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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

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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.

KillerGremal wrote:
Whether these barrels are considered as (loot) barrels or as attackable objects (barriers, smashable walls, etc.) I had to check first. This will have some influence how much life points the Level Adjustment mod will assign - one group is quite low on life points, the other group has an average life point amount mainly to be better protected from collateral damage (not to collapse when any arrow hits them).

I reckon the red drum Containers are being considered as attackable objects when they ought to be considered as (loot) barrels. The whole point of them in DS1 is that they are traps for collateral damage to trigger, just like the red barrels in Glitterdelve mine. A single arrow from a ranger is enough to set off an explosion to the detriment of goblins/machines close by. One drum's explosion is enough to trigger an adjacent drum or Proxo in a chain reaction. (And a Proxo's explosion is enough to destroy an adjacent Proxo.) Similarly, the party better stay clear of the red drums when goblin machines are using area-effect attacks (flamethrowers or grenades).

The way the drums behave in 31c (DS2) is common to all of them. I have re-played the first two we find, slowly, paying attention to the red numbers. (I hope I interpreted correctly which numbers related to what.) First up is a pair of drums at GI_R1 20.426/3.000/-8.093/0x7A318208 (according to dropped potion). My party is six people at levels 34 and 33. Two bow shots from Naidi did 205 and 164 damage (the red numbers) without destroying the Container. A third hit for 161 did destroy it. Naidi (who I'd put close: armor 173, 61% resist fire, no non-elemental resist) suffered 100 damage, the other drum of the pair 131, and a summoned Bracken Defender 206 (armor 80).

There is another problem specific to this pair: the inner drum up against the wall shows as attackable under the cursor but cannot be attacked, i.e. is unreachable by melee, by ranged and by spell.

Next (at the corner of a wooden cat-walk) 7.627/1.600/0.061/0x53C93B22. I sent Gyorn to attack this time. His sword damage includes a small amount of Lightning and he needed five attacks 70, 80, 59, 75 then 121 when it went doing 108 to a wooden treasure barrel (which broke), 169 and 87 respectively to two Goblin Grunts and 63 to him (armor 278, 62% resist fire, 8% resist non-elemental).

There is no visual effect when an oil drum blows, whereas the red barrels in Glitterdelve (DS2) show a spectacular fire wash.

UPDATE
new issue E31c#041 the first pair of Tesla Coils is missing completely (see the video previously mentioned in connection with E31c#037 for where they should be) and the second pair do not attack, not even in response to being attacked. In DS1 they are slow to build up to a Lightning discharge but I have given them ample time.

The two coils in the Robo-suit room also do nothing, but I've never seen those two do anything in the DS1 original either.

@RSimpkinuk57: Thanks for your feedback, indeed a simple barrel at level ~35 should rather have 50 life points than 500.

One reason for the large amount of life points is that I forgot to recheck the native level<=>life relation here, it's 1:15 which will make them quite strong at higher level (in DS2 it's usually 1:1 or 1:5).
The other reason may be that it's sometimes quite tricky to distinguish a barrel from a barrier (it would be an [inventory] matter, but se2-technically it's so inviting to use a barrel and replace its model to get a barrier bascially), and if this differentiation fails the Level Adjustment mod may assign too many life points (once again).
However I'm going revise both and recheck it then in-game, it should take too long thanks to your position data.

About the Tesla Coils I can't say anything yet, I really need to replay this part first.

Ant Farmer and her clan have made their way to Stonebridge we have just finished cleaning the beach. So now for a nap at the edge of the map. From here forward I will report in detail anything I find weird, wrong or broken.

Elf

KillerGremal wrote:
@RSimpkinuk57: Thanks for your feedback, indeed a simple barrel at level ~35 should rather have 50 life points than 500.

One reason for the large amount of life points is that I forgot to recheck the native level<=>life relation here, it's 1:15 which will make them quite strong at higher level (in DS2 it's usually 1:1 or 1:5).
The other reason may be that it's sometimes quite tricky to distinguish a barrel from a barrier (it would be an [inventory] matter, but se2-technically it's so inviting to use a barrel and replace its model to get a barrier bascially), and if this differentiation fails the Level Adjustment mod may assign too many life points (once again).
However I'm going revise both and recheck it then in-game, it should take too long thanks to your position data.

About the Tesla Coils I can't say anything yet, I really need to replay this part first.


The goblin barrels in Ehb were using the DS2 template which as KillerGremal has already remarked, doesn't work very well. I've replaced them with the ones provided in his content pack so hopefully that issue will be sorted.

The fire traps should also be fixed in the next version.

The Tesla Coils have been a problem since the first alpha. I've tried everything I could to get them to attack with spells as per DS1, with no success. They'll display the prelaunch spell effects but no actual spell effects are produced. I think the issue is their bone structure or lack thereof. There's nothing for the spell effects to launch from, though I have tried making spell effects just for the Tesla Coils.

I would have spent quite a few hours on this problem. I suspect that some other approach may have to be used as per some of the methods used in DS2, like the Arch Mage's projectile weapons, which are launched through flick.

I'll check why the first pair of Tesla Coils are missing. As for the pair in the Goblin Robo Suit room, they are meant to heal him in DS1. Either that doesn't work, was disabled deliberately by GPG as maybe they thought it made the encounter too difficult or it works but nobody noticed the healing effects because they were too busy belting up the Goblin Robo Suit to notice.

This may very well be related to me being a Steam user for DSII (All the more reason for me to finally grab a retail copy again).
I say this because it seems to only be affecting me, based on a quick stroll through the thread, and as far as I know I'm one of the few people on Siegetheday that even USE the Steam version of either game. If that's the case, then it may not be entirely necessary to address asap as it may not be affecting people with retail copies, which is most of you as I know..
But on to the point.
Basically, many items aren't appearing. Namely, tables and bookshelves, even when there are objects hovering atop where those items should be. I'm not sure if this is just because of the fact that it's incomplete and a rather trivial issue or what, but as I've left myself rather misinformed, I figured I'd just mention it.
The second, far more pressing issue that doesn't seem to be affecting all of you, I cannot speak to anyone for hire. Ulora, Gyorn, Rusk, Naidi, Etc.. I just click them. Click them. Click them. Click them. Nothing.
If this is related to me having a Steam copy, I wouldn't be surprised and that would be enough to not be bugged by this... bug? If there's any information you need to know, or any information that 'I' should know, let me... well, know.
I plan to grab the Deluxe edition soon, though. Woo!

*Also, a hilarious side-note, I noticed while wearing the unique leather armor you get from the bear in one of the first caves (Altan's leather, I believe it's called) and NOT wearing gloves, that I could see my character's mouth on his hands. Also, his feet had some odd black splotches on them. Though I suspect THESE minor issues are just related to the converting of armors to DSII.

Besides what issues this has, it's a freaking riot. It looks.. Well, it LOOKS gorgeous alone, which surprised me. I suspect many of the critters and landscapes have been retextured, more than I originally thought. I'm hoping to see even the menial armors included in the future, such as the Tattered Leather and such. I'm loving it!

EDIT: I hadn't realised until after watching a video on the mod that even the barrels and chests are missing from my game, as well.

Raymus wrote:
This may very well be related to me being a Steam user for DSII (All the more reason for me to finally grab a retail copy again).
I say this because it seems to only be affecting me, based on a quick stroll through the thread, and as far as I know I'm one of the few people on Siegetheday that even USE the Steam version of either game. If that's the case, then it may not be entirely necessary to address asap as it may not be affecting people with retail copies, which is most of you as I know..
But on to the point.
Basically, many items aren't appearing. Namely, tables and bookshelves, even when there are objects hovering atop where those items should be. I'm not sure if this is just because of the fact that it's incomplete and a rather trivial issue or what, but as I've left myself rather misinformed, I figured I'd just mention it.
The second, far more pressing issue that doesn't seem to be affecting all of you, I cannot speak to anyone for hire. Ulora, Gyorn, Rusk, Naidi, Etc.. I just click them. Click them. Click them. Click them. Nothing.
If this is related to me having a Steam copy, I wouldn't be surprised and that would be enough to not be bugged by this... bug? If there's any information you need to know, or any information that 'I' should know, let me... well, know.
I plan to grab the Deluxe edition soon, though. Woo!

*Also, a hilarious side-note, I noticed while wearing the unique leather armor you get from the bear in one of the first caves (Altan's leather, I believe it's called) and NOT wearing gloves, that I could see my character's mouth on his hands. Also, his feet had some odd black splotches on them. Though I suspect THESE minor issues are just related to the converting of armors to DSII.

Besides what issues this has, it's a freaking riot. It looks.. Well, it LOOKS gorgeous alone, which surprised me. I suspect many of the critters and landscapes have been retextured, more than I originally thought. I'm hoping to see even the menial armors included in the future, such as the Tattered Leather and such. I'm loving it!

EDIT: I hadn't realised until after watching a video on the mod that even the barrels and chests are missing from my game, as well.


There has been limited feedback about the Steam version apart from the fact if you leave DS2 in the default folder and use the default game exe you will probably have issues. There's an entire thread/blog devoted to this here http://siegetheday.org/?q=node/3075

As for the improved textures, yes they have all been resampled and filtered to look sharper and crisper than the originals. It's most evident when you have a DS1 map opened in Siege Editor 1 and it's converted form opened in Siege 2 and have them lined up side by side (I recently began having both the original map and the converted map opened at the same time in each editor to see the differences). If you run DS2 at high resolutions, such as 1920 x 1080, the effect is even better - probably the closest we can get to HD in the game. The game WILL support proper HD textures but considering you would have to make them from scratch, and there are thousands of textures to make, well I can't see it ever happening. So resampling and filtering will have to do.

Incidentally I have begun to apply the same techniques to DS2's own textures. It's a large project and my time is very limited, especially as I'm still working on the DS1 maps which are a priority, so it's going to take a long time to come to fruition (approx. 30% done on terrain textures, about 10% done overall).

As for the Altan's leather armor, yes there is some texturing problems on the arms which comes from the fact that the DS2 character's skins are different to DS1 and Altan's leather and all type6 armors will probably have this problem. You see the DS1 armors are actually being displayed on the original DS1 armor meshes ported to DS2 as extended armor types (normally DS2 only has 5 armor types but this mod adds an additional 9 armor types including the ones introduced by LOA). This texture fault only occurs with the type6 armor (originally type1 in DS1), all the others are fine as far as I'm aware.

The above technique breaks down with the Broken World dwarf and recruitable dwarves you find in the mod. There's no DS1 armor type for the Broken World dwarf as it's a brand new mesh with little or nothing in common with the old DS1 dwarf. Armor textures have to be specifically converted for the dwarf and it's a slow and ongoing process. This would also probably solve the texture problem with Altan's leather as well.

Here's a minor update with some nice features but incomplete past Glitterdelve.
http://www.siegetheday.org/~iryan/files/Betav31/DS1_Map_World_Beta31g.ds2res
http://www.siegetheday.org/~iryan/files/Betav31/DS1_Mod_Logic_Beta31g.ds2res

I decided to post it since bare_elf's issues had to do with her anti-virus software and not the mod. It's also a chance for players to see the hard work KillerGremal has put into the opening NIS. It is really nice.

Stonebridge has also had an upgraded NIS but nowhere to the standard that KillerGremal sets. I'm not that good with flick plus I had an awful lot of trouble getting the camera's set up as it was.

The firetraps now do the expected amount of damage so don't be careless and go and get a cup of coffee while your character is in the line of fire of one. The caged critters now also act realistically once released based on their type (I still kept several different types rather than just Phrak). Though I suspect the reports received quite a while ago with duplicate phrak being released from the cages is associated with the duplicate mimics players are experiencing in the secret area on the path to the crypts and depends on your party's level.

iryan wrote:
Here's a minor update with some nice features but incomplete past Glitterdelve.
http://www.siegetheday.org/~iryan/files/Betav31/DS1_Map_World_Beta31g.ds2res
http://www.siegetheday.org/~iryan/files/Betav31/DS1_Mod_Logic_Beta31g.ds2res

I decided to post it since bare_elf's issues had to do with her anti-virus software and not the mod. It's also a chance for players to see the hard work KillerGremal has put into the opening NIS. It is really nice.

Stonebridge has also had an upgraded NIS but nowhere to the standard that KillerGremal sets. I'm not that good with flick plus I had an awful lot of trouble getting the camera's set up as it was.

The firetraps now do the expected amount of damage so don't be careless and go and get a cup of coffee while your character is in the line of fire of one. The caged critters now also act realistically once released based on their type (I still kept several different types rather than just Phrak). Though I suspect the reports received quite a while ago with duplicate phrak being released from the cages is associated with the duplicate mimics players are experiencing in the secret area on the path to the crypts and depends on your party's level.


You are correct in that iryan 90% of what was going on with the game was do to the fact that I updated my anti-virus from the 2014 to 2015 version. I was having all kinds of issues with both the games and with my game editing software. I have gone back to the 2014 version and made it half way through the ehb map without any issues. I will update the files and start again with a fresh character so I can check out the additions. This is super great tank you.

Elf

Poor Edgar :silly:

This sometimes happens, usually if you skip his house and go to the checkpoint first then double back

early level progression is slower

My feet were wet and I was looking at Pyramids when I realized I was knee deep in De Nile Insane :silly: Dwarf

sigofmugmort wrote:
Poor Edgar :silly:

This sometimes happens, usually if you skip his house and go to the checkpoint first then double back


I've never seen it occur using Broken World, not sure if others have seen it before and with what game version.

Edgar has only 1 animation available to him, the one that makes him sit. Obviously under certain conditions this fails - like loading an area, unloading the area and then reloading.

I've just recently had a lot of problems with this phenomenon in this area - a lot of foliage around his house was disappearing due to the unusual shape of that region. More on this in the next comment.

I wonder if a failsafe could be added to make him sit. KillerGremal has added a lot of support for such animation control of npcs to avoid having to make so many individual templates for the npcs like GPG did (and I tend to do). I'll have to look it up. (or maybe KillerGremal may be able to suggest the appropriate trigger).

sigofmugmort wrote:

early level progression is slower

My feet were wet and I was looking at Pyramids when I realized I was knee deep in De Nile Insane :silly: Dwarf


Yes it is slower at the start, I hope it doesn't bother you unduly. I had to implement that to avoid the situation where you run into lower level "Blue" monsters around Edgaar's house and maybe just before that as well.

The shape of the starting region is very interesting but causes issues with the MLA. It's shaped like a horseshoe so when you reach the first bridge, the area around Edgaar's house is loaded. I'm sure some of you playing with high settings with the launcher have noticed you can nearly see Edgaar's house if you look to the left at the bridge.

This causes the MLA to create level 1 monsters around Edgaar's house so by the time you reach there after clearing everything else along the way (if you're very thorough), you'll be at least level 3. This is exacerbated if you have the launcher's seefar hack set at a high setting as the frustrum will be corresponding set very wide.

I tried a few methods to avoid this situation, including loading groups of monsters as generators through triggers and trying different settings in the MLA (the docs are badly out of date) without success. So I reduced the amount of experience you receive for all the monsters to the end of the starting region. You'll still get to level 3 so I don't think it's too bad. I think that in the original it was actually unrealistic to get to level 1 with about 8 kills (around about getting to the first bridge).

The shape of the starting region also caused another quirk which nobody else has seemed to notice? The foliage around Edgar's house is loaded with everything else when you reach the first bridge and you can clearly see it from the bridge but by the time you reach his house through natural progression through the region, a lot of foliage has disappeared. It'll reappear normally if you backtrack from the save position around Skartis. A lot of factors seem to influence this and I think high settings with the seefar hack can actually help avoid this?

I have never seen this with Edgar, however have seen this on various maps with both sitting and standing NPCs. For example if you leave Glacern via the back gate and then return and travel through the town to the house near the front gate where you found the Map the old woman will be standing exactly like Edgar.
@iryan
This is something new. Edgar was always seated on his bed bemoaning his situation with Krugs in his basement. When I saw sigofmugmort's post I started a new character in the newest update of the map and it appears that sigofmugmort is correct or possibly the puppeteer that makes Edgar work went off on a break and Edgar the puppet is playing at being a cross. It could also be that the Krug are getting nastier as the revisions of the mod increase and they hung poor edgar up.

It is quite possible his animation is messed up. so I will see what happens after I leave here and restart the game from the broken bridge and backtrack to his house. Your right about the shape of the area iryan because just after the bridge if you go left to the very end of the path you can look down at the monsters around Edgar's house and with a bow with a relatively long range kill them before you visit him. After saving at the broken bridge I exited the game and restarted at the broken bridge and went back to visit Edgar he was still standing in the middle of his bed, lower legs half missing in the mattress. Might it be a slight positioning error? I know that was the case with some chairs and benches in the DS1 map dark tide rising if the bench or chair was to close to a wall you could not sit down but you ended up standing in the chair or bench with your arms in a funny position. This also occurred in Adepts when visiting the clinic and the lady who should have been prone in the hammock was floating above it.
I think that also turned out to be a positioning error did it not?

@sigofmugmort
The silver character in the second image is being caused by a mismatch of skins in the armor mod I sent you. Which map is the picture from I may have an update for it in the works. Have to do a bit of editing on the armor mod whenever there is an update to anything that that has the characters in it like logic files. Think I will have to make a mod that contains all the possible starting characters and all the npcs so that when Iryan or KillerGermal updates one of their mods I do not have to redo things. I always check things prior to playing when a new version arrives. I would post the mods here but they would be in violation of some of the site rules and being a moderator it would not look right.
Elf

Iryan I love the fire traps now actually do something useful. They never did much in DS1. Now some I my high end characters with custom armor way above the normal limits actually get a very bad sun burn. I am sure they would be crispy critters without the custom armor and the healing spells. I was able to get a krug or two to step across one by using a character with no offensive weapons or spells. With the run a bit, wait for kruggy, run a bit more.
I was totally unaware that charred krug tastes very much like bar-b-cued shrimp, but they do. All the quests are working great between Norick's farm and Stone Bridge.

iryan wrote:
As for the Altan's leather armor, yes there is some texturing problems on the arms which comes from the fact that the DS2 character's skins are different to DS1 and Altan's leather and all type6 armors will probably have this problem.

Not all type six armor has as much of a problem as Altan's Leather but to some extent it is true of all type 6 armor for standard DS2 Characters. With the characters in Adepts being able to use alpha channels that can mask out oddities in armor like different arm lengths between ds1 armor and ds2 armor it is not an issue. So I believe there is a mid point between quirky arm and leg colors and invisible arms and legs.
I am currently working on a solution for this. it is still very much in the thought process phase of development, but I am dreaming about it in great detail. It might require 15 different drawings each with a different skin color in the correct locations. There might be another way around it. Do not worry I do not plan to do any magic like Hamcat did with the original Cat Mansion Characters or what AlphaDD did to port them over from DS1. That would be the ultimate solution to modify the standard DS2 farmboy and farmgirl such that they could use the Armor for Cat Mansion Characters without changing their body shape. But going that route I would only mesh things up. :P

Elf

bare_elf wrote:

Not all type six armor has as much of a problem as Altan's Leather but to some extent it is true of all type 6 armor for standard DS2 Characters. With the characters in Adepts being able to use alpha channels that can mask out oddities in armor like different arm lengths between ds1 armor and ds2 armor it is not an issue. So I believe there is a mid point between quirky arm and leg colors and invisible arms and legs.
I am currently working on a solution for this. it is still very much in the thought process phase of development, but I am dreaming about it in great detail. It might require 15 different drawings each with a different skin color in the correct locations. There might be another way around it. Do not worry I do not plan to do any magic like Hamcat did with the original Cat Mansion Characters or what AlphaDD did to port them over from DS1. That would be the ultimate solution to modify the standard DS2 farmboy and farmgirl such that they could use the Armor for Cat Mansion Characters without changing their body shape. But going that route I would only mesh things up. :P

Elf


Yes I believe there's a way, even if it means retexturing the type6 armors so that the skin appears on the right place.

Now if there was just someway modifying the helmet textures so that DS2 characters could wear more than a handful of DS1 helmets, everything would be rosy. For those who aren't aware, DS2 characters CAN wear DS1 helmets if they are modified as extra helmet types similar to the DS1 armors. Unfortunately because of the way the DS2 skin textures are mapped onto the helmets, most helmets look like faceless manikins. Only the DS1 full enclosed helmets are useful in DS2 as you can't see any of the face. It would be wonderful to be able to use some of the more exotic DS1 helmets in DS2.

(DS2 vanilla, Logic 31c, World 31c, Mod-DS1Content-Alpha10v, MLA 5j)

I've downloaded 31g and KillerGremal's latest levels to start looking at. Seeing that MLA has got to 5L, I'm wondering why I thought I should test 31c with MLA 5j not 5k. Anyway, on with 31c through Bonepicker's Post to Fortress Kroth ...

GENERAL POINTS
(Forgive me if these, like the hiring conversations going wrong if you didn't hire, have already been addressed in 31g.)

Since the map is so stable and playing so well, I can move on to the niceties and minor niggles. It is up to the developers what they want to spend their time on! The more they do, the more they'll be asked to do!

Some Quest conversations give you option 1 to accept the quest and 2 to refuse, but you receive the quest regardless.

"Utraean Militia" have no place in the Kingdom of Ehb. Its soldiers should always be called Legionnaires - note the double n. I thought it a pity their distinctive armor had not been converted from DS1 but now I see (on one of the skeletons outside Fortress Kroth) that it has. The A3 016 "Solid Plate" anyway, which is the Archer armor, and 015 officer's armor (the Pirate Captain is wearing that - no reason why he shouldn't, he's not entitled to it but then he is a criminal anyway) so I presume the 017 "Standard Plate" too for the Guards. So lets see the Legionnaires dressed in it - as dead ones' corpses are.

Exception: nothing wrong with the Town Guards at Stonebridge wearing the Windstone leather armor specifically to distinguish them, as locals, from the regular Legion soldiers.

I'm also surprised at the high proportion of Half-Giants in the army of what is a human and dwarf kingdom, and how few actual humans this leaves in the Fortress Kroth garrison. And at Glacern, women only as archers, and is every archer a woman? - too much stereotyping. GPG made a point of having both male and female Legionnaire Guards (sword fighters) and both male and female Legionnaire Archers.

Some NPCs' printed conversations having been altered to fit new roles - Thayne as quest-giver, Boryev as reagents merchant inside (!) Fortress Kroth, Rhut as enchanter - I'd rather their voice-overs had been removed than left as they used to be, so now wrong even if the first sentences do still match.

Party members know that chickens from treasure caches (which have health) are neutral and should not be attacked; but I've noticed summoned creatures attacking the chickens.

Bonepicker's Post feels to be such a long way from the Traveler Camp that I'd like it to be a restart point (town), despite Fortress Kroth being not too far ahead now. Gregor could be undertaker; maybe an inn-keeper could be worked in somehow? No need for pet seller, reagents or enchanter.

SPECIFICS

iryan wrote:

... Tesla Coils are missing. As for the pair in the Goblin Robo Suit room, they are meant to heal him in DS1. Either that doesn't work, was disabled deliberately by GPG as maybe they thought it made the encounter too difficult or it works but nobody noticed the healing effects because they were too busy belting up the Goblin Robo Suit to notice.

I've read somewhere before about the Coils healing the Robo Suit. If that was in a walkthrough then someone must have seen it, but in DS1 the Suit has always come after me so I fight it near the entrance door and at no point has it ever retreated to seek healing.

E31c#042 I restarted and ported forward to the Pirate's Cove DC. Big radar was showing the area around me and the cave passage back to the top of the goblin elevator, nothing else. I turned towards the sea then right again to attack pirates: as I came level with the cave entrance then the goblin cave system re-appeared on big radar, from the Robo Suit room back to the DC before the sideways travelling platform. The turntable and the rooms beyond (before) that did not re-appear. That level faded out again only when I went into the Flooded Dungeon.

E31c#043 Two "Legionaires" (quest givers) outside the cave should be "Legionnaires" with double n (the canonical spelling). See my remark above about their armor.

P.S. Two "Legionaires" (single n, when should be double n, or maybe Town Guard) at Stonebridge: one trailing the Guard Captain, the other on the north gate.

E31c#044 The "missing treasure hunters" quest log says to report back to Gregor despite the quest-giver role having been moved to Thayne.

E31c#045 "Bonepicker Post" legend should be "Bonepicker's Post" as per the earlier signpost.

E31c#046 in the Flooded Dungeon, the dead goblin's lever works to bring up the second lever to open the secret side room within the secret side area. It should not work. In DS1 one had to go round turning on the four steam supply valves first. WD_R1A -0.557/1.500/-1.628/0x5B4F641A

E31c#047 Shracks out of water: continuing my clockwise circuit (I'd ignored the basement entrance and had gone above-ground to what I consider the main dungeon entrance, the wide stairs), when I go down the stairs into the smaller flooded rooms, if I retreat back up those stairs then the fish (Shracks) can climb the stairs after me. WD_R1 -1.980/-1.300/0.345/0x6A72CBCD (or 1.300? - no screen shot, just a bit of a squiggle in my notes).

E31c#048 from the flooded dungeon I broke out into the house cellar - a summoned (Lesser) Mucrim Shocker started shooting lightning up through the roof at monsters above ground. WD_R1 -1.866/0.0001/-0.688/0x3B3D12B4.

Some of the monsters I'd killed on my way to the dungeon's main entrance had already respawned. Many came down into the cellar to attack as if they'd seen me through the solid ground. In this case (unlike some of the early watch towers) you'd have thought the ground would block sound as well as sight.

E31c#048 "Flooded Dungeon" legend came up correctly when I went into the dungeon. I don't believe "Bonepicker's Post" (as it should be) re-appeared in grey when I re-emerged. Certainly the next DC (by the big drake) is still "Flooded Dungeon" which is wrong - the meadow, and by extension the forest around, should be called "Temple Ruins" - see the Kingdom map.

(Go into the tunnel and up comes a new legend - fine. "Fury Den" for that legend - isn't that the same name used for a tunnel in Utraean Peninsular?

(Just as "Goblin Warrens" are Utraean Peninsular and walkthroughs sometimes use "Goblin Inventor's Cave" for the one in KoE.)

E31c#049 Down into the tunnel - clouds of black smoke from Darklings trying to Blind the party. Killed all the Darklings, still getting the smoke. Is it from ones above ground cursing through the roof? No damage spells are getting through.

(There were Darklings overhead because they'd re-spawned when I restarted.)

E31c#050 "Fortress Kroth" legend - I'd have expected the trigger point for this to be earlier, at the gates. The next primary quest I'd have expected to be given by Tarish, but if it is to be automatic then a later trigger point for that would make better sense.

Edgars NIS sequence ended before he had finished. Now I can toast Gargoyles and Skeletons in the Fire-traps instead of just Marshmallows Laughing out loud (what is a mallow and why do they live in Marshes) good work with having the starting NIS and character now holding a Hoe

Dwarf

Altan's Leather looks different on a Dwarf then other characters, I figure it is due to the skin differences.

I decided to start a Dungeon Siege 2 game for a change with all the latest files. So first I visited Sharkull's test map and picked up the NPC there who is named Buddy. Picked up a few needed items there as well. We have just arrived at Edgar's Cabin and Edgar is just fine, well at least he is sitting on his bed whining about his fate. So I followed the same steps as above only starting from Broken World and Edgar was standing in the middle of his bed pretending to be a cross or maybe a modern sculpture. Edgar's NIS completes while playing DS2 but not Broken World.

Just as a note to Iryan and KillerGremal the only mod I have installed in the Broken World resources folder is the Mod-BrokenWorld-ArannaLegacy-Alpha3r.
However this I do not believe is the issue because I have looked at the Edgar problem with Mod-BrokenWorld-ArannaLegacy-Alpha3r enabled and disabled. Based on my observations and comments by sigofmugmort playing from Broken World and RSimpkinuk57 playing from Dungeon Siege 2 That the error is Broken World Specific. I am glad that others are observing the problem while playing broken world and not seeing it while playing vanilla DS2, otherwise I would have thought the issue I was having with my anti-virus program earlier this week was still there, and I would have completely deleted the games and mods and reinstalled everything from scratch.

I think I will give a quick look at Edgar's place from Adepts since it lives in it's own directory on a totally different hard drive.
When looking at Edgar while playing adepts he is standing next to his bed moving about while his NIS runs. If I recall we had trouble getting the sitting animation working with Adepts Characters. Since the NIS runs and since he is moving correctly again it appears to be BW specific.
Elf

RSimpkinuk57 wrote:
(DS2 vanilla, Logic 31c, World 31c, Mod-DS1Content-Alpha10v, MLA 5j)

GENERAL POINTS

Most of the Hiring Conversations should be fixed, even Kroduk should now work in the latest version.

The Quest conversations lack a certain switch in their flick like such;
if WhenConversationChoice (tamari, accept)
It may be easy enough to modify them so they work as intended.

The "Utraean Militia" inherit from the original npcs used in KillerGremal's Utraean Peninsula. When I started modifying the map and then started on KOE, I used the existing npcs from his content packs as it was simpler and I never intended for the mod to develop as it has. It wasn't until I started on LOA that I began using custom npcs similar to the originals with some DS2 npcs mixed together. If the mod was planned properly as a project I'm certain KillerGremal and I would have organized things better. Instead it just grew and grew into what it is today.

Ditto for the Half-Giants, they come from KillerGremal's content pack and were used a lot in the original Utraean Peninsula.

The Pirates and Bandits actually used the old DS1 farmboy mesh so it's a simple matter to dress them up with any type of armor from DS1 (same for the skeleton, its a DS1 mesh). However that functionality is also now available to DS2 characters through the extended armor types as well, so it's certainly possible to change all the Militia to Legionnaires.

However that's a large project in itself and so will be left on the shelf for the current revision but maybe for the next?

Thayne has already been reverted to his former role and Gregor will now give you the quest. This hasn't been tested yet but hopefully his conversion flick will also support, partially at least, if you bypass him and complete the quest by finding the dead hunters and then report to him, just like in the original.

I agree Boryvev, Rhut, etc, should be reverted to their original multiplayer conversations and other npcs created to fit their current roles. It was a simple time saver when originally implemented.

SPECIFICS

E31c#042 Another fade that is similar to the Glitterdelve Mines and I should be able to fix this as well. There was no radar in DS1 so they didn't need to worry about such things as regions overlapping each other but in DS2 with the radar, fades are needed to avoid this.

E31c#044 Should already be fixed in the current version.

E31c#046 It was simpler to just bypass all the extra steps when implementing this originally. If I have time and inclination I will look at adding the extra steps.

E31c#047 Not sure if there's a way in DS2 to keep them in the water. Notice that there are no fish like monsters at all in DS2.

E31c#048 The respawning around the house can be easily prevented but it's a little more complicated to prevent the monsters from detecting you below them (or above) in this case as there's two ways you can enter and exit the Flooded Dungeon unlike the Watch Tower before Stonebridge where only a single trigger was needed. I'll have to think about this one.

E31c#048 Should be simple to fix. As for the DC portals, I've recently begun naming them individually with more descriptive names as before they just used the last location name passed through.

I used Fury Den as the internal region name is the same as in the Utraean Peninsula. No walkthrough even assigns that dungeon a name, just describing it as a short and easy dungeon. What name would fit? Fury Cave, Temple Ruins, Underground Ruins?

Ditto for the "Goblin Warrens", I don't think the goblins would care. But an alternative name would be fine and I've seen both Goblin Inventor's Cave or just Goblin's Cave in walkthroughs. Or maybe even something like Gonsiir's Fortress, etc, to more establish his role in the story (I didn't know that the Goblin Inventor had a name until I read the History of Dungeon Siege located here).

E31c#050 This one can be refine a little. I've already refine quite a few of the quests to be more expansive than before.

I am seeing a good number of people talking about monsters being able to see through walls and floors and attacking your party. Also the reverse where your ranged or magic party members attack monsters you can not see that are above or below you. I noted this long before the existence of the DS1 Legendary Mod. I saw this while exploring Dungeon Siege 2 for the very first time with no mods what so ever installed. It occurs more often when your party is in rampage mode than when your party is in mirror mode. I think that is the main reason for GPG limiting ranged weapons and spells to 12 meters or less. When I developed some of my long range bows and was exploring Winstone Fortress I noticed my rangers shooting at things several floors above and below my party. At times some of my rangers would shoot at an unseen target and ignore the fact that the rest of the party had moved on (rampage mode). I would have to go back and find them once I noticed they where missing and there they where happily shooting holes in a wall. Putting the party in mirror mode would wake them up and they would then follow. So I do not think it is a Legendary Mod issue. I think it is something that has existed in Dungeon Siege 2 always. It is more obvious in the Legendary Mod do to the better weapons and spells.

In Dungeon Siege 1 all characters good and evil had the following parameters that could be adjusted.
melee_engage_range = 0.9;
ranged_engage_range = 5.5;
sensor_scan_period = 0.25;
sight_range = 12.0;
I looked at several DS2 character templates and have not found anything that equates to sight_range or Ranged_engage_range.
The "problem" could be corrected if the parameters could be added to DS2 character templates. Now if the parameters exist in some other template that the characters inherit I am unaware of it.
DS1 Characters with a sight_range of greater than 12 like the elves who were 18.0 would sometimes shoot at a wall for no reason. You can test this out in ds1 by picking a character and changing both ranged engage range and sight range to 20.0 and equipping them with a weapon with a range of 20 to 30 meters. The character will stand in one place and shoot at everything within the parameters even things on upper floors and below ground.
I think the the vision range of a character is not a circle at their ground level but a spherical algorithm however I would have no idea where to look and even if I found it what to do with it.

Elf

Beta31g notes

With a Combat Mage I had to run past everything from near the first farmhouse(it was that or spend a couple of hours waiting for Mana to recharge)

Noticed brush around Ebgsr's does faid out considerably.

and as evidence my mere presence can cause unusual glitches.

Notice the Innkeepers icon :silly:
he was fine when I came back later.

This Turkey would not attack my Elf. A Dwarf- yes, a Dryad- yes, a Human-yes, a Half-giant-yes, as well as a Giant. But, not the Elf
( I blame Bare_Elf for that :goofy: )

Mirror mode engaged on entering the lift exiting Wesrin but rampage did not re-engage at the top

Dwarf

In the next day or so, the Dungeon Siege II Deluxe Edition shall be arriving in the mail for me. (WHOO!)

However, that does not mean I'll be retiring the Steam version entirely, if not for testing purposes. I'll still have it downloaded and installed in the Steam Directly, albeit I'll likely not touch it again until it is summoned upon.
So- as I know you've been getting very little feedback from Steam users, I'm still open to perform whatever tests you'd have me perform if there's any inclination toward compatibility with Steam. Although I know it probably isn't priority as long as the project remains incomplete, keep in mind that when (if) the time comes around to add a Steam patch that I'm readily available.

-- Unless Steam works just fine and I just didn't follow directions in the Steam Compatibility forums well enough. Which I don't believe is what happens but, hey- I've made mistakes like that many a time before. --

Once the Deluxe Edition comes in, I'll be doing more testing on that and will continue posting here if I find anything worth noting that I haven't seen said before. I'd better have my pinky finger glued to the Prt Sc button, eh?

One reason for these NPCs standing in a bed/chair (instead of laying/sitting on it) could be that the NPC is not loaded yet when an additional object to make this NPC lay/sit starts to work.
So it's basically a time-critical matter which may make it tricky to reproduce sometimes.

A possible work-around is to configure the animating objects not to start automatically, and to wait for an activation from the NPCs instead (the activation will be postboned if the receiver isn't loaded yet).
There is also a custom approach to face this matter, I just need to do some final tests.

... or rather someone else's, the one with the dungeon and Sikra inside it, and am about to interrogate the Droog elder.

iryan wrote:

The "Utraean Militia" inherit from the original npcs used in KillerGremal's Utraean Peninsula. ... The Pirates and Bandits actually used the old DS1 farmboy mesh so it's a simple matter to dress them up with any type of armor from DS1 (same for the skeleton, its a DS1 mesh). However that functionality is also now available to DS2 characters through the extended armor types as well, so it's certainly possible to change all the Militia to Legionnaires.

As I said, the more you do the more you'll be asked to do, but couldn't the name be changed in much less time than the clothing. Just by editing the template? (Even if that does carry over to other maps - a generic "Legionnaire" should fit most places.)

I know that in LoU you had the Utraean Peninsular as part of the Kingdom of Ehb, south and east of the KoE map. (Which is not where GPG placed it on their later world map.) Was that from anything GPG put into the original MP map? They and Mad Doc between them did leave a source of confusion - whatever kingdom the Utraean Peninsular belongs to at the date its map is supposed to be set, it is not part of the island of Utraea and the inhabitants are not of the Utraean race. The whole point of the story is that the HUB system and the townstones are half-understood relics from when the actual Utraeans abandoned or lost their empire and retreated to their island.

Still on DS2 vanilla, Logic 31c, World 31c, Mod-DS1Content-Alpha10v, MLA 5j:

E51c#051 The potion seller at Fortress Kroth has the icon over his head but it is missing from the radar. (Whereas the pet seller's icon is on radar but unless you go inside the stable building, the icon over his head is lost in the stable roof.)

E51c#052 Throughout the tunnel and the Desert Canyon, I'm sometimes hearing my Droog opposition (possibly the Archers in particular) saying "Amo" (for "Peace"?), which in DS1 is the sound exclusive to the non-combatant villagers begging to be spared.

E51c#053 Hall of Skulls is missing three Droog Grunts, not that that matters but I believe you answered earlier that no monsters had been deliberately removed. I had a full party of six (five characters plus a pet which I'd disband to accept Sikra) so I'd be surprised if it were MLA reducing the opposition. In the first room, at the exit to the main corridor, a single Grunt (who we can certainly do without, as no challenge to anyone): look at https://www.youtube.com/watch?v=GBFROwzKgqc time 0:23. Approximately HS_R1 -1.288/0.000/0.841/0xA9373386. Then in the room downstairs to the left a group of three Archers and two Grunts (in DS1, 2:06 in the video) has been reduced to just the three Archers, HS_R1 1.114/0.000/1.905/0x4A547FD3.

E51c#054 I played the Hall of Skulls twice; the first time, but not the second, most of where I'd been faded off the big radar when I was in the last side room on the right.

(The first side room on the right, down narrow stairs then turn a corner, does fade consistently when one gets out of range.)

A very minor issue, not worth losing any sleep over.

E51c#055 My first time, but not the second, the mini-boss Possessed Wizard Skull was stuck on the end of the upper-level floor promontory where there is a light, HS_R1 5.775/1.250/0.988/0x6B33077A. (The right-hand of the two promontories at the back of the room as you look at them.) This meant that Naidi could destroy it with impunity from outside its range. My character could move next to the spot where it had died to pick up the treasure it had dropped, but could not occupy the spot. I cannot remember if it had started there or moved there, but the other time I tried it was certainly on a different spot.

E51c#056 One of the best ambushes in the game does not trigger. It is on the way to the Droog village, the first rock bridge after the elevator; when one is nearly across the bridge with Droog rising ahead, more should come from the sand behind you. From 0:05 in video https://www.youtube.com/watch?v=LwdeTW--nt8 (Appearance point around about DC_R1 -1.495/0.000/-0.154/0x4E322010.)

E51c#057 Entering the village, after "xxx has entered the Cliffs of Fire" comes the message "message". One can trigger it as many times as one likes by re-crossing the spot DC_R1 22.597/-17.450/-13.728/0x860376A5. My best guess is that ought to be the "check point reached.." message.

E51c#058 In the Droog village, the potion seller icon is there twice on radar - over Nonataya, and just before, making it hard to distinguish the quest star. UPDATE: zoom the radar in, you can just make out that the other icons are doubled too.

P.S. The original has a basket opposite the foot of the Desert Canyon elevator, almost hidden in a bush. So does the DS2 version. It looks like it might be something you want to open but it is only decoration - in both versions. Mildly bothersome - because it is next to some ceramic containers that you can break to get treasure - but GPG's fault.

UPDATE - the Castle Ehb Environs DC is in a fairly good place, next to Lord Bolingar, but I'd like to suggest that where one has just emerged from the tunnel, before going down the hill, would be even better. After Scorch, then the last of the Bralls and Green Drakes, I was ready to take a save.

You know Act III chapter 1 had no primary quest arrow in 31c.

I see that Goquua's fight with the drake has gone, so now he thanks us for saving him when we've had no opportunity to help.

Well done with the Bralls - but sneaky, making the later ones twice the health of those nearest the village. Still easy enough to cope with.

No lore book or map in the Giant Skeletons' side cave as reward for going there.

E51c#059 Sometimes Scorch falls into the abyss when killed, sometimes she doesn't. I suspect it depends how close one's selected character is.

My party is Gyorn (melee-and-shield), Naidi (archer) and four mages (two of each). Naidi has a Seck Bow whose maximum range started as 11 meters but with 6 levels of Far Shot this has become 14. 14 meters out-ranges the dragon which can thus be killed without a chance to fight back.

I wanted the others to join the fun, though, and to see if my healers were up to the job: they are. I've had three goes. When Gyorn was my viewpoint character then the dragon fell with the rock when defeated. Staying with either Naidi (at 14 meters) or Merik (the first time, when I played safe and held him even further back, to heal without joining the attack) then after the "Scorch defeated" mini-NIS I was left with a "Dead Queen Dragon" standing unsupported in mid-air. What I haven't tested is what happens if I watch from one of my mages at 10 meters out.

One time I got back up the hill to the other tunnel without a fight, one time I had to kill one re-spawned Brall, and the third time almost everything had re-spawned: the Green Drake at the corner, one of the three Bralls on the slope, three more Bralls, a Scorpion (not the mini-boss) and a Sand Mage at the top.

E51c#060 Something has gone wrong with the terrain outside the Giant Skeletons' side cave - there is a strip of black plane surfaces part horizontal and part sloping up the mountainside to the right of the entrance (looking towards). Leakage between regions from the main tunnel? I have See-far off. My party stands underneath the problem at CE_R1 -0.128/2.000/1.798/0xF3FD8CD1. Whereas at PATH2CE -1.477/0.000/1.777/0x335840A4 near the back of the last side-chamber off the main tunnel looking out at the main tunnels' right-hand side wall I had an angle to see trees at the top of the view.

RSimpkinuk57 wrote:
... or rather someone else's, the one with the dungeon and Sikra inside it, and am about to interrogate the Droog elder.

As I said, the more you do the more you'll be asked to do, but couldn't the name be changed in much less time than the clothing. Just by editing the template? (Even if that does carry over to other maps - a generic "Legionnaire" should fit most places.).


A simply name change would be a bit sloppy but I discovered that I had basic templates for the legionnaires already in the mod but unused so they've been spruced up and I do agree they look far better than the Windstone soldiers.

RSimpkinuk57 wrote:
...
I know that in LoU you had the Utraean Peninsular as part of the Kingdom of Ehb, south and east of the KoE map. (Which is not where GPG placed it on their later world map.) Was that from anything GPG put into the original MP map? They and Mad Doc between them did leave a source of confusion - whatever kingdom the Utraean Peninsular belongs to at the date its map is supposed to be set, it is not part of the island of Utraea and the inhabitants are not of the Utraean race. The whole point of the story is that the HUB system and the townstones are half-understood relics from when the actual Utraeans abandoned or lost their empire and retreated to their island.


I agree it is confusing. The Utraeans, as you see from the map, had to be expert sailors, at least sometime in their history, in order to get to the Utraean Peninsula from the Utrea Isles. Once established they could have built the hubs to make travel quicker.

I'll have to look at the other issues when I get closer to the areas in question during play-testing. The fades deserve a special mention and I'm sure I can fix that now.

bare_elf wrote:
I am seeing a good number of people talking about monsters being able to see through walls and floors and attacking your party. Also the reverse where your ranged or magic party members attack monsters you can not see that are above or below you. I noted this long before the existence of the DS1 Legendary Mod. I saw this while exploring Dungeon Siege 2 for the very first time with no mods what so ever installed. It occurs more often when your party is in rampage mode than when your party is in mirror mode. I think that is the main reason for GPG limiting ranged weapons and spells to 12 meters or less. When I developed some of my long range bows and was exploring Winstone Fortress I noticed my rangers shooting at things several floors above and below my party. At times some of my rangers would shoot at an unseen target and ignore the fact that the rest of the party had moved on (rampage mode). I would have to go back and find them once I noticed they where missing and there they where happily shooting holes in a wall. Putting the party in mirror mode would wake them up and they would then follow. So I do not think it is a Legendary Mod issue. I think it is something that has existed in Dungeon Siege 2 always. It is more obvious in the Legendary Mod do to the better weapons and spells.

In Dungeon Siege 1 all characters good and evil had the following parameters that could be adjusted.
melee_engage_range = 0.9;
ranged_engage_range = 5.5;
sensor_scan_period = 0.25;
sight_range = 12.0;
I looked at several DS2 character templates and have not found anything that equates to sight_range or Ranged_engage_range.
The "problem" could be corrected if the parameters could be added to DS2 character templates. Now if the parameters exist in some other template that the characters inherit I am unaware of it.
DS1 Characters with a sight_range of greater than 12 like the elves who were 18.0 would sometimes shoot at a wall for no reason. You can test this out in ds1 by picking a character and changing both ranged engage range and sight range to 20.0 and equipping them with a weapon with a range of 20 to 30 meters. The character will stand in one place and shoot at everything within the parameters even things on upper floors and below ground.
I think the the vision range of a character is not a circle at their ground level but a spherical algorithm however I would have no idea where to look and even if I found it what to do with it.

Elf


Those settings are defined in the core templates.gas file found in contentdb\templates\core

For good characters and heroes it is set at sight_range = 12.0 and ranged_engage_range = 9.0
For most evil characters it is set at sight_range = 15.0 and ranged_engage_range = 10.0

You are correct that the sight_range works in a sphere in DS2 and that's why the levels are cleverly disguised to try to limit this defect. One place I can remember it failing is one of the staircases in Snowbrook Haven. Not an issue if you use mirror mode but if you use rampage mode or the Auto_Engage Mod, it is very obvious.

The DS1 regions weren't designed to take this into account. So triggers have to be used instead to change the monster's alignment. Works well most of the time.

The Windstone Militia were rather a DS2 related choice, since this type/look of actor was known from the DS2 gameplay to represent the 'good' ones, generally at least.
That the player possibly remembers that these soldiers aren't the strongest and may need help sometimes, was rather appreciated than being a disadvantage (considering the stats/features they have).

Actually in 2010 i've created/saved a Legionnaire armor in green (b_c_pos_a3_016-g) too, no idea why I cancelled this approach finally. The green tone doesn't look that bad - red is more impressive though, but green would be more camouflage-like probably.
I remember I recently also encountered a file there this texture was used, not sure however if still exists...

DS2 vanilla, Logic 31c, World 31c, Mod-DS1Content-Alpha10v, MLA 5j:

RSimpkinuk57 wrote:
You know Act III chapter 1 had no primary quest arrow in 31c.

The quest does have a radar arrow pointing to the king, but only in the basement dungeon. The same thing happens with the last two primary quests: in one region there is no arrow, in the next there is. I never stopped to think how the game is supposed to know the way to somewhere in a region it hasn't yet loaded.

RSimpkinuk57 wrote:
No lore book or map in the Giant Skeletons' side cave as reward for going there.

I see your problem now: three secret areas in Act III but only two rewards to place (one map and one book).

E31c#061 Two DCs, Castle Ehb Environs (next to Lord Bolingar) and Castle Ehb itself (next to the elevator) are marked on the radar by blue dots only, not by their proper symbol. Same with the Incantation Shrine in the Castle's little courtyard.

E31c#062 Minor mystery: at the bottom of the Castle's big elevator, as my group started along the corridor, the background outside the walls (is this the "mood"?) changed from black to grey. Going back up the elevator and coming down again fixed this. Trying to repeat the problem by starting a new session at the same point, I failed: the mood worked properly.

E31c#063 The first side room in the basement dungeon (region CD_R1), the long room with two entrances, is missing a long table. (Is this something you explained weeks ago you'd had to leave out deliberately because it blocked too much floor?)

E31c#064 The King's NIS plays when you go into his cell; this unlocks the doors into the next big room, but does not complete the one quest nor activate the next. For that you have to click on the king to talk to him. Could this all be combined into one operation (like with Skartis at the Ruined Bridge)?

E31c#065 In the Lava Ruins, treasure could not be picked up that dropped from a pot (one of a group of three) up against a pillar on the left. (I'd broken the pot by an area attack on the one next to it.) GL_R1 0.931/0.000/-1.447/0xFBA42DEC

E31c#066 The game locked up on me at the end. True Gom died, the "quest completed" messages appeared, then the NIS started. I let it run; when it got to its end I waited a bit but was not returned to the game (I wanted to pick up treasure and then save my party). Pressing ESC gave me a blank screen with no mouse cursor so I had to restart Windows.

So I tried again from my last save. I paused (to read the journal) before the NIS, then quit the latter by ESC before it got to its end. That way I could continue playing and shut down normally.

Conclusion All this shows just how big a project this has been and what a monumental achievement.

My hero ended at level 44, which is pretty much ideal, if achieved unevenly:
9 at Stonebridge
17 at Glitterdelve
23 at Glacern
30 at the Traveler Camp
38 going into the Fury Den
39 at Fortress Kroth
40 at the Droog village
41 going into Castle Ehb

After crawling through those last three levels, the pace picked up a bit beneath the castle. (For comparison, in one DS1 game my hero was level 11 at Glitterdelve, 24 at the Traveler Camp, 37 at Bonepicker's Post, 49 at the Droog village and 57 at the end.)

Gold (with some stuff still in inventory that could be sold) is less than 600,000, which is a nice change from DS1 hitting its ceiling.

(EDIT) P.S.
In that DS1 game I'd let my hero have most of the early experience (at other characters' expense) so Naidi was more typical: from level 30 at Bonepicker's Post to 50 when about to face Gom. The same 20-level gain but a larger fraction of the total.

My gold at the end of 31c could have been somewhat higher - just for the fun of it I'd kept feeding my pet pack-mule that rarely left the inn. Not enough difference to invalidate my point though.

Save-games oddity
At the last DC I saved (by hotkey, as always) and got two new files: hero.ds2party and hero.ds2radar, as I'd expect. At the previous DC though I'd saved and got seven new files! all with the same timestamp

hero.ds2party, hero.ds2party.ds2bak1, -bak2 and -bak3
hero.ds2radar, hero.ds2radar.ds2bak1 and -bak2

Respective file sizes in KB: 120, 123, 121, 119; 128, 1, 1 (892 bytes)

I tried restarting from the extra files and found they were all for the previous save; this was in addition to that save's original files having been bumped down properly to hero.ds2party.ds2bak4 (122KB) and hero.ds2radar.ds2bak3 (125KB).

I have been noticing this for a while, seemingly at random whether I have none, one, two or three extra party files but always one less extra radar file. I've never had that with my vanilla DS2 campaign (Valdis) (where the radar files have been about 5KB). This makes the Legendary pack prime suspect, unless it is Elys' All*Saves.

I've been admiring the improvements in 31g, and have taken two different characters through to Stonebridge. Can I take it there will be nothing new (this level) beyond Glacern?

DS2 vanilla, Logic 31g, World 31g, Mod-DS1Content-Alpha10w, MLA 5L

sigofmugmort wrote:

With a Combat Mage I had to run past everything from near the first farmhouse(it was that or spend a couple of hours waiting for Mana to recharge)

Combat Mage can always swallow pride and drink potion, lol.

I took up the challenge (hence my second new character). Fire Shot is not a good spell with which to rush around attacking everything you see, because it usually misses a moving target. A monster that decides to attack will come almost straight towards you; that "almost" is not a problem for casters of Ice Shot but it is for casters of Fire Shot.

My answer is to stop as soon as a monster reacts to my Combat Mage and wait for it to reach its attack position. Fire Shot works well when the Mage is auto-retaliating, both against ranged Phraks and against melee attackers. With these tactics I moved steadily forwards, finding more mana potion than I was drinking.

Putting the first skill points into Brilliance, newbie Combat Mage (backing off slowly to avoid being hurt too much) killed the bear on a single tank-full (belly-full?) of mana.

Also, it doesn't hurt a Combat Mage's progression that much to resort to the pitchfork occasionally once you have it, against some of the Krugs between Edgaar's and Skartis. On reaching Skartis you can trade up to Lesser Firebolt spell (if it hasn't dropped earlier).

sigofmugmort wrote:

This Turkey would not attack my Elf. A Dwarf- yes, a Dryad- yes, a Human-yes, a Half-giant-yes, as well as a Giant. But, not the Elf

I haven't tried an Elf, but did notice the opposite problem - a Half-giant (and maybe other) melee fighter on DS1-like auto-defend not retaliating when attacked by a Turkey, just standing there taking damage. My guess is that the way the Turkey jumps up to kick, it is doing so from just outside character's melee reach.

About Edgaar, in 2.2: go in to see him when you first reach his house: he is sitting on his bed, and his NIS plays through correctly. The NIS is triggered by entering the room, whether or not you have clicked on him to talk to, but it works either way, no problem.

Instead go straight past Edgaar's house without opening the door, continue to the Ruined Bridge, save, exit session, exit to Windows, start DS2 again, Continue, retrace your steps from the Bridge and go into Edgaar's house: he is standing in the bed in cruciform position. (Is this a yoga exercise?) I have confirmed this problem happens just as reported, even in DS-2.2. But the NIS still displays its text through to conclusion.

Three points of my own (old ones I held back thinking them low priority):

E31#067 the first lore map is titled "Map of Lower Farmlands"; I believe this should be "Upper Farmlands" as per the signpost by the Ruined Bridge. (I don't remember "Lower Farmlands" appearing at all as a designation in the DS1 map, so imagine it would apply either to the path from the Crypts to Stonebridge, or to the off-map area that the ruining of the bridge prevented the farmer from going via.)

E31#068 in my opinion, if the starting-place is not to be renamed "Upper Farmlands", one should be told when leaving "Farmhouse" to "Upper Farmlands" - perhaps after the first ramp (steps) down.

E31#069 only the first 11 sections of the Handbook are ever activated (I guess automatically, first time one opens the Journal).

(Teleporting from Greilyn to the desert fortress in original DS2 enables the last section (saving multi-player games) - if this were to be taken as the model for enabling that section at the Ruined Bridge checkpoint, say, wouldn't that automatically enable all the rest?)

And by the way, I don't mind that Stonebridge has an enchanter but no reagents merchant.

My Combat Mage had NO Mana potions, just 18 minor health potions Sad

Insane Dwarf

sigofmugmort wrote:
My Combat Mage had NO Mana potions, just 18 minor health potions Sad

Insane Dwarf


In the latest version there should be a lot more mana potions available before you reach Skartis so playing a combat mage should be a lot easier.

Note that I did return to using the tutorial spells at the beginning for sake of balance. Even the beginning fire bolt is too powerful for level 1 monsters and will kill them in one shot. Since I adjusted their health at the beginning to match the DS1 equivalents (this is quickly distorted by the MLA as you gain experience) and most players wanted them to be able to absorb at least two hits before dying, this was the best way to balance things. To compensate I made more barrels drop potions at the beginning.

As RSimpkinuk57 noted you have to be crafty using the tutorial fire shot (really tutorial Embers). Unless the monster is coming in a direct line towards you, it can easily miss.

RSimpkinuk57 wrote:
. . .
Instead go straight past Edgaar's house without opening the door, continue to the Ruined Bridge, save, exit session, exit to Windows, start DS2 again, Continue, retrace your steps from the Bridge and go into Edgaar's house: he is standing in the bed in cruciform position. (Is this a yoga exercise?) I have confirmed this problem happens just as reported, even in DS-2.2. But the NIS still displays its text through to conclusion.
. . .
I think I can provide a work-around for this, on Friday probably.
 

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