DS1 Legendary Mod for DS2 Beta Thread
Submitted by iryan on Tue, 2012-04-24 23:39 | ||
This thread is devoted to comments, bug reports and fixes and discussion about the DS1 Legendary Mod for Dungeon Siege 2 and Dungeon Siege 2: Broken World. Full version Installer version DS2 Legendary Mod v1.01 at MODDB Split version Installer version Hotfix for fades issue in Kingdom of Ehb v1.01 Please note that the mod must be installed in the Dungeon Siege 2 resources folder even if you own Broken World. Unexpected glitches will occur if you don't. The installer version also includes a number of min-mods and a simple mod manager to enable them, which isn't available if you download the mod as separate modules below. Here's the links of all required files for the full version as separate modules; Please note that the DS1 Content Pack is included within the mod but for reference here's the separate download link; Mod Game Manual Current Readme for KillerGremal Mods This mod allows players the opportunity to play Kingdom of Ehb, Utraean Peninsula, Legends of Aranna and Yesterhaven from the original Dungeon Siege in Dungeon Siege 2 and it's expansion, with all the benefits that provides. Think of it as more of a remastered version of the original Dungeon Siege than a mere port to a newer engine. The mod is based on Killergremal's original work on the Utraean Peninsula, Kingdom of Ehb and Yesterhaven, found at this thread; https://siegetheday.org/?q=node/1330 Elys All*Saves or Elys' Succubus Manager is recommended to play the mod, which most users of this site probably already use. However either use v1 of All*Saves or turn off the seefar option in the launcher as the mod incorporates seefar moods directly in the maps for better balance without the glitches and distortions caused by using a too high a level of seefar in the launcher. Version 1 of Elys All*Saves is distributed in the installer version in original DS2 (v2.2), Broken World (v2.3) and Steam versions. Partial Language Translations Forum Threads for KillerGremal's Mods +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Please put any comments, suggestions, reports, etc. about user made maps into that thread rather than here. All maps should be fully playable from start to finish but please expect bugs as they are still only alpha versions. forums: |
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VERY well balanced :3 it seems perfect so far except for a few things:
These quest givers don't show the silver star on the radar map, and I think it's the same for Edgaar at the start of the game.
Iryan, I'm not sure you're gonna like this...
These krug don't really want to hurt anybody lol, and the Guard Captain and his squad feel the same way. The quest is given at this exact location where I stand too.
That's normal DS2 behaviour which the developers deliberately coded into it. Rightly or wrongly there was an impression that mod support caused
blatant and widespread cheating in multiplayer games with Dungeon Siege so GPG coded Dungeon Siege 2 so that if mods were added to the game,
existing savegames would be disabled. You could still use mods but would have to start a new game and keep the arrangement of mods in place
for the life of that character. If you removed or changed the mods, the savegames would be disabled.
That's why Elys created the ALLSaves launcher. It would enable you to load any savegames with any combinations of mods. That's why with the
Legendary Mod, which has had quite a few beta releases, AllSaves is essential. Players could freely update modules without losing their savegames.
So what's happening with you is that the DS2 exe file is detecting a mod being added to your game so is disabling all of your savegames.
This only happens when using ALLSaves? That is typical DS2 behaviour whenever something is loaded that has a fatal flaw in it. Does the game load
normally with the Legendary Mod without using ALLSaves?
Have you used mods before with any of your saved games? If so have you now removed them? Why I ask is that once before I have experienced this type of
behaviour with another one of my mods, DS2BW Adepts.
Depending on what your answer is to the above, I would like you to run a little experiment. Do you know where to find your saved games?
Typically its in Documents\My Games/Dungeon Siege 2
Could you rename the Save folder to something else, like Old Saves, etc. This will disable your saved games but still allow you to restore them later
once the experiment is over.
Now try loading Dungeon Siege 2 with the AllSaves launcher. If it works then one of your saved games is corrupted, possibly with a mod if you have used them before,
and when AllSaves is used this corrupted saved game is also loaded thus crashing the game.
Of course this mightn't work or be the answer but it's worth a try.
Okay I still have no idea why the Thiefs are like that but I'll remove them as it's the only way to solve the quirk.
Will revisit the Scholar, it appears the trigger isn't large enough to prevent possibly walking pass it without triggering it.
The Gorak have used spells since the early alphas. I copied it from one of KillerGremal's early templates. If it worries I will remove it.
Obviously the trigger isn't working. At a guess it's because you're playing with the Seefar off? I've tested it before releasing it but not with the Seefar hack turned off and I believe that the trigger message isn't reaching the krug and legionaires because the frustrum is too small. Did the NIS play?
I will revisit and revise this encounter.
None of these methods seem to work. Literally all it does is finish the dots, then exit without saying a single thing. I think it's just because it's a different version of vanilla; as its DS2 Version 2.30.
And yes, it only happens with AllSaves. The thing is, with a fatal flaw, it usually says "Exception detected" or something like that, but it doesn't say a single thing.
The Goblin Bot' sentries can be destroyed before getting the cut-screen if you perimeter sweep and approach from behind.
I guess I never noticed the Gorack casting spells because I always have Spirit Embrace running .
There are only around 3 Thieves so maybe just turning them into Assassins would work.
DS2 will start normally, I have no saved games there at this time but Ely's AllSaves for DS2 gives "exception error" "wrong version" and I do not have the Steam version
Between the Swamp Muck, Undead Slime, and Goblin blood, my REALLY needs a bath :silly:
I never turned the Seefar hack on, but I could still see pretty far regardless. Though the NIS didn't play, I simply walked up thinking it may trigger, I scrolled out then in and moved about to see what may allow the trigger to respond. I wasn't using AllSaves, I just started a regular game up with a new game and went over everything that was changed, I gotta say though, it's just about perfect so far from the start of Ehb to Wesrin
If you are having trouble with Elys' All Saves for DS2 or Elys' All Saves for Broken world, I would suggest that you download and try Elys' Succcubus Manager V2 found at this location http://karamail.nerim.net/elys/forums/viewtopic.php?t=421
I use it and have had no problems with it from the first alpha version of the Legendary Map Pack to the most current. I can load both DS2 and broken world without any failures.
Goblin Warren to Drowned Dungeon fun
http://i131.photobucket.com/albums/p316/sigofmugmort/Ehbuloraconv_zps24b1b691.jpg
The shrine is funny with its foot stuck in the wall. :silly: . For some inexplicable reason Ulora's conversation window does not have her icon in it and this id the ONLY spot where this happens
Reminder, destroy All Tesla Coils(even the ones at the final battle) They sometimes have a very nice treasure drop ^^
The problem with a Dwarf in the Drowned Dungeon is having to hold your breath a LOT
Many of the Shrack's did not fight however, otherwise, everything worked fine.
@sigofmugmort: The mind/AI settings of the Goraks are tuned for (repetitive) spell casting, but obvisiously I only gave them a (one-shot) curse. :o
I never noticed it because they remained unused, I finally prefered Blastwings for the Red Wood area. However it should not be a problem to give them e.g. a fire bolt spell (since most nearby monsters are melee already).
And the Shraks probably can't see/notice you (yet) if you aren't very close to them. It may be a general sight/AI matter for monsters inside water, however they should be exclusively tuned to start attacking if you are closer than 6 meters.
...not every monster that doesn't instantly attack is broken. :P
However a revision of the corresponding component is pending anyway to support the respawning as other monster type.
Once All*Saves and the exe is running, readd mods and savegames step by step.
By the way, the dots' on the black starting screen may point on any internet connection problem (blocked or exe changed), so ensure too that your (Windows) firewall is informed about the current game exe (not to slow down the starting process).
I uploaded video 6 a night ago, just now finished editing it. https://www.youtube.com/watch?v=HpghStNawx8 Unfortunately, I didn't finish up with Wesrin as I'm hit with a spike of "difficuuuuuullllttt" lol..or I just suck at playing..anyway, I hope this is helpful
EDIT: This is before the few recent updates.
Passive shracks. I actually stood in the water for quite some time, the party was set on rampage but not attacking and when one of the few Shracks attacked only the attacked character fought.
Made it to the Cliffs of Fire with no glitches and lvl 41 this time so definitely more critters killed :twisted:
time to make Drake hide armor :twisted:
Leave my children alone!
Into the Castle Dungeons.
The meat sacks are too close you can only use one even tho all show as usable, may need to be spread out to multiple corners.
And I will leave the Drakes alone when they stop considering my party edible :goofy:
I wonder if the problem steam users are encountering with Elys' AllSaves for DS2 might be related to the version number difference between the retail versions and the steam version. The retail version of DS2 is 2.2 however the steam version is 2.3 which is the same as the version number for the retail version of Broken World. Since AllSaves looks at the version number to determine if the correct program is installed and sees a version number 2.3 it most likely assumes that you are trying to start Broken World with the Dungeon Siege 2 version of AllSaves. We might have to create a special DungeonSiege2.exe that puts the version number back to 2.2. I also wonder if using the Broken World AllSaves to start the steam version of DS2 might not work as they have the same version numbers 2.3. I am NOT going to purchase the steam version just to test this theory so maybe someone who has the Steam version can test this.
Also I have been doing some reading on the DS2 NoCD version of the DungeonSiege2.exe it appears that this version of the .exe is designed for single player only and can cause unexpected game crashes and other issues when used in a multi-player game. Now I am not sure if this if they are speaking of an on line multi-player game or any multi-player game. I would assume if it was a multi-player game over a local area network and both systems where using the same version of the .exe that it should work, but again I have no way of verifying this.
Thats all for now
@sigofmugmort: Thanks, I haven't forgotten the Meat Racks.
This matter can be fixed with a little general object update (so no need to change map files).
I just need to test it, but I think it should work anywhere too.
that's exactly the reason, Allsaves wasn't made for steam
Here's an incremental update to Kingdom of Ehb, incorporating fixes for most everything reported recently.
http://www.siegetheday.org/~iryan/files/Betav30a/DS1_Map_World_Beta30c.ds2res
http://www.siegetheday.org/~iryan/files/Betav30a/DS1_Mod_Logic_Beta30c.ds2res
Made some tweaks to the Shrack. The deep water definitely effects the ability for monsters to both see and be seen by the party. So I increased their sight height to 2.0 from 1.5. I also increased their sight range and melee attack range to make them more aggressive. We have to be careful with them as I don't think it's realistic for them to come out of the water to attack the player like the Manglers and Snapper do.
There shouldn't be any more monsters in Kingdom of Ehb than are originally placed as monster_bonus_per_member is set to zero. For interest the map's difficulty is set internally to 80% and respawn chance to 30%. I believe that since the DS1 maps contain more monsters than the GPG DS2 maps, they are intrinsically more difficult so lowering the difficulty level is justified. Except for Legends of Aranna where it is set to 100% since that map contains relatively fewer monsters than the GPG maps.
I think KillerGremal covered this nicely. A global solution will be a lot better than a map/region editing to move the meat sacks.
Sadly I had to scrape this encounter. So now you just see the Guard Captain scratching his head about how to get through the Gate. Spent way too much time trying to get it working how I wanted.
Should be fixed. There was a gap in the trigger coverage if you approached from the sides. He's not meant to have a quest icon as the NIS is suppose to set up the quest.
Fixed. Only the Boss will cast spells now.
Quest givers aren't meant to have silver stars on the radar map. They only occur once a quest is given as a guide to where to go. I checked with some of the ones in DS2 itself.
Remember in DS2 the main quest is ongoing and you get it automatically during the first NIS. The same for Broken World.
Try this minor balance adjustments to the skeletons and see if it makes gameplay better.
http://www.siegetheday.org/~iryan/files/Betav30a/DS1_Mod_Logic_Beta30SE.ds2res
The skeletons were already inheriting from melee_normal_rogue and ranged_normal_rogue which meant they should have been 20% less powerful (health and attack) than normal monsters. Of course being made of bone meant they were resistant to melee and ranged attacks but not overwhelming so at 10%.
Now they inherit from melee and ranged_weak templates so they are about another 20% weaker.
The numbers you face are normal for that dungeon so everything is working. Perhaps Aranna Legacy somehow adds to the difficulty so the monsters are now at 100% base difficulty instead of 80%. I don't know but perhaps someone who plays without Aranna Legacy could share their opinions on the difficulty of this dungeon.
I do know that taking on too many of the skeletons at once is suicide no matter their difficulty level. I try to draw off 3 or 4 and pick them off from the rest and when taking on a boss, I try to take out the minions first. Sure the boss hits harder but all the minion's damage also stack up.
Still rebalancing the difficulty isn't a problem at all if you're willing to try out the results.
I installed all the files and put them in my ressources. However I just can't open the other maps. Must I install anything in my map folder or only in the ressources?
Ah, well it's alright, perhaps it could be a future implementation at your leisure if ever you were to revise this mod when it's completed :P
Oh, I guess it's been awhile
I remember seeing, at least, outside of Wesrin, Skrubbs showing up right next to each other and twice as many skeletons were showing up in Wesrin as well. On two occasions I encountered that, though it was separate from the videos I made, I'll try and catch a screenshot sometime. I just got a laptop, so I could try a game without Aranna Legacy and this patch you made on there. I'll also try out the method of approach you gave, also sigofmugmort gave me a nice bit of advice I could use to my advantage (Thanks again by the way :P). And thanks as well to you iryan.
I noticed the following changes when taking Aranna Legacy out:
1. Monsters are a lot easier than they were when I had Aranna Legacy on.
2. Drinking potions doesn't stop me from fighting like it does in Aranna Legacy, it's a lot easier to maneuver. Plus no drinking animation glitches up if there is one lol.
3. My mages no longer run in place during a battle.
4. The inn keeper sold me the 1st slot for 500 gold and the 2nd slot for 1500 gold, instead of both the 1st and 2nd slots for 1500 gold at once as in Aranna Legacy..not sure if that was a bug lol.
5. The main character has his voice back.
6. Chickens that come out of barrels are a bit more hostile than they were in Aranna Legacy..actually I don't remember having to fight a chicken turned hostile in Aranna Legacy lol.
..aside from that, I'm on my way to Wesrin as well. I came upon a few glitches/bugs apart from Aranna Legacy:
This shrine is unreachable and only appears on the radar in/around this area
And Naidi's voice over when you hire her plays as if you didn't have enough money.
Also, is it possible to make Ulora fight back when you first encounter her? lol she's the first thing the Krug go for.
Aside from all of that, everything seems fine from the Farmlands to Stonebridge without Aranna Legacy
Everything goes in the resources folder for this mod and nothing in the map folder.
The following is important if we are going to be able to solve your problems.
So please answer the following questions.
1. Prior to installing the DS1 Legendary Mod did you verify that Dungeon Siege 1 was patched to version 1.11.1462 and Dungeon Siege 2 was patched to version 2.2? If you need to patch the game files do this and use the installer to reinstall the files (you do not need to remove the previous install)
2. If you installed the files manually did you convert the DS1 files using the conversion program?
3. Are you using the retail versions of DS1, DSLoA, DS2 and Broken World or the Steam version of DS1 and DS2? If you are using the steam version you must run the steam patch. If you have the retail games and used the steam patch you must start over.
4. Are you running any other mods?
I would recommend that you read the how to correctly install the Legendary mod shown of the site's home page.
If possible could you post a list of the files in your Dungeon Siege 2 resources folder -- the easiest way to do this is to take a screen shot of the folder and upload the image. But a typed list showing the mods with version number works also.
Thank you for trying the mod and joining the site.
Iryan help... I decided to play Kingdom of Ehb again with the newest updates. When I reached the broken bridge before the crypts of the Sacred Blood, I looked about for the secret switch to fix the bridge and it was missing.
I also noticed on the way to Stoned Bridge (the krug are smoking something) or they have become very laid back not attacking but waiting for their friends to attack first, The first Krug said "hey dude, I think it is your turn to go first" The second krug said "oh thank you brother, if I die you can attack next." I think it is just that I am tired that makes the krug appear gentler and the other monsters appear to be stoned.
Looks like you're run out of bandwidth as your pics aren't showing.
If you can provide the coordinates of the shrine I'll fix it as well as Naidi's voice sample.
Yes I forgot about Ulora. Should be easy to fix as the Krugs are already wired to be neutral until you enter the room so she won't attack them prematurely.
Err. All of that shouldn't be occurring as I've made no changes at all around there for a couple of revisions now.
Looks like I'll have to find time to do some playtesting and check it out. Will get back to you once I do so.
Ah! I thought it was showing lol..by the way, would ya happen to know how I could fix that? I was a noob to Photobucket until I came to this site lol
Coordinates for the area where the ghost shrine appears is cr_r1. -0.041 / -0.350 / 0.949 / 0x854f5cf7 here's a link to the photo I tried linking earlier if you wanna closer look at where it appears on the radar http://s30.photobucket.com/user/Drake_Van_Lyon/media/DungeonSiegeIIScreen-0002_zpsf4f4f06d.png.html the other photo was just some hostile chickens lol
I am not exactly sure how photo bucket works when displaying an image on another site but this post shows the image when you click on the link and the other post does not right away. I know when I post an image from the site I use to post my images it is quite simple
[img]*http://*techiem2.net/*~bare_elf/*KOE29/*ehb_bridge.jpg*[/img]
Without any of the * in the line of code
But once again I have no idea how to change your line of code for the image to have it work correctly.
If someone is using photobucket could they comment.
Thank you for your response
1. Dungeon Siege has the right version number, DS2 however remains as version 2.1. The problem is I can't seem to install it since everytime I try to install the patch the upcoming screen just stops and loads the game. I already tryed to remove all mods but sadly that didn't help.
2. I converted the files Objects.dsres, Sound.dsres and Voices.dsres as was told in the instruction. I regained the files Objects_DS1.ds2res, Sound_DS1.ds2res and Voices_DS1.ds2res as well as the both Expansion files for LOA.
3. I'm using the old retail version (not Steam or the Collector's Edition)
4. I'm running the Hotfix Mod. But to show you my folder I guess a screenshot will do it's best:
I thank you for investing your time in helping me out
I'm pretty certain that it's a version mismatch that causing the problem. GPG made quite a few changes to version 2.2 that benefited mods. If you could post a pic of your base Dungeon Siege 2 folder that would help. With version 2.1 the AllSaves launcher wouldn't work and even if you could load the maps, your saved games would be effected whenever you tried to update the mod. If you could post a pic of your base folder we could see what files were different from 2.1 to 2.2. It may be possible to update your installation manually depending on what has changed (resources like objects and sounds can be ignored but not differences in code).
Also you don't really need Terrain_DS1, Voices_DS1 or Sounds_DS1 as they are duplicates of DS1_Sounds, DS1_Voices and DS1_Mod_Terrain_Beta30. Though that wouldn't be the cause of your issues.
What error is displaying when trying to load the maps? This can be quite informative.
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