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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

*Separate Modules.
http://www.techiem2.net/~iryan/files/Adepts_AL_Beta1/DS2BW_Adepts_Resources_Beta1x.ds2res (245MB)
http://www.techiem2.net/~iryan/files/Adepts_Beta1x/DS2BW_Adepts_Logic_Beta_1x.ds2res (11.2Mb)

*Aranna Legacy Compatible version
http://www.techiem2.net/~iryan/files/Adepts_AL_Beta1/DS2BW_Adepts_Aranna_Legacy_Logic_Beta1.ds2res (11.2MB)
Requires DS2BW_Adepts_Resources_Beta_1h.ds2res or DS2BW_Adepts_Resources_Beta1x.ds2res
Readme http://www.techiem2.net/~iryan/files/Adepts_AL_Beta1/DS2BW_Adepts_Legacy_Beta1.txt

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.

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Black and Yellow and

Black and Yellow and stuff

A Black and Yellow weapon

Just love it when the computer sticks a monster were it's stuck Laughing out loud

Dwarf war cry

as Annoying in Adepts as in

as Annoying in Adepts as in DS2

Love shooting arrow that are stopped by mist layers Censored

I tried starting a game and found myself on a beach with a Undead Pirate Captain Nervous Killed him and found myself in s fun but strange town and finishing a level 37 quest (fortunately, the level generator made it survivable)

Any guesses on how I did it?
(Yes, Bare_Elf I fixed the brain=malfunction Blush that was the cause Laughing out loud

Dwarf war cry

DrakeIsGod's picture
RE: Adepts

Oh. Well I can't wait to see that become a reality, I kind of like the anime outlook of the character's and NPC's, plus the compilation of mods within is pretty awesome. I wasn't aware of 3 guards and a goblin being present over the broken bridge in Ehb, I've gotta go check that out Sticking out tongue

NOTE: I've had a busy weekend, I can't seem to completely avoid real life yet, so I haven't had much time to reply or get on the internet much. Holy cow I've given myself too many tasks lol.


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bare_elf's picture
RE: Adepts

DrakeIsGod wrote:
I don't know why, but I hardly ever see when this forum is updated lol. Anyway, nice update Iryan, Thanks Smiling
Since Adepts primarily changes the characters from standard to cat mansion (anime) it currently contains all the necessary characters to play Broken World. However because there have been so many changes to the legendary mod and the third party map conversions each of the characters must be updated. There is no point in doing this until the noted maps are updated. You could play any of the DS2 maps starting from Adepts but you could have some characters be standard, some be Anime, some be strange pretzel like beings (because of mesh issues). Suggest you try playing Kingdom of Ehb with Adepts.

Once the characters are set for a given map, then they can be added to Adepts so that they appear correct.

Elf
Example:
Going through the Kingdom of Ehb from the farm house to the broken bridge -- Things that are different between regular and adepts versions. The opening NIS for adepts is the old one. Norick's NIS is the old one. Norick is a standard character. The three guards over the broken bridge after the Mimic are missing although the goblin is there. So as you can see DrakeIsGod you have to get the regular map working then add the necessary things for adepts. So there is really no point in updating Adepts until a specific map has received its updates and one starts working on another map just for a change of pace.
Elf


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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.

DrakeIsGod's picture
Adepts

I don't know why, but I hardly ever see when this forum is updated lol. Anyway, nice update Iryan, Thanks Smiling


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Readme updated for DS2BW Adepts Custom version

The Readme for DS2BW Adepts custom version has now also been updated with a compatibility list.
http://www.techiem2.net/~iryan/files/Adepts_Beta1x/DS2BW_Adepts_Beta_1x.txt

You can see that the list of compatible mods is smaller though keep in mind than the custom version of DS2BW Adepts includes over 30 mods in it, though you don't have the flexibility of adding or removing mods that you like or dislike.

The list of incompatible mods is larger with the major one being Aranna Legacy though Ancient Gifts also has incompatibilities though the authors are working on an Adepts compatible version. Again character mods are the biggest category of incompatible mods and again DS2BW Adepts could be made to work with 8 or so incompatible mods.

Readme added for Adepts Legacy version

I've compiled a readme for the DS2BW Adepts Legacy version which it will now be known as to try to avoid any confusion as to whether its a merged mod with Aranna Legacy, which it isn't. It should be completely stand alone but of course was designed to work with Aranna Legacy as that's the predominant DS2 mod available now.

http://www.techiem2.net/~iryan/files/Adepts_AL_Beta1/DS2BW_Adepts_Legacy_Beta1.txt

The readme lists the 50 odd mods that DS2BW Adepts Legacy should be compatible with - though whether all the mods on this list are compatible with each other is another story.

It also lists the 20 or so mods that DS2BW Adepts Legacy is probably not compatible with as they share files with Adepts. Half of these are character mods which you wouldn't want to be using anyway. Interestingly DS2BW Adepts Legacy could be made to work with about 8 of the other incompatible mods with a little work. Let me know if you think this is worth it.

Re: Cool I will give it a try

bare_elf wrote:
I am assuming that I should install it in the folder where the adepts files are. Elf
Sorry I'm quite busy with several things going on at once so hadn't time to be more expansive or write a readme yet.

It's designed to work with either resource pack but of course you can only have 1 of the logic files present. The Aranna Legacy Logic file is larger than it needs to be only for compatibility with the older beta 1h resource pack, otherwise there will be some missing textures. This is simply so players don't have to re-download the resource pack again at this stage.

So for installation it can be used in the custom folder or just in the resources folder.

Your saved games should work but please note that some of the weapons and armor may disappear as this version of Adepts is meant to be more compatible with other mods and so most of the mods included with Adepts have been removed or made separate as for example the converted DS1 weapons and shields in this thread: http://siegetheday.org/?q=node/3068

It will be totally incompatible with all other character mods but should work with the vast majority of other mods though I yet to make a list. It's referred to as Adepts Aranna Legacy version simply because I would like it tested with that mod as part of the process of creating a community mod. It should also be compatible with the Aranna Legacy version of the Ancient Gifts mod so save Hardless and Mantella the extra work of making an Adepts specific version of their mod.

I think KillerGremal is under the impression that this mod is a fusion with Aranna Legacy. That's not correct. It does mod some aspects of Aranna Legacy only to maintain the anime style of the world as Aranna Legacy does makes a number of changes to existing character templates and add some new ones. And that was and is a challenge as KillerGremal doesn't necessarily add new or modified actor templates where you would expect them to go or name them as you would expect. Is this trade secrets? Anyhow I've learnt that alphabetical priority is far more important and powerful than we may have realised.

This also means that there's likely to be some bugs yet undiscovered when this version of Adepts is used with Aranna Legacy that wouldn't be present if it was used on it's own or with other mods like Ancient Gifts.

So I'm sorry if anyone loses some weapons or armor when using this mod with Adepts saved games but its for the bigger picture where players can choose their favourite mods to create their ideal playing experience rather than being forced into using a certain number of mods like the current situation.

Incidentally all the above also means that theoretically Adepts should now work with vanilla DS2 and not require Broken World but of course a separate logic file will be required due to the differences with character_camera.gas between the two game versions so if you use this version of Adepts with DS2 the hero's portrait will be messed up. But you're free to try and a separate mini-mod will be available at some stage to enable Adepts to be played in either game version.

bare_elf's picture
cool I will give it a try

iryan wrote:
There's a Beta version of DS2BW Adepts that aims to be compatible with Aranna Legacy. http://www.techiem2.net/~iryan/files/Adepts_AL_Beta1/DS2BW_Adepts_Aranna_Legacy_Logic_Beta1.ds2res

Requires either DS2BW_Adepts_Resources_Beta_1h.ds2res or preferably this update resources pack that fixes an armor error with new armor textures for Cat Mansion characters in Aranna Legacy.
http://www.techiem2.net/~iryan/files/Adepts_AL_Beta1/DS2BW_Adepts_Resources_Beta1x.ds2res

Note that this isn't a fusion with Aranna Legacy but designed to work with it. It should work quite happily without Aranna Legacy installed. It does overwrite some Aranna Legacy files but only at leaft template level so that the Adepts characters look correct and not some twisted monstrosities due to animation quirks.

The player has to complete the plague quest at Eirulan before the campaign opens up, after all the Dryads don't want either prisoners or plagued people using teleporters without restrictions.


I am assuming that I should install it in the folder where the adepts files are.
Elf


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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.

DS2BW Adepts Aranna Legacy Beta version

There's a Beta version of DS2BW Adepts that aims to be compatible with Aranna Legacy.
http://www.techiem2.net/~iryan/files/Adepts_AL_Beta1/DS2BW_Adepts_Aranna_Legacy_Logic_Beta1.ds2res

Requires either DS2BW_Adepts_Resources_Beta_1h.ds2res or preferably this update resources pack that fixes an armor error with new armor textures for Cat Mansion characters in Aranna Legacy.
http://www.techiem2.net/~iryan/files/Adepts_AL_Beta1/DS2BW_Adepts_Resources_Beta1x.ds2res

Note that this isn't a fusion with Aranna Legacy but designed to work with it. It should work quite happily without Aranna Legacy installed. It does overwrite some Aranna Legacy files but only at leaft template level so that the Adepts characters look correct and not some twisted monstrosities due to animation quirks.

The player has to complete the plague quest at Eirulan before the campaign opens up, after all the Dryads don't want either prisoners or plagued people using teleporters without restrictions.

KillerGremal's picture
Player's choice!?

@Iryan: Intersting fusion, but I assume users of the Aranna Legacy mod are able to customize the difficulty themselves - if they really need this.
Because if it would be as grave as you describe it, we most probably would have seen more complaints about Hak'u Priests or magical damage generally in this forum/thread.

And if a difficulty change is appropriate for testing purpose - shouldn't it be be much higher then!? Eye-wink

Adepts Aranna Legacy Version Alpha 2

Here's a second alpha version of an Aranna Legacy compatible version of DS2BW Adepts.
http://www.techiem2.net/~iryan/files/Adepts_AL_Alpha1/DS2BW_Adepts_Aranna_Legacy_Logic_Alpha2.ds2res

Tested a bit more without any crashes or major bugs, just a few oddities.

You can use the teleporter to reach Aman'lu and Kalrathia as soon as you reach Eirulan rather than completing the Plague quest. So I recruited Amren before having both Deru and Lothar in the party. This is rather unexpected behaviour but not crucial at this moment, it just means your hero will be running around with the ring of submission on his/her neck.

I was able to recruit Drovan but his level is set at 21 rather than the party's level (which is 5 for my party). So some work to do here as well as his skin.

Also in this version the DS1 armors have been restored (they need to remain in the resources.ds2res for Legendary Mod support anyway) as well as the helms. For testing purposes the map's difficulty has been lowered to 50%, at 100% 2 zaps from the haku priests will knock out a low level mage and because of the AL drinking animation healing is too slow.

Adepts Aranna Legacy Version Alpha

Here's an early alpha version of Adepts that aims to be compatible with Aranna Legacy. Requires DS2BW_Adepts_Resources_Beta_1h.ds2res.
http://www.techiem2.net/~iryan/files/Adepts_AL_Alpha1/DS2BW_Adepts_Aranna_Legacy_Logic_Alpha1.ds2res

This is a stripped down version which is also aiming to be compatible with any community mod that may eventuated. So all mods included in Adepts can be added as desired and it should also be compatible with a lot more other mods than it is currently, except for character mods.

So all models have been changed to Cat Mansion, CM specific weapons and spells are still there as is the modified open campaign for DS2 and Broken World, though unfortunately the alternative tutorial has been cut as has the secret town (at least for now). Has only been tested to Eirulan.

DrakeIsGod's picture
I use the size 1024x768

I use the size 1024x768 inventory mod, it only occurs in Adepts though.. Regular game works fine


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bare_elf's picture
will check as soon as I can

iryan wrote:
DrakeIsGod wrote:
Yeah, the word DRAG is still messed up for those characters, could be an issue GPG originally had. Nice work with the tutorial by the way, I love it Smiling Ludmilla's portrait is still missing though as well as the issue with Zhixaloms inventory at the inn when reviewing party members.
I will check when I can but it's not so much the word as the preceding characters which are suppose to highlight the word DRAG, maybe there's a typo there. Ludmilla's portrait may also be similar, I wonder if bare_elf can confirm that. If she can I could probably make a quickfix faster than testing it all by myself.

What size Zhixaloms' inventory are you using? Does this occur in regular games as well? It would be strange as I've made no changes at all to the inn UI in this mod.

Incidentally the original tutorial hasn't been wasted, I've made use of it later in the game. Someone you know will give you hints about it somewhere in the Agallan mountains.


I will have to check to see, I have been playing without Adepts for a while because it is not currently supported on the third party maps. But as soon as I have a second I will look into it.

Elf


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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.

DRAG

DrakeIsGod wrote:
Yeah, the word DRAG is still messed up for those characters, could be an issue GPG originally had. Nice work with the tutorial by the way, I love it Smiling Ludmilla's portrait is still missing though as well as the issue with Zhixaloms inventory at the inn when reviewing party members.
I will check when I can but it's not so much the word as the preceding characters which are suppose to highlight the word DRAG, maybe there's a typo there. Ludmilla's portrait may also be similar, I wonder if bare_elf can confirm that. If she can I could probably make a quickfix faster than testing it all by myself.

What size Zhixaloms' inventory are you using? Does this occur in regular games as well? It would be strange as I've made no changes at all to the inn UI in this mod.

Incidentally the original tutorial hasn't been wasted, I've made use of it later in the game. Someone you know will give you hints about it somewhere in the Agallan mountains.

DrakeIsGod's picture
Unfortunately

iryan wrote:
What about the other issues you mentioned. Are they still there?

The alternative tutorial should run perfectly. It was actually the original tutorial before GPG decided to remake it to the one released with the retail game. All the files and everything was there, I just had to disable the existing one and re-enable all of the alternative tutorials quests, etc.


Yeah, the word DRAG is still messed up for those characters, could be an issue GPG originally had. Nice work with the tutorial by the way, I love it Smiling Ludmilla's portrait is still missing though as well as the issue with Zhixaloms inventory at the inn when reviewing party members.


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What about the other issues?

DrakeIsGod wrote:
Thanks bare_elf Smiling That actually solved the issue, as minor as it was lol
What about the other issues you mentioned. Are they still there?

The alternative tutorial should run perfectly. It was actually the original tutorial before GPG decided to remake it to the one released with the retail game. All the files and everything was there, I just had to disable the existing one and re-enable all of the alternative tutorials quests, etc.

DrakeIsGod's picture
Screenshots work as intended

Thanks bare_elf Smiling That actually solved the issue, as minor as it was lol


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bare_elf's picture
drake may I recommend

DrakeIsGod wrote:
Oh, well it isn't Monster Level Adjustment.. I was so certain for some reason, I retrieved the same results with the mod turned off. I'm also running no other mods except for Adepts and the DS1 Legendary Mod. I installed Adepts in this folder C:\Program Files (x86)\DS2BWAdepts, but my screenshots aren't saving to the Screenshot folder prior to that for some reason :/

Might I recommend that you remove your current install of Adepts Then using the custom installer install using the installer's default which is C:\Games\DS2BWAdepts I think you may be running into problems because of the location in program files (x86). I have Adepts installed on my xp computer in E:\Games\DS2BWAdepts and on my win7 computer in c:\Games\DS2BWAdepts. I know people who have it installed in c:\program_files (x86)\2k games\DungeonSiege2BrokenWorld however never directly in c:\program files x86. Give it a shot and let us know okay?

Elf


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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.

Wrong bitmap?

It looks like the cow error, a mix of DS1 and DS2 textures and or meshes. I took the mesh and the texture of the target and arrow from DS2 object and retank it with a priority of 1000. Look at the result perfect.

Look at the asp for DS1 and Ds2 and you will see the difference. The picture from DrakeIsGod look like the DS2 mesh with DS1 bitmap.

A lot of things have the exact name in DS1 and DS2 so some errors ought to happen.

DrakeIsGod's picture
Screenshots

Adepts has an issue with Zhixaloms Inventory at this spot, only spot I've found so far

Also on Adepts Ludmilla's portrait is missing

I still can't seem to figure out the screenshot issue though, I can't locate wherever they may be when I take them. Not in Adepts directory, documents folder or elsewhere


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DrakeIsGod's picture
Oh, well it isn't Monster

Oh, well it isn't Monster Level Adjustment.. I was so certain for some reason, I retrieved the same results with the mod turned off. I'm also running no other mods except for Adepts and the DS1 Legendary Mod. I installed Adepts in this folder C:\Program Files (x86)\DS2BWAdepts, but my screenshots aren't saving to the Screenshot folder prior to that for some reason :/


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bare_elf's picture
Drake you are having odd problems.

The screen shots for Adepts if you used the custom folder install and put it on C drive should be here. c:/games/adepts/screen_shots. it is in the various installs I did. It is not located in the my documents folder. Note I have installed the mod on win xp, win 7 and win 8. it is installed in the same place using the custom folder install. i even have a custom folder install on a removable USB drive. since it keeps the saves, screen shots and game in the same folder.

The start at the beach of DS2 the dummies for melee, ranged, cmage and nmage do not appear to work any different with or without the level adjustment mod or with or without adepts being installed.

I would recommend that you turn off all mods not related to Adepts, DS1 Legendary Mod, and Level Adjustment Mod and try again.

Elf


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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.

KillerGremal's picture
Not adjusting models

DrakeIsGod wrote:
. . .

This is only affected by the Monster Level Adjustment mod, just thought I'd clear the ice with that. The only level up animation that is noticeably affected is the Ranged icon, the Melee icon doesn't look affected at all, but the Combat magic and Nature magic icons are slightly affected as I've noticed

I would be really surprised if the LevelAdjustment mod is causing this matter.
It rather looks like as if the DS1 models are used with textures of DS2 or vice-versa (identical file names, but different shape/look)...

So please retest this once without having the LevelAdjustment mod installed.

DrakeIsGod's picture
Screenshot Issue

Also tried taking screenshots in game with "Prt Sc" on the keyboard but the screenshots are nowhere to be found, not even in the directory Adepts is installed in, so I used good ole' Fraps. Thought I'd show one more screenshot though of the level up animation over the training dummies heads:

This is only affected by the Monster Level Adjustment mod, just thought I'd clear the ice with that. The only level up animation that is noticeably affected is the Ranged icon, the Melee icon doesn't look affected at all, but the Combat magic and Nature magic icons are slightly affected as I've noticed


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DrakeIsGod's picture
Alas, the first thing I

Alas, the first thing I thought I'd experience with Adepts is the DS2 map..I must say, WOW! This is a brilliant mod.. I love the tutorial on the beach, really made much better use of Drevin Smiling I noticed a few oddities though I thought I'd show ya:



These 3 characters in the tutorial probably mean to just say DRAG lol

When you get the key for the Kohl Beast cages, nothing shows up in Quest Items


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bare_elf's picture
I have played adepts...

I have played Adepts with the level adjustment mod installed, not installed and turned off by the button on the side of the yellow trunks. I have never had an issue with hiring characters. However I have never attempted to run Adepts without The DS1 Legendary Mod installed. Now it should be noted that
because of this I have all the mods noted in the forum Utraean Seizure of hopless Mapping so it does include content pack for Utrea. I will have to try disabling it to see what occurs. To me playing Adepts on just the DS2 and broken world maps is a bit pointless. It works way better with the DS1 Maps.

Elf


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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.

KillerGremal's picture
Nice catch!

AlphaDD wrote:
They are unclickable because you don't use the monster_level_adjustment ds2res. You see one command is missing from that mod. A command use in the hired flick, it is call PostMessageDataDelay and it is in flick_function_killergremal_v2_add2.gas.

So if you are like me and don't like the monster_level_adjustment for DS2 and BW, you will encounter the no clickable character for hired. Now the simplest way to overcome this is using the monster level and when you come near your stash click the button on the side of it. That will deactivate the monster_level_adjustment.

You can also wait for a patch from Iryan too. Eye-wink


Well, I can understand the critics on automatically levelling monsters, however to face this the LevelAdjustment mod is not active usually on any custom or official maps - expect of the Erthos Struggle map.

There would be a specially option for your DS ini file to activate it, but usually custom maps request its activation by a special map table - but this only should affect the corrsponding map, no other maps else.
And finally, even if activated, there should be a button on the side of stash to deactive this mod in-game (of course this may be a bit painful to do it each time).
I should rethink about a better way to provide the Rune of Mending...

 
Another way to provide the missing flick functions is installing the my content pack for Utrea. Also this mod doesn't affect the gameplay on the official maps.

 

By the way, PostMessageDataDelay is replacment for the PostMessage function where a v2.2<==>v2.3/addon conflict may happen when 3 or 4 parameters are used. With 2 parameters only there should no problem using PostMessage, regardless if v2.2 or the addon are used.

DrakeIsGod's picture
Compatibility List

iryan wrote:
That's because character mods will generally conflict with other character mods unless effort have been taken to make them compatible.

Adepts is a character mod itself but so are the DS1_Mod_BW_Playable_Utraeans and the More hair mod.

Incidentally I've started on a mod compatibility list that others can contribute to in your Recommended DS2 Mods thread. http://siegetheday.org/?q=node/3062#comment-43335

That's amazing! I'll certainly contribute where I can, I got a lot of mods to download lol


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