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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.

iryan wrote:
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.

I've created 2 lances some time ago (rather lance-like effects for staves), also many items I've made are using STR/INT/DEX requirements corresponding to the class these items are intended for.
Still the STR/INT/DEX requirements should be high enough to prevent for example that melee chars may use the same bow as a ranged char would do - unless perhaps it's a very low-levelled bow or the DEX stat gets significantly pushed by enchanted rings.
 

LoA item

Just a nice shot of some Hassat.

This Booka is still stuck, will only cast Blind, Melee cannot reach it only ranged attacks

Now that my party in Ehb has been cleaned and treated with an Anti-fungle
I shall try trashing the Goblin Warrens next :twisted: Dwarf

The Lance

Here is a shot of the Lance. Due to technical problems I am only half way through the Goblin Warrens But I hope to make some progress this weekend

Dwarf

My party has made it to The Fury Den and most of the party is at level 270 and still have not encountered any of the problems that Legosp encountered playing with the DS1 Legendary Map Pack V28, BW-More_Hair_Plus_V4, Mod-BrokenWorld-ArannaLegacy-Alpha3r, Unique_99_Shop and radar_and_respawn. Because I am 3/4 of the way through the Kingdom of Ehb map I must believe that having the Broken World Mods installed in the DS2 Resources Folder was the cause of the problem. I will continue to the end of the game, but I do not think I will encounter any of my characters calling more than one summon at a time. Each is equipped with a summoned character in the autocast spell section of the spell book. I will keep looking but I am not hopeful.

Elf

I played this on multiplayer two nights ago with a friend, she had the same files as I did.(Legendary Mod- Up to date) She imported her party from her regular DS2 campaign, I just made a new one from scratch. She started the game and it brought me through the start up cutscenes of the Broken World campaign for some reason. I also noticed that all of the monsters were around lvl 17, and we were lvl 3 lol, however, they were as easy as the ones in the Singleplayer campaign. We made it through pretty stable, but the boss krug in Edgaar's basement was not appearing on my side of the screen, she had to fight him herself while I healed lol. The Mimick in the secret area was also invisible to me, but those were the only two monsters that I couldn't see. Other than that, the traps in the Crypt of the Sacred Blood do not go off at all.

Could that have just been connection issues between us?

HardLess's picture

DrakeIsGod wrote:

She started the game and it brought me through the start up cutscenes of the Broken World campaign for some reason. I also noticed that all of the monsters were around lvl 17, and we were lvl 3 lol, however, they were as easy as the ones in the Singleplayer campaign. We made it through pretty stable, but the boss krug in Edgaar's basement was not appearing on my side of the screen, she had to fight him herself while I healed lol. The Mimick in the secret area was also invisible to me, but those were the only two monsters that I couldn't see.

I had noticed the issues with the intro in multi but never reported it, I was thinking that was normal but I never played in solo :).

You can ignore the lvl of the monster displayed this is a client issue, but the monsters are at the right level.

As the client of the game you won't be able to see some bosses, it's a problem which is really strange never understood why...

HardLess.

Minor Ehb

Either Naidi's icon got left off this conversation or my ability to generate unique glitches continues :wacko:

Hope to reach the Fortress next but first I need to clean Elf tracks off my armor ...again... :goofy:

Dwarf

HardLess wrote:
I had noticed the issues with the intro in multi but never reported it, I was thinking that was normal but I never played in solo :).

You can ignore the lvl of the monster displayed this is a client issue, but the monsters are at the right level.

As the client of the game you won't be able to see some bosses, it's a problem which is really strange never understood why...

HardLess.

Thanks HardLess, I was wondering :). Then so far everything seems alright, except for the issue where traps don't go off in the Crypts, not sure what that is but it happened for both of us lol.

Seeing as there's no installer available, I tried downloading and installing all of the files individually. I've got the game running, and everything seems to be in working order except for one issue: I'm constantly being spammed with death messages. I'm not sure what I've done wrong, but it's fairly annoying. Granted, I can ignore it and continue playing, but any solution would be appreciated. Here are the exact files in my DS2 resource folder. (I have nothing in the Broken World folder except the original files)

DS1_Expansion.ds2res
DS1_Legendary_Mod_VoiceSet_Beta_3.ds2res
DS1_Map_Legends_of_Aranna_Beta27.ds2res
DS1_Map_Utraean_Peninsula_Beta27.ds2res
DS1_Map_World_Beta28.ds2res
DS1_Map_Yesterhaven_Beta27.ds2res
DS1_Mod_Content_Beta27.ds2resa27.ds2res
DS1_Mod_Exp_Content_Beta27.ds2res
DS1_Mod_Logic_Beta28a.ds2res
DS1_Mod_Terrain_Beta28.ds2res
DS2_Mod_VoiceSet_Beta_4.ds2res
ExpVoices_DS1.ds2res
Logic.ds2res
Logic_DS1.ds2res
Mod-DS1Content-Alpha10t.ds2res
Mod-DS1Map-ArhokXP-Beta5.ds2res
Mod-DS1Map-Diabloish-Beta02c.ds2res
Mod-Erthos-MonsterLevelAdjust-Beta5f.ds2res
Movies1.ds2res
Movies2.ds2res
Objects.ds2res
Objects_DS1.ds2res
Sound1.ds2res
Sound2.ds2res
Sound_DS1.ds2res
Terrain.ds2res
Terrain_DS1.ds2res
Voices.ds2res
Voices_DS1.ds2res

Thanks in advance for the assist.

sigofmugmort wrote:
Minor Ehb

Either Naidi's icon got left off this conversation or my ability to generate unique glitches continues :wacko:

Hope to reach the Fortress next but first I need to clean Elf tracks off my armor ...again... :goofy:

Dwarf


Has she appeared in other banters or was this the first time?

I looked in the banter conversation files and the icon description appeared normal.

DrakeIsGod wrote:
HardLess wrote:
I had noticed the issues with the intro in multi but never reported it, I was thinking that was normal but I never played in solo :).

You can ignore the lvl of the monster displayed this is a client issue, but the monsters are at the right level.

As the client of the game you won't be able to see some bosses, it's a problem which is really strange never understood why...

HardLess.

Thanks HardLess, I was wondering :). Then so far everything seems alright, except for the issue where traps don't go off in the Crypts, not sure what that is but it happened for both of us lol.


The traps in the Crypts are logical as they are set multiplayer = false; so at least that flag is working.

Can you tell me if the second Krug miniboss, Klandank the Krug, encountered before the bridge on the way to the Crypts is working? Essentially this template is identical to the first miniboss in the cellar except for the model and name.

I can try a test where is_multi_player = true; is explicitly set in the common block for the bosses and monsters not appearing in multiplayer games but it probably won't have much effect as this line is set by default for all game objects except for ambient critters where it is explicitly set to false.

Other than that I don't know what the reason could be for some bosses and monsters not appearing in multiplayer games and nobody has been able to offer any suggestions on the thread either. As for the glitch with the Broken World starting movie, that's even more of a mystery. The only thing I can think of is that none of the maps in the Legendary mod has the show_intro or show_expansion_intro lines. I can add these in and set them to false in one map as a test but again there's no guarantee that it will work.

Viden wrote:
Seeing as there's no installer available, I tried downloading and installing all of the files individually. I've got the game running, and everything seems to be in working order except for one issue: I'm constantly being spammed with death messages. I'm not sure what I've done wrong, but it's fairly annoying. Granted, I can ignore it and continue playing, but any solution would be appreciated. Here are the exact files in my DS2 resource folder. (I have nothing in the Broken World folder except the original files)

Thanks in advance for the assist.


My apologies for a lack of an installer but the current version is in some degree of flux with a number of updates being released in a short time. Once everything is a bit more stable a new installer will be available.

Your installation is fine except for Logic_DS1.ds2res, that will probably be where the errors are originating from. Delete that and everything should be fine. Terrain_DS1 is also not required as all terrain files are included in DS1_Mod_Terrain_Beta28.ds2res

Hi Legosp I played the entire EHB map with the mods you where using and could not reproduce any of the errors you had when I have the mods installed in the correct resources folders I will try it now as you had it set up originally.
Elf

iryan wrote:
Can you tell me if the second Krug miniboss, Klandank the Krug, encountered before the bridge on the way to the Crypts is working? Essentially this template is identical to the first miniboss in the cellar except for the model and name.

I can try a test where is_multi_player = true; is explicitly set in the common block for the bosses and monsters not appearing in multiplayer games but it probably won't have much effect as this line is set by default for all game objects except for ambient critters where it is explicitly set to false.


Klandank the Krug is alright, the only ones who didn't appear was the Mimick and the Krug in Edgaar's cellar, perhaps it's the ping between both connections that cuts off files from being shared properly between users. It might not just be a problem for Ehb, but the connection itself.

DrakeIsGod wrote:
iryan wrote:
Can you tell me if the second Krug miniboss, Klandank the Krug, encountered before the bridge on the way to the Crypts is working? Essentially this template is identical to the first miniboss in the cellar except for the model and name.

I can try a test where is_multi_player = true; is explicitly set in the common block for the bosses and monsters not appearing in multiplayer games but it probably won't have much effect as this line is set by default for all game objects except for ambient critters where it is explicitly set to false.


Klandank the Krug is alright, the only ones who didn't appear was the Mimick and the Krug in Edgaar's cellar, perhaps it's the ping between both connections that cuts off files from being shared properly between users. It might not just be a problem for Ehb, but the connection itself.

That's always possible but then it would be random and I think Hardless has mentioned that it tend to occur with certain bosses, the Lost Queen in LOA for example.

Anyhow here's a test version of Kingdom of Ehb (replacing DS1_Map_Map_World_Beta28.ds2res). All players will need the map as well as having the same configuration, etc.
http://www.siegetheday.org/~iryan/files/Betav28/DS1_Map_World_MPTest1.ds2res (45.1 Mb)

All that's changed is that the first Krug miniboss in the cellar has is_multiplayer = true; explicitly set in it's instance and the line show_expansion_intro = false; added to the map's main.gas (already had show_intro = false;).

iryan wrote:
My apologies for a lack of an installer but the current version is in some degree of flux with a number of updates being released in a short time. Once everything is a bit more stable a new installer will be available.

Your installation is fine except for Logic_DS1.ds2res, that will probably be where the errors are originating from. Delete that and everything should be fine. Terrain_DS1 is also not required as all terrain files are included in DS1_Mod_Terrain_Beta28.ds2res

D'oh... After your suggestion, it works wonderfully. Thank you so much and I can't wait to dive in. I'll let you know if I encounter any issues.

Yes she has that's why I noticed. As I said, I have an ability to generate unique occasional Insane glitches

Here is another example of an occasional weird glitch

Dwarf

Still untouchable

I believe the gears on the table are what is causing me this problem.

Then there is this button

Dwarf

sigofmugmort wrote:
Still untouchable
I believe the gears on the table are what is causing me this problem.

Then there is this button

Dwarf


Button? What button? Could you please be more descriptive? I looked all around that area in the Editor and didn't notice any buttons. Thanks.

I've moved the lorebook into the chest in the secret room in that secret room. I believe you're right about the placement and the gears.

It was a similar story with the stuck Gargoyles in the Crypts earlier in Ehb. They are made to patrol around that room but one of the patrol points is either defective or too close to the column and the gargoyle/s sometimes get stuck on the scenery. So I just moved them slightly and deleted the patrol route.

GPG used patrol routes quite a bit to try to make the monsters more active but sometimes it fails in these converted maps due to the changes in bounding volumes of the terrain and objects. In this case the player really wouldn't notice as the room remains shrouded in the black fog until the player enters it and typically the monsters react even before that point.

Posted wrong screenshot :blush: :censored: :wacko:

It is the button that opens the secret door in the flooded ruins.

Dwarf

DS1 content pack 10u

The Ice Lake outside Arhok is now normal, and breaksbles now show how much damage they are taking when you break them, this also goes twords power recharging.

Dwarf

Arhok Radar MapInside Arhok the radar map does not rotate with the party's direction of travel wich makes the map jerk around a lot as you travel away from the town the Radar Map starts working normaly.

Dwarf

KillerGremal wrote:
The content pack got a little update, from Alpha 10t to 10u.

Thanks KillerGremal Smile I only found a few issues/glitches with this while I was playing a multiplayer test run.
The rake:

It takes up only one space in the inventory:

And just about every Phrak would not take any damage from me for some reason (a few did), but they would always take damage from the other player no matter what. Not sure what that was honestly. Anyway, the update seems great, and I noticed the respawn shrines work well :P

iryan wrote:
Anyhow here's a test version of Kingdom of Ehb (replacing DS1_Map_Map_World_Beta28.ds2res). All players will need the map as well as having the same configuration, etc.
http://www.siegetheday.org/~iryan/files/Betav28/DS1_Map_World_MPTest1.ds2res (45.1 Mb)

All that's changed is that the first Krug miniboss in the cellar has is_multiplayer = true; explicitly set in it's instance and the line show_expansion_intro = false; added to the map's main.gas (already had show_intro = false;).


Unfortunately the intros for DS2 and BW still play out in Multiplayer, but only on certain circumstances, like when we both started out with fresh characters. Perhaps it's only characters below lvl 3 that see the intro. I did notice something weird this time though, I tried joining a lvl 0 player with my lvl 31 and the game crashed on the other player's side and shut down. Not sure what that was but I just went ahead and used a lvl 5 character instead, she used a lvl 3 and the intros didn't even come up. The Krug mini-boss in Edgaar's cellar appeared though, I think 'is_multiplayer= true' might have something to do with it lol. The same Mimick that didn't show up last time needs that field added now lol:

Just ended Broken World... for the new features that have been added back then, above stone fist, blood assassin classes and unique recipies, the best one is when you have NPCs speaking during cutscenes (their mouth is moving and their emotions can be seen on their faces) they were convincing for the first time !

It was promising, wish Gas Powered Games have done Dungeon Siege 3...
Do you think we will see a new Dungeon Siege developped by Gas Powered Games ever again (based on original features/gameplay for sure) ?

Gemeaux333 wrote:
Just ended Broken World... for the new features that have been added back then, above stone fist, blood assassin classes and unique recipies, the best one is when you have NPCs speaking during cutscenes (their mouth is moving and their emotions can be seen on their faces) they were convincing for the first time !

It was promising, wish Gas Powered Games have done Dungeon Siege 3...
Do you think we will see a new Dungeon Siege developped by Gas Powered Games ever again (based on original features/gameplay for sure) ?


Gas Powered Games went bankrupt.. Dungeon Siege rights were given to Square Enix.. Hopefully they will at least remake DS2 in the near future to please veteran Dungeon Siege gamers, or a Dungeon Siege based solely on the gameplay that 'we' enjoy. Imagine having an improved Dungeon Siege 2 with the features of this mod and Aranna Legacy, with every bugfix and improvement we can think of for stable, but invigorating gameplay, perfected and finalized. Dungeon Siege 1 would become virtually useless Smile Imagine the Gamespy servers being brought back up or replaced with even better/enhanced multiplayer gameplay....
lol forgive me, I got carried away with the ultimate goal I'd love to eventually see with Dungeon Siege.. Man I bet if I could get in contact with an official of G.O.G., Square Enix or Obsidian I bet I could sway their interest

You guys deserve a reward for working on this, I've never had such high hopes for a game in my life lol Smile Let me go ahead and give a fat "thank you" to HardLess, Irwin, Elys, Lady Femme, bare_elf, KillerGremal and everyone else who made this community what it is. I don't mean to sound ridiculous, but this game shaped my infinitely-developing mind, and your mods made me love it even more Smile Smile Smile

DrakeIsGod wrote:
Gemeaux333 wrote:
Just ended Broken World... for the new features that have been added back then, above stone fist, blood assassin classes and unique recipies, the best one is when you have NPCs speaking during cutscenes (their mouth is moving and their emotions can be seen on their faces) they were convincing for the first time !

It was promising, wish Gas Powered Games have done Dungeon Siege 3...
Do you think we will see a new Dungeon Siege developped by Gas Powered Games ever again (based on original features/gameplay for sure) ?


Gas Powered Games went bankrupt.. Dungeon Siege rights were given to Square Enix.. Hopefully they will at least remake DS2 in the near future to please veteran Dungeon Siege gamers, or a Dungeon Siege based solely on the gameplay that 'we' enjoy. Imagine having an improved Dungeon Siege 2 with the features of this mod and Aranna Legacy, with every bugfix and improvement we can think of for stable, but invigorating gameplay, perfected and finalized. Dungeon Siege 1 would become virtually useless Smile Imagine the Gamespy servers being brought back up or replaced with even better/enhanced multiplayer gameplay....
lol forgive me, I got carried away with the ultimate goal I'd love to eventually see with Dungeon Siege.. Man I bet if I could get in contact with an official of G.O.G., Square Enix or Obsidian I bet I could sway their interest

You may dream all you like, but non of this will ever happen. As far as the Game Making Companies are concerned there is no profit in bringing back something they consider long dead. Why do you think as soon as GPG bit the dust, Those who had the rights to the Dungeon Siege Games closed all the sites. Now maybe if all of the web sites that existed 10 years ago that talked about DS where still there they may have had second thoughts but I do not think so. It is sad, that your dream will not come true, but we are still alive you stupid game making companies. Why do you think I run Windows xp and windows 7. I like the games I play and hate an OS that no longer supports them. When buying a new computer, I always bring my games to the store to test them. If the store says no I leave, If the computer say no I leave.

Elf

DrakeIsGod wrote:
Gemeaux333 wrote:
Just ended Broken World... for the new features that have been added back then, above stone fist, blood assassin classes and unique recipies, the best one is when you have NPCs speaking during cutscenes (their mouth is moving and their emotions can be seen on their faces) they were convincing for the first time !

It was promising, wish Gas Powered Games have done Dungeon Siege 3...
Do you think we will see a new Dungeon Siege developped by Gas Powered Games ever again (based on original features/gameplay for sure) ?


Gas Powered Games went bankrupt.. Dungeon Siege rights were given to Square Enix.. Hopefully they will at least remake DS2 in the near future to please veteran Dungeon Siege gamers, or a Dungeon Siege based solely on the gameplay that 'we' enjoy. Imagine having an improved Dungeon Siege 2 with the features of this mod and Aranna Legacy, with every bugfix and improvement we can think of for stable, but invigorating gameplay, perfected and finalized. Dungeon Siege 1 would become virtually useless Smile Imagine the Gamespy servers being brought back up or replaced with even better/enhanced multiplayer gameplay....
lol forgive me, I got carried away with the ultimate goal I'd love to eventually see with Dungeon Siege.. Man I bet if I could get in contact with an official of G.O.G., Square Enix or Obsidian I bet I could sway their interest

Square Enix don't understand Western gamers, they make very specific console type games which is why DS3 ended as such a disappointment. Obsidian probably were given very specific instructions on how to make the game as they have made some very good rpgs in the past - for instance SWKOTOR 2. That's how I would have liked to see in a Dungeon Siege game - a good and evil system with choices made during gameplay having real effect on the gameworld.

I'm glad someone else also loved the talking models in the NIS sequences in Broken World - I remember that was one of the complaints against DS2, the technology existed for it and it was used in other games but not in DS2. Sadly there's only a couple of models that support it so it would be difficult to see in incorporated into DS2 in a mod.

sigofmugmort wrote:
Posted wrong screenshot :blush: :censored: :wacko:

It is the button that opens the secret door in the flooded ruins.

Dwarf


Ah yes I know this one. It has been reported before, I don't know if I tried fixing it then but I've tried now and will see how it works when I reach the area during testing.

sigofmugmort wrote:

Arhok Radar MapInside Arhok the radar map does not rotate with the party's direction of travel wich makes the map jerk around a lot as you travel away from the town the Radar Map starts working normaly.

Not sure why that is. Perhaps have to redo the entire radar for the town.

DrakeIsGod wrote:

Unfortunately the intros for DS2 and BW still play out in Multiplayer, but only on certain circumstances, like when we both started out with fresh characters. Perhaps it's only characters below lvl 3 that see the intro. I did notice something weird this time though, I tried joining a lvl 0 player with my lvl 31 and the game crashed on the other player's side and shut down. Not sure what that was but I just went ahead and used a lvl 5 character instead, she used a lvl 3 and the intros didn't even come up. The Krug mini-boss in Edgaar's cellar appeared though, I think 'is_multiplayer= true' might have something to do with it lol. The same Mimick that didn't show up last time needs that field added now lol:

Interesting that the is_multiplayer line worked, it should be enabled by default it the base templates but maybe something is interfering with the proper implementation of it in multiplayer - there would be a lot for the client's game to process. I will try if out for other monsters like the mimic and Lost Queen. It would be handy to have a list of such monsters.

The maps do include the line mp_party_level = 3.0; , so maybe that's why the intro shows with freah players and it crashed trying to join a lvl 0 player to a higher one. This setting is the same as for DS2 and Broken World. I'll try setting it to 0 and see what happens. Maybe there's light at the end of the multiplayer tunnel with these maps.

iryan wrote:
Interesting that the is_multiplayer line worked, it should be enabled by default it the base templates but maybe something is interfering with the proper implementation of it in multiplayer - there would be a lot for the client's game to process. I will try if out for other monsters like the mimic and Lost Queen. It would be handy to have a list of such monsters.

The maps do include the line mp_party_level = 3.0; , so maybe that's why the intro shows with freah players and it crashed trying to join a lvl 0 player to a higher one. This setting is the same as for DS2 and Broken World. I'll try setting it to 0 and see what happens. Maybe there's light at the end of the multiplayer tunnel with these maps.


I'll try and look for any creatures still having the problem when I can, though the availability of playing multiplayer is mostly scarce for me sometimes.
I look forward to testing any results you come up with Smile

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