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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.

Actually, I didn't talk about translating the MAL, I just said I looked into that just by curiousity and noticed this difficulty/purcentage stuff !

There is my suggestion : improve the mod to be able to choose (like the All/Local/Disactivated button on the stash) a pre-set difficulty level (for example 50% would be easy, 100% would be normal, 300% would be hard)

the link for Erthos Mod Level Adjustment version 5r is broken..

I currently have version 5h..

Blondin235 wrote:
the link for Erthos Mod Level Adjustment version 5r is broken..

I currently have version 5h..


It looks as if Killer's site is down give me a minute and I will get you a link.

bare_elf wrote:
Blondin235 wrote:
Re the over-powered Fraks..

It was in the desert region after the Coastal Bluffs, there is
a very convoluted path here - bridges and underpasses - beaches etc..
- on the way toward Ilorn the trader..

- the Evil Eyes are massively powerful, wiped my entire party out twice..!!


How do you have MLA set? is it Disabled, All or Local? I have not had any issues with either the Fraks in the coastal bluffs region or the Evil Eyes. I have MLA set to Local and my party is Ranger Heavy. 4 sharpshooters and 2 combat mages. In playing the map many times I have discovered that Melee fighters and nature mages are easy food for the evil eyes.

Elf


Jungle Phraks are set to level 7 with the MLA mod disabled and the Evil Eyes are level 14 or 15. These will be adjusted once I have some more input about expected levels in LOA.

bare_elf wrote:

8. Some of the doppelgangers are correctly dressed, some come in black and yellow, others have transparent bodies they are just heads hands and feet. Both of these conditions are do to the type of armor they where assigned. The ones with transparent bodies may be attempting to wear a DS1 Armor that contains an alpha channel that is all black.


You will almost certainly be correct. I have revised the armor a few betas ago and that probably has an effect on the armor the doppelgangers use. Should be easy enough to fix.

bare_elf wrote:

9. The Bestiary needs an update as it is missing quite a few of the monsters.


The bestiary just isn't out of date for LOA but would certainly be missing quite a few monsters from the other maps. I need to sit down for a week or so and fix all of them.

Gemeaux333 wrote:
Actually, I didn't talk about translating the MAL, I just said I looked into that just by curiousity and noticed this difficulty/purcentage stuff !

There is my suggestion : improve the mod to be able to choose (like the All/Local/Disactivated button on the stash) a pre-set difficulty level (for example 50% would be easy, 100% would be normal, 300% would be hard)


What would be good is a menu that pops up like the one at the beginning of the Utraean Peninsula that allows to select the skills for your hero, or extend that menu to include the difficulty level and playtype ( All/Local/Deactivated). That would be more intuitive than the current clicking on a button, which many players probably don't even know exists. I do play on including a manual addon for the mod explaining all of the various options/differences, etc. but as we know many players religiously ignore such manuals/readmes.

Of course we must understand that coding such a menu isn't necessarily an easy thing to do and could be quite time consuming to implement.

- thanks for the MLA link..
- game is really flying now..
- makes a huge difference.. :woot:

Finally got a quest arrow after talking tho Therg for the last time on starting countdown.

Crystal Guardian quest worked fine.

Red Barrels not Exploding

Automaton Mechs(the ones with a gun arm) did no apparent damage.

Black Radar Map from just inside Goblin Caves to just after he Teleport Pad.

The Dance room makes me remember Disco, 8-reack and the whole VHS vs Betamax fight.

Dwarf

KillerGremal's site "Dungeon Siege II v2.2/v2.3 KillerGremal's Outpost" is operational again So you can get the MLA mod and his other great mods from his site.

Elf

Legends of Aranna 32J

Broken World AllSaves

Monster Level Adjust Status LOCAL

See Far Hack On

Save Location

Cliff City

Quest Log

Primary Quests – The First Trial, The Lost Queen, Staff of Stars*, Quaydhar, Therg, Seek Jharmaya,

Secondary Quests – The Trapper, Family Bow, Recover Ilorn's Amulet, Wizard City, The Shadow Portal, A Giant Task, Therg's Apprentice, The Dark Acolytes, The Scourage of Cicatrix, The Sacred Guardian, Redemption, Reunion

Comments, Fixes That Work, Errors, Problems

1. Black Fog reported in 32i is no longer apparent with See Far Hack on.

2. Radar from exit of Kmethket Tower to Cliff City Good

3. All Quests working correctly.

4. All Hireable NPCs working correctly.

5. All monsters appear to be leveling correctly.

6. Quest Arrow is missing from entrance to Kmethket Tower to Cliff City is Missing. If I did not know the path by heart I could have been easily lost.

Party Members

Yukiko Level 32 Sharpshooter

Lyssa Level 32 Sharpshooter

Mheagan Level 31 Sharpshooter

Algher Level 31 Sharpshooter

Jharmaya Level 31 Sorceress

Nardulo Level 32 Sorcerer

Elf

Legends of Aranna 32J

Broken World AllSaves

Monster Level Adjust Status LOCAL

See Far Hack On

Save Location

Stronghold Gage

Quest Log

Primary Quests – The First Trial, The Lost Queen, Staff of Stars*, Quaydhar, Therg, Seek Jharmaya, Follow the Shadow Jumper,

Secondary Quests – The Trapper, Family Bow, Recover Ilorn's Amulet, Wizard City, The Shadow Portal, A Giant Task, Therg's Apprentice, The Dark Acolytes, The Scourage of Cicatrix, The Sacred Guardian, Redemption, Reunion, Healing Well, Special Delivery,

Comments, Fixes That Work, Errors, Problems

1. Black Fog reported in 32i is no longer apparent with See Far Hack on.

2. Radar from Cliff City to Stronghold Gates Good

3. All Quests working correctly.

4. All Hireable NPCs working correctly.

5. All monsters appear to be leveling correctly.

6. Quest Arrow is missing from Cliff City to Stronghold Gates is Missing. If I did not know the path by heart I could have been easily lost.

Party Members

Yukiko Level 33 Sharpshooter

Lyssa Level 33 Sharpshooter

Mheagan Level 33 Sharpshooter

Algher Level 32 Sharpshooter

Jharmaya Level 33 Sorceress

Nardulo Level 33 Sorcerer

Elf

iryan wrote:
Gemeaux333 wrote:
Actually, I didn't talk about translating the MAL, I just said I looked into that just by curiousity and noticed this difficulty/purcentage stuff !

There is my suggestion : improve the mod to be able to choose (like the All/Local/Disactivated button on the stash) a pre-set difficulty level (for example 50% would be easy, 100% would be normal, 300% would be hard)


What would be good is a menu that pops up like the one at the beginning of the Utraean Peninsula that allows to select the skills for your hero, or extend that menu to include the difficulty level and playtype ( All/Local/Deactivated). That would be more intuitive than the current clicking on a button, which many players probably don't even know exists. I do play on including a manual addon for the mod explaining all of the various options/differences, etc. but as we know many players religiously ignore such manuals/readmes.

Of course we must understand that coding such a menu isn't necessarily an easy thing to do and could be quite time consuming to implement.

The best way to display this sort of manual would be to create a specific topic in the tutorial topic of the map... you know, those which are displayed everytimes you start a new map/campaign !

The Gobot General just stood there while my party clobbered him.

any way to make it so you have to destroy all the darkness generators before entering the tunnels where the Crystal Guardians are?

Leveling, Party of five- Tempest-combat Mage
Johndar- Nature Mage
Ryssa- Archer
Najj and Kronus- Fist of Stone

Xulphae's cove- 34
Stonghold Gates 35/36 Literally, Killing 4 Mountain Quadscales past teleporty leveled everyone

Dungeon 37
Goblin Tunnels 38
Killing Shadowjumper 39

Shadow jumper minions where quite nasty

Did I mention the red barrels did not explode?

Dwarf

Wait a minute!!! I finished AHEAD of Bare_Elf??? Have I reality shifted?? :silly: :P :goofy:

sigofmugmort wrote:
The Gobot General just stood there while my party clobbered him.

any way to make it so you have to destroy all the darkness generators before entering the tunnels where the Crystal Guardians are?


That should be possible. Why knowledge of flick is better than when I first converted the map. The same for the end of Jerkhal's Crown - in the original map there was a forcefield protecting the displacer.

I'll check the General.

sigofmugmort wrote:

Leveling, Party of five- Tempest-combat Mage
Johndar- Nature Mage
Ryssa- Archer
Najj and Kronus- Fist of Stone

Xulphae's cove- 34
Stonghold Gates 35/36 Literally, Killing 4 Mountain Quadscales past teleporty leveled everyone

Dungeon 37
Goblin Tunnels 38
Killing Shadowjumper 39

Shadow jumper minions where quite nasty

Did I mention the red barrels did not explode?

Dwarf

Wait a minute!!! I finished AHEAD of Bare_Elf??? Have I reality shifted?? :silly: :P :goofy:


Interesting that you reach level 39 at the end. The Shadowjumper minions should have been around level 31-33 based on the local regional table included in the map. In the past when I played the map with the old MLA mod (prior to supporting local modes, etc), it was a struggle to get to level 30.

Legends of Aranna 32J

Broken World AllSaves

Monster Level Adjust Status LOCAL

See Far Hack On

Save Location

Tunnels of the Great Clock

Quest Log

Primary Quests – The First Trial, The Lost Queen, Staff of Stars*, Quaydhar, Therg, Seek Jharmaya, Follow the Shadow Jumper, Continue after the Shadow Jumper,

Secondary Quests – The Trapper, Family Bow, Recover Ilorn's Amulet, Wizard City, The Shadow Portal, A Giant Task, Therg's Apprentice, The Dark Acolytes, The Scourage of Cicatrix, The Sacred Guardian, Redemption, Reunion, Healing Well, Special Delivery, Nosirrom's Fall, Crystal Guardians,

Comments, Fixes That Work, Errors, Problems

1. Black Fog reported in 32i is no longer apparent with See Far Hack on.

2. Radar up to the Tunnels of the Great Clock has been working.

3. All Quests working correctly.

4. All Hireable NPCs working correctly.

5. All monsters appear to be leveling correctly.

6. Quest Arrow returns after speaking to Historian Therg in the Great Clock Waste Land. Sometimes pointing in random direction? It might be do to the twists in the path to the Great Clock.

Party Members

Yukiko Level 36 Sharpshooter

Lyssa Level 36 Sharpshooter

Mheagan Level 35 Sharpshooter

Algher Level 35 Sharpshooter

Jharmaya Level 35 Sorceress

Nardulo Level 36 Sorcerer

Elf

Hi, great mod.
But is there a way to get it to save your position like in DS1?

sirwalterejr wrote:
Hi, great mod.
But is there a way to get it to save your position like in DS1?

Sorry that can not be done (difference between the DS1 and DS2 Game Engines) Several of the maps(Kingdom of Ehb as an example) have save points(direct connect teleports) that are clearly marked and others have teleports (Legends of Aranna as an example). Both will save your location once activated and you save your game. When you restart the game you will be in the last town you saved in. In the maps with direct connect teleports you will see the portal icon over your head just click on it and you will go back to that point. In the maps with teleporters go to the teleport station in the town you start in and pick your last location and you are back to that point. It can not be done as far as I am aware any other way. It actually it works very well once you get used to the difference.

Elf

Legends of Aranna 32J

Broken World AllSaves

Monster Level Adjust Status LOCAL

See Far Hack On

Save Location

Dance Hall

Quest Log

Primary Quests – The First Trial, The Lost Queen, Staff of Stars*, Quaydhar, Therg, Seek Jharmaya, Follow the Shadow Jumper, Continue after the Shadow Jumper, Destroy the Shadow Jumper.

Secondary Quests – The Trapper, Family Bow, Recover Ilorn's Amulet, Wizard City, The Shadow Portal, A Giant Task, Therg's Apprentice, The Dark Acolytes, The Scourage of Cicatrix, The Sacred Guardian, Redemption, Reunion, Healing Well, Special Delivery, Nosirrom's Fall, Crystal Guardians, Just in Time, Count Down, Rock the Night Away.

Comments, Fixes That Work, Errors, Problems

1. Radar Black Goblin Caves to Teleport – confirmed

2. Gobot General does not fight back – confirmed.

3. Automation Mech's with Gun Arm do no damage – confirmed.

4. Shadow Jumper Minions harder to kill than Shadow Jumper Himself. Either make his minions less powerful or the Shadow Jumper more powerful.

5. Red Barrels do not Explode – confirmed.

6. Rock the Night Away quest is hard to locate just sitting on the ground. Recommend putting it in a trunk or just outside the door that can not be opened until you kill the shadow jumper.

Party Members

Yukiko Level 37 Sharpshooter

Lyssa Level 37 Sharpshooter

Mheagan Level 37 Sharpshooter

Algher Level 37 Sharpshooter

Jharmaya Level 36 Sorceress

Nardulo Level 37 Sorcerer

Elf

I have updated Kingdom of Ehb and Utraean Peninsula SE maps to what I hope is final builds (though I know somebody will find something wrong somewhere).

http://www.siegetheday.org/~iryan/files/Betav32/DS1_Map_World_Beta32k.ds2res
http://www.siegetheday.org/~iryan/files/Betav32/DS1_Map_Utraean_Peninsula_Beta32k.ds2res
http://www.siegetheday.org/~iryan/files/Betav32/DS1_Mod_Logic_Beta32k.ds2res

Updated list of what has been fixed
http://www.siegetheday.org/~iryan/files/Betav32/KOE_BUG_REPORT_BETA32k.pdf
http://www.siegetheday.org/~iryan/files/Betav32/UTRAEAN_PENINSULA_BUG_REPORT_BETA32k.pdf

The only new fix for KOE was the Star Chamber Quest which was a little broken. There's a few updates to the Utraean Peninsula including revising the Flooded Sanctuary and totally overhauling the Pit of Despair. I have played through the Pit and it took me about 45 minutes. It now plays more like the original ( i.e. no monsters except for the boss at the end) but there's now visual clues to help the observant to get through the mazes ( yes you have to now find the skulls and artifacts in order to open the doors).

I have also overhauled the armor and weapons balance including the unique items. The 32 unique items will now spawn at your hero's level and won't level as before. The idea is for them to be desirable and useful when obtained but not to completely outclass the DS2 uniques. I would like feedback on the balance on these unique items and to help with this here's a list of them and where they can be found.
http://www.siegetheday.org/~iryan/files/Betav32/unique_items.pdf

Note that about half of these will randomly spawn one of three possible unique items, so really there's 58 unique items to collect but only 32 will show up in a single playthrough with both maps ( 14 unique items available on Kingdom of Ehb and 18 on the Utraean Peninsula SE ). This is to avoids spamming the maps with these items and devaluing the other items.

Great timing. I just finished running the last tests on Yesterhaven and Legends of Aranna 32J. I will get the K files and start looking at Kingdom of Ehb and then Utraean Peninsula SE. However I must read the PDF files on the fixes for both maps and the unique weapons first.

Elf

Reading UTRAEAN PENINSULA BUG REPORT BETA32k JANUARY 10th 2016 I should not discover any problems or changes until reaching Fallraen. So I will move slowly verifying that no issues exist since we are reaching the final release point for this map.

Utraean Peninsula SE 32K

Broken World AllSaves

Monster Level Adjust Status LOCAL

See Far Hack On

Save Location

Old Ma Kettle's House

Quest Log

Primary Quests –

Secondary Quests – Farmer's Scythe, New Way to Travel, Orchard Cellar,

Comments, Fixes That Work, Errors, Problems

1. Radar looks good

2. Monsters leveling correctly

3. Quests working correctly

4. No Hiring problems

Party Members

Kylee Level 8 Archer

Tiahna Level 8 Archer

Arisu Level 8 Hedge Wizard

Ivlisar Level 8 Hedge Wizard

Elf

sigofmugmort wrote:
. . .
Red Barrels not Exploding
. . .

bare_elf wrote:
. . .
5. Red Barrels do not Explode – confirmed.
. . .
Supposed this matter is stilll there, this could point on a possible conflict between [template_triggers] and [instance_triggers] - something I perhaps could fix directly in the corresponding barrel templates.

But since these triggers 'only' control the self-destruction when approaching too frequently, I'm not completely sure if we have the same barrels in mind - there is more than only one type of red barrels.
Some position data would help...

KillerGremal wrote:
sigofmugmort wrote:
. . .
Red Barrels not Exploding
. . .

bare_elf wrote:
. . .
5. Red Barrels do not Explode – confirmed.
. . .
Supposed this matter is stilll there, this could point on a possible conflict between [template_triggers] and [instance_triggers] - something I perhaps could fix directly in the corresponding barrel templates.

But since these triggers 'only' control the self-destruction when approaching too frequently, I'm not completely sure if we have the same barrels in mind - there is more than only one type of red barrels.
Some position data would help...


I believe the barrels sigofmugmort is referring to are different templates to the ones in KOE & the Utraean Peninsula which do work. It is just a matter of me updating the barrels when I get to that part of the map. Should be an easy fix.

Currently I am finishing off Yesterhaven as that's a small map with a small list of outstanding issues, none of which are major.

Just finished the Broken World campaign...

Have you managed to repack the files I have linked (KOE and mod content) ? I would like to test it as subtitutes of the regular files !

Some Phrak's in cages level 11 and 12 can not be killed neither will they attack or fly. They just flop on the ground the poor things. Also Ranged Weapons and Nature Magic spells will not break the cages they are in requires a melee weapon or combat magic spell. One of these poor beasts can be found at
PATH2CRYPTS. 0.863/ 0.000/ 0.557/ 0X9F42E64D.

Reading UTRAEAN PENINSULA BUG REPORT BETA32k JANUARY 10th 2016 I should not discover any problems or changes until reaching Fallraen. So I will move slowly verifying that no issues exist since we are reaching the final release point for this map.

Utraean Peninsula SE 32K

Broken World AllSaves

Monster Level Adjust Status LOCAL

See Far Hack On

Save Location

Elddim

Quest Log

Primary Quests – Elddim Townstone

Secondary Quests – Farmer's Scythe, New Way to Travel, Orchard Cellar, Hovart's Folly

Comments, Fixes That Work, Errors, Problems

1. Radar looks good

2. Monsters leveling correctly

3. Quests completing correctly.

4. No Hiring problems

5. “Contemplation of the Krug” book found in Horty Olaf’s House contains no data and can not be sold. Is it a quest item that goes in inventory like the townstones?

6. Is the Direct Connect Teleport behind Horty Olaf's House new or is it just that the radar icon is new?

7. On completing Hovart's Folly quest I received a copy of Hovart's Blood Armor in my quest items plus two useable versions of his armor. One that has Melee requirements and one that has no requirements except character level.

8. Utraean Priestess Kelti no longer gives you the ring of the Utraean Protectors. Which I thought was necessary item for the various Townstone quests so that the other priests and priestesses would know that Kelti sent you.

9. Also Kelti's Yellow ! Icon does not go out once she has given the quest.

10. Floppy Phraks and the cages they are in please see previous post. These poor Phraks can not fly or attack once their cages are broken and they can not be killed even though they show as enemy (red dot on radar and cursor turns red when they are pointed at). Also note that there is also an issue with the cages they are in. Ranged weapons will not break the cage just attack what is in the cage. Requires melee or combat magic to break cage.

Party Members

Kylee Level 21 Sharpshooter

Tiahna Level 21 Sharpshooter

Arisu Level 21 Sorceress

Ivlisar Level 21 Sorcerer

Elf

bare_elf wrote:
Some Phrak's in cages level 11 and 12 can not be killed neither will they attack or fly. They just flop on the ground the poor things. Also Ranged Weapons and Nature Magic spells will not break the cages they are in requires a melee weapon or combat magic spell. One of these poor beasts can be found at
PATH2CRYPTS. 0.863/ 0.000/ 0.557/ 0X9F42E64D.

I've re-uploaded DS1_Mod_Logic_Beta32k.ds2res with minor tunings to the caged phrak which hopefully will fix the problem.

I borrowed code from KillerGremal's caged phrak so these ones operate exactly the same, which seems to be more reliable (basically setting their disposition via flick) plus even if it fails the phraks should move around. Note that I don't use KillerGremal's Phraks as they have a set level of 12 plus have a possibility of being spawned neutral or good.

The Phrak's cages are based on KillerGremal's templates found in his content pack which improves the default Phrak cages found in DS2 (one of DS1 assets used by DS2). I had no trouble destroying the cages ( health 40 ) with nature mages in a test map. It is possible that the ranged or nature mage you were using was actually targeting the phrak inside the cage - with the updated code that shouldn't occur now (I hope).

Gemeaux333 wrote:
Just finished the Broken World campaign...

Have you managed to repack the files I have linked (KOE and mod content) ? I would like to test it as subtitutes of the regular files !

Iryan ?

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