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

Dungeon Siege Adepts 2 for Broken World

Some of us here at Siegetheday have been working on making an anime version of Dungeon Siege 2 like Dungeon Siege Adepts. This has been made possible by the recent release of the Cat Mansion Boys mod by AlphaDD which ports the models made by Hamcat, back around 2003 for the original dungeon siege, into DS2. This completes the set since the Girls were released in 2011 by DDlullu (AlphaDD former avatar).

An Beta version has just been completed which converts all of the npcs in DS2 and Broken World into Cat Mansion people (including the half-giants and dwarves).

Landing at Greilyn Beach

Assault of Greilyn

Amren deciding whether or not to skewer our hero

Amren talking with Celia

Recruiting Deru

Shopping

Not just a partial conversion replacing all the npcs in the game with Cat Mansion models, DS2BW Adepts is also the largest compilation of mods and new art available for Dungeon Siege 2 with over 1500 new character and npc skins, armor, weapons, spells and gameplay changes from some of the best modders from DS2/DS1 (a lot of DS1 content from 3rd party modders, publically available artpacks, Yesterhaven and Return to Arhok, etc) such as Hamcat, AlphaDD (DDlullu), Phoenix (Volkan), Darkelf, KillerGremal, Theresnothinglft, Lurker, Omniscient_Colossus, Ikkyo and of course GPG themselves. Over 30 mods are incorporated into DS2BW Adepts.

You also have more freedom in playing the campaigns. You have full access to Acts 2 and 3 once you have been cured of the plague in DS2 and in Broken World you can access Part Two straight away if you wish. Note that this really needs the Level Adjustment Mod installed to be viable.

There's also a new town and associated quest needed to unlock it in DS2.

There are two versions of the Mod. A custom folder version which is 166Mb download and requires 876Mb to create the custom folder installation of DS2BW Adepts and a basic version which is a 156Mb download and requires 247Mb to install in your Dungeon Siege 2 Broken World Folder.

Both versions at this stage require the Broken World expansion for Dungeon Siege 2. They are also not very compatible with other mods.

If you choose to install the basic version you will have to manage the conflicts with other mods yourself, saved games will be mixed up with regular saves and there'll be no custom presaves to play Broken World straight away.

*Custom folder version (166Mb download, 876Mb uncompressed).
http://www.techiem2.net/~iryan/files/DS2BW_Adepts_Beta_1i_Custom_Setup.exe

*Base version (156Mb download, 247Mb uncompressed).
http://www.techiem2.net/~iryan/files/DS2BW_Adepts_Beta_1i_Setup.exe

*Update from Beta 1i to Beta 1x (16.8Mb download).
http://www.techiem2.net/~iryan/files/Adepts_Beta1x/DS2BW_Adepts_Logic_Beta_1x.ds2res

Elys DS2 Broken World All*Saves is required to launch the mod.
http://web.archive.org/web/20120509150740/http://garage.gaspowered.com/?q=node/5394
or DS2 Succubus Manager (with Load Succubus Modlet turned off) http://www.siegetheday.org/?q=node/1290
Note that both installers include options for installing the Broken World All*Saves launcher

*Readme (full of useful information)
http://www.techiem2.net/~iryan/files/Adepts_Beta1x/DS2BW_Adepts_Beta_1x.txt

The mod is ideally designed to be played with the Monster Level Adjustment Mod
http://siegetheday.org/?q=node/1330 but will function quite happily without it (though certain features will be limited).

Thanks to Techiem2 for hosting the files to spare us having to go through Mediafire.

Remember that this is a Beta and as such is mostly feature complete and stable but expect some imbalances in weapons, armor and spells. Suggestions, bug reports, fixes, new skins, etc very much welcomed.

__________________________

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.
ds2 hate overlays

Try to disable Steam overlay or if you have any other overlay software (Razer Game Booster and other..)


__________________________

youtube.com/votypeks

Metaseal's picture
No improvements

Guten Tag

unfortunately nothing has change. I still have 75 fps, 30 in Eirulan's teleporter and 15-12 in game.
I will ask in Steam. May be they known something...

Vielen dank

bare_elf's picture
This will sound stupid but

Metaseal wrote:
bare_elf wrote:
Metaseal wrote:
Guten Tag

may I ask you if you happend to known how to improve my horrible FPS in game? In the main menu I have 75, in game in Eirulan transporter 30 and in game 12.


This question has been answered several times. In each case it was solved or somewhat solved. But to do so we need to know
what version of windows
What CPU your processor is running and how many cores are active.
What video card.
Elf

Guten Tag

I'm sorry. I forgot to post my specifications...

Windows 7 Ultimate 64-bit SP1
AMD Athlon II X4 641
8,00GB DDR3 @ 799MHz (9-9-9-24)
ASUSTeK Computer INC. F1A75-V (FM1 )
1024MBATI AMD Radeon HD 6700 Series (Sapphire/PCPartner)

If you need more data, please tell me.


I know this sounds a bit weird but trust me it does improve frame rate. You must remember that when All versions of Dungeon Siege where released to the world, There where only single core processors and video cards with limited ability. Most of what happens in Dungeon Siege 1 and 2 is handled by the CPU not the GPU.
Running the game on only one core has improved frame rate for many people. I know I told you it will sound stupid, but try it.

This is how you do it.

Start DS2

Then Open Task Manager

Go to the processes tab and find the process you want to to run on just 1 core, dungeonsiege.exe for example, right click the process and select Set Affinity. You will see a dialogue box saying "The Processor Affinity settings controls which CPUs the process will be allowed to execute on."

With core4 you should see five checkboxes with all the boxes checked, unclick all the boxes except core0

Hope this helps, or at least points you in the right direction.

If anyone knows of an easier way to do this please post as this isn't an ideal way of doing it and i believe there must be a better way.

Elf Let me know what happens.


__________________________

**************************************************************************************************
There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.

Metaseal's picture
My apologies

bare_elf wrote:
Metaseal wrote:
Guten Tag

may I ask you if you happend to known how to improve my horrible FPS in game? In the main menu I have 75, in game in Eirulan transporter 30 and in game 12.


This question has been answered several times. In each case it was solved or somewhat solved. But to do so we need to know
what version of windows
What CPU your processor is running and how many cores are active.
What video card.
Elf

Guten Tag

I'm sorry. I forgot to post my specifications...

Windows 7 Ultimate 64-bit SP1
AMD Athlon II X4 641
8,00GB DDR3 @ 799MHz (9-9-9-24)
ASUSTeK Computer INC. F1A75-V (FM1 )
1024MBATI AMD Radeon HD 6700 Series (Sapphire/PCPartner)

If you need more data, please tell me.

bare_elf's picture
more data

Metaseal wrote:
Guten Tag

may I ask you if you happend to known how to improve my horrible FPS in game? In the main menu I have 75, in game in Eirulan transporter 30 and in game 12.


This question has been answered several times. In each case it was solved or somewhat solved. But to do so we need to know
what version of windows
What CPU your processor is running and how many cores are active.
What video card.
Elf


__________________________

**************************************************************************************************
There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.

Metaseal's picture
Horrible FPS

Guten Tag

may I ask you if you happend to known how to improve my horrible FPS in game? In the main menu I have 75, in game in Eirulan transporter 30 and in game 12.

Sorry

No disrespect intended to anyone here. Apologies to GPG for a bad way of concluding I agree with Iryan's secondary point that the geography/geometry of their original Utraean Peninsular map, specifically, presents problems.

Yes I did understand the primary point was an alternative route around the Crypts in Ehb. Going to the Crpyts you leave the broken bridge to your left and reach Stonebridge afterwards without ever crossing a river. (Or have I forgotten one besides the Krug camp on the beach?). There is a river under the broken bridge, isn't there? I certainly remember a waterfall just before it. So anyone designing the missing route might like to either show a re-crossing of the river, or invent an explanation why none is needed.


__________________________

regards, Richard

bare_elf's picture
NO!

kathycf wrote:
RSimpkinuk57 wrote:

Start from Elddim. Take the direct route south to Crystwind. You can easily prove that Crystwind is at a higher altitude than Elddim.

Start from Elddim. Take the scenic route to Crystwind (follow the river downstream, descend the lift at Iliarth Divide, continue besides the river until a lift up, then walk north). You can easily prove that Crystwind is at a lower altitude than Elddim.

Duh.


RSimpkinuk57, please respect the rules of the forum and treat other posters as you would want to be treated. In other words, "duh" is rude. Thanks, Kathy

RSimpkinuk57 Have you read the rules to the site? Because under POSTING you will find:
1. Be polite.
Keep the tone toward others civilised. You may have a differing opinion and voice it, but don't be disrespectful as you do so. And provide arguments.
When you provide arguments to your differing opinion keep those comments respectful as well.

If you had read all of the posts related to the broken bridge and the thin forest you would I am sure have understood that this was a discussion about the broken bridge prior to the crypts and the path on the other side of said bridge when it is repaired and therefore an alternate route around the Crypts.

I will in this case defer to Kathy and not delete your account. However be assured any additional rule violation will get your account removed without any additional comment from me.

Elf


__________________________

**************************************************************************************************
There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.

kathycf's picture
No

RSimpkinuk57 wrote:

Start from Elddim. Take the direct route south to Crystwind. You can easily prove that Crystwind is at a higher altitude than Elddim.

Start from Elddim. Take the scenic route to Crystwind (follow the river downstream, descend the lift at Iliarth Divide, continue besides the river until a lift up, then walk north). You can easily prove that Crystwind is at a lower altitude than Elddim.

Duh.


RSimpkinuk57, please respect the rules of the forum and treat other posters as you would want to be treated. In other words, "duh" is rude. Thanks, Kathy


__________________________


Take the Magic: The Gathering 'What Color Are You?' Quiz.

Re: Thin Forest (road to Stonebridge)

iryan wrote:
In real world terms any path to Stonebridge taken over the broken bridge would obviously be a lot longer than going through the Crypts and the path to the Crypts should be the shortest of all!
Stonebridge has no bridge. Stonebridge has no river. (That's OK, it was named after a man, and whatever bridge he was named after was hundreds of miles away.) So if you could cross the broken bridge then where does the river beneath it go, and wouldn't you be on the wrong side of it for getting to Stonebridge?

iryan wrote:
Certainly there are a few areas where the regions overlap in the GPG maps. I don't know whether GPG would have even known about this as there was no such thing as the radar in DS1. God knows what a stitched together image of the regions in the Utraean Peninsula would look like as even the official map of the peninsula doesn't make sense in some places due to the placement of the regions and dungeons.
Start from Elddim. Take the direct route south to Crystwind. You can easily prove that Crystwind is at a higher altitude than Elddim.

Start from Elddim. Take the scenic route to Crystwind (follow the river downstream, descend the lift at Iliarth Divide, continue besides the river until a lift up, then walk north). You can easily prove that Crystwind is at a lower altitude than Elddim.

Duh.


__________________________

regards, Richard

KillerGremal's picture
Arhok radar

iryan wrote:
. . . On a side note I'm having problems with the radar in Arhok in LOA. The jerkiness isn't being caused by directional issues rather by corruption of the map radar and maybe the region itself. If you look closely you can see overlapping of the Arhok radar by other parts of Arhok! For example stand near the teleporter and you can see blue dots off the defined area of Arhok in the black area (I'll have to post an image of it). Trying to rebuild the radar in the Editor also fails and using any such radar files causes the game to crash with an out of memory error. Examining the resultant radar files reveals that radar.gas is truncated.
Hm, perhaps you (simply) need to restitch the radar images!? - Although manual post-tunings may be lost then (like manually destitched images at a cave entrance).
There also could be something wrong with the LNC file, in Beta 27 the nodes.gas is older than the LNC, that's rather unusual.

But since the matter seems to be connected to one single node near the teleporter, did you try to replace this node?
I hope you don't need to maintain its GUID, however there would be at least two procedures to keep it if really needed for some reasons.

You also could force the SE2 to rebuild the LNC file, perhaps this will help too. I think there is even an option to request this then selecting/opening the region.
In this case I personally prefer deleting the LNC file manually (and all dir.lq* files) before opening the region - just to be sure nothing from the old LNC is ported over to the new one.

Remind maybe, rebuilding the LNC file will erease the locked lighting calculations (at Arhork there are such nodes towards the lake area), so you had to re-apply this manually again to get a soft transition - this could be tricky (actually I never managed this completely on RtA).
There is also a hole in the current radar image(s), if you don't want to redraw it, set node section/level/object data like 90/1/1 for the affected node to generate a single radar images to fill that hole.

Iryan, A little while back I

Iryan, A little while back I posted a screenshot from the Arhok Teleporter over in Legends. The Radar map seems to be showing part of The Caves of the Lost from near that teleporter

Dwarf war cry

Re: Thin Forest

Very interesting, thanks for the information and image. In real world terms any path to Stonebridge taken over the broken bridge would obviously be a lot longer than going through the Crypts and the path to the Crypts should be the shortest of all!

Certainly there are a few areas where the regions overlap in the GPG maps. I don't know whether GPG would have even known about this as there was no such thing as the radar in DS1. God knows what a stitched together image of the regions in the Utraean Peninsula would look like as even the official map of the peninsula doesn't make sense in some places due to the placement of the regions and dungeons.

On a side note I'm having problems with the radar in Arhok in LOA. The jerkiness isn't being caused by directional issues rather by corruption of the map radar and maybe the region itself. If you look closely you can see overlapping of the Arhok radar by other parts of Arhok! For example stand near the teleporter and you can see blue dots off the defined area of Arhok in the black area (I'll have to post an image of it). Trying to rebuild the radar in the Editor also fails and using any such radar files causes the game to crash with an out of memory error. Examining the resultant radar files reveals that radar.gas is truncated.

KillerGremal's picture
Thin forest

iryan wrote:
. . . like a region extending from the Broken Bridge on the way to the Crypts as secret bonuses. During my latest playthrough I noticed several such places which could be expanded like the broken bridge with the sign pointing to Bonepicker's Post for example, which is very much like the one on the way to the Crypts.
The last time we talked about that such a region I wondered what shape it should have so I sticked the adjacent regions (path2crypts + cr_r1 + fh_r3) together in the SE2 (the radar images would have worked too but I distrusted what I saw).

The screen-shot is actually a bit older, based on the Beta 26 files. I also left some notations on the screen-shot because it's a good example that GPG made (DS1) maps where the 'jigsaw pieces' (=> the regions) don't really fit. Just take a look at this 'overlapping zone' - and while this spatial distortion doesn't seem to bother in DS1, it may disturb the radar in DS2.

Re: Resurrection Statue

bare_elf wrote:
The resurrection Statue at the farm house is a great addition, thank you for that Iryan,

However it is missing in Adepts. I know you have not had time to update Adepts, and it is not really important, as I am busy trying to help KathyCF find the Silly Half-Giants in Legends of Utrae 3.2. I must say they are very well hidden! I knew where they where once upon a time!.

Elf


I'm glad you think it's a good addition and thank you for your patience with Adepts. It will be added plus hopefully some nice additions like a region extending from the Broken Bridge on the way to the Crypts as secret bonuses. During my latest playthrough I noticed several such places which could be expanded like the broken bridge with the sign pointing to Bonepicker's Post for example, which is very much like the one on the way to the Crypts.

bare_elf's picture
I like the Resurrection statue at the farmhouse also

The resurrection Statue at the farm house is a great addition, thank you for that Iryan,

However it is missing in Adepts. I know you have not had time to update Adepts, and it is not really important, as I am busy trying to help KathyCF find the Silly Half-Giants in Legends of Utrae 3.2. I must say they are very well hidden! I knew where they where once upon a time!.

Elf


__________________________

**************************************************************************************************
There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.

bare_elf's picture
1 Meter = 39.3700787 Inches

Darkelf wrote:
iryan wrote:
Darkelf wrote:
since the buster sword has an ammo template that means its a ranged melee sword so it could indeed have 10 meters
It wasn't my intent for that to happen but you're right as it is based on Cloud's sword in Final Fantasy VII.

I was under the impression, its a combat mage's melee sword, maybe the ammo isn't casting I dunno, but yeah sword wise melee range would be 1 meter, but heck that's a Final Fantasy sword, magic does wonders and this is a game of fantasy where anything can and will happen. to be honest I not sure how many inches are in a meter, but would think a large sword would have more meters than a short sword, never did understand that in this game.


A ranged sword, giggle, and people tell me I am off when I make a bow with a range of 30 meters. that is 1181 inches DarkElf. Oh that's right this is a fantasy and I am thinking reality oh woops.
Elf


__________________________

**************************************************************************************************
There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.

Darkelf's picture
combat mage sword?

iryan wrote:
Darkelf wrote:
since the buster sword has an ammo template that means its a ranged melee sword so it could indeed have 10 meters
It wasn't my intent for that to happen but you're right as it is based on Cloud's sword in Final Fantasy VII.

I was under the impression, its a combat mage's melee sword, maybe the ammo isn't casting I dunno, but yeah sword wise melee range would be 1 meter, but heck that's a Final Fantasy sword, magic does wonders and this is a game of fantasy where anything can and will happen. to be honest I not sure how many inches are in a meter, but would think a large sword would have more meters than a short sword, never did understand that in this game.


__________________________

So it has been written, and so it shall cometh to pass! Quothe The Darkelf, forevermore!

Not intentional but you're right

Darkelf wrote:
since the buster sword has an ammo template that means its a ranged melee sword so it could indeed have 10 meters
It wasn't my intent for that to happen but you're right as it is based on Cloud's sword in Final Fantasy VII.

Darkelf's picture
ranged melee sword

since the buster sword has an ammo template that means its a ranged melee sword so it could indeed have 10 meters


__________________________

So it has been written, and so it shall cometh to pass! Quothe The Darkelf, forevermore!

bare_elf's picture
Cloud Buster

@ Iryan

It appears that the Buster Sword has a greater attack range than some of the basic bows! I picked up a Cloud Buster Sword while looking about Glitterdelve and gave it to the Dwarf. I noticed that he was attacking things at a distance equal to my rangers. Knowing that the buster sword is a melee weapon I checked its template and the sword has an attack range of 10 meters, should it not be 1?
Found in adepts_wpn_swords.gas here is the template

////////////////////CLOUD BUSTER////////////////////////////////////
[t:template,n:sd_1h_cm_cloud]
{
specializes = base_sword_cm_template;
doc = "short_sword";
[aspect]
{
model = m_w_swd_ff7_cloud_buster;
}
[attack]
{
aiming_error_range = 1.0;
area_damage_radius = 1.0;
ammo_template = electrode_bullet;
attack_range = 10; //THIS IS THE ATTACK RANGE OF THE BASIC BOWS!!
damage_max = 3;
damage_min = 2;
}
[common]
{
screen_name = "Buster Sword";
}
[gui]
{
equip_requirements = melee:#item_level - 2.0;
inventory_icon = b_gui_ig_i_w_swd_ff7_cloud_buster;
inventory_width = 2;
inventory_height = 4;
}
[magic]
{
[enchantments]
{


  • {
    alteration = ALTER_CRITICAL_DAMAGE_MELEE_BONUS_PERCENT;
    value = 0.40;
    description = "+40% Melee Critical Hit Damage";
    duration = #infinite;
    is_permanent = true;
    is_single_instance = false;
    }
    [*]
    {
    alteration = alter_melee_damage_source_percent;
    value = 0.30;
    description = "+30% Damage";
    duration = #infinite;
    is_permanent = true;
    is_single_instance = false;
    }
    }
    }
    [pcontent]
    {
    [base]
    {
    item_level = 15.0;
    }
    [var1]
    {
    item_level = 27.0;
    }
    [var2]
    {
    item_level = 48.0;
    }
    }
    }

    I will update my copy after checking the other "cat mansion" weapons.

    Elf


    __________________________

    **************************************************************************************************
    There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.

  • bare_elf's picture
    In Glitterdelve

    Just arrived in Glitterdelve and I think I will take a nap. Things working well so far. Some radar images are missing but that is expected when things have changed and the radar updater has not been around for a while.

    Elf


    __________________________

    **************************************************************************************************
    There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.

    bare_elf's picture
    Not Broken

    It is really to bad that the path leads only to a mimic and not to the other side of the crypt. Yes I know Ulora is in the crypt but but maybe there could be a note in the mimic trunk that says to save her from the crypt. Again it would be fun to have another path to follow.

    Elf


    __________________________

    **************************************************************************************************
    There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.

    bare_elf's picture
    A minor point

    I thought I would check out the secret at the bridge (assuming it was the broken bridge on the way to Stonebridge) So I started a new character and about half way between the start point and the big farm house I got killed by some nasty bugs. When I respawned back to the Norick's farm house there was no tombstone with my name on it to get my gear back. It appears that where ever one dies is the place where the tombstone is placed. Thinking this could be a problem with adepts I started a game without. It appears on the Ehb Map prior to the broken bridge where ever you die is where your tombstone is placed. and without weapons and armor there is little point trying to return to the location where you died. from the place where you respawned. Can this be fixed? maybe placing an undertaker in the barn or something like that. Or just make sure not to die before reaching the broken bridge might work too.

    Elf


    __________________________

    **************************************************************************************************
    There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.

    Instances versus Leaf versus Base templates

    bare_elf wrote:
    Iryan, how do you keep track of all the places information on a specific character might have a template, when the templates in question do not contain the name of the character in question? Do you have some sort of cross reference list for these things or just the largest mind on the planet? No matter in any case. Elf
    The information stored in the map/region/objects/actor.gas's refers to the instances where the templates occur in the game and are organized like this;
    [t:cm_gypsy_female_02,n:0x03200c52]
    {
    	[aspect]
    	{
    	  b interest_only = true;
    	}
    	[common]
    	{
    		screen_name = "Regina Bassus";
    	}
    	[conversation]
    	{
    		[conversations]
    		{
    			* = conversation_azutha;
    		}
    	}
    	[placement]
    	{
    	  q orientation = 0,-0.707107,0,0.707107;
    	  p position = 3.44646,-3.65,-0.375794,0x5419dd1b;
    	}
    }
    

    cm_gypsy_female_02 is the leaf template that the actor instance originates from. For monsters these can repeat quite a few times as the same monster also encountered quite a few times in the region - think of Krug and Haku, etc.

    The number next to it is the index number that the game uses to verify that the actor actually exists and is written by Siege Editor when the actor is placed into the map. It is always unique for that region and map.

    Following that is additional information that the author or Siege Editor may enter for that actor to make it more unique. In this case there's the aspect line, conversation and name. Placement is always required.

    Most of the information regarding actor's portrait, skin, any accessories, store information, etc. is stored in the base or leaf templates found in the folders under world/contentdb/templates/actors in the logic.ds2res file.

    For the maps I released I try to categorize the npcs into folders referring to some way the map they're from, so arhok, diabolish, ebh, loa, utrea, yeha, etc. The actors in the npc folder overwrite the DS2 and Broken World npcs.

    So for Regina Bassus, she's a renamed cm_gypsy_female_02 found in the utrea folder and since she's female, her leaf template is found in ds1_utrea_female_npc.gas

    bare_elf's picture
    How do you keep track of

    iryan wrote:
    No not stupid. Most of the actual information for the actors are found in their base templates or leaf templates. For Regina, she's a cm_gypsy_female_02 found in ds1_utrea_female_npc.gas in the actors/good/utrea folder in Adepts.

    The information in the maps region/region_name/objects/actor.gas is referred to as instances and while you can modify information here (as KillerGremal does for Return to Arhok and Diabolish), the GPG maps and Legendary/Adepts maps tend not to. Except for conversations, etc, which the Editor will place in the maps whether you intend to or not.

    It can be further complicated by the knowledge that indicator textures can be placed by indicator_emitters and not the actor. Useful for certain situations.


    Iryan, how do you keep track of all the places information on a specific character might have a template, when the templates in question do not contain the name of the character in question? Do you have some sort of cross reference list for these things or just the largest mind on the planet? No matter in any case.
    Elf


    __________________________

    **************************************************************************************************
    There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.

    Found in the base templates

    bare_elf wrote:
    iryan wrote:
    The icon for Regina is found in the indicate_emitter block with this line; indicator_texture_1 = b_gui_el_tombstone; Removing that line will fix the problem. I'll update the actor's file as well.
    I would think that Regina was located within Maps/utraean_peninsula/regions/town_center/objects/Actor.gas and she is but I can not find the indicate_emitter block with this line; indicator_texture_1 = b_gui_el_tombstone; So once again the stupid elf can not find what is obviously there even when she is wearing her glasses. Wonder how I ever got a mod to work? Actually got any thing to work. Looks for the directions on how to breath so she does not pass out. Elf
    No not stupid. Most of the actual information for the actors are found in their base templates or leaf templates. For Regina, she's a cm_gypsy_female_02 found in ds1_utrea_female_npc.gas in the actors/good/utrea folder in Adepts.

    The information in the maps region/region_name/objects/actor.gas is referred to as instances and while you can modify information here (as KillerGremal does for Return to Arhok and Diabolish), the GPG maps and Legendary/Adepts maps tend not to. Except for conversations, etc, which the Editor will place in the maps whether you intend to or not.

    It can be further complicated by the knowledge that indicator textures can be placed by indicator_emitters and not the actor. Useful for certain situations.

    bare_elf's picture
    Okay Sure

    iryan wrote:
    The icon for Regina is found in the indicate_emitter block with this line; indicator_texture_1 = b_gui_el_tombstone; Removing that line will fix the problem. I'll update the actor's file as well.
    I would think that Regina was located within Maps/utraean_peninsula/regions/town_center/objects/Actor.gas and she is but I can not find the indicate_emitter block with this line; indicator_texture_1 = b_gui_el_tombstone; So once again the stupid elf can not find what is obviously there even when she is wearing her glasses. Wonder how I ever got a mod to work? Actually got any thing to work. Looks for the directions on how to breath so she does not pass out. Elf


    __________________________

    **************************************************************************************************
    There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.

    Tombstone icon

    bare_elf wrote:
    Hi Iryan, The following is totally unimportant.

    I just started a new game of Utraean Apocalypse with the current version of Adepts active. I took a peak into Regina Bassus Cabin. Town_Center/1.727/3.650/0.723/0x5419DD1B and discovered that Regina has the tombstone icon over her head, she is not the undertaker the undertaker is just down the hill from the armor vendor by the bridge. I made a quick check of the map with Adepts deactivated and she does not have the icon so this is adepts specific issue. I found her template, could not see how the icon was assigned so I did not fix it in my copy. Not important as it has no impact on the game.

    Elf


    The icon for Regina is found in the indicate_emitter block with this line; indicator_texture_1 = b_gui_el_tombstone;
    Removing that line will fix the problem. I'll update the actor's file as well.

    bare_elf's picture
    Regina Bassus

    Hi Iryan,
    The following is totally unimportant.

    I just started a new game of Utraean Apocalypse with the current version of Adepts active. I took a peak into Regina Bassus Cabin. Town_Center/1.727/3.650/0.723/0x5419DD1B and discovered that Regina has the tombstone icon over her head, she is not the undertaker the undertaker is just down the hill from the armor vendor by the bridge. I made a quick check of the map with Adepts deactivated and she does not have the icon so this is adepts specific issue. I found her template, could not see how the icon was assigned so I did not fix it in my copy. Not important as it has no impact on the game.

    Elf


    __________________________

    **************************************************************************************************
    There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.