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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.

Yes KillerGermal I believe I did that:
Here is the template for Lyssa prior to any changes:

//**************************************************
// Lyssa - Ranger
//**************************************************
[t:template,n:lyssa]
{
  category_name = "act1_npc";
  doc = "act1 hireable: vix, ranged";
  specializes = base_hero_dryad;
  [actor]
  {
    current_active_skill = take_aim;
    portrait_icon = b_gui_ig_i_ic_c_lyssa;
    is_male = false;
    race = dryad;
    magic_find_chance = 0.1;  // +10% Magic Find Chance

    bonus_skill_points = 2;
    [skills]
    {
      strength    = (12 * #is_normal) + (44 * #is_veteran) + (67 * #is_elite), 0, 12;
      dexterity    = (26 * #is_normal) + (132 * #is_veteran) + (201 * #is_elite), 0, 11;
      intelligence  = (12 * #is_normal) + (14 * #is_veteran) + (67 * #is_elite), 0, 11;
      melee      = 0, 0, 0;
      ranged      = (6 * #is_normal) + (44 * #is_veteran) + (67 * #is_elite), 0, 0;
      combat_magic  = 0, 0, 0;
      nature_magic  = 0, 0, 0;
      uber      = (6 * #is_normal) + (44 * #is_veteran) + (67 * #is_elite), 0, 0;

      take_aim    = 1, 0, 0;
      bursting_missile  = 1, 0, 0;

    }
    [power_slots]
    {
      power_slot_1 = take_aim;
      power_slot_2 = bursting_missile;
    }
  }
  [aspect]
  {
    draw_selection_indicator  = false;
    model =  m_c_gah_amr_suit_fa_a1;
    [textures]
    {
      0 =  b_c_gah_dd_skin_01_31_npc;  //short green hair, green/yellow skin
      1 = b_c_gah_amr_suit_fa_a1_012_31;
    }
    [voice]
    {
      [die] { priority = low; * = s_ui_ig_deru_die; }
      [hit_critical]  { priority = low; * = s_ui_ig_deru_hit; }
      [hit_glance]  { priority = low; * = s_ui_ig_deru_hit; }
      [hit_solid]    { priority = low; * = s_ui_ig_deru_hit; }
    }
  }
  [common]
  {
    screen_name = "Lyssa";
  }
  [inventory]
  {
    custom_head  = m_c_gah_amr_hlmt_dd_head-02;
    selected_active_location = il_hand_2;
    [equipment]
    {
      es_chest   = #amr_bdy_rng_leaf:base;
      es_feet = #amr_bot_rng_leaf:base;
      es_forearms   = #amr_glv_rng_leaf:base;
      es_spellbook = book_glb_magic_01;
      es_shield_hand = #bw_sb:base;
    }
    [other]
    {
      il_main = scroll_resurrect;
      il_main = scroll_resurrect;
    }
  }
  [mind]
  {
    jat_talk = world\ai\jobs\actors\good\job_talk_hire.skrit?alternate_talk_anim=true;
  }
  [conversation]{}
  [store] { can_sell_self = true; }
  [zone] {}
  [actor_audio_response]
  {
    focus_base_name  = "s_vo_npc_lyssa_select_";
    focus_index_list = "01,02,02,03,04,04,04,04,05,05,05,06,06,07,08,08,09,10";
    order_base_name  = "s_vo_npc_lyssa_a";
    order_index_list = "ck_01,ck_02,ck_02,ck_03,ck_04,ck_05,ck_05,ck_06,ck_07,ck_07,ck_08,ck_09,ck_10,tk_01,tk_02,tk_03,tk_04,tk_04,tk_05,tk_05,tk_06,tk_07,tk_08,tk_08,tk_09,tk_09,tk_09,tk_10,tk_10,tk_10";
    order_wait_index_list = "ck_02,ck_04,ck_05,ck_06,tk_02,tk_03,tk_04,tk_06,tk_10";
    order_dist_min = 12.0;
    order_dist_max = 50.0;
  }
}

Here is the template for Lyssa after the changes that I made they are marked in [=red[red[/color].


//**************************************************
// Lyssa - Ranger
//**************************************************
[t:template,n:lyssa]
{
  category_name = "act1_npc";
  doc = "act1 hireable: vix, ranged";
  specializes = base_hero_human_female; //changed from base_hero_dryad to base_human_female
  [actor]
  {
    current_active_skill = take_aim;
    portrait_icon = b_gui_ig_i_ic_c_lyssa;
    is_male = false;
    race = human;                       changed from race = dryad to race = human 
    magic_find_chance = 0.1;  // +10% Magic Find Chance

    bonus_skill_points = 2;
    [skills]
    {
      strength    = (12 * #is_normal) + (44 * #is_veteran) + (67 * #is_elite), 0, 12;
      dexterity    = (26 * #is_normal) + (132 * #is_veteran) + (201 * #is_elite), 0, 11;
      intelligence  = (12 * #is_normal) + (14 * #is_veteran) + (67 * #is_elite), 0, 11;
      melee      = 0, 0, 0;
      ranged      = (6 * #is_normal) + (44 * #is_veteran) + (67 * #is_elite), 0, 0;
      combat_magic  = 0, 0, 0;
      nature_magic  = 0, 0, 0;
      uber      = (6 * #is_normal) + (44 * #is_veteran) + (67 * #is_elite), 0, 0;

      take_aim    = 1, 0, 0;
      bursting_missile  = 1, 0, 0;

    }
    [power_slots]
    {
      power_slot_1 = take_aim;
      power_slot_2 = bursting_missile;
    }
  }
  [aspect]
  {
    draw_selection_indicator  = false;
    model =  m_c_gah_amr_suit_fa_a1;
    [textures]
    {
      0 =  b_c_gah_fa_skin_01_03_npc;  //turnig Lyssa back into a human by changing the dd to fa
      1 = b_c_gah_amr_suit_fa_a1_300_03;  changed dd to fa the changed 12 to 300 (one of my custom suits)
    }
    [voice]
    {
      [die] { priority = low; * = s_ui_ig_deru_die; }
      [hit_critical]  { priority = low; * = s_ui_ig_deru_hit; }
      [hit_glance]  { priority = low; * = s_ui_ig_deru_hit; }
      [hit_solid]    { priority = low; * = s_ui_ig_deru_hit; }
    }
  }
  [common]
  {
    screen_name = "Lyssa";
  }
  [inventory]
  {
    custom_head = m_c_gah_amr_hlmt_hf_head-01;  changed the dryad custom head to human custom head by changing dd to hf
    selected_active_location = il_hand_2;
    [equipment]
    {
      es_chest   = #amr_bdy_rng_leaf:base;
      es_feet = #amr_bot_rng_leaf:base;
      es_forearms   = #amr_glv_rng_leaf:base;
      es_spellbook = book_glb_magic_01;
      es_shield_hand = #bw_sb:base;
    }
    [other]
    {
      il_main = scroll_resurrect;
      il_main = scroll_resurrect;
    }
  }
  [mind]
  {
    jat_talk = world\ai\jobs\actors\good\job_talk_hire.skrit?alternate_talk_anim=true;
  }
  [conversation]{}
  [store] { can_sell_self = true; }
  [zone] {}
  [actor_audio_response]
  {
    focus_base_name  = "s_vo_npc_lyssa_select_";
    focus_index_list = "01,02,02,03,04,04,04,04,05,05,05,06,06,07,08,08,09,10";
    order_base_name  = "s_vo_npc_lyssa_a";
    order_index_list = "ck_01,ck_02,ck_02,ck_03,ck_04,ck_05,ck_05,ck_06,ck_07,ck_07,ck_08,ck_09,ck_10,tk_01,tk_02,tk_03,tk_04,tk_04,tk_05,tk_05,tk_06,tk_07,tk_08,tk_08,tk_09,tk_09,tk_09,tk_10,tk_10,tk_10";
    order_wait_index_list = "ck_02,ck_04,ck_05,ck_06,tk_02,tk_03,tk_04,tk_06,tk_10";
    order_dist_min = 12.0;
    order_dist_max = 50.0;
  }
}

So it should work but does not.
Elf

@bare_elf: Perhaps it's because it's quite late again - but I would expect to find something like this:

	[body]
	{
		helmet_race = hf;
	}
As mentioned, reassigning actor:race alone is not sufficient most probably.

 
Moreover (however corresponding to the helmet_race above), usual file names of GPG's skin textures for human females look then like this...:
b_c_gah_hf_skin_01_03_npc

...and not like that:
b_c_gah_fa_skin_01_03_npc

KillerGremal wrote:
@bare_elf: Perhaps it's because it's quite late again - but I would expect to find something like this:
	[body]
	{
		helmet_race = hf;
	}
As mentioned, reassigning actor:race alone is not sufficient most probably.

 
Moreover (however corresponding to the helmet_race above), usual file names of GPG's skin textures for human females look then like this...:
b_c_gah_hf_skin_01_03_npc

...and not like that:
b_c_gah_fa_skin_01_03_npc


Oh I had never seen the code before in all my time modding characters!

	[body]
	{
		helmet_race = hf;
	}

and yes I did make a mistake I should have used b_c_gah_hf_skin_01_03_npc

Once again the Elf bows to the master and thanks him
Elf

Lyssa's corrected template

//**************************************************
// Lyssa - Ranger
//**************************************************
[t:template,n:lyssa]
{
  category_name = "act1_npc";
  doc = "act1 hireable: vix, ranged";
  specializes = base_hero_human_female;//changed from base_hero_dryad to base_human_female
  [actor]
  {
    current_active_skill = take_aim;
    portrait_icon = b_gui_ig_i_ic_c_lyssa;
    is_male = false;
    race = human;                      //changed from race = dryad to race = human
    magic_find_chance = 0.1;  // +10% Magic Find Chance

    bonus_skill_points = 2;
    [skills]
    {
      strength    = (12 * #is_normal) + (44 * #is_veteran) + (67 * #is_elite), 0, 12;
      dexterity    = (26 * #is_normal) + (132 * #is_veteran) + (201 * #is_elite), 0, 11;
      intelligence  = (12 * #is_normal) + (14 * #is_veteran) + (67 * #is_elite), 0, 11;
      melee      = 0, 0, 0;
      ranged      = (6 * #is_normal) + (44 * #is_veteran) + (67 * #is_elite), 0, 0;
      combat_magic  = 0, 0, 0;
      nature_magic  = 0, 0, 0;
      uber      = (6 * #is_normal) + (44 * #is_veteran) + (67 * #is_elite), 0, 0;

      take_aim    = 1, 0, 0;
      bursting_missile  = 1, 0, 0;

    }
    [power_slots]
    {
      power_slot_1 = take_aim;
      power_slot_2 = bursting_missile;
    }
  }
  [aspect]
  {
    draw_selection_indicator  = false;
    model =  m_c_gah_amr_suit_fa_a1;
    [textures]
    {
      0 =  b_c_gah_hf_skin_01_03_npc;  //turnig Lyssa back into a human by changing the dd to hf
      1 = b_c_gah_amr_suit_fa_a1_300_03; //changed dd to fa the changed 12 to 300 (one of my custom suits)
    }
    [voice]
    {
      [die] { priority = low; * = s_ui_ig_deru_die; }
      [hit_critical]  { priority = low; * = s_ui_ig_deru_hit; }
      [hit_glance]  { priority = low; * = s_ui_ig_deru_hit; }
      [hit_solid]    { priority = low; * = s_ui_ig_deru_hit; }
    }
  }
  [common]
  {
    screen_name = "Lyssa";
  }
  [inventory]
  {
    custom_head = m_c_gah_amr_hlmt_hf_head-01; //changed the dryad custom head to human custom head by changing dd to hf
    selected_active_location = il_hand_2;
    [equipment]
    {
      es_chest   = #amr_bdy_rng_leaf:base;
      es_feet = #amr_bot_rng_leaf:base;
      es_forearms   = #amr_glv_rng_leaf:base;
      es_spellbook = book_glb_magic_01;
      es_shield_hand = #bw_sb:base;
    }
    [other]
    {
      il_main = scroll_resurrect;
      il_main = scroll_resurrect;
    }
  }
  [mind]
  {
    jat_talk = world\ai\jobs\actors\good\job_talk_hire.skrit?alternate_talk_anim=true;
  }
  [conversation]{}
  [store] { can_sell_self = true; }
  [zone] {}
  [actor_audio_response]
  {
    focus_base_name  = "s_vo_npc_lyssa_select_";
    focus_index_list = "01,02,02,03,04,04,04,04,05,05,05,06,06,07,08,08,09,10";
    order_base_name  = "s_vo_npc_lyssa_a";
    order_index_list = "ck_01,ck_02,ck_02,ck_03,ck_04,ck_05,ck_05,ck_06,ck_07,ck_07,ck_08,ck_09,ck_10,tk_01,tk_02,tk_03,tk_04,tk_04,tk_05,tk_05,tk_06,tk_07,tk_08,tk_08,tk_09,tk_09,tk_09,tk_10,tk_10,tk_10";
    order_wait_index_list = "ck_02,ck_04,ck_05,ck_06,tk_02,tk_03,tk_04,tk_06,tk_10";
    order_dist_min = 12.0;
    order_dist_max = 50.0;
  }
}

It appears that I did not need to use.

	[body]
	{
		helmet_race = hf;
	}

However I will file it along with other code snippets just in case I need it for Jharmaya or some other character that has a messed up head.
Iryan should you decide to make lyssa human please use this template but change 1 = b_c_gah_amr_suit_fa_a1_300_03; back to one of the standards like 1 = b_c_gah_amr_suit_fa_a1_12_03;. If you should decide to make her human she will need a new portrait icon. Did you know about helmet_race? Maybe just changing that would fix the problem too without having to mess with the other things.

Elf

Since these specialize base_hero_... I'd suspect the helmet_race is in that. You'd have values there that match the character race. It makes sense for it to be there as everything based on base_hero_human_female is a human female, so would need a human female helmet.

Jharmaya now has the correct head and has no issues wearing helmets.

Here is the corrected template.

[t:template,n:dsx_jharmaya]
{
  category_name = "act2_npc";
  doc = "act2 hireable: finala, cmage";
  specializes = base_hero_human_female;
  [actor]
  {
    current_active_skill = corrosive_eruption;
      portrait_icon = b_gui_ig_i_ic_c_jharmaya_dsx;
    is_male = false;
    race = elf;

    bonus_skill_points = 2;
    [skills]
    {
      strength    = (22.75 * #is_normal) + (50.5 * #is_veteran) + (72.5 * #is_elite), 0, 10;
      dexterity    = (22.75 * #is_normal) + (50.5 * #is_veteran) + (72.5 * #is_elite), 0, 11;
      intelligence  = (68.25 * #is_normal) + (151.5 * #is_veteran) + (217.5 * #is_elite), 0, 13;
      melee      = 0, 0, 0;
      ranged      = 0, 0, 0;
      combat_magic  = (20.75 * #is_normal) + (50.5 * #is_veteran) + (72.5 * #is_elite), 0, 0;
      nature_magic  = (20.75 * #is_normal) + (50.5 * #is_veteran) + (72.5 * #is_elite), 0, 0;
      uber      = (22.75 * #is_normal) + (50.5 * #is_veteran) + (72.5 * #is_elite), 0, 0;

      brutal_attack    = 1, 0, 0;
      energy_orb      = 1, 0, 0;
      corrosive_eruption  = 1, 0, 0;

      critical_strike    = 1, 0, 0;
      brilliance      = 2, 0, 0;
      devastation      = 2, 0, 0;
      debilitation    = 1, 0, 0;
    }
    [power_slots]
    {
      power_slot_1 = energy_orb;
      power_slot_2 = corrosive_eruption;
    }
  }
  [aspect]
  {
    mru_bonus_percent = 0.05;  // 5% faster mana recovery
    draw_selection_indicator  = false;
    model = m_c_gah_amr_suit_fa_a1;
    [textures]
    {
//      0 = b_c_gah_ef_npc-005;
      0 = b_c_gah_hf_skin_jharmaya;
      1 = b_c_gah_amr_suit_fa_a1_300_81; // Make sure to change the suit to something not custom as 300 exists on my computer only
    }
    [body]
  {
    helmet_race = hf;
  }
    [voice]
    {
      [die] { priority = low; * = s_ui_ig_finala_die; }
      [hit_critical]  { priority = low; * = s_ui_ig_finala_hit; }
      [hit_glance]  { priority = low; * = s_ui_ig_finala_hit; }
      [hit_solid]    { priority = low; * = s_ui_ig_finala_hit; }
    }
  }
  [common]
  {
    screen_name = "Jharmaya";
  }
  [inventory]
  {
    custom_head = m_c_gah_amr_hlmt_hf_head-01;
    selected_active_location = il_hand_1;
    [equipment]
    {
      es_chest   = #amr_bdy_cmg_adept:base;
      es_forearms = #amr_glv_cmg_adept:base;
      es_feet   = #amr_bot_cmg_adept:base;
      es_spellbook = book_glb_magic_01;
      es_shield_hand = #st_mg_ds:base;
    }
    [other]
    {
      il_main = spell_firebolt_2;
      il_main = spell_ice_beam_1;
      il_main = spell_cold_snap_1;
      il_main = spell_jolt_2;
      il_main = spell_healing_cascade_1;
      il_main = spell_resurrect_1;
    }
  }
  [mind]
  {
    jat_talk = world\ai\jobs\actors\good\job_talk_hire.skrit?alternate_talk_anim=true;
  }
  [conversation]{}
  [store] { can_sell_self = true; }
  [zone] {}
  [actor_audio_response]
  {
    focus_base_name  = "s_vo_npc_jharmaya_select_";
    focus_index_list = "01,02,02,03,04,04,04,04,05,05,05,06,06,07,08,08,09,10";
    order_base_name  = "s_vo_npc_jharmaya_a";
    order_index_list = "ck_01,ck_02,ck_02,ck_03,ck_04,ck_05,ck_05,ck_06,ck_07,ck_07,ck_08,ck_09,ck_10,tk_01,tk_02,tk_03,tk_04,tk_04,tk_05,tk_05,tk_06,tk_07,tk_08,tk_08,tk_09,tk_09,tk_09,tk_10,tk_10,tk_10";
    order_wait_index_list = "ck_02,ck_04,ck_05,ck_06,tk_02,tk_03,tk_04,tk_06,tk_10";
    order_dist_min = 12.0;
    order_dist_max = 50.0;
  }
}

Now I did some checking after discovering that Mheagan's template uses specializes = base_hero_utraean_female; and not base_hero_human_female. Other than a few minor differences base_human_female and base_utraean_female are basicly identical. And will work with any female character of human or utraean races. With a few minor changes I could adapt the Utraean skins to work with both female elf and dryad.


Jharmaya with a correct head.

After fixing Lyssa and Jharmaya I finished the remainder of Legends of Aranna. There where no more character anomalies, However there was a problem with The Crystal Guardians quest. After dispatching the 3rd crystal guardian the quest star remained on the radar map. and the box in the quest log did not update. However sending the 4th crystal guardian to its next life the quest completed. As you can see from the following screen shot. It is just something to note Iryan when you get around to looking into updating LoA

Elf

Here's a little map that may be useful if you want to edit the recruitable characters in the 4 DS1 maps.
http://www.siegetheday.org/~iryan/files/DS1_Map_Heroes_Parade.ds2res

All 37 of the recruitable characters are on this little map so it's quick and easy to see any changes made to their templates. Improvements are welcomed.

I'll keep it in the back of my mind about the crystal guardian quest. I had a quick look and everything seemed in order in the map files but maybe one of the radar icon's out of sequence.

iryan wrote:
Here's a little map that may be useful if you want to edit the recruitable characters in the 4 DS1 maps.
http://www.siegetheday.org/~iryan/files/DS1_Map_Heroes_Parade.ds2res

All 37 of the recruitable characters are on this little map so it's quick and easy to see any changes made to their templates. Improvements are welcomed.

I'll keep it in the back of my mind about the crystal guardian quest. I had a quick look and everything seemed in order in the map files but maybe one of the radar icon's out of sequence.


Thank you iryan this should prove to be very useful.
Elf

Hi Iryan
In the Yesterhaven map I believe there is an error in shalindra template in the area of the Textures. color 11 and color 12 are very close but I do believe you should change either texture O to skin color 11 or change texture 1 to skin color 12. It is not very apparent when she is wearing full plate or chain armor, but it does look odd when she is wearing some of my custom armor.

    [textures]
    {
      0 = b_c_gah_ef_skin_01_12_npc;
      1 = b_c_gah_amr_suit_fa_a2_015_11;
    }
    

Elf

Played Yesterhaven 3 times over the past two days. I have discovered 2 problems one that occurred twice and one that occurred three times. We will cover the not always happening problem first. After dispatching the Snow Queen and getting on the elevator back to town (Yesterhaven) the elevator gets stuck once almost as soon as it started to move because I could look up and see the starting point. Second time elevator stopped about 2/3 of the trip (this is based on the time it took when the elevator worked), I both cases I could get back to town by saving the game, exiting the game, then hitting the continue button on restarting. In both cases I ended up back in town, just like the time the elevator worked. I know I reported this problem before but at the time I had no workaround. I am wondering if it is a defective trigger or flick. The second problem I do not remember seeing I know the chalice should be located on Mount Underforge between the bridge (with the ghost and teleport station) and the entrance to the underground area. I checked this area many times in all three games and discovered it not. I have paused at the point, I will go back to the map once you have a chance to either fix the map or tell me what the heck I forgot to do. I will just zip up the game and go back to doing other things. I have been working on redoing the female Utraean tattoos they where just to bland. Now the Utraean's where an island people so I have been studying tattoo's from Hawaii, New Zealand and other pacific islands. Based on this I have come up with better arm and leg tattoos for them. It is just to bad that the arms and legs of Dungeon Siege characters the same for left and right sides. As a majority of Māori tattoos are asymmetric coving only one arm, half the chest and half the back. Māori leg tattoos are a bit easier as the legs are often the same.
I attempted to copy some full body tattoos but the turned out to be next to impossible do to the Dungeon Siege 2 body layout with the arms and legs are larger than the torso. I have noticed that most Dryads have face tattoos but no body tattoos should they have them. They would be far simpler than Utraean or Half Giant tattoos because they are mostly thin lines without geometric patterns. Should I do some?

Here is an example of a Utraean skin with one of the new tattoos

Digging the mod, thanks for all the years of work on this! Having a similar issue to several users where I can't join party members on DS1 map. I thought this might have been because I went from retail DS1/LOA to Steam DS2 the first time (didn't realize your mod contained LOA), or maybe my drive lettering, so I started all over.

Deleted DS1/DS2 through steam, installed to C:, ran reg fixes, downloaded and ran legendary mod from this site.

Here are my versions:
Steam DS1 v1.11.1.1486 - same as what was on my DS1/LOA disk, and there are no patches (the higher patches listed on that links to left above are actually for Mac)
Steam DS2 v2.30.0.0 - also tried v2.20.0.3822 which was linked by bare_elf, no change using my previous DS1 save (which still worked since the mods were the same)
So I replaced the beta 30 files with all of the new "required files" linked above (pic attached). However, since I'm not using AllSaves (malware detected in the DLL), I used iryan's Heroes Parade to test. I could not group on that map either (I am assuming it should let you group on that map)
...what's even more odd, is that when I use the updated files with Heroes Parade, I don't see all of the heroes on the map
Anyway, not certain what I skipped that trampi did to get his working.

NOTE: your links above say different versions for Diabloish and Level adjust just FYI. List says 2c/5p but downloads are 2e/5q

Argyx wrote:
Digging the mod, thanks for all the years of work on this! Having a similar issue to several users where I can't join party members on DS1 map. I thought this might have been because I went from retail DS1/LOA to Steam DS2 the first time (didn't realize your mod contained LOA), or maybe my drive lettering, so I started all over.

Deleted DS1/DS2 through steam, installed to C:, ran reg fixes, downloaded and ran legendary mod from this site.

Here are my versions:
Steam DS1 v1.11.1.1486 - same as what was on my DS1/LOA disk, and there are no patches (the higher patches listed on that links to left above are actually for Mac)
Steam DS2 v2.30.0.0 - also tried v2.20.0.3822 which was linked by bare_elf, no change using my previous DS1 save (which still worked since the mods were the same)
So I replaced the beta 30 files with all of the new "required files" linked above (pic attached). However, since I'm not using AllSaves (malware detected in the DLL), I used iryan's Heroes Parade to test. I could not group on that map either (I am assuming it should let you group on that map)
...what's even more odd, is that when I use the updated files with Heroes Parade, I don't see all of the heroes on the map
Anyway, not certain what I skipped that trampi did to get his working.

NOTE: your links above say different versions for Diabloish and Level adjust just FYI. List says 2c/5p but downloads are 2e/5q


Okay let us go over your questions and comments.
You must use the exec file that I posted because DS2 steam version 2.3 will not work with the mod because it is the same as the retail version of broken world and will confuse AllSaves and you MUST use allsaves for the legendary mod to function correctly.
AllSaves contains no malware what anti virus program are you using? Did the report of malware happen when you installed it or when you tried to start the game with it. Everyone uses Allsaves and it does not contain malware. I know the programmer of allsaves Elys and she does not install any malware in her programs. None of us have ever had a problem with AllSaves and we have been using it since its first release.

The parade map is for testing character changes for Kingdom of Ehb, Legends of Aranna, Yesterhaven and the Utraean Contingency. it is designed for one character to go in and look at changes. It will not allow you to to bring in more than 2 characters. and will not allow you to hire people on the map.

the correct levels for monster level adjust and diabloish are 2e/5q Iryan has just not updated the list above.

Elf

The heuristic hit was from Qihoo 360 (HEUR/QVM25.0.Malware.Gen), and during install of AllSaves. I scanned with Malwarebytes and HitmanPro, these did not flag it. I don't ever expect the authors of the apps, it's typically the upload sites it seems (because often all of their files have the same malware - like sites with "trainers"). I marked the file as "safe" in Qihoo 360 and ran through AllSaves with 2.20.

Thank you for the clarification in the Parade map. That's too bad that you can't use it as a test. AllSaves does not show my recent saves, possibly because they are v2.30? I'll run back through to the crypt and see if things are working.

Thank you for the speedy answers!

Argyx wrote:
The heuristic hit was from Qihoo 360 (HEUR/QVM25.0.Malware.Gen), and during install of AllSaves. I scanned with Malwarebytes and HitmanPro, these did not flag it. I don't ever expect the authors of the apps, it's typically the upload sites it seems (because often all of their files have the same malware - like sites with "trainers"). I marked the file as "safe" in Qihoo 360 and ran through AllSaves with 2.20.

Thank you for the clarification in the Parade map. That's too bad that you can't use it as a test. AllSaves does not show my recent saves, possibly because they are v2.30? I'll run back through to the crypt and see if things are working.

Thank you for the speedy answers!


Good Day Argyx,
I do believe you are correct That AllSaves for DS2 will not see the saved games made with the Steam Version 2.3 For testing a whole party check out Sharkull's My Test World at this link
http://www.siegetheday.org/files/ds2_my_test_world-0.9.zip

Elf

Bare_elf, The Elevator problem in Yesterhaven seems to be from the farsee hack.

The chalice should go into the logbook as an item when you kill the Fire King, just talk to the ghost on the way out.

Like the new tattoos, would be great to add to the playable Utrean mod

:P Insane Dwarf

Yes, all good now, bare_elf. Thanks!

A few notes:
1) It appears as though all DS programs should be installed to C: (rather than other drive assignments), prior to running the Mod and associated apps. This is a pretty quick fix through Steam, and won't delete existing saves.
2) DS1 version 1.11.1.1486, which is the Steam and retail LoA client, does not need patched. Versions can be checked through the property details in Windows explorer.
3) As documented, the AllSaves launcher "must" be used with the Steam client, and the DS2 executable must be 2.20.0.3822 (for reasons already given in the existing documentation, and specifically to avoid being unable to group). Steam installs version 2.30.0.0, which must be replaced. Also, AllSaves/DS2.20 is not able to open version 2.30 saves, so be certain to start out with 2.20.

On the Test World, do you see a model under the Three Helmet icon when you spawn? Mine is floating in mid-air? No biggie, just wondering.

Argyx wrote:
Yes, all good now, bare_elf. Thanks!

A few notes:
On the Test World, do you see a model under the Three Helmet icon when you spawn? Mine is floating in mid-air? No biggie, just wondering.


Can you post a screen shot of this?

sigofmugmort wrote:
Bare_elf, The Elevator problem in Yesterhaven seems to be from the farsee hack.

The chalice should go into the logbook as an item when you kill the Fire King, just talk to the ghost on the way out.

Like the new tattoos, would be great to add to the playable Utrean mod

:P Insane Dwarf


Thank you good Dwarf you are correct on both counts. Forgot I had the see far hack enabled and I did not remember the chalice being with the fire king instead of on the hill side like in DS1. Must make a better note both.

Glad you like the new tattoos, I will have to do add them to the mod but still about 20 ds2 type one armors to do.

Elf :P

bare_elf wrote:
Argyx wrote:
Yes, all good now, bare_elf. Thanks!

A few notes:
On the Test World, do you see a model under the Three Helmet icon when you spawn? Mine is floating in mid-air? No biggie, just wondering.


Can you post a screen shot of this?

Sorry, didn't notice those were DS2Mod files and had just tossed them in Maps & Resources. I believe I was tired.

Argyx wrote:

Sorry, didn't notice those were DS2Mod files and had just tossed them in Maps & Resources. I believe I was tired.

I will do my very best to ignore the Test World issue. It is just when it comes to Dungeon Siege I have a hard time forgetting. Oh I get confused for sure, with the slight differences between DS1 Maps and DS1 Maps converted to DS2. But I rarely forget a topic or mod that I have used. Did you know that if you change the DS2MOD file extention to DS2RES it will work from the resources folder.

Elf

bare_elf wrote:
sigofmugmort wrote:
Bare_elf, The Elevator problem in Yesterhaven seems to be from the farsee hack.

The chalice should go into the logbook as an item when you kill the Fire King, just talk to the ghost on the way out.

Like the new tattoos, would be great to add to the playable Utrean mod

:P Insane Dwarf


Thank you good Dwarf you are correct on both counts. Forgot I had the see far hack enabled and I did not remember the chalice being with the fire king instead of on the hill side like in DS1. Must make a better note both.

Glad you like the new tattoos, I will have to do add them to the mod but still about 20 ds2 type one armors to do.

Elf :P


Glad you have those issues sorted.

There are issues with using the seefar hack set too high, it causes certain triggers not to be loaded correctly by the game. I must be certain to include this warning in the official faqs when the mod is released as version 1. Many issues can be avoided if the seefar hack is set to a low value or completely disabled.

Unfortunately the DS2 version of Yesterhaven doesn't quite play the same as the original. In DS1, if you remember the chalice was located on that cliff you spoke of and when the party neared it, the Fire King appears and takes it away (why he left it lying about on a cliff in the first place is a mystery). In the current version of Yesterhaven in DS2 this no longer occurs (in earlier betas the chalice was located on the cliff but I thought it made better sense if you had to beat the Fire King first before getting the chalice).

iryan wrote:
In DS1, if you remember the chalice was located on that cliff you spoke of and when the party neared it, the Fire King appears and takes it away (why he left it lying about on a cliff in the first place is a mystery).

Didn't one of the dialogs explain that the chalice has to recharge by soaking up sunlight? (something like that). That is why the Fire King had it out on the cliff.

RSimpkinuk57 wrote:
iryan wrote:
In DS1, if you remember the chalice was located on that cliff you spoke of and when the party neared it, the Fire King appears and takes it away (why he left it lying about on a cliff in the first place is a mystery).

Didn't one of the dialogs explain that the chalice has to recharge by soaking up sunlight? (something like that). That is why the Fire King had it out on the cliff.


You are completely correct, as usual.

The dialog actually still exists and can be found by talking to Scribe Redric and selecting to hear more about the chalice.

It would be interesting to see if the NIS showing the Fire King appearing and taking the chalice from the cliff down to his fortress could be restored. Reasonably straightforward to implement with the Fire King appearing when a trigger was activated, moving over to where the chalice is and then having the chalice disappear and the Fire King moving to the entrance of the caverns.

When I first converted the map I didn't have the skills necessary to make such a NIS but perhaps now.

An additional banter after the encounter between the Snow Queen's krugs and fire krugs in the first chapter also could help explain the significance of how the fire krugs could escape the bonds holding them to their realm and so upsetting the balance between the two realms. Perhaps the Snow Queen could also be restored to this encounter as well.

Has there been an update to fixing the issue with Gom's elevator bug? I should have read the Legendary text file (AGAIN) before attempting that last part. Sure enough, I saved once too often after the elevator went down and now I can't get to GOM!!!

I've really enjoyed playing DS1 in DS2 after finishing the original DS1 the first time 12 years ago. Excellent work by modders who love the game.

Thanks.

sgtredrock wrote:
Has there been an update to fixing the issue with Gom's elevator bug? I should have read the Legendary text file (AGAIN) before attempting that last part. Sure enough, I saved once too often after the elevator went down and now I can't get to GOM!!!

I've really enjoyed playing DS1 in DS2 after finishing the original DS1 the first time 12 years ago. Excellent work by modders who love the game.

Thanks.


The elevator was working going down - I would guess that you have a down revision file or files. Check the file list or post a list of your resources files so that we can verify there are no conflicts or down revision files. I have had that happen to me once or twice. It has been fixed, because the last time I visited the GOM my entire party got on the elevator and we kicked the GOM to another world. Now I did discover that I could not go back up the elevator, but since I finished the game I really did not care.

Why not join the site so I can find your posts easier and everyone can see your messages as soon as they are posted?

Elf

Hi Iryan,
There are a few issues with the elevators at the end of Kingdom of Ehb and Utraean Contingency.

1. KOE with the latest revision of the map there is no problem going down like sgtredrock has (down revision file here) for me it was going back up after snuffing the GOM. Not really an issue since I had completed all the quests. However if I wanted to go back up the shaft after saving the game because I won. there is no button to go back up. Oh I could just go back to a save prior to taking the elevator down. But it would be nice after defeating the GOM and opening the chests of loot to go back up. Is it possible to install a button that would go active on defeating the GOM?
2. UC After one places the town stones and goes down the elevator then saves and exits the game prior to reaching the first save point. When you restart the townstones are gone and the elevator is at the bottom of the shaft. There is no way to get back to the Maljin. So I would suggest one of the following things.
A. Put a save point at the bottom of the elevator shaft.
B. Make the elevator go back up once the party reaches the stairs. So it will be in town on a restart.
C. Have a special vendor in town near the magic shop or Inn that has copies of the townstones and only goes active once you use the elevator. Make the cost of the stones very high like a party member or all your money.

Just a few thoughts from your friend the Insane Elf

bare_elf wrote:
Hi Iryan,
There are a few issues with the elevators at the end of Kingdom of Ehb and Utraean Contingency.

1. KOE with the latest revision of the map there is no problem going down like sgtredrock has (down revision file here) for me it was going back up after snuffing the GOM. Not really an issue since I had completed all the quests. However if I wanted to go back up the shaft after saving the game because I won. there is no button to go back up. Oh I could just go back to a save prior to taking the elevator down. But it would be nice after defeating the GOM and opening the chests of loot to go back up. Is it possible to install a button that would go active on defeating the GOM?
2. UC After one places the town stones and goes down the elevator then saves and exits the game prior to reaching the first save point. When you restart the townstones are gone and the elevator is at the bottom of the shaft. There is no way to get back to the Maljin. So I would suggest one of the following things.
A. Put a save point at the bottom of the elevator shaft.
B. Make the elevator go back up once the party reaches the stairs. So it will be in town on a restart.
C. Have a special vendor in town near the magic shop or Inn that has copies of the townstones and only goes active once you use the elevator. Make the cost of the stones very high like a party member or all your money.

Just a few thoughts from your friend the Insane Elf


Actually both of those issues shouldn't be issues with the latest version (If I'm wrong then a bug has snuck in somewhere under my guard).

For both elevators there's a lever that appears once you go down them so you can call back the elevator if you find yourself back at the start with the elevator still down.

For Ehb, I put in the extra lever but for the UC it has always been there, you just need to look. Yes I know it's easy to miss but it's there!

iryan wrote:
bare_elf wrote:
Hi Iryan,
There are a few issues with the elevators at the end of Kingdom of Ehb and Utraean Contingency.

1. KOE with the latest revision of the map there is no problem going down like sgtredrock has (down revision file here) for me it was going back up after snuffing the GOM. Not really an issue since I had completed all the quests. However if I wanted to go back up the shaft after saving the game because I won. there is no button to go back up. Oh I could just go back to a save prior to taking the elevator down. But it would be nice after defeating the GOM and opening the chests of loot to go back up. Is it possible to install a button that would go active on defeating the GOM?
2. UC After one places the town stones and goes down the elevator then saves and exits the game prior to reaching the first save point. When you restart the townstones are gone and the elevator is at the bottom of the shaft. There is no way to get back to the Maljin. So I would suggest one of the following things.
A. Put a save point at the bottom of the elevator shaft.
B. Make the elevator go back up once the party reaches the stairs. So it will be in town on a restart.
C. Have a special vendor in town near the magic shop or Inn that has copies of the townstones and only goes active once you use the elevator. Make the cost of the stones very high like a party member or all your money.

Just a few thoughts from your friend the Insane Elf


Actually both of those issues shouldn't be issues with the latest version (If I'm wrong then a bug has snuck in somewhere under my guard).

For both elevators there's a lever that appears once you go down them so you can call back the elevator if you find yourself back at the start with the elevator still down.

For Ehb, I put in the extra lever but for the UC it has always been there, you just need to look. Yes I know it's easy to miss but it's there!

The elevator did work a few times going down and back up. I did see lever switches at top before elevator and one on the elevator, but the levers did not seem to work. The elevator was going up and down randomly it seemed. All members of my team were at level 49 and with GOM at level 54, I didn't feel my team was strong enough so I saved at the top when the elevator was down and transported back to town and played back from there to get up to level 50. I went back to elevator and it was still down and the lever was gone.
Here's my list of my DS2 resources. Thanks much for looking at.
07/14/2014 10:52 PM 48,402,592 DS1_Expansion.ds2res
07/14/2014 10:52 PM 98,331,572 DS1_ExpVoices.ds2res
07/25/2015 12:58 PM 64,858,272 DS1_Legendary_Mod_VoiceSet_Beta_3.ds2res
07/25/2015 12:52 PM 39,183,212 DS1_Map_Legends_of_Aranna_Beta31.ds2res
07/25/2015 12:55 PM 76,454,108 DS1_Map_Utraean_Peninsula_Beta31.ds2res
07/25/2015 12:54 PM 48,467,904 DS1_Map_World_Beta31p.ds2res
07/25/2015 12:53 PM 21,962,100 DS1_Map_Yesterhaven_Beta30a.ds2res
07/12/2014 05:54 AM 239,230,740 DS1_Mod_Content_Beta30.ds2res
07/25/2015 12:54 PM 61,828,648 DS1_Mod_Exp_Content_Beta30b.ds2res
07/25/2015 12:53 PM 21,979,812 DS1_Mod_Logic_Beta31q.ds2res
07/11/2014 05:58 AM 129,067,336 DS1_Mod_Terrain_Beta30.ds2res
07/14/2014 10:52 PM 185,343,092 DS1_Sound.ds2res
07/14/2014 10:52 PM 45,951,736 DS1_Voices.ds2res
07/16/2014 09:46 PM 2,516 DS2_Map_Selection_Menu_Fix_v1.ds2res
07/26/2015 10:46 PM 42,805,180 DS2_Mod_VoiceSet_Beta_4.ds2res
07/13/2014 05:47 PM 8,201,724 Logic.ds2res
07/15/2014 01:59 AM 20,338,085 Mod-BrokenWorld-ArannaLegacy-Alpha3r.ds2res
07/25/2015 12:55 PM 19,325,936 Mod-DS1Content-Alpha10z.ds2res
03/09/2014 03:32 PM 31,707,652 Mod-DS1Map-ArhokXP-Beta5.ds2res
07/25/2015 12:55 PM 17,266,024 Mod-DS1Map-Diabloish-Beta02e.ds2res
07/25/2015 12:54 PM 882,408 Mod-Erthos-MonsterLevelAdjust-Beta5q.ds2res
03/17/2014 10:56 PM 53,355 Mod-StorageVault20x25-Beta5.ds2res
07/13/2014 05:51 PM 395,050,772 Movies1.ds2res
07/13/2014 05:54 PM 334,798,928 Movies2.ds2res
07/13/2014 05:55 PM 252,058,884 Objects.ds2res
07/14/2014 10:52 PM 308,093,744 Objects_DS1.ds2res
07/13/2014 05:56 PM 372,936,868 Sound1.ds2res
07/13/2014 05:56 PM 74,783,360 Sound2.ds2res
07/13/2014 05:56 PM 469,455,976 Terrain.ds2res
07/13/2014 05:56 PM 231,986,732 Voices.ds2res

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