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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.

That looks like what I have.

Yesterhaven & Ehb

The first two are shots from two locations just before the first teleporter. The next shows dialog with Gyorn and no pic of him and this time Ulora had no pic either. I have not been able ti pick up The History Of the Empire of Stars or use the one button in the flooded Dungeon but those look like mouse interface problems(which are common in DS2 and BW)

Quote:

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.

The two NPC in the INN at the beginning of Utrean P. work just fine. Maybe you can compare the two codes.
Hope it helps.

I looked into the invisible NPCs that Mantella and Hardless have encountered while playing Multiplayer. The problem exists in Yesterhaven I have not had a chance to check this in other maps.
The problem occurs:
Starting from either Dungeon Siege 2 or Broken World
Using game mode Classic, Couples or Party
I checked with the following mods installed
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
Other Mods
weaponpack alpha 1
quadxp
MyTestWorld
Monster Island
Loriden Alpha
GirlArmor_DS2

I am going to look at a couple of things but I am leaning toward your idea as to the cause iryan.

Okay I also tried it with Adepts and the same problems are there. From this I would say that whatever files that Adepts Logic and Adepts resources overwrite can not be the cause.

Now to look at DS2 and Brokenworld to see what happens.
Elf

I decided I should verify that the NPCs that can be hired where not invisible (Just the icon but no body underneath) when starting a multiplayer game in DS2 and Broken World.

The characters are there and can be hired. I expected this but I had to be sure that it was not something that the Legendary map pack modified in the standard games.
So from what I have researched so far I change the statement of the problem to add this

The problem occurs:
Starting from either Dungeon Siege 2 or Broken World
Using game mode Classic, Couples or Party
But only on maps that are part of the Legendary Map Pack
I checked with the following mods installed
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
Other Mods
weaponpack alpha 1
quadxp
MyTestWorld
Monster Island
Loriden Alpha
GirlArmor_DS2

Elf

I've been able to track down some bugs and apply some fixes.

- Duplicate Chests in Multiplayer exists because I overlooked is_singleplayer = false: for some multiplayer only chests in LOA. They were for chests that originally contained set items but since no set items drop from chests in LOA in multiplayer there were instead two sets of chests for every encounter. One set existed only in single player games and the other existed only for multiplayer games.

- Gyorn's missing portrait in banters occurs because I inadvertently changed his icon in the recruitable character templates when I added the upgraded dwarves. Not sure about Ulora's as that seems okay in the template but I'll check further.

I'm still investigating why the first chest containing Arhok's leather won't open in multiplayer games. Possibly I have to set a macro to include player_drop_type = all; which I have used in some other areas and which DS2 uses for chests containing special items.

With the fx glow of the staff in Yesterhaven, I think that's a byproduct of how the shaders interact in bright areas. When I was testing the ENBSeries mod with DS2 I was getting that effect around the party with certain settings. The Snow is very bright so the glow effect would seem very bright as well. All I can try is to modify the snow to be less bright and maybe that may make the glow effect work better. If you are willing to try a small mod to test this theory I'll post one maybe tomorrow.

Once I finish tidying up some of these fixes to release the next beta I'll post another small mod to specifically test some settings for the Lost Queen in Multiplayer games if somebody is willing to try that out as well.

HardLess's picture

iryan wrote:
Once I finish tidying up some of these fixes to release the next beta I'll post another small mod to specifically test some settings for the Lost Queen in Multiplayer games if somebody is willing to try that out as well.

I'll be pleased to try this.

But when we did LOA there weren't only the Lost Queen in this case, some of the "Elemetal Boss" at the Great Clock. And some cut scenes were just black screen for the client. I don't know if it's linked but better report it.

See you.

Here's a black wall at the Mana shrine next to the Fury's Lair entrance.

sigofmugmort wrote:
Here's a black wall at the Mana shrine next to the Fury's Lair entrance.

This happens when the see far hack for Ely's All Saves is set to high. I would recommend that you set the see far hack to 57 or less. What is occurring is things are bleeding over from other map areas like near by dungeons and other walls.

Elf

I have SeeFar Hack turned off, It might be my graphics card.

bare_elf wrote:
sigofmugmort wrote:
Here's a black wall at the Mana shrine next to the Fury's Lair entrance.

This happens when the see far hack for Ely's All Saves is set to high. I would recommend that you set the see far hack to 57 or less. What is occurring is things are bleeding over from other map areas like near by dungeons and other walls.

Elf


That's almost certainly the case.

There's a common denominator with the black wall or phantom wall phenomena. They are at places where 2 or more regions join together. Here's it's the entrance to the Fury Cave and that small cave that holds darklings. In the Utraean Peninsula it was where the entrance to Hovart's Folly and the Path to the Crystwind Mines joined the Elddim region and in Yesterhaven it's the Ruins, Path to Snow Queen's Forest and the Path to the Haunted Forest (since Yesterhaven was designed as a multiplayer map the entrances to these regions are still present even though they're inaccessible in singleplayer unless you're in the right Act).

Pity there wasn't a way to disable or limit the seefar hack effect in the launcher. Then the moods and frustrum could be controlled directly and tailored to suit every region (like what was done in Legends of Utrae). For instance with the seefar hack enabled you don't see the fog completely covering the screen when the player first goes to Yesterhaven as was intended by GPG. Instead the screen just fades a little but it's very obvious you're riding an elevator to get to Yesterhaven rather than being teleported there (actually it would be better to have a teleporter effect moving you to Yesterhaven in DS2 rather than an elevator).

sigofmugmort wrote:
I have SeeFar Hack turned off, It might be my graphics card.

UPDATE# Didn't see your message as it was uploaded as I was writing this. Perhaps it is an older video card issue as bare_elf had similar problems with graphical effects with spells and Rectors' emanations. Actually that may be why you are seeing the excessive bright glow effect on the snow. I'm not claiming that is the reason but if nobody else is seeing the same effects, it is a possibility. Still probably the same reason as mentioned before but manifesting because of lack of shader support?

HardLess wrote:

I'll be pleased to try this.

But when we did LOA there weren't only the Lost Queen in this case, some of the "Elemetal Boss" at the Great Clock. And some cut scenes were just black screen for the client. I don't know if it's linked but better report it.

See you.


It would almost certainly be linked in some way to multiplayer as those bugs haven't been reported in singleplayer.

Not sure about the cut scenes and why they would act like that. If you could be more specific about which elemental bosses and cut scenes had problems it would help in debugging the possible cause though looking at the templates, they are all set up exactly the same.

Has anyone else any suggestions to why this is occurring (I assume you are using exactly the same files on all computers)?

I've just updated the mod to beta 24. Requires KillerGremal's content mod (linked in thread) and hopefully there's no inconsistencies like there was in beta 22.
http://www.siegetheday.org/~iryan/files/Betav24/DS1_Map_World_Beta_24.ds2res (45.1 Mb)
http://www.siegetheday.org/~iryan/files/Betav24/DS1_Map_Utraean_Peninsula_Beta_24.ds2res (70.2 Mb)
http://www.siegetheday.org/~iryan/files/Betav24/DS1_Mod_Logic_Beta_24.ds2res (1.1 Mb)

All other files are current. Please note that the Utraean Peninsula has a changed name and old saved games won't work with this version. In fact the internal map name has changed so if you keep your old version of the map you can play both at the same time!

This was done so that KillerGremal's original map can now be played as well! http://siegetheday.org/?q=node/1330
While essentially identical in terrain and structure, KillerGremal's version has more DS2 monsters and is geared more to solo play and possibly multiplayer as well.

As well this version of the Utraean Peninsula has a changed quest structure for Hiroth. Hopefully the final main quest battle will make more sense and you now don't need to trek all over the Great Northern Forest looking for the Hiroth stone. There's a new secondary quest to try to encourage players to explore that area.

For convenience here's KillerGremal's mods that are now required to play the mod.
http://www.siegetheday.org/~iryan/files/Betav22/Mod-DS1Content-Alpha10p.ds2res (17.4 Mb)
http://www.siegetheday.org/~iryan/files/Betav22/Mod-DS1Map-ArhokXP-Beta5.ds2res (30.2 Mb)
http://www.siegetheday.org/~iryan/files/Betav24/Mod-DS1Map-Diabloish-Beta01a.ds2res (9.5 Mb)
http://www.siegetheday.org/~iryan/files/Betav22/Mod-Erthos-MonsterLevelAdjust-Beta5f.ds2res ( 0.7 Mb)

Please note that I made a minor update to Diabloish so that new players can play the map in Broken World.

I am assuming that the utraean peninsula map you just posted would replace the multi player world 23 map. so I could keep both or not keep both. or get killers original map. and the new one together. right?
Elf

bare_elf wrote:
I am assuming that the utraean peninsula map you just posted would replace the multi player world 23 map. so I could keep both or not keep both. or get killers original map. and the new one together. right?
Elf

Yes that's quite correct. Though if you keep the old Multiplayer World ds2res it will be a little hard to pick between them as there'll be two Utraean Peninsulas in the map selection screen.

Same for KillerGremal's version. So I'll repost the map with a minor name change, perhaps Utraean Peninsula SE, XP, XL or DS2. The choices are limited but perhaps archipelago or promontory? Bluff, Cherosnese, Headland and Point sound too corny and don't really fit.

Any suggestions?

Utraean cherosnese

bare_elf wrote:
Utraean cherosnese

I'll try that name out. It's very unusual but means the same thing (looked up synonyms for peninsula online).

So not to inadvertently highjack another post where this was first mentioned, I thought I'd post this here as it could be used in the Mod.

With some experimentation it appears DS1 armor textures can be used in DS2 with no manipulation of the actual texture itself just defining new armor types for them and a whole lot of duplicate textures for each skin tone that exists for the playable characters (about 22).

However two issues exist. There's a problem with the DS1 type2 armor which creates invalid meshes for the gloves and boots.

These are the woodland leather and rock pelt armor. All other armor types are fine though I haven't tried the DSLOA armor types 8 & 9 yet.

The second issue is that the dwarf model can't be manipulated into using these extended armor types. Instead the textures will need to redrawn for that model.

There may be other issues which may interfere with using the DS1 armor textures this way.

iryan wrote:
So not to inadvertently highjack another post where this was first mentioned, I thought I'd post this here as it could be used in the Mod.

With some experimentation it appears DS1 armor textures can be used in DS2 with no manipulation of the actual texture itself just defining new armor types for them and a whole lot of duplicate textures for each skin tone that exists for the playable characters (about 22).

However two issues exist. There's a problem with the DS1 type2 armor which creates invalid meshes for the gloves and boots.

These are the woodland leather and rock pelt armor. All other armor types are fine though I haven't tried the DSLOA armor types 8 & 9 yet.

The second issue is that the dwarf model can't be manipulated into using these extended armor types. Instead the textures will need to redrawn for that model.

There may be other issues which may interfere with using the DS1 armor textures this way.


Iryan I have used DS1 armor on the broken world dwarf. Forgot exactly what it was I did must go back and read my notes. The ds1 type2 or ds2 type7 does screw up some boots and gloves but not all boots and gloves. really ds2 boots and long ds2 gloves have a problem
might have something to do with the ds1 type 2 mesh do you still have hamcat's notes as I remember he had a good deal of problem tweaking the type2 mesh for cat mansion. talked about longer legs and hand or something like that clashing with the boots and gloves. think that is why he made short shoes and gloves. wish I still had my old 386 so I could look at some very old rll hard drives that had that info.

I have shaders off, will try the Yesterhaven area and see what happens.

Ehb finished nicely except not all the characters made it off the platform in the final battle before it went back up. Will add the updates and then on to The Utrean Penninsula Dwarf .

Here's a test pack of 120 DS1 Armors converted for use in DS2

http://www.siegetheday.org/~iryan/files/DS1_Armors/Test_Mod_DS1_to_DS2_Armor.ds2res (85 Mb)

This is a shop demo mod to try out various armors from the Armor Seller in the Utraean Peninsula (both old & new versions) and Eirulan in DS2. The armors have no value as it's just for show. Delete the Shop mod when no longer required as the armors should drop through the pcontent system.
http://www.siegetheday.org/~iryan/files/DS1_Armors/Test_Mod_DS1_to_DS2_Armor_Shop_Demo.ds2res

There will be some duplicate armors with some of the existing armors in the Mod. If no problems are found with this pack they will be incorporated into the main mod.

There are no DS1 type2 armor as they cause problems with boots and gloves (actually there's still a couple in the pack. I'll leave them there in case anyone can work out a solution). Also the textures will be messed up on the dwarf as it's the Broken World model which has no equivalent in DS1. Some day I may retexture some/all of these to work with that model.

Wow, Beta 24 and Armor Pack - that's a really great addition! Smile

Added the Beta_24 items and now get this under map selection.
.

The Great Sledge says lvl 50 and Overbear of 5 to equip but my lvl53 fighter with Overbear of 12 cannot equip. Did a Strength minimum get left off?

sigofmugmort wrote:
Added the Beta_24 items and now get this under map selection.
.


I recommend that you read the posts and even the readme file so you will understand why you have UTRAEAN PENINSULA twice. It is all explained and it even tells you what to do if you do not want the old map and the new map

Elf

Sorry, I forgot to say this was what It looks like if you want both maps and that the first choice is the old map Sad

sigofmugmort wrote:
Sorry, I forgot to say this was what It looks like if you want both maps and that the first choice is the old map Sad

Yes the new version needs a new name, especially if you add KillerGremal's version so you could have 3 Utraean Peninsulas!

Any suggestions for a new name? I have edited the map description to say Stones of Utrea which was what the original DS1 map said, as both Killergremal's version and the old one said Wasted Lands of Utrea.

However I noticed that in vanilla DS2 the map description is very small and no longer updates when you select a new map! It keeps saying the description for Diabloish.

sigofmugmort wrote:

The Great Sledge says lvl 50 and Overbear of 5 to equip but my lvl53 fighter with Overbear of 12 cannot equip. Did a Strength minimum get left off?

The Legendary Mod doesn't add any sledges, some hammers but no sledges.

DS2 itself has sledges but their highest level should be 39 and overbear of 1. Actually I don't know any 2 hand weapons that requires anything higher than 1 to equip. Perhaps it's a glitch with the pcontent system? Perhaps caused by the level adjustment mod as I have had very high level stuff drop before in DS2 games that shouldn't drop at that level.

Can anyone confirm this?

I think they have them all set to 1 by design. Throwing weapons are the same way.

Into the Utrean Peninsula.
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Turkey for Dinner Again?http://www.siegetheday.org/misc/smileys/wacko.gif.

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On the Compass map there is a small room that seems to not exist..
:yahoo:
Personal goal achieved. From here on out I am in new territory for me.

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