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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.

The red barrels in LOA are metal as opposed to the wooden ones on other maps.

First barrel location

I have the other 24 locations on 3 map sectors if they are needed (written down, not screenshots)

Dwarf

MLA Local

Dwarven Friar level 6, saved at burned bridge

was level 3 3/4 upon reaching the cave past Edgar's when the opposition jumped to level 7

The wolves near the waterfall were level 4 then more level 7, then level 4 to 7 from the Krug Camp on.

Phraks in cages were level 5 and 6.

Like Altan's Leather and the Puller Staff gets to replace the rusty dagger.

will re-load the Mod_Logic

Insane Dwarf

After much time-wasting and some dithering I've just finished that other "game" I play this time of year: Booking a Ski Holiday online.

Here in Aranna I'd been doing 32i from the beginning and doing it all wrong (deliberately), like not talking to quest-givers. Among other things I'd confirmed that with none of gavel, townstone and Hovart's armor, Hovart's Folly can be entered by neither the south door nor the north, nor can the mine be entered from the Elddim end. My hero had just reached Crystwind by the alternate route (Iliarth Falls).

Iliarth Falls as an alternative to crypts, marshes, folly and mine is no easy cop-out. Going down river the first lot of hyenas around their mini-boss proves that.

Should I try another variation? west first to edge of mire to gain some levels, east to the Crypts, collect the townstone but not the gavel, portal spell back to Elddim, south by glade and mine to Crystwind, onwards to elevator then upriver back to Crypts for gavel, past Horty Olaf to Folly south, go through destroying Hovart then either repeat mine or simply portal to reach Crystwind for second time.

Iryan, nothing in the Bug Report about the seriously problematic elevator between eastern island and lava caverns that can strand characters in neither one region nor the other. Is that fixed now?

sigofmugmort wrote:
The red barrels in LOA are metal as opposed to the wooden ones on other maps.
. . .
Aren't there also explosive metal barrels (already) in Utrae in the Goblin caverns that generally look/work the same!?

So the base functionally should exist by specilizing 'barrel_metal_tnt_stats' for the two containers/barrels
'crate_dsx_a9_r1-03' and 'crate_dsx_a9_r2-04' (assumed these template names are still in use).

All the issues I had with Priestess Kelti where caused by something I did with a mod I was working on. I inadvertently used her template without changing the template name, and since it had a higher priority than DS1_Mod_Logic_Beta32k.ds2res, there was a conflict. Sorry about that iryan.

Elf

Restarted after installing updated logic file to fix Phraks and removing my mod that used Kelti's template

Utraean Peninsula SE 32K

Broken World AllSaves

Monster Level Adjust Status LOCAL

See Far Hack On

Save Location

Entrance to Ancient Crypts

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 completing correctly.

4. No Hiring problems

5. Utraean Priestess Kelti did not have a problem like I thought, forgot I had a mod under development that used her template. So I removed the mod for now

6. Phraks and the cages are now working correctly. Ranged weapons now break cages first and kill Phraks second. Phraks once out of cages fly and do not twitch on the ground.

Party Members

Kylee Level 16 Marksman

Tiahna Level 16 Marksman

Arisu Level 16 Wizard

Ivlisar Level 16 Wizard

Elf

KillerGremal wrote:
sigofmugmort wrote:
The red barrels in LOA are metal as opposed to the wooden ones on other maps.
. . .
Aren't there also explosive metal barrels (already) in Utrae in the Goblin caverns that generally look/work the same!?

So the base functionally should exist by specilizing 'barrel_metal_tnt_stats' for the two containers/barrels
'crate_dsx_a9_r1-03' and 'crate_dsx_a9_r2-04' (assumed these template names are still in use).


Yes those templates are the ones used in LOA, I simply updated the LOA names with references to the templates in your content pack. So when the explosive barrels in KOE & the Utraean Peninsula were updated, the LOA explosive barrels weren't. The template names for the barrels in KOE & the Utraean Peninsula is barrel_gob_exp_gi_r10, etc. So I just have to change the specialization of crate_dsx_a9_r1-03, etc. to be the same as the barrel_gob_exp_gi ones, which is barrel_metal_tnt_stats. They currently specialize from base_crate_drop_specified.

RSimpkinuk57 wrote:

Iryan, nothing in the Bug Report about the seriously problematic elevator between eastern island and lava caverns that can strand characters in neither one region nor the other. Is that fixed now?


I haven't attended to that yet and I will add it back on the list. I will have to manufacture a special start nearby in order to test it thoroughly.

One thing to keep in mind that I've started testing the mod with just All*Saves version 1 not version 2. The reason being that All*Saves version 1 doesn't include the seefar hack. Even if the seefar hack is disabled, the world frustrum is pushed back quite a way which could be contributing to problems with phantom walls & regions.

It will be interesting if I can replicate your problem with just All*Saves version 1 running. Certainly I had no problems in the Pit of Despair with a black tube appearing around the elevator as has been reported by several people. If I can't replicate these problems with just All*Saves version 1 running, then that will be the only launcher distributed with the mod. A disclaimer will be included in the faq about use of All*Saves version 2 and the seefar hack.

All the above doesn't mean that the maps won't look good or you won't have certain freedom of viewing angle/distance as the old mood based seefar hacks will be included in the mod.

Gemeaux333 wrote:
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 ?


Not yet, I don't know which link to click to get the file, I keep getting popups or download suspicious looking setup files - I do note that the KOE file is listed at 43000 kb or so. I hate sites like 4shared with a passion.

iryan wrote:
I haven't attended to that yet and I will add it back on the list. I will have to manufacture a special start nearby in order to test it thoroughly.
Starting from either the pyramids DC or from the Great Northern Forest DC nearest to Loolah, the island's tower can be reached quite quickly. Ride the elevator down, step off at the bottom, and there is no problem yet. Just be careful not to have any party member so much as walk across a corner, let alone get back on and ride up again. There is of course a DC next to the elevator.

If one starts by entering the lava caverns by the other elevator, the one from the second pyramid, then yes, it is quite a walk before one can try summoning the problem elevator (you may remember that I found it would not come). Incidentally, the place where it should arrive is an area of what looks like tower floor depressed by the thickness of the elevator platform itself.

iryan wrote:
Gemeaux333 wrote:
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 ?


Not yet, I don't know which link to click to get the file, I keep getting popups or download suspicious looking setup files - I do note that the KOE file is listed at 43000 kb or so. I hate sites like 4shared with a passion.

DS1_map_world_beta31p_french ( 43,453 KB ) :

http://www.4shared.com/zip/MC_ZAdOJce/ds1_map_world_beta31p_french.html

DS1_mod_content_beta30_french ( 233,694 KB ) :

http://www.4shared.com/zip/wYA-uH0cce/DS1_mod_content_beta30_french.html

How to proceed : Click on a link above, then click on "download" button (at left of the "share" button, beetween the comments and the file description) then click on the grey coloured "free download" button (fully page centered button), both my files are ".zip" !

MLA Local

Two parties, first a dwarven fist of stone. Second, a Dryad Nature Mage

Danu did not run into a mass of level critters. there was a fairly even spread.

Everything fine to start of Crypts of the Blood and AFTER the DC past the Exit.

2 problems

first, the Ruby Gargoyle dropped 2 Harstoppers one of witch leveled with character.

Second(pardon the language) is the :censored: :censored: :censored: Radar map is really messed up.

Turns Black just past the Mana ans Health Fountains, colored dots do still show

First 2 hidden areas are fine after going down the stairs

Turns fine in pillared fireball trap hall

After the room with the spellbook, even when the map shows there are a few places where the Radar Map bears NO resemblance to where you actually are

Insane Dwarf

@Gemeaux333: I wasn't able to download it neither... too many adds, irritating 'do this or that' recommendation screens, even dirver update requests (in Firefox with disabled Java, what the heck!?)...

Did you ever try to download it from a remote/foreign PC once yourself? - I mean from a PC that doesn't tell 4shared (by cookies, stored login data or IP) that you are the uploader?
For such sites it's quite typical to make everything easy and smooth as long as you provide them zip files or other web content, while all others/downloadrts will pay this services with sheer nerves...

Better try to tank your files yourself - or did you so already? Any matters here perhaps? It's basically not that difficult...
Also I guess Iryan had nothing against if you wouldn't push another modding/mapping task to him!(?)

You still can upload and share then your final tank files via 4shared.com - although I think it will be an effective way to prevent people from enjoy all your great translation work.

I don't manage to retank myself, that's why !

Can I send them by email ?

Gemeaux333 wrote:
I don't manage to retank myself, that's why !

Can I send them by email ?

Using the Rapid Tank Creator is not that difficult (I guess/hope it's working!?), however you must take care a little bit to sync the folder structure correctly.

Let's assume you have your translated gas files within a folder strutcture like:
D:\Translations\DS2\world\anything\

...then the field 'source' in the Rapid Tank Creator must look like this:
D:\Translations\DS2

The field 'output' is the complete path incl. file name of a *.ds2res in the 'resources' folder of your game installation, for example:
C:\Games\Dungeon Siege 2\Resources\Mod-Ehb-French.ds2res

KillerGremal wrote:
Gemeaux333 wrote:
I don't manage to retank myself, that's why !

Can I send them by email ?

Using the Rapid Tank Creator is not that difficult (I guess/hope it's working!?), however you must take care a little bit to sync the folder structure correctly.

Let's assume you have your translated gas files within a folder strutcture like:
D:\Translations\DS2\world\anything\

...then the field 'source' in the Rapid Tank Creator must look like this:
D:\Translations\DS2

The field 'output' is the complete path incl. file name of a *.ds2res in the 'resources' folder of your game installation, for example:
C:\Games\Dungeon Siege 2\Resources\Mod-Ehb-French.ds2res

I already tried, and didn't worked, don't know why...
And there's a thing I have learned when it comes to computers : "If you're not sure/capable to do something, then better ask someone who can"

Gemeaux333 wrote:

DS1_map_world_beta31p_french ( 43,453 KB ) :

http://www.4shared.com/zip/MC_ZAdOJce/ds1_map_world_beta31p_french.html

DS1_mod_content_beta30_french ( 233,694 KB ) :

http://www.4shared.com/zip/wYA-uH0cce/DS1_mod_content_beta30_french.html

How to proceed : Click on a link above, then click on "download" button (at left of the "share" button, beetween the comments and the file description) then click on the grey coloured "free download" button (fully page centered button), both my files are ".zip" !


I downloaded ----- something. Is there any reason that you have the files packed as exe files? There's a ds1mapworldbeta31.exe__17256_i1820022091_il86350.exe and a DS1modcontentbeta.exe__17256_i1820023222_il846751.exe which are both the same size of 1146880 unpacked and 994 kb packed as a 7z zipped file.

It is statistically impossible for both files to be absolutely identical size. Have you downloaded and tried your own files? That's the first thing I do whenever I upload anything here or anywhere else for that matter. I make sure that the link is working and that the file is correct.

Restarted after installing updated logic file to fix Phraks and removing my mod that used Kelti's template

Utraean Peninsula SE 32K

Broken World AllSaves

Monster Level Adjust Status LOCAL

See Far Hack On

Save Location

Elddim looking toward Crystwind

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. Vampire Bats in Ancient Crypts on elevators just after room with the Elddim Townstone are already dead when the lift comes up. All other vampire bats appear to be working correctly.

6. The book Contemplation of the Krug found at Horty Olaf's house what is it for? It contains no information and it can not be sold. Is it required for a quest?

7. On killing Lord Hovart, I was given Lord Hovart's Blood Armor in my quest items list. I also found 2 copies of the armor on the ground. The first was Lord Hovart's Blood Armor (Unique Blood Armor) Requirements Melee Level 19 Armor Level 52. The second was Lord Hovart's Blood Armor (Unique Blood Armor) Requirements None Armor Level 8.

Party Members
Kylee Level 21 Sharpshooter

Tiahna Level 21 Sharpshooter

Arisu Level 21 Wizard

Ivlisar Level 21 Wizard

Elf

There is now a new 'DS1 Content Pack', version Alpha 11z (however still same link as above).
It's bascially a technical revision of 10z, for details please see the ReadMe file.

 
New content addtions are few only, namely the health-/mana-bush-like 'fountain_csl_health_floor'/'..._mana_floor' templates, and there is also a new Mimic chest ('mock_chest_utrea') for mappers with a chronic lack of leisure time. Wink

 
As mentioned recently in the forum, the over-head icon support for multi-task NPCs is limited, and rather painful to realize if you have to create a texture first with the intended icon composition.
Some work is still needed though, but there is now an effect offering a faster approach, supporting 1-4 icons at the same time:

 
It's not that tricky to set it up, here an (easier) example for a 'dual-icon' (as known probably from DS2, several combination aready exist in one texture).

Most important is the new effect name and specially the 'indicator_texture_#' property which is now a slash-separated list of user-defined icons to compose in-game the entire over-head icon from. As option, after the name of each icon texture it's possible to also add a texture-individual scale and an x/y for a more precise positioning.

[indicate_emitter]
{
	effect = efct_icon_indicator_4x;
	height = 0.75;
	scale = 1.0;
	indicator_texture_1 = shield,0.96,0.03,-0.02 / question-mark,1.02 ;
}
So the list here contains two icon textures, displayed with a diagonal bar between (usual arrangement in DS2). The first icon will be the shield icon in the upper left corner, second icon will be a question mark in the lower right corner of the area there over-head icon is usually displayed.
The size of the shield icon will multipied with 0.96 (hence some smaller), also the shield icon will be moved to the right side by 3cm and moved downwards by 2cm (related to the effect position in-game).
The size of the question mark will be increased by 2%, and the internally calculated position of the question mark will not be changed.

Minimum name length of an icon texture is 3 letters (with 1-2 letters its place will remain empty), and witout a leading 'b_' in the name then 'b_gui_el_' will be added automatically.

Generally it's not really necessary to optimize the scale or the position of the icons used, but it may look better perhaps - unfortunately many icons don't cover the same size/space on the texture, some icons are in the center of the texture though, but usally the icon is drawn/located closer to the upper left corner (often more left than up).
Internal calculations try to face this trend, which can be disabled however with a negative scale (as property of the [inicate_emitter] component).

 
An over-head icon with 3-4 sub-icons is supported as well with a cross-like arrangement, the order in the list is then: left, right, top, bottom.
More examples for the 'indicator_texture_#' property:

indicator_texture_3 = hand,1.03 / inn,0.98;
indicator_texture_4 = join,1.3,0.05 / potion,0.97,0.05;
indicator_texture_1 = inn / potion,1.02,0.03 / shield,0.97,0.02,0.04 / question-mark;
indicator_texture_3 = shield,0.96,0.02 / inn / potion,0.98,0.02 / question-mark,1.02;
indicator_texture_2 = pack-mule,1.04,0.03 / inn,0.97 / potion,1,0.02 / question-mark,1.03;

Not supported however is the automatic production of (the corresponding amount of) radar icons. How far/easy it's possible to make the SE2 automatically evaluate the [inicate_emitter] component I can't say yet.
 

KillerGremal wrote:
There is now a new 'DS1 Content Pack', version Alpha 11z (however still same link as above).
Alpha 11a is what downloads. Makes sense that after 10u,v,w,x,y,z we go back to beginning of the alphabet again.

2.2, All*Saves v2, Mod Logic Beta32k, Yesterhaven Beta32j, MLA Beta5r at Local + monster-adjust-declared

Hero newly created in UP (for the level 3 start), saved immediately and imported to Yesterhaven, achieved levels:

  • 3 entered town
  • 6 rescued guard captain
  • 8 reached Mt. Wintershroud quest star
  • 9 entered Halls of Winter (ice caves)
  • 11 reached Crystal Towers
  • 13 confronted Snow Queen
Being that far ahead of the MLA local table made it all very easy (and raising the table to match will make the monsters worth more in experience so the hero will reach even higher levels - in hindsight MLA-all results would have been more useful for calibration). Very easy because hero spent the 570 gold (given with the level 3 start) not on replacing the level 0 equipment which is what I've made my priority in the UP map but on third party slot so as to take along both Fiathna and (from Trini, at no cost) Norick's Dog. (Not quite "cheating" I suppose but the Dog's buff spell is rather good for early level.)

+++UPDATE+++
Snow bears in DS1 were beasts to be wary of and took some killing. Here, not so. They ought to be melee_strong_tank. Then I traced their templates back and found that is exactly what they are, which shows the importance of getting the level right.

MLA wipes out the only differentiation there was between Krug foragers, trackers and hunters (pre-MLA levels 2, 3 and 5 respectively all I believe specialising base_krug_ds1 which is melee_normal). Now if the foragers were to specialise melee_weak then perhaps the local level settings for the first region, where they predominate, could be set higher than the 3 the hero is going to start at: maybe 5-7 would do for both SQ_01_SM and SQ_02_SM (though to make those bears tough enough, maybe not for SQ_03_SM which is the higher slopes up to the ice cave). Continuing that approach, would distinguishing the hunters further on by making them melee_strong be too much?

When party came to where ice and fire Krug were fighting party (on rampage) attacked the ice ones which left one fire Krug alive. It ignored them and they could only ignore it. Since it (a Soldier) had been adjusted from level 14, I'm wondering what would have happened with MLA disabled. Would the higher-level fire ones have won easily?
+++END+++

Quests

Completing the first primary quest (by speaking to the captive captain) got me the second (Confront the Snow Queen). The quest arrow was then distinctly unhelpful, pointing more or less back to town where I'd come from. (Going by her exit elevator the Snow Queen is supposed to be directly overhead the town - looks like GPG got their geometry right for once.)

I don't think the two secondary quests (finding Mt Wintershroud and then the Crystal Towers) should be quests at all. They should be tasks within Confront the Snow Queen. Then the quest arrow will be good.

The Chapter 1 primary quest, Salvation and Damnation, works well mechanically, but story-structure-wise I'd prefer to see two quests. First (this could be primary or secondary) check out the obelisk then talk to the mayor, that's it; second (must be primary, given by the mayor) find what's happened to the captain (rescue him). Since the captain is needed back in town for Act II, 'twould be better if players had to break him out of the cage before he'd speak (give the Snow Queen quest). I found I could speak to him while he was still inside, then leave him there.

(From the player's point of view, finding the captain could equally well be made task 1 of Snow Queen quest for which he gives task 2, "find the way up the mountain", should that be the simpler change to make from what we have now.)

I've read bare_elf's recent reports so know without testing myself that the Snow Queen can be reached without speaking to any quest givers, and iryan's reply that the town north gate could be locked until players speak to the mayor. In other maps (notably the UP) there is no consistency: some quests activate on next-task triggers whether or not player spoke to the quest-giver, but other quests do not and using up the triggers makes those quests impossible to complete. Well here I did re-test to discover a player can ignore Dante at the start and the first quest activates anyway as soon as the hero moves from the obelisk in town, so that's fine. As for reaching the Snow Queen having spoken to the mayor but then ignoring the captain, I see two interesting ways to stop that - make the first elevator into the Crystal Towers not work unless player has a special token from the captain, or make Dante on the mountain control a magical barrier.

Dante on the mountain is not a merchant (as he was in the DS1 original) so has lost his purpose for being there. (If he is meant to trade then his convo is faulty because it has no trade-with-me option.)

Where Dante is there are no monsters, so the teleport would be better placed next to him than it is by the tower entrance.

If a replacement secondary quest be wanted, then to encourage exploration how about one for the basement treasury in the tower? Triggered perhaps by hero noticing it through the hole in the ground floor left as a gap for an elevator from somewhere above.

Incidentally when I got down there all the Krug there were dead. Up above, because there were so many monsters but levels lower then her therefore weak, Fiathna had made good use of (Lesser) Ripple. Vertical distance must be more than Ripple's AOE radius from the Krug being attacked above. Another example of the known failing in the DS2 engine. Curiously, breakable chests and barrels were still intact, even right next to dead Krug. Had hero shot them individually through the floor? Or Dog bit them?

Convos and other trivia

My main test run I did speak to Dante in the meadow and did speak to the mayor in the snow town. Spoke to him twice. Spoke to Fiathna once and didn't recruit her, then a second time and did (but haven't sent her to the inn to see what she'd say when recalled). Spoke to the captain when he was in the cage, then (after a shopping trip) broke the cage and spoke again.

Y32j#01. Dante on the mountain has a sound-bite greeting, Dante in the intro meadow does not. (NB his convo mini-portrait matches the skeleton he was in DS1 not the spectre he now is - this doesn't bother me.)

Y32j#02. First convo with Dante in intro meadow, hero responds "Bewarned!" (one word); should be "Be warned!" with a space as two words or "Beware!" without space as one.

Y32j#03. Obelisk in intro could be clicked on because it showed convo symbol; clicking on it displayed the little verse and took hero to snow town. On arrival in snow town obelisk there still showed convo symbol so I clicked it again, but now convo shows up blank. This makes next convo with a townsperson also come up blank but fiddling with the convo window rectifies that.

Y32j#04. Quest items section of Journal Lore is misbehaving. Tab starts flashing when quests/tasks activate, selecting journal brings up a two-page spread with "Entry 0" to "Entry 9" and clicking "Details" displays the Chalice of Mourning which hero hasn't yet received. Coming out can get the double page as it should be with just one entry, empty.

(This is not caused by having taken my new hero to Elddim first for those first 3 levels. I retested with a brand new hero never been anywhere else and still had this problem.)

Y32j#05. Mayor Gilwan's get-on-with-it convo after giving quest-task to find captain is "Thank you for rescuing" him which is premature.

Mayor is gray-haired and -bearded but his convo mini-portrait is bald, clean of chin but with brown 'tache. Is his a converted DS1 head hard to match from a limited selection of DS2 mini-portraits? Generally I ignore such minor discrepancies but the next one is just too obvious:

Y32j#06. Pet seller Trini has green short hair but her convo mini-portrait has ginger hair in twin tails. Hero to Trini, "Yes please, some assistence would be welcome!" - new spelling of "assistance".

Y32j#07. Mayor's wife's convo mini-portrait (she is the innkeeper) is fine but ask who is staying and the mini-portrait on that screen does not match.

Y32j#08. Undertaker could do with a deeper voice. (Though I do not know where the sound bite is assigned to check for certain if the "Hello" he has been given is indeed female)

Y32j#09. Gate into cemetery is selectable to close but then shows as "locked" open. Open is OK, because the assistant in there is reagents merchant, but what is it locked to?

Y32j#10. Radar shows reagents merchant but does not show the ground where he is - ground plan ends at town side cemetery wall and gate.

Y32j#11. Gwendolyn has a sparkling book in her house that cannot be clicked on.

Y32j#12. Fiathna was tracking a "stripped" tiger in the jungles of "Greillyn". Should that not be "striped" and "Greilyn"? Hero's responses could do with more changes from Deru's hiring convo. Option 1, hero addresses her as "fiathna" (lower case "f" - and something like "Glad to have you" would be more appropriate than "I was planning" when hero's own arrival was unplanned). For option 2, Fiathna has said nothing about being the best mage (or anything else) on her island, so the hero's second-time "I seek a strong healer. How skilled are you?" would fit better than the actual first-time option 2 does.

Second-time convo, Fiathna opens with her thanks-for-recruiting-me line instead of a come-back-for-me? one.

Y32j#12. Banter when just starting out north, second phase. Hero replies "We call those humanoids' Krug". Should be "humanoids" with no apostrophe.

Y32j#13. Quests: speaking to captain (without freeing him) ticks the Chapter 1 primary quest complete but does not tick the last task within it.

Y32j#14. Speaking to captain for second time, he repeated last paragraph (the "you can't turn back now" one) of his first time convo. This is fine (except for "confront her" - whom? Snow Queen has not been mentioned in this convo), but hero's option 1 (only option) does not work to end convo. Convo can only be closed with the little X in top right corner of the window.

Y32j#15. Quests: defeating the Snow Queen ticks the Chapter 2 primary quest complete but does not tick the one task within it.

(Radar already shows red dots outside the edge of the "room" - must be the undead in the now-haunted town below already been put into play.)

(By the way, Snow Queen's Ice Staff claims to alter damage according to magic prowess - but does not, shows as 24 to 36 whichever character equips it.)

Y32j#16. Handbook stops short at lesson 11 (as usual).

Y32j#17. Bestiary is fully populated (look at the number of kills, 310 Krug Trackers for example, to understand how the hero has gained so many levels). Arctic Wolf's entry, however, shows no stats, only ? marks. Because it is a mini-boss, the one kill should have been enough to show stats. Same with the Snow Queen herself. And the Frostbound Guardian boss (replaced DS1's Ruby Gargoyle) does have stats but appears to lack picture of the monster. Actually it is in picture but way up at the top so one must zoom out to max (slider all way to right) to see it.

iryan wrote:
Gemeaux333 wrote:

DS1_map_world_beta31p_french ( 43,453 KB ) :

http://www.4shared.com/zip/MC_ZAdOJce/ds1_map_world_beta31p_french.html

DS1_mod_content_beta30_french ( 233,694 KB ) :

http://www.4shared.com/zip/wYA-uH0cce/DS1_mod_content_beta30_french.html

How to proceed : Click on a link above, then click on "download" button (at left of the "share" button, beetween the comments and the file description) then click on the grey coloured "free download" button (fully page centered button), both my files are ".zip" !


I downloaded ----- something. Is there any reason that you have the files packed as exe files? There's a ds1mapworldbeta31.exe__17256_i1820022091_il86350.exe and a DS1modcontentbeta.exe__17256_i1820023222_il846751.exe which are both the same size of 1146880 unpacked and 994 kb packed as a 7z zipped file.

It is statistically impossible for both files to be absolutely identical size. Have you downloaded and tried your own files? That's the first thing I do whenever I upload anything here or anywhere else for that matter. I make sure that the link is working and that the file is correct.

Indeed, I have tried on another computer and look like complicated... this is not the good files (nothing to do with .exe) ...
Could you possibly create a free account for 4shared ? Perhaps it will solve the problem, and you will be able to use it after to share files with me...

Gemeaux333 wrote:
iryan wrote:
Gemeaux333 wrote:

DS1_map_world_beta31p_french ( 43,453 KB ) :

http://www.4shared.com/zip/MC_ZAdOJce/ds1_map_world_beta31p_french.html

DS1_mod_content_beta30_french ( 233,694 KB ) :

http://www.4shared.com/zip/wYA-uH0cce/DS1_mod_content_beta30_french.html

How to proceed : Click on a link above, then click on "download" button (at left of the "share" button, beetween the comments and the file description) then click on the grey coloured "free download" button (fully page centered button), both my files are ".zip" !


I downloaded ----- something. Is there any reason that you have the files packed as exe files? There's a ds1mapworldbeta31.exe__17256_i1820022091_il86350.exe and a DS1modcontentbeta.exe__17256_i1820023222_il846751.exe which are both the same size of 1146880 unpacked and 994 kb packed as a 7z zipped file.

It is statistically impossible for both files to be absolutely identical size. Have you downloaded and tried your own files? That's the first thing I do whenever I upload anything here or anywhere else for that matter. I make sure that the link is working and that the file is correct.

Indeed, I have tried on another computer and look like complicated... this is not the good files (nothing to do with .exe) ...
Could you possibly create a free account for 4shared ? Perhaps it will solve the problem, and you will be able to use it after to share files with me...


I could not download the files either as I have a 4shared account see your pm have possible solution

I suggested that Gemeaux333 email me the two zip files of the French translations. After figuring out how to download the files from something called one-drive. I have uploaded them to my area of Techie's Server. I have not opened the zip files but I did scan them for viruses. Here are the Links

http://siegetheday.org/~bare_elf/french/ds1_map_world_beta31p_french.zip
http://siegetheday.org/~bare_elf/french/DS1_mod_content_beta30_french.zip

Elf

Restarted after installing updated logic file to fix Phraks and removing my mod that used Kelti's template

Utraean Peninsula SE 32K

Broken World AllSaves

Monster Level Adjust Status LOCAL

See Far Hack On

Save Location

Crystwind Old Mines D.C.

Quest Log

Primary Quests – Elddim Townstone, Crystwind Townstone

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

Comments, Fixes That Work, Errors, Problems

1. Radar looks good

2. Monsters leveling correctly

3. Quests completing correctly.

4. No Hiring problems

5. Dead Dwarf that completes Dwarven Secrets quest is very difficult to locate even with the Quest Star on the Radar. I stepped on him several times before seeing him. Maybe he should glow or sparkle.

6. The book Contemplation of the Krug found at Horty Olaf's house what is it for? It contains no information and it can not be sold. Is it required for a quest?

Party Members

Kylee Level 25 Sharpshooter

Tiahna Level 25 Sharpshooter

Arisu Level 25 Sorceress

Ivlisar Level 25 Sorcerer

Stonepicker Level 24 Knight

Dog Level 25 Knight

Elf

RSimpkinuk57 wrote:
2.2, All*Saves v2, Mod Logic Beta32k, Yesterhaven Beta32j, MLA Beta5r at Local + monster-adjust-declared

A lot to digest there and I agree with most/all of your comments and had already started to implement many of the suggestions without prompting.

Starting at level 3 is working and now ignoring Dante and trying to activate the Obelisk only results in a message prompting the hero to see if somebody nearby can help.

Without the seefar hack, the transition from Yesterhaven Ruins to Yesterhaven snow is less obvious as an elevator - except for the elevator sound which I'll have to try to remove.

The gates from Yesterhaven snow are now locked until you speak to the mayor.

The initial hiring conversations of all recruitables now make more sense and are designed to integrate with what their personal diaries tell about each of them - as bare_elf wanted more info about their backstories. Will making up their personal histories I tried to keep within the official history of Aranna as told in the reference found here at Siegetheday.

I am in the process of giving them all their own quests, similar to how DS2 handles the party members quests there. They will obviously be a lot simpler but will require the presence of the party member who gave the quest in order to complete them.

I have tinkered with the main quests a bit and agree that some of the secondary quests would be better as tasks within the main quest. It's just that Yesterhaven is very light on for secondary quests and I don't like making up quests just for the sake of it (even though I did originally for Yesterhaven simply because there were none).

Yes the fire krugs in the encounter on the way to the Snow Queen would be vastly overpowered if the MLA mod was disabled. Even with local enabled, there may be enough statistical variation for them to actually win the fight (they are suppose to lose). Maybe I may have enough skill in flick coding now to actually make the encounter work as it originally did in the map, i.e. the Snow Queen appears and wipes the floor with the fire krug and then disappears. Even so new templates will need to be made for those fire krugs as it could take the Snow Queen a long time to win if the MLA mod was disabled.

Currently the old unique weapons are still in the map but will be superseded in the next beta of Yesterhaven. Their templates still exist in the mod as evident by them sometimes still appearing in conjunction with the new versions but they will be removed at some stage.

bare_elf wrote:
I suggested that Gemeaux333 email me the two zip files of the French translations. After figuring out how to download the files from something called one-drive. I have uploaded them to my area of Techie's Server. I have not opened the zip files but I did scan them for viruses. Here are the Links
Elf

Thank you, those links worked perfectly.

I packed the files into a combined mod for use with the Legendary Mod. It has a priority of 999 so it will overwrite the Legendary Mod files. As such if you try to use it with the latest Beta32k map, there will be bugs, predominantly in the quests.

You will notice that the file size is a lot smaller than the source files Gemeaux333 uploaded and that's because all unnecessary files have been removed. Some of these files are still unaltered, mostly command.gas files that contain the phrase "you found a secret area!".
http://www.siegetheday.org/~iryan/files/Language_Packs/DS1_Language_Pack_French.ds2res

This has given me the basis for forming a core language mod editing pack containing all the necessary files for a more complete language conversion. In addition to the files Gemeaux333 uploaded, you would need to convert the remaining DS1 voice samples used by the Legendary Mod, DS1_Mod_Logic.ds2res which contains the names of monsters, items and npcs, and art files from DS1_Mod_Content pertaining to map names, etc. You would also need to convert the sound files used in KillerGremals Content Pack if he was agreeable to that, many of the npc voice samples uses those files.

iryan wrote:
Without the seefar hack, the transition from Yesterhaven Ruins to Yesterhaven snow is less obvious as an elevator - except for the elevator sound which I'll have to try to remove.
I had seefar hack off as usual, but mentioned that my All*Saves is v2 because you remarked that even with the hack off this could still be contributing to any frustrum-related problems.
iryan wrote:
It's just that Yesterhaven is very light on for secondary quests.
I suppose you could even make rescuing the captain a secondary quest, saving the town from the Snow Queen the primary one for Act I, and have the mayor give both at once.

More on the obelisk. Save before clicking it and player can reload at the beginning. Click it and scene changes to snow town but task is not ticked. To complete task (and get new one to find the mayor), hero must move be it ever so slightly. Save after apparently reaching snow town but before moving to get task ticked and player has an unusable saved game. (Try it for amusement.)

RSimpkinuk57 wrote:
in snow town obelisk ... convo shows up blank
(my ref Y32j#03). Click obelisk when in snow town and player gets an empty convo display box. Click again inside the blank convo display and then player sees - The Town of Yesterhaven -. Next convo with somebody else is then normal. This problem with obelisk "convo" display is still present into Act II.

What's wanted is for the obelisk in town not to be selectable for convo at all but just display the legend directly when pointed at, like any signboard.

RSimpkinuk57 wrote:
Y32j#04. Quest items section of Journal Lore is misbehaving. etc
First quest from Dante is OK; problem starts when hero speaks to mayor.

Another reason to make the mayor give a new quest instead of adding an extra task to the quest started by Dante is that then his (the mayor's) yellow ! will be the correct icon.

Y32j#18. Once player has fully completed task to inspect obelisk then saved games reload to snow town, correctly except that radar now shows most of the ground in town as green instead of white.

Corrections to my earlier report

Y32j#17a. I reported Bestiary as fully populated but it is over-populated - Ice Phrak Terror is there twice. Picture looks different but only because the repeat entry starts zoomed in more? (I reckon the two types of mob Phrak are cold climate re-jigs of the melee and ranged Phraks respectively from KoE farmlands so presumably there is just the one mini-boss, re-jig of the ranged Ballista.)

RSimpkinuk57 wrote:
(from Trini, at no cost) Norick's Dog
the character in KoE is called Norick but the pet is Norrick's Dog both in the purchase menu and in Trini's convo.
RSimpkinuk57 wrote:
Snow Queen's Ice Staff
Ice Queen's Staff

iryan wrote:
bare_elf wrote:
I suggested that Gemeaux333 email me the two zip files of the French translations. After figuring out how to download the files from something called one-drive. I have uploaded them to my area of Techie's Server. I have not opened the zip files but I did scan them for viruses. Here are the Links
Elf

Thank you, those links worked perfectly.

I packed the files into a combined mod for use with the Legendary Mod. It has a priority of 999 so it will overwrite the Legendary Mod files. As such if you try to use it with the latest Beta32k map, there will be bugs, predominantly in the quests.

You will notice that the file size is a lot smaller than the source files Gemeaux333 uploaded and that's because all unnecessary files have been removed. Some of these files are still unaltered, mostly command.gas files that contain the phrase "you found a secret area!".
http://www.siegetheday.org/~iryan/files/Language_Packs/DS1_Language_Pack_French.ds2res

This has given me the basis for forming a core language mod editing pack containing all the necessary files for a more complete language conversion. In addition to the files Gemeaux333 uploaded, you would need to convert the remaining DS1 voice samples used by the Legendary Mod, DS1_Mod_Logic.ds2res which contains the names of monsters, items and npcs, and art files from DS1_Mod_Content pertaining to map names, etc. You would also need to convert the sound files used in KillerGremals Content Pack if he was agreeable to that, many of the npc voice samples uses those files.

Thanks, do I need to send you some of the files containing the assets of DS1 ? (you will notice that I did some sound edition/convertion myself)
The files of the french version of the DS1 complete editon contains the assets for Kingdom Of Ehb, Legends Of Aranna and Utraean Peninsula (assets for translation I mean)... Yesterhaven and Return to Arhok have never been translated/dubbed !

I have launched the KOE campaign with the translation mod, and have noticed that only the first 2 words of the campaign description are displayed (for unknown reason)... the rest is properly displayed (at least until the crypts) !

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