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DS1 Legendary Mod for DS2 Beta Thread

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 Full Setup (1.18 GB)
Hosted on Goggle Drive.

DS2 Legendary Mod v1.01 at MODDB
DS2 Legendary Mod at Nexus Mods

Split version Installer version
DS2 Legendary Mod v1.01 installer (410Mb)
DS2 Legendary Mod v1.01 part two (410Mb)
DS2 Legendary Mod v1.10 part three (387Mb)
Download all three parts to the same location and run DS2_Legendary_Mod_v1.01_Setup.exe.
Thanks to MEGA Limited for hosting the file. The link goes to a separate page where the mod can be downloaded. I recommend right clicking and opening in a new tab or window.

Hotfix for fades issue in Kingdom of Ehb v1.01
Hotfix 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;
Thanks to MEGA Limited for hosting the files. Each link goes to a separate page where the module can be downloaded.

DS1_Map_Legends_of_Aranna_Beta_v1.01.ds2res (37Mb)
DS1_Map_World_v1.01.ds2res (46Mb)
DS1_Map_Utraean_Peninsula_v1.01.ds2res (74Mb)
DS1_Map_Yesterhaven_v1.01.ds2res (20Mb)
DS1_Mod_Content_v1.01.ds2res (314Mb)
DS1_Mod_Logic_v1.01.ds2res (2.6Mb)
DS1_Mod_Sounds_v1.01.ds2res (343Mb)
DS1_Mod_Terrain_v1.01.ds2res (123Mb)
DS1_Mod_Voices_v1.01.ds2res (240Mb)
Mod-DS1Map-ArhokXP-Beta5.ds2res (30.2 Mb)
Diabloish Map for DS2 Beta 2e (15.5 Mb)
Level Adjustment Mod, Beta 5t (0.8 Mb)

Please note that the DS1 Content Pack is included within the mod but for reference here's the separate download link;
DS1 Content Pack, Alpha11b (19.2Mb)

Mod Game Manual
DS2_Legendary_Mod_Manual.pdf

Current Readme for KillerGremal Mods
DS1 Content Pack Readme: http://ds2.bplaced.net/getfile.php?redict=173&type=.txt
Level Adjustment Mod Readme: http://ds2.bplaced.net/getfile.php?redict=107&type=.txt
Diabloish for DS2 Readme: http://ds2.bplaced.net/getfile.php?redict=189&type=.txt

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
French https://www.siegetheday.org/~iryan/files/Language_Packs/DS1_Mod_French_Language_Pack_Alpha_3.ds2res (138 Mb)

Forum Threads for KillerGremal's Mods
DS1 Content Pack & Diabloish https://siegetheday.org/?q=node/1330
Return to Arhok https://siegetheday.org/?q=node/1289

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Link to thread containing user made maps from DS1 that have started being converted to DS2.
https://www.siegetheday.org/?q=node/1916

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.

The MLA does not seem to work for DS2 and BW (except when playing Adepts) and the Legends maps are a ways from being caught up in Adepts

Make sure that you do NOT have the separate Catmansion girls or Catmansion boys mods if you have Adepts. The Adepts thread has the current files for Adepts.

Dwarf

Phrak Piercer in cage at Path2Crypts, 1.815/-0.385/0x555137aa level 15

Mimic across Burnt Bridge level 34

Dwarf

sigofmugmort wrote:
The MLA does not seem to work for DS2 and BW (except when playing Adepts) and the Legends maps are a ways from being caught up in Adepts

Make sure that you do NOT have the separate Catmansion girls or Catmansion boys mods if you have Adepts. The Adepts thread has the current files for Adepts.

Dwarf

Hi sigofmugmort,

According to this readme file, both Catmansion Girls and Catmansion Boys are included in Adepts mod.
http://www.siegetheday.org/~iryan/files/Adepts_Beta1x/DS2BW_Adepts_Beta_1x.txt
I don't have Catmansion Girls and Catmansion Boys in separate files Smile

From what I've tested, MLA does work for DS2 and BW, but MLA doesn't work when Adepts is installed.

I've noticed that there is a different version of Adept between "Separate Modules" and "Custom Folder", as Separate Modules has version 1x while Custom Folder has version 1i.
I've tested 1i version in Western Greilyn Jungle and the monsters' level are still green. Sad

I hope someone can post what version of files they used for Adepts, MLA and perhaps the Legendary Mods version too when he/she explored Legendary Mods maps with Adepts and MLA enabled.

Cheers.

RSimpkinuk57 wrote:

Incidentally, if one starts Utraean Peninsula on Veteran difficulty without MLA (or sets MLA to Disabled) then the first monsters around Elddim will be about levels 46 and 47. Has anyone tested the monster levels all through the map in Veteran or Elite modes without MLA?


That would be greatly appreciated as all the templates support veteran and elite levels but they aren't balanced yet.

sigofmugmort wrote:
The MLA does not seem to work for DS2 and BW (except when playing Adepts) and the Legends maps are a ways from being caught up in Adepts

Make sure that you do NOT have the separate Catmansion girls or Catmansion boys mods if you have Adepts. The Adepts thread has the current files for Adepts.

Dwarf


That's correct, the MLA mod doesn't support DS2 or BW. I did make a mod quite a while ago that enabled it for those maps and can post it again if anyone is interested (and I can find it or alternatively cook it up again from scratch - not too hard to do).

It's not recommended to play any version of Adepts with the Legendary Mod Maps as some npcs and many quests will be broken. Playing DS2 or BW should be fine.

Again you're correct in that the separate Catmansion girls and boys are included in Adepts by permission of DDlullu.

DurenChibi wrote:

Okay, correct me if I'm wrong, but to play Legendary Mod maps, you can only use Merc Difficulty, right?
As I've tried to play it in Veteran (both Veteran and Elite icons are greyed out), the game gives me message "This map doesn't support difficulty", or something like that.

Theoretically the Legendary Maps have support for veteran and elite modes just like DS2 and BW but I'm not sure if it really works. If it does then you would need to complete the map in mercenary mode before veteran is unlocked. Each map writes journal values to say that the mode you are playing in has been completed.

I suspect that this would only work in vanilla DS2 as Broken World adds additional checks before veteran and elite modes are unlocked. Probably additional code would need to be written into the gui to enable it.

Hi iryan,

If MLA doesn't support DS2 or DS2BW, do we talk about Erthos's MLA?
Because I used Erthos's MLA version 5s (without Adept at that time) to beef up the monsters' level and it worked.
What I'm trying to say is, in my case, Erthos's MLA do work with DS2 and DS2BW, but not with Adepts while playing DS2 and DS2BW.
I haven't tried disable Adept and use MLA to play in Legendary Mod maps, but I think it should work for the monsters' level to be adjusted correctly.

Errr.. I thought Adept and Legendary are compatible with each other?
Perhaps they're not compatible because Adept has not been updated yet?
To be honest, there are certain features of Adept that I really love, like:
1. Auto Engage (I still can see this mod made by LadyFemme somewhere in this forum, though I haven't used it yet)
2. New summons, especially Rogue and Viking (is it possible to extract these summons and make them as a separate .ds2res file?)
3. Cute looking characters (most of PC Games used real appearance characters, rarely I've seen anime-like characters, but if I don't see those cute little characters, I can live with that...)

Regarding Veteran and Elite difficulty in Legendary Mod maps, I suppose I'll try them later after I made another character that don't use any Adepts skin.
It pains me that I have to replay again with another character, as my character uses CatHuman race which will be gone from my party when I disable Adept to play Legendary Mod Sad

Cheers.

iryan wrote:
sigofmugmort wrote:
The MLA does not seem to work for DS2 and BW (except when playing Adepts) and the Legends maps are a ways from being caught up in Adepts
That's correct, the MLA mod doesn't support DS2 or BW. I did make a mod quite a while ago that enabled it for those maps and can post it again if anyone is interested (and I can find it or alternatively cook it up again from scratch - not too hard to do).
Just to make everything quite clear, MLA does work for both DS2 (aka 2.2) and BW game engines. The quoted posts were, I take it, discussing the maps. To avoid confusion I always write Valdis map or Valdis campaign for the map from original DS2, and haven't had to decide what I'd call the other.

DurenChibi, all my playing time on the Legendary Mod has been (deliberately, for purity of testing) on a vanilla retail DS2 installation (patched to 2.2) with no other mods except MLA and Map Selection Menu Fix as recommended here, so I cannot contribute regarding Adepts, Catmansion or anything else.

Legendary mod Veteran

Coming to this site as a DS1-lover with things still to do (not least the LoH mod) and plenty of unrelated games waiting to be played, I got caught up in this thread and started playing DS2 so as to join in the testing. I have played the first two Acts of the Valdis campaign, but never the third, so have no Veteran-ready character of my own from there with which to test whether or not Veteran levels of the Legendary Mod maps are unlocked for such a hero. What I have found is the following knack

  1. Create a new character
  2. play KINGDOM OF EHB map all the way through to defeating Gom (with the primary quest to do so ticked complete - I don't know whether or not it would matter if you'd left out any of the secondary ones)(oh, and make sure character did reach level 40 or above)
  3. Save game
  4. back in main menu, do NOT use CONTINUE, but select SINGLE PLAYER
  5. select (i.e. cycle round to) character who defeated Gom, click NEXT
  6. select KINGDOM OF EHB map
  7. point at Veteran portrait - it should show bright and clear (as opposed to shaded) - but DO NOT CLICK IT
  8. click BACK
  9. select another map, eg UTRAEAN PENINSULA SE
  10. Veteran portrait can now be selected for this map (if one does so immediately) (despite the message about it needing to be unlocked - that only holds true for the DUNGEON SIEGE II map itself i.e. the Valdis one)
  11. if MLA mod is present, work button on stash vault chest to disable it

(Do click the Veteran portrait for Kingdom of Ehb if what you want to do is go round again on that map itself.)

The Utraean Peninsula map does not unlock Veteran level that way. The other Legendary Mod maps I've played - Yesterhaven and Training of the Hero - haven't given their heroes enough levels.

As for testing Veteran level monsters for balanced levels, the question is balanced for what character? Level 40 entering the map? Level 44 (which is what I last finished KoE as)? Level (whatever one finishes Valdis campaign plus its BW extension as)? Anyway I've an adventurer at Stonebridge in KoE 32q and have still to start UP 32r, Yesterhaven 32s and LoA 32p.

Using the current version of MLA, the 1x version of Adepts and the current versions of the Maps I could not get the monsters to track the player levels with either MLA set to All or Local
Elf

bare_elf wrote:
Using the current version of MLA, the 1x version of Adepts and the current versions of the Maps I could not get the monsters to track the player levels with either MLA set to All or Local
Elf

Very strange, both local and all modes were working for me with version 1x.

Adepts doesn't change any settings of the MLA mod at all in the maps so it should work quite fine. However in DS2 and BW it does enable the MLA mod if its present though the level_adjustment_config file is old and obsolete and there's no local regional table.

Version 1x is so old and obsolete in regards to the Legendary Mod that it uses the old multiplayer_world folder name instead of utraean_peninsula for the Utraean Peninsula SE map. In all the maps most npcs will be converted but any new or modified npcs will be missing or displaying odd texture or behaviour or all of the preceding.

I would love to update the mod and I intend to but I just don't have enough time at the moment to do everything. The priority is the Legendary Mod then Adepts.

iryan wrote:
bare_elf wrote:
Using the current version of MLA, the 1x version of Adepts and the current versions of the Maps I could not get the monsters to track the player levels with either MLA set to All or Local
Elf

Very strange, both local and all modes were working for me with version 1x.

Adepts doesn't change any settings of the MLA mod at all in the maps so it should work quite fine. However in DS2 and BW it does enable the MLA mod if its present though the level_adjustment_config file is old and obsolete and there's no local regional table.

Version 1x is so old and obsolete in regards to the Legendary Mod that it uses the old multiplayer_world folder name instead of utraean_peninsula for the Utraean Peninsula SE map. In all the maps most npcs will be converted but any new or modified npcs will be missing or displaying odd texture or behaviour or all of the preceding.

I would love to update the mod and I intend to but I just don't have enough time at the moment to do everything. The priority is the Legendary Mod then Adepts.


Iryan they worked in the past for me with Adepts 1x but that was several versions of the MLA mod ago and many many revisions of the Legendary Mod Ago. I know it should work but I ran into the exact issues that DurenChibi was reporting. I just wanted to make sure it was not something missing in DurenChibi's setup.
I think it would be a very good idea NOT to update the Adepts mod until The majority of the Legendary Mod maps are ready for public beta release. Reason would be that a change to a character on any map could cause problems, remember the problem with the innkeeper's daughter in Loridan messing up two of the children in the town of Yadehtegeis?

Elf

RSimpkinuk57 wrote:
Just to make everything quite clear, MLA does work for both DS2 (aka 2.2) and BW game engines. The quoted posts were, I take it, discussing the maps. To avoid confusion I always write Valdis map or Valdis campaign for the map from original DS2, and haven't had to decide what I'd call the other.

Yes you are correct and there's a ghost npc that can be found on the beach and in the jail at Eirolan in Valdis campaign which can be used to change map modes if your hero is of sufficient level.

However to enable the levelling property of the MLA mod there has to be a level_adjustment_config file in the map unless later versions have changed that. There certainly would be no local regional levelling of monsters without a corresponding table to enable that mode.

RSimpkinuk57 wrote:

DurenChibi, all my playing time on the Legendary Mod has been (deliberately, for purity of testing) on a vanilla retail DS2 installation (patched to 2.2) with no other mods except MLA and Map Selection Menu Fix as recommended here, so I cannot contribute regarding Adepts, Catmansion or anything else.

Coming to this site as a DS1-lover with things still to do (not least the LoH mod) and plenty of unrelated games waiting to be played, I got caught up in this thread and started playing DS2 so as to join in the testing.


Your contribution, as is bare_elf, sigofmugmort's and others is highly valued and has helped inspire me to continue to develop the mod well pass a mere port of the old maps to the DS2/BW engine.

Especially playing the DS2 version 2.2 has helped ensure that full compatibility is maintained over both DS2 and BW, since development occurs with the BW version.

RSimpkinuk57 wrote:

The Utraean Peninsula map does not unlock Veteran level that way. The other Legendary Mod maps I've played - Yesterhaven and Training of the Hero - haven't given their heroes enough levels.

Again thank you for your invaluable feedback. The reason veteran isn't unlocked in the Utraean Peninsula is very simple. I hadn't updated the flick that controls that when the map's internal folder name was changed about 2 years ago. It still refers to the old multiplayer_world name. In the next version it should work.

Thanks also to Sharkull and his test map which demonstrated how to enable difficulty levels in third party maps. As for Yesterhaven, Legends of Aranna and other third party maps, if I adjust the level requirements downwards, then they should work.

Still difficulty support for BW probably won't work as there's additional checks carried out which may be hard coded. For instance you can't play DS2 Valdis campaign in veteran mode until you complete both DS2 Valdis campaign and BW campaign.

There may also be ui changes required as well as evident in load_game.gas found in ui/interfaces/frontend/load_game folder. I did play around with this file a long time ago with no success and now I don't have any characters of sufficient requirements (having completed both DS2 Valdis campaign and BW in mercenary mode) to do any testing.

RSimpkinuk57 wrote:

As for testing Veteran level monsters for balanced levels, the question is balanced for what character? Level 40 entering the map? Level 44 (which is what I last finished KoE as)? Level (whatever one finishes Valdis campaign plus its BW extension as)? Anyway I've an adventurer at Stonebridge in KoE 32q and have still to start UP 32r, Yesterhaven 32s and LoA 32p.

That's the million dollar question as it also extends to the levels assigned to monsters, loot, etc., from a developer's viewpoint.

It was easy enough for GPG with DS2 original campaign but even with BW they had to alter the levels in the DS2 campaign to take in account the extra levels the player is predicted to gain in BW. So once the player finished mercenary mode and restarted in veteran mode, the levels of the monsters and loot, etc., would correspond to the player's level.

With The Legendary Mod its a degree of magnitude worse as there's 4 maps to play, plus there's no guarantee in what order players would play them. It's easy enough if player's start a new game in each map and there's full support for that but if they want to play through the maps with the same party (once the holy grail of DS1 singleplayer), how can they be balanced?

That's where the All mode of the MLA mod becomes essential. I just wish it could randomize the levels a bit between certain limits, like plus or minus 1 to 3 or so rather than always being the same.

Or the local regional mode being able to take in account the party's starting level and adjusting the regional tables based on that. Undoubtable an impossible feature.

Yesterhaven 32S

Monster Level Adjust Beta 5S Local Mode

DS1_Mod_Logic_Beta32S

DS1_Map_Yesterhaven_Beta32s

Unified Objects, Sound and Voice

Broken World AllSaves See Far Hack set to off

Save Location

Wintershroud Slops

Quest Log

Primary Quests – Mysterious Ruins, Salvation and Damnation

Secondary Quests –

Comment Log

1. Quests Completing correctly.
2. Monsters leveling correctly.
3. Radar looks good so far.
4. Quest arrows to this point seem to be working correctly.
5. When I started the game with a new character I selected Ranged as my primary skill and Combat Magic as my secondary skill. When I hired Fiathna she was given the same skills Ranged as primary and combat magic secondary. I was sure in DS1_Map_Yesterhaven_Beta32m Fiathna was a nature mage. This does not bother me, but it does not seem right. I will let you know what happens when I hire Tajj and Shalindra.

Party Members

Erika Level 11 Marksman

Fiathna Level 11 Marksman

Bare_elf: the classes of the recruitables were changed in the new version of Yesterhaven

The former dark/light line now is a partial line that looks looks a shadow :thumbup:

Dwarf

sigofmugmort wrote:
Bare_elf: the classes of the recruitables were changed in the new version of Yesterhaven

The former dark/light line now is a partial line that looks looks a shadow :thumbup:

Dwarf


Thank you Siggy, I forgot to look at the Yesterhaven Change Log. Me who always whines when people do not look at the read-me file. Bad Elf Bad

Elf

sigofmugmort wrote:
Bare_elf: the classes of the recruitables were changed in the new version of Yesterhaven

The former dark/light line now is a partial line that looks looks a shadow :thumbup:

Dwarf


Yes that is correct as it was a recommendation from RSimpkinuk57 is helping balance the first Act as the majority of monsters in the first Act, including the Ice Queen, are strong against nature magic which Fiantha use to start off with. All of the early offensive spells of Nature Mages are ice based, except for ripple.

An archer or combat mage, which Fiantha could easily be trained up as in the first Act, has a distinct advantage. Which lessens in the second Act as the skeletons are resistant to ranged attacks but the addition of another party member does help with flexibility.

(I'd already started my run when bare_elf posted her Notes 1, in fact I was ahead of her.)

I wanted to see the latest changes - Snow Queen's and Fire King's new NIS appearances corresponding to the DS1 original, they do work and I also like the ghostly Snow Queen making it rain into the well in fire town - and was curious what would happen to the secondary quests if I refused the recruits. So I rushed Deadeye my level 45 ranger through the map solo leaving MLA on default Local to keep the monsters, even the bosses, very easy.

The answer is that speaking to Fiathna activates her quest whether or not one accepts her into the party. If one does not accept her in Act I - either immediately, or going back for her later on - then you've missed your chance because she is not there in Act II haunted town nor in Act III fire town. When one touches the obelisk at the end (epilogue ruins) the quest completes regardless of whether she is with the hero or not - and if she is not with the party then she does not appear when the treasure chests do. Same with the other two.

I'd one false start - the back door route straight from snow town to haunted town had been left open, and once I'd taken it had no way back. (The gate at the back of the cemetery was closed but not blocking.) I had noticed both ends of the elevator before, from inside the town but never quite gotten round to reporting them, nor realised that they connected.

The north gate still does not block when closed in Act I nor in Act III. Something - whether the closed gate or an invisible block - does try to block movement but isn't wide enough. (Hero circles almost through the gatepost rather than the gate.)

The Snow Queen did teleport once, forward, to start the fight. I took her elevator without bothering to speak to the defeated Queen. After going down the ice shaft the mood all around changed to green limbo (radar was completely blank) and stayed that way even when the elevator had stopped so the only way off it into haunted town was by Town Portal spell. Which revealed that the elevator had arrived in town. (I didn't try taking the portal back onto it to see whether or not town would stay visible.)

Fiathna and Tajj when first seen are holding what is now the wrong equipment for their new primary skills, and their hiring convos (including hero's responses) also need changing to match. Tajj should change clothes too. When I play the map properly, by the way, if I choose a ranger or melee hero then I'll ignore Tajj's secondary skill, give him the Ice Queen's Staff and make him learn some melee.

(With a level 45 hero I picked up the level 39 versions of Ice Queen's Staff, Lich King's Robe and Fire King's Hammer.)

Shalindra's hiring convo needs no adjustment - except that hero asking what her skills are still calls her "the best on the island", and her opening line is wrongly punctuated.

The mayor when giving Act III quest (Confront the Fire King) says ..."we have no hope of holding Yesterhaven against the armies of {c:0xFF00FF00} Underforge." except that {} are here substituting for left and right arrows.

I didn't look for everything listed in the revisions report but one thing I did check - now hero must give Dante the Chalice to use the exit elevator and must beat the Fire King to pick up the Chalice.

iryan wrote:
Yes that is correct as it was a recommendation from RSimpkinuk57 is helping balance the first Act
... and sigofmugmort in his higher level test had reported dismissing Fiathna to the inn because she was getting beaten up too much and ice magic actually healed some monsters.

The argument for changing Tajj, making it a 3-way swap, wasn't quite so obvious but my first time through he spent a lot of time on the ground through being too low a level to have much defensive advantage when shot at by skeleton archers or vile mucosas. Most of the melee monsters in that act are either slow (skeletons and zombies) for rangers and mages to shoot and dodge, or relatively weak (spiders). If you do want an extra melee member for the party then Norick's dog is available for free. And what do you call the way (curse? poison?) party members can be near-KO'd if too close to some of the undead they kill?

I found Ripple a great spell to use in Act III when gangs of Krug mages keep resurrecting melee Krug and each other.

sigofmugmort wrote:
The former dark/light line now is a partial line that looks looks a shadow
.. cast by some tightly-packed extraordinarily wide and exceedingly tall tree trunks to the right of the path. The near (south) edge going from light to dark is suitably fuzzy but the far (north) edge still dead straight and razor-sharp.

P.S. I caught Deadeye still shooting the ground when his targets were gone - but was a bit hasty telling him to move on rather than waiting to see if he'd stop of his own accord eventually. The targets had been a scorpion - must be what I'd told him to shoot - and two or even three moths he was auto-defending against, all tightly bunched. So maybe nothing to do with the Killer Vines problem but related to the known bug of dead monsters sometimes not falling over when they should.

Thank you for your comments on Yesterhaven> I will make the necessary changes where I can.

RSimpkinuk57 wrote:
When one touches the obelisk at the end (epilogue ruins) the quest completes regardless of whether she is with the hero or not - and if she is not with the party then she does not appear when the treasure chests do. Same with the other two.

I did spend quite a while trying to improve the ending but sadly I lack the skills and knowledge required to make it work properly. I hate flick.

I did set up three placebos to appear if the corresponding party member wasn't in the party plus a portal to send them back home but the necessary logic checking seems beyond flick or more probable I lack the skills to implement them. Though in my defence I can't recall such a complicated script used in DS2 Valdis campaign or BW. The flicks GPG use often are very complex but always linear, they know what is suppose to happen.

Here we are trying to determine a) are Fiantha, Shalindra or Tajj in the part & b) has the player obtained their quests and in any combination of those two.

So in the end I left the assumption as that the player recruited them and that their quests finish once the curse of Yesterhaven was lifted and that they would eventually find their way back home or stick around with the hero.

RSimpkinuk57 wrote:

The Snow Queen did teleport once, forward, to start the fight. I took her elevator without bothering to speak to the defeated Queen. After going down the ice shaft the mood all around changed to green limbo (radar was completely blank) and stayed that way even when the elevator had stopped so the only way off it into haunted town was by Town Portal spell. Which revealed that the elevator had arrived in town. (I didn't try taking the portal back onto it to see whether or not town would stay visible.)

I must have tested that elevator a dozen times and it worked perfectly for me every time. Though I no longer use the All*Saves version 2 launcher which includes the seefar hack, as it changes the frustrum parameters even if you disable the seefar hack. Instead I've been using the version 1 All*Saves which lacks the seefar hack.

So the next version will be released using this version of the All*Saves launcher. I don't know whether that's your problem or some supple difference between DS2 and BW. Or bad luck.

RSimpkinuk57 wrote:

sigofmugmort wrote:
The former dark/light line now is a partial line that looks looks a shadow
.. cast by some tightly-packed extraordinarily wide and exceedingly tall tree trunks to the right of the path. The near (south) edge going from light to dark is suitably fuzzy but the far (north) edge still dead straight and razor-sharp.

Will have to stay as it is unfortunately. I spent quite a while fiddling with it and its due to both the direction of the light and ambient light levels. I adjusted these as best I can. I will however look at the trees as they should be easy to adjust.

iryan wrote:

RSimpkinuk57 wrote:

The Snow Queen did teleport once, forward, to start the fight. I took her elevator without bothering to speak to the defeated Queen. After going down the ice shaft the mood all around changed to green limbo (radar was completely blank) and stayed that way even when the elevator had stopped so the only way off it into haunted town was by Town Portal spell. Which revealed that the elevator had arrived in town. (I didn't try taking the portal back onto it to see whether or not town would stay visible.)

I must have tested that elevator a dozen times and it worked perfectly for me every time. Though I no longer use the All*Saves version 2 launcher which includes the seefar hack, as it changes the frustrum parameters even if you disable the seefar hack. Instead I've been using the version 1 All*Saves which lacks the seefar hack.

So the next version will be released using this version of the All*Saves launcher. I don't know whether that's your problem or some supple difference between DS2 and BW. Or bad luck.


I have had that issue with the elevator when I have had the see far hack enabled, but I have never had the elevator fail with the see far hack turned off. Now I am playing with The Broken World. Just to check things out with Vanilla DS2 I started a new character and could duplicate the failing elevator Just as RSimpkinuk57 did and this is with the see far hack off. So I think it is two issues. The see far hack being the most obvious and a difference between DS2 and Broken World. Iryan I do not have version one of All*Saves. Could you post it or give me a link via PM. That way I can look at the elevator without the see far hack both in DS2 and Broken World.
Elf

iryan wrote:

Snow Queen too hard now (especially life embrace) *fixed

• Snow Queen not cycling attack spells *revised

• Big Gargoyle very hard *revised

• Snow Queen not using teleport spell *revised

• Maybe change order of appearance, ranger first, nature second & melee last*implemented

• Undertaker's assistant ghost is scarecrow after reload *fixed

• Portal_07a not named and gives an anonymous teleport activated message. Halls of the
Dead at LL_06 0xf1cdd3b2 *fixed

• Summon creatures have no summoned in their name, they also appear too early *removed

• Illusionary door at halls of winter (needs blocking object assist) *fixed

Snow Queen too hard now (especially life embrace) It may be just me but I found the Snow Queen Way to Easy.

• Snow Queen not cycling attack spells *revised -- The revision appears to work.

• Big Gargoyle very hard *revised -- Big Gargoyle is just average now

• Snow Queen not using teleport spell *revised -- Snow Queen Teleports

• Maybe change order of appearance, ranger first, nature second & melee last *implemented -- Like the changes, but would still give Tajj some melee skill

• Undertaker's assistant ghost is scarecrow after reload *fixed -- This has been fixed

• Portal_07a not named and gives an anonymous teleport activated message. Halls of the Dead at LL_06 0xf1cdd3b2 *fixed -- Verified Fixed

• Summon creatures have no summoned in their name, they also appear too early *removed -- works for me

• Illusionary door at halls of winter (needs blocking object assist) *fixed -- Verified fixed

For the most part the changes I have encountered work great except where I noted the Snow Queen at least for me is way to easy. Maybe it was the weapons from my weapon mod that made her appear to be a wimp.

Elf

That's the problem with "Life Embrace", the spell become overpowered with the level rising, no matter on where...

My 19 inch monitor has gone and bit the dust so I've bought a Dell UltraSharp 24 widescreen Monitor, the game is not looking great with it either I can tell you. I've tried using different resolution hacks but I can't seem to get the right one that actually makes the game look half decent, can anyone give me the resolutions that you are currently using so I can try them out. :?

Moros wrote:
My 19 inch monitor has gone and bit the dust so I've bought a Dell UltraSharp 24 widescreen Monitor, the game is not looking great with it either I can tell you. I've tried using different resolution hacks but I can't seem to get the right one that actually makes the game look half decent, can anyone give me the resolutions that you are currently using so I can try them out. :?

This really isn't the right place for this question but I'll let you know what I use. I use an ini hack to force the game into 1680 x 1050 (width = 1680 height = 1050) on a 30inch TV which I use as a monitor and 1920 x 1080 display resolution.

I can use 1920 x 1080 successfully as well but it tends to squash up the characters a bit. The only drawback I find with these higher resolutions is that your hero portrait is very small, presumably because its taken by the game in the default menu resolution which is 800 x 600 for DS2 and 1024 x 768 for BW. I use BW and find that the textures are quite adequate at these resolutions, certainly a lot better than half decent.

The textures in the Legendary Mod have all been resampled so they are of the same quality as DS2's textures. Dungeon Siege 1 on a large wide screen monitor will still look pretty poor though its possible I will release an improved texture pack for it after this mod is completed. After all, the textures have already been resampled so its just a matter of repacking them back for Dungeon Siege 1 (though it would be a hell of a lot simpler if DS1 supported dds textures, which I doubt).

bare_elf wrote:

I have had that issue with the elevator when I have had the see far hack enabled, but I have never had the elevator fail with the see far hack turned off. Now I am playing with The Broken World. Just to check things out with Vanilla DS2 I started a new character and could duplicate the failing elevator Just as RSimpkinuk57 did and this is with the see far hack off. So I think it is two issues. The see far hack being the most obvious and a difference between DS2 and Broken World. Iryan I do not have version one of All*Saves. Could you post it or give me a link via PM. That way I can look at the elevator without the see far hack both in DS2 and Broken World.
Elf

Here's the version 1 AllSaves Launcher for BW I've been using for a while now.
http://www.siegetheday.org/~iryan/files/DS2BW_AllSaves_v1.msi

This is the corresponding version for vanilla DS2 (version 2.2). Please note that this one won't work for the Steam version of DS2, even if you have enabled the registry hack (so you can play Broken World).
http://www.siegetheday.org/~iryan/files/DS2_AllSaves_v1.msi

You should remove and make a backup of the AllSaves_v2 files before installing these.

Credit to Zhixalom's Lair http://www.zhixalom.com/lair/category/dungeon-siege-2/ where I found these (quite hard to track down). Of possible interest is that Zhixalom's inventory hacks for higher resolutions are found here, which could be of interest to some.

Thank You Iryan for the version 1 of Elys All*Saves for Broken World
Elf

bare_elf wrote:
iryan wrote:
bare_elf wrote:
Using the current version of MLA, the 1x version of Adepts and the current versions of the Maps I could not get the monsters to track the player levels with either MLA set to All or Local
Elf

Very strange, both local and all modes were working for me with version 1x.

Adepts doesn't change any settings of the MLA mod at all in the maps so it should work quite fine. However in DS2 and BW it does enable the MLA mod if its present though the level_adjustment_config file is old and obsolete and there's no local regional table.

Version 1x is so old and obsolete in regards to the Legendary Mod that it uses the old multiplayer_world folder name instead of utraean_peninsula for the Utraean Peninsula SE map. In all the maps most npcs will be converted but any new or modified npcs will be missing or displaying odd texture or behaviour or all of the preceding.

I would love to update the mod and I intend to but I just don't have enough time at the moment to do everything. The priority is the Legendary Mod then Adepts.


Iryan they worked in the past for me with Adepts 1x but that was several versions of the MLA mod ago and many many revisions of the Legendary Mod Ago. I know it should work but I ran into the exact issues that DurenChibi was reporting. I just wanted to make sure it was not something missing in DurenChibi's setup.
I think it would be a very good idea NOT to update the Adepts mod until The majority of the Legendary Mod maps are ready for public beta release. Reason would be that a change to a character on any map could cause problems, remember the problem with the innkeeper's daughter in Loridan messing up two of the children in the town of Yadehtegeis?

Elf

Hi bare_elf,

It's very nice of you to do some tests regarding my issues. =)
I've spent these 3 days trying to get MLA to work while disabling Adept Mod (I was kind of stressed as I loved Adept's summon very much and almost like couldn't do with it). So, I created another hero without Adept just for the purpose of playing Legendary Mod Maps.
Regarding MLA, when the hero was still around level 15, MLA did work for both Legendary Mod Maps (tested in Utrarean) and Valdis Campain, as the monsters' level were around 11 with "ALL" mode.
However, when the hero was leveled up to level 30, with "ALL" mode, MLA set monsters' level to 16 (tested in Kingdom of Ehb, Wesrin Cross).
I had to play around with MLA and manipulated new level monster value in one of the .skrit file.

Regarding Legendary Mod Maps, I played around in Kingdom of Ehb as suggested.
To be honest, exploring the map is kind of different. I just know that you can even set automatic moving elevator like in Glitterdelve Mines map.
There are also floor tricks in Mysterious Relic quest when you had to put your characters on certain spots to open the door, something that I don't see in DS2 or DS2BW.
Also, who designed Goblin Caves? Those little red barrels got my entire party killed repeatedly and they were almost everywhere. Those Phoxo monsters ambushed and acted like suicide squads, exploding on death and causing heavy damage and Ignite to everyone nearby Stare
These are amazing!
Can't wait to finish Kingdom of Ehb Smile

Edit:
Is there any way to explore back around the town or dungeon you've visited in Kingdom of Ehb beside getting there by running?
The teleporter works different from DS2 as it function as direct connection between the nearest town and the latest dungeon which had its teleporter activated.
Although it's not that necessary as I've found that the story is pretty linear without needed to get back to towns you've visited.

Cheers.

DurenChibi wrote:

Edit:
Is there any way to explore back around the town or dungeon you've visited in Kingdom of Ehb beside getting there by running?
The teleporter works different from DS2 as it function as direct connection between the nearest town and the latest dungeon which had its teleporter activated.
Although it's not that necessary as I've found that the story is pretty linear without needed to get back to towns you've visited.

Cheers.


I do plan on releasing a mini-mod soon after the next beta which will turn the D.C. teleporters into DS2 style teleporters as found in Yesterhaven & Legends of Aranna. Early alpha versions of the mod actually did have the teleporters but common consensus was that it didn't fit the DS1 maps as they are from an era before DS2. However a small mini mod enabling them allows personal preference in the matter.

As for your difficulties with the MLA mod, there's definitely something wrong. With All mode, the monster levels should mimic the hero's level. For Wesrin Cross in Ehb, the monsters should be level 9-12 with Local mode or deactivated and the parties' level with All mode. Have you posted a list of what's in your resources folder?

iryan wrote:
DurenChibi wrote:

Edit:
Is there any way to explore back around the town or dungeon you've visited in Kingdom of Ehb beside getting there by running?
The teleporter works different from DS2 as it function as direct connection between the nearest town and the latest dungeon which had its teleporter activated.
Although it's not that necessary as I've found that the story is pretty linear without needed to get back to towns you've visited.

Cheers.


I do plan on releasing a mini-mod soon after the next beta which will turn the D.C. teleporters into DS2 style teleporters as found in Yesterhaven & Legends of Aranna. Early alpha versions of the mod actually did have the teleporters but common consensus was that it didn't fit the DS1 maps as they are from an era before DS2. However a small mini mod enabling them allows personal preference in the matter.

As for your difficulties with the MLA mod, there's definitely something wrong. With All mode, the monster levels should mimic the hero's level. For Wesrin Cross in Ehb, the monsters should be level 9-12 with Local mode or deactivated and the parties' level with All mode. Have you posted a list of what's in your resources folder?

Hi iryan,

Thanks for your reply.

If that's your plan about mini mod for DS2 Teleporter, that's good!
As I said before, my party got wiped out numerous times while exploring Goblin Caves/Mines because of that cute little barrels. As my party woke up in the nearest town, I could hear the noise of a Warp Portal, but I couldn't find it where it was. It should be around the middle of the town at the spot where I woke up, but I didn't find the warp portal after playing with the camera. I didn't have a choice but to restart the game.

I posted what I used in my Resources folder not long ago:

OS version:
Windows 7 64 bit

Game version:
Dungeon Siege 2 Broken World (should be v2.3)
Elys's DS2BW All Saves v2.0 with Far Hack off

Mods installed:
in DS2 Resource folder:
Erthos's Monster Level Adjustment 5s
Legendary Mod without using installer (because I don't have DS1 or Legend of Aranna installed):
DS1_Map_Legends_of_Aranna_Beta31.ds2res (37 Mb)
DS1_Map_World_Beta31p.ds2res (46.1 Mb)
DS1_Map_Utraean_Peninsula_Beta31.ds2res (72.8 Mb)
DS1_Map_Yesterhaven_Beta30a.ds2res (20.9 Mb)
DS1_Mod_Content_Beta30.ds2res (226 Mb)
DS1_Mod_Exp_Content_Beta30b.ds2res (57.9 Mb)
DS1_Mod_Logic_Beta31q.ds2res (20.9 Mb)
DS1_Mod_Terrain_Beta30.ds2res (123 Mb)
DS1 Content Pack Alpha 10z (17.9 Mb)
Mod-DS1Map-ArhokXP-Beta5.ds2res (30.2 Mb)
Diabloish Map for DS2 Beta 2e (15.5 Mb)
DS1_Mod_BW_Playable_Utraeans.ds2res
DS1_Mod_Content_SE_Beta32k.ds2res (348 Mb)
DS1_Mod_Sounds_SE_Beta32k.ds2res (156 Mb)
DS1_Mod_Voices_SE_Beta32k.ds2res (228 Mb)

in DS2BW Resource folder:
Aranna Legacy Alpha 3s
Lady Femme's BW Spell Improvement and Fixes
TextSize Increased
Zhixalom's 1280x800 Inventory

I don't mind if I had to tweak MLA mod a bit as I knew where to edit it and it's for personal use only.
Using "ALL" mode, even though the monsters' level are still green, but the level of the barrels and chests are the same as the average of my party's level.
Perhaps is it related with settings of .ini file in DS2BW Saved Folder?
I only use these parameters in .ini file:
monster_adjust_declared = true
monster_adjust_dropball = false
monster_adjust_world = world
monster_adjust_difficulty = 100

Cheers.

DurenChibi: from what I can see you need.

Upper peninsula should be beta32r
World map beta32q
Legends of Arrana beta32p
Yesterhaven beta32s
Mod Logic 32s
DS1 mod content pack Alpha 11a (the link at the top says Alpha 10z but gives you 11z if you click on it)

Dwarf

DurenChibi wrote:

As I said before, my party got wiped out numerous times while exploring Goblin Caves/Mines because of that cute little barrels. As my party woke up in the nearest town, I could hear the noise of a Warp Portal, but I couldn't find it where it was. It should be around the middle of the town at the spot where I woke up, but I didn't find the warp portal after playing with the camera. I didn't have a choice but to restart the game.

You were very unlucky as this is the first time I've heard of a problem with the warp portal. Also the barrels are nasty but no worse than they were in the original and I'd not received any complaints about them before though there has been complaints about the gas traps in the swamps, which I've toned down.

DurenChibi wrote:

Mods installed:
in DS2 Resource folder:
Erthos's Monster Level Adjustment 5s
Legendary Mod without using installer (because I don't have DS1 or Legend of Aranna installed):

in DS2BW Resource folder:
Aranna Legacy Alpha 3s


All seems fine though DS1_Mod_Content_Beta30.ds2res & DS1_Mod_Exp_Content_Beta30b.ds2res are no longer required as DS1_Mod_Content_SE_Beta32k.ds2res supersedes them.

DS1 Content Pack Alpha 10z is now version 11a but that shouldn't have caused the problems with the MLA mod

Aranna Legacy Alpha 3s and the MLA do share some files but I believe they should be almost identical? But perhaps KillerGremal could comment on the compatibility of those two mods.

DurenChibi wrote:

I don't mind if I had to tweak MLA mod a bit as I knew where to edit it and it's for personal use only.
Using "ALL" mode, even though the monsters' level are still green, but the level of the barrels and chests are the same as the average of my party's level.
Perhaps is it related with settings of .ini file in DS2BW Saved Folder?
I only use these parameters in .ini file:
monster_adjust_declared = true
monster_adjust_dropball = false
monster_adjust_world = world
monster_adjust_difficulty = 100

Cheers.


I haven't fiddled with any of the parameters that can go into the .ini file so I can't really comment too much but something is definitely causing issues with the monsters I the chests and loot are levelling properly. Again perhaps KillerGremal would have a better idea of what's causing it.

Fire King holds hammer wrongly *fixed -- Verified Fixed

• Fire King Hammer didn't drop *fixed -- Hammer drops

• Unreakable crates at LL_05 0x274a07fa *fixed -- Verified Fixed

• Light/Dark line at SQ_02 0x2fa4c78d between regions *fixed --Verified Fixed

• Fire krugs can sometimes win fight against snow krugs *revised -- Verified Fixed

• Locked gate opposite hero could be made to open after game finish to show hero going back

home and a “THE END” could come up *revised -- Works

• Can't visit undertaker in Act III due to a misplaced blocking object *fixed -- Verified Fixed

• Gate on Fire Canyon side of Town starts off open *test -- Tested and works for me

• Dante signs off both quests without Chalice having to be collected. *fixed -- Verified Fixed

• Radar connections between underforge steepes and mountain is broken. *fixed -- Verified Fixed

• Obelisk at Fire Town shows convo symbol when pointed at *revised -- Verified Fixed

• Sparkling book in Gwendolyn's house in Fire Town *fixed -- Verified Fixed

• Teleport near Dante on the Mountain needs to be renamed *revised -- Verified Fixed

• Dante's mountain icon question mark should be orange not yellow *fixed -- Verified Fixed

• Banter on last bridge before citadel says “Yes your right”instead of “Yes you're right”.
*fixed -- Verified Fixed

• Ice Phrak Terror is in map twice, maybe one should be melee? *revised -- Verified Fixed

• Boss Guardian's portrait needs to be resized in bestiary *revised -- Verified Fixed

• Errors in SnowQueen, Lich King & Fire King's bestiary. Include /n/n instead of \n\n .
*fixed -- Snow Queen fixed, Lich King and Fire King are not in bestiary, Frost Bound Guardian has icon but no picture.

I found nothing else amiss and all the fixes and revisions look good except for errors in bestiary.

Elf

I noticed that when I was playing the newest version of Yesterhaven with MLA set to all. My party was averaging level 70 but no monster was higher than 27. I checked various maps and it was the same level 27 monsters with MLA set to all. I looked at both version R and S of the MLA Mod, it was the same. I also checked the Local Version of MLA. So the issue must have something to do with some other mod so here is a list of my DS2 resources folder.

Dungeon Siege 2 Resources.

Birthday_Suit_Alpha1 (custom armor mod)
DS1_Expansion
DS1_Map_Heroes_Parade
DS1_Map_Legends_of_Aranna_Beta32p
DS1_Map_Loridan_Alpha3a
DS1_Map_Realms_of_Kings_Alpha7
DS1_Map_SearchforthePast_Alpha5
DS1_Map_TrainingoftheHero_Alpha5
DS1_Map_Utraean_Peninsula_Beta32r
DS1_Map_World_Beta31p
DS1_Map_Yesterhaven_Beta32s
DS1_Mod_Content_SE_Beta32k
DS1_Mod_Logic_Beta32S
DS1_Mod_Sounds_SE_Beta32k
DS1_Mod_Terrain_Beta30
DS1_Mod_Voices_SE_Beta32k
DS2_Map_Selection_Menu_Fix_v1
Girl_Armor_DS2_Beta_3a_special (custom armor mod)
Logic
Mod-DS1Content-Alpha11a
Mod-DS1Map-ArhokXP-Beta5
Mod-DS1Map-Diabloish-Beta02c
Mod-Erthos-MonsterLevelAdjust-Beta5s
Mod-TerrainNodesDS1LoA-Beta3
Movies1
Movies2
MyTestWorld
Objects
Sound1
Sound2
Terrain
Voices
Weapons_Pack_Alpha1_special (custom weapon mod)

I must have some file at the incorrect version. This could be related to the problem that DurenChibi is reporting all monsters being green no matter the party level. I verified that it was none of my armor and weapon mods by disabling them one at a time.
Elf

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