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Hotfix Mod / Aranna Legacy Mod

I hope nobody has something against when i'm opening here a thread about the Hotfix Mod resp. Aranna Legacy Mod, but GPG's garage forum has widely lost its clearness and reliability due the flood of spam there.
Sad

So this thread here is rather intended to catch (rescue?) all GPG 'fugitives' than to start a new modding offensive. So many years have passed since the game was released and personal priorities have changed since then partially too - however, for the time being smaller bugs or lacks (probably) still will be fixed.

 

Mod download:

Hotfix Mod, Beta 5p (22.3MB, for DS2 base version, ReadMe)

Aranna Legacy Mod, Alpha 4a (25.5MB, for DS2 Broken World addon, ReadMe)
 

Note maybe:
- The Aranna Legacy mod is basically the same as the Hotfix mod, but the Aranna Legacy mod
  contains some additional fixes and tunings specially for the Broken World addon (v2.3/BW).
- If you don't like to read the entire ReadMe file right now, there's also a shorter overview online.

I have my new Araleg characters going through Elite DS2 now with no complications. Level 110 using Mod-Erthos-MonsterLevelAdjust-Beta4g. Played through DS2/Broken World/Utraean Peninsula on mercenary/veteran and now elite.

My first guess would be some compatibility problems with the extra skill points mod as Aranna Legacy and Hotfix build on a special world/global/rules/rules.skrit file.

Sharkull's picture

I'd suspect a shop mod... something may be (randomly?) spawning in a shop that is causing the crash.

Sooner than expected, Beta 4j for the Hotfix Mod and Alpha 2u for the Aranna Legacy mod are available.

Rather accidentally I've found one resp. two bugs in the code. It's specially recommended to update the Aranna Legacy mod, the one flaw there is simple though (and a toolkit surely had found it instantly...) but unfixed it could cause serious troubles.

 

 

 

Sharkull wrote:
I'd suspect a shop mod... something may be (randomly?) spawning in a shop that is causing the crash.

PhoeniX wrote:
I have my new Araleg characters going through Elite DS2 now with no complications. Level 110 using Mod-Erthos-MonsterLevelAdjust-Beta4g. Played through DS2/Broken World/Utraean Peninsula on mercenary/veteran and now elite.

My first guess would be some compatibility problems with the extra skill points mod as Aranna Legacy and Hotfix build on a special world/global/rules/rules.skrit file.

But generally both could be possible, however the consequence of a wrong rules.skrit i guess you would experience much more often than only after teleportations, this is quite critical.
About randomly spawned items - the chance to crash the game i would consider to be rather low, but due to the large number of items that may be affected by any changes, this could be a cause as well...
But hopefully the problems are gone (or appear less often) with the new mod versions.

I'm using these mods:

Aranna legacy
Ring removal (Remove green ring below character)
Object Highlighting Tuned (Remove green light from selected object)
No buffs Ds2x
Move Quietly
Broken world shop Mod (Shops sell up to 5 pages of items. No cheat)
WarHound
WarHound Canyon
More Monsters (This make the game harder: x8 monsters!!)
x4 skill points (This make the game easier. Counterpart of "More Monsters")

About the last one, I've edited it:
1) I've picked the "Rules.skrit" from Aranna legacy. (To avoid problems)
2) I've inserted the line (...AddBonusSkillPoints...)
3) I've made some little changes, so every new/recruited ally have the correct amount of skill points (Normally, new ally and ally in the inn don't get skill points from completed quests or from this mod. I've fixed that.**)

I've made these changes long time ago (and import these changes in the new "Rules.skrit" when Aranna legacy update)

So... "x4 skill points" can't conflict anyway.

** What about fix this little bug in the new Aranna Legacy?

Merry-Christmas to all

If these 2 mods are the ones you are talking about for "x4 skill points" and "Broken world shop Mod":

    StatusChangeExtraSkillPoints BWSuper Shops
Those are my (Volkan's) mods and they were some of the first ones I ever did. StatusChangeExtraSkillPoints I used the wrong (DS2 instead of BW) world/contentdb/templates/actors/good/ds2_world_pm_hero_based.gas file and BWSuper Shops is iffy because of the 255 item rule of the game engine. I had to alter the store pcontent quite a bit and there may still be problems there. Sad

Either one of these 2 mods are a good candidate for your CTD problems. Apologies if they are. Feel free to edit/correct on them as you like.

And Merry Christmas to all also.

No. I'm using:

- Broken World Shop Mod.ds2res
It increase the number of items sold in shops. No unique/set items. Just more variety of items.
Since the items split across 4-6 pages, I don't know if it can reach the 255 limit.

- skillPointsOnLevelUp_x4.ds2res
(It simply add "Client$.Go.Actor.SAddBonusSkillPoints( 3 )" line in "OnLevelUp$" function in "Rules.skrit". As I said, I've picked "Rules.skrit" from Aranna Legacy, imported this line, fixed the "Extra skill points for party members only" bug (look at my previous post), then re-packed "skillPointsOnLevelUp_x4.ds2res").
I never get a CTD with a level-up, so my "fixes" work fine, and anyway, this mod does not change anything else. So this mod is not the problem.

Marco wrote:
. . .
More Monsters (This make the game harder: x8 monsters!!)
x4 skill points (This make the game easier. Counterpart of "More Monsters")

Perhaps there is still some potential to optimize this counterpart. Don't forget that 8x more monsters give you also 8x more exp and 8x more loot.

 

Marco wrote:
. . .
3) I've made some little changes, so every new/recruited ally have the correct amount of skill points (Normally, new ally and ally in the inn don't get skill points from completed quests or from this mod. I've fixed that.**)

. . .
** What about fix this little bug in the new Aranna Legacy?
. . .

There is no (more) need to fix this.

Generally it's a bit doubtable that somebody gets skill points although he did not help to solve a quest resp. to defeat a monster. So it's not really surprising that there is no sign or comment in the original code that skill points should be given for doing nothing.
Besides of this the Aranna Legacy mod takes care if the members of a party have a relatively low amount of quest skill points and the difficulty will be adjusted automatically.

 

Marco wrote:
. . .
x4 skill points (This make the game easier. Counterpart of "More Monsters")

About the last one, I've edited it:
1) I've picked the "Rules.skrit" from Aranna legacy. (To avoid problems)
2) I've inserted the line (...AddBonusSkillPoints...)
3) I've made some little changes, so every new/recruited ally have the correct amount of skill points (Normally, new ally and ally in the inn don't get skill points from completed quests or from this mod. I've fixed that.**)

I've made these changes long time ago (and import these changes in the new "Rules.skrit" when Aranna legacy update)
. . .

A long time ago?
Note maybe that there is a high probability that rules.skit or one of its function libraries change in any way form one mod version to the next one.
It would be interesting to know if there are crashes to with the original, unmodified files in this mod.

I've forgot to talk about another little bug:
In the Vix quest, we must destroy the shards in the mines. The map-radar for that part of the mines is all messed up!!

About more monsters, the game reduce the exp if the member are too strong. But I think the game is still unbalanced because... it's extremely hard!
Now, with the new Aranna Legacy update, I can't beat level 40 monsters with my level 49 party!
The problem is no more the damage they do to my party. Now is the damage they take.
They never die! Even "Detonate" power Lv 3 (The most powerful spell in the game) only cause 300 damages!!
I've looked in the bestiary: Defense for weaker monsters is over 1300!!

I know this is because of the "Skill points" mod. But I can say that even with all completed skill tabs, the party members aren't Gods (I know because some time ago, in a different game-session, I cheated and completed all the skill tabs to all the characters). They are much stronger, this is right, but I think the correct difficult must be about 200-250% and enemy armors about 125-150%

KillerGremal wrote:

A long time ago?
Note maybe that there is a high probability that rules.skit or one of its function libraries change in any way form one mod version to the next one.
It would be interesting to know if there are crashes to with the original, unmodified files in this mod.

As I say, I re-import these changes in the new "Rules.skirt" everytime I download a new update of Aranna Legacy. So the skill point mod always use the latest version of the file.

Hey guys i wanna play DSII with my buddy, and we want to use Aranna Legacy Mod, but we don't know which version works on multiplayer (LAN), is there anyone who is able to help us?

And another question is there any way i can disable, turn off an animated drinkin' pontions ? Beacuse i hate this and i can't handle with bunch of monster cuz of this.

Thanks. Trix

Sharkull's picture

If you sign up for an account (free) and are logged in before you post your comments are published immediately (and there is no delay until a moderator here approves it). You'd be able to edit your comments too...
Smile

Marco wrote:
I've forgot to talk about another little bug:
In the Vix quest, we must destroy the shards in the mines. The map-radar for that part of the mines is all messed up!!

This is a GPG radar bug and it happens when you destroy the final shard. There must be something in the quest .flick that does it. I started clearing the entire region before destroying the last shard.

His barrier spell is quite strong. Not sure if this is caused by Mod-Erthos-MonsterLevelAdjust-Beta4g or not. He doesn't do a lot of damage but it took me the better part of 30 minutes even using powers to destroy all 3 barriers so I could fight him. He was level 112.

Glad I have mana regen at 6 units every 1 second instead of 1 unit every 2 seconds as I hate mana dependency, otherwise I may have never gotten past this. Smile

On a side note they say "He who fights and runs away..." "Lives to fight another day" ^^

PhoeniX wrote:
His barrier spell is quite strong. Not sure if this is caused by Mod-Erthos-MonsterLevelAdjust-Beta4g or not. He doesn't do a lot of damage but it took me the better part of 30 minutes even using powers to destroy all 3 barriers so I could fight him. He was level 112.


. . .

Thanks for the images. One image shows that this barrier object has a monster level of 0 - which is no good sign.
Assumed there is no monster level assigned in the template, the Level Adjustment mod can't handle it (well).

 

PhoeniX wrote:
Marco wrote:
I've forgot to talk about another little bug:
In the Vix quest, we must destroy the shards in the mines. The map-radar for that part of the mines is all messed up!!

This is a GPG radar bug and it happens when you destroy the final shard. There must be something in the quest .flick that does it. I started clearing the entire region before destroying the last shard.
Actually i can't remember this. :o
It has been a while since i was there the last time...

 
 

Trix wrote:
Hey guys i wanna play DSII with my buddy, and we want to use Aranna Legacy Mod, but we don't know which version works on multiplayer (LAN), is there anyone who is able to help us?

And another question is there any way i can disable, turn off an animated drinkin' pontions ? Beacuse i hate this and i can't handle with bunch of monster cuz of this.

Thanks. Trix

You could try the current version once, and in case of troubles step back to Alpha 2f which should be more stable.
Remind however the Aranna Legacy mod is not labelled with 'Alpha' for no reason, so problems are probable, specially in multiplayer mode.

About drinking potions, this feature has been enabled (the code already existed, although a bit buggy) to bring back some strategical depth as we had it in DS1 where the drink action was standard.
However you may configure this feature, look for the potion_drink_mode option in the readme file. The animation only lasts ~1 second though, if your battle really depend on this, it would be good idea to check your tactics or the life regeneration rate and life steal bonus of your heroes.

KillerGremal wrote:
PhoeniX wrote:
Marco wrote:
I've forgot to talk about another little bug:
In the Vix quest, we must destroy the shards in the mines. The map-radar for that part of the mines is all messed up!!

This is a GPG radar bug and it happens when you destroy the final shard. There must be something in the quest .flick that does it. I started clearing the entire region before destroying the last shard.
Actually i can't remember this. :o
It has been a while since i was there the last time...

The eastern section of the region's radar slides westward when you destroy the final shard and you get this jumbled mess.

PhoeniX wrote:
KillerGremal wrote:
PhoeniX wrote:
Marco wrote:
I've forgot to talk about another little bug:
In the Vix quest, we must destroy the shards in the mines. The map-radar for that part of the mines is all messed up!!

This is a GPG radar bug and it happens when you destroy the final shard. There must be something in the quest .flick that does it. I started clearing the entire region before destroying the last shard.
Actually i can't remember this. :o
It has been a while since i was there the last time...

The eastern section of the region's radar slides westward when you destroy the final shard and you get this jumbled mess.

With an old savegame i've crossed the last bridge/ramp towards the desert part/end, and i've noticed too that the radar display suddenly folds together a bit. So I've made new radar files with the SE2, sadly this didn't help. Sad
Maybe it's a bug how nodes.gas stores radar references for these nodes. It could be quite extensive to examine/solve this.

Got some new characters to Vix's quest so I can show pictures of what I mean by the radar sliding down as you destroy last shard.

Radar is fine before last shard is destroyed.

But as soon as you activate the lever, the radar starts to move down.

Must be something in the quest .flick that does it, but I cannot find it.

There were some unfinished things left from the X-Mas holidays, now it's finally done. :sigh:
Some essential parts have been completely revised, so it's recommended to make a manual backup of your savegame before you start to play.
 

Updates/Fixes:

  • Bonus values of passive skills may have changed a bit, generally an average value from v2.2 and v2.3/addon is used now.
  • Addon/V2.3 only: The bonus values of following passive skills will increase now with growing character level:     - Tremor Damage of skill Improved Tremor.
        - Shred Blood Damage of skill Hemorrhage.
        - STR/INT bonus of skill Strength Of The Mountain.
        - DEX/INT bonus of skill Grace of the Night.
        - Health bonus of skill Fast Recovery.
  • Addon/V2.3 only: Chance calculations fixed for Shred Blood (skill Hemorrhage).
  • V2.2 only: Passive skills have now a skill point limit of 30 (like in the addon, however you still can assign 20 skill points only in the GUI, so it may be necessary that you temporarily remove items with skill point bonuses before you can assign further skill points).
  • Auxiliary feature added to make upto 16 autocast slots available by an additional spellbook in the (main) inventory of a party member. Note however that this feature is not active by default, you must enabled it first with the 'autocast_slots' option (for your DS2 *.ini file). Example: 'autocast_slots = 4,6' (without quotes) will check the 4 autocast slots of your equipped spellbook for spells to be autocasted, it will also try to find then an additional grey spellbook (requiring 10 INT) in the inventory to check there the 4 autocast slots plus the two reserve slots for autocasting spells. The processing order in this additional spellbook is: autocast slots, reserve slots, and then slots 1-4.
    Set 'autocast_slots = 6,10' if you really need 16 autocast slots, however autocasting may impact the PC performance, so either set the limits lower or try to avoid unused spells in the spellbooks.
  • Summoned monsters revised: Upto 5 summons are possible now, summons of dual-classed heroes will get some more armor, and 'Summon Alacrity' will increase a bit the defensive abilities of summoned monsters. Monsters who are angry because of multiple summons will try to attack the summoning caster more persistently.
  • Pleasant buffs will be auto-casted now on summoned monsters if the caster isn't busy and if he is almost full of mana.
  • The indicated ranged bonuses of the 'Sharpshooter' buff spell (for dual-classing ranged and nature magic) will affect now nature magical attacks too (although not described explicitly) making your attacks some slower while offering more cast range and spell damage inclusive a critical hit chance for magical attacks.
  • Tuning for 'rampage' mode to let melee party members longer stay in the front line of a combat (and not to re-locate) just because your focused hero change his position a bit. So if you need to flee it's recommended to switch to 'mirror' mode if you want to ensure that your melee party members instantly retire from the battle too.
  • For balancing reasons and to reduce the differences between v2.2 and v2.3/BW some item bonuses may have changed.
 

Updated Aranna Legacy to Alpha 2v and sometimes the monsters will not attack and just stand around waiting for me to kill them. Kanred the Mage only threw 2 spells at me the entire fight. When he said "Keeeeeeeeeeelllll mmmeeeeeeeeee", this time he really meant it. Smile

PhoeniX wrote:
Updated Aranna Legacy to Alpha 2v and sometimes the monsters will not attack and just stand around waiting for me to kill them. Kanred the Mage only threw 2 spells at me the entire fight. When he said "Keeeeeeeeeeelllll mmmeeeeeeeeee", this time he really meant it. Smile

That's not really good, although all monsters i can remember did not hesitate to attack my party. Of course the available time to test the things is always limited, specially for the addon/v2.3.
Now it's a bit difficult to say what the reason could be...

Does it affect all kind of monsters? Melee, ranged, magical - all togehter?
Or are there any other coherences maybe?

If there is no clear pattern and if this bug is reproducible, please send me an e-mail with your savegame to warhound°support(4T}hispeed°ch with a short instruction where to go to find (other) passive monsters.

KillerGremal wrote:
.....Does it affect all kind of monsters? Melee, ranged, magical - all togehter?
Or are there any other coherences maybe?
...

It seems to affect random monsters of all kinds. I removed all mods and started a pre-save with Alanna, went out to the forest and it gave me a monster that just stood there.

Every other Boggrot attacked me except that one.

I am running with about 30 mods, some still in the testing phase, so I wanted to be sure there were no conflicts going on.

Edit: Forgot to mention some additional monsters I noticed. Some Skeen, Morden and Haku. All random from same monster type, some attack, others do not.

And there is a random selection for monster level adjust it seems as well. Same monsters side by side, one the original level 70, other one adjusted to level 117.

PhoeniX wrote:
And there is a random selection for monster level adjust it seems as well. Same monsters side by side, one the original level 70, other one adjusted to level 117.


Thanks, that's quite amazing/shocking. These screen shots look almost identical (expect of the screen name), so there are two monsters and they stay at the same place overlaying each other…!? Puzzled

Only some anchorless speculations come to my mind, also i wasn't able to find a monster labelled as 'Bound Hak'u Bleeder' who performs as a boss...
 

So far i've only found rather minor lacks, in particular some balancing values are not optimal and some AI timings and thresholds neither.

ray2010's picture

Thank you so much that you fixed the bug I reported last time.
However I found that there are some problems in Snowbrook Soldier
helmet and Archer helmet.
When they on dwarf the reflective part is crystal,but other
races don't have this problem.

http://truth.bahamut.com.tw/s01/201102/e2e8c06fbbea3b42d513249b8f4e62e8.JPG
http://truth.bahamut.com.tw/s01/201102/98270c31cf665f41c3f3c65d5d7a5872.JPG

http://truth.bahamut.com.tw/s01/201102/a36c09e018bffbcb1ca24e5f5771f579.JPG
http://truth.bahamut.com.tw/s01/201102/42eecbb5526318c4ade55bb8be7b0c94.JPG

Sharkull's picture

links are broken for me...

KillerGremal wrote:
Thanks, that's quite amazing/shocking. These screen shots look almost identical (expect of the screen name), so there are two monsters and they stay at the same place overlaying each other…!? Puzzled

The ones in question are behind the boss back by the tower. I didn't want to get too close or my summons would kill the level 70 before I could get a screen shot. Smile

@PhoeniX : Was this we only monster you've encountered who hasn't have an adjusted level? - Just to set up may priorities...
...and who said object highlightning is a bad thing!? Wink

Actually i've found several minor lacks and some settings have to be tuned, but so far nothing concretely explains why some monster don't attack or why the MonsterLevel Adjustment mod suddenly skips monsters. I have to check the AI/mind parameters next...

 

@ray2010 : Indeed there is something strange if you open the related files in the AnimViewer, in-game however i wasn't able to see a visual bug with the Snowbrook Soldier/Ranger helmet on dwarves...!(?)
 
 

KillerGremal wrote:
@PhoeniX : Was this we only monster you've encountered who hasn't have an adjusted level? - Just to set up may priorities...
...and who said object highlightning is a bad thing!? Wink

The monster adjustment seems to affect all monsters at random. Have not ran into a "boss" monster yet that was not adjusted though.

I found several minor lacks, and it seems there will be another version for this weekend.
The attacking problems should be fixed (hopefully), and there will be a work-around for the compatibility issue with the MonsterLevel Adjustment mod (although its deeper reason is not completely clear).

 

Pending however is the texture issue for the Snowbrook Helmets on dwarves.
As mentioned I didn't notice any problems in-game, but composing these heads/helmets in the AninViewer partially caused problems.
It's well possible that the game version has some importance. The textures are different between v2.2 and v2.3/BW, and the models/meshes for dwarves are (exclusively?) made for v2.3/BW, while the AnimViewer is tool for v2.2 and before...

So the situation not really transparent, and I wouldn't exclude conflicts with other mods or even with graphic cards neither (since shaders are involved too).
Thus it would be very useful if somebody could (not) confirm this issue.

Edit:
...there is some chance that the enchantable shop outside the Dryad Outpost on the Broken World map offers these helmets.
The extra shop in the Azunite Desert of act 1 (main map) may offer them too, particularly if your hero level is around 30, 60 or 80.

KillerGremal wrote:
....Pending however is the texture issue for the Snowbrook Helmets on dwarves.
.....

....Thus it would be very useful if somebody could (not) confirm this issue.....

Dwarf helmets seem to be working fine for me.

@ ray2010 Are there still texture problems for you or did they clear up on re-loading game?

Updates/Fixes:

  • Due to the recent code tunings some (quest) monsters did not attack as intended, and some monsters had too high stats/health. Both has been fixed.
  • Compatibility issue with MonsterLevel Adjustment mod fixed.
  • Summoning code improved.
  • Visual tunings for Morden-Viir Sword and Rending Aura 'Magician'.

 
 

@PhoeniX: Thanks for your check. Just for prevention i've exchanged the preset textures of the models/meshes, maybe it helps where this problem appeared (...it's quite inconvenient to fix something you can't notice).

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