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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.

I've linked again the unchanged files from the previous beta as well as several updated files. There's only 4 files that required to be changed from the previous beta.
http://www.siegetheday.org/~iryan/files/Betav23/DS1_Map_Multiplayer_World_Beta_23.ds2res (70.4 Mb)
http://www.siegetheday.org/~iryan/files/Betav23/DS1_Mod_Content_Beta_23.ds2res (143 Mb)
http://www.siegetheday.org/~iryan/files/Betav23/DS1_Mod_Exp_Content_Beta_23.ds2res (57.4 Mb)
http://www.siegetheday.org/~iryan/files/Betav23/DS1_Mod_Logic_Beta_23.ds2res (1.6 Mb)

The cow animations and missing objects should now be fixed.

I actually don't know why the cow's animation was broken as the files in KillerGremal's content pack were essentially identical to the ones I reverted to (a couple of extra leaf templates but that's all).

The Trial of Gallus should now be fixed. Picking up the book should trigger the quest.

For some obscure reason the trigger activating the secret wall refuses to work. The trigger should be having the quest but even when I changed it to just the book it still wouldn't work.

So instead I changed the activation of the wall directly to the flick handling the checking of the quest. So now you will notice a little quirk. If you activate the wall so it opens up and decide for some reason to head back to Quillrabe, it'll close up again! Don't worry, as soon as you approach the wall again it'll open up for you.

Finally as soon as you reach the path to the trial of Gallus, the quest will be completed, leaving you to explore the Trial. Maybe I could instead add another step here and have it finish once you defeat you know who.

Please let me know of any issues arising from this backwards update. All previous fixes should be there but maybe something has been lost. The recruitable dwarves are still the upgraded Broken World variety and shouldn't be any different at all to those. If you think the dual melee is slow, remember that alacrity gives a speed bonus to dual wielding. The dwarves should be no different to the regular DS2 races.

For Return to Arhok and Diabloish, please try them if you like but you'll most likely need KillerGremal's content pack so I don't know what issues may arise until we sort them out in some future update. DS1_Logic will most likely have priority over KillerGremal's content pack (as it's lower alphabetically) so the DS1 Maps won't be effected but KillerGremal's Content Pack has more recent versions of some of the files in DS1_Logic which will probably adversely effect Return to Arhok and Diabloish.

Those 4 adjusted modules appear to have cured the immediate problem..
- if I encounter any further snarks, I'll report back..

why 65,000 for the sixth slot in Yesterhaven while 35,000 everywhere else?
I have a screen capture, just need to learn how to post it.

sigofmugmort wrote:
why 65,000 for the sixth slot in Yesterhaven while 35,000 everywhere else?
I have a screen capture, just need to learn how to post it.

Probably it would more appropriate to wonder about the 35'000 gold, since the 6th party member slot in DS2 usually costs 65'000 gold.

So with 35'000 it seems you already enjoy a generous discount.

sigofmugmort wrote:
why 65,000 for the sixth slot in Yesterhaven while 35,000 everywhere else?
I have a screen capture, just need to learn how to post it.

As KillerGremal mentioned, 65,000 is the default amount for DS2. I made it 35,000 for the other maps as DS1 actually had 8 member parties and not the 6 member parties you are stuck with in DS2. Yesterhaven being 65,000 is a simple oversight - with a normal run through with a new party you would never be able to save that much money to obtain the 6th slot.

Remember that originally Yesterhaven was a multiplayer only map and a modder by the name of Father Brown was the first to make it playable in singleplayer and have recruitable party members (if memory serves me right). However it was a very low level map and you would struggle to get pass about level 15-18 in it and so it also had comparatively poor loot rates.

With the original Kingdom of Ehb and Legends of Aranna, there was no arbitrary restriction on slots, instead you payed a fee to hire some party members and others would join for free. So you could generally fill up your 8 slots as party members were encountered, except for Stonebridge and Glacern in KOE where you usually had to make a choice between the different characters available as you probably couldn't afford to buy them all. The downside was later on when your party was full, you had to permanently disband someone if you wanted to hire somebody else - there were no inns.

With the introduction of the Inn system in DS2, you no longer had to permanently disband anybody, even pets, as you could send them to the inn instead. Except that there's so many potential party members now available through all the maps that the arbitrary inn cap will be reached and you'll no longer be able to recruit any more characters after that point.

Still it is a very easy matter to change the going rate for the 6th slot in Yesterhaven to the same for the other maps.

iryan wrote:
. . .
For Return to Arhok and Diabloish, please try them if you like but you'll most likely need KillerGremal's content pack so I don't know what issues may arise until we sort them out in some future update.
DS1_Logic will most likely have priority over KillerGremal's content pack (as it's lower alphabetically) so the DS1 Maps won't be effected but KillerGremal's Content Pack has more recent versions of some of the files in DS1_Logic which will probably adversely effect Return to Arhok and Diabloish.
. . .
Return to Arhok and Diabloish will require my current content pack.
As you have posted DS1_Mod_Logic_Beta_23.ds2res unfortunately contains several files (functions/conditions, actor_specific components, etc.) that are outdated and may cause different problems due to the higher priority.

So the situation is tricky, and it would be interesting to know if the files of Beta 22 combined with my DS1 Content Pack (partial) Alpha 10p (17 mb) would solve the recently posted problems with cows and teleporters.
I can't completely overview all changes between Beta22 and Beta23, concerning skrit files however a combination with Beta22 should cause less problems.

 

iryan wrote:
sigofmugmort wrote:
why 65,000 for the sixth slot in Yesterhaven while 35,000 everywhere else?
I have a screen capture, just need to learn how to post it.

As KillerGremal mentioned, 65,000 is the default amount for DS2. I made it 35,000 for the other maps as DS1 actually had 8 member parties and not the 6 member parties you are stuck with in DS2. Yesterhaven being 65,000 is a simple oversight - with a normal run through with a new party you would never be able to save that much money to obtain the 6th slot.

Remember that originally Yesterhaven was a multiplayer only map and a modder by the name of Father Brown was the first to make it playable in singleplayer and have recruitable party members (if memory serves me right). However it was a very low level map and you would struggle to get pass about level 15-18 in it and so it also had comparatively poor loot rates.

With the original Kingdom of Ehb and Legends of Aranna, there was no arbitrary restriction on slots, instead you payed a fee to hire some party members and others would join for free. So you could generally fill up your 8 slots as party members were encountered, except for Stonebridge and Glacern in KOE where you usually had to make a choice between the different characters available as you probably couldn't afford to buy them all. The downside was later on when your party was full, you had to permanently disband someone if you wanted to hire somebody else - there were no inns.
. . .

Well, I can understand this point of view. 65'000 is really hard to get with a level 10 or level 20 party, however with a party with an average of level 30 or above it shouldn't be that difficult.

Generally the party member slots are one of the (rare?) occasions to spend money, and considering how much money a party will find during its life-/playtime, a total of 77'000 gold (sum of DS2 defaults) doesn't look that much for all 6 slots, and a custom total of 47'000 probably starts to loose the relationship how gold usually 'comes and goes' over the time in DS2.
Remind maybe too there is a flick condition called 'WhenMapNameIs', so should the loot/gold drops really alter significantly from one map to another it would be possible to insert map-specific tunings even in globally used flick files.

So I would generally plead for 50'000 on minimum for the 6th slot.
However +/-15'000 (virtual) gold is nothing to really argue about - specially concerning the contents conficts that currently may exists.

Does it really matter if the sixth slot costs 35,000 or 65,000. It takes so little time to acquire the money to hire six people I never paid much attention to it.

Thanks Iryan for fixing the door so I could hunt down Colonel Nordock and his herd of chickens.

The mod configuration that I am running matches the configuration that Blondin235 is using, except for a few of my own armor and weapon mods.

I will take a look at Return to Arhok and diabloish next to see if I can nail down where the mods conflict to save some time fixen them.

Elf

bare_elf wrote:
. . .

The mod configuration that I am running matches the configuration that Blondin235 is using, except for a few of my own armor and weapon mods.

I will take a look at Return to Arhok and diabloish next to see if I can nail down where the mods conflict to save some time fixen them.

Elf

Well, see my last post what I recommend to test once if possible.
Because some out-dated skrit components crept into DS1_Mod_Logic_Beta_23.ds2res..., components to protect guards from dying, to respawn barrels, related to teleportation+portals, ... :o
The game should be still stable though, but for example some (non-critical) data perhaps won't be saved as they should be.
 

Superior chain on my Dwarf looks good but is Black ans Yellow on Georn

What is the easiest way to post a screen shot?

see here:
http://www.siegetheday.org/?q=filter/tips

you could try photobucket
http://www.youtube.com/watch?v=Fu_nkKxCUlg

or imageshack
http://www.youtube.com/watch?v=-jdaH1LNoMA

or any other client - there are lots of free ones out there.. Smile

Because your question about posting images on the site was related to your previous question about armor, I will leave the post here even though it does not truly relate to the Legendary Map Pack. Technically it should have been posted in one of the technical support forms or sent via PM to one of the staff. I try to manage where things get posted so others can find the questions and answers quickly, but do not always have the time to do so.
Thanks
Elf

Using the latest mods that you both have posted I am playing a game of "Return to Arhok" I have saved the Hasset King and cleared the south gate, without any issues. All the animals, people and monsters appear to be skinned correctly, Have not found any issues with conversations or quests. The buildings, trees, flowers and such appear to be correct. I will continue on with the secondary quests -- at present time I am killing spiders in the cave past the sea shore. I very much dislike spiders and do not mind killing them. Will let you know if I encounter any problems major or minor.

Elf

Thanks to Blondin235 and Bare_Elf I may soon upload a couple of screen shots, In the Ice Caverns side trek to that Frog-like Temple with the chests the Radar map kept flickering back and forth from on, to black, to partial map. with multiple Items giving a bonus to finding magic items I have been leaving a lot of stuff lying around.

Hello,
Me and Hardless played a few MP games (beta 23) this week end and here is what we've found.
We started in Yesterhaven:
- can't hire first npc

-Yesterhaven guard captain saying 'hello there' during cut scene. However, the text is 'help me'.
-Button 'leave it to me' does not work anymore if some one already talked to the guard (does not shut down the window)

-Blacksmith portrait can be improved

- Some map bug in the main town with the camera

Legend of Aranna
-Can't hire this NPC.

-chest not working.... can't get the new and super cool unique Arhok armor.

- A chest in a chest.

-lost queen visible for the host but not for the client.

General:
- tiny armor texture bug. Happen in other female new armors.

As you can see we started with Yesterhaven but we had to quit because we were unable to defeat the frostqueen. She is quit strong and so far Yesterhaven is very hard. The loot is very poor so we just had not enough money to buy equipment and potions to go further.
We 've just started a new run on LOA because i really want my staff of stars (ty for that btw) Laughing out loud
I'll be back with some more.
Cu and thanks for the amazing work. Keep it up.

iryan wrote:

Please let me know of any issues arising from this backwards update. For Return to Arhok and Diabloish, please try them if you like but you'll most likely need KillerGremal's content pack so I don't know what issues may arise until we sort them out in some future update. DS1_Logic will most likely have priority over KillerGremal's content pack (as it's lower alphabetically) so the DS1 Maps won't be effected but KillerGremal's Content Pack has more recent versions of some of the files in DS1_Logic which will probably adversely effect Return to Arhok and Diabloish.

@Iryan
It looks as if the backward update corrected the minor issues on the Utraean Peninsula (some of which I could not reproduce). I have as yet not tried KoE, LoA or Yesterhaven.
As for Return to Arhok and Diabloish
Return to Arhok I was able to play through the primary quest and several of the secondary quests as I noted in my last post. I tried to start a game of Diabloish and I get the message after click on the mercenary start that the map can not be loaded. No oher details and no crash.
Now I think I will look at Yesterhaven

Elf

Mantella wrote:
Hello,
Me and Hardless played a few MP games (beta 23) this week end and here is what we've found.
We started in Yesterhaven:
- can't hire first npc

-Yesterhaven guard captain saying 'hello there' during cut
-Button 'leave it to me' does not work anymore if some one

-Blacksmith portrait can be improved

- Some map bug in the main town with the camera

As you can see we started with Yesterhaven but we had to quit because we were unable to defeat the frostqueen. She is quit strong and so far Yesterhaven is very hard. The loot is very poor so we just had not enough money to buy equipment and potions to go further.
We 've just started a new run on LOA because i really want my staff of stars (ty for that btw) Laughing out loud
I'll be back with some more.
Cu and thanks for the amazing work. Keep it up.

I was able to hire the first NPC in single player. Not sure what is different between multi player and single player here

I play most of the time with sound disabled because of the people I take care of panic when they hear voices coming out of the computer. So I can not verify the Second comment.

I was not able to duplicate the camera bug no matter what I tried and yes another portrait for the blacksmith might be nice.

I was able to get to the frost queen and using ranged attacks and combat magic. However when I took the elevator after killing her the elevator got stuck and I could do nothing but save and exit. Now when I restarted I was back in the snow covered town instead of act 2. Everything up to the crystal towers was complete but it seems that the I never defeated the frost queen according to my journal.

Elf

bare_elf wrote:
iryan wrote:

Please let me know of any issues arising from this backwards update. For Return to Arhok and Diabloish, please try them if you like but you'll most likely need KillerGremal's content pack so I don't know what issues may arise until we sort them out in some future update. DS1_Logic will most likely have priority over KillerGremal's content pack (as it's lower alphabetically) so the DS1 Maps won't be effected but KillerGremal's Content Pack has more recent versions of some of the files in DS1_Logic which will probably adversely effect Return to Arhok and Diabloish.

@Iryan
It looks as if the backward update corrected the minor issues on the Utraean Peninsula (some of which I could not reproduce). I have as yet not tried KoE, LoA or Yesterhaven.
As for Return to Arhok and Diabloish
Return to Arhok I was able to play through the primary quest and several of the secondary quests as I noted in my last post. I tried to start a game of Diabloish and I get the message after click on the mercenary start that the map can not be loaded. No oher details and no crash.
Now I think I will look at Yesterhaven

Elf


Did you try a new character with Diabolish? The map doesn't support new players, I don't know whether that's deliberate or an oversight. It doesn't have a worlds block.

I've already made a version of the Legendary Mod that will work with KillerGremal's mods. I'm just testing it a little before posting it as a) I don't want a repeat of the last beta and b) I've tinkered with the Utraean Peninsula's quest line. The main quest no longer requires you to trek all over the Great Northern Forest, instead that's now a secondary quest.

Mantella wrote:
Hello,
Me and Hardless played a few MP games (beta 23) this week end and here is what we've found.
We started in Yesterhaven:
- can't hire first npc

-Yesterhaven guard captain saying 'hello there' during cut scene. However, the text is 'help me'.
-Button 'leave it to me' does not work anymore if some one already talked to the guard (does not shut down the window)

-Blacksmith portrait can be improved

- Some map bug in the main town with the camera

Legend of Aranna
-Can't hire this NPC.

-chest not working.... can't get the new and super cool unique Arhok armor.

- A chest in a chest.

-lost queen visible for the host but not for the client.

General:
- tiny armor texture bug. Happen in other female new armors.

As you can see we started with Yesterhaven but we had to quit because we were unable to defeat the frostqueen. She is quit strong and so far Yesterhaven is very hard. The loot is very poor so we just had not enough money to buy equipment and potions to go further.
We 've just started a new run on LOA because i really want my staff of stars (ty for that btw) Laughing out loud
I'll be back with some more.
Cu and thanks for the amazing work. Keep it up.


Thank you for the detailed report.

Some of the things mentioned are singleplayer as well and can be fixed (will be as soon as I've finished tinkering with the current beta).

The map camera bug is an issue with the setting chosen in the launcher. Over 60 or so and parts of other regions can start to appear. I did tweak it so it wasn't appearing in singleplayer games but maybe in multiplayer games it becomes an issue again.

The Lost Queen and inability to hire some npcs has been mentioned before. Unfortunately I can't find anything in the templates to indicate why. I did ask for suggestions but there's been no answers so far. Not sure about the Arhok's leather chest.

What I can try to specifically set is_multiplayer = true; in the common block and see if that makes a difference if you are willing to retest those areas. Can't say if that will make any difference but I noticed looking through the core templates that ambient actors are set not to appear in multiplayer games.

Mantella wrote:
Legend of Aranna
-Can't hire this NPC.

There was a problem with original Adepts because she did not have a bow equipped.

Something in coding relied on the equipped weapon as a bow.

As experienced 'Diabloish' and 'Tutorial CGM' map don't work (anymore) in the addon/v2.3, although they still can be accessed in v2.2. Puzzled

There are a few lacks on the to-do-list for Diabloish anyway, so I hope fix this at the same time.

PhoeniX wrote:
Mantella wrote:
Legend of Aranna
-Can't hire this NPC.

There was a problem with original Adepts because she did not have a bow equipped.

Something in coding relied on the equipped weapon as a bow.


With the latest versions of both the Legendary Mod and Adepts, this isn't an issue anymore as all recruitable characters now autoequip appropriate armor and weapons thanks to some nifty coding by KillerGremal

KillerGremal wrote:
As experienced 'Diabloish' and 'Tutorial CGM' map don't work (anymore) in the addon/v2.3, although they still can be accessed in v2.2. Puzzled

There are a few lacks on the to-do-list for Diabloish anyway, so I hope fix this at the same time.


Strange Diabloish loads fine for me in Broken World, as long as you use an existing party. The world block doesn't exist in the map's main.gas so new characters can't play.

Incidentally Diabloish seems to be working better with the current test version of the Legendary Mod as I've seen for the first time the proper mood for Tristram.

iryan wrote:
KillerGremal wrote:
As experienced 'Diabloish' and 'Tutorial CGM' map don't work (anymore) in the addon/v2.3, although they still can be accessed in v2.2. Puzzled

There are a few lacks on the to-do-list for Diabloish anyway, so I hope fix this at the same time.


Strange Diabloish loads fine for me in Broken World, as long as you use an existing party. The world block doesn't exist in the map's main.gas so new characters can't play.

Incidentally Diabloish seems to be working better with the current test version of the Legendary Mod as I've seen for the first time the proper mood for Tristram.

@KillerGremal -- Yes I can start a new character in Diabloish if I run it from DS2 but not Broken World.

@Iryan -- Yes I can start a game of Diabloish from Broken World if I use a character that I created in another map or a pre-made character. However I can not create a new character and go directly to Diabloish.

It should be noted that I checked this with standard characters and with cat mansion characters.

I played another game starting with a new character in Yesterhaven This time I was able to reach act two after killing the frost queen and the elevator worked it took quite some time, and yesterday I may not have waited long enough for the transfer to complete. Is there a way that this teleport can be shortened from the 90 seconds it takes or maybe the background colors could change so a nervous person like me would not panic and think something is wrong?

@Iryan + @Bare_Elf: Thanks for your tests and posts! Smile
It seems the addon doesn't like shortened main.gas file, but this shouldn't be a problem to fix.

:dance3: :dance1:

Notice Gloern in the second shot in black and yellow. The other dwarf is wearing the same armor and it shows. Tried several armors on Gloern and he stayed black and yellow, thou the Watcher Armor did show the shoulder pauldrons.

sigofmugmort wrote:

:dance3: :dance1:

Notice Gloern in the second shot in black and yellow. The other dwarf is wearing the same armor and it shows. Tried several armors on Gloern and he stayed black and yellow, thou the Watcher Armor did show the shoulder pauldrons.


It is not really a problem with Gloern it is that the version of the mods you are using do not support the type41 type42 and type43 dwarf skin tones. Iryan and I will have to look into this. It is super important that you post a list of the legendary mods revisions that you are using and what other mods you have installed.

Elf

Yestehaven Act I. There are a couple of places where some item/spell effects are a very bright white. Such as the Gnrlcharm Staff and Fist of Stone earth motes around the figure. This occurs in places where the ground is solid snow and looks like it lasts for a map sector. One spot is near the top of Wintershroud.

Am using the Beta_23 with newest updates and no additional mods at this time

sigofmugmort wrote:

Am using the Beta_23 with newest updates and no additional mods at this time


If the legendary map pack mods match mine will you let me know if there are any differences?

Legendary Map Pack Mods:
Mod Erthos Monster Level Adjust Beta 5f
Mod DS1Map Content Alpha 10p
DS1_Mod_Terrain_Beta_22
DS1_Mod_Logic_Beta_23
DS1_Mod_Exp_Content_Beta_23
DS1_Mod_Content_Beta_23
DS1_Map_World_Beta_22
DS1_Map_Multiplayer_World_Beta_23
DS1_Map_Legends_of_Aranna_Beta_22
Mod-DS1Map-Diabloish-Beta01
Mod-DS1Map-ArhokXP-Beta5
DS1_Map_Yesterhaven_Beta_22

I have several additional mods which I use all the time however none of these mods would hinder looking for Gloern's armor issues.

Other Mods
weaponpack alpha 1
quadxp
MyTestWorld
Monster Island
Loriden Alpha
GirlArmor_DS2

Elf

I've looked into a couple of reported bugs and believe there's other reasons for them.

For not getting back into the Utraean Vault at Hiroth after reloading a saved game.......did you look behind the vault? There's a button there that will open it once more.


About Gloern having problem with his armor.....If he was a member of your party in beta v20 or earlier then his armors won't work. His model will be updated to the Broken World one but since his template defined the old DS1 Dwarf armor, he will always have problems with whatever armor he wears.

In new games he should display the proper armor textures just like Stonepick is doing for sigofmugmort and Gloern is doing for me in the latest unreleased version.

Incidentally I've finished the major map edits in the new version. There doesn't seem to be any incompatibilities with KillerGremal's Mod-DS1Content resource pack and the new quest structure for Hiroth is complete. Hopefully the final main quest dungeon will make more sense. I just have to test some map tunings KillerGremal provided as well as fixing some of the reported bugs and looking at the multiplayer problems before posting the new version.

Unfortunately the internal map name has changed so that players can now also load KillerGremal's original Utraean Peninsula map and play that as well. This will mean old saved games won't work for the Legendary Mod Utraean Peninsula but since the quest structure has changed so much past Hiroth, they may have significant problems anyhow.

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