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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.

Quite a few things to consider. Thanks for the feedback. Will keep me busy for a while.

DrakeIsGod wrote:
The health and mana shrines in the crypt:

The harvested mana potions keep getting lost somewhere in the wall, I'm not sure about the health shrine nearby though, I'll have to make a ranger and test that out


Yes there is an issue. KillerGremal mentioned that he wasn't aware of any issue with them and I don't know if they worked properly before this update but then nothing should have changed to break them. A Mod-DS1Contenet issue.

DrakeIsGod wrote:

Blind Gargoyle:

It's line of site might be off a bit lol


Maybe but possibly is spawning too close to the pillar. The first time I play through there were two gargoyles that didn't attack, the second time they worked fine. I'll reposition them and hopefully that will solve the issue.

DrakeIsGod wrote:

Incantation shrines are overlapping statues in the crypt:

I'm not sure if that was intended though


No not intended, I wonder why that's occurring. Will check.

DrakeIsGod wrote:

This is the only unreachable vase left in the crypt
Maybe you can replace it with a small statue or something to fit the scenery, I like those two gargoyle statues that were added btw

Glad you marked it, will make finding it easier. I'll do as suggested.

DrakeIsGod wrote:

Unreachable switch:

I was never sure what it does though, even in DS1


Presumably It's a fail safe switch for multiplayer in case somebody moved the objects holding down the pressure plates. Maybe it could be marked multiplayer only.

DrakeIsGod wrote:

The Ruby Gargoyle at the end always seems to clobber me really fast, killed me twice before I could take it down
He probably just attacks too fast, but I also often play a mage and it sometimes gets difficult in places like this starting out as a mage.
Is it possible to bring back the original laser attack it had? It made him look pretty awesome honestly :P

For a mage I used a summons to keep him busy and sniped his cohorts first before taking him out. He'll stay put but they can be drawn out to be attacked one by one. A Nature Mage with heal has the easiest time of it. Even for the other classes the 30hp that heal can restore makes it worth it at the beginning.

I agree about the original attack but unfortunately DS1 spells are incompatible with DS2, they have to be made from scratch. It would be great if this one could be restored to something like the original.

DrakeIsGod wrote:

Damn I kind of like those alterations, but anyway another problem with Vanilla DS2 is this:
However every other dwarf is fine, but this isn't a problem whatsoever in DS2: BW.

There are actually a few BW alterations used in the various weapons and armor used in the mod and it was my belief that in vanilla DS2 they were simply ignored and caused no harm. Maybe I'm wrong with this assumption or if it is as I suspect, maybe it's something to do with this particular alteration. If so I could use another so in BW you get extra benefit from the weapon.

I'll have to check this out. The dwarf shouldn't be selectable as a hero in DS2. The display for race of an Elf and overlapping of skins (displaying yellow and black error textures) indicate this. Though I suppose a minimod could be made to make it a selectable hero. Comments?

sigofmugmort wrote:

Both lift cages are blacked out between the bars and there are missing Incantation Shrines on the Radar Map, rather then posting a lot of screenshots the shrines are ALL of them in the large chamber just before the Giant Spider and the one in the room right after it.

Missing alpha channels again. Will fix asap. Same for the shrines, a rebuild of the radar for that region should clear them up.

sigofmugmort wrote:

Iryan, would a potion drop help in finding the bookcases? I did post one earlier.

Thanks. I think I know where they are.

sigofmugmort wrote:

I Glitterdelve, What's with the red barrels exploding before I get near them?!?

A feature of the latest versions of the Mod-DS1Content pack. Why I don't know. Maybe I'll simply delete them from the map.

sigofmugmort wrote:

Is there to reduce the Radar Map showing dots for another map/level. Most of the red dots here are not in this area of the Mines.

Perhaps the seefar hack is making this visible. What's your setting? I'll have to check that region but in several places there's two levels in some of the mine regions. They weren't designed for the radar feature as it didn't exist in DS1, so may show even if the seefar hack is turned off.

sigofmugmort wrote:

Now I know where the blockages in the pools are

Indeed. Another missing alpha channel but proves what the problem is with the arrows mentioned in earlier posts. Forgot that they exist in the mines as well.

sigofmugmort wrote:

since Beta_14, two games ago it was a double(two in the same chest location) this has only happened the one time tho.

Interestingly looking at the region in the Editor, there is indeed two mimics there. KillerGremal actually placed them there as well as the nifty secret bridge and cool NIS for skartis to demonstrate some advanced techniques in map design. One of the mimics is an actor and the other is a container, mock_chest_dummy.

iryan wrote:
Quite a few things to consider. Thanks for the feedback. Will keep me busy for a while.

lol sorry about that, I'm glad I can be helpful though
iryan wrote:
DrakeIsGod wrote:
The health and mana shrines in the crypt:

The harvested mana potions keep getting lost somewhere in the wall, I'm not sure about the health shrine nearby though, I'll have to make a ranger and test that out


Yes there is an issue. KillerGremal mentioned that he wasn't aware of any issue with them and I don't know if they worked properly before this update but then nothing should have changed to break them. A Mod-DS1Contenet issue.

Well I went through it a good couple of times and it's given me my potions once or twice, however it's not much of an issue because potions aren't much of a necessity at that point.
iryan wrote:
I agree about the original attack but unfortunately DS1 spells are incompatible with DS2, they have to be made from scratch. It would be great if this one could be restored to something like the original.

Well how much would need to be done to get the spells from DS1 to DS2? Maybe I could attempt to work on that
iryan wrote:

There are actually a few BW alterations used in the various weapons and armor used in the mod and it was my belief that in vanilla DS2 they were simply ignored and caused no harm. Maybe I'm wrong with this assumption or if it is as I suspect, maybe it's something to do with this particular alteration. If so I could use another so in BW you get extra benefit from the weapon.

I'll have to check this out. The dwarf shouldn't be selectable as a hero in DS2. The display for race of an Elf and overlapping of skins (displaying yellow and black error textures) indicate this. Though I suppose a minimod could be made to make it a selectable hero. Comments?


I like the idea of the dwarf being selectable Smile I think it would be a step closer to making it compatible with Vanilla DS2.

iryan wrote:
sigofmugmort wrote:

I Glitterdelve, What's with the red barrels exploding before I get near them?!?

A feature of the latest versions of the Mod-DS1Content pack. Why I don't know. Maybe I'll simply delete them from the map.

sigofmugmort, you might've been fighting a little too close to the barrels. They didn't explode near me, then again I don't usually give them a chance to, Naidi
is my safeguard Smile

HardLess's picture

DrakeIsGod wrote:

Well how much would need to be done to get the spells from DS1 to DS2? Maybe I could attempt to work on that

The problem to convert DS1 spells into DS2, is to recreate the effects. I'm working at it, but to make an effect which is close to the original can take me between 1-2 hours. It's really time consuming, and some of them are really special and I need to convert the way the spell was handle as well. I would be happy to see someone else working at it, but you should know that in Dungeon Siege 1 only there are 150 monster spells. Some of them are pretty easy or are also used by the hero.

But if you have any question about effects you can send a message :),

HardLess.

There's an update to fix the Terrain pack. Hopefully no more black defects due to missing alpha channels
http://www.siegetheday.org/~iryan/files/Betav28/DS1_Mod_Terrain_Beta28.ds2res (121Mb)

HardLess wrote:
DrakeIsGod wrote:

Well how much would need to be done to get the spells from DS1 to DS2? Maybe I could attempt to work on that

The problem to convert DS1 spells into DS2, is to recreate the effects. I'm working at it, but to make an effect which is close to the original can take me between 1-2 hours. It's really time consuming, and some of them are really special and I need to convert the way the spell was handle as well. I would be happy to see someone else working at it, but you should know that in Dungeon Siege 1 only there are 150 monster spells. Some of them are pretty easy or are also used by the hero.

But if you have any question about effects you can send a message :),

HardLess.


Yes it is complicated getting spells to look similar in DS2 to the originals in DS1. It's just not the effects but how the monsters use them. It took me ages to get spells to appear to come out of the Drake's mouth for instance instead of appearing from their legs. Also the Droc Spatter was broken for quite a while but at least now can spit a fireshot at you.

DrakeIsGod wrote:

I like the idea of the dwarf being selectable Smiling I think it would be a step closer to making it compatible with Vanilla DS2.

The problem was actually with the DS2 VoiceSet and not this mod. I'll post an update for it soon.

I can't make the Dwarf selectable as a hero in this mod as you need to modify some files used by other mods that add new characters or races but I can release a mini mod to make dwarves selectable in DS2. I can also make it compatible with the vast majority of other mods that add new characters or races for convenience sake. It simply requires that the skin and camera files include all the definitions for the various characters and races, the game will ignore them if they aren't present.

iryan wrote:
There's an update to fix the Terrain pack. Hopefully no more black defects due to missing alpha channels
http://www.siegetheday.org/~iryan/files/Betav28/DS1_Mod_Terrain_Beta28.ds2res (121Mb)

Thank you Smile That seems to take care of all that I've located

iryan wrote:
DrakeIsGod wrote:

I like the idea of the dwarf being selectable Smiling I think it would be a step closer to making it compatible with Vanilla DS2.

The problem was actually with the DS2 VoiceSet and not this mod. I'll post an update for it soon.

What was wrong with the DS2 VoiceSet?

iryan wrote:
I can't make the Dwarf selectable as a hero in this mod as you need to modify some files used by other mods that add new characters or races but I can release a mini mod to make dwarves selectable in DS2. I can also make it compatible with the vast majority of other mods that add new characters or races for convenience sake. It simply requires that the skin and camera files include all the definitions for the various characters and races, the game will ignore them if they aren't present.

The skin seems to be fine with Gloern in Vanilla DS2, could you possibly add his skin files to the character select screen the way it what done in DS2: BW?

Sorry for all the questions lol

A few comments.

I have downloaded the terrain update and will check since the tree roots in The Caves of the Lost are also black.

When you go out the west gate of Arhok the Ice Lake is flickering from light to dark.

In Ehb I have reached the Ice Caves with ease. However, The Beaded Bow's string is incomplete on its icon. The first part of the string is a heavy black with the rest almost invisble.

With regards to the exploding barrels. They are detonating before I get near them( some but not all) As an Example, when first entering Glitterdelve the first 2 had detonated and as I moved to the left side to engage the barrels on the far right to the entrance to the scorpion cage detonated.
I did an exit without saving, re-entered and did the first level, then repeated the level a few more times. Not all the barrels exploded each time except for a few off-map such as the one where the first Rock Beast breaks through the wall.

Drake, that's the same vase I posted. Thanks for confirming. :thumbup1:

Given the LARGE number of posts on this thread :jawdrop: I will remind that I play with the Hack OFF unless I am trying to confirm somthing like where and why the elevator at the end of Act I in Yestehaven was hanging up on Bare_Elf.

Now, rescue that twit Marik or stomp the Lost Queen :bat:

Dwarf

Invisible floor lol

Starting in Wesrin:

All lightable torches are named lightstand_lightable

Unreachable switch

Unreachable torch

This was before the terrain update:

Unreachable barrel

Glacern

Missing statue?

This half-giant soldier is a little too close to this gal lol

>> Powder Kegs
Right now most power kegs can explode from alone, by intention (within some random bandwidth). So monsters can actually blow them up themselves (but no panic, the player will get the exp anyway).
Perhaps it would be good if this happens while the player can see them just for the 'entertaining' factor (*cough*). Evil

Background was to assist a little bit parties with melee actors only/mainly, and additional approach triggered barrels will offer a second way to make them explode. There is good chance that a clever party placement will attract monsters right through/into the danger zone.

It may be however that these barrels are too sensitive at the moment, but this isn't a big matter to revise.

 

>> Torch holders
Some torches may be selectable because of the map design, some probably because of me.
I did some test with torch holders to give a torch here and then, unfortunately the 'can-not-reach-it-checks/-workarounds' are not sophisiticated enough to cover all situations.
I actually thought I removed this feature again, however it's definitely something that should be revised once.
 

Kingdom of Ehb. Have installed all the version 27 files and replaced DS1_Mod_Terrain_Beta27 with DS1_Mod_Terrain_Beta28. Also running DS2BW_Adepts_Logic_Beta_1x and DS2BW_Adepts_Resources_Beta_1h. Just left Glacern and visited the homeless blacksmith's home. In the basement in the room the quest completes there is a box that I shot about 2 dozen arrows at and all the arrows hit the ground in front of the box no matter how close I get like standing in the box Smile When time allows you may wish to check it.

No other issues with terrain or monsters or chests between Glacern and the Crystal Caverns. If I have a few minutes tomorrow I will venture on.

Elf

DrakeIsGod wrote:
Invisible floor lol

Not a bug, meant to be like that so you can see the rollers. As far as I know they've always been like that.

DrakeIsGod wrote:

Starting in Wesrin:
All lightable torches are named lightstand_lightable

DS2 bug as they have no name defined. Maybe KillerGremal can update this or I can in the next update of this mod.

DrakeIsGod wrote:

Unreachable switch
Unreachable torch
Unreachable barrel

These have now been fixed in next update, including the one bare_elf noticed in the Blacksmith's den.

DrakeIsGod wrote:

Glacern
Missing statue?

You may well be right. I don't have Siege Editor for DS1 set up right to view this so can somebody confirm this and let me know what statue it should be? Thanks.

DrakeIsGod wrote:

This half-giant soldier is a little too close to this gal lol

Been repositioned in next update.

sigofmugmort wrote:

I have downloaded the terrain update and will check since the tree roots in The Caves of the Lost are also black.

Missing Alpha. Now fixed in next update.

sigofmugmort wrote:

When you go out the west gate of Arhok the Ice Lake is flickering from light to dark.

Corrupted texture. Now fixed in next update.

The DS2 VoiceSet has also been updated to completely disable the dwarf in DS2 as it was meant to do from the start. http://www.siegetheday.org/~iryan/files/Betav28/DS2_Mod_VoiceSet_Beta_4.ds2res

I did attempt to make a small mod to make them playable but there seems to be some issues with the skins and eyes. The dwarf model is more complex than the others and vanilla DS2 doesn't seem to like it. Is on the back burner for now unless somebody is interested enough to take it and finish it off.

iryan wrote:

DrakeIsGod wrote:

Glacern
Missing statue?

You may well be right. I don't have Siege Editor for DS1 set up right to view this so can somebody confirm this and let me know what statue it should be? Thanks.

Hi Iryan,
Just happened to have a saved game in DS1 of Ehb. So I fired up a multiplayer game and jumped to Glacern. This is the missing Statue that DrakeIsGod noted.

The image name is b_i_ice_statue-01.raw

Hope this helps
Elf

When i put Mod Terrain Beta28.ds2res into resources files.
Has this problem occurred http://s105.photobucket.com/user/Martinit760/media/DungeonSiegeIIScreen-0006_zpsdcdc588d.png.html
Finnal still want summon creature, even if she has alredy summoned maximum 5 creatures.

Legosp wrote:
When i put Mod Terrain Beta28.ds2res into resources files.
Has this problem occurred http://s105.photobucket.com/user/Martinit760/media/DungeonSiegeIIScreen-0006_zpsdcdc588d.png.html
Finnal still want summon creature, even if she has alredy summoned maximum 5 creatures.

Hi
What map are you playing? Finala is a Dungeon Siege 2 and Broken World Character and as far as I know does not exist by that name in any of the converted Dungeon Siege 1 maps. The DS1 mods should have no effect on Dungeon Siege 2 or Broken World.

Did you remove Mod Terrain Beta27?

Can you please post a screen shot of your Dungeon Siege 2 resources folder?

Thank You
Elf

My Resources files: http://s105.photobucket.com/user/Martinit760/media/res_zpsa9f22233.jpg.html
I play Kingdom of Ehb. And this problem start when i put mod terain beta 28 in resource folder.
Files: mod terain beta 27 working good.

That goes all the way back to DS1, I've taken to just using Jolt, Frostbeam or a melee weapon

Ice Caverns

The Incantation shrines are missing from the Radar Map.

I also discovered that the Beta_28 file doe NOT work when you put it in your Heroes of Might and Magic IV folder :fishslap: Insane :wacko:

Dwarf

Legosp wrote:
My Resources files: http://s105.photobucket.com/user/Martinit760/media/res_zpsa9f22233.jpg.html
I play Kingdom of Ehb. And this problem start when i put mod terain beta 28 in resource folder.
Files: mod terain beta 27 working good.
Hm, it's rather inprobable that textures alone cause troubles with AI routines... :o

However concerning your recent mod list and this post note maybe that some formulas in the game (also in the Aranna Legacy mod) never really have been tested for a player level above 100. So it's possible that portions of the game still think the maximum level is 100, not expecting that terms like ( max_game_level + 10 - player_level ) ever get negative.

sigofmugmort wrote:

I also discovered that the Beta_28 file doe NOT work when you put it in your Heroes of Might and Magic IV folder :fishslap: Insane :wacko:

Dwarf


Heroes of Might and Magic!! Hellz yeah! You are awesome for that

Legosp wrote:
My Resources files: http://s105.photobucket.com/user/Martinit760/media/res_zpsa9f22233.jpg.html
I play Kingdom of Ehb. And this problem start when i put mod terain beta 28 in resource folder.
Files: mod terain beta 27 working good.

First you have three mods that are designed to work with Broken World in your DS2 Resources folder -- They do not work correctly unless they are in the Broken World resources folder and you run the game from the Broken World Start, preferably using Elys Allsaves for Broken World or Elys DS2 Succubus Manager with the Succubus Modlet Disabled. This is all clearly explained in the read me files for Aranna Legacy and More Hair Plus.

I recommend that you move the following three mods to Broken World Resources before doing anything else.
BW-More_Hair_Plus_V4.ds2res
MOD-BrokenWorld-ArannaLegacy-Alpha3r.ds2res
Unique_99_Shop.ds2res

I have never used:
"radar and respawn"

I expect that radar and respawn might have a conflict with either Aranna Legacy or the Legendary Map Pack and I would like to test this. I would suggest that you disable all four of these mods and test to verify you do not have the problem. You can disable a mod by renaming the suffix.
[changing the ds2res to some other word like off]. If you do not have the problem with the mods turned off turn on one of them at a time and check.
Making sure to have only one of the 4 mods turned on at a time. If any one mod causes the problem report it. If not try two at a time same procedure.

Elf

I am currently running the same mods as you, but installed in the correct folders, using the succubus manager to start the game -- I am at the Broken Bridge -- I have had no problems thus far.

Edit:
Had a brief problem when restarting the game as I forgot that I had a mod in my ds2 resources folder quadxp.ds2res which directly conflicts with Aranna Legacy as they handle experience points in a different fashion. With that fixed I can journey on.

Elf

Trader camp reached,and Lost Queen mashed.

Tree roots are black

Notice no blue item dot on Radar Map. LOT more on this at end of post.

Shrine missing on Radar map, other locations are All in the Glacial Caverns and All in the underground river caves.

Notice the Radar map shows the Thug as a blue dot, did NOT drop treasure and the blue dot remained to mark the body. Ehb or Utrean Apocalypse it is specifically the Thugs that are off.

Now, as to the items that do not show on the Radar Map. I noticed it first with the Leaf Hood then it happened with a couple more Items so I whent back to the merchant in Arhock( and later Glacern and the Travelers Camp).
Bought a few items, stepped outside and dropped them and noted witch ones did not show, stopped writing them down when I reached FIFTY

All Enchanted items as well as all weapons and spellbooks where fine.
What did NOT show where all unenchanted and enchantable armor, rings, shields, and talismans/amulets necklaces.

now to add spells_reloaded for the Laser beam and re-read the Complete Douglas Adams

Dwarf

Legosp I am sorry that I have as yet been able to reproduce the problems you are having.

Okay I have reached Glitterdelve using Legosp's configuration (except I put the Broken World Mods in the Broken World resources folder). I have not encountered any problems with summoned creatures, spells or other things that Legosp noted. Most of my characters have reached or are above level 150.
I am starting to believe that the problems where caused by having the Broken World Specific Mods in the Dungeon Siege 2 resources folder. If I can not reproduce the problems Legosp noted by the end of the game, I will move the Broken World Mods to the DS2 resources folder and try again.

Elf

There's a new update with hopefully some fixes for terrain defects, some minor non map related fixes and randomized weapons/armor for certain monsters.
http://www.siegetheday.org/~iryan/files/Betav28/DS1_Mod_Logic_Beta28.ds2res

I've included the terrain fixes in this update rather than forcing a download of the terrain pack at this point in time, in case there are still other defects not fixed (I've spent time searching for others but...). The terrain defects are the root alphas, water drips opacity and flickering water in the frozen lake near Arhok in LOA.

Monsters such as Krug, Skeletons, Hassat, Zaurask, etc, will now have randomized weapons as per the method KillerGremal suggested. The way the Editor handles this is interesting. For the majority of monsters it shows them holding nothing at all but for the mercenary skeletons, who also have randomized armor, it shows them randomized with armor and weapons. So care would be required in saving any regions with randomized equipment for monsters using this method.

The Editor also spat the dummy if I tried updating the mercenary skeletons in the Hiroth area with this logic file. Basically all objects were reported as having broken dependencies even though it worked fine in-game. Just updating the mercenary skeletons in the map was fine with the Editor, it reports and shows everything as normal. So to see the updated mercenary skeletons the map will have to be released, which will be soon I hope.

So if you try this update, I hope to get feedback on any problems with the randomized weapons and any suggestions on what weapons would look nice, etc. One thing I have noticed is that monsters modified this way sometimes simply vanish when killed rather than leaving a corpse.

sigofmugmort wrote:
Trader camp reached,and Lost Queen mashed.

Tree roots are black


The latest update should fix those. Will be moved to the terrain pack when finalized.

sigofmugmort wrote:

Shrine missing on Radar map, other locations are All in the Glacial Caverns and All in the underground river caves.

All of these have to be done in the maps. To be done and released soon.

sigofmugmort wrote:

Notice the Radar map shows the Thug as a blue dot, did NOT drop treasure and the blue dot remained to mark the body. Ehb or Utrean Apocalypse it is specifically the Thugs that are off.

Now, as to the items that do not show on the Radar Map. I noticed it first with the Leaf Hood then it happened with a couple more Items so I whent back to the merchant in Arhock( and later Glacern and the Travelers Camp).
Bought a few items, stepped outside and dropped them and noted witch ones did not show, stopped writing them down when I reached FIFTY

All Enchanted items as well as all weapons and spellbooks where fine.
What did NOT show where all unenchanted and enchantable armor, rings, shields, and talismans/amulets necklaces.

now to add spells_reloaded for the Laser beam and re-read the Complete Douglas Adams

Dwarf


The only difference between the thugs and the other bandits is the weapon they use, a cestus. Must be a function of how the cestus work, they actually use ammo.

It's highly likely that it's the UI Mod which is causing that. When highlighting is turned off it may effect the radar map as well. Easy to check, just remove it and see what happens. If it bothers then it should be easy enough to modify not to cause that effect while keeping things that you like in the mod.

iryan wrote:

The only difference between the thugs and the other bandits is the weapon they use, a cestus. Must be a function of how the cestus work, they actually use ammo.

It's highly likely that it's the UI Mod which is causing that. When highlighting is turned off it may effect the radar map as well. Easy to check, just remove it and see what happens. If it bothers then it should be easy enough to modify not to cause that effect while keeping things that you like in the mod.


Just got passed the bandits on Ehb, I got the same problem on my radar. I noticed that it's not just the thugs, every bandit appears as blue on the radar/map, but seemingly random. When they are still alive, they flash from red to blue until they die and their body stays blue on the radar/map. However it's only the bandits I've seen with this problem so far, it could be the weapons they're holding or some other property relating to the actor.

EDIT: Not all of the bandits are blue, it's random

Kingdom of Ehb has been updated to Beta28 and even though it was uploaded only earlier, so has DS1_Mod_Logic.ds2res in order to support restoration of the missing Glacern statue. All missing radar images have hopefully been pre-emptively updated.
http://www.siegetheday.org/~iryan/files/Betav28/DS1_Map_World_Beta28.ds2res (45.1Mb)
http://www.siegetheday.org/~iryan/files/Betav28/DS1_Mod_Logic_Beta28a.ds2res (1.2Mb)

Goblin warrens and Illicor reached so i should have some feedback on the 28 updates tomorrow, and the thugs where showing as blue dots in beta26 before I added the GUI

Dwarf

The Lance

I noticed the Lance has a Strength minimum and and a character level minimum instead of a melee minimum .

Here is another missing shrine

Dwarf

bare_elf wrote:
Legosp I am sorry that I have as yet been able to reproduce the problems you are having.

Okay I have reached Glitterdelve using Legosp's configuration (except I put the Broken World Mods in the Broken World resources folder). I have not encountered any problems with summoned creatures, spells or other things that Legosp noted. Most of my characters have reached or are above level 150.
I am starting to believe that the problems where caused by having the Broken World Specific Mods in the Dungeon Siege 2 resources folder. If I can not reproduce the problems Legosp noted by the end of the game, I will move the Broken World Mods to the DS2 resources folder and try again.

Elf

Update:
My party has made it to Glacern and most of the party is at level 200 and still have not encountered any of the problems that Legosp encountered with these mods. It appears so far that the problem may have been the location of the mods. Nice to see the statue back in Glacern Smile Must actually do some real world work so will move on again tomorrow if things go as planed tonight.

Elf

sigofmugmort wrote:
The Lance

I noticed the Lance has a Strength minimum and and a character level minimum instead of a melee minimum .

Dwarf


Could you please provide some more details about the Lance? This mod doesn't add anything like that. I did try adding the Morden Lances from DS2 to Adepts but couldn't get the characters to hold them realistically (they poked into the ground) so abandoned the idea.

An image of the inventory icon, weapon and name would be useful.

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