

Gemeaux333 wrote:
Look like the website is back...

I wondered, is it really not possible to recruit more than 6 characters in your party (I have the feeling that the game's engine doesn't prevent it) ?


Maybe the game engine doesn't out-rightly prevent it but certainly there's extensive coding and gui support required to make it work. For a long time nobody thought it was possible to add extra skill-trees into the game but Hardless and his team behind the Ancient Gifts mod proved it can be done.

It probably would require creating a new dll (dynamic link library) in order to provide the engine with the required structure to support additional characters but as GPG never provided any support for dll editing in DS2 like they did in DS1, all of this would have to be done from scratch (probably). Then the supporting GUI structure would need to be added to display the new characters. Almost certainly too much work for the reward on offer.

An easier way would be of course to create a special summoned npc on an unlimited timer to join the party. It would act like a summoned creature of course and couldn't be controlled or equipped which would be what you're after.

iryan wrote:
An easier way would be of course to create a special summoned npc on an unlimited timer to join the party. It would act like a summoned creature of course and couldn't be controlled or equipped which would be what you're after.

Actually, I played the mod "Land of Hyperborea" after DS1 was release, and it was possible to summon a character that last a long time and can be both controled and equiped (it had evolutive armors and weapons too)...

I wondered, isn't there anyway the GasPoweredGames staff peoples (now Wargaming Seattle) can be contacted (they could possibly help you a lot in you work) ?

Gemeaux333 wrote:
iryan wrote:
An easier way would be of course to create a special summoned npc on an unlimited timer to join the party. It would act like a summoned creature of course and couldn't be controlled or equipped which would be what you're after.

Actually, I played the mod "Land of Hyperborea" after DS1 was release, and it was possible to summon a character that last a long time and can be both controled and equiped (it had evolutive armors and weapons too)...

I wondered, isn't there anyway the GasPoweredGames staff peoples (now Wargaming Seattle) can be contacted (they could possibly help you a lot in you work) ?

It's been a while since I've looked at LoA, but from what I recall is Xaa rebuilt the entire combat system from scratch; From there he had the freedom to be able to add whatever he wanted from a combat stand point. It would take a lot of work to get that to work in DS2 and potentially would only have single player usability.

First an easy one - Arisu on Eastern Island (UP) can get a skrubb to move from its hole by using an ice spell when she has Freeze skill. So I tracked down its template in Logic 32s: ...\templates\actors\evil\dsloa_derived\dsx_skrubb.gas and reckon it must be because both skrubb_jungle_dsx_stats and skrubb_jungle_ut_stats under [state_resistances] are missing a semicolon on freeze = 1.0

(I also spotted something GPG messed up on - when Arisu used grasping vines spell to hold a melee miniboss in place, Magentus with his Rebuke shield skill knocked the victim free.)

The one thing I was looking out for did not happen - when my party killed killer vines, my rangers did stop shooting. I know I have seen a ranger keep shooting something that was dead but still don't know what, where, under what circumstances. (In a map other than LoA because I still haven't played that one!) Apropos sigofmugmort's remark about connection with the audible warning of the attack, I did notice delays before vines emerged. The sound sequence is wrong - the attack animation and sound (whip-crack) should play after the animation and sound effects for emerging.

My tentative suggestion that the curse attack hack is what makes rangers single out the vine in the first place does not seem to hold water. Far from making the curser their priority target, my party members standing around in wait mode, or mirror mode when I've not told them what to do next, do not seem to notice or respond to vines' curse attacks at all, though I play with Hero Defend Automation on.

iryan wrote:
I've found out quite a while ago that all/the majority of these stuck monsters (mostly krug in the earlier regions) are due to changes in the bounding volume of fallen logs, etc that are spread out in the earlier levels (mostly path to the crypts).
Not the latest ones I've seen. The two I've just reported in FH_R3 are where the path to Stonebridge has dropped down a level from the watch tower and is curving left around a rock face separating upper and lower levels. Each Krug is standing on grass - no logs anywhere near - up against and facing the rock. Each should have a clear path backwards or to its right but not ahead or left, and won't so much as turn round on the spot when my hero attacks from its left rear.

The one in PATH2CRYPTS is facing west in a little dent in the south boundary cliff so should be able to move if it turns right. No logs nearby, only a bush that turns transparent so I think is non-blocking. The one in FH_R1 is up against the limit of the overhang of the cliff edge just round the mini-promontory after the bear cave, facing the cliff with its back to a tall thin tree trunk. Maybe the tree is the problem but again I think that is (meant to be) non-blocking.

RSimpkinuk57 wrote:
I've experienced the double mimic ... Shooting at it with bow did no damage, but magic attacks worked. When its health was all gone treasure dropped but there was still a chest there (on the exact same spot). This second one remained neutral until hero went right up next to it.
Was the inert second mimic (or rather the generator) blocking arrows from hitting the active first mimic on the same spot? Why, if so, did this not make both mimics active?

+++UPDATE

iryan wrote:
I couldn't replicate the stranded in the void bug when splitting up the party while using the elevator from Eastern Island to the Lava Caverns. However there was a bug with the elevator which caused it to drag down the mood from the Island, which could have been the culprit.
That is a very plausible theory and members of my group have ridden up and down happily now without getting the problem. Also, the button for working the elevator now works for my other party who had been stranded at the bottom after coming through the caverns from the pyramid's elevator.

The rare Double-Mimic: If only one is active the inactive one acts as a shield, you can get both active witch gets the damage spread out.

Monsters from Below Shock : if party is on mirror and you wait until you can highlight it then there is no problem with archers shooting the ground :jawdrop:

I noticed upon leaving Glitterdelve that the log pulley's on the big door rotate and slide down into the ground. Party level 17/16 on exiting maybe 1/6 of the monsters were blue level.

Dwarf

sigofmugmort wrote:
The rare Double-Mimic: If only one is active the inactive one acts as a shield, you can get both active witch gets the damage spread out.
. . .
Was it an 'old' Mimic (realized in GPG style) or already a 'new'/custom one?
For details, see latest update/addition in the Content Pack for DS1:
http://ds2.bplaced.net/getfile.php?redict=173&type=.txt

I recommend using the new Mimic type, its setup is much easier since you can place it on the map like any other monster.

2.2, Mod Logic Beta32s, Map Utraean Beta32r, MLA Beta5s Local Monster-adjust-declared. Contents Alpha11a and SE_Beta32k, All*Saves v2 (seefar off).

RSimpkinuk57 wrote:
(2.2 UP report 21 2016-01-03) Deadeye and his gang have ticked off every quest except the Trial of Gallus (where nothing has changed since I last tested it?). In the Lava Caverns they stepped off the elevator (the one from the pyramid) so they can say they've been there, then went straight back up again. I might want to go through the caverns again some time, top to bottom, after the problem is fixed with the elevator from the island. Though only level 42 after the Maljin, the group enjoyed themselves chasing Ha'ku in the forest, and did enough fighting on the island to get all of them to the level 43 recommended for the lava.
With the Island-Caverns elevator now fixed, Deadeye has explored the caverns properly and finished the map by completing the Trial of Gallus at Colonel Norick's place. This was my MLA-local group that, overtaken by my MLA-off group, had been on version Beta32i since Fallraen. Though I'd left them at the pyramids camp, reached from the Island, I couldn't remember how much they'd done on the Island and around the pyramids, so went back to an earlier save when they were in the Forest, had completed the Greatest Explorer quest, and the active DC was the one close to Loolah's tower.

It was my other group that went from Elddim towards the Lang Mire so as to enter the Forest at its southwest tip, and explored it thoroughly. Deadeye didn't - so far as I remember he'd gone south from Elddim to reach the Forest through Hovart's Folly (North) then followed the quest path, leaving half the forest or more unexplored. Here's the route he took since

  1. to Eastern Island by elevator (completing island quest)
  2. part way round island (including north beach side area) to tunnel exit
  3. through tunnel to pyramid, pop head outside (completing pyramids quest), take one look at dunes then retrace steps back through tunnel to island
  4. rest of way round island to tower
  5. elevator to top end of lava caverns (completing caverns quest)
  6. all round top half of caverns then down to bottom level where went to all the difficult places but NOT to the foot of the pyramids-caverns elevator (it was getting late so I saved and exited the game)
  7. (restarting at Elddim, where party could have Town Portalled from the end of the caverns) teleported to Grescal and walked to pyramids
  8. explored all around pyramids
  9. took elevator to the one part of the caverns not yet visited
  10. Town Portal back to Grescal then off to Quillrabe for the Trial of Gallus.

Deadeye finished at level 45 which is exactly the target for the Trial.

Trivia

U32r#109. (posted earlier) Jungle Skrubbs (Eastern Island) can move from hole after being Frozen.

U32r#110. I like the trailer-park inn at Grescal, but its inn-keeper does not respond.

U32r#111. Silver quest stars on radar at pyramid entrance (both pyramids) are still there when quest is complete. (Is this a consequence of the order in which I did things?)

U32r#112. Unbreakable pot: in the caverns, just below the merchant, of three pots at the foot of an archway, one is too close to the brickwork so cannot be attacked: HADES -3.347/0.001/3.004 0x35AC99D1. It is the back left pot when party faces south (coming from the direction of the merchant).

(It is only by chance that I discovered this - often I had my ranger shoot pots, which meant many of them, whenever he was far enough away, being burst not by direct attack but as shockwave collateral aoe damage)

U32r#113. NIS introducing Colonel Norick needs to trigger when his door is opened. Currently it triggers when a party member goes inside, but ranger hero can stay outside, shooting, and make the Colonel come out.

(old issue not been addressed). NIS banner calls the Island boss "Overlord" when should be "Overmage".

Level anomalies. Asparagon Necromancer summons melee-only Bone Minion level 28. Battle Wraiths (melee) level 38 in lava caverns (level 43+ area).

Suggestion. The way to the chest on the Eastern Island mountain-top (ISLAND -2.869/0.000/1.397 0x5D631641) is easy to miss, so put something special in the chest to reward players for finding it. (It did give a decent drop in the ordinary way, including a rare-quality Jagged Axe). A lore book explaining the Overmage and Asparagons might rather go in the island's other chest, the one at the top of the elevator tower.

+++UPDATE from the unique_items_BETA32K document I see that one of the Eastern Island chests is indeed meant to contain something special - Lion Sceptre, Hand Staff or Noble Vesture. Either it did not or I found and afterwards sold whatever it was without realising.

In the Lava Caverns I did find the revised Serpentine Scale (Armor 105 Requires Melee 39, etc) but again no recollection of (Cascade Sword, Crystal Sceptre or Skull Staff). Did get Artech's Rainment (sic), the Mourneblade and Clockwork Crossbow (but do not remember the exact drops each was part of - unless one was from the mimic.)

What I am certain of, is that the Pyramid of the Dead chest has just given none of (Seck Staff, Chip Axe or Bone Plate). A screenshot (of the Scale's stats when I was about to sell it) shows the merchant in the Caverns to have what I believe is some converted Bone Plate as the priciest armor in his stock so it hasn't yet been made exclusively unique.

I've just tested the bit I missed before (or rather came back to afterwards from the other direction) - along the bottom of the Lava Caverns, after coming down from their top, then up the elevator to the pyramid. A long narrow stretch is technically very difficult to move along because few spots have room for a party of six - I had to split my group up and move them one at a time, and even that was complicated.

The banter is still there - narrow causeway along the bottom - that is meant to be in quite a different place - the long bridge linking top and bottom halves of the Caverns.

When I did get to the elevator under the pyramid, I activated the DC there, but it misnamed itself "Direct Connect: the Eastern Island". (The DC at the top of the Caverns calls itself that too but at least it is underneath the correct elevator.)

This variation (only the quest in the Great Northern Forest, thoroughly exploring the Eastern Island, then easiest route through the Lava Caverns) brought my party out onto the Endless Dunes at the lower end of level 44. I doubt that remaining exp (dragons, shades etc around the pyramids, Colonel Norick and all his chickens) would be enough to reach 45.

Trial of Gallus: unique_items_BETA32K lists the Chicken Gun. I received that not as an inventory item, only as a journal lore quest item.

Reached Glacern at level 19. All Legionnaires looked fine. Traded Zed for loren now 4 melee and 1 Nature mage. Running around 1 1/2 to 2 levels behind previous party .

Requirement to talk to Merik to exit Arctic cave works well

Quest to find Merik: Step to find Arctic Caverns still says Alpine Caverns.

With regards to the Monster Level jump at the Cave between Edgar's house and the Burnt Bridge, this jump from level 1-3 to 4-7 only occurs with the MLA on Local.

Dwarf

sigofmugmort wrote:

I noticed upon leaving Glitterdelve that the log pulley's on the big door rotate and slide down into the ground.

Dwarf


That has been a long standing glitch present from the first Alpha. I'm not even certain if it can be fixed or not, perhaps KillerGremal may have some ideas on the matter.

Progress is going very well on the Mod and once the latest round of fixes and suggestions are implemented I plan on releasing a public beta complete with an installer. Dwarf lovers should rejoice as the DS1 skins have all been more or less fixed for them - some look better than others as they're just retextures of existing models as the Dwarf doesn't support the extended armors from DS1 as the humans, elves, dryads and half-giants do (as they are just reworked farmgirl and farmboy models from DS1). So for the extended DS1 armors I had to reuse the existing dwarf armor models (there's only 5 of them compared to 7 DS1 and 2 LOA armor types).

It was a tradeoff; Use the Broken World Dwarf and redo all the DS1 armor type texture (about 163 of them), use the DS1 dwarf and redo all of the DS2 textures (about 78 DS2 and about 14 DS2X ) and also lose the dual weapon and throwing animations or replace the playable dwarves with resized humans which didn't look very realistic or satisfying.

Hi everyone,

I have a question regarding monster level in Legendary Mod maps.

These are what I used when playing:

OS version:
Windows 7 64 bit

Game version:
Dungeon Siege 2 Broken World
Elys's DS2BW All Saves

Mod installed:
in DS2 Resource folder:
Erthos's Monster Level Adjustment 5s
Legendary Mod without using installer (because I don't have DS1 or Legend of Aranna installed):
DS1_Map_Legends_of_Aranna_Beta31.ds2res (37 Mb)
DS1_Map_World_Beta31p.ds2res (46.1 Mb)
DS1_Map_Utraean_Peninsula_Beta31.ds2res (72.8 Mb)
DS1_Map_Yesterhaven_Beta30a.ds2res (20.9 Mb)
DS1_Mod_Content_Beta30.ds2res (226 Mb)
DS1_Mod_Exp_Content_Beta30b.ds2res (57.9 Mb)
DS1_Mod_Logic_Beta31q.ds2res (20.9 Mb)
DS1_Mod_Terrain_Beta30.ds2res (123 Mb)
DS1 Content Pack Alpha 10z (17.9 Mb)
Mod-DS1Map-ArhokXP-Beta5.ds2res (30.2 Mb)
Diabloish Map for DS2 Beta 2e (15.5 Mb)
DS1_Mod_BW_Playable_Utraeans.ds2res
DS1_Mod_Content_SE_Beta32k.ds2res (348 Mb)
DS1_Mod_Sounds_SE_Beta32k.ds2res (156 Mb)
DS1_Mod_Voices_SE_Beta32k.ds2res (228 Mb)

in DS2BW Resource folder:
Aranna Legacy Alpha 3s
Separate Modules of Adept: Adepts Resources Beta 1x and Adepts Aranna Legacy Logic Beta1
Lady Femme's BW Spell Improvement and Fixes
TextSize Increased
Zhixalom's 1280x800 Inventory

I tested playing in Utraean and Return to Arhok maps with my level 50 party (all of them have level 50).
The first monster I met in Utraean had been adjusted from level 4 to level 31.
The first monster I met in Return to Arhok had been adjusted from level 28 to level 31.
Both of those monsters' level were green.

The question:
What was the cause of green monsters' level?
How do I fix it so the monsters' level will match my average party level (in this case, the monsters have level 50)?
I've read a bit and found that someone had the same trouble with me, and he used Erthos' MLA 5h instead of 5s.
Can someone give me download link for Erthos' MLA 5h?

Thanks in advance.

Cheers.

First Hello. Now to the questions.

1. What is the version of your Dungeon Siege 2 and Broken World? DS2 should be version 2.2 and Broken World should be version 2.3
2. What do you have the MLA mod set to? Local or All, you can not have it set to disabled as the monsters are adjusting. I would guess that you have the mod set to local based on the monsters levels. I have seen this with one of my high level test parties, they are currently at about level 80. Normally when I am playing a party over level 40 I set the MLA mod to All. The reason for this is that the adjustments made to each map provide the basis for how the MLA mod is adjusted by area and the expected level of the party in each map area based on the party playing only that map from starting level. My high level party has played Kingdom of Ehb, Yesterhaven, Legends of Aranna, Utraean Peninsula SE, Loridan, Training the Hero, some more than once. So when the MLA mod is set to Local the monsters are under adjusted, when set to Disabled it is a walk in the park, So if you have not done so try setting the MLA Mod to All.
I am using Mod-Erthos-MonsterLevelAdjust-Beta5s set to ALL and the monsters are leveling correctly with my party. Most monsters I encounter now are very close to 80 (some slightly below and some slightly above level 80) Most are a match for my party.

Hope this is of some help. I know the response is somewhat convoluted but it is late and I am tired.

Elf

DurenChibi wrote:

The question:
What was the cause of green monsters' level?
How do I fix it so the monsters' level will match my average party level (in this case, the monsters have level 50)?
I've read a bit and found that someone had the same trouble with me, and he used Erthos' MLA 5h instead of 5s.
Can someone give me download link for Erthos' MLA 5h?

Thanks in advance.
Cheers.


There's no problem with Erthos MLA 5s, your issue has to do with the various modes that the MLA mod provides.

With Beta5h and earlier there was only 1 mode supported (well 2 if you count deactivated as a mode). So the default mode was Full where all the monsters had their levels adjusted to the party (not just monster levels but loot, sanctuary doors, etc).

The newer versions of the MLA supported an extra mode called LOCAL, which is now the default. This means that the monster, loot, etc, levels are set by the region they inhabited as defined in the map by the map developer (In the Legendary Mod's case primarily me).

This new LOCAL mode is primarily meant for new parties and results in more traditional RPG gameplay in that you are free to power level your party (to some extent - its still limited by certain level restrictions like in DS2) or to simply try to blast through against every increasing odds as the monster levels start exceeding yours.

The beginning levels of each map are modified to a certain extent so that the monsters are restricted a bit so to not overwhelm new players and parties so that's why when you start with a level 50 Party the levels are 26 or so instead of only 1 to 3.

For an experienced party like yours, you need to activate the button on the player's stash found somewhere near where you start the map. Each time you activate the stash, it will cycle from LOCAL > FULL > OFF > LOCAL, etc. It will notify you with a message telling you what the mode now is.

You need to set the Player's Stash to "FULL" mode so that all the monsters, loot, etc will level with your party.

Unfortunately any monsters near you will stay at their current level until you either save and reload your game or reach a new area where the new monsters will start appearing at level 50 or so.

While I think we all agree this progress could be more intuitive and easier to implement before the map even started, maybe through a on screen menu or something, at present it is the only way to change the MLA mode.

EDIT# Apologies to bare_elf as she was replying to this question at the same time as I was. I believe my answer is a little bit more informative. Thanks bare_elf.

iryan wrote:

EDIT# Apologies to bare_elf as she was replying to this question at the same time as I was. I believe my answer is a little bit more informative. Thanks bare_elf.


You are welcome iryan, and your answer to the MLA Modes is quite a bit clearer than mine anyway. I do tend to ramble don't I.

Elf

Hi iryan and bare_elf,

Thanks to both of you for your answers.

Actually I was trying to edit my post earlier to tell that I used "ALL" mode by checking the button on the player's stash. But since it's been quoted, somehow I got message that I didn't have authorization to edit my post.

As for bare_elf, I've already said that I use DS2 Broken World, the version should be 2.3 Smile

Based on both of your answers, I suppose I have to set "ALL" (if I remembered correctly, it said ALL
instead of FULL) mode before playing the game, or reloading the game after I've set it.
I'll try this tonight.

Also, since there are several maps in Legendary Mod, perhaps can you give me some clues which map I should have played first?
I'm looking to start from map that has the least bugs in quests, and preferably one that has the longest story or most quests.

Thanks in advance.

Cheers.

With bare_elf up late and myself up early, it could have been three of us replying to DurenChibi at once from around the world. Still, iryan has left me an opportunity to play with colors.

iryan wrote:
For an experienced party like yours, you need to activate the button on the player's stash found somewhere near where you start the map. Each time you activate the stash, it will cycle from LOCAL > FULL > OFF > LOCAL, etc. It will notify you with a message telling you what the mode now is.
Using the mod's own words, the cycle goes Local > Disabled > All > Local, etc.

Incidentally, if one starts Utraean Peninsula on Veteran difficulty without MLA (or sets MLA to Disabled) then the first monsters around Elddim will be about levels 46 and 47. Has anyone tested the monster levels all through the map in Veteran or Elite modes without MLA?

Local mode MLA takes no account of Veteran and Elite options.

Hi DurenChibi,
now you and I were posting in parallel.

Personal opinion:

1) KINGDOM OF EBH. Long map with good story, the one GPG did first starting the whole Dungeon Siege series. A linear map robustly tested (albeit enough versions of the Legendary mod ago that a few new bugs may have crept in from work being done on other maps, and Local mode MLA's monster levels need fine tuning - which won't affect you playing with MLA set to All). Story narration was written assuming player starts a new character ("humble farmer").

2) LEGENDS OF ARANNA or UTRAEAN PENINSULA SE can be done either way round, with pros and cons to each. I'd favor LEGENDS OF ARANNA but cannot vouch personally for quest debugging. This was the DS1 expansion, shorter than Kingdom of Ehb but with a fresh set of monsters. Another linear map with strong story. The original writers (Mad Doc) picked up GPG's ideas about the Utraeans and ran with them. Iryan's DS2 edition feeds some of those developments back into the Utraean Peninsula map's background material so you might get more from that map if you do it later.

From what I read the Legendary LEGENDS map will leave a new character slightly short of Veteran Level.

RETURN TO ARHOK is a short sequel to the Legends of Aranna story, so wait until after you've played that. I've not played the DS2 Legendary Mod edition myself.

3) Utraean Peninsula started as the other map (to Kingdom of Ehb) in the original game using the same monsters, and until modders got to work could only be played in multiplayer mode, but offered veteran and elite modes for players who wanted to take their character from Kingdom of Ehb forward to new adventures. UTRAEAN PENINSULA SE here is as long as or longer than Kingdom of Ehb, but a weaker story with rushed ending. iryan has added variety by bringing in some modders' monster types and some from DS2. (Kingdom of Ehb here has two extra monster types in Chapter 1 but few others thereafter.) Quests have been robustly de-bugged, but the map is all massive circles and loops so with a high level party and MLA set to All you will be free to go round in whatever direction you fancy, which if it does not match the intended order of progress may mess up some quests - a drawback partially prevented by some added roadblocks.

4) YESTERHAVEN is a short map - though still good for at least three evenings - with which to whet one's gaming appetite. It has an intelligent stand-alone story that you can fit in anywhere you like. A high-level hero and consequently small differences in monster levels as you progress may fit the story best. I believe the latest beta level has some potentially significant changes to recruitable NPCs and to one of the bosses.

5) TRAINING OF THE HERO, DIABOLISH v8.02 and THE REALM OF KINGS, if you have any of them, are fan-written maps. The first is a short map where the quests work quite well, the last a massive one very much alpha-level in terms of adaptation for DS2.

TUTORIAL MAP CGM got into the list by mistake.

RSimpkinuk57 wrote:
With bare_elf up late and myself up early, it could have been three of us replying to DurenChibi at once from around the world. Still, iryan has left me an opportunity to play with colors.
iryan wrote:
For an experienced party like yours, you need to activate the button on the player's stash found somewhere near where you start the map. Each time you activate the stash, it will cycle from LOCAL > FULL > OFF > LOCAL, etc. It will notify you with a message telling you what the mode now is.
Using the mod's own words, the cycle goes Local > Disabled > All > Local, etc.

Incidentally, if one starts Utraean Peninsula on Veteran difficulty without MLA (or sets MLA to Disabled) then the first monsters around Elddim will be about levels 46 and 47. Has anyone tested the monster levels all through the map in Veteran or Elite modes without MLA?

Local mode MLA takes no account of Veteran and Elite options.

Hi RSimpkinuk57,

Thank you for your, err, parallel answers Smile

Okay, correct me if I'm wrong, but to play Legendary Mod maps, you can only use Merc Difficulty, right?
As I've tried to play it in Veteran (both Veteran and Elite icons are greyed out), the game gives me message "This map doesn't support difficulty", or something like that.

Oh, by the way, thanks for sharing your opinion regarding Legendary Mod maps, I really appreciate it. Smile

Hi iryan and bare_elf,

I've tried your suggestion to use "ALL" before loading the game.
I've tested it by using Western Greilyn Jungle and Lost Azunite Desert map.
The monsters' level are still green.
My party members are level 56 and the monsters' are level 33.

I've tried to disable and enable some mods I used, and guess what?
When I disable Adepts mod, Spitting Gila in Western Greilyn Jungle is adjusted to level 55, though my hero who uses CatHuman skin is gone forever from the party.
Here's the list of Adepts mod files (I used separate modules of Adept) I used:
DS2BW_Adepts_Resources_Beta1x.ds2res
DS2BW_Adepts_Aranna_Legacy_Logic_Beta1.ds2res (I only used this if I enable DS2BW-ArannaLegacy-Alpha3s.ds2res)
DS2BW_Adepts_Logic_Beta_1x.ds2res (I only used this if I disable DS2BW-ArannaLegacy-Alpha3s.ds2res)

So, here's my other questions:
I don't know if it's the right thread to ask since it's related to Adept, but can you tell me the Adept mod files and which version are they that you used to test Legendary Mod?
Is there a different version of Adept between "Separate Modules" or "Custom Folder"?

Many thanks in advance.

Cheers.

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