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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.siegetheday.org/~iryan/files/DS2BW_Adepts_Beta_1i_Custom_Setup.exe

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

*Aranna Legacy Compatible version
http://www.siegetheday.org/~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.siegetheday.org/~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.siegetheday.org/~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.

Metaseal's picture

Hi good day

I have downloaded the mod to day from moddb and I must say that I am very happy to see that this mod was apply to Dungeon Siege 2 but... I have a major bug because I cannot recruit Deru or the semigigant at the start of my adventure in Eirulan. I have tryed both install folder and nothing happens. Could you please help me?

Thanks for you attention

Metaseal wrote:
Hi good day

I have downloaded the mod to day from moddb and I must say that I am very happy to see that this mod was apply to Dungeon Siege 2 but... I have a major bug because I cannot recruit Deru or the semigigant at the start of my adventure in Eirulan. I have tryed both install folder and nothing happens. Could you please help me?

Thanks for you attention

To help you solve the problem with recruiting party members, would you please answer the following questions.
1. What version of Dungeon Siege 2 do you have installed?
2. What version of Windows are you using?
3. Did you use the custom setup or the standard setup?
4. What version is the Adepts Logic File?
5. What version is the Adepts Resources File?
6. What other mods do you have installed?
7. Are you playing single player or Multi Player?

I ask these questions because I have never had a problem recruiting characters when playing with adepts. I have also not seen any reports of this issue since the mod was created.

Elf

Metaseal's picture

Good day Bare_elf

thank you for you answer. Here is the info.

1.-Spanish Dungeon Siege II updated to 2.20 and default Broken World 2.30.
2.-Windows 7 Ultimate 64 bits Service Pack 1.
3.-Custom set up and I have installed DS2BW AllSaves.
4.-DS2BW_Adepts_Logic_Beta_1p.ds2res.
5.-DS2BW_Adepts_Resources_Beta_1h.ds2res.
6.-I donnot have other mods installed. I saw some thing about playing DS1 Kingdom of Ehb in DS2 but... no idea how to do that.
7.-Single player. I cannot play multyplayer, whether local nor internet.

My HDD is divided in 2 parts C and D. Games go in part D and normal programms go in C. The game and the mod are in D but DS2BW AllSaves is in C. Cannot change install folder.

Metaseal wrote:
Hi good day

I have downloaded the mod to day from moddb and I must say that I am very happy to see that this mod was apply to Dungeon Siege 2 but... I have a major bug because I cannot recruit Deru or the semigigant at the start of my adventure in Eirulan. I have tryed both install folder and nothing happens. Could you please help me?

Thanks for you attention


There should be no problem in recruiting either party member at the start but I'll double check just to be sure, in case something broke in the latest version.

Metaseal wrote:
Good day Bare_elf

thank you for you answer. Here is the info.

1.-Spanish Dungeon Siege II updated to 2.20 and default Broken World 2.30.
2.-Windows 7 Ultimate 64 bits Service Pack 1.
3.-Custom set up and I have installed DS2BW AllSaves.
4.-DS2BW_Adepts_Logic_Beta_1p.ds2res.
5.-DS2BW_Adepts_Resources_Beta_1h.ds2res.
6.-I donnot have other mods installed. I saw some thing about playing DS1 Kingdom of Ehb in DS2 but... no idea how to do that.
7.-Single player. I cannot play multyplayer, whether local nor internet.

My HDD is divided in 2 parts C and D. Games go in part D and normal programms go in C. The game and the mod are in D but DS2BW AllSaves is in C. Cannot change install folder.


Hello Mataseal,
I removed all the mods from my system except Adepts of the latest version and I did not have any problems hiring Deru. I would have to buy another slot from the inn keeper to hire the half giant. But in any case it works for me. I wonder if having AllSaves on a different drive is the issue. I will have to wait to hear from iryan and a few others that are looking into this matter. We will get it working I promise.

Elf

I could not reproduce the problem that Metaseal is having. I do not have the Spanish version of the game. Could there be something in how the language differences prevent the character from being hired in adepts?

Metaseal I will have to look for someone who is playing with the Spanish version of the game and have them test this.

Elf

bare_elf wrote:
I could not reproduce the problem that Metaseal is having. I do not have the Spanish version of the game. Could there be something in how the language differences prevent the character from being hired in adepts?

Metaseal I will have to look for someone who is playing with the Spanish version of the game and have them test this.

Elf


Strange that you couldn't reproduce the problem as when I tested it without any other mods, the characters weren't hireable. Further testing revealed that somehow a dependency developed on Mod-DS1Content.ds2res. This wasn't there before so all I can think of that one of the flick commands that the Adepts' hireable talk flicks depends on has changed in a recent revision of the Mod-DS1Content pack and so no longer worked.

Anyhow I've updated Adepts to fix this problem (hopefully as I haven't checked past Deru or Lothar).
http://www.siegetheday.org/~iryan/files/Adepts_Beta1u/DS2BW_Adepts_Logic_Beta_1u.ds2res

This update also has full support for the Party VoiceSet. However there's no support for the DS2 or Broken World hireables yet but Drevin and his sister are supported as well as your hero.
http://www.siegetheday.org/~iryan/files/Betav25/DS1_Mod_Party_VoiceSet_Beta_26.ds2res (53.1 Mb)

iryan wrote:
bare_elf wrote:
I could not reproduce the problem that Metaseal is having. I do not have the Spanish version of the game. Could there be something in how the language differences prevent the character from being hired in adepts?

Metaseal I will have to look for someone who is playing with the Spanish version of the game and have them test this.

Elf


Strange that you couldn't reproduce the problem as when I tested it without any other mods, the characters weren't hireable. Further testing revealed that somehow a dependency developed on Mod-DS1Content.ds2res. This wasn't there before so all I can think of that one of the flick commands that the Adepts' hireable talk flicks depends on has changed in a recent revision of the Mod-DS1Content pack and so no longer worked.

Anyhow I've updated Adepts to fix this problem (hopefully as I haven't checked past Deru or Lothar).
http://www.siegetheday.org/~iryan/files/Adepts_Beta1u/DS2BW_Adepts_Logic_Beta_1u.ds2res

This update also has full support for the Party VoiceSet. However there's no support for the DS2 or Broken World hireables yet but Drevin and his sister are supported as well as your hero.
http://www.siegetheday.org/~iryan/files/Betav25/DS1_Mod_Party_VoiceSet_Beta_26.ds2res (53.1 Mb)


Iryan not sure why either maybe I did not remove all the legendary map pack mods. However I am very happy that it was a more or less easy fix.

Elf

Metaseal wrote:

I saw some thing about playing DS1 Kingdom of Ehb

Check out the forum Called DS1 Legendary Map Pack. Located here http://www.siegetheday.org/?q=node/1607 it allows you to play Kingdom of Ehb, Yesterhaven, Legends of Aranna, and several other maps but you must already have Dungeon Siege 1 installed and Legends of Aranna. As some of the DS1 files must be converted before the game can work. Note the installer will do all of this for you.

Elf

Which version of the game should I fire up?

techiem2's picture

All of them!

Eccentricity wrote:
Which version of the game should I fire up?

To play the converted DS1 maps you will need to have at least DS1 and DS2 installed
As you need DS1 so that the Legendary map pack can convert some of the files. I would however suggest that you have DS1, LoA, DS2 and broken world so that you can play all the stuff that Iryan, KillerGremal,and others have been working on.
Elf

Metaseal's picture

bare_elf and iryan

thank you very much for your attention on my problem. I am finally able to play the mod bith no problems. You surelly did an OUTSTANDING and AWESOME work, as outstanding and awesome as the old catmansion for DS1.

bare_elf I will try the Legendary Map Pack as soon as possible. Playing DS1 in DS2 engine? Must be awesome but... would I be able to play with Adepts mod to?

Once again, thanks for you attention

Use the Adepts custom folder version and you can have campaigns going in both at the same time

Witch is fun
Dwarf

Metaseal wrote:
bare_elf and iryan

thank you very much for your attention on my problem. I am finally able to play the mod bith no problems. You surelly did an OUTSTANDING and AWESOME work, as outstanding and awesome as the old catmansion for DS1.

bare_elf I will try the Legendary Map Pack as soon as possible. Playing DS1 in DS2 engine? Must be awesome but... would I be able to play with Adepts mod to?

Once again, thanks for you attention


Adepts works great with the legendary map pack.
Elf

Metaseal's picture

Good day

I am enjoying a lot my gameplay in Adepts. Being able to to use enemy waepons like Haku daggers and Morden Swords is great but... fire arms!? AK-74!? UMP!? PURE AWESOMENES. I have only try the Beretta and I would like to known... Does have the assault rifle rapid fire or 3 burst mode? Does have the shotgun buckshot ammo? Can it hit and kill numerous enemies? Does have the fire arms sounds?
May I suggest to check de way of holding fire arms and weapons? When Deru is holding a Beretta or Erika (my character) a sword, they hold them from the lowest tip and looks like they are longer (sword) or they are going to slip from their hands (Beretta).
May I also recomend to do a resize of the new weapons? Vanilla weapons are good but the new ones are to big. For example the Morden crossbow looks bigger to the vanilla merc crossbow... Speaking of crossbows the Chu Ko Nu does not fire multiple arrows like in DS1 Sad
Sorry for the constant posting and if this is not the correct place for this, wich is the correct one?

Thanks for your attention, as allways.

Metaseal wrote:
Good day

I am enjoying a lot my gameplay in Adepts. Being able to to use enemy waepons like Haku daggers and Morden Swords is great but... fire arms!? AK-74!? UMP!? PURE AWESOMENES. I have only try the Beretta and I would like to known... Does have the assault rifle rapid fire or 3 burst mode? Does have the shotgun buckshot ammo? Can it hit and kill numerous enemies? Does have the fire arms sounds?
May I suggest to check de way of holding fire arms and weapons? When Deru is holding a Beretta or Erika (my character) a sword, they hold them from the lowest tip and looks like they are longer (sword) or they are going to slip from their hands (Beretta).
May I also recomend to do a resize of the new weapons? Vanilla weapons are good but the new ones are to big. For example the Morden crossbow looks bigger to the vanilla merc crossbow... Speaking of crossbows the Chu Ko Nu does not fire multiple arrows like in DS1 Sad
Sorry for the constant posting and if this is not the correct place for this, wich is the correct one?

Thanks for your attention, as allways.


You may post as much as you like with ideas, questions, or suggestions. This post is in the correct spot since it contains questions and comments about DS2 Adepts. As for the weapon grips, and weapon size I am not sure how much work that would be as some of it could mean redoing the character and/or weapon to support holding it different. I know it took quite a lot of work just to change how the cat mansion characters held bow and arrow when running. However that would be something for AlphaDD and iryan to comment on for a definite answer. I am super happy you are liking the mod.

Elf

Playing Kingdom of Ehb with the newest versions for Adepts and DS1 Legendary Map Pack. The mod numbers/letters remind me of a German U Boat. The U25 giggle.
I would never have noticed this since the quest completed unless sigofmugmort had not pointed it out with another quest.

Thank You sigofmugmort for pointing out something that I was overlooking.

Elf

Metaseal wrote:
Good day

I am enjoying a lot my gameplay in Adepts. Being able to to use enemy waepons like Haku daggers and Morden Swords is great but... fire arms!? AK-74!? UMP!? PURE AWESOMENES. I have only try the Beretta and I would like to known... Does have the assault rifle rapid fire or 3 burst mode? Does have the shotgun buckshot ammo? Can it hit and kill numerous enemies? Does have the fire arms sounds?
May I suggest to check de way of holding fire arms and weapons? When Deru is holding a Beretta or Erika (my character) a sword, they hold them from the lowest tip and looks like they are longer (sword) or they are going to slip from their hands (Beretta).
May I also recomend to do a resize of the new weapons? Vanilla weapons are good but the new ones are to big. For example the Morden crossbow looks bigger to the vanilla merc crossbow... Speaking of crossbows the Chu Ko Nu does not fire multiple arrows like in DS1 Sad
Sorry for the constant posting and if this is not the correct place for this, wich is the correct one?

Thanks for your attention, as allways.


Yes there is a problem with how the characters hold the guns. I don't know if that was the case in DS1 or not. It was very hard tracking these guns down. The original sources were lost but I was able to find them in a compilation mod found in a bit torrent. The original thread on Siegenetwork marked the original mod as open sourced so I used them.

There's another bigger gun mod (Gungeon Siege) found on Gamefront that you can download for DS1. However the author protected the tank which is a sign saying do not touch. It had 50 very detailed models of all sorts of guns.

Fixing how the characters hold the guns would probably require new animations, which is beyond my skills. Multiple fire modes would require coding which is also beyond my skills. All the guns basically have similar firing rates except for the shotgun which is slower, has a shorter range and is more damaging.

Theresnothinglft had a few rocket launchers which I couldn't get working realistically enough to include in the mod. The same for some of DS Revived more exotic weapons and the ones I included just fire bullets instead of the original ammo. Similar story for the Chu Ko Nu, the skrit which made it shoot multiple arrows doesn't work in DS2. The same for the multiple area damage from many of theresnothinglft's weapons.

There is a lot of potential with these weapons but it needs somebody who is really skilled in coding to make them work properly.

bare_elf wrote:
Playing Kingdom of Ehb with the newest versions for Adepts and DS1 Legendary Map Pack. The mod numbers/letters remind me of a German U Boat. The U25 giggle.
I would never have noticed this since the quest completed unless sigofmugmort had not pointed it out with another quest.

Thank You sigofmugmort for pointing out something that I was overlooking.

Elf


Yes it's exactly the same sort of problem and same solution as for the one sigofmugmort pointed out with Lyssa. The task completion flag wasn't there. Now fixed. Thanks.

Hi Iryan,

I decided to look at all the quests I have completed so far for the little check mark. I found these additional Missing quest completion flags in Kingdom of Ehb

Act 1
Primary
Travel to Stonebridge
Journey to Overseer
Search for Merik
Secondary
Seek Gyron in Stonebridge

Act 2
All good since you fixed Sikra's quest

I have not finished Act 3 when that is completed I will let you know if any other quests are missing the quest completion flag
Elf

bare_elf wrote:
Hi Iryan,

I decided to look at all the quests I have completed so far for the little check mark. I found these additional Missing quest completion flags in Kingdom of Ehb

Act 1
Primary
Travel to Stonebridge
Journey to Overseer
Search for Merik
Secondary
Seek Gyron in Stonebridge

Act 2
All good since you fixed Sikra's quest

I have not finished Act 3 when that is completed I will let you know if any other quests are missing the quest completion flag
Elf


Thanks. All of those are now fixed. All were typos or not present. Didn't realize how many I missed.

There where no missing quest completion flags in act 3. Finished the map but it seems that the GOM is just a bit of a pushover. Would not hurt to make him a bit harder or have him resurrect more than just once. Now I think I will visit the Legends of Aranna.

Elf

when playing on ds1, i would set the game diff to hard when fighting gom to make him more challenging but since ds2 doesnt have user adjustable difficulty, i suppose the only solution is to either increase his lvl-adjustment difficulty or increase his spell dmg in monster spells.gas

Lady Femme wrote:
when playing on ds1, i would set the game diff to hard when fighting gom to make him more challenging but since ds2 doesnt have user adjustable difficulty, i suppose the only solution is to either increase his lvl-adjustment difficulty or increase his spell dmg in monster spells.gas

No matter what level you picked easy normal or hard in DS1 the GOM reincarnated at least 4 times becoming harder to kill each time. In the DS2 version the GOM reincarnates just once and the second reincarnation is very weak. I was able to kill him with one ranger and one combat mage leaving the remainder of my party behind. He never even dented my ranger and only took a little health from my mage. Just like the boss Majlin was less of a problem than his guard majlin.
Elf

Lady Femme wrote:
when playing on ds1, i would set the game diff to hard when fighting gom to make him more challenging but since ds2 doesnt have user adjustable difficulty, i suppose the only solution is to either increase his lvl-adjustment difficulty or increase his spell dmg in monster spells.gas

I can revise his damage values easily enough and also increase his resistances so cowardly rangers have a hard time!

This encounter certainly needs something to spice it up. Perhaps generators that spawn multiple Seck to back him up.

It's always a balancing act though since if he's made too hard, there'll be issues like there was with the Snow Queen. If someone has a saved game just before the Gom encounter I can quickly make a test version to try difference values.

iryan wrote:
Lady Femme wrote:
when playing on ds1, i would set the game diff to hard when fighting gom to make him more challenging but since ds2 doesnt have user adjustable difficulty, i suppose the only solution is to either increase his lvl-adjustment difficulty or increase his spell dmg in monster spells.gas

I can revise his damage values easily enough and also increase his resistances so cowardly rangers have a hard time!

This encounter certainly needs something to spice it up. Perhaps generators that spawn multiple Seck to back him up.

It's always a balancing act though since if he's made too hard, there'll be issues like there was with the Snow Queen. If someone has a saved game just before the Gom encounter I can quickly make a test version to try difference values.


Well now just a minute there, cowardly ranger I took the GOM down with a throwing plate with a range of 9 and a max damage of 6 in about 30 seconds.
He is a want to be boss in his current incarnation. I would rather fight a pack of GOMs than a single wrath archer or mage. If you where to give him the same protection as the wrath mages it would take a party of six using strong combat magic combined with the energy orb to defeat him. Giving him Seck Support would be nice too. Maybe he could cast monsters like the last battle in Broken World. Is it possible to bring him back more times. First time you fight him he has the protection of the wrath archers and mages. Once you kill him he comes back and can call Seck Support also. This would not make him impossible to defeat but much harder.
Elf

Metaseal's picture

Good Day

I would like to ask if all the helments in the mod have been replaced to ribbons and bands.
The DS1 Adepts hair ribbons ported to DS2 Adepts have a graphical "yellow-kind-of-error".
I miss the DS1 Adepts cat-ears, bunny-ears and ribbons, but I also miss to have proper merc, dryad helments, and hoods... I am at Exile Colony so far the mod works beautifull. Only minor errors like:
*At the mercs, at the beggening of the game, did not wear helments since last update.
*Walking arrounds npc's stop doing so. Like Dryad and Bracken Defenders.
*Ribbons have a "yellow-kind-of-error".

I have seen that Cat Mansion Summoms like Beach Girl, School Girl or Priest are not completely aquipped.
In DS1 Adepts Beach Girl had a fan as weapon, School Girl had boots/shoes and whether a katana or a sensu, and Priest had boots, gloves, hat and starf, with attack magic and heling magic.

I have oppened a topic in Dungeon Siege's Steam Community to get poeple to known of this beautifull and veteran mod -> http://steamcommunity.com/app/39200/discussions/0/540741131965877198/ May be there are modders or someone known modders who can help in the work of this mod.
Please do not forget moddb web page. Post there info, screenshots and patches for the mod. You can also find skilled modders there in order to help you.

Sorry for my long posts and thanks for reading.

Metaseal wrote:
Good Day

I would like to ask if all the helments in the mod have been replaced to ribbons and bands.
The DS1 Adepts hair ribbons ported to DS2 Adepts have a graphical "yellow-kind-of-error".
I miss the DS1 Adepts cat-ears, bunny-ears and ribbons, but I also miss to have proper merc, dryad helments, and hoods... I am at Exile Colony so far the mod works beautifull. Only minor errors like:
*At the mercs, at the beggening of the game, did not wear helments since last update.
*Walking arrounds npc's stop doing so. Like Dryad and Bracken Defenders.
*Ribbons have a "yellow-kind-of-error".

I have seen that Cat Mansion Summoms like Beach Girl, School Girl or Priest are not completely aquipped.
In DS1 Adepts Beach Girl had a fan as weapon, School Girl had boots/shoes and whether a katana or a sensu, and Priest had boots, gloves, hat and starf, with attack magic and heling magic.

I have oppened a topic in Dungeon Siege's Steam Community to get poeple to known of this beautifull and veteran mod -> http://steamcommunity.com/app/39200/discussions/0/540741131965877198/ May be there are modders or someone known modders who can help in the work of this mod.
Please do not forget moddb web page. Post there info, screenshots and patches for the mod. You can also find skilled modders there in order to help you.

Sorry for my long posts and thanks for reading.


The cat ears, bunny ears, maids Tiara, hair ribbons are there, however they use the standard helmets from DS2. Try a few on and you will be quite pleased and happy with what you find. The beach girl in DS2 has various weapons that she can call upon as do the other summons. The Fan weapon exists for the regular catmansion characters too. As soon as I have free time I will have my characters try on all the helmets and then post pictures of the inventory icons with what they are on a cat mansion character such as which ones make cat ears, which ones make head band, and so on. I am a bit busy with things right now but as I find one I will collect a screen shot. of each.

Elf

Metaseal in the images below look at the icon in the inventory, item name and then what it looks like on a cat mansion character. Note that in DS2 the helms like the ones that make cat ears work the same on both the male and female characters.









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