DS1 Legendary Mod for DS2 Beta Thread
Submitted by iryan on Tue, 2012-04-24 23:39 | ||
This thread is devoted to comments, bug reports and fixes and discussion about the DS1 Legendary Mod for Dungeon Siege 2 and Dungeon Siege 2: Broken World. Full version Installer version DS2 Legendary Mod v1.01 at MODDB Split version Installer version Hotfix for fades issue in Kingdom of Ehb v1.01 Please note that the mod must be installed in the Dungeon Siege 2 resources folder even if you own Broken World. Unexpected glitches will occur if you don't. The installer version also includes a number of min-mods and a simple mod manager to enable them, which isn't available if you download the mod as separate modules below. Here's the links of all required files for the full version as separate modules; Please note that the DS1 Content Pack is included within the mod but for reference here's the separate download link; Mod Game Manual Current Readme for KillerGremal Mods This mod allows players the opportunity to play Kingdom of Ehb, Utraean Peninsula, Legends of Aranna and Yesterhaven from the original Dungeon Siege in Dungeon Siege 2 and it's expansion, with all the benefits that provides. Think of it as more of a remastered version of the original Dungeon Siege than a mere port to a newer engine. The mod is based on Killergremal's original work on the Utraean Peninsula, Kingdom of Ehb and Yesterhaven, found at this thread; https://siegetheday.org/?q=node/1330 Elys All*Saves or Elys' Succubus Manager is recommended to play the mod, which most users of this site probably already use. However either use v1 of All*Saves or turn off the seefar option in the launcher as the mod incorporates seefar moods directly in the maps for better balance without the glitches and distortions caused by using a too high a level of seefar in the launcher. Version 1 of Elys All*Saves is distributed in the installer version in original DS2 (v2.2), Broken World (v2.3) and Steam versions. Partial Language Translations Forum Threads for KillerGremal's Mods +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Please put any comments, suggestions, reports, etc. about user made maps into that thread rather than here. All maps should be fully playable from start to finish but please expect bugs as they are still only alpha versions. forums: |
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Quite possibly you have, apologies for any offence.
Thanks for the coordinates, I'll check that node out to see if there's anything obvious. This is a different area to where I use to get stuck (one of the rooms) but then that was a few versions ago.
No problem Iryan, there have been a LOT of posts on this thread so some things are bound to slip by
:fishslap:
Glowing Dwarf corpse
The Mouse cursor becomes a hand over this dwarf at the Quarry in Apocalypse
Cleared the Quarry, Sulpher Tunnels and Crystal caves and am at Merin with no problems
Have reached Jerkal's Crown in LoA with no additional problems(other then trying not to get run over by a certain Elf :goofy: )
Almost to Glitterdelve in Ehb.
Thanks I forgot about the dwarf. Was suppose to be a quest/lore container supporting the Quarry quest but didn't work so I abandoned it. That camp was put there by GPG with no explanation or reason so I tried to make one.
Sir Sig,
Check the back of your armor for my boot prints :goofy: you where just run over by an elf
iryan, I have been a fan for a looonng time, I don't mean to single you out like a stalker, but damn your mods have always interested me. I just wanted to thank you and KillerGremal for developing this splendid piece of art, you have done far beyond what I couldn't. I just started testing this out and I'm enjoying it entirely. My expertise lies in Dungeon Siege 1, so I know a great deal of it's gameplay and it's inner workings..though the programming I am nowhere near as experienced with as everyone here seems to be..I think. I'll help in any way I can. I just started the Ehb campaign in DS2, and it seems to be perfect Though I will point out, if it helps, that once you clear Edgaar's basement in the starting farmlands and you speak to him again, he's supposed to give his thanks and a health and mana potion as a reward However it doesn't really matter, this much of a conversion is intensely rewarding enough and a simple detail like that shouldn't bother ya
I'm glad you enjoying the mod. I'm sure I'm speaking for KillerGremal as well but we enjoyed bringing it to you. Not to mention all the efforts of everyone else who contributed including the beta testers who help bring to our notice bugs and suggestions, which would otherwise take a long time to track down.
Much of the original quest structure was done early on when my knowledge of how flick works wasn't quite as good as it is now. In the Edgaar's basement quest you can also avoid him and enter the basement directly when it would be better to seal it off until you spoke to him. As for your reward, he does say you are welcome to anything you find in his basement if you clear it out and you do find a miniboss and some goodies behind the sealed section of the cellar.
So some tweaking of that quest is called for. Maybe not Edgaar giving you anything extra but maybe a barrel of limitless potions behind that wall? Could help a lot if I continue with rejigging the start of the Kingdom of Ehb to more closely follow the original - being just your character and no cheap pets to assist. Would require dramatically weakening the early monsters so you could survive until Stonebridge. Any comments on this?
XD lol I should've played a bit more past that before I made my comment, that's definitely okay the way it is, I've had no idea how much effort has been put into all of this. Edgaar is fine, I thought that was an accident, I didn't see how revised and remodeled everything was until a bit ago. What you're looking for are important issues. I enjoy the pet at the start, though selecting his attack doesn't seem to work efficiently unless I have him selected, otherwise his attack goes back to his auto-buff ability. I noticed how some creatures just stand there and take a beating sometimes, I saw a few Krug do it on the Path to the Crypts, and a few gargoyles inside. I also noticed that inside the crypts where breakable objects are placed above the ground can't be reached and choosing to attack them causes your character to run in place. Sorry for the little bit of nonsense I spoke about earlier, I'm very new to beta-testing and I wanna be as helpful as I can be. How can I create highlighted coordinates as shown in those screenshots I've been seeing? Is that with the DS2 MOD/TOOLKIT program? I figured it'd be helpful if I included any coordinates to where I was finding anything. (Again, sorry if I'm being a bother, I'm not very experienced with the inner workings of Dungeon Siege 2)
228lvl party test: https://www.youtube.com/watch?v=5dFJVE5_puM
So hard
PS: This really some new armor.
What are your recommendations, what skill I change that I survived
I say only one thing legendary mod for dungeon siege 2 + 4lvl of powers = Amazing game
Especially when you come to the first spider dungeon in EHB map. Skeletons battle is amazing
Next week I will give another video right from this spider dungeon (Wesrin cross)
1:17: https://www.youtube.com/watch?v=InEc9FAxe4g&index=10&list=PLF13C857512D9A0C5
Really great work is this mod.
Apocalypse Bandits
On the Radar Map these two are blue, after killing them one dropped gold, the other nothing.
Note on the Radar map the Thugs bodies are blue tho no items are on the ground.
Rhe blue dots show ONLY for Thugs, not Bandits, thieves, robbers,assassins, or bandits.
The Bandit Boss did not put in an appearance.
As soon as Ordus' Axe is in your inventory, you cannot click on it whatsoever or the game stops responding and closes.
My Fist of Stone has been using Ordus's Axe from finding it up to Glacern with no problems.
Hi DrakeIsGod,
This problem shouldn't be linked to the Ordus' Axe, I have seen this problem before.
Can you list the mods you are using ? It could help in order to figure this out. But it's perhaps a vanilla problem.
Thanks in advance.
Tip: If you use a power that require a melee weapon as "Provocation" or "Wave of Force" it should unlock your inventory.
HardLess.
@DrakeIsGod: Thanks for your feedback and your interest.
Assumed the Ordus' Axe doesn't bother anymore (sorry, I don't think I can help here) these postion data you would get when left-clicking on a health potion in your inventory while Ctrl+Alt keys are pressed.
@HardLess
Ah, it could be a complication of other mods. I'm currently using:
Faster Shop Reset.ds2res
DS2 World Shop Mod.ds2res
Mod-Hotfix-Beta5f.ds2res
Mod-StorageVault14x19-Beta3.ds2res
Monsters Improved Fixed.ds2res
Spells Improved Fixed.ds2res
Think it might be the Hotfix mod?
EDIT: I got it out of my inventory by clicking the sell all option, so all is well with that.
@KillerGremal
It could be a mod mix-up, I'm a bit unfamiliar with tweaking Dungeon Siege 2 as I am with Dungeon Siege 1. And thank you for telling me about how to put out my positioning properly. And thanks for supplying such great effort into this mod, I'm impressed with all of this
The Ordus' Axe was the only thing I couldn't select, everything else was fine
Oh, ok I must have misunderstood your problem, because I encountered a similar issue but my entire inventory was locked and I couldn't use melee or range weapons, my last option was to use spells. And this problem vanished after some time, and if I use a power that require melee or ranged weapon (So my character can switch himself) the problem goes away.
lol it happens, I just restarted my game, I'm gonna try the Ordus' Axe quest again and see if the same issue occurs, then if it does I'll try it again with DungeonSiege2Mod.exe to see how it happened (if it shows me)
I would suggest that you remove the other mods you have installed check that the problem is gone. Then add them back in one at a time until the problem reappears. Then let us know which mod caused the problem.
That's actually a really good idea, I'll let you know what I find
I just wanted to say that with Mod-Erthos-MonsterLevelAdjust-Beta5g, Mod-DS1Content-Alpha10t and Mod-BrokenWorld-ArannaLegacy-Alpha3r, me and Hardless don't experience critical crashes in MP anymore. Good job !
Another ghost shrine
This is the only radar map shrine with no actual shrine I have found this time through
There is a Quest star here but only a Lorebook
Here is the actual Quest completion location
No Bandit Chieftain in the camp so the quest would not complete. I did encounter a bandit boss while climbing Mt. Utrea
These should now be fixed but I haven't released the update yet. I'm testing a complete overhaul of the start to Kingdom of Ehb first and then will release it. It'll include the improved textures, all updates to now and thirty odd LOA weapons that wouldn't run in DS2 before but now will.
There's a new beta 27 version of the mod available. All modules have been updated.
As well as hopefully all the fixes for the current bug reports, this version includes redone textures which are hopefully more consistent and vibrant across all environments.
It also includes an additional 30 odd Legends of Aranna weapons and the start of Kingdom of Ehb has been redone gameplay wise to be more like the original - i.e. no assistance from pets.
Like the original it should be very easy, especially if you're playing mages or a ranger. Melee fighters shouldn't worry, especially if they're fortunate to get a good weapon early. Due to the tendency of the Level Adjustment Mod to spit out the odd high level loot drop (level 18, Level 28?), money won't be a problem and there's still a handy Inn keeper to buy extra party slots before reaching Stonebridge where Gyorn and Naidi are waiting.
An installer version should be available by the end of the week if no glaring problems surface with this release.
You know, the only problems with a full new version are, I have to go get some more writable discs for the files and I may as well start all new characters.
On the plus side it is fun restarting and looking for the changes
:jawdrop: :goofy: :woot:
Awesome! Thanks a lot for this update iryan, I'll start testing it right away Looks very promising
I just started a run through of the peninsula and had not even made it out of Elddim, so will just Start again. Thanks Irwin.
With the new files released and having just completed a run through of Legends of Aranna. I started with Ehb this morning. The start of the game without help was not a problem. When mobbed by Krug I just ran away then re-attacked. After picking up Ulora things go tougher but we managed to get to StoneBridge without both passing away at the same time. We are now a party of 4 and are at the doorway of Wesrin Cross.
@ Iryan,
The first problem is an Adepts issue only. The enchanter in StoneBridge "cm_townsperson_m_npc_enchant" is missing the entire [indicate_emitter] block.
Not having Norick's Dog was not a problem in fact I think you could get rid of the chicken pet at the bridge and make it for sale in Stone Bridge. It is a very interesting pet and would not do to loose it entirely. Maybe change the pet seller at the bridge into a weapon and armor vendor.
@ DrakeIsGod
I picked up Ordus' Axe in both the last revision of the mod and again in this one it works once in inventory I can equip it and use it. The issue you where having must have something to do with one of the mods you are using most likely an inventory one.
Level Adjustment Mod, Beta 5h (812kb, ReadMe)
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