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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:

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.
. . .
Some radar related data will be stored in the savegame.
So assumed there is a bug, it may reappear in older savegames although the bug has been fixed meanwhile in new mod versions.

@sigofmugmort: Maybe you could recheck the problem once with a new savegame, just to see if the bug happens again.
It's also possible to re-use your current savegame, but you had to remove/delete the *.radar file from the savegame folder of your party.

Quote:
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.

Actually, I've seen 5 models using the technology (In Broken World) : a Dryad female soldier (2 cutscenes) at the beggining of Broken World, Celia (BW skin) in the Sollanum meeting, The Overmage (3 cutscenes), the Male Dryad (skin used by the Overmage) in Sollanum meeting, and and Dwarf (the Cinbri-city bridge extending cuscene)!

The main issue is the fact Broken World have not been dubbed in any language (bad for immersion)!

Could this technology being used in the legendary mod ? I was thinking that a late feature in the development could be to make high definition graphics/models... I've notice, for instance, that the Seck anatomy is very close to the Cinbri anatomy...

Gas Powered Games now belong to Wargaming, and Wargaming have bough the Total Annihilation franchise recently, I was thinking that they could buy the Supreme Commander and Dungeon Siege franchises back from Squarre Enix as well, they have great interests in it, especially because Squarre Enix have done nothing great with them...
I believe Wargaming have enough money for that !

This is usually a reflection of sections of terrain having conflicting north direction. The radar will align with the map, but if north's not consistent, it will take a wild swing at the boundaries. It's a pity the toolkit doesn't give a conflict warning when you stitch.

The location of the only 3 actors left from the Farmlands to the Crypts that don't move at all:

I forgot to mark the coodinates lol, so( cr_r1, 1.074 / -0.000 / 1.554 / 0xb282347b )

I'm not sure if you wanted to mark every lore container with a sparkly effect, but here's one without it if you weren't aware:

iryan wrote:
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.

I haven't noticed any disappearing creatures yet lol, but I have noticed a few things that could be changed. Skeletons and Krug don't look right fighting with 2-handed weapons, but I honestly love the majority of regular randomized weapons/armor, it really adds to the environment. However, I noticed a Krug Dog on a few occasions trying to hit me with something other than their teeth lol:

I think I saw a few gargoyles with a weapon too, but I'm not certain.

Unrelated to the randomized weapons, there is a shrine appearing on the radar/map that can't be seen or reached:

I forgot to put the coordinates out again, so ( cr_r1, -0.366 / -1.500 / -1.347 / 0xbe7387f7 )

Also the two shrines that are in there are still overlapping statues. Other than that, so far, the Farmlands to the Crypts seem to be perfect Smile

Gemeaux333 wrote:

Actually, I've seen 5 models using the technology (In Broken World) : a Dryad female soldier (2 cutscenes) at the beggining of Broken World, Celia (BW skin) in the Sollanum meeting, The Overmage (3 cutscenes), the Male Dryad (skin used by the Overmage) in Sollanum meeting, and and Dwarf (the Cinbri-city bridge extending cuscene)!

The main issue is the fact Broken World have not been dubbed in any language (bad for immersion)!

Could this technology being used in the legendary mod ? I was thinking that a late feature in the development could be to make high definition graphics/models... I've notice, for instance, that the Seck anatomy is very close to the Cinbri anatomy...

Gas Powered Games now belong to Wargaming, and Wargaming have bough the Total Annihilation franchise recently, I was thinking that they could buy the Supreme Commander and Dungeon Siege franchises back from Squarre Enix as well, they have great interests in it, especially because Squarre Enix have done nothing great with them...
I believe Wargaming have enough money for that !


Unfortunately the talking animations are very specific for the NIS sequences that they are used in. I suppose you could reuse them but the lip syncing would be all messed up, which could probably look worst than nothing at all and which is probably why there's no language dubbing. Ever seen a foreign movie converted to your language where the lip syncing is out of wack?

We would also be restricted to those specific models that have lip synching available to them. What happens with Amren or Drevin (elves), etc. There's no possible way of making them lip synch other than creating entire new meshes for them and then animating them to talk.

Wargaming could very well buy the Supreme Commander franchise eventually but Dungeon Siege has nothing in common with their core philosophy which is War Games. So I believe there's even less chance of a Dungeon Siege sequel, prequel or upgrade than with Square Enix, who at least have a rpg philosophy. Sorry to dash your hopes but probably the best bet would be for Square Enix to consider the Dungeon Siege franchise a disaster, based on the reception for DS3, and offload it to an independent company who would love to carry on the tradition, possibly through Kickstarter and Steam, which is the trend nowdays. Then it would be up to us to support it.

It happens very often that editors are editing games that have nothing to do with their "philosophy", such as CODEMASTERS editing a non-car-race-based game named OVERLORD, or ELECTRONIC-ARTS editing non-sport-based games constantly such as COMMAND AND CONQUER, or UBISOFT editing non-youth-based games such as MIGHT AND MAGIC, ASSASSIN'S CREED, PRINCE OF PERSIA and SETTLERS...
Just to say that there's no philosophy that stand when it comes to game edition (especially the big companies), all is a mater of money/profit/sponsorship/etc... so WARGAMING will buy SupCom and DungeonSiege someday, but kinda, hard to foresee when...

Gemeaux333 wrote:
Just to say that there's no philosophy that stand when it comes to game edition (especially the big companies), all is a mater of money/profit/sponsorship/etc... so WARGAMING will buy SupCom and DungeonSiege someday, but kinda, hard to foresee when...

lol, then again that's just a philosophy..what gaming corporation is gonna stick to one genre of video games? Especially when they have millions of dollars. I'd say they evolved really. With the flow of technology these days, we'll be lucky to see Dungeon Siege in the right hands again. It really is about money and sponsorship, nothing wrong with that, we just need to let the right people know that this game can still make a profit. If this game can still make a profit, a gaming corporation would exploit this game until they made every last cent out of it, that's how a corporation works profit=job/job=profit, the job would be to make this game like new for veteran and new-age gamers. However, exploiting this game would only work if they kept or slightly enhanced the Siege Engine, Dungeon Siege 3 was a mistake, should've stopped at Dungeon Siege 2 and instead made a special Dungeon Siege 2.4 containing an improved Siege Engine, Siege Editor, probably throw something in there like the option to choose your alignment like you can in KOTOR and gameplay to support it. Shit, it could be called "Dungeon Siege: Enhanced Edition", like Overhaul did with Baldur's Gate. However they would probably mess up if they put it on consoles...

Lol this is really a long topic, and this thread might be the wrong place to get carried away. Anyone wanna start a thread named "Possible DS Futures"?

So last year I had some issues with levers being out of place. This wasn't a big issue as long as the levers or buttons were visible and not inside the wall/ground. The simple solution to my problem was fixed by simply moving all the mod files from DS2:BW to DS2. I didn't know that they were supposed to go inside the normal DS2 resource folder, never thought about it really. Everything else worked fine with all the mods being inside the 2K gaming resource folder.

Oh well, just sharing my findings if someone ever happens to stumble upon this silly problem.

Thanks for all the help back then, it's really appreciated.

The point is, Dungeon Siege and Dungeon Siege 2 were true Action-RPGs, Dungeon Siege 3 was a Hack 'N' Slash (with a short lifetime) !

Have you heard about BOMBSHELL ? http://www.bombshellgame.com/
The game is a future Action-RPG in the style of Dungeon Siege, placed in the world of DUKE NUKEM !

Gemeaux333 wrote:
Have you heard about BOMBSHELL ? http://www.bombshellgame.com/
The game is a future Action-RPG in the style of Dungeon Siege, placed in the world of DUKE NUKEM !

Well, it looks intense, but the Dungeon Siege franchise has already stole my heart. The gameplay of Dungeon Siege 3 may have been a bit disappointing, but to see the story-line continued still raised my spirit somewhat. I was raised up to games like the Might and Magic, Dungeon Siege, Fire Emblem, Dungeons and Dragons and Middle-earth franchises. I guess it was really the stories of magic, gods, mystical creatures and treasures that caught my child-like eyes with these games, even older now as I am, these games still hit me with a sense of wonder...perhaps it was the strategy or adventure, or the mixture of both with an intense need to win the competition. Honestly the music was another thing that hit me though, Jeremy Soule, Paul Romero, Dean Elzinga, etc. Beautiful music accompanied by well-written and adventurous literature. Don't get me wrong, I'd still play Bombshell, just nothing beats the games I've loved all of my life except me. I could still be swayed to play a various number of games, it just has to catch my individual sense of wonder first :P

KrugLover wrote:
So last year I had some issues with levers being out of place. This wasn't a big issue as long as the levers or buttons were visible and not inside the wall/ground. The simple solution to my problem was fixed by simply moving all the mod files from DS2:BW to DS2. I didn't know that they were supposed to go inside the normal DS2 resource folder, never thought about it really. Everything else worked fine with all the mods being inside the 2K gaming resource folder.

Do you have any other mods with this mod? I also had to move this mod to the regular DS2 folder so they can coincide with the files in that folder instead of only those of DS2: BW. Broken World picks up every map/resource in the regular DS2(2.2) directory, so by playing the BW executable(2.3) you're getting more out of it in the long run Smile

EDIT: I could be a bit wrong on that, seeing as how DS2: BW should pick up everything in the regular DS2 folder anyway, but maybe some modifications made absolutely rely on being in DS2's primary directory.

DrakeIsGod wrote:
KrugLover wrote:
So last year I had some issues with levers being out of place. This wasn't a big issue as long as the levers or buttons were visible and not inside the wall/ground. The simple solution to my problem was fixed by simply moving all the mod files from DS2:BW to DS2. I didn't know that they were supposed to go inside the normal DS2 resource folder, never thought about it really. Everything else worked fine with all the mods being inside the 2K gaming resource folder.

Do you have any other mods with this mod? I also had to move this mod to the regular DS2 folder so they can coincide with the files in that folder instead of only those of DS2: BW. Broken World picks up every map/resource in the regular DS2(2.2) directory, so by playing the BW executable(2.3) you're getting more out of it in the long run Smile

EDIT: I could be a bit wrong on that, seeing as how DS2: BW should pick up everything in the regular DS2 folder anyway, but maybe some modifications made absolutely rely on being in DS2's primary directory.


The Legendary Mod is designed to be playable in both DS2 and Broken World so the proper way to install it is to install it into DS2's resources folder. This is the default method of installation used by the installer (which will be used again once the current round of updates and testing are finished).

Certainly when installing mods there is an alphabetical hierarchy of priorities which must be observed, which is why the converted Dungeon Siege Objects resource has to be named something like Objects_DS1.ds2res or it will overwrite some of DS2 Object resource assets, creating glitches and unwanted problems. This behaviour can be circumnavigated by assigning tanks a priority level when compiling them with Tank Creator.

The interesting thing is that Broken World itself ignores the alphabetical priority as its tanks are prefixed by x, e.g. xLogic.ds2res, xObjects.ds2res, etc. and even the maps are named such, e.g. xDS2World.ds2map and xDS2XWorld.ds2map. If you used similar naming conventions with mods they wouldn't work unless given a specific priority in Tank Creator.

I've also noticed that mods placed in the Broken World folder sometimes don't work. DS2BW Adepts certainly does but then it has a very high priority level assigned to it, maybe that's a clue? Maybe mods with no assigned priority level won't work properly in the Broken World resources folder?

Ehb Final

In spite of the Harware/Software conspiracy against me I am back in play :dance1: :dance2: :dance3:

http://s131.photobucket.com/user/sigofmugmort/media/Ehbunopenable1_zps8adb3b24.jpg.html

While the cursor showed more then one of these could be opened, only one at each sit would open but a lot of potions came out.

Shrine missing from radar map

Here is a shot of True Gom in the final battle.

I am not sure what the missing quest is here.

Dwarf

sigofmugmort wrote:
Ehb Final

In spite of the Harware/Software conspiracy against me I am back in play :dance1: :dance2: :dance3:


Glad to see you're back in action. Hope you have a lot of fun with your new setup.

sigofmugmort wrote:

While the cursor showed more then one of these could be opened, only one at each sit would open but a lot of potions came out.

I've checked those in the Editor and they are something KillerGremal has introduced in the Mod-DS1Content Pack. I suppose they're logical as they are Meat Racks after all - I hope they're salted, we don't want any of our players getting food poisoning.

Perhaps that's expected behaviour that only one would open from a set, maybe there's a timer or something. If it's annoying behaviour I can disable one of each set so only one is selectable.

sigofmugmort wrote:

Shrine missing from radar map

All shrines should be fixed in the current build I'm playing but I'll keep an eye open when I reach there.

sigofmugmort wrote:

I am not sure what the missing quest is here.

Dwarf


That's the quest to slay the Ancient Dragon of Rathe given by the Friendly Droog Crusader Goguua just outside of the Cliffs of Fire. I'm guessing that he didn't appear and I'm guessing that it may be a broken dependency. I'll check it in-game out which hopefully will be soon as I'm nearing the Fury Den now in play testing.

All other problems reported up to the Fury Den should now be fixed except for the missing banter icons at the exit from the Goblin Warrens. None of them are showing as Gyorn's didn't show either so it wasn't specific to Naidi. Not sure why.

iryan wrote:
. . .

sigofmugmort wrote:

While the cursor showed more then one of these could be opened, only one at each sit would open but a lot of potions came out.

I've checked those in the Editor and they are something KillerGremal has introduced in the Mod-DS1Content Pack. I suppose they're logical as they are Meat Racks after all - I hope they're salted, we don't want any of our players getting food poisoning.

Perhaps that's expected behaviour that only one would open from a set, maybe there's a timer or something. If it's annoying behaviour I can disable one of each set so only one is selectable.

. . .

Functionally meat racks are now (usabale) chests or levers to give some potions. They changed in Alpha 10m (only mentioned in the readme, not in the post though) and it was intended to help compensating the lack of mana/health bushes on DS1 maps.

However, it's possible that one of the two racks is placed on a node the player generally can't walk to, or one rack is path-blocking the other maps (I guess it's similar to chests, while a chest is path-blocking itself, the chest most probably won't be openable if placed on a spot that is path-blocked because of something else).

So moving the rack a little bit could help, or placing a use-point.
But perhaps it's better not to change anything on the map yet. Perhaps it's better when I try to revise these racks so their own path-blocking range will be smaller without reducing their selectivity-range.

 
 

By the way, while testing the racks (thanks for the position data) I noticed on my (older) PC a significant frame rate loss on top of the Castle Ehb - most probably because all the dungeons underneath are still loaded!?

So I would suggest to expand the corresponding mood 'map_world_ce_r2_3' with:

	[frustum]
	{
		frustum_width		= 50.0f;
		frustum_depth		= 31.0f;
		frustum_height		= 25.0f;
	}

Where was a benefit of +10fps with me. So perhaps it's worth to check it out once to see if there are no side-effects.
Perhaps an additional mood could help even more, because when you arrive on top (after the big disc elevator, before the session portal/lever) a frustum_depth of 20 would be sufficient actually, and 31m is only need on top of the castle to see/load the floor nodes on the bottom of the walls.

In a similar manner also the mood 'map_world_ce_r2_1_1' could be tuned perhaps. There is no obivious need to load the castle above your head when your down in the dungeon!(?)

KillerGremal wrote:

But perhaps it's better not to change anything on the map yet. Perhaps it's better when I try to revise these racks so their own path-blocking range will be smaller without reducing their selectivity-range.

Easy enough, I'll leave it to you to revise them. They are a neat idea as even though there are health and mana bushes in the maps now, they don't exist underground. If it wasn't for the fact that the player has the super handy town portal spell to zip back to town and stock up on potions, I'd be inclined to add them in other similar dungeons.

Anyhow in play testing the latest version I came across a phantom wall that nobody has mentioned before (at least to my knowledge, which could be defective).

I also noticed that the radar was picking up the monsters from the fury den below so after a little deductive research I found it was part of the fury den poking out of the ground - as its faded out its black and insubstantial but causing the phantom wall effect.

So I did a little surgery in the Editor and remove the part of the Fury Den that was poking up into the preceding region and it worked! The phantom wall is no more and you can't see anything different in the Fury Den. However I doubt there's anything I can do about the red dots in the radar. It's just a function of how the maps work and regions are stitched together in the map.

I also fixed the missing quest giver just pass the Cliffs of Fire. Somehow the Mod-DS1Content base template was overriding the Legendary Mod template so only a Droog Scout was appearing. I renamed the template and now it works as intended and the quest can be given.

KillerGremal wrote:

By the way, while testing the racks (thanks for the position data) I noticed on my (older) PC a significant frame rate loss on top of the Castle Ehb - most probably because all the dungeons underneath are still loaded!?

So I would suggest to expand the corresponding mood 'map_world_ce_r2_3' with:

	[frustum]
	{
		frustum_width		= 50.0f;
		frustum_depth		= 31.0f;
		frustum_height		= 25.0f;
	}

Where was a benefit of +10fps with me. So perhaps it's worth to check it out once to see if there are no side-effects.
Perhaps an additional mood could help even more, because when you arrive on top (after the big disc elevator, before the session portal/lever) a frustum_depth of 20 would be sufficient actually, and 31m is only need on top of the castle to see/load the floor nodes on the bottom of the walls.

In a similar manner also the mood 'map_world_ce_r2_1_1' could be tuned perhaps. There is no obivious need to load the castle above your head when your down in the dungeon!(?)


Thanks for the observations. I have made the suggested revision and also looked at the dungeon. There's actually no mood change triggers at the start of the dungeon so indeed the castle frustrum would be dragged along a bit, probably adversely effecting performance. So I added mood change triggers at the start of the dungeon to change the moods and through them the frustrum size, one for each way. It would be handy to actually know how many game units you would actually need for height and depth, apart from tedious testing. Would possibly help with my experience with the Fury Den just mentioned in a post, assuming of course any frustrum changes made in the moods aren't overridden by the SeeFar Hack in the Launcher.

@iryan: Note maybe there was actually a larger Droog revison recently.

Main issue was to keep the (formerly template-bound) activities as they there in DS1 but still allowing a big flexibility.
The poor 'droog_villager' - only able to pray in DS1 - were a good example to represent this issue. With approach now he also could walk around or even fight, you just would need to deactivate the flick trigger making him pray be default.

If you have any suggestions or if you think the template name should be revised for some reasons then please let me know.

 

The Fury Den really can be a problem, I think around Crystwind there even are several fade triggers to keep it out of sight. But I wasn't actually ware that there seems to be a problem on the opposite den end. :o
However I'm not sure how these overlapping regions are vertically/horizontally aligned but perhaps you could also tune such matter with optimizing the frustum heights/deepths (see my last post) in order to unload region-connetction nodes (so the entire adjecent region won't be loaded).

 
By the way, I experienced a lack of mood triggers on the Castle Ehb too, but the elevator is changing the mood for sure (with corresponding frustum data).
So if you intend to revise the moods, it would be a good idea to check elevators too besides of mood triggers.

KillerGremal wrote:
@iryan: Note maybe there was actually a larger Droog revison recently.

Main issue was to keep the (formerly template-bound) activities as they there in DS1 but still allowing a big flexibility.
The poor 'droog_villager' - only able to pray in DS1 - were a good example to represent this issue. With approach now he also could walk around or even fight, you just would need to deactivate the flick trigger making him pray be default.

If you have any suggestions or if you think the template name should be revised for some reasons then please let me know.


Having flexibility is great and there's no problem with the template as it is now since it has been renamed.

KillerGremal wrote:

The Fury Den really can be a problem, I think around Crystwind there even are several fade triggers to keep it out of sight. But I wasn't actually ware that there seems to be a problem on the opposite den end. :o
However I'm not sure how these overlapping regions are vertically/horizontally aligned but perhaps you could also tune such matter with optimizing the frustum heights/deepths (see my last post) in order to unload region-connetction nodes (so the entire adjecent region won't be loaded).

The Fury Den I was referring to was the KOH version. I experimented and reducing the frustrum depth to 10 eliminated all the red dots in the radar and there seemed to be no issue with changing regions. Going by the Node sizes in the Editor the Fury Den is mostly 8 units high (except when it was poking through prior to being edited), so a depth of 10 seems to work well.

So even though the map works well and I'm nearly finished play testing, further optimizations with frustrum sizes seem called for. Ah well.

It will be interesting to see if adjusting frustrum sizes will help with some of the phantom walls experienced around Elddim in the Utraean Peninsula.

I Talked to Goguua but got no quest. As to the meat racks, in LoA you usually get a couple of potions. The ones in Ehb dropped 6 or more like all the icons where dropping their potions but only one rack showed as having been opened

And I like the better look of my screenshots

Dwarf

The mod has been updated with changes to the following files;
http://www.siegetheday.org/~iryan/files/Betav29/DS1_Map_World_Beta29.ds2res
http://www.siegetheday.org/~iryan/files/Betav29/DS1_Map_Yesterhaven_Beta29.ds2res
http://www.siegetheday.org/~iryan/files/Betav29/DS1_Mod_Content_Beta29.ds2res
http://www.siegetheday.org/~iryan/files/Betav29/DS1_Mod_Logic_Beta29.ds2res
http://www.siegetheday.org/~iryan/files/Betav29/DS1_Mod_Terrain_Beta29.ds2res

Hopefully most of the bugs and comments reported for Kingdom of Ehb have been fixed as well as optimizations to some visuals and quests.

Yesterhaven has also been updated with some multiplayer fixes to allow access between the Acts. I could also open up the teleporters between Acts if that would help.

LoA notes

made it to the Traders Camp. en-route to the shadow gate there is the stuck Booka I have previously posted.

There really needs to be a Teleporter Between Illicor and the tower where Therg is.

These Automatons do not move or attack.

The Maul is a two-handed weapon so should require Overbear 1

Right after the Shadow Jumper says his minions will destroy you you hit a pair of Hassat, then 3 more in the room. In the original these where shadow jumper minions, I personally think the minions work better as an encounter after the threat. Anyone else?

Dwarf

u can try enabling defend automation in options that should help if u get attacked by a monster that is not visible for u in mp.

as for defending others from invisible monsters, u can try putting your cursor over the char that is under attack and hit the g key to guard that character.

hope those comments help with coop play in mp. Laughing out loud

Ehb 29

I like the Resurrection statue at the farmhouse. Lore/Map items where glowing appropriately. Except for in Edgar's Basement, breakables where no longer showing how much damage was done to them so far, very nice. :thumbup:

Dwarf

sigofmugmort wrote:
LoA notes

made it to the Traders Camp. en-route to the shadow gate there is the stuck Booka I have previously posted.

There really needs to be a Teleporter Between Illicor and the tower where Therg is.


I'm at that area now in testing and will check the Booka out and also probably add another teleporter, which are easy enough to add.

sigofmugmort wrote:

These Automatons do not move or attack.

Now should be fixed.

sigofmugmort wrote:

The Maul is a two-handed weapon so should require Overbear 1

Fixed.

sigofmugmort wrote:

Right after the Shadow Jumper says his minions will destroy you you hit a pair of Hassat, then 3 more in the room. In the original these where shadow jumper minions, I personally think the minions work better as an encounter after the threat. Anyone else?

Dwarf


In the first alpha version of the map I was unable to add the Shadowjumper in the NIS that features him and without him the significance of the encounter with the minions is lost. There is actually a couple of places in the map where encounters with the Shadowjumper occur and then you fight his minions.

I will see if I can get the original encounter working like the Shadowjumper becomes visible on cue with a trigger, saying his thing and then being deleted, leaving his minions which then become hostile. I now have the knowledge to code such encounters but they don't always work.

Stuck critters

This snake is always stuck under this log.

This was a one time only, 3 wolves stuck together in the bush
(go ahead, try to duplicate it Insane :goofy: )

3 try's, 3times this Krug was stuck.

Dwarf

More from LoA

You may need to replace this with a broken jar just like on the opposite wall.

I think this one is just too close to the wall.

I am re-posting this shot for completions sake as I understand a solution is being worked on.

In Ehb, Stonebridge to Wesrin went fine

Dwarf

sigofmugmort wrote:
More from LoA

You may need to replace this with a broken jar just like on the opposite wall.

I think this one is just too close to the wall.

I am re-posting this shot for completions sake as I understand a solution is being worked on.

In Ehb, Stonebridge to Wesrin went fine

Dwarf


All done! The solution to the stuck character at the top of the stairs in Death Mountain was partially successful as one character did temporarily get stuck but quickly was able to resume moving so I made another slight adjustment.

Concerning the stuck critters in KOH, the culprit is the log on the ground. The snake was within its bounding volume so I moved the snake. The Krug is programmed to follow a patrol route which unfortunately passes over said log so he too gets stuck. I moved the patrol route points to compensate.

Wesrin went great. One note on the Cryps of the Blood. When you first enter after the 2 gargoyles there is a health and mana shrine, you have to stand in the right place for them to dispense potions.

Dwarf

Iryan:

I really like the progress on this and appreciate all the work being done. However, I thought I would make note that KillerGremal's page that is referenced for the Utraean map which is required for this mod, has a broken download link (the 10q).

Could someone fix this, as I'd like to perform an install, but I cannot because i don't fit the requirements XD

I sent you a PM on this too. I'm new, so I'm still trying to figure out how the forum system works here.

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