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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.

landis wrote:
. . .

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
. . .

Thanks for your report.

However with the links posted above you only would need the DS1 content pack and the Level Adjustment mod from http://ds2.bplaced.net/mods/#redict=176 to start playing!(?)

Of course you can download the map from that site too (Alpha 10, and its update Alpha 10q), but it will be the former/raw version of Utrae. Thanks to Iryan both versions can co-exist, the fromer version however is much less populated with NPCs and most monsters are from DS2, not DS1.

Black curtain effect.

Black curtain effect just before exiting the mountain of the undead, made it to the next two teleporters with no problem then my OS died as well as the batteries on my UPC Sad :bat: . It doesn't rain, it pours, Thank the Lady for warranties

Insane Dwarf

Hey guys, sorry I've been away for awhile with family, but I found some errors before the update, I'm not sure if you got them already or not, but here:

On the radar/map, standing in/around this area you can see an incantation shrine somewhere unreachable.

Spidersilk Bows are 1 slot too big in inventory

All Krug Shield-Bearers had no shields

The door at the exit of the Glitterdelve Mines opens strangely, the pegs are supposed to stay at the top but go down along with the door



A couple of giants in Glacern are a bit misplaced, maybe more, also the girl in the second screenshot has a talk icon whenever I hovered my mouse over her, but clicking won't allow me to speak with her.

Ada (the Sister's Message quest) doesn't show the quest icon on the map/radar or the exclamation point over her head, however talking to her will still complete it.

Radar/map turns black at/around this area in the Alpine Caverns

Not sure if you wanted anyone to point out misspellings or grammar mistakes, however Kroduk's dialog here is a little bit off. PS: I love how you made Kroduk into a half-giant, I always thought that he'd make a great half-giant in DS2.

This is my only screenshot after I applied the update:

The Snappers in the starting Farmlands of Ehb don't have any sound files

So far, from the start of the Ehb campaign to Wesrin I've encountered no issues except for the Snappers. The update is looking great Smile

DrakeIsGod wrote:
Hey guys, sorry I've been away for awhile with family, but I found some errors before the update, I'm not sure if you got them already or not, but here:

Spidersilk Bows are 1 slot too big in inventory.


Thanks, will fix those.

DrakeIsGod wrote:

All Krug Shield-Bearers had no shields.

Should be fixed now. I no longer use the random pcontent system to apply randomized gear to the monsters, rather through the instances now.

DrakeIsGod wrote:

The door at the exit of the Glitterdelve Mines opens strangely, the pegs are supposed to stay at the top but go down along with the door.

That's been a problem since the early alpha versions but no one has mentioned it before. Unfortunately I have no idea of how to fix that.

DrakeIsGod wrote:

A couple of giants in Glacern are a bit misplaced, maybe more, also the girl in the second screenshot has a talk icon whenever I hovered my mouse over her, but clicking won't allow me to speak with her.

Ada (the Sister's Message quest) doesn't show the quest icon on the map/radar or the exclamation point over her head, however talking to her will still complete it.


All of these should now be fixed in the current version.

DrakeIsGod wrote:

Radar/map turns black at/around this area in the Alpine Caverns.

There's a number of places this occurs. Would probably require rebuilding all the radar images for the region.

DrakeIsGod wrote:

Not sure if you wanted anyone to point out misspellings or grammar mistakes, however Kroduk's dialog here is a little bit off. PS: I love how you made Kroduk into a half-giant, I always thought that he'd make a great half-giant in DS2.

Will fix. Yes Kroduk was a natural for a Half-Giant.

DrakeIsGod wrote:

This is my only screenshot after I applied the update:

The Snappers in the starting Farmlands of Ehb don't have any sound files

So far, from the start of the Ehb campaign to Wesrin I've encountered no issues except for the Snappers. The update is looking great Smile


The sound files were referring old superseded sound formats no longer used in the mod. Have hopefully been fixed.

sigofmugmort wrote:
Black curtain effect.

Black curtain effect just before exiting the mountain of the undead, made it to the next two teleporters with no problem then my OS died as well as the batteries on my UPC Sad :bat: . It doesn't rain, it pours, Thank the Lady for warranties

Insane Dwarf


I've finished that region with the current, unreleased version a couple of days ago without issue so maybe it's one of the random glitches that pop up every now and then.

Sorry about your troubles with your OS and batteries. Hope they are fixed soon.

The Krug with weapons are nice, I am back in operation(providing no more "Blond" moments :blush: Insane as a Lady once told me "Blond" is a state of mind irregardless of sex or actual hair color :wacko: )

Dwarf

LoA notes

Here are 2 Shrines missing from the Radar Map

Weird, Items dropped in the middle of this room in the deeper water the labels vanished after the battle. I had to do a potion drop at the edge for it to mark

Dwarf

More LoA Notes

Incantation shrine missing from Radar Map

You can grab this bookcase but get nothing

I got a black curtain at the start for a ways

Then it cleared to a normal fade

Then back to black. I think the program and hardware are combining to make me lose my mind :wacko: silly electronics, my mind jumped ship long ago on July 4th 1984 Insane :silly:

Dwarf

sigofmugmort wrote:
More LoA Notes

I got a black curtain at the start for a ways

Then it cleared to a normal fade

Then back to black. I think the program and hardware are combining to make me lose my mind :wacko: silly electronics, my mind jumped ship long ago on July 4th 1984 Insane :silly:

Dwarf

The mod has been updated again specifically for Legends of Aranna;
http://www.siegetheday.org/~iryan/files/Betav29/DS1_Map_Legends_of_Aranna_Beta29.ds2res
http://www.siegetheday.org/~iryan/files/Betav29/DS1_Mod_Content_Beta29a.ds2res
http://www.siegetheday.org/~iryan/files/Betav29/DS1_Mod_Logic_Beta29a.ds2res
http://www.siegetheday.org/~iryan/files/Betav29/DS1_Mod_Terrain_Beta29a.ds2res

Should be compatible with saved games and the DS1_Mod_Content.ds2res and DS1_Mod_Terrain.ds2res can be skipped if you don't wish to download them at this time as they include just some graphical update and fixes for some glitches, i.e. missing texture in the swamps near the Trading Camp.

The main map file and Logic.ds2res contain quite a few fixes and additions, including expanding the number of monsters you will fight by about 15-20%. Rather than restarting, I would like sigofmugmort especially to continue as he's not far from the end, to see if a critical fix to the Shadowjumper end battle works as I inadvertently failed to make sufficient backups to test it again (as the trigger condition seems imbedded in saved games). He should also be happy as I added 2-3 extra teleporters to the map, including the one he suggested.

There will be at least one more update to the map as the jerkiness in the radar still exists in Arhok (it has been suggested that it is caused by broken directional points in the radar but in practice it appears that parts of the radar is superimposed on itself) and there's a black fog in the radar in the caves near the Clock Dungeon. I have no ideas how to fix these two radars.

Also while I believe I fixed all the stuck monsters (generally caused by getting stuck up on patrol routes), the addition of additional monsters to the map could cause additional problems.

I also didn't strike the black curtain effect at all anywhere in the map, it played very well and stable except for the radar in the above two mentioned areas.

LoA endnotes

Loaded the Beta29 , I had just reached the Clockwork Tunnels.
(btw, Iryan, the main delay in my feedback is the 10 hour time zone difference)

Only half the incantation shrine's base is present.

I like the increased difficulty from more monsters and the 2 mini-bosses, makes it more like the stairs just before Valdis in DS2, the Teleporter is well located. The Elementals look better. I destroyed the Shadow Generators with ranged attacks while clearing the ledges and the Shadow Jumper was a green dot on the radar map and non-attack-able until I had moved to between the 2 destroyed generators near the yellow star. With a melee heavy party it took a couple of party annihilation s to find the key to beating him. then I went to star at the sparkly ball :silly:

Is the elevator to the Disco Room supposed to be Invisible?

overall :thumbup: :thumbup1:

Dwarf

edit: When I first posted a bought the radar map in the Clockwork Tunnels a while ago someone(I think it was KillerGremal) said it was probably due to the DS1 to DS2 map conversion and may not be fixable

sigofmugmort wrote:
LoA endnotes

Loaded the Beta29 , I had just reached the Clockwork Tunnels.
(btw, Iryan, the main delay in my feedback is the 10 hour time zone difference)

Only half the incantation shrine's base is present.

I like the increased difficulty from more monsters and the 2 mini-bosses, makes it more like the stairs just before Valdis in DS2, the Teleporter is well located. The Elementals look better. I destroyed the Shadow Generators with ranged attacks while clearing the ledges and the Shadow Jumper was a green dot on the radar map and non-attack-able until I had moved to between the 2 destroyed generators near the yellow star. With a melee heavy party it took a couple of party annihilation s to find the key to beating him. then I went to star at the sparkly ball :silly:

Is the elevator to the Disco Room supposed to be Invisible?

overall :thumbup: :thumbup1:

Dwarf

edit: When I first posted a bought the radar map in the Clockwork Tunnels a while ago someone(I think it was KillerGremal) said it was probably due to the DS1 to DS2 map conversion and may not be fixable


Did the NIS sequence for the Shadowjumper run properly? When I first playtested the latest version an errant trigger caused him to act too soon so breaking it. He is neutral until you reach this trigger, otherwise you could snipe him with impunity from the balcony. So basically what should happen now is that once the NIS is triggered, he turns hostile.

I didn't notice the incantation shrine base being like that but I suspect its because its lying across two nodes. I will try moving it a bit so it is on just one node.

I also believe more monsters makes more fun, especially when they're so unique as some of the LOA ones. I need to try to make the generators act more like the ones in the original map, i.e. spawning shadow minions. Currently they do nothing. I'm also trying to make the gobbots more like the originals but can't get them to cast the appropriate spells correctly (I made the flamethrower and lightning gun into staffs so that the gobbots will carry them when casting spells).

I think the elevator to the disco is meant to be invisible like that but maybe someone like bare_elf could confirm.

iryan wrote:

I think the elevator to the disco is meant to be invisible like that but maybe someone like bare_elf could confirm.

As far back as I can remember the disco elevator has been invisible...I am not sure if it was the case with the vanilla DS1 LoA map but it was invisible when playing LoA with DS1 Cat Mansion Adepts installed. Think it was done that way so as not to mar the black and white tile floor of the Disco. Look at the disco owner dressed to the 9s. There was another small map that used the disco level and one of Mcarp's red convertables can not recall what it was named but the elevator was invisible there as well.
I think my mind is going I am forgetting the names of maps. The elf runs away to hide under the bed.

Elf

Shadow Jumper and addenda

When I reached the floor of The Great Clock, the Shadow Jumper ran up to me but no combat was started until I reached the trigger point. All cut-scenes and the like worked properly.

I forgot to point out the black and yellow armor, it is the Ceramic Armor for the Nature Mage.

This excessive white glare that pops up now and then requires 3 things.
1. A solid snow white background
2. A light colored enchantment like here is the Gnarlcharm
frost, ice, and electrical show the most.
3. It must also be snowing.
The 3 effects stack to a white glare.

In Arhok, you have the Radar map not properly rotating with the party AND map bleed-over. I removed the Return to Arhok file from resources and the map bleed-over mainly went away.

hope this helps

Dwarf

Yesterhaven Notes

(pardon while I hand Iryan a bottle of Aspirin :goofy:

The robe of the Lich King has a 2 by 2 icon but occupiea a 3 by 2 in inventory

And now for the Incantation Shrines :wacko:

In the first 4 part of the base is missing on the map, the shrine still goes active if you step on the missing part tho.

The fifth one shows as a blue dot on the radar map.

Battle on the first level of the Citadle of Ash was hard as the second level floor kept appearing requiring zooming in and using a low angle of view (reminder I play with the hack off)

And having a conversation with Fiantha in Act III was interestin since I did NOT recruit her.

Dwarf

sigofmugmort wrote:
Yesterhaven Notes

(pardon while I hand Iryan a bottle of Aspirin :goofy:


Not at all, these are all quite simply, though having no coordinated did mean I had to search through the map in the editor to find two of the shrines. Luckily I could easily guess the region by the screen shot.

sigofmugmort wrote:

The robe of the Lich King has a 2 by 2 icon but occupiea a 3 by 2 in inventory

Fixed. A typo. Plus I changed the inventory icon to match the robe.

sigofmugmort wrote:

And now for the Incantation Shrines :wacko:

In the first 4 part of the base is missing on the map, the shrine still goes active if you step on the missing part tho.

The fifth one shows as a blue dot on the radar map.


All of these, including the LOA mentioned a little earlier, are due to the placement of the respawn statue. I've adjusted the positioning to hopefully make them look better. An interesting thing is that in DS1 the respawn statues are located in the interactive.gas file while in DS2 they are classified as non_interactive objects.

sigofmugmort wrote:

Battle on the first level of the Citadle of Ash was hard as the second level floor kept appearing requiring zooming in and using a low angle of view (reminder I play with the hack off)

The fades in the citadel have been problematic even in DS1.

sigofmugmort wrote:

And having a conversation with Fiantha in Act III was interestin since I did NOT recruit her.

I looked at the flicks and there doesn't seem to be any faults in them. The way they work is that the flick checks if the character is in your party and within 15 game units from your active character (the catalyst). It cycles through them so if the first character checked isn't there, it'll check for additional characters and play their banter if they are present. If non of them are present it will/should abort.

So obviously it didn't in this instance. For curiosity did you recruit Tajj? If not did a banter play for him as well? The banters are structured that there should always be at least one banter for each character, generally soon after you recruited them. Did Fiathna's banter play near Yesterhaven in the snow forest? There was another banter for her located there.

sigofmugmort wrote:

When I reached the floor of The Great Clock, the Shadow Jumper ran up to me but no combat was started until I reached the trigger point. All cut-scenes and the like worked properly.

Yes I figured it out and now it works as intended. A previously broken trigger suddenly decided to work in the latest beta. This trigger (a remnant from the original map) makes the shadowjumper run to the base of the stairs. But of course until you reach the trigger that launches the NIS, he remains neutral and unattackable.

sigofmugmort wrote:

I forgot to point out the black and yellow armor, it is the Ceramic Armor for the Nature Mage.

Again another typo error. It was there but for the male characters it was style 024 instead of 224. For all the others it was correct. Now fixed.

In Yesterhaven The Archer is the only one I recruited, the rest of the party was Magentus, Lothar, Johndar, and Sivka.

It seems I hit printscrean BEFORE doing a potion drop on those 2 shrines
:blush: :wacko:

Dwarf

The Mod has been updated to version Beta30 for all modules and there's an installer version as well :wave: .
http://www.siegetheday.org/~iryan/files/Betav30/DS1_Legendary_Mod_Betav30_Installer.zip (555 Mb)

Please note that if you have any incremental beta updates since beta 22, these will need to be manually removed from your DS2 resources folder to avoid possible conflicts (the installer version will attempt to remove the beta 22 files itself).

The main quest ending for the Utraean Apocalypse has been altered to make it hopefully more engaging and challenging - did anyone ever think that fighting a bunch of Maljin was a fitting ending to this map? If you agree then hopefully you'll enjoy the extended battle - it remains true to the original premise but adds a little twist to it :twisted:.

Also I've enhanced the gobbots to be more like the originals, hopefully those fights will be more entertaining and fun than before :orc:.

Enjoy and as before please post any bugs or comments :dance1:. There will still be some little niggles here and there (most specifically the jerky radar at places in the LOA map) but hopefully nothing major and certainly I believe the mod is far more polished than many commercial titles that consumers are expected nowadays to purchase and bugtest for lazy developers. After 3 years of development it would be nice to have a version 1.0 release of the mod :yahoo:(even though KillerGremals mods included here are still marked as Alpha versions :wacko:).

Half a Pack Ram :wacko:

Dwarf

Just updated my files, but my save game on Ehb kept quitting out on me at Glacern. So I started a new game :P but I wanted to look into the Aranna Legacy mod again, I'm not sure why it keeps calling me to it lol. I edited my INI file a bit more properly this time, I think. I left the line "monster_adjust_difficulty = 90" in there and took out the difficulty settings from the Aranna Legacy mod. This time the patch verification was 100% when I reached the checkpoint on Ehb, though it showed the world difficulty set at 75%. So with these settings in the INI, the only issues I can summarize is with the radar showing interactable objects (excluding dropped items) as mostly green, though some still show up as blue, I've seen some cases where they didn't show up on the radar at all. The other issue is how it affects the voice set dealing with the main character's voice, it no longer exists with Aranna Legacy. The radar problem though also affects the other maps for DS2. Also another thing I just noticed was that drinking a potion causes your character to run in place while you do it in combat. Aside from all that the game still seems perfectly stable. The main reason I'm posting about this is to ask whether or not I should keep the Aranna Legacy mod on when testing this. Also what mods would you guys recommend to enhance playability of this game and mod together, I'd like some suggestions for fun's sake Smile

EDIT: I'm sure you're probably getting tired of hearing about the Aranna Legacy mod and my weird findings lol, I'm just trying to help the development of these mods altogether, but please tell me if I'm coming off as annoying or aggravating, I'm really sorry if I am. If so I'll do my best to dim it down a bit or stay out of your hair, I'm a bit ADHD with a mindset of a perfectionist lol...either that or it's because I'm twenty years old and everyone here is older and more mature/collected than I.

DrakeIsGod wrote:
Just updated my files, but my save game on Ehb kept quitting out on me at Glacern. So I started a new game :P but I wanted to look into the Aranna Legacy mod again, I'm not sure why it keeps calling me to it lol. I edited my INI file a bit more properly this time, I think. I left the line "monster_adjust_difficulty = 90" in there and took out the difficulty settings from the Aranna Legacy mod. This time the patch verification was 100% when I reached the checkpoint on Ehb, though it showed the world difficulty set at 75%. So with these settings in the INI, the only issues I can summarize is with the radar showing interactable objects (excluding dropped items) as mostly green, though some still show up as blue, I've seen some cases where they didn't show up on the radar at all. The other issue is how it affects the voice set dealing with the main character's voice, it no longer exists with Aranna Legacy. The radar problem though also affects the other maps for DS2. Also another thing I just noticed was that drinking a potion causes your character to run in place while you do it in combat. Aside from all that the game still seems perfectly stable. The main reason I'm posting about this is to ask whether or not I should keep the Aranna Legacy mod on when testing this. Also what mods would you guys recommend to enhance playability of this game and mod together, I'd like some suggestions for fun's sake Smile

EDIT: I'm sure you're probably getting tired of hearing about the Aranna Legacy mod and my weird findings lol, I'm just trying to help the development of these mods altogether, but please tell me if I'm coming off as annoying or aggravating, I'm really sorry if I am. If so I'll do my best to dim it down a bit or stay out of your hair, I'm a bit ADHD with a mindset of a perfectionist lol...either that or it's because I'm twenty years old and everyone here is older and more mature/collected than I.


*With most modders the only way our hair ever gets brushed is when players ruffle it. So keep posting your comments, The only thing I ask is if the post if it is about the Aranna Legacy mod you post it in that thread. If it is related to both aranna legacy and the legendary map pack either or is fine.

Elf

DrakeIsGod wrote:
Just updated my files, but my save game on Ehb kept quitting out on me at Glacern. So I started a new game :P but I wanted to look into the Aranna Legacy mod again, I'm not sure why it keeps calling me to it lol. I edited my INI file a bit more properly this time, I think. I left the line "monster_adjust_difficulty = 90" in there and took out the difficulty settings from the Aranna Legacy mod. This time the patch verification was 100% when I reached the checkpoint on Ehb, though it showed the world difficulty set at 75%. So with these settings in the INI, the only issues I can summarize is with the radar showing interactable objects (excluding dropped items) as mostly green, though some still show up as blue, I've seen some cases where they didn't show up on the radar at all. The other issue is how it affects the voice set dealing with the main character's voice, it no longer exists with Aranna Legacy. The radar problem though also affects the other maps for DS2. Also another thing I just noticed was that drinking a potion causes your character to run in place while you do it in combat. Aside from all that the game still seems perfectly stable. The main reason I'm posting about this is to ask whether or not I should keep the Aranna Legacy mod on when testing this. Also what mods would you guys recommend to enhance playability of this game and mod together, I'd like some suggestions for fun's sake Smile

EDIT: I'm sure you're probably getting tired of hearing about the Aranna Legacy mod and my weird findings lol, I'm just trying to help the development of these mods altogether, but please tell me if I'm coming off as annoying or aggravating, I'm really sorry if I am. If so I'll do my best to dim it down a bit or stay out of your hair, I'm a bit ADHD with a mindset of a perfectionist lol...either that or it's because I'm twenty years old and everyone here is older and more mature/collected than I.


I'm sure I speak for KillerGremal as well but we welcome your observations and suggestions. It shows that you have fun and care about the mods. If there's anything we can fix or enhance we will do so. As for playing other mods with the Legendary Mod, that's one of it's principle features that I work hard at maintaining. So go for it but just mention what versions of what mods you are using when reporting issues or bugs as some things could be caused by the Legendary Mod or other mods you are using or a conflict between them.

For the VoicePack issues, I'll look into it as I found there's some work still to be done with them with certain characters, etc, but any mod that changes any of the starting hero's characteristics will break voicepack support for them. But with Aranna Legacy at least, I'm reasonably confident (hopeful) that once the Voicepacks are robust enough, KillerGremal will add the necessary block to the starting heroes templates to enable support for Voicepacks if its present. As far as I'm aware there's no issue with the additional information being present in the heroes template if the Voicepacks aren't installed, the game will just ignore it (though Siege Editor will complain a lot).

I'm not sure how the difficulty adjustments are being handled when both Aranna Legacy and the Monster Level Adjustment Mod are present as they both most likely change the same things. I would think, hope that Aranna Legacy would override the Monster Level Adjustment Mod settings but from your observations, maybe not. Something I'm sure KIllerGremal will look into when he has time.

sigofmugmort wrote:
Half a Pack Ram :wacko:

Dwarf


Quite a bizarre picture. Obviously there's something in the fog setting that stops the lower half of the Pack Ram showing through as I assume it's perfectly fine everywhere else.

I wonder why the Pack Ram displays like that when the party members display perfectly fine?

Pack Mule also does this and NO other pets. It may have to do with those two pets having icons that change as their inventories fill

Dwarf

Edgar's House note

When approaching Edgar's house the monsters on both sides of the path up to the house where level on. My character was level 4, the monsters PAST the house and in the basement where level 4, as if for that one spot the level adjuster was OFF.

Dwarf

iryan wrote:

I'm sure I speak for KillerGremal as well but we welcome your observations and suggestions. It shows that you have fun and care about the mods. If there's anything we can fix or enhance we will do so. As for playing other mods with the Legendary Mod, that's one of it's principle features that I work hard at maintaining. So go for it but just mention what versions of what mods you are using when reporting issues or bugs as some things could be caused by the Legendary Mod or other mods you are using or a conflict between them.

I'm using the latest version of this mod with both optional voice sets and the latest version of ZhixalomsDS2Inventory1024x768 in my DS2 directory. The latest version of ZhixalomsDS2BWInventory1024x768, Mod-BrokenWorld-ArannaLegacy-Alpha3r, and Broken World Shop Mod with BW Faster Shop Reset in the DSBW directory. My INI has these settings in it:
monster_adjust_world = all
monster_adjust_difficulty = 90
buff_limit = 3
brilliant_regeneration = 2
run_speed_by_dex = -1
run_speed_cargo_bonus = -1
quiver_mode = 2
pet_dire_wolf_black = true
pet_mythrilhorn_golden = true
save_town_portal = true

When I had
difficulty = 80
difficulty_pet = 80
difficulty_mode_ratio = 10

The patch verification was 97/100 with a fatal error telling me to look out XD lol
I posted a bit of information about it already in http://siegetheday.org/?q=node/1308 It goes over a lot of what I've said here.

sigofmugmort wrote:
Edgar's House note

When approaching Edgar's house the monsters on both sides of the path up to the house where level on. My character was level 4, the monsters PAST the house and in the basement where level 4, as if for that one spot the level adjuster was OFF.

Dwarf


They'd most likely be level 17 and really strong if the Level Adjustment mod was off lol, I tested that theory awhile back

DrakeIsGod wrote:
. . .
I edited my INI file a bit more properly this time, I think. I left the line "monster_adjust_difficulty = 90" in there and took out the difficulty settings from the Aranna Legacy mod. This time the patch verification was 100% when I reached the checkpoint on Ehb, though it showed the world difficulty set at 75%
The Aranna Legacy mod should be aware of the 'monster_adjust_difficulty' setting.
Since both difficulty customizations are implemented in different manners, 'monster_adjust_difficulty' and 'difficulty' (for the Aranna Legacy mod) are counted/multiplied together because both will make the game easier (here) in their own way.
All toghether there are actually about 6 or 7 values to check in order to get one final value.

 

DrakeIsGod wrote:
. . .
the only issues I can summarize is with the radar showing interactable objects (excluding dropped items) as mostly green, though some still show up as blue, I've seen some cases where they didn't show up on the radar at all
. . .
In the Aranna Legacy mod the appearance of small/secret levers on the radar map depends on the size of the lever and your magic-find rate.
There is a good chances to reveal levers in the radar if the highest magic-find sum is 2x the level of the hero carrying these bonuses.
Why some levers are green and others are blue I can't say at the moment, perhaps the revealed one are green by intention.

 

Iryan wrote:
. . .
For the VoicePack issues, I'll look into it as I found there's some work still to be done with them with certain characters, etc, but any mod that changes any of the starting hero's characteristics will break voicepack support for them. But with Aranna Legacy at least, I'm reasonably confident (hopeful) that once the Voicepacks are robust enough, KillerGremal will add the necessary block to the starting heroes templates to enable support for Voicepacks if its present. As far as I'm aware there's no issue with the additional information being present in the heroes template if the Voicepacks aren't installed, the game will just ignore it (though Siege Editor will complain a lot).
. . .
DrakeIsGod wrote:
. . .
The other issue is how it affects the voice set dealing with the main character's voice, it no longer exists with Aranna Legacy.
. . .
I'm not sure if this has something to do with the Aranna Legacy mod. :o

However the 'Return to Arhok' map/mod should be installed. As far as I know no other mod provides the required audio compoponent, currently.
I can move that component into my content mod next, but Iryan could put it into the voice-set mod as well.

 

sigofmugmort wrote:
Half a Pack Ram :wacko:

Dwarf

Interesting catch. It's possible it's caused by some pets themselves. Some pets have an alpha layer in their textures (or enabled at least), some have not.
Hm, the Vasp pet from Elddim had an alpha layer too (required for the wings) - that could be tricky to fix...

 

sigofmugmort wrote:
. . .

The robe of the Lich King has a 2 by 2 icon but occupiea a 3 by 2 in inventory
. . .

The requirements are missing too - or is it because of the/a 'levelling with char level' feature?
Also having (or starting with) 40% death resistance is quite a lot specially with no/low requirements. The maximum death resistance GPG used is 25%, usually for veteran/elite items only - ...of course, not that there wouldn't be enough space in this game for an execption here and then.

 

sigofmugmort wrote:
. . .

In the first 4 part of the base is missing on the map, the shrine still goes active if you step on the missing part tho.
. . .

I don't think this can be fixed so easily, it's basically a matter of the uneven/lifted ground parts.
So a decal effect would be better that the current disc effects, often however decal effects only show up with very high details settings in the options.
 

KillerGremal wrote:
I'm not sure if this has something to do with the Aranna Legacy mod. :o

However the 'Return to Arhok' map/mod should be installed. As far as I know no other mod provides the required audio compoponent, currently.
I can move that component into my content mod next, but Iryan could put it into the voice-set mod as well.


Well I have all the components of this mod in my directory, including Arhok and Diabloish (I know I haven't played them yet on DS2, I keep restarting my Ehb game and intensely playing through it as this mod updates.) It's just every time I turn on the Aranna Legacy mod and run through the game the main character's voice set doesn't sound out at all.

QUESTION: Would it be more helpful to link a video of the gameplay or a picture? I've got the software and I already made a video, it's easy to make them too, just gotta skip through what you find boring/unnecessary if you watch it.

DrakeIsGod wrote:
KillerGremal wrote:
I'm not sure if this has something to do with the Aranna Legacy mod. :o

However the 'Return to Arhok' map/mod should be installed. As far as I know no other mod provides the required audio compoponent, currently.
I can move that component into my content mod next, but Iryan could put it into the voice-set mod as well.


Well I have all the components of this mod in my directory, including Arhok and Diabloish (I know I haven't played them yet on DS2, I keep restarting my Ehb game and intensely playing through it as this mod updates.) It's just every time I turn on the Aranna Legacy mod and run through the game the main character's voice set doesn't sound out at all.

QUESTION: Would it be more helpful to link a video of the gameplay or a picture? I've got the software and I already made a video, it's easy to make them too, just gotta skip through what you find boring/unnecessary if you watch it.


It's because Aranna Legacy makes changes to the hero templates as does the VoicePack. As Aranna Legacy has a higher priority or alpha priority, its files overrides the ones in the DS2 VoicePack. Drevin and Deru's voices would also be effected.

KillerGremal wrote:

However the 'Return to Arhok' map/mod should be installed. As far as I know no other mod provides the required audio compoponent, currently.
I can move that component into my content mod next, but Iryan could put it into the voice-set mod as well.

Umm :blush:, I've already ported an extended version into the DS2 VoicePack. I did ask permission back in early May and you were agreeable to releasing a separate version of the actor_audio_response component. That's the issue, Aranna Legacy doesn't include the actor_audio_response block in any of the actualized hero templates that Aranna Legacy includes (Drevin and Deru as well).

I'm not sure whether you would be agreeable to include the actor_audio_response blocks in your templates or not (once they were finalized) and while I could increase the priority level of the DS2 VoicePack, it may break compatibility with Aranna Legacy in some future release version of AL.

@Iryan: Thanks, now I understand the situation. Also I forgot to check one further mod tank so I didn't see the point.

However I will put it on the to-do list, assumed there will be only some warnings in the logs about an missing/unsupported component it shouldn't be a problem to add it.

The Ordus' Axe quest no longer works

It's unrelated to the Aranna Legacy mod

Also I still have no idea what these pots do

I haven't been able to find information on it yet

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