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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.

I've solved one of my earlier puzzles - convos (such as the undertaker's) in conversations.gas can be ignored because they have been superseded by ones in e.g. conversations_tombstone.gas. From that I can confirm the undertaker has been given a female voice sample (s_vo_npc_f_soft_hello).

I was wrong about the mayor's mini-portrait - it is not the portrait that is different from what it was in DS1, but the man himself, that is why they do not match. I've got out DS1 you see and been playing the Act II start for comparison.

Another PS to Act I - yes, the Snow Queen really is less impressive than I remembered, because she had some light effects around herself in DS1. There, she could teleport herself short distances (like Ha'ku witch doctors in DS2) and she summoned several gargoyle-equivalents at a time to fight for her.

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

Quests: Defend the Town has been trivialised. Hero gets it automatically on returning to town and it is completed simply by talking to the captain. Player hears the captain's little [conversation_help] in NIS but otherwise only [conversation_kellan_haunted] (both when giving the Gwendolyn quest and as subsequent get-on-with-it), never [conversation_no_quest_kellan_haunted] which originally went with giving Defend the Town.

Stepping off the ice elevator I saw not just the radar quest star over the captain, but also arrows pointing in two other directions. Because two completed Act I quests had uncompleted tasks?

Originally the captain (who is after all supposed to be in charge of town defences) helped in the fighting, wearing the same armor as in Act I. (Why didn't GPG rearm him with a sword?) The door behind him was locked until the quest completed so the only other npc players could talk to then was the undertaker, who they'd be almost certain to find whilst looking for the monsters they had to kill.

What the undertaker has to say is important to the plot but speaking to him now I do not get his convo that matters, [corpse_summoner_base], only his [corpse_summoner_nocorpse] which should be for subsequent meetings (such as asking for his services!)

Back in Act I, [conversation_gwendolyn_snow_shop] was too big for the convo window so the important last paragraph about the necklace was hidden. Players could easily miss that they were supposed to scroll the convo. (The hero's negative response didn't fit unless they did, so that was one clue.)

First time one speaks to her in Act I she should mention the necklace before offering potions and finding who it came from is worth making into a secondary quest (especially with the map being light on quests!) resolved at the start of Act II.

Should players be forced to hear everything both the undertaker and Redric have to say before heading into the forest, or would that be going too far?

Trivia: my general remarks earlier about Fiathna's hiring convo hold good for Tajj's also, but that is being revised anyway. I've confirmed that Fiathna's recalled-from-inn remark works.

In the original, the Snow Queen's ice elevator went back up, never to be seen again, as soon as everybody was off it.

Y32j#19. Radar in haunted town shows not just the ice elevator but larger bits of the sky ice realm too, overlaying the town.

Y32j#20. Stash chest and teleport in haunted town have both moved from where they were in snow town (from the north road one side of Gwendolyn's house to cemetery entrance the other). "See, I told you this was a peculiar town" - Redric.

Y32j#21. Though west gate is locked closed, party members can leave haunted town through it (which they could not do from snow town). They can then open it from the outside if they wish.

Y32j#22. Though east gate (back of cemetery) is openable, both party members and monsters can move through it anyway even when it is closed.

Y32j#23. No Mayor Gilwin in haunted town (the spot where he was in DS1, within the smith's house, has been taken by his wife the innkeeper).

(In the DS1 original, Redric took over the potion-selling job. Here he cannot because he is the enchanter, so it has been added to the armor-selling job, but if Gilwin were here then maybe he could sell the salvaged potions etc.)

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

Fallraen (Town of)

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, Travel to Fallraen, Fallraen Barracks.

Comments, Fixes That Work, Errors, Problems

1. Radar looks good

2. Monsters leveling correctly

3. Quests completing correctly.

4. No Hiring problems

5. Elevator at exit of Crystwind Old Mines working great now

6. Legionnaire Archer at exit of Crystwind Old Mines is Dead and can not tell you the path has been changed.

7. Quest Arrow on exiting Crystwind Old Mines points back into mine and does not correct itself until you reach the Ziggurat.

8. I know you revised the Fallraen Barracks Quest, but what did you change? The quest has never been a problem for me and still is not.

Party Members

Kylee Level 28 Sharpshooter

Tiahna Level 28 Sharpshooter

Xavier Level 27 Sharpshooter

Arisu Level 28 Magus

Ivlisar Level 28 Magus

Dog Level 28 Knight

Elf

bare_elf wrote:

6. Legionnaire Archer at exit of Crystwind Old Mines is Dead and can not tell you the path has been changed.

7. Quest Arrow on exiting Crystwind Old Mines points back into mine and does not correct itself until you reach the Ziggurat.

8. I know you revised the Fallraen Barracks Quest, but what did you change? The quest has never been a problem for me and still is not.

Elf


6. How dead? Just lying there or killed by monsters?

7. Possibly because the path around to the Ziggurat is like a large circle. The actual path to Fallraen does actually go over the mines. Perhaps that's why I got some reports concerning the shortcut, which normally players would probably miss in DS1. Here the quest arrow points towards it.

To fix this I would have to include another task between exiting the Mines and reaching the Ziggurat. What that task could be named I have no clue.

This is probably why the regions in DS2 are laid out straighter with less twists and turns than in DS1. They made the regions to fit in with the quest tasks rather than the other way round.

8. I'm glad it still works. I did try making killing the monsters critical but it's too ifty and there's too many of them (over 50). So I ended up moving the trigger which enables the ending quest trigger, to exactly half-way through the dungeon by using the exact same trigger GPG did in DS1. So the logic is that if the player reaches the half-way point of the dungeon (its roughly shaped like a doughnut), they will continue onwards around the dungeon and so enable the trigger at the entrance. To stop this trigger from being enabled the player would have to nearly reach the middle of the dungeon and then turn around and then proceed around the other side and then stop just short of the middle again.

Why I felt inclined to move the trigger in the first place from the position GPG had it, I have no idea (remember this goes back to about 3 years ago).

Gemeaux333 wrote:
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) !

It's probably best to consider this as an alpha version at the moment, for testing and refining what needs to be changed. The current version of KOE is nearly final so that would be a good place to update the text, you could use the locations and files included in this alpha to quickly find what files need to be checked and edited. By comparing the files, you should be able to quickly see if they have been updated since beta31p. Certainly the quest file has been updated so that's possibly why it's not showing properly.

Gemeaux333 wrote:

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 currently don't have DS1 installed as I'm setting up a new machine so I don't remember if language selection is available with my install disks or if they are region specific. Maybe someone could refresh my memory. If they are available with my install disks I could find them/install them myself and in addition do some preliminary alternative language packs extending to sound files as a basis for perhaps others translating the text files. Remember the Legendary Mod adds a lot of new assets that weren't present in DS1.

iryan wrote:
bare_elf wrote:

6. Legionnaire Archer at exit of Crystwind Old Mines is Dead and can not tell you the path has been changed.

7. Quest Arrow on exiting Crystwind Old Mines points back into mine and does not correct itself until you reach the Ziggurat.

8. I know you revised the Fallraen Barracks Quest, but what did you change? The quest has never been a problem for me and still is not.

Elf


6. How dead? Just lying there or killed by monsters?

7. Possibly because the path around to the Ziggurat is like a large circle. The actual path to Fallraen does actually go over the mines. Perhaps that's why I got some reports concerning the shortcut, which normally players would probably miss in DS1. Here the quest arrow points towards it.

To fix this I would have to include another task between exiting the Mines and reaching the Ziggurat. What that task could be named I have no clue.

This is probably why the regions in DS2 are laid out straighter with less twists and turns than in DS1. They made the regions to fit in with the quest tasks rather than the other way round.

8. I'm glad it still works. I did try making killing the monsters critical but it's too ifty and there's too many of them (over 50). So I ended up moving the trigger which enables the ending quest trigger, to exactly half-way through the dungeon by using the exact same trigger GPG did in DS1. So the logic is that if the player reaches the half-way point of the dungeon (its roughly shaped like a doughnut), they will continue onwards around the dungeon and so enable the trigger at the entrance. To stop this trigger from being enabled the player would have to nearly reach the middle of the dungeon and then turn around and then proceed around the other side and then stop just short of the middle again.

Why I felt inclined to move the trigger in the first place from the position GPG had it, I have no idea (remember this goes back to about 3 years ago).


6. Just lying there shows as friendly but can not bring him back from the dead.

7. I know the arrow points to the shortcut, but I thought you wanted people to follow the main path. I found it in DS1 and have used it in DS2. If you where going to add an additional quest item you could always have something like find the Ziggurat. But you could also leave it alone.

8. Okay that makes sense, I had always made a full circle of the Barracks either going around from left to right or right to left. That is why I never had problems with the quest. Thanks for the explanation.

Elf

Some Legionnaire guards in Fallraen are also on the ground dead when you open the main gate and one is dead behind the church.

Don't worry, I know it's a alpha version !

MLA Local.

So far, everything past the Crypts is working fine. Ordus's Axe I promptly sold as I had a better weapon.

Due to a rare Glitch that has shown up now and then since I first started Broken World I had to dump the Dwarf and switch to the Dryad Nature Mage

Level 12 party of 4 at second DC.

At this rate this thread will hit 3000 sometime in the Spring Cheer

Insane :goofy: :twisted: Dwarf

bare_elf wrote:

6. Just lying there shows as friendly but can not bring him back from the dead.

Elf

Some Legionnaire guards in Fallraen are also on the ground dead when you open the main gate and one is dead behind the church.


Do those legionnaires remain dead or do they pick themselves up after a moment? I have seen that phenomenon before & did fiddle with their settings a bit without success.

If they are starting to really die then something has changed somewhere.

sigofmugmort wrote:
MLA Local.

So far, everything past the Crypts is working fine. Ordus's Axe I promptly sold as I had a better weapon.

Insane :goofy: :twisted: Dwarf


Could you please give me the name and stats of the better weapon so I can compare it against the Ordus Axe you found (what level were you?).

I would like to make the DS1 unique items marginally better than the DS2 peers, just enough for players to use them for a short while before finding something better but not over-powering so you would keep them for half the map.

RSimpkinuk57 wrote:

Another PS to Act I - yes, the Snow Queen really is less impressive than I remembered, because she had some light effects around herself in DS1. There, she could teleport herself short distances (like Ha'ku witch doctors in DS2) and she summoned several gargoyle-equivalents at a time to fight for her.

That would probably help make her more challenging as well just like bare_elf suggested. The Ice Queen from the Utraean Peninsula does teleport and adding the ability to summon minions is simple to do. A suitable effect would have to be found from a DS2 equivalent.

RSimpkinuk57 wrote:

In the original, the Snow Queen's ice elevator went back up, never to be seen again, as soon as everybody was off it.

Y32j#19. Radar in haunted town shows not just the ice elevator but larger bits of the sky ice realm too, overlaying the town.


Elevators are tricky to control (at least for me) but I will see what I can do.

It's obvious that regions overlapping others were common in Yesterhaven and wasn't a problem back then because there was no radar. In DS2 you can see these discrepancies and it also shows up with the phantom wall syndrome - which also effects Swamp Yesterhaven at high seefar hack settings.

I spent some time in the past playing around with fades and so forth, in order to control these occurrences but little success. I'll have another go but no guarantees.

iryan wrote:

Do those legionnaires remain dead or do they pick themselves up after a moment? I have seen that phenomenon before & did fiddle with their settings a bit without success.

If they are starting to really die then something has changed somewhere.

I as well have seen the phenomenon where the legionnaires look as if they are dead and then stand back up as if nothing has happened. However this is not the case in this case. They remain dead. The Guard on the bridge just inside the Fallraen Front Gate never did it before but he is dead now. There were three guards near the teleport station in prior versions of the mod that would jump up as you walked toward them, like they were having a bit of a nap. They are not there now, there is only one and he does not get up to much ale or mead if you ask me. The guard in the third image behind the church never played dead in the past, and he does not get up now. If I recall correctly he moved about in a patrol pattern from pet seller to arms merchant. Might these errors be occurring do to the Minor positional changes in Fallraen that you made between version 32i and 32k?

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

Meren (Town of)

Quest Log

Primary Quests – Elddim Townstone, Crystwind Townstone, Fallraen Townstone

Secondary Quests – Farmer's Scythe, New Way to Travel, Orchard Cellar, Hovart's Folly, Travel to Crystwind, Dwarven Secrets, Travel to Fallraen, Fallraen Barracks, Travel to Meren, Dornek's Quarry, Pirates of Meren.

Comments, Fixes That Work, Errors, Problems

1. Radar looks good

2. Monsters leveling correctly

3. Quests completing correctly.

4. No Hiring problems

5. Elevator Ancient Temple Entrance – Party must be in mirror mode to get all 6 party members to board it, otherwise they get on and then run away before it moves.

6. Entrance to Sulfur Tunnels from Dornek's Quarry is now functioning correctly, as is the quest and portal back to Ancient Temple Exit and Dornek.

7. Quest Arrow through Crystal Caverns working correctly.

8. Verified that Legionnaires in Fallraen do not return to life. They are dead dead and not just mostly dead. (Monty Python Quote)

Party Members

Kylee Level 34 Sharpshooter

Tiahna Level 34 Sharpshooter

Xavier Level 34 Sharpshooter

Arisu Level 34 Magus

Ivlisar Level 34 Magus

Briahra Level 33 Magus

Elf

iryan wrote:
I would like to make the DS1 unique items marginally better than the DS2 peers
Here's something I've been restraining myself from saying for quite a while, so as not to open up debate on yet another front, one that could require lots more work.

Converted DS1 items in general are way better than their DS2 peers. Whether the base stats are broadly in line with DS2's own items (at the same level requirement) I cannot say; it would take work to uncover the base stats. What I have noticed is the extra inherent enchantments on nearly all converted items. Since they take pcontent as well this makes almost every converted item equivalent to a DS2 rare item.

DS2 rare item - 3 enchantments from "rare" prefix + 1 from suffix = 4
converted item - 2 inherent enchantments + 1 prefix + 1 suffix = 4

Then if the converted item should get a "rare" prefix itself ...

Furthermore the enchantments can reinforce - a converted armor with an enchantment for +40% to armor (say) can take the pcontent prefix for another +big% on top.

(Adding the +big% pcontent boosts in DS2 is in any case one of the things I wish GPG hadn't done - swamps the advantages of anything else.)

other matters - Yesterhaven

iryan wrote:
The Ice Queen from the Utraean Peninsula does teleport.
I cannot say for sure that she, in the UP, does not, only that I do not remember ever seeing her do so. Perhaps she being on the staircase (where I've always lured her for our fight) prevents her from choosing where else to go. Or maybe I've just got too caught up in the action to observe.
iryan wrote:
Elevators are tricky to control (at least for me) but I will see what I can do.
Yes that elevator is all too like Gom's (except for not having to reappear later). Maybe go straight to the portal solution?

other matters - Falraen barracks

iryan wrote:
bare_elf wrote:
I know you revised the Fallraen Barracks Quest, but what did you change? The quest has never been a problem for me and still is not.
I'm glad it still works. I did try making killing the monsters critical but it's too ifty and there's too many of them (over 50). So I ended up moving the trigger which enables the ending quest trigger, to exactly half-way through the dungeon by using the exact same trigger GPG did in DS1. So the logic is that if the player reaches the half-way point of the dungeon (its roughly shaped like a doughnut), they will continue onwards around the dungeon and so enable the trigger at the entrance. To stop this trigger from being enabled the player would have to nearly reach the middle of the dungeon and then turn around and then proceed around the other side and then stop just short of the middle again.
My fault. I had two problems. Firstly the quest not completing when I thought it should. That was a problem of player expectations due to unfamiliarity. I see now that it could have been addressed not by moving the triggered trigger from way up the exit stairs to their bottom, i.e. the first room (has it reverted now?) but by fuller instructions in the quest log.

Secondly the quest completing when it should not. In practice this could happen due to two ways DS2 differs from DS1 - mini-bosses have a more pronounced role (I've found), and players can get an automatic free one-way teleport to visit the, er-hm, undertaker (not something bare_elf would do). The triggered trigger cannot tell the difference between a departing party and a re-entering one (something I discovered in the Flooded Sanctuary but it applies here too).

A foolproof set of triggers to prove a party has been all the way round could be designed - I think I could do so - if the DS2 engine - which I don't know enough about here - provides for enduring multi-shot triggers capable of behaviour contingent on testing other things themselves capable of being flipped on and off repeatedly. But this is a side quest not worth too much of iryan's time and energy. Perhaps, though, reposition the dungeon's mini-boss Golem over the half-way-round trigger point. At least then a party that chickens out at the mere sight of the thing won't have triggered anything, so no undeserved credit.

1. Iryan, the Dwarf was level 8 with the Heartwood Cudgel witch is a low-level Unique as
well a a Dryad Sword with +10% damage and 5% Health Steal. Suggest making the Axe
similar to the Assassin's Kiss Dagger

2. CONFIRMED: fully mature Noricks Dog and Dire Wolf Emanations open/break containers and
chests.

3. Two different Full Axe's

4. This was a funny one-time glitch

The skeleton on the wall he turned the to late upon approaching the wall and ended up on top of the wall :woot:

Dwarf

Further notices concerning the/my translation mod pack :

-the translation for at least one dialogue just before entering Wesrin Cross (Naidi's dialogue I've noticed) is missing (I probably missed that one) (will need to look at later)
-some typos errors/mistakes and wierd characters replacing some é è à ù â ê û î ô (they are my own doing) (will need to be corrected later)
- will need to do some audio edition convertion for Norrick , Kroduk , Andiemus and Rhut dialogues later

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

Lang (Town of)

Quest Log

Primary Quests – Elddim Townstone, Crystwind Townstone, Fallraen Townstone, Meren Townstone

Secondary Quests – Farmer's Scythe, New Way to Travel, Orchard Cellar, Hovart's Folly, Travel to Crystwind, Dwarven Secrets, Travel to Fallraen, Fallraen Barracks, Travel to Meren, Dornek's Quarry, Pirates of Meren, Confront Bandit Boss, Travel to Lang.

Comments, Fixes That Work, Errors, Problems

1. Radar looks good

2. Monsters leveling correctly

3. Quests completing correctly.

4. No Hiring problems

5. Quest arrow through Lang Mire working great.

6. Radar from Meren to Lang looks correct to me.

7. Replaced Ivlisar with Sheba

8. What is this in the sky of Lang?

Party Members

Kylee Level 37 Sharpshooter

Tiahna Level 37 Sharpshooter

Xavier Level 37 Sharpshooter

Arisu Level 37 Magus

Sheba Level 36 Magus

Briahra Level 36 Magus

Elf

Gemeaux333 wrote:
Just in case, there are the assets from the french version of Dungeon Siege :

Thank you, the language is regional specific & even in steam, where its suppose to be available in six languages, only the language version corresponding to the language in steam is downloaded. There doesn't seem to be any option to download alternative versions (at least none I can find). I have downloaded German & Spanish language packs made available by people in the steam forums but that's it.

Please note however that I'm not going to download the files off 4shared. I tried but just got a suspicious looking exe file which I deleted. Clicking anything else results in annoying popups & offers to install various crap.

Why not try something like Mega.nz? https://mega.nz/
That was where I just downloaded the dungeon siege language packs a couple of days ago, it's fast & most importantly, easy to find the download and even more most importantly doesn't try to push unwanted crap onto you.

iryan wrote:
Gemeaux333 wrote:
Just in case, there are the assets from the french version of Dungeon Siege :

Thank you, the language is regional specific & even in steam, where its suppose to be available in six languages, only the language version corresponding to the language in steam is downloaded. There doesn't seem to be any option to download alternative versions (at least none I can find). I have downloaded German & Spanish language packs made available by people in the steam forums but that's it.

Please note however that I'm not going to download the files off 4shared. I tried but just got a suspicious looking exe file which I deleted. Clicking anything else results in annoying popups & offers to install various crap.

Why not try something like Mega.nz? https://mega.nz/
That was where I just downloaded the dungeon siege language packs a couple of days ago, it's fast & most importantly, easy to find the download and even more most importantly doesn't try to push unwanted crap onto you.

Send me your email by mp and you will have a safe and efficient way to download it !

Conquer the Pit of Despair Quest.

Busy Hunting for the skulls so I can open the door to the second level dungeon. I have found 2 but the third is eluding me. I notice that the maze in the first level dungeon is now in three colors. Green, Red and blue. From this I am assuming that there is a scull associated with each color. Wish I could remember where I was when I found the first two yesterday. I wonder if all the skin will rot off my bones and my eyes will fall out. Then there will be two skeletons living in the pit of despair. Smile Once I get out of this hole I will continue my normal reports.

Elf

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

Hero's levels (which I expect would all have been higher if the party had been on MLA-all ever since starting at 3):

  • 13 entering Haunted Forest
  • 15 entering Valley of the Dead
  • 16 entering Broken Catacombs
  • 17 immediately after entering Halls of the Dead
  • 19 against the final boss (Lich King).
That these are already higher than going through Wesrin Cross in KoE I attribute not just to the higher start but to the sheer number of Krug etc in Act I.

Most monsters for the Act adjust from level 8 (Skeletons and Skeleton Archers, Yellow Spiders, Arakun Spiders, Mucosas and Vile Mucosas). Most of them feature all through the Act. Skeleton Guards (all through) are level 10, Walking Corpses and Tortured Corpses (from Valley of the Dead onwards) level 11. With MLA destroying the distinctions between levels they need different stats. I didn't stop to compare and haven't checked the templates, but for example if skeletons be melee_weak (or _minor) then Guards melee_normal, Walking Corpses melee_strong and Tortured ones (the slow crawlers) melee_strong_tank. Spiders _trivial for Yellow, _weak for Arakun, etc. Without MLA the spread of levels is small enough to be OK if they were right, including for Rectors level 12 (Halls of the Dead only), but Dark Mucosas (ditto) at level 16 are an anomaly (the only ones nearly in step with my party level!)

+++EDIT+++ Bestiary shows Dark Mucosa as 11. My mistake or its?

Lich King boss is suitably challenging (MLA raised it for me from level 15 to 18). It summons level 28 bone minions (one at a time). Toned down for me by MLA, these did not use a secondary magic attack as bone minions in the wild are wont to do and died much more quickly - good job, as proper bone minions on top of the boss would have been too much.

Quests

Party does not have to fight the boss at all because doors at the back at not locked. They should be until the Lich King is beaten.

That apart, quest mechanics all work, but I did not test what would happen if I'd gone on to the Halls of the Dead without having spoken to Gwendolyn to get the next quest. Suggest Gwendolyn be made to leave after being spoken to, since we know DS2 can do this which DS1 could not. (For that reason, and because quests are being revised, I did not check what she'd say if spoken to again.)

RSimpkinuk57 wrote:
Player hears the captain's [conversation_kellan_haunted] (both when giving the Gwendolyn quest and as subsequent get-on-with-it), never [conversation_no_quest_kellan_haunted] which originally went with giving Defend the Town.
Captain does say [conversation_no_quest_kellan_haunted] after Gwendolyn is rescued (if player returns to town e.g. for shopping).

I mentioned before that there are two extraneous quest arrows in this Act. One definitely points at where one confronted the snow queen, and the other somewhere further away slightly north of west. They tend to merge into one as party gets further east from town, and separate again returning through the final dungeon. The real arrow is good enough - it doesn't matter that as one approaches the corner of the forest it is already pointing to the right, and that in the Halls of the Dead it leads players into short cul-de-sacs once or twice. The one problem is that arrow towards Gwendolyn disappears as party in the swamp comes over her head, a little way before the relevant catacomb entrance.

The second catacomb entrance has a silver radar star (for the quest from Redric) but the first does not. Gwendolyn's quest should break down into four tasks revealed one by one - follow the trail, investigate the catacomb (first entrance), find another entrance (the second), investigate it - but also allow for players carelessly or deliberately going straight to the second entrance (i.e. activate tasks when completing them in case they hadn't been activated already). I'd be happy with this as a secondary quest (but essential for further progress, to account for her presence in Act III?), and ending the plague of undead as the act's only primary, with its first task, find the source, pointed at Halls entrance.

(At the start of the Act, discovering what is going on then clearing the town and houses of the spiders and skeletons already there covers a small enough area not to need an arrow and hence could also be secondary.)

Some rooms in the catacombs, including the one Gwendolyn is in, are visible through the rock too soon, e.g. as one goes down the first entrance stairs. This with see-far hack off. The complicated stack of rooms making up the multi-level Halls of the Dead work wells both by sight and on radar.

I noticed that the swamp teleport has actually replaced Dante.

Trivia

Bestiary is complete (except for Summoned minion).

Y32j#24. Both Rho Kellan (smith) and the mayor's wife (innkeeper) are scarecrows after reload of haunted town (I'd gone back for a shopping trip some time after my reload).

Y32j#25. A stone table/counter underneath a tapestry in a small side chamber, early in the Halls of the Dead, is an illusion that characters can stand inside. LL_05_UC -3.591/0.000/0.972 0x1D80F0B2

bare_elf wrote:
Conquer the Pit of Despair Quest.

Busy Hunting for the skulls so I can open the door to the second level dungeon. I have found 2 but the third is eluding me. I notice that the maze in the first level dungeon is now in three colors. Green, Red and blue. From this I am assuming that there is a scull associated with each color. Wish I could remember where I was when I found the first two yesterday. I wonder if all the skin will rot off my bones and my eyes will fall out. Then there will be two skeletons living in the pit of despair. Smile Once I get out of this hole I will continue my normal reports.

Elf


The Pit of Despair has been restored to some of it's former glory (or frustration, whichever you prefer). However as you have noticed the way is now hinted at if you're observant enough.

One of the skulls branches off near the very start while the other two are reached further along by following the path to the locked door (this path is lit by white and also by phoenix symbols on the floor). These other two skulls are very close together.

If all else fails the maps of the Pit of Despair on-line should work just as good as they did for DS1.

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


I imagine I'll revamp Act II just like I have for Act I. There are now 3 main quests and 3 secondary quests - all of the secondary quests are new and of varying lengths, one of which will take all game.

Dante is gone and instead a NIS shows the obelisk and ruins and strongly hints that you must examine the obelisk. All of the minor problems with Snowy Yesterhaven should be fixed.

I'm slowly getting through all of this and as a result the map should be even more fun to play. Thanks for yours and everybody else's feedback.

sigofmugmort wrote:
The skeleton on the wall he turned the to late upon approaching the wall and ended up on top of the wall :woot:
I said it before, the webs the little yellow spiders come down need to be made passable only to them or passable to all monsters but one way only. If neither is possible then the little yellows should generate at the bottom. (For visual interest, generate a different set of neutral yellows that run along the wall tops only to disappear i.e. self-destruct soundlessly and without corpse-effect when reaching the webs.)

The one thing funnier than a skelly going up the wall like that is the ??? thief doing so with your treasure. This can happen just as easily in other rooms where there are webs down from wall tops.

iryan wrote:
The Pit of Despair ... One of the skulls branches off near the very start while the other two are reached further along by following the path to the locked door (this path is lit by white and also by phoenix symbols on the floor). These other two skulls are very close together.

If all else fails the maps of the Pit of Despair on-line should work just as good as they did for DS1.

Two close together physically but a few twists and turns apart the way you must travel. If all else fails follow the simple rule of figuratively keep your hand on the wall i.e. always turn the same way. I recommend left at every intersection which finds one skull, then the exit, then the other two skulls. The part between them and the start (which you'd do by going the other way round i.e. always turning right) is tedious and well worth missing.

The only place of interest you cannot find that way is one treasure chest in the middle of an "island".

Except that the darkness makes "keep your hand on the wall" less simple than it sounds. Very easy in the area where there are two skulls to not notice the stairs (down) or one of the gaps in the walls.

bare_elf wrote:

8. Verified that Legionnaires in Fallraen do not return to life. They are dead dead and not just mostly dead. (Monty Python Quote)

Elf


I don't know what's causing that but it certainly does extend to all legionnaires based on that particular specialization which appears broken in Mod-DS1Content_Alpha11a. With Alpha10z, they fall to the ground but then get back up again. In most cases you would never notice except for Fallraen where the start position is right next to two legionnaires.

I'll have to investigate further to find the cause and fix it.

bare_elf wrote:

8. What is this in the sky of Lang?


My mistake in haste. When updating her portrait I typed in her portrait icon in the indicator emitter block and not the store block (which was still a male's portrait - which RSimpkinuk57 reported a while ago).

This one is now fixed - definitely!

Thanks to Gemeaux333 providing the original French asset files from DS1 LOA, here's a more complete French Translation. I tried it at the start of KOE and the French voices & text were correctly displayed in the first two NIS sequences and the quest journal entries. The only thing in English was Norick's cry for help.
http://www.siegetheday.org/~iryan/files/Language_Packs/DS1_Language_Pack_French_Alpha1.ds2res (133 Mb)

The LOA art assets weren't in the Expansion.dsres Geaux333 sent me but that only leaves out a few signs. Overall its hard to estimate how much remains to be converted but it would have to be at least 30% or so for the French translation.

The rest of the text is found in dscore-text.gas which is used with the language.dll in DS1 to overwrite the text in Logic.dsres with the correct text for the user's language. Here that means that once the files for the Legendary Mod are finalized, they will have to be converted by hand. This extends to names of items, etc. in DS1_mod_logic.ds2res and quest info, etc. in the maps.

So Kingdom of Ehb and the Utraean Peninsula maps are finalized and only bug fixing remains for them. DS1_Mod_logic.ds2res unfortunately still has quite a few revisions and updates to go before its anywhere near finalized so I suggest that be left to last.

When I have time I'll post the German and Spanish partial translation files as well.

iryan wrote:
bare_elf wrote:

8. Verified that Legionnaires in Fallraen do not return to life. They are dead dead and not just mostly dead. (Monty Python Quote)

Elf


I don't know what's causing that but it certainly does extend to all legionnaires based on that particular specialization which appears broken in Mod-DS1Content_Alpha11a. With Alpha10z, they fall to the ground but then get back up again. In most cases you would never notice except for Fallraen where the start position is right next to two legionnaires.
. . .
Actually I think, specilizing content in Mod-DS1Content_Alpha10z/11a would help...!

 
Generally it's great that you tried to give the Soldiers the former DS1 look - it's much trickier than most people may think. Several technical properties/values depend on each other, numerous setting affect their visial appreance that finally should fit in-game...

However I took a closer look yesterday evening, your current 'chain of template specialization' is:
npc ==> base_npc_male_combative_ds1 ==> ds1_fb_legionaire_0#_guard

But nowhere are any life points assigned (sadly 'npc' doesn't do it neither), something custom components or the game itself can't handle - as if born/loaded dead with zero life points! So you should add max_life/life assignments urgently.

Unless you want to re-define everything, it would be easier/shorter perhaps to use the template 'base_militia_windstone_hm' instead of 'npc' to specialize template 'base_npc_male_combative_ds1' from.
Only care then in a first step about the body anims, aspect:model/textures and inventory:custom_head.

 
Other things noted:

  • in 'monster_skill_manager.skrit' there is a ending bracket missing in line 49.
  • Something in Fallraen tries to set an invalid start position. As far as i know, there is only the expanded/custom stash, a custom and a regular trigger that can perform this action.
  • It seems in Elddim some Flicks try to give [mind]-less actors/roles a guarding job - still rather harmless but throws up dozens of skrit errors within a minute.
  • There are numerous invalid DS1 properties still in the templates. Just log filling too but perhaps some DS1=>DS2 content won't work as intended.

  • If you don't want the slow-motion run for soldiers, use this for [chore_walk]:
    		[chore_walk]	// assumed there is fs9+fs10
    		{
    			chore_stances = 0,1,2,3,4,5,6,7,8,9,10;
    			skrit = select_walk_run_simple;
    			[anim_files]
    			{
    				00 = rl;
    				run0 = rl;
    				walk = wl;
    				jump = jmp;
    			}
    		}
    
    Like this the Soldier will be able to walk and to run depending on the currently assigned speed. So no need to change/lower the run speed in the template, you could do this is a custom (patroling) flick when needed, also the fidgeting job will re-set it automatically for the time the actor is menandering around.

By the way, I like the intro NIS around/through Elddim! Smile

KillerGremal wrote:

. . .Actually I think, specilizing content in Mod-DS1Content_Alpha10z/11a would help...!

 
Generally it's great that you tried to give the Soldiers the former DS1 look - it's much trickier than most people may think. Several technical properties/values depend on each other, numerous setting affect their visial appreance that finally should fit in-game...

However I took a closer look yesterday evening, your current 'chain of template specialization' is:
npc ==> base_npc_male_combative_ds1 ==> ds1_fb_legionaire_0#_guard

But nowhere are any life points assigned (sadly 'npc' doesn't do it neither), something custom components or the game itself can't handle - as if born/loaded dead with zero life points! So you should add max_life/life assignments urgently.

Unless you want to re-define everything, it would be easier/shorter perhaps to use the template 'base_militia_windstone_hm' instead of 'npc' to specialize template 'base_npc_male_combative_ds1' from.
Only care then in a first step about the body anims, aspect:model/textures and inventory:custom_head.

 
Other things noted:

  • in 'monster_skill_manager.skrit' there is a ending bracket missing in line 49.
  • Something in Fallraen tries to set an invalid start position. As far as i know, there is only the expanded/custom stash, a custom and a regular trigger that can perform this action.
  • It seems in Elddim some Flicks try to give [mind]-less actors/roles a guarding job - still rather harmless but throws up dozens of skrit errors within a minute.
  • There are numerous invalid DS1 properties still in the templates. Just log filling too but perhaps some DS1=>DS2 content won't work as intended.

  • If you don't want the slow-motion run for soldiers, use this for [chore_walk]:
    		[chore_walk]	// assumed there is fs9+fs10
    		{
    			chore_stances = 0,1,2,3,4,5,6,7,8,9,10;
    			skrit = select_walk_run_simple;
    			[anim_files]
    			{
    				00 = rl;
    				run0 = rl;
    				walk = wl;
    				jump = jmp;
    			}
    		}
    
    Like this the Soldier will be able to walk and to run depending on the currently assigned speed. So no need to change/lower the run speed in the template, you could do this is a custom (patroling) flick when needed, also the fidgeting job will re-set it automatically for the time the actor is menandering around.

By the way, I like the intro NIS around/through Elddim! Smile


Thank you for your input, I hadn't time yet to look at it but everything you said makes sense and I'll implement as I get time.

Getting rid of things generating error messages, even if they seem harmless at the time, are always welcomed for stability and that's always a good thing.

Reached Glacern and one of the soldiers was dead as well as the first 2 across the bridge. After shopping, grabbing a book from the house, visiting the back gate, getting Loyyd's ring and the smith. Going to the tower to get the other book all three guards were ALIVE :silly:

Leveling, MLA still Local
Stonebridge: 7
Tower with Ordus Axe: 8
Wesrin: 9/8
1st DC: 11
2nd DC: 12/13
Glitterdelve: 15 ,Added Gloern as fifth character
1st DC: 16
Miners Haven: 17, Monsters now consistently 2 levels above main character
3rd DC:18
Mine Exit: 19
Glacern 20.9

Dwarf

sigofmugmort wrote:
Reached Glacern and one of the soldiers was dead as well as the first 2 across the bridge. After shopping, grabbing a book from the house, visiting the back gate, getting Loyyd's ring and the smith. Going to the tower to get the other book all three guards were ALIVE :silly:

Leveling, MLA still Local
Stonebridge: 7
Tower with Ordus Axe: 8
Wesrin: 9/8
1st DC: 11
2nd DC: 12/13
Glitterdelve: 15 ,Added Gloern as fifth character
1st DC: 16
Miners Haven: 17, Monsters now consistently 2 levels above main character
3rd DC:18
Mine Exit: 19
Glacern 20.9

Dwarf


I did a lot of testing yesterday on this weird bug & they actually aren't dead, just unconscious. Starting a game in Fallraen in the Utraean Peninsula with a new character and all the MALE soldiers are alive and well. With Mod-DS1Content_Alpha10z, they actually fall down in front of you, with their equipment dropping next to them. They then get up immediately and re-equip themselves. So normally you wouldn't see this happening in your game with a low level party as the legionnaires are loaded with the frustrum and have enough time to regenerate their health.

With Mod-DS1Content_Alpha11a, the legionnaires are quite fine when you load Fallraen with a new character.

Starting Fallraen with one of the pre-made characters from Broken World (level 39) and its a completely different situation. The legionnaires are lying on the ground, apparently dead, except they aren't. One of the tweaks I did as suggested by KillerGremal was to base their templates off one of the ones in Mod-DS1Content_Alpha11a (or Alpha10z, they're the same). This displayed their health and status. It's clearly labelled as unconscious with strangely full health.


So given enough time they will regain consciousness.

As I said I spent a lot of time mucking around with them without success, no matter what I did they stayed unconscious. In frustration I then reverted their templates to be exactly like the female legionnaires, who are unaffected. Still the same unconscious behaviour.

I then checked the map instances to see if that was causing the issues and to my surprise SE2 saved a lot of settings for the male legionnaires in their instances in the map which over-rides the ones in the templates. I haven't gone further in fixing the issue but I'm absolutely convinced that removing these extra settings in the instances will fix the problem.

So every region in all of the maps which has male legionnaires in it will need to be checked and altered to remove this strange behaviour as unfortunately its just not a quick logic fix.

UPDATE#
The problem will now be fixed as for some peculiar reason Siege Editor 2 places the line "life_state = unconscious;" into the aspect block of the instances in the map! So the game was putting them into an unconscious state as they were loaded into the frustrum.

KillerGremal wrote:

  • It seems in Elddim some Flicks try to give [mind]-less actors/roles a guarding job - still rather harmless but throws up dozens of skrit errors within a minute.

  • It would almost certainly be caused by the life_state = unconscious setting as the mind is disabled when unconscious and unable to follow flick instructions as a number of legionnaires in Elddim also have this setting in their instances. You wouldn't notice with a new game as they would have enough time to become conscious. Hiroth also has some of these legionnaires. Elsewhere these settings appear to have been already corrected through updates of actor.gas by SE2 with recent versions of Mod-DS1Content.ds2res or changes I made to the legionnaires common templates a year ago.

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