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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.

Kingdom of Ehb 32K

Broken World AllSaves

Monster Level Adjust Status LOCAL

See Far Hack On

Save Location

Stonebridge

Quest Log

Primary Quests – Seek Gyorn in Stonebridge,

Secondary Quests – Clear Edgaar's Basement, Skrubb the Beach Clean,

Comments, Fixes That Work, Errors, Problems

1.Radar looks good

2.Monsters leveling correctly

3.Quests completing correctly.

4.No Hiring problems

5.Lesser Ice Bolt Spell, funny that I never noticed before but you get the effect and then the casting motion.

6.So Far everything looks very clean.

Party Members

Addicyn Level 10 Archer

Naidi Level 9 Archer

Ulora Level 9 Hedge Wizard

Zed Level 9 Theurgist

Dog Level 10 Soldier

Elf

iryan wrote:
. . .
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.
. . .

Such things can be quite annoying indeed, I wouldn't have expected this either.
I have no idea why the SE2 made this (or what made him to do this). A designed actor constructed/loaded with wero life points, conscious and not invincible is just a combination that usually not happens, perhaps it was misinterpreted anyhow - I remember numerous we_killed messages in the log for these cases although no attacker was there.

 

iryan wrote:
. . .
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.
    Well, the error messages are usually shorter if the issue of a (guarding) job fails. It really looks like the [mind] isn't there at all.
    Perhaps... - I only know that ambient pets/critters/dogs/cows with template names ending on '_mp' have sometimes no mind.

     

    KillerGremal wrote:

    Such things can be quite annoying indeed, I wouldn't have expected this either.
    I have no idea why the SE2 made this (or what made him to do this). A designed actor constructed/loaded with wero life points, conscious and not invincible is just a combination that usually not happens, perhaps it was misinterpreted anyhow - I remember numerous we_killed messages in the log for these cases although no attacker was there.
     

    I'm not sure either and I can't pin-point when it happened. The legionnaire templates hadn't been touched in a year.

    Regardless everything is working now and better than before. Nobody had remarked on it but the male legionnaires that had a shield were holding it incorrectly. Now they hold it correctly. Plus I've updated both the male and female legionnaires to specialize from Mod-DS1Content_Alpha11a so they now share the same abilities as does the combative actors from that content pack.

    KillerGremal wrote:

    Well, the error messages are usually shorter if the issue of a (guarding) job fails. It really looks like the [mind] isn't there at all.
    Perhaps... - I only know that ambient pets/critters/dogs/cows with template names ending on '_mp' have sometimes no mind.
     

    That hint helps as there are 3 actors used in a patrol flick that includes Ma Kettle that fit that description (a pet packmule, dog_mp and chicken_white). The strange thing is that they appear to be working, at least in Broken World. This can be easily revised. Incidentally the impression I was aiming for was a procession of refuges from old Ma Kettle's farm when it was attacked by the Krug, Old Ma Kettle herself and some of her livestock she rescued from the Krug.

    I've also found the missing bracket in monster_skill_manager (cloned as you probably guessed from skill_manager for party members) and the invalid start in Fallraen (a different id from your Utraean Peninsula map for compatibility reasons but in Fallraen I missed updating the stash's starting position).

    Yes I'm aware of the numerous invalid properties reported in the logs but this covers some new properties as well that definitely do work in the game (at least in Broken World).

    the legionnaires that had played dead are now missing.

    Thea roving patrol outside the Glacern exit, a couple run wierdly and keep falling down

    Level 22 at Alpine Caverns with Monsters level 24/25

    Insane Dwarf who cannot figure out why in KOE his party falls well behind An Elf's party in Levels even thou we both kill everything

    Kingdom of Ehb 32K

    Broken World AllSaves

    Monster Level Adjust Status LOCAL

    See Far Hack On

    Save Location

    Wesrin Cross Inner Keep D.C.

    Quest Log

    Primary Quests – Seek Gyorn in Stonebridge,

    Secondary Quests – Clear Edgaar's Basement, Skrubb the Beach Clean, Find Ordus' Axe,

    Comments, Fixes That Work, Errors, Problems

    1.Radar looks good

    2.Monsters leveling correctly

    3.Quests completing correctly.

    4.No Hiring problems

    5.So Far everything looks very clean.

    Party Members

    Addicyn Level 13 Marksman

    Naidi Level 13 Marksman

    Ulora Level 13 Wizard

    Zed Level 13 Shaman

    Dog Level 13 Warrior

    Elf

    Yes my Utraean Peninsula 32K Party is still lost on the first level of the Pit of Despair looking for the third skull. We have started loosing eyes and our skin is falling off. But will stay here until the quest is done. It has only been about an hour a night but it seems like years. I would almost be willing to buy a skull from a skull vendor, but as yet have not found any grave robbers or organ traffickers in the game. Oh I know maps where I could find skulls but that would be cheating. So we will keep searching, keep your fingers crossed, no on second thought if you did that you could not type and I would think the site was broken.

    Elf Insane Elf

    @bare_elf: If you can't remember the way where you came from,
    you could drop a color pot the next time to leave a mark on the ground. :idea:

    KillerGremal wrote:
    @bare_elf: If you can't remember the way where you came from,
    you could drop a color pot the next time to leave a mark on the ground. :idea:

    A brilliant hint. Thank you very much KillerGremal.
    I found the three skulls and the door to the second level is now open. Now to discover exactly what the second riddle means. Making sure to have more color pots in my inventory.

    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

    Redwood Gap Direct Connect

    Quest Log

    Primary Quests – Elddim Townstone, Crystwind Townstone, Fallraen Townstone, Meren Townstone, Lang 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, Conquer the Pit of Despair.

    Comments, Fixes That Work, Errors, Problems

    1. Do the Skulls and Lost Artifacts have any use later in the game? If not could they not disappear from inventory once used?

    2. Monsters leveling correctly

    3. Quests completing correctly.

    4. No Hiring problems

    5. Conquer the Pit of Despair Quest. Very hard but not impossible, thanks to KillerGremal and his color pots. Great Quest now Iryan.

    6. Radar to Redwood Gap including Pit of Despair and Flooded Sanctuary looks great

    7. Flood Sanctuary Quest working much better but level one and level four do not complete until you are exiting the Sanctuary.

    Party Members

    Kylee Level 41 Sharpshooter

    Tiahna Level 41 Sharpshooter

    Xavier Level 40 Sharpshooter

    Arisu Level 41 Magus

    Sheba Level 40 Magus

    Briahra Level 40 Magus

    Elf

    So, awhile back I said All*Saves is no longer necessary, and if I remember all of the details right... I was wrong.

    The patch to allow access to BW obviously does what it's supposed to do, but the save problem still persists, and All*Saves doesn't work. However, there is a SUPER easy fix to this. Seriously, if you can install mods, you can probably make All*Saves work.

    Literally all you have to do is make sure All*Saves is put into your gamefile on Steam, which for most would be C:\Program Files (x86)\Steam\steamapp\common\Dungeon Siege 2. If you want, you can change the target of the executable to this, but it's probably easier to just make a shortcut and drop it onto your desktop. With that, All*Saves is completely working with Steam.

    https://youtu.be/fqRRFSiHmyM

    Yeah... I don't know. I've yet to see if I missed anything, but I'm honestly pretty sure I didn't somehow miss anything.

    (I'm on a new monitor, 16:9, replacing the last surviving peripheral from my original system.)

    2.2, All*Saves v2, Mod Logic Beta32k, Yesterhaven Beta32j, MLA Beta5r now at All + monster-adjust-declared
    NB still using Content Pack Alpha 10z

    Hero's levels (which I expect would all have been higher if, after starting at 3, I'd played Act I on MLA-All instead of Local):

    • 19 entering the canyon
    • 21 starting up the mountain steppes
    • 22 just after entering the mountain
    • 24 just after entering the Citadel of Ash; and at finish.
    Party was only three strong (plus one pet) until entering the Citadel when I recalled Tajj from the inn so he could be in at the kill. (I had enough money for 5th slot at the start of the Act, though with not much to spare, if I'd really wanted both him and the mutt for two melee fighters.)

    The story suffers by not showing the Snow Queen and Fire King in ordinary mortal forms after their respective defeats. The way GPG originally had it reinforced their explanation of why the Fire King went bad. (He was dwarf, she human because those were the only races GPG had to work with then. Now she could equally well be made an elf - but not a dryad, please, because as I interpret the allusions to empire, their and Dante's master must have lived in Zaramoth's time or before, pre-dating the first dryads.)

    It isn't clear who is speaking the typed convo underneath the last NIS on the way to the surface. ("I pledge to undo what I have done, and uphold my stewardship" etc) I'll have to check back in DS1 but this seems not a continuation of what Dante said when receiving the chalice, but something the Fire King could have said.

    I had the same problem in the Citadel that bare_elf did - upper floor blocks camera vision, only way to see the party when it is on the ground floor is to zoom in close. (This with All*Saves v2, see-far hack off.) Somewhere going round the ground floor I lost the quest radar star without getting back the arrow.

    The Fire King is no push-over, but my healer easily kept up with his slow attacks on one party member at a time, so my impression is that the Lich King (with his summoned minion) was a riskier battle.

    Quests. I deliberately did not collect the quests from the mayor (except by town portal after the King but before Dante) so my only arrow was for the Chalice quest. Nowhere was I stopped by not having the missing quests. The trigger that should tick complete the first secondary (find the mountain) did not activate it, but the second secondary (find the citadel) was auto-activated.

    It would give players a bit more background understanding if speaking to Redric for his info about the Chalice could be integrated somehow into the quest from the Undead Master's tomb.

    Trivia

    Teleport and stash have moved again, as I rather expected - hot town has them between smith's house and mayor's house. Radar no longer shows the parts of ice realm that were overhead haunted town, and the extraneous quest arrows present in Act II have gone. The mayor has returned and the captain is wearing his armor once again.

    Y32j#26. Though hot town radar aligns with the direction player is looking, the compass has shifted so that the cemetery is south not east, elevator to canyon west not south, etc. Hero's-own-time ruined town at the end is the same. The new setting was consistent throughout the Act (or if it jumped anywhere within the mountain, for example, I never noticed).

    Y32j#27. Radar discontinuity - cannot see across boundary between FK_01_DC and FK_02_DC (in either direction). Could this explain why the quest arrow is missing in hot town and all the way through the canyon until starting up the mountain (as bare_elf found too)?

    Y32j#28. Hot town obelisk still shows convo symbol when pointed at but has no convo when clicked (which is better than the broken convo of the previous acts).

    NB I know the start is being revised - it would be nice if the verse displayed when hero is transported back in time by the obelisk could be preserved for player as a journal-lore book. Ditto the concluding verse.

    Y32j#29. On reload in hot town, party of four is rather spread out - so much so that hero can be beyond range of dog's buff spell.

    Y32j#30. Snow Queen has convo symbol for something to say but I cannot get her to say it. I vaguely remember that in DS1 it was about having done the little she now could for the townsfolk - something like that is needed to justify Rho Kellan's remark about the well having been filled.

    It would be nice if Gwendolyn could be given a shorter convo for second-and-subsequent: confine the remarks about getting back to town for first time only.

    Y32j#31. Shalindra's hiring convo: "Hail stranger.would you" should be "Hail stranger. Would you" and "Amanlu" should be "Aman'lu". She lacks a distinct second-time-of-asking opening, and as with the other hireables the Deru convo is an inappropriate model for hero's responses. Shalindra's recalled-from-inn remark works. (So does Tajj's.)

    Y32j#32. Party banter starting up mountain steppes: hero's response "Wonderfull" new spelling of "Wonderful".

    Y32j#33. Party is on rock bridge level with the citadel roof and is about to take corner turning away from it - up comes banter "This has to be the Citadel of Ash! Where will we find the Fire King". (Should have a quest mark). Silly question because there he is in full view! (All*Saves v2, see-far hack off) (So too Dante). MLA has already adjusted him (when my hero was level 23, compared to level 24 when reaching the roof).

    Y32j#34. Dante has quest-giver's yellow ! icon should be yellow ? for quest-ticker.

    Y32j#35. On stone counter/table (an illusion that party members stand inside when collecting items) besides the Chalice of Mourning are a supposed "Ritual Book" and a supposed "Mage's Book" that are plain level 0 spell books.

    Y32j#36. Journal quest item details for Chalice of Mourning: "mount underforge" in first para would be better capitalised ("Mount Underforge"), second para starts ".It" instead of "It" and "transends" should be "transcend" with a c (and plural: power transcends but powers transcend).

    Eksevis wrote:
    https://youtu.be/fqRRFSiHmyM

    Yeah... I don't know. I've yet to see if I missed anything, but I'm honestly pretty sure I didn't somehow miss anything.


    I looked at the video and I can say for sure that it is not AllSaves causing this. You may have a file somewhere that is not current. When you where putting the Legendary mod on your computer did you use the installer or do the conversions manually? Because if you did it manually you may have converted the wrong file. Did you convert Expansion.dsmap or Expansion.dsres? Also check to verify that Objects_DS1.ds2res is not called DS1_Objects.dsres. There are also other possible issues so let me know about these questions.

    Elf

    Kingdom of Ehb 32K

    Broken World AllSaves

    Monster Level Adjust Status LOCAL

    See Far Hack On

    Save Location

    Town of Glacern

    Quest Log

    Primary Quests – Seek Gyorn in Stonebridge, Journey to the Overseer,

    Secondary Quests – Clear Edgaar's Basement, Skrubb the Beach Clean, Find Ordus' Axe, A Sister's Message, Clear Glitterdelve Pass, Rescue Torg, Book Return.

    Comments, Fixes That Work, Errors, Problems

    1.Radar looks good

    2.Monsters leveling correctly

    3.Quests completing correctly.

    4.No Hiring problems

    5.So Far everything looks very clean.

    6.More Sleeping Male Legionaries – They are drinking way way to much.

    Party Members

    Addicyn Level 20 Marksman

    Naidi Level 19 Marksman

    Ulora Level 19 Wizard

    Zed Level 19 Wizard

    Lorun Level 19 Scholar

    Dog Level 20 Knight

    Elf

    I downloaded them off the main post and put them, then deleted the 'old' ones and replaced them with the available beta files.

     photo New Bitmap Image_zps1ad5p9xx.png

    bare_elf wrote:
    Eksevis wrote:
    https://youtu.be/fqRRFSiHmyM

    Yeah... I don't know. I've yet to see if I missed anything, but I'm honestly pretty sure I didn't somehow miss anything.


    I looked at the video and I can say for sure that it is not AllSaves causing this. You may have a file somewhere that is not current. When you where putting the Legendary mod on your computer did you use the installer or do the conversions manually? Because if you did it manually you may have converted the wrong file. Did you convert Expansion.dsmap or Expansion.dsres? Also check to verify that Objects_DS1.ds2res is not called DS1_Objects.dsres. There are also other possible issues so let me know about these questions.

    Elf


    There's nothing wrong or technically glitch with the NIS, just rather an experiment which after further fine tuning will be a lot better.

    One of the things GPG introduced with the DS2 engine was support for sky boxes as seen in many other modern 3D games. However the basic limitation of the DS2 engine in only being able to generate the actual world for about 45 or 50 game units around the party, meant that skyboxes could only have limited use within the game. I only think there's a few places within the game (like the NIS of landing on Greilyn beach where skyboxes were actually used). These areas were specifically constructed with small staging areas surrounded by rock & cliffs so that the edges of the frustrum were hidden in the NIS.

    I became interested in using skyboxes quite a while ago due to the ugly nature of the fog system GPG used to hide the edges of the frustrum. I gradually introduced the use of skyboxes within most of the NIS sequences used in the mod & generally I believe it works okay. With the opening NIS in LOA, there is definitely room for improvement as you can see the world being drawn by the game and buildings suddenly popping into existence (fog is automatically disabled if skyboxes are used with a region & as far as I know there's no way to use both together).

    I generally expand the frustrum within moods using skyboxes to about 110 to 120 game units. Unfortunately the seefar hack in All*Saves tends to mess with the frustrum settings as well, even if its disabled. So I've been experimenting using All*Saves v1 which doesn't have the seefar hack included, only the saved games compatibility feature & its highly likely that this will be the version distributed with the next main release of the mod.

    Remember that technically the DS2 engine is quite obsolete now compared to more modern and advanced game engines and the system used by GPG, while allowing the use of streaming worlds, is very limited. That's why there was so much fog and restricted camera angles used in DS1 & DS2, to hide these limitations.

    Watch the video it shows people and other objects as boxes. Not all so I think it is the ambients from DS1 Legends of aranna I think he converted the dres file and not the map file/

    bare_elf wrote:
    Watch the video it shows people and other objects as boxes. Not all so I think it is the ambients from DS1 Legends of aranna I think he converted the dres file and not the map file/

    Yes my apologies, I see what you mean. The textures are there (since they're not black & yellow) but the meshes aren't.

    So Gemeaux333 needs the Objects_DS1_french.ds2res file he gave me a link to. For sounds and voices he'll need Sound_DS1_French.ds2res & Voices_DS1_French.ds2res.

    Alternatively if he still has problems, I'll upload the unified objects.ds2res I've been using for quite a while in testing for steam users. It includes all required art assets for the Legendary Mod so no conversions are necessary. He'll still need the converted Sound & Voices ds2res files. I have tested those and as I reported to Gemeaux333 in a PM, they work.

    As for the mood in the NIS, I found out that the fog settings DO have an effect, even if the mood doesn't get rendered. So by dramatically increasing the fog settings in the mood, the NIS intro now renders the entire town!

    So I should be able to make all the other NIS sequences look a lot better than they do now.

    iryan wrote:
    bare_elf wrote:
    Watch the video it shows people and other objects as boxes. Not all so I think it is the ambients from DS1 Legends of aranna I think he converted the dres file and not the map file/

    Yes my apologies, I see what you mean. The textures are there (since they're not black & yellow) but the meshes aren't.

    So Gemeaux333 needs the Objects_DS1_french.ds2res file he gave me a link to. For sounds and voices he'll need Sound_DS1_French.ds2res & Voices_DS1_French.ds2res.

    Alternatively if he still has problems, I'll upload the unified objects.ds2res I've been using for quite a while in testing for steam users. It includes all required art assets for the Legendary Mod so no conversions are necessary. He'll still need the converted Sound & Voices ds2res files. I have tested those and as I reported to Gemeaux333 in a PM, they work.

    As for the mood in the NIS, I found out that the fog settings DO have an effect, even if the mood doesn't get rendered. So by dramatically increasing the fog settings in the mood, the NIS intro now renders the entire town!

    So I should be able to make all the other NIS sequences look a lot better than they do now.



    I do believe it is Eksevis and not Gemeaux333 that was the person that encountered the problem. I checked and it is not an issue with DS1_Expansion.ds2res it must be with the DS1 objects file I will go off and make a test.

    Elf

    The problem is with Objects_DS1.ds2res. I was able to duplicate the error on all maps starting with either DS2 AllSaves or BW AllSaves. Renaming the file to what it originally was DS1_Objects (it causes other issues) but not the one seen, however if the file is totally removed you get the problem Eksevis was seeing. Therefore either the file was never converted and correctly renamed to Objects_DS1.ds2res or the file is corrupted (possibly a different file than objects.dsres was converted?) I think uploading the unified objects.ds2res would solve problems for a good number of people not just those using Steam. I assume that if a person where to download this unified objects.ds2res they would also need to remove the older versions of DS1 and DS2 objects files.

    Elf

    iryan wrote:
    . . .
    As for the mood in the NIS, I found out that the fog settings DO have an effect, even if the mood doesn't get rendered. So by dramatically increasing the fog settings in the mood, the NIS intro now renders the entire town!

    So I should be able to make all the other NIS sequences look a lot better than they do now.


    Hm, besides of the question how far such a sun-shiny winter weather fits to the general map/story ambience, don't you think the player may be provoked a bit by the 'gap' between the clear sight in the NIS and the sight conditions while actively playing?

    So this bright look could indirectly promote (too) high See Far setting - with all the increased risk of suffering performance/quest-tirggering/area-fading/object-activation/... problems it may cause.

     

    bare_elf wrote:
    . . .
    The problem is with Objects_DS1.ds2res. I was able to duplicate the error on all maps starting with either DS2 AllSaves or BW AllSaves. Renaming the file to what it originally was DS1_Objects (it causes other issues) but not the one seen, however if the file is totally removed you get the problem Eksevis was seeing. Therefore either the file was never converted and correctly renamed to Objects_DS1.ds2res or the file is corrupted (possibly a different file than objects.dsres was converted?) I think uploading the unified objects.ds2res would solve problems for a good number of people not just those using Steam. I assume that if a person where to download this unified objects.ds2res they would also need to remove the older versions of DS1 and DS2 objects files.

    Elf

    Interesting catch. Perhaps there is one sky box model (or a sky box template) in several resource files at the same time (form DS1, v2.2 and v2.3) but each time with a different scale?

     

    Eksevis wrote:
    So, I can't play Dungeon Siege anymore as it isn't working on my desktop
    As the instructions at the head of this topic say, you need at least the original Dungeon Siege for the [Legendary Mod] installer to work. (The mod's LoA map needs the LoA version of DS1.) Or if downloading the mod piece by piece, you also have to convert already installed DS1 files for DS2. The .ds2res files thus created that you are missing are DS1_Expansion, DS1_ExpVoices, DS1_Sound, DS1_Voices and Objects_DS1. (As bare_elf has just explained, the last one's name does matter.)

    "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." Yes you have done that, but what are the six 2006-dated files xLogic etc in your folder? Are these BW? Has Steam amalgamated the base and BW resources folders? Modders, is this a problem?

    By the way, should you add third party maps as well, then another tiny mod is well worth having - DS2_Map_Selection_Menu_Fix_v1.ds2res

    Dungeon Siege 1 is definitely installed. The reason I can't play it is entirely a technological error in large part due to the aging of the game. The Xsuch'n'such are the BW files that came with an unofficial patch that was uploaded for what most would argue to be fair use yadda yadda, it's a long story.

    As for the converting, none of it was directly done by me; literally all I did was download what Iryan provided in the main/first post. As to the renaming thing, I'm honestly not sure what I'm supposed to do... so, sorry about any misunderstandings there.

    I re-installed things.

    @Bare_Elf for me, the sleeping Legionnaires in Glacern vanished when returning after a saved game.

    Note the Radar Map in these shots from the Crypts of the Blood

    Insane Dwarf

    Hmm, I am now up to 477 pics in my public Photopbucket(tm) library giving a pictoral history of mainly Legends back to (I think) Beta15 or Beta17 :wacko:

    Eksevis wrote:
    Dungeon Siege 1 is definitely installed. The reason I can't play it is entirely a technological error in large part due to the aging of the game. The Xsuch'n'such are the BW files that came with an unofficial patch that was uploaded for what most would argue to be fair use yadda yadda, it's a long story.

    As for the converting, none of it was directly done by me; literally all I did was download what Iryan provided in the main/first post. As to the renaming thing, I'm honestly not sure what I'm supposed to do... so, sorry about any misunderstandings there.


    My apologies for getting you mixed up with someone else who PM me with similar problems.

    You are definitely missing some assets from a converted DS1 Objects file so that's why there's blocks everywhere.

    I've posted an already converted & combined Content Pack for the DS1 and LOA art assets in the Beta section of the thread page. Note that you still need KillerGremal's content pack as well. Also note that you still need converted Sound & Voices ds2res files from DS1 & LOA.
    http://www.siegetheday.org/~iryan/files/Betav32/DS1_Mod_Content_SE_Beta32k.ds2res (348 Mb)

    It is a very big file at 348 Mb but still overall a saving of HD space compare to having the previous content pack and converted DS1 Objects ds2res in your resources folder (if anyone's worried about such things in these times of generally massive Hard Disk drives).

    Please remove the existing DS1_Mod_Content_Beta30.ds2res & DS1_Mod_Exp_Content_Beta30b.ds2res as they will no longer be required.

    You will also be lacking voices & sound within your DS1 maps as there's no converted files for those in your folder. I will make available later a file adding those. This will mean that all the DS1/LOA assets will be available here without the need for conversion but for the next official release I will probably be looking at just a simple file/folder check for the installer rather than a registry check, to make things compatible with the Steam version. Then all of these beta files will be removed from the thread.

    Let me know if there's still issues.

    I decided to give the new file a try. I turned off DS1_Mod_Content_Beta30.ds2res, DS1_Mod_Exp_Content_Beta30b.ds2res & Objects_DS1.ds2res as I have plenty of hard drive space and at some point I may wish to go back to the older files. I will run DS1_Mod_Content_SE_Beta32k.ds2res on one computer and DS1_Mod_Content_Beta30.ds2res, DS1_Mod_Exp_Content_Beta30b.ds2res & Objects_DS1.ds2res on the other.

    Good Luck Eksevis remember it is not just necessary to have ds1 and dsloa installed files from those games must be converted and placed in the DS2 Resources folder. You will not have to convert Objects.dsres now with iryan's new file but you will need to convert voices and sound files from ds1 and loa. If you are unsure as how to do this please let me know via pm.

    Elf

    bare_elf wrote:
    I decided to give the new file a try. I turned off DS1_Mod_Content_Beta30.ds2res, DS1_Mod_Exp_Content_Beta30b.ds2res & Objects_DS1.ds2res as I have plenty of hard drive space and at some point I may wish to go back to the older files. I will run DS1_Mod_Content_SE_Beta32k.ds2res on one computer and DS1_Mod_Content_Beta30.ds2res, DS1_Mod_Exp_Content_Beta30b.ds2res & Objects_DS1.ds2res on the other.

    Good Luck Eksevis remember it is not just necessary to have ds1 and dsloa installed files from those games must be converted and placed in the DS2 Resources folder. You will not have to convert Objects.dsres now with iryan's new file but you will need to convert voices and sound files from ds1 and loa. If you are unsure as how to do this please let me know via pm.

    Elf


    The sounds & voices have now been added to the thread page. So everything should be simpler to install. Just download & place into the DS2 resources folder.

    http://www.siegetheday.org/~iryan/files/Betav32/DS1_Mod_Sounds_SE_Beta32k.ds2res
    http://www.siegetheday.org/~iryan/files/Betav32/DS1_Mod_Voices_SE_Beta32k.ds2res

    iryan wrote:
    bare_elf wrote:
    I decided to give the new file a try. I turned off DS1_Mod_Content_Beta30.ds2res, DS1_Mod_Exp_Content_Beta30b.ds2res & Objects_DS1.ds2res as I have plenty of hard drive space and at some point I may wish to go back to the older files. I will run DS1_Mod_Content_SE_Beta32k.ds2res on one computer and DS1_Mod_Content_Beta30.ds2res, DS1_Mod_Exp_Content_Beta30b.ds2res & Objects_DS1.ds2res on the other.

    Good Luck Eksevis remember it is not just necessary to have ds1 and dsloa installed files from those games must be converted and placed in the DS2 Resources folder. You will not have to convert Objects.dsres now with iryan's new file but you will need to convert voices and sound files from ds1 and loa. If you are unsure as how to do this please let me know via pm.

    Elf


    The sounds & voices have now been added to the thread page. So everything should be simpler to install. Just download & place into the DS2 resources folder.

    http://www.siegetheday.org/~iryan/files/Betav32/DS1_Mod_Sounds_SE_Beta32k.ds2res
    http://www.siegetheday.org/~iryan/files/Betav32/DS1_Mod_Voices_SE_Beta32k.ds2res


    If you have them installed I would guess that you should remove DS1_Voices.ds2res, DS1_Sound.ds2res and DS1_ExpVoices.ds2res prior to installing DS1_Mod_Sounds_SE_Beta32k.ds2res and DS1_Mod_Voices_SE_Beta32k.ds2res.

    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

    [=16] Unified Objects, Sound and Voice Files uploaded 1/23/2016

    See Far Hack On

    Save Location

    Redwood Gap Direct Connect

    Quest Log

    Primary Quests – Elddim Townstone, Crystwind Townstone, Fallraen Townstone, Meren Townstone, Lang 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, Pit of Despair, Conquer the Pit of Despair, Flooded Sanctuary,

    Comments, Fixes That Work, Errors, Problems

    1. Other than a few minor issues already reported Map looks nice.

    2. Monsters leveling correctly

    3. Quests completing correctly.

    4. No Hiring problems.

    5. Using the unified Objects, Sound and Voice Files.

    Party Members

    Kylee Level 43 Sharpshooter

    Tiahna Level 43 Sharpshooter

    Xavier Level 43 Sharpshooter

    Arisu Level 43 Magus

    Sheba Level 43 Magus

    Briahra Level 43 Magus

    Elf

    More test results Yesterhaven Beta32j

    Quests

    Reloaded from save taken at Citadel of Ash entrance teleport, which I'd reached without quests from mayor. Collected quests from mayor now. Spoke to mayor again before facing Fire King - mayor said thank you for saving us instead of a get-on-with-it. Took teleport to steppes, climbed rest of way up mountain to the entrance where I'd already collected the Citadel secondary quest (now complete), and the Mount Underforge secondary quest I now had completed correctly. (So this trigger endures for multi-shots.)

    In the Citadel, the two primary arrows (for King and Chalice) display correctly whenever party is distant enough from the quest stars (including when party is indoors going round the ground floor), but the stars themselves do not show on radar when party is indoors (either floor). They do show when party is in the inner forecourt, when party is on the outside battlements (1st floor level to a Brit, 2nd floor level by US thinking) and when party reaches the upper rooftop.

    After beating the Fire King (though I suspect that is unnecessary, just run rings round him to grab the Chalice - or not - and reach Dante), the elevators back to surface work without one having to speak to Dante (so without one having completed the quests), and Dante signs off the Chalice quest when one speaks to him even if one has not picked up the Chalice!

    From anywhere on the journey to the surface, and even from the surface itself (epilogue Ruins), town portal spell delivers party to hot town.

    Not tested: transition from Act II to Act III - doors from the master's tomb into cemetery are shut after save and reload in hot town. This is correct, but exactly when do they shut themselves behind party?

    Trivia

    Elevators within Citadel and on journey home all work - this includes gathering party onto platform and, if I use wait mode to split the party, those left behind can recall even the final elevators intended to be used one way only.

    Act III bestiary is complete.

    Y32j#37. Main map in journal (all Acts) - picture zoomed out is slightly bigger than frame, but it starts zoomed in and wrongly centred so three quarters of frame is empty. Bottom left corner of picture shows in top right corner of frame - player can drag picture to reveal the rest. If this was deliberate (the part that shows is the Winterspire for Act I) it might be better to start at half zoom showing the bottom right of the map (town and snow); then the forest-swamp (left half of map, midway up) should be brought into frame for Act II and the desert (top right) for Act III.

    The same applies when teleports display the map. Look closely and key locations (including the town itself) can be made out, so most teleport sites could be marked for zeroing in on. The only poser is where to mark the underground Citadel.

    bare_elf wrote:
    .siegetheday.org/~iryan/files/Betav32/DS1_Mod_Voices_SE_Beta32k.ds2res

    If you have them installed I would guess that you should remove DS1_Voices.ds2res, DS1_Sound.ds2res and DS1_ExpVoices.ds2res prior to installing DS1_Mod_Sounds_SE_Beta32k.ds2res and DS1_Mod_Voices_SE_Beta32k.ds2res.

    Elf


    Yes that would be the most efficient way of proceeding though it wouldn't harm anything in this case if the old files were left as the files inside the tanks are essentially the same ( I did remove many sounds that were unused by the mod such as the old DS1 menu & gui sounds as the DS2 sounds are used by the game).

    However for testing the new tanks out, not having the old tanks present, would help check that nothing was left out accidentally. These things do happen from time to time, especially with me.

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