DS1 Legendary Mod for DS2 Beta Thread
Submitted by iryan on Tue, 2012-04-24 23:39 | ||
This thread is devoted to comments, bug reports and fixes and discussion about the DS1 Legendary Mod for Dungeon Siege 2 and Dungeon Siege 2: Broken World. Full version Installer version DS2 Legendary Mod v1.01 at MODDB Split version Installer version Hotfix for fades issue in Kingdom of Ehb v1.01 Please note that the mod must be installed in the Dungeon Siege 2 resources folder even if you own Broken World. Unexpected glitches will occur if you don't. The installer version also includes a number of min-mods and a simple mod manager to enable them, which isn't available if you download the mod as separate modules below. Here's the links of all required files for the full version as separate modules; Please note that the DS1 Content Pack is included within the mod but for reference here's the separate download link; Mod Game Manual Current Readme for KillerGremal Mods This mod allows players the opportunity to play Kingdom of Ehb, Utraean Peninsula, Legends of Aranna and Yesterhaven from the original Dungeon Siege in Dungeon Siege 2 and it's expansion, with all the benefits that provides. Think of it as more of a remastered version of the original Dungeon Siege than a mere port to a newer engine. The mod is based on Killergremal's original work on the Utraean Peninsula, Kingdom of Ehb and Yesterhaven, found at this thread; https://siegetheday.org/?q=node/1330 Elys All*Saves or Elys' Succubus Manager is recommended to play the mod, which most users of this site probably already use. However either use v1 of All*Saves or turn off the seefar option in the launcher as the mod incorporates seefar moods directly in the maps for better balance without the glitches and distortions caused by using a too high a level of seefar in the launcher. Version 1 of Elys All*Saves is distributed in the installer version in original DS2 (v2.2), Broken World (v2.3) and Steam versions. Partial Language Translations Forum Threads for KillerGremal's Mods +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Please put any comments, suggestions, reports, etc. about user made maps into that thread rather than here. All maps should be fully playable from start to finish but please expect bugs as they are still only alpha versions. forums: |
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Hi iryan,
Never mind about the portal, it's just happened once though
Also about MLA, well, since I have already workaround for this, I don't mind to do this workaround
I've just finished Kingdom of Ehb last night and continue to Utraean.
Is it because Utraean a multiplayer map, so it doesn't have a yellow arrow on radar to tell you which direction you need to go?
I notice that Merik's Staff has its bonus Intelligence grows as the char level up.
So, I look up to Legendary Mod readme and notice, there are other items like Merik's Staff that can level up as your char level up, like Starlight Vesture, Lord Hovart's Blood Armor and Staff of Stars.
From Google, I found that Lord Hovart's Blood could be found in Utraean and Staff of Stars from Legend of Aranna map.
How about Starlight Vesture? What item is it? Is it a weapon?
Does anybody can give me the stats about these three items?
Cheers.
There's no quest arrow at the start of the Utraean Peninsula, that's true, you need to talk to the Priestess in the Church to start the main quest. Perhaps if it started with the Intro it would be better but nobody had commented on it until now.
Its also true that in Beta32r, the special unique items did level up with the player but that has now been altered in Beta32s so instead the player gets a powerful levelled version instead, just like in DS2. Overwhelming feedback was that it was unbalancing.
The Starlight Vesture now should be spawned if you choose to take Merik in your party when you rescue him in the Arctic Caverns. Otherwise he holds onto it. It's an useful robe.
Stats are difficult as they depend on your level when you spawn them. They are meant to be roughly equivalent to DS2 unique weapons and armor. They are given as rewards for completing quests or for exploring the map and finding secret areas.
As the number of bug reports and comments have slowed down, I thought it would be time to start thinking of how to distribute the mod. I plan to release one last public beta with a proper installation program before the version 1.0 release.
To this effect, I've prepared a small test setup program which contains everything the full installer will but drastically reduced in size for the purpose of testing the installation routine.
http://www.siegetheday.org/~iryan/files/Betav33/DS2_Legendary_Mod_Beta33a_Test_Setup.exe
So all mod files except for a hotfixed MLA mod (with the CGC Tutorial map reference in the Menu removed) have been left out to reduce the size to just over 1Mb. The full installer will be 918 Mb in size. I want to save everyone having to download such a large file until it has been proven that the installation program will work on a variety of computers and different levels of knowledge. Ah, it also includes the installer for version 1 of Elys AllSaves for Broken World. The DS2 version of AllSaves has been left out for now as its incompatible with the Steam version of DS2 (even if you use a registry hack to allow it to find DS2).
So what to expect when you use the setup program?
After an introduction and the EULA, a check is made for the presence of either Dungeon Siege 1 or Legends of Aranna. It shouldn't matter if they are retail boxed versions or the Steam version of Dungeon Siege 1 (there's no Legends of Aranna version on Steam). If this check fails, you won't be able to install the mod and installation will stop here.
Next a dialog will ask you where Dungeon Siege 2 is installed (the setup program no longer does this automatically as the Steam version of DS2 doesn't have registry entries). It defaults to the expected location of the Steam version of DS2 (C:\Program Files (x86)\Steam\steamapps\common\Dungeon Siege 2). So if you have Dungeon Siege 2 installed anywhere else, you'll need to use the dialog browser to locate it.
After confirming the above, installation will occur and it should be quite fast as there's no conversion of DS1 assets anymore. Everything is included in the mod. I'm hoping this will make the mod a lot simpler to install while still satisfying copyright protection concerns though the version checks for DS1 or LOA.
Then the main readme as well as that of the MLA mod will be displayed. A message will also alert users that these readmes as well as others are located in the docs folder installed in the DS2 folder.
Finally an option will come up to install version 1 of Elys AllSaves for Broken World. If you are using version 2 and have no issues with it, then ignore this option. Otherwise you can install this launcher while ensuring to remove version 2 if you already have it installed.
So please let me know if there's any issues with the installer. I did try it in various folders and with DS1 and LOA disabled (or one or the other enabled) to test the behaviour of the installer but I've probably forgotten something. Thank you.
Tried out the new installer iryan and it seems to work just fine. Seems very easy to use and the docs folder with all the relevant read-me files and update logs is very nice as well.
I am still having issues with the monsters because they stop leveling at 27 even after the MLA hot fix. When you have time in your busy schedule would you look at my last post?
Thanks
I decided to check the problem in a little more detail, because the only thing that has changed is Yesterhaven and the Logic file updated to 32s. I started up my party that was created in Yesterhaven 32s and put them in the Utraean Peninsula SE map all the monsters are level 26 and 27 no matter what part of the map I journey to, even though the party averages level 70. Next I started up my Level 80+ test party and took them into the Utraean Peninsula SE map and set the MLA mod to All. The monsters in this case where leveling correctly. The only difference in the two parties is that one party was created on the Yesterhaven 32S map and the other party was created on the Kingdom of Ehb DS1_Map_World_Beta31p map. So I think I will create two new parties one with the Yesterhaven 32s map with just the primary character and the first NPC. Then create a second party of two from the Utraean Peninsula 32r map and then boost both parties to level 70 using MyTestMap. Then run both parties through Kingdom of Ehb 31q
Here are the two test parties I will use to conduct the leveling test.
Party 1 Created using Yesterhaven 32s
Alice (Human) level 75 Senior Evoker
Fiathna (Dryad) level 75 Senior Evoker
Party 2 Created using Utraean Peninsula SE 32r
Becky (Human) level 75 Senior Evoker
Tiahna (Dryad) level 75 Senior Evoker
All party members from both parties are carrying the same spells and using the same armor and bow.
I will run the Kingdom of Ehb Map up to the first save point watching the monster levels.
UPDATE: Both parties from the start of the map to the Crypts of the Sacred Blood Showed monsters leveling with the party. So the majority of the monsters where between 74 and 80 so the problem must be with The four member party that I played Yesterhaven with. So I will next run that party that I was having trouble with through the Kingdom of Ehb 32q Map.
UPDATE 2: Party with the problem
Erika (Elf) Level 71 Arch Warder
Fiathna (Dryad) Level 71 Arch Warder
Shalindra (Elf) Level 71 Master Sharpshooter
Tiahna (Dryad) Level 70 Master Sharpshooter.
When they ran the the Kingdom of Ehb Map with MLA set to ALL they never encountered a monster between the start point and the Crypts of the Sacred Blood higher than 50. So I now wonder if it is a difference as simple as the 3 parties that have correctly leveling monsters all have a human as the primary character, where as the party that has monsters leveling correctly has a leader that is an Elf. I will next create a party using Yesterhaven 32s that has an Elf Leader and Fiathna (Dryad) and see what occurs.
UPDATE 3: Party with Elf Leader Started from Yesterhaven 32s
Abby (Elf) Level 77 Senior Evoker
Fiathna (Dryad) Level 77 Senior Evoker
All monsters are leveling correctly with MLA set to ALL. Monsters from the Start point to the Crypts of the Sacred Dead where between 76 and 78, tracking the characters level very nicely.
Next I wondered if it was the number of characters in the party. So I will do a test run using my Six member party with 2 characters placed in the inn.
UPDATE 4: Well that is not it either. It appears for some reason that Erika's party is defective, So I will remove the party from my play list and play a game within the Kingdom of Ehb 32Q with one of the new parties I created tonight.
Oh well, I just went to the Crypt to find the first stone because the quest was there in the journal.
I'll look into the Priestess again when I played Utraean.
Since I was wondering about Staff of the Stars, I went into Legend of Aranna map last night.
I must say that I used wrong terms for these unique items.
What I want to know is the modifiers of the items, such as Increasing X Intelligence, or +% Combat Damage.
It doesn't have to be the exact stats given at that time.
As Merik's Staff gives a whooping bonus Intelligence, I find it is difficult to swap this staff with other weapons.
As for Merik, I just passed him by because I used all Female Mages party, so farewell to Merik.
I'll look for him again to see what modifiers Starlight Vesture robe gives.
So, in Beta32s, these unique items will have their maxed stats when we first obtain them?
Is that what you mean?
If I replace Kingdom of Ehb maps with 32s version, these items will be adjusted automatically to their most powerful version?
Another question.
Considering Legendary Mod has several maps, if I used the same party for all of them, is it possible to achieve more than level 100 for the party?
No, what I mean is that the unique items will be spawned at a defined level that is linked to your hero's level.
For instance with Merik's staff, at level 12 it will spawn with +6 intelligence, +15 to mana and 3% mana recovery amongst some other stats. At level 27 it will spawn with +12 intelligence, +34 mana and 6% mana recovery.
At level 97 it will spawn with +42 intelligence, +275 mana and 20% mana recovery.
I can't possibly give you a list of all possible variations as there's 20 per unique item. Suffice to say that whenever you obtain one it is meant to be very useful at that time but gradually become obsolete as you gain levels and find better loot.
You should definitely get close to level 100 and possibly exceed it should you also play DS2 and Broken World. If you use another mod like the level 300 mod, your levels should get well pass level 100 if you play all the maps possible.
That would definitely be an interesting challenge for players and I think everyone would like to hear the result.
I would have a suggestion in the gimmick domain : what about including some references to the movie ("In the name of the king : A Dungeon Siege tale") at key locations of the Kingdom of Ehb and Utraean Peninsula campaigns ?
I am not the only one to think and say the movie was not that bad, especially if you compare it to it's sequels...
LoA: with MLA on local vs level 58 and 71 parties levels start at 35 but with MLA on all monsters were even with party.
Yesterhaven: pre-gen level 39: MLA on Local level 24 krug, MLA on All: Krug start at 24 then jump to 39 near the Health Bush.
Basically I cannot state any oddities from my side. But it's not excluded that there is a flaw inside that hasn't been found before.
The distorted levels at the beginning of each map is due to the adduct ratio.
Normally its set at zero but for the beginning levels in each map its set at something like 0.6. This means monster levels will be adjusted 60% towards the party's levels. This is so that a new player doesn't randomly come up against a level 5 or 6 monsters when they are only level 3.
However for an experienced party at say level 40, this will adjust monsters to something like level 26.
This is probably what's confusing people.
I'll have to think on it but remember local mode is meant for new parties only. It would be nice if it could be set so that it wouldn't operate if the level difference between the local regional table and the party's level was too much, so that All mode was automatically set instead.
Kingdom of Ehb 32Q
Monster Level Adjust Beta 5S ALL Mode
DS1_Mod_Logic_Beta32S
DS1_Map_World_Beta32q
Unified Objects, Sound and Voice
Broken World AllSaves See Far Hack set to off
Save Location
Stonebridge
Quest Log
Primary Quests – Seek Gyorn in Stonebridge
Secondary Quests – Clear Edgaar's Basement
Comment Log
1. Quests Completing correctly.
2. Monsters leveling correctly. Tracking high level party perfectly
3. Radar looks good so far.
4. Quest arrows to this point seem to be working correctly.
5. No problems hiring people. However I am being selective in who I pick
Party Members
Abby Level 87 Senior Evoker (elf)
Fiathna Level 87 Senior Evoker (dryad)
Naidi Level 86 Master Sharpshooter (elf)
Ulora Level 87 Grand Magus (elf)
And I was so happy to find Merik's Staff and Illicor's Staff that they both gave me more than 100 Intelligence by the time I got them at level 60 and 70
I guess I'll stick with Lich's Hands for a while when I played 32s
I'll use Phoenix's level 300 mod if my party had reached level 100. So far, I just completed Kingdom of Ehb, and halfway through Legend of Aranna map with level 78 party members.
I plan on making a series of mini-mods for the Legendary Mod once its released so users have more control over the parameters of the map and this could be one of them - a mod that restores the old levelling type unique items.
I believe the problem with the level 300 mod is that once near level 100, you stop getting good drops and the equipment you're wearing starts to become less and less useful. This is where the levelling items would come into their own. God knows what the stats of some of these armors and weapons would be once you get to level 150 or 200.
Naturally you would also need the MLA mod so you could still get useful experience from the monsters.
Try this small mod where all the local regional tables have their adduct levels removed. The monsters at the start should be very low levels with the local mode set and your parties' level when the MLA mod is set to All mode.
http://www.siegetheday.org/~iryan/files/Betav33/DS1_Mod_Test_Regional_Beta33a.ds2res
It will make the starting regions a little harder - in Ehb and LOA you will strike some orange level monsters before you hit level 1.
In actual fact it may be useful to make the start of Legends of Aranna level 3 like with Yesterhaven and the Utraean Peninsula as the hero is supposed to have trained as a warrior and been descended from warrior parents.
Only in Kingdom of Ehb does the hero actually start as a newbie. Even then you never know the heroes past before the events of the game. A bonus or perhaps weakness of having an unknown and unnamed hero.
I noticed awhile back in some screenshots that there were potions or something displaying the location you are. Could someone tell me how to do that? I found a few bugs
The location marking is done by holding down the alt and ctrl keys and dragging a health potion onto the location of the problem and then releasing the alt and ctrl keys. This will give the map location. Take a screen shot or write down the location. I normally do both. then pick up the potion so you can use it later.
QueenEmi, just open your inventory, put the mouse pointer over any health potion, hold down ctrl+Alt and left-click. If you do that with a Mana potion it marks the mood
You can also get the potion back just pick up the marker
:jawdrop: Bare_Elf and I answered at the same time and she is logged on twice :silly:
Actually you can set a negative adduct value too, trying to maintain the value of the local table widely but tipping then towards player's level if the difference is too big. So the absolute adduct value (unsigned) rather defines then how fast this tipping will happen.
As far as I have my tests in mind, this works quite OK if the level difference between is either small or very big, the adjusting transition between however is not really satisfying.
Alright so here's the list. All of my files are up to date with the latest betas portrayed on this page.
DS2 Version: BW 2.3
Map: Kingdom of Ehb (DS1_Map_World_Beta32q)
Mod/s: Aranna Legacy Alpha-3s, BW Playable Utraeans
1. Deer move really slow when they run. I noticed this on multiple occassions on the path leading to the Crypts.
2. When speaking to a Necromancer (or actor with the same properties) the word "shall" is mispelled "shell". First noticed this when speaking to the statue placed outside the starting farmhouse.
3. Sometimes Krug will stand still and let me kill them. It doesn't happen all the time though.
4. When completing the Edgaar's Basement mission (fh_r1, -0.970 / -3.650 / 1.250 / 0x32cab6b9), when you speak to him again he is supposed to give his thanks and two potions.
5. After death, when you revisit areas where quest items were (shiny areas) they are shiny once again. I haven't checked on this though since a month ago. Could someone else look into that?
6. Mimic in secret area beyond the bridge is broken and attacks immediately when you get near it instead of by opening it.
7. Level Adjustment kills me way too fast when it's on Local. Keeping it on All provides a more normal gaming experience for me.
8. Snappers at this pond (fh_r1, -1.815 / 0.641 / 3.645 / 0x048ba5cf) never acknowledge me lol.
9. This location (path2crypts, -1.302 / 0.000 / -1.611 / 0x50119385) has a small little crack where the regions join in the radar map.
So far, this is where I left off until I can find more time.
It only needs one key not two held down when you click or while you drag and drop - AltGr, that is the other alt key to the right of the space bar (on my keyboard).
Finally got back to this. MLA Local, Loren as Healer, Gyorn,Gloern,Rusk, and Magni as Fist of stone.
Entered subterranean river level 23, made level 24 at first DC
Lungers are VERY tricky to handle with Melee.
Monsters were mostly level 26 with a few 24 and 27 except for this guy (party level 23)
Iryan: A reminder since it's been a few posts: Upon entering the Arctic Caverns the Quest log for Finding Merik says Enter the ALPINE Caverns.
That Works very nicely, Only one key to hold down. Thanks RSimpkinuk57
If you re-download this small mod, I've adjusted the local regional table for Ehb so hopefully it will be more balanced for you.
http://www.siegetheday.org/~iryan/files/Betav33/DS1_Mod_Test_Regional_Beta33a.ds2res
I have fixed the Alpine Caverns reference in the new update yet to be released.
Thank you QueenEmi and welcome to the world of Beta Testing. Your contributions will be greatly valued.
1. I'm aware of the deer and it should be fixable. Probably is an animation speed issue as there's none defined. Their average move velocity is quite fast (or should be). The same quirks occur with the rabbits and don't mention cats as they have no walking animations. These haven't been reported before so haven't been prioritised.
2. Quite correct and all should be fixed in next update.
3. Been reported before and generally occurs because of the old ds1 style ai paths commands breaking down. I've fixed a bunch of these for the next update.
4. Edgaar's thank you speech has been restored for the next update and by popular request he will now give you some potions.
5. Again something I know about but not been reported before. I believe I need to add the switch maintain_state = true; so that the effect will remember that it's been deactivated when it leaves the world. To be implemented and tested.
6. That mimic has been replaced for the next update by one of KillerGremal's new mimic template in the latest version of his mod. I've tested it and it works (also it will now have the correct level for the area) but leaves behind a chest body when its killed (instead of exploding).
7. The local table has been revised for Kingdom of Ehb, see previous reply and download for sigofmugmort.
8. I'll check that out.
9. There's a few of those in the various maps. I have no plans for fixing them as the results vs amount of time required to be invested is so small.
I have very restricted time available to me to work on the mod so some things will never get completely fixed. Many others I fix but depend on beta testers like you to report the results. The critical things I do test myself but its probably been nearly 2 years since I've actually played any of these maps properly from start to finish. Something I'm looking forward to when the mod is actually finished, Thanks.
Kingdom of Ehb 32Q
Monster Level Adjust Beta 5S ALL Mode
DS1_Mod_Logic_Beta32S
DS1_Map_World_Beta32q
Unified Objects, Sound and Voice
Broken World AllSaves See Far Hack set to off
Save Location
Glitterdelve Mine Enterance
Quest Log
Primary Quests – Seek Gyorn in Stonebridge
Secondary Quests – Clear Edgaar's Basement, Skrubb the Beach Clean, Find Ordus' Ax, Clear Glitterdelve Pass
Comment Log
1. Quests Completing correctly.
2. Monsters leveling correctly. Tracking high level party perfectly
3. Radar looks good so far.
4. Quest arrows to this point seem to be working correctly.
5. No problems hiring people. However I am being selective in who I pick
6. I have noticed the Deer and other animals like rabbits, donkeys, dogs moving slowly. Never paid much attention to them as I thought that was just the way they moved.
Party Members
Abby Level 88 Senior Evoker (elf)
Fiathna Level 88 Senior Evoker (dryad)
Naidi Level 88 Master Sharpshooter (elf)
Ulora Level 88 Grand Magus (elf)
Gloern 87 Grand Deacon (Dwarf)
2.2, Mod Logic Beta32s, World Beta32q, MLA Beta5s Local Monster-adjust-declared. Contents Alpha11a and SE_Beta32k, All*Saves v2 (seefar off).
Kq11 (old issue never fixed). Drevin's Hammer does not save properly - if player has it when game is saved they no longer have it when same game is reloaded. It has not been changed into anything else, there is nothing left where it was. This applies regardless of whether it was in the stash vault, in hero's inventory, or in hero's hand as equipped melee weapon.
I'm wondering, could this be due to something GPG did deliberately, because they wanted the weapon to be for use in the Greilyn Beach tutorial only? If so then the bait in the Crypts' third secret area had better be made something else. A player could reasonably save game on arriving in Stonebridge intending to visit shops in next game session and expecting Hammer to survive for selling.
Kq12. (old issue repeated for the record but I believe one you'd had enough goes at fixing, iryan, without success) - when Alanna gives quest to Skrubb the Beach Clean her orange ! quest-giver overhead changes to grey ? as it should, but has failed to become orange ? when player has finished the task and reports back as per the new task received.
Kq13. (old issue not fixed) Skrubb the Beach Clean is sometimes impossible to complete because the northernmost skrubb's generator-trigger is unreliable. [Really impossible? - I must try save-and-reload as a last resort.] Suggest deleting it and having only four.
Kq14. (low priority) Alanna's convo portrait has right hair color but wrong hairstyle.
Kq15. Owen's portrait in shop-for-pets screen differs from his portrait in initial convo screen.
Kq16. Stonebridge has an enchanter but does not have a reagents merchant.
Kq17. Naidi recruits successfully except that her voice clip played is the wrong one - "come back with more money" - not matching the displayed convo. (No such problem with Rusk or Zed)(old issue never fixed, from which I believe the required fix is to use s_v_bt_naidi2 not s_v_bt_naidi3)
Kq18. Inconsistent name for DC outside the Wesrin Cross entrance: when activating it player sees "Wesrin Cross LEFT-CLICK to open or use" but on reloading with it active player sees "Portal Glitterdelve Pass LEFT-CLICK" (etc)
Next DC is "Wesrin Cross Inner Keep" in the Controlling Teleporter message but just "Wesrin Cross" when one is in Stonebridge looking to use the portal.
Kq19. (old issue not fixed) First side room in Wesrin Cross (one on the left with two Krug Shamans and some skeletons) - another variation on the skeleton-atop-the-wall. Last skeleton in room must have been standing at the back next to web, walked up it and along top of wall until over doorway, took a swipe with sword at where either archer or mage (Ulora) had been standing next to doorway (yonks before, when it started up), then retraced its steps because I'd moved party over to foot of web to attract skeleton back to where it was meant to be.
Kq20. Side room on right (one with miniboss corpse and with Incantation Shrine), character can stand with legs sticking down through illusory table in SW corner SD_R1 -0.644/0.001/-1.240 0x45E969E9
Kq21. Suggestion: mention the Infect danger under Combat Strategies in the Bestiary entries for the undead monsters concerned. Incidentally, though it makes sense that the decomposing flesh of an undead corpse or zombie that characters kill can Infect (random chance) everybody too close, how come the clean bones of an undead skeleton carry the same risk? (I'm convinced they do) NB this will apply to other maps too.
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