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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.

BW Notes.

When you talk to Arisue's sister she has no icon in the diolog box and Arisu's spirit is a Pretzel spirit :silly:

Wrong size items: Shotgun, Nemisis sword, Mallet, Spiky Bomb.
Edit: Iron thread Suit

correct size with wrong Icon: Most of the Galaxy Scorchers have the Star Scorcher icon

The Legendary M16 would not accept any reagents for enchanting.

Some items like the frying pan, plunger, flower and a couple of others, when you buy the enchant-able types they become normal types when you continue a saved game, HOWEVER any enchantments added with re-agents will still be in effect

Some re-agents can be added to an item and have NO effect, ex. you can add Meteoric alloy to a bow and there is no damage increase.

Insane :silly: Dwarf

sigofmugmort wrote:
BW Notes.

When you talk to Arisue's sister she has no icon in the diolog box and Arisu's spirit is a Pretzel spirit :silly:


"The Ancient Tome" quest is where Historian Arisu's spirit can be found, and she is for sure twisted and carrying her head in her hand. But you do not discover this until almost the very end of the game. Sigofmugmort when you reference Arisu's Sister are you speaking of Mage Nari, who was tasked with finding out who killed Historian Arisu. if that is who you mean I agree.

sigofmugmort wrote:
Wrong size items: Shotgun, Nemisis sword, Mallet, Spiky Bomb. Edit: Iron thread Suit

Because the Cat Mansion Characters of Adepts these things will require resizing -- Just like the war fans that Fire Bat and I created from DS1 fans. They worked fine on the regular DS2/BW characters but where way to large for the Cat Mansion Characters. There also several other weapons that would be better if they where smaller.

sigofmugmort wrote:
correct size with wrong Icon: Most of the Galaxy Scorchers have the Star Scorcher icon

Yes I noted this also.

sigofmugmort wrote:
The Legendary M16 would not accept any reagents for enchanting.

Some of the other Enchantable hand guns, rifles, shot guns and automatic weapons also have this issue. It is odd about the M16 as only the legendary version appears to have this issue. I was able to enchant an exceptional M16 but not the legendary just like Sigofmugmort

sigofmugmort wrote:
Some items like the frying pan, plunger, flower and a couple of others, when you buy the enchant-able types they become normal types when you continue a saved game, HOWEVER any enchantments added with re-agents will still be in effect

I noticed this also quite a while back but I am not sure I reported it. It should be noted that each of the weapons is a conversion from DS1 cat mansion weapons so this could point to a solution. Once the weapon has been enchanted it retains all that was enchanted upon it. However if the weapon is in inventory and not enchanted it becomes non-enchantable when a saved game is restarted.

sigofmugmort wrote:
Some re-agents can be added to an item and have NO effect, ex. you can add Meteoric alloy to a bow and there is no damage increase.

Insane :silly: Dwarf

Sorry I did not notice this because the bows I use are ones I created and are already enchanted the way I want them to be.

Elf

When playing Adepts the guns that are enchantable such as the MP5, Shot Gun, M16 can not be enchanted by items that enchant ranged weapons, melee weapons, or any other enchantment. I tried all of the reagents and none of them stick. The error message is always the same. "This reagent can not be applied to this item. This is true in both beta_1x and beta_1y. I no longer have any versions earlier than X to check this feature. The problem is not only with adepts_wpn_guns.gas, as it effects all weapons be they ranged, fighter, mage. I noticed that there is a distinct difference in what an item will enchant between Broken World and Adepts.

Reagent definition problem maybe? I've noticed that the reagents in Adepts are missing the limitations on what they can be used on and allows things to be used without those limitations but the program does not acknowledge this so you can do something like put a Diamond filament (normally ranged restricted) on a sword and the weapon will show the enchantment but in actual combat the weapon will not do the extra damage

Also, Note that Reagents in Adepts use the DS2 values not the BW values even if you have BW

Insane Dwarf

sigofmugmort wrote:
Reagent definition problem maybe? I've noticed that the reagents in Adepts are missing the limitations on what they can be used on and allows things to be used without those limitations but the program does not acknowledge this so you can do something like put a Diamond filament (normally ranged restricted) on a sword and the weapon will show the enchantment but in actual combat the weapon will not do the extra damage

Also, Note that Reagents in Adepts use the DS2 values not the BW values even if you have BW

Insane Dwarf


I compared the rgt_reagent.gas found in both broken worlds Xlogic and DS2BW_Adepts_Logic_Beta_1x and other than the description line in each template nothing appeared different. So as an example rgt_diamond_filament which I tend to use on my ranged weapons. has a description line in
the broken world version of rgt_diamonde_filament has a description = "Can enchant ranged weapons.\n";
the adepts version of rgt_diamonde_filament has a description = "Can enchant weapons.\n";

However the remainder of the template is the same in both and this is true of all the remaining reagents. I have never seen a description line affect the execution of a template. However just to make sure I replaced the rgt_reagent.gas in adepts with the one from Broken World. The descriptions are now right but still can not enchant anything.

So it does not appear to be a specific item type that is causing this problem and it does not appear to be the reagents either. Could it have something to do with the enchanters and the process of enchanting?

Elf

Looking more into the problem with reagents not sticking to some weapons. Now I have tried this with the rgt_reagent.gas from both Adepts and Broken World - Using items that exist in DS2, Broken World and other mods outside of Adepts. I was able to enchant them using items that should not been able to be used.
For Example:
I was able to enchant one of my bows called "Becky's Bow" it was legendary enchantable with the following reagents
Betony Salve which enchants fighter and ranger armor, shields, rings, and amulets giving a +6% Health Regeneration bonus
Henbane Leaves which enchants mage weapons, mage armor, rings, amulets, and spell books giving an +8 Mana Bonus
Half-Giant Pennant which enchants armor and shields giving a +6% Ranged Resistance Bonus

Now I checked what my health, mana, and ranged resistances where prior to Enchanting and equipping the bow and again after doing so. The health and mana bonuses where not applied and my ranged resistance remained at 4% instead of increasing. This is similar to Sigofmugmorts comment

sigofmugmort wrote:
Some re-agents can be added to an item and have NO effect, ex. you can add Meteoric alloy to a bow and there is no damage increase.
Insane Silly Dwarf war cry

Now I was able to add Meteoric Alloy to one of my bows and there was a definite increase in damage however using a bow another bow found in Broken World and Adepts Meteoric Alloy had no effect even though I could added it and enchant it.

I have no Idea where this problem really exists as it is really confused in my mind. I know for sure it is not any recent changes to Aranna Legacy, MLA, or with Spell_Auto_Cast_Everything

I need to check one thing with Sigofmugmort before I continue
Elf

On advise from iryan and the fact that reagents.gas is duplicated in DS2, Broken World and Adepts I removed the file from DS2BW_Adepts_Logic_Beta_1x.ds2res. This did not correct the issue with some items like the guns being unenchantable and some weapons and armor being enchanted with reagents that where not intended for that specific item. Thinking it might be a problem with the custom installation folder. I moved DS2BW_Adepts_Logic_Beta_1x and DS2BW_Adepts_Resources_Beta_1x to the broken world resources folder and tried the same test. Still could not enchant the guns and could add reagents to the wrong type of items.
Therefore I am starting to think it has to do with the logic that the enchanter uses to enchant items. I am wondering if changing the enchanters from normal DS2 characters to Adepts Characters has some how also modified the enchanting process. The guns are another thing entirely since they only exist in Adepts. There is something in the templates for the guns that is preventing them from being enchanted.
I must do additional research.

Elf

For some time both Sigofmugmort and myself have been playing Adepts and have discovered that the Guns like the M15, UMP, AK47 could not be enchanted with any reagent. Also that some other items armor, weapons, etc. that are Adepts specific can be enchanted with any reagent. After more investigation I believe that although the two problems are related they are being caused by different problems. I installed DS1toDS2_Modern_Weapons_Beta1 in the DS2 resources folder. This would add the guns found in Adepts to both DS2 and Broken World. I quickly discovered that I still could not enchant any of the guns. I am going to post one of the templates so that others might look at it and see if they can discover why the weapon can not be enchanted.

[t:template,n:cb_cm_iarus_m16]
{
  doc = "Dragon Minigun";
  category_name = "other";
  specializes = base_projectile;
  [aspect]
  {
    mana = 500;
    mana_recovery_period = 1;
    mana_recovery_unit = 2;
    max_mana = 500;
    model = m_w_misc_iar_gun_m16;
  }
  [attack]
  {
    aiming_error_range = 1.0;
    area_damage_radius = 1.0;
            ammo_template = gun_bullet;
    attack_range = 10;
    damage_min = 0.85 * (3.0 + 0.65 * #item_level);
    damage_max = 1.35 * (3.0 + 0.65 * #item_level);
    reload_delay = 0.5;
  }
  [common]
  {
//    is_pcontent_allowed = false;
// allow_modifiers = false;
    screen_name = "M16";
  }
  [gui]
  {
    active_icon = b_gui_ig_i_ic_w_gun;
    equip_requirements = ranged:#item_level - 2.0;
    inventory_height = 4;
    inventory_icon = b_gui_ig_i_w_msc_iar_gun_m16;
    inventory_width = 1;
  }
  [weapon_minigun]
  {
    animate_weapon = true;
    create_damage_volume = true;
    effect_ffx = "minigun_muzzle_flash";
    mana_per_shot = 0.5;
    shot_life = 4.0;
    total_effects = 30;
    use_mana = false;
  }
  [physics]
  {
    velocity = 100;
  }
  [pcontent]
  {
    [base]
    {
      item_level = 18.0;
    }
    [var1]
    {
      item_level = 28.0;
    }
    [var2]
    {
      item_level = 38.0;
    }
    [var3]
    {
      item_level = 54.0;
    }
    [var4]
    {
      item_level = 72.0;
    }
  }
}

Elf

im guessing cause its a projectile

Darkelf wrote:
im guessing cause its a projectile

Okay I changed specializes = base_projectile; to specializes = base_bow_template; and the guns can now be enchanted. Now to find out if they actually work Smile The weapons worked but they where being held incorrectly so I changed to specializes = base_crossbow_template; And they are being carried now as well as a cat mansion character carries a crossbow type two handed weapon. Not the ideal weapon position but acceptable. Thank you Dark Elf

Elf

With the help of Iryan and Dark Elf I have corrected the problem with not being able to enchant the guns, see previous posts for what was changed.
This is a link to the corrected file: http://siegetheday.org/~bare_elf/Adepts%20beta%202/DS2BW_Adepts_Logic_Beta_1x-A.ds2res -- there are additional problems with enchanting things so I will not add it to the list of files above.

Elf

Note to Sigofmugmort -- Can you with the new file look to see if the other types of weapons and armor that could accept the wrong reagents are still there?

.. but for a full explanation, what is different about or missing from (I guess deliberately) GPG's base_projectile template?

Surely not the "use_class = IST_RANGER" ? That goes in [gui] block which seems an odd place if it has anything to do with enchantability.

RSimpkinuk57 wrote:
.. but for a full explanation, what is different about or missing from (I guess deliberately) GPG's base_projectile template?

Surely not the "use_class = IST_RANGER" ? That goes in [gui] block which seems an odd place if it has anything to do with enchantability.


I agree, its a very good workaround, especially as base_bow and base_projectile are almost identical apart from one or two things like RSimpkinuk57 highlighted.

As I mentioned to bare_elf in a PM, I originally based the guns on base_projectile because I cloned them using the modified gobbot weapons which I included in Adepts. That plus the original DS1 templates were based on base_projectile as well. Using base_crossbow works just as well as base_projectile so changing the gun pack to use that instead is simply enough.

It would be nice to know the answer if for no other reason than for knowledge about how the enchanting system works in DS2. There's definitely room for improvement.

Your wish is my command :goofy:

Dwarf

bare_elf wrote:
With the help of Iryan and Dark Elf I have corrected the problem with not being able to enchant the guns, see previous posts for what was changed.
This is a link to the corrected file: http://siegetheday.org/~bare_elf/Adepts%20beta%202/DS2BW_Adepts_Logic_Beta_1x-A.ds2res -- there are additional problems with enchanting things so I will not add it to the list of files above.

Elf

Note to Sigofmugmort -- Can you with the new file look to see if the other types of weapons and armor that could accept the wrong reagents are still there?

only reason I suggested projectile is cause a projectile is not a weapon or armor, its mainly ammo shot from an weapon or armor... the game has certain ap classes and use classes, that the reagents can attach too...
a new weapon base template can be made if need be, if the projectile isn't held right in the hands, by telling the weapon what weapon bone to use, if for instance the crossbow uses different hands than a dragon gun etc... but the weapon needs to be a weapon class-use class the game knows about, so the guns may not been recognized since the game doesn't know how to put the reagents in projectiles that don't have a class to use.

could edit the the base_projectile too but I think without the use class like ist_fighter, ist_ranger, ist_mage, the default [gui] use_class as per components.gas is ist_none, so if its none then anything requiring fighter, ranger, mage wont attach....but by making it require ist_ranger for the projectile it wouldn't be a mage or melee projectile, not sure if any mage or melee uses projectile though, so may not hurt.

can also just add the [gui] use_class to each and every gun but... probably simpler to just put it in the base weapon, so less edits.

I doubt what I have said makes since, but that's my understanding of the reagent_definitions and reagents.

I never really got into reagents while playing cause most of the stuff found in game was usally better stats than what recipes etc made... however there are some reagents that have good resistances, magic find, etc that could make better armor etc if enchanted.

I think what you said makes sense to me about projectiles not being an actual weapon but something shot from an item. that is what had me confused since it appears as iryan said to work for the goblin gobot weapons, anyway it now works. thanks

Elf

UPDATE

I added use_class = IST_RANGER to the gui section of the 10 gun templates. I did not want to add the use_class to the base projectile template as there are some Adepts Weapons used by mages (staffs) that use projectiles (things from LoA Revived).

This works exactly the same as replacing specializes = base_projectile; with specializes = base_crossbow_template; things look exactly the same, work exactly the same and in both cases the weapons can be enchanted.

UPDATE 2

I changed use_class = ist_ranger; to use_class = IST_ALL; because I am thinking of doing something else with the guns. All works just fine, moving on to another addition to the guns. Hope it works.

UPDATE 3

My idea worked now I have guns that work for all classes of characters. Does not matter if they are a mage, a ranger or melee fighter. they can all pick up any for the guns in the adepts mod and use them so long as their level is high enough. This might be a good idea and it might also be a bad idea. So let me know what you think.

I did most of the testing of the weapons using a cat mansion girl, forgetting that the boys carry a cross bow differently. Hope no one has noticed that they tend to shoot themselves in the hand when using a glock or uzi okay with longer guns like ak47 and shot gun.
:P

Elf

bare_elf wrote:
I think what you said makes sense to me about projectiles not being an actual weapon but something shot from an item. that is what had me confused since it appears as iryan said to work for the goblin gobot weapons, anyway it now works. thanks

Elf

UPDATE

I added use_class = IST_RANGER to the gui section of the 10 gun templates. I did not want to add the use_class to the base projectile template as there are some Adepts Weapons used by mages (staffs) that use projectiles (things from LoA Revived).

This works exactly the same as replacing specializes = base_projectile; with specializes = base_crossbow_template; things look exactly the same, work exactly the same and in both cases the weapons can be enchanted.

UPDATE 2

I changed use_class = ist_ranger; to use_class = IST_ALL; because I am thinking of doing something else with the guns. All works just fine, moving on to another addition to the guns. Hope it works.

UPDATE 3

My idea worked now I have guns that work for all classes of characters. Does not matter if they are a mage, a ranger or melee fighter. they can all pick up any for the guns in the adepts mod and use them so long as their level is high enough. This might be a good idea and it might also be a bad idea. So let me know what you think.

I did most of the testing of the weapons using a cat mansion girl, forgetting that the boys carry a cross bow differently. Hope no one has noticed that they tend to shoot themselves in the hand when using a glock or uzi okay with longer guns like ak47 and shot gun.
:P

Elf


So it seems the use_class is important in determining enchanting requirements for items.

You can still use the equip_requirements line in the GUI block to restrict usage of items to a desired skill even if use_class = 1st_All or at least I believe so. Or any combination of use_class and equip_requirements. The game should tell you the requirements either when you select the item in your inventory or try to equip it.

There's issues with the guns even with regular characters. I've never used them in DS1 so I don't know if they were handled in a more realistic way or not. There's also a much larger gun mod available on Gamefront, (GUNsiege) but I never tried working with it as its tank protected. There's also the Copperhead: Retaliation Mod for DS1 which also featured futuristic weapons but again not open source.

Replaced Logic_Beta_1y with Beta_1xa and my Resources are Beta_1y.

The reagents now have the same values/restrictions as in Broken World and work as such BUT a few weapons vanished such as the Electrode Cannon, and all other ranged weapons and for some reason the Galaxy and Star scorcher either in all 3 sellers

Dwarf

You know, It's way above my skill level but I wonder if you could make a Catmansion version of DE'S Gnome using the animation of say the Summon Beachgirl? :silly:

sigofmugmort wrote:
Replaced Logic_Beta_1y with Beta_1xa and my Resources are Beta_1y.

The reagents now have the same values/restrictions as in Broken World and work as such BUT a few weapons vanished such as the Electrode Cannon, and all other ranged weapons and for some reason the Galaxy and Star scorcher either in all 3 sellers

Dwarf

You know, It's way above my skill level but I wonder if you could make a Catmansion version of DE'S Gnome using the animation of say the Summon Beachgirl? :silly:

that's not good that they vanished, hope u didn't save after they vanished..anyways...permission is granted to make a catmansion giant and gnome with or without the beachgirl, I think I would like to see one of those too lol, shouldn't be too hard as they use the human heads anyways, they are just resized humans. I would like a gnome that is not sure what the correct politically correct word is but, a little bit chunkier than the dwarves if the resizer can do that to the bodies like it does the heads...something similar to a WoW Gnome http://www.wowwiki.com/Gnome look wise but alas I will keep dreaming, I really need to fix the giantgnome mod and use the half giant and dwarves instead of humans, maybe a hybrid version with dryad lady gnomes and giants would work better, I just wish they were more chunkier to represent us heavy set people.

sigofmugmort wrote:
Replaced Logic_Beta_1y with Beta_1xa and my Resources are Beta_1y.

The reagents now have the same values/restrictions as in Broken World and work as such BUT a few weapons vanished such as the Electrode Cannon, and all other ranged weapons and for some reason the Galaxy and Star scorcher either in all 3 sellers

Dwarf

:silly:

Part of the problem might be that there are some issues with resources beta_1y. I also know that logic beta_1x and logic beta_1xa will have conflicts with resources 1y. I went back to version 1x about two months ago because there where some major issues with things not functioning correctly with version 1Y. You might have better luck going back to resources 1x

Elf

iryan wrote:
You can still use the equip_requirements line in the GUI block to restrict usage of items to a desired skill even if use_class = 1st_All or at least I believe so. Or any combination of use_class and equip_requirements. The game should tell you the requirements either when you select the item in your inventory or try to equip it.

All of what you said is quite correct. You can use ist_all and equipment requirements to nature so that whatever the item is it is restricted to a nature mage. setting use class to all and equip requirements to uber (or leaving equip requirements out) will allow an item to be used by any character regardless of class. The game does tell you what the requirements are when you point at the item in your inventory a store inventory and when you attempt to equip it. I have been playing around with both use_class and equipment_requirements other things. For example I was able to create a sword that only a nature mage could use and have the skill points go to ranged. could really create some weird items by mixing things about.

Yes using ist_all and setting equip requirements to a specific class like ranged the item can only be used by a ranger. The same would be true if you set ist_ranged and equip requirements set to uber.

Elf

From Logic.ds2res\world\contentdb\templates\interactive\rgt_reagents.gas
[t:template,n:rgt_jagged_arrowheads]
[common]
{
screen_name = "Jagged Arrowheads";
description = "Can enchant ranged weapons.\n";
}
[magic]
{
reagent_definition = reagent_jagged_arrowheads;
}

which matches up with Logic.ds2res\world\contentdb\reagents.gas
[reagent_jagged_arrowheads]
{
object_types = ranged;
skill_types = ranger;

Guess it must be this last that the weapon's use_class = IST_RANGER (or IST_ALL)satisfies.

First it is a wrench. It used to be Melee, but I did a bit of playing, see if you can figure out what it does now and what class of character it is for.

[t:template,n:st_mg_wrench]
{
  specializes = base_mage_staff_template;
  doc = "fire_bat1";
  [aspect]
  {
    model = m_w_stf_wrench;
    [textures]
    {
      0 =  b_w_stf_wrench;
    }
  }
  [attack]
  {
  skill_class = combat magic;
  damage_min = 2.85 * (3.4 + 0.74 * #item_level)*9.25;
  damage_max = 3.35 * (3.4 + 0.74 * #item_level)*9.25;
  reload_delay = 0.67;
  }
  [common]
  {
    screen_name = "Led's Wrench";
  }
  [gui]
  {
    inventory_icon = b_gui_ig_wink;//b_gui_ig_i_w_stf_fire1;
    inventory_width = 1;
    inventory_height = 1;
    equip_requirements = combat magic:#item_level-2.0;
    use_class = IST_ALL;
  [magic]
  {
    [enchantments]
    {
      [*]
      {
        alteration      = alter_intelligence;
        value        = 48;
        description      = "+ Intelligence";
        duration      = #infinite;
        is_permanent    = true;
        is_single_instance  = false;
      }
      [*]
      {
        alteration      = alter_mana_recovery_unit;
        value        = 0.1;
        description      = "+10% Mana Regeneration";
        duration      = #infinite;
        is_permanent    = true;
        is_single_instance  = false;
      }
    }
  }
  [pcontent]
  {
    [base]
    {
      item_level = 7.0;
    }
    [var1]
    {
      item_level = 25;
    }
    [var2]
    {
      item_level = 40;
    }
    [var3]
    {
      item_level = 53;
    }
    [var4]
    {
      item_level = 62;
    }
  }
}

Elf

Heya, helluva mod! I loved it on DS1, and loving it on DS2 :dance1: :dance1: :dance1:

But, Why I can't create Half-Giants or Dwarfs? It isn't on the works yet, or maybe it was something wrong on my game?

I have the legendary mod installed with this, and I'm using the Separate Modules(The custom folder didn't work, it said I didn't had the broken world, even w/ me having it(Using steam fix).

So yeah, don't know if this was the right place to comment, but here it goes ><"

Love you guys, just love you all!!!!

chaoruge wrote:
Heya, helluva mod! I loved it on DS1, and loving it on DS2 :dance1: :dance1: :dance1:

But, Why I can't create Half-Giants or Dwarfs? It isn't on the works yet, or maybe it was something wrong on my game?

I have the legendary mod installed with this, and I'm using the Separate Modules(The custom folder didn't work, it said I didn't had the broken world, even w/ me having it(Using steam fix).

So yeah, don't know if this was the right place to comment, but here it goes ><"

Love you guys, just love you all!!!!


Note Adepts can not be played without Dungeon Siege 2 Broken World being installed.
So we can give you a hand please answer the following questions.
1. What version of windows
2. What version of DS1
3. What version of Legends of Aranna
4. What version of broken world
5. The steam version of DS2 has the same version number as broken world retail so you must change to a DS2.exe that has the correct version number.
6. Also please post a full list with version numbers of all the files in your ds1, ds1 legends of aranna, DS2 and broken world resources folders.
There are several problems when working with the steam version of the game to do with steam versions of each game, incorrectly modified files and so on. The more data you can provide the faster we can find an answer if one exists.

Thank You
Elf

So I got myself an copy of DS 1/LoA and DS2/BW with a friend and could use the adept installer without problems, and that answered my question about dwarves and half-giants as not being in the character creation.

As said before, thanks a lot guys for these mod and the legendary mod, they are awesome, you guys are awesome <3

Went from Y back to X and of course had a glitch

"They're coming to take me away HA Ha, They're coming to take me away Ha Ha, Ho Ho, He He. To a Happy Home where life is Beautiful all the time.And I'll be happy to see those nice young men in there clean white coats and they're coming to take me away"

Insane Dwarf

Siggy I hate to tell you this, that place where the keepers wear clean white coats is here. We are all inmates of the funny farm and from time to time in lucid moments we all realize that this world we live in is just an imaginary mix of our intertwined minds dreaming a world called earth. I know it can be just a bit scary when you realize that Aranna is the real world and you have the ability of changing the outcome via modding. So then we attempted to change Earth in the same fashion and the men in the clean white coats put us back in our shackles and lock us back in solitary with pen and paper to mod another mod.

Elf giggle giggle Insane snort giggle giggle.

Shadow Watcher's picture

I was just wondering if you where going to update Adepts so that the Legendary Mod's Maps can be played? No rush I know you wish to finish the maps except for bug fixes before anything else.

I was also wondering what ever happened to Training of the Hero, Search for the Past, Realm of Kings maps for DS2?

Shadow Watcher wrote:
I was just wondering if you where going to update Adepts so that the Legendary Mod's Maps can be played? No rush I know you wish to finish the maps except for bug fixes before anything else.

I was also wondering what ever happened to Training of the Hero, Search for the Past, Realm of Kings maps for DS2?


Yes I certainly plan on updating Adepts when work on the Legendary Mod has finished, see the post on the Legendary Mod's thread for current progress. I enjoy playing Adepts more than DS2, even with the Legendary Mod installed.

The same for the third party maps and that includes released maps as well ( unreleased as far as being playable in DS2 ).

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