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Deprecated function: The each() function is deprecated. This message will be suppressed on further calls in remember_me_form_alter() (line 78 of /var/www/siegetheday.org/sites/all/modules/contrib/remember_me/remember_me.module).

DS2: BW Mod development

Discuss modifications of DS2: BW here.

Reporting problems - Please Read

First let me say that we the mod makers are thankful that people report problems that we may not have found when developing our mods. To help us solve your problems make sure that you have first verified that you:
1. Have the latest version or versions of the Dungeon Siege Game the mod works under.
2. That you have the latest version of the mod you have problems or questions about.
3. That you have followed the installation instructions in the readme file for the mod. As this will tell you how and where to install the files and point out any known conflicts with other mods.

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).

Help with code

Hello. I would like some advice on what to do. I'm making an ability for the tree boss from the second act, but it doesn't work. The idea is this: it fires roots that move back and forth like a boomerang for 20 seconds. I did this, but there is a problem that the direction vector is attached to the boss. That is, when the boss turns and starts walking, the roots begin to move with him. How can this be fixed?
I understand that the problem is in the line

WorldFXMgr.AttachTargetToGo(BaseTarget$, sfx_catalyst$);

But I don’t know what functions are and what they mean.

item modifier count

I tried to change the number of modifiers on the item (file pcontent.gas), but it does not want to become more than 4. It is written that this function is called in pcontent.cpp, but I cannot find such a file. Can something be done about it?

int calc_modifier_count$( ePContentType type$ )
{
int count$ = 0;
if ( item_class$ == rare )
{
count$ = GoMath.RandomInt( 4 )+4;
}
else // Non-Rare Item: 0-2 Modifiers
{
count$ = GoMath.RandomInt( 4 );
}

return ( count$ );
}

Question on creating Tank files for DS2/BW

Hi all,

I have a question regarding making mods or creating a Tank file/dsres file for DS2/BW.

I wanted to tweak the skills a bit (i.e. % or numbers per skill point etc.) and wanted to make my own little mod for this.
Downloaded the DS2 Toolkit and successfully extrated the passive and active skills files, made my changes to the txt. and saved it.

Monster Level Adjustment Mod

Hi fellow Siegers,

I have a question about this mod.
Is it possible to deactivate the max lvl 303 and skilllvl 300 that comes with this mod?
The readme says there a configure options for this mod too, but both links to a description are broken.
Would be nice if someone provide me with those options.

Thanks for replies!

Modding: Replacing Spellbooks Without Replacing Spells?

Hey everyone! I'm a long-time DS2 player, but fairly new to DS2 modding. Back the day, I would just combine mods or work with textures. This time, I'm taking a more holistic approach. I'm aiming to make my own personal-use "hotfix" to add bug fixes and quality of life improvements to the game. (I might post it one day if I get permission to add in the bugfixes I'm borrowing from other mods.)

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