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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.

RSimpkinuk57 wrote:
Drake, enjoy yourself working on the conversations.

Thanks, I'll try lol. I usually enjoy writing

kathycf wrote:
I just wanted to make you aware that you did not have to do all of Ehb. The whole map is a bit bigger undertaking than I thought and I didn't want to keep people waiting for like 10 years for me to get done. Smile

Sweetness Smile could you perhaps upload them so I could see what I'm adding onto?

Thanks Kathy Smile

DS2 vanilla, Logic 31b, World 31, Content 10v, MLA 5j

I have started a new hero and am at Stonebridge again. On the road from the Crypts I have used both rampage and mirror modes, with my hero selected and with Ulora selected, with them having spell selected and with them having melee weapon (staff) selected. I have found no difference between how Ulora behaves and how my hero behaves.

The one thing I didn't test is auto-casting - my hero had Lesser Heal and I never thought it necessary to see if Ulora would use it the same away (I'd taken her Dehydrate curse into reserve).

(Ignore my recent comment in the Aranna Legacy thread about Ulora "air walking" - that was with the earlier Logic 31 and World 30d)

Issues:

E31#001 southern watch-tower. I selected hero to break barrels at the back of the tower's ground floor with staff. Ulora (just outside) started casting firebolts which went off besides hero, who was taking damage. I conclude that Ulora was casting at and the hero taking melee damage from the Krug Scout I afterwards found dead directly above, way up on the rooftop.

(I'd other instances of spell casting I believe to have been not just across and up the stair-well but through solid floors from below; this one is the most blatant)

E31#002 Incantation Shrines (generic behaviour).
(1a) Click next to statue, party moves into effect area, harmonic echo (correct)
(1b) Click instead on statue, harmonic echo, but also "Incantation Shrine: You're not dead" (residual DS1 Resurrection Shrine code?)

(2) Recite a chant. Explosion of power. Shrine now inactive. (correct)

(3) Return quite some time later. Shrine has apparently recovered and claims to be active, the radial light show around it is back, but go up to it, no harmonic echo. Recite chant, no explosion of power, message in red "try this at an active shrine".

(I believe restarting after a save does restore the Shrines to working order.)

E31#003 Saves at Stonebridge.

On restarting, a party of three is too spread out. Hero is at the portal point, someone is by the pump and someone else is towards the inn, about 1.949/0.000/-1.369/0x0B086311, out of reach of a buff auto-cast by the hero (Wrath of the Bear), and gets left behind if the hero takes the Direct Connect portal.

E31#004. Adwana's altar is non-blocking.

E31#005. Radar has a spurious tombstone marker in the church, I believe over Urien.

E31#006. Urien in the church is sitting inside, not on, the bench seat.

E31#007 Skeleton "stuck" in Crypts. Hero is at CR_R1. -1.939/-1.500/-0.466/0x8D933F66 beside a sarcophagus. Skeleton is standing in wall alcove at head of sarcophagus and doesn't seem to realise it could get out of there to attack.

E31#008 Crypts corridor with the fireball traps. Traps do not always trigger if hero runs through quickly. Hero can sometimes even pick up the potions and still be away without triggering trap.

In any case the damage the fireballs do is so little as to be derisory (even if this is how GPG made them in DS1).

By contrast fireball traps in side areas, while equally harmless, do trigger reliably when bait items are taken, and once they start firing never stop.

E31#009. sigofmugmort's report about "stuck" wolves confirmed. Even those not stuck are slow to attack - I think they would be better clustered around the Alpha Wolf to react and attack when it does (that is how I remember them from DS1).

RSimpkinuk57 wrote:
. . .
E31#002 Incantation Shrines (generic behaviour).
(1a) Click next to statue, party moves into effect area, harmonic echo (correct)
(1b) Click instead on statue, harmonic echo, but also "Incantation Shrine: You're not dead" (residual DS1 Resurrection Shrine code?)

(2) Recite a chant. Explosion of power. Shrine now inactive. (correct)

(3) Return quite some time later. Shrine has apparently recovered and claims to be active, the radial light show around it is back, but go up to it, no harmonic echo. Recite chant, no explosion of power, message in red "try this at an active shrine".

(I believe restarting after a save does restore the Shrines to working order.)
. . .

Regarding (3) the effect better should remain disabled as long as the shrine is inactive, basically however these statues have two functions meanwhile in DS2.
Initially they were incantations shrines simply for the reason that the DS1 maps had none and that the resurrection code had to be rewritten - which actually happened in meantime.

It may be though that the statues are 'functionally overloaded' now. One time an incantation shrine (functionally at least) and every second time a resurrection statue would work too perhaps, this even could be automatically randomized without any editor changes - if I only could get control over the radar icon...

Would it be possible to restore some of first Dungeon Siege monster spells such as the Fury's multi-colored beam attacks, The Shadowjumper's proper spells, and anything else related to the first game or are those too hard coded and impossible to do on the Dungeon Siege 2 engine.

DrXann wrote:
Would it be possible to restore some of first Dungeon Siege monster spells such as the Fury's multi-colored beam attacks, The Shadowjumper's proper spells, and anything else related to the first game or are those too hard coded and impossible to do on the Dungeon Siege 2 engine.

None of this is impossible, just very difficult to do as DS2 uses a vastly different system of generating special effects than DS1 so the old spells will not function at all.

Check out the Ancient Gifts for some of the original spells that have been restored to some semblance of their original functionality.

RSimpkinuk57 wrote:
DS2 vanilla, Logic 31b, World 31, Content 10v, MLA 5j

Issues:

E31#001 southern watch-tower. I selected hero to break barrels at the back of the tower's ground floor with staff. Ulora (just outside) started casting firebolts which went off besides hero, who was taking damage. I conclude that Ulora was casting at and the hero taking melee damage from the Krug Scout I afterwards found dead directly above, way up on the rooftop.

(I'd other instances of spell casting I believe to have been not just across and up the stair-well but through solid floors from below; this one is the most blatant)


This has long been an annoying issue with the converted DS1 maps. In DS1 monsters were quite oblivious to anything below them that they couldn't see. In DS2 they have X-Ray vision and apparently see in a sphere around themselves. It is a very common occurrence.

Unless someone familiar with code like KillerGremal can come up with a fix of some sort, the only real solution is to use a change_property trigger to deactivate all monsters found in these sorts of situations until the player reaches the level they're at and then reactivate them. It's a lot of messing around which is why it hasn't been done until now.

RSimpkinuk57 wrote:

E31#003 Saves at Stonebridge.

On restarting, a party of three is too spread out. Hero is at the portal point, someone is by the pump and someone else is towards the inn, about 1.949/0.000/-1.369/0x0B086311, out of reach of a buff auto-cast by the hero (Wrath of the Bear), and gets left behind if the hero takes the Direct Connect portal.

E31#004. Adwana's altar is non-blocking.

E31#005. Radar has a spurious tombstone marker in the church, I believe over Urien.

E31#006. Urien in the church is sitting inside, not on, the bench seat.


All of these are fairly simple to fix.

RSimpkinuk57 wrote:

E31#007 Skeleton "stuck" in Crypts. Hero is at CR_R1. -1.939/-1.500/-0.466/0x8D933F66 beside a sarcophagus. Skeleton is standing in wall alcove at head of sarcophagus and doesn't seem to realise it could get out of there to attack.

E31#008 Crypts corridor with the fireball traps. Traps do not always trigger if hero runs through quickly. Hero can sometimes even pick up the potions and still be away without triggering trap.

In any case the damage the fireballs do is so little as to be derisory (even if this is how GPG made them in DS1).

By contrast fireball traps in side areas, while equally harmless, do trigger reliably when bait items are taken, and once they start firing never stop.


Skeleton should be easy to fix.

As for the fireballs I am aware they do little or no damage. Originally when re-enabled in the maps they did too much damage to low level characters as damage was fixed. KillerGremal then added levelling support to them so that damage should adjust with the player's level. Obviously this appears broken now.

The timing of the fireballs I should be able to fix.

Incidentally why not present in the original DS1 maps I have been toying with adding further environmental traps like these elsewhere in the maps. Some examples are the falling ice found in the Azurite Burial Chambers and the gaseous traps found in the Kithrya Caverns (could be used in the swamps). Comments?

RSimpkinuk57 wrote:

E31#009. sigofmugmort's report about "stuck" wolves confirmed. Even those not stuck are slow to attack - I think they would be better clustered around the Alpha Wolf to react and attack when it does (that is how I remember them from DS1).


Err. These should have been fixed. Anyhow I've just gone back over the files and removed all references to commands from those wolves's instances. This behaviour from these wolves are coded from the DS1 map so that's how they reacted originally. As KillerGremal commented these actors use ai commands that are no longer used in DS2 even though they still work. The reason they are no longer used is probably for the very reason they sometimes fail in the converted DS1 maps.

RSimpkinuk57 wrote:

We have two Maras in Stonebridge. In DS1, I took the original Mara - from her costume and signs of age - to be Owen the mule-seller's wife, getting water from the pump for the animals. Now she is the undertaker and a new NPC has been added outside the church with the same name to speak the original's lines - important ones, when given in full, because the last part is the first in-game mention of Gresh. Why not have left the original as was - except for needing a DS2 model - and made one of the new NPCs undertaker?

I didn't realise there were two Maras in Stonebridge. Shall be rectified.

RSimpkinuk57 wrote:

The quest journal needs work. I see what has happened. DS1 does not have tabs for sections Act I, II, III with sub-sections Primary and Secondary. Instead it has chapter headings in-line to separate the quests. The CHAPTER HEADINGS have been converted into primary quests duplicating the actual quests which have all become secondary, thus both "Travel to Stonebridge" and "Seek Gyorn in Stonebridge" where there should really be one quest only.

Yes there is some duplication. All the quests were originally done about 3 years ago when I was still learning how to implement them properly (though I am still learning what's possible with this game and how to implement them).

A revision could be in order.

RSimpkinuk57 wrote:

It has just occurred to me (still in deliberate ignorance of what has been done already), that interpreting the Travellers as elves would fit well with the DS2 lore. Including Bouryev and Sikra - both combat mages, the former with melee in addition - but not Phaedriel, who has ended up at their camp by coincidence. They attach importance to dream visions, and Ehb's humans treat them as outsiders, an unknown quantity.

Nice thought. There were originally a number of different Elf tribes, including the Edhel (still found in Aranna at Aman'lu and who Drevin, Amren and Finala belong to) and Sea Elves (who presumably from the lore never joined the Empire of Stars and were wiped out by the Utraeans). How many other elvish tribes there were is never mentioned but there were 11 tribes of Humans, Elves and Dwarves who joined together to form the Empire of Stars. So the Travellers could easily be the remnants of one of the original Elf tribes.

Incidentally for DrakeIsGod the Dungeon Siege history, found in the resources section to the left, could be useful for information that could be added to the conversations for Ehb that may help expand the lore of the world of Dungeon Siege.

RSimpkinuk57 wrote:

I'm sorry if this has the corollary that Ulora and Naidi ought to be human. Please nobody jump on me saying "shut up, it is too late to re-think now". I'm taking it for granted that that is the default response so there is no need to say it.

Actually they were originally human. They changed about 2 years ago when it was suggested to 'spruce' them up a bit.

If the travellers become elves, then these two could be reverted easily enough if there was demand.

RSimpkinuk57 wrote:

Back to quests, at the end of DS2's Elven Shrine quest the next quest (Exile Colony) is received by talking to Taar even if the player hasn't made room in the party to hire her. Presumably this was achieved through the conversation being a multi-stage one. This should be a useful model for the quests given by Gyorn, Gloern, Merik and Bolingar.

Point taken, I will look at improving the talk flicks if I'm able.

RSimpkinuk57 wrote:

ASIDE - this would be a nice mod, could it be done: try to hire someone without room in your party, and instead of failing with the error box, the new recruit should hire-and-disband as one operation, saying "see you at the inn".

Maybe KillerGremal could indicate if he thinks this is feasible or not.

Just a little experiment trying out a skybox in Elddim.

Turns out the implementation is very easy though the results isn't as great as one would hope, thus the use of sphere_nis_sky_10 to simulate a sky in the opening NIS of DS2 and Amren's opening NIS.

I like it, Iryan. The color is too vivid, but as you say, you are experimenting.

E31#001. I have replayed the southern watch-tower several times, to confirm what happens.

(1) Party member on rampage (e.g. Ulora), just outside, can kill a target on the edge of the rooftop. OK, so a Krug incautiously looking over the top of the battlements gets its head blown off. No difficulty with line-of-sight or line-of-fire, only a quibble about the range.

(2) A Krug from somewhere inside, but I don't know how high up, comes running down the stairs to attack. No difficulty with its reacting - it has ears as well as eyes. No difficulty with it being blasted from inside the tower while coming down the stairs. Can it be blasted from outside? I'm not sure, and there are the window openings.

(3) Character on ground floor starts taking damage whilst Krug are still up above - this has not happened again, so on consideration one of the barrels when smashed must have released rats or something I didn't spot.

(4) Party member on ground floor blasts Krug four storeys up through two solid floors: x-ray vision, penetration, and quibble about range.

From placing characters up against the tower wall and doing my best to measure both, I make it more like 2.75 than 2.5 meters per floor, so the problem is how is it a 10-meter range spell hits a target whose feet are 11 meters overhead (and the slant to the shot should add a bit more)?

E31#010 (new). Is the meat over the fire outside the tower supposed to do anything when clicked? I haven't noticed anything happen.

E31#002 Incantation Shrines

KillerGremal wrote:
The effect better should remain disabled as long as the shrine is inactive, basically however these statues have two functions meanwhile in DS2.
Initially they were incantations shrines simply for the reason that the DS1 maps had none and that the resurrection code had to be rewritten - which actually happened in meantime.

It may be though that the statues are 'functionally overloaded' now. One time an incantation shrine (functionally at least) and every second time a resurrection statue would work too perhaps, this even could be automatically randomized without any editor changes - if I only could get control over the radar icon...


Resurrection Shrines would serve no purpose in SP, unless they all became undertakers - about MP I wouldn't know. Does a player's ghost party stay with the living parties instead of respawning at a restart point?

Anyway, my point is that as Incantation Shrines the statues are onetime use only; they recharge eventually but do not work after recharging.

E31#009. The wolves - when I said they were slow to attack, I meant that they (those not stuck at that one problem spot) attack normally when hero gets close to them as individuals. I seem to remember in DS1 that a farmer choosing to make a stand on the health shrine would be mobbed by Alpha Wolf and more or less the whole pack. Now hero can stand there fighting Alpha Wolf only.

Changing the subject again, I've met a random thieving ??? (in Ehb and in TotH). Whose idea was that? Great fun, but perhaps a bit more of a name would be in order. (Even if only "What the ??? !@*! Hey you!")

The annoying ??? guy from DS2 is showing up a little too often sometimes, as in before the first save point in KoE a couple of times. There really should be a source for the chant to use the Teleportation Activation Stone to tell you how to get to the DS2 Hidden level( witch I have never gotten to)

I like the Skybox but CathyCF is right, it should be a paler blue.

I killed the Mimic and when picking up the treasure drop there was a click and another Mimic appeared, this only happened with one party, tried a few more times without this happening Insane

Dwarf

Is there actually mimics in the mod or are they rare monsters that spawn like the loot thief/??? monster.

DrXann wrote:
Is there actually mimics in the mod or are they rare monsters that spawn like the loot thief/??? monster.

The Mimics are actually part of the mod as they are placed in specific locations to trap the unwary traveler. They are not like the loot thief or most of the other monsters as they are stationary hunters and wait for stupid travelers to poke them. Remember they have no feet so can not follow you so if you encounter one that is to powerful for your party just run away.

Elf

With all the new updates from iryan and KillerGremal I have started the Kingdom of Ehb again. On one computer running from BrokenWorld AllSaves and on the other computer running from Dungeon Siege 2 AllSaves.
On the system using broken world I have just arrived at the Glitterdelve Mine. On the system running DS2 My party is just arriving in Stonebridge.
So far it appears that everything is working correctly in both cases. Skin Colors on the characters appear to be correct. All quests up to this point are also working. I thought when the NIS completed at StoneBridge the primary quest would complete however I had to hire Gyorn for both quests to complete. The primary guest of getting to Stonebridge and the secondary quest where Norick asks you to find Gyorn. Not sure if this is intended or not. So remember to hire Gyorn!. I will post more later as soon as the real world stops getting in the way.

Elf

Shadow Watcher's picture

sigofmugmort wrote:
The annoying ??? guy from DS2 is showing up a little too often sometimes, as in before the first save point in KoE a couple of times. There really should be a source for the chant to use the Teleportation Activation Stone to tell you how to get to the DS2 Hidden level( witch I have never gotten to)

I like the Skybox but CathyCF is right, it should be a paler blue.

I killed the Mimic and when picking up the treasure drop there was a click and another Mimic appeared, this only happened with one party, tried a few more times without this happening Insane

Dwarf


The ??? guy? Do you mean the one that pops up from time to time and attempts to rob you and when you hurt him he throws the teleport stone at you? If I remember he is like a totally random dude in how he occurs. I just finished Kindom of Ehb and I have all the updates I believe as of yesterday, and like I only saw him twice or maybe three times on the whole map. Twice in the castle near the of the game when I was being mobbed by those nasty spider centaur creatures. So if you are like seeing him in places I did not must be random in his creation. The hidden level is okay, kind of funny really but is that not just in Dungeon Siege 2? I thought the secret area in Ehb was like in another place and you needed things like a dagger and a eye of something and a chicken? But it is like been for years that I did not play the first map spending most of my time in Legends of Utrae hunting for where Bare_Elf has hidden my car keys.

During the final fight against Gom after you beat his first form, the second one once he morphs appears as a completely grey model with no red texture just a textureless model that appears gray and is missing his staff but his spells work fine. Is the second form of Gom (True Gom) still in the alpha stages?

More notes on the recent update on Kingdom of Ehb. Both parties (ds2 and BW) hanging out in the mines of Glitterdelve. Seems everything is working well. The quests to this point all appear to be functioning correctly. All the characters that can be hired have matching face and body coloring. So far there are no incorrect or misplaced icons for shop keepers or quests. Will continue on Thursday if time allows. I hope it does.
Elf

Arisu and Riisu are twins,Forget witch maps they are on tho
:wacko: Insane

@iryan
Made it to Glacern with my broken world party. At the point where we "rescued" Trog (he never has appeared to be in any real danger) my system locked up and the power to the neighborhood went out a few minutes later. So not sure if asking Trog to show me the stuff he had for sale or the power dipping was the problem. I had used the save point within the mine so when power was restored we rescued Trog again very quickly and walked on to Glacern. So other than that glitch if it really was all is going well in Ehb.

@ sigofmugmort
Twins are not that unusual in people or Stars (There are more binary star systems than single star systems in the Universe). Look at their names Arisu and Riisu they are very very close in spelling and what they sound like. So it is quite possible they had at least one parent that was the same. I said one because if they are dryads and not elves or humans I have no idea how they bread. (Well I do, but do to the rules of the site I can not post it)
They could also be clones of some other character you have not met yet. I am not saying they are but one never knows. I would guess also that Arisu is the older of the two.

Elf

Could you update the link for Monster Level Adjustment? I didn't know it was updated to 5k until recently lol. Just noticed DS1 Content Pack was updated as well lol

DrakeIsGod wrote:
Could you update the link for Monster Level Adjustment? I didn't know it was updated to 5k until recently lol. Just noticed DS1 Content Pack was updated as well lol

Sorry I didn't realise that it wasn't. The DS1 Content Pack linked here is the latest.

Anyhow it's now been updated and I made a direct link for convenience to avoid having to right click and use "save as" to download the file.
http://www.siegetheday.org/~iryan/files/Betav31/Mod-Erthos-MonsterLevelAdjust-Beta5k.ds2res

Sweetness Smile Thanks Iryan, and thanks KillerGremal for your update

I've updated Kingdom of Ehb with a partial update incorporating everything reported so far and a few new things as well.
http://www.siegetheday.org/~iryan/files/Betav31/DS1_Map_World_Beta31c.ds2res
http://www.siegetheday.org/~iryan/files/Betav31/DS1_Mod_Logic_Beta31c.ds2res

The only thing not fixed as it wasn't broken in the first place was the tent you can walk through. This is actually a generator and generates a Krug inside of itself so if it was made blocking the poor Krug would be stuck inside (maybe that would be the best thing that could happen to him considering his fate outside of the tent).

- As well as the minor fixes, you no longer have to recruit Gyorn to finish his quest (actually only required moving a few lines of text in his talk flick).
- There is a new quest in Stonebridge thanks for RSimpkinuk57 for suggesting it.
- A fix of sorts for the Krug, Wolves and Phrak having X-Ray vision and seeing you through solid ground or wood (reciprocal fix for your characters as well).
- Some new additions along the way to Stonebridge.

If you're going to try this update please stop in Stonebridge as it's a work in progress and at least one quest may be broken if you leave Stonebridge until the next update is ready.

You didn't happen to fix the grey Super Gom model did you because he looks strange with a greyish model when he's supposed to have red skin.

DrXann wrote:
You didn't happen to fix the grey Super Gom model did you because he looks strange with a greyish model when he's supposed to have red skin.

I did try but for some reason the model is refusing to show the texture even though it's present and nothing has changed to the template since the earlier versions when it was working. A work in progress.

i see I wonder if the converted model has issues with the games engine

The new opening NIS and Norick NIS for Kingdom of Ehb are very very nice. Tells the story of what occurred in the past and what is happening right at the time of the game starting. Like the use of images from the game. Was surprised by it and never got out of the farm yard. Had to keep rerunning the start. I will continue on with the Kingdom of Ehb at least to Stonebridge with the new updates.

Elf

Wow Iryan! The intro is next to perfect! I love how it's set up. And Norrick really seems convincing when he yells out that the Krug are attacking, I noticed how he was slinging his fists at a Krug when I first walked up to him too. I also love how you made the start of Ehb a bit more balanced as far as difficulty goes, they were a bit too weak before, but now it's dead on. I did notice a slight bug with an item somewhere along the way though:

Some Combat Magic spell without a name.

I really like how you've edited the questbits for Edgaar's cellar as well. I had to stop at the broken bridge though because of family matters, I plan to continue on to Stonebridge sometime tomorrow morning to explore some more of this amazing update Smile You really put a lot of work into this one Iryan, I'm impressed

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