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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.

KillerGremal wrote:
Instead of a level-restricted notation like il_main = #body/3-36; try to use il_main = #body; only.
As experienced (...meanwhile, on Diabloish) DS2 seems to be clever enough to offer items then around the hero level, and distinguishing between merc/vet/elite mode is not necessary either.
 

Yes that's sounds like a good idea and something else for the testers to check.

The original shop definition gas was borrowed from the alpha Multiplayer World released by you, I never though to try to refine it. So you might want to look at the current alpha build of the map as well, if you intend to continue the map.

I REALLY dislike this glitch

The worst part was that 3 of the Death Masks had Archers guarding them, the fourth had a Hero of level 30 as was appropriate.

Dwarf

Utraean Peninsula 33A / Logic 33C

Monster Level Adjust Beta 5S ALL Mode

Broken World AllSaves See Far Hack set to off
I did not convert this computer to the version 1 of AllSaves

Save Location

Lang

Quest Log

ACT 1

Primary Quests – Elddim Town Stone, Crystwind Town Stone, Fallraen Town Stone

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

ACT 2

Primary Quests – Meren Town Stone, Lang Town Stone

Secondary Quests – Pirates of Meren, Dornek's Quarry, Travel to Lang, Confront Bandit Boss, Goblin's Secret Plans, Pit of Despair, Conquer Pit of Despair,

Comment Log

1. Quests Completing correctly.
2. Monsters are leveling correctly.
3. Radar looks good so far.
4. Quest arrows to this point working correctly.
5. No problems hiring people.

Party Members

Paljas Tonttu Level 34 Sharpshooter

Tiahna Level 34 Sharpshooter

Xavier Level 33 Sharpshooter

Arisu Level 34 Magus

Briahra Level 33 Magus

Sheba Level 33 Magus

Elf

sigofmugmort1 wrote:
I REALLY dislike this glitch

The worst part was that 3 of the Death Masks had Archers guarding them, the fourth had a Hero of level 30 as was appropriate.

Dwarf


This doesn't really belong in this thread unless you believe the mod is responsible for it. While the mod does use the undead azunite warriors, they are different templates.

Remember DS2 does have certain monsters at inappropriate levels when you first encounter them.

HardLess's picture

So after looking at those creatures, I wasn't able to find any way to fix them. It seems that the bones are "broken", which prevent the bones to collide with the target and no collision no hit event no hit event no damage. So what could be done is a simple invisible spell with as cast animation the normal attack of the creature. This would be invisible for the player and easy fix for you Iryan. About the doppelgangers, I'm currently working on a player duplication spell so if it works I'll give it to you :).

But if I recall well in a previous version of the mod the root thing mob was working well ? Or I did not see it ? Smile

HardLess wrote:
So after looking at those creatures, I wasn't able to find any way to fix them. It seems that the bones are "broken", which prevent the bones to collide with the target and no collision no hit event no hit event no damage. So what could be done is a simple invisible spell with as cast animation the normal attack of the creature. This would be invisible for the player and easy fix for you Iryan. About the doppelgangers, I'm currently working on a player duplication spell so if it works I'll give it to you :).

But if I recall well in a previous version of the mod the root thing mob was working well ? Or I did not see it ? Smile


Thank you very much for looking at this, I suspected as much. Yes I did believe that originally the Unguis family was working but there's no way to confirm that or why in a recent version they actually stopped attacking at all.

I did try an invisible spell without luck. Simply cloning the attack animations into a magic block, which works for all other monsters (at least the ones I've tried) doesn't work at all. Nothing happens. Again spells in DS2 depend on having a bone to base their effects on, otherwise they don't seem to work. In DS1 this doesn't seem to be a problem which is maybe why these monsters work there?

Initially I tried a curse spell, which works for these monsters, but the player can eventually gain immunity against damaging curses so negating the damage. Then in the last version I used environmental damage gizmos attached to the monster's templates. I tweak it to give the illusion that it was the monster's attacking and it seems to work. However I overlooked the fact that even if the monster's killed, the effect will still work. That was easily overcome with the Unguis family as I simply made them disappear after dying so the effect will stop but harder with the lectar. My current effort makes them explode on death instead of traditionally dying as they have to be removed from the world in order to stop the effect.

So an invisible spell would be the best solution, if I or someone could get one to work with these monsters.

Thanks again for your effort and great news about the player duplication spell. I hope it will also enable you to create transform spells for the Ancient Gifts mod, that would be something awesome to see.

I haven't been able to work on it much in the last few days, I've been busy with various little things, as well as one of my friends visiting for a few days, that I haven't been able to work on it. I'd most likely be done with LOA by now if I had been working on it enough in the last three days, is the only reason I feel the need to apologize.

Mostly just letting you know that I haven't forgotten about it and plan to get part of it finished very soon, I'm going to start working on it again tomorrow.

For the first update, I'm just re-writing banters and maybe adding one or two more replies here and there, when needed. Really just enough to hammer in some character to them.
Then, once I've done that for all four and am more familiar with writing more complex banters, I'm going to revisit LOA and add a bit more complexity to all of them, then go through them all again doing that.

@HardLess, I've noticed you've made some revelations in tweaking the UI. Do you happen to know anything about editing the limit of party members that can be held at the Inn? Iryan wasn't sure if it was something in the code or the U.I.
As I've described in a previous post, I've hit the cap which appears to be 3 pages (with one empty space on the third, even though this feels much smaller than it should be) and I'm hoping it can be extended to hold many many more followers.
I'd still rather not perma-ban party members even if I don't use them, because it's fun to collect them much in the same was a unique or set items..

HardLess's picture

Raymus wrote:

@HardLess, I've noticed you've made some revelations in tweaking the UI. Do you happen to know anything about editing the limit of party members that can be held at the Inn? Iryan wasn't sure if it was something in the code or the U.I.
As I've described in a previous post, I've hit the cap which appears to be 3 pages (with one empty space on the third, even though this feels much smaller than it should be) and I'm hoping it can be extended to hold many many more followers.
I'd still rather not perma-ban party members even if I don't use them, because it's fun to collect them much in the same was a unique or set items..

This is clearly an hardcoded value, this has nothing to do with the UI. The max number of pages is 3, and clearly written in the exe. Sorry :(.

See you.

[EDIT]
So because this was quite an interesting test, I have been able to modify this. To be more precise, the number of pages isn't the limit, it's the number of character you can have in the inn. Being by default 20, I have been able to modify this hardcoded value in the game. And the pages are adding like it was made for it, you can bring this number to 255 for sure.
[EDIT2]
The real limit is 121 character in the inn. Hard to do more Smile

Holy crap, that's more than enough to collect all the followers in all the campaigns of the Legendary mod, I believe, and maybe one-or-two pack pets.
With, I'd guess, somewhere between 30-40 followers being added by the legendary mod, then the basic DS2 and BW followers, then a few sprinkled in by Aranna Legacy, (and if you happen to be a completionist, one of each pet) 121 followers actually seems like the perfect amount for inn's to contain.

Is there a way I could get this fix for myself? Either you sending me a file or showing me how to make the change myself..
I'd greatly appreciate it!

That is totally amazing HardLess. Changing something that I had been told by many great modders was hard coded at 20 people in the inn max. 121 characters stored in the inn is 6 times the number. I am floored, shocked and totally amazed. This would be something worthwhile releasing or at least explaining in more detail so we might make the changes ourselves. Now if one thing is hard coded and can be changed does that mean possibly other hard coded things can be changed to like the number of people in a party? It would be I think interesting to have eight party members like in DS1. Just dreaming Smile

Elf

bare_elf wrote:
That is totally amazing HardLess. Changing something that I had been told by many great modders was hard coded at 20 people in the inn max. 121 characters stored in the inn is 6 times the number. I am floored, shocked and totally amazed. This would be something worthwhile releasing or at least explaining in more detail so we might make the changes ourselves. Now if one thing is hard coded and can be changed does that mean possibly other hard coded things can be changed to like the number of people in a party? It would be I think interesting to have eight party members like in DS1. Just dreaming Smile

Elf


It's sure is amazing but again for a long time we thought it was too hard to add extra classes and skills to the game but Hardless managed to do it. Also look at what KillerGremal has been able to do to extend the versatility of the flick system.

121 would be more than enough for what's currently available in the maps (39 for the Legendary Mod, about 16 or so for the four third party maps converted to play with the Legendary Mod, 10 for DS2/Broken World, several for Aranna Legacy, Drevin's vengeance, Drianjul Don't You Cry and probably several more) which is around 70 or so. So still plenty of elbow room in the dusty old Inn.

HardLess's picture

In fact removing limits of the game isn't that hard even if you need to read through the game code to see where it is and modify a value directly in the exe file. The real problem is the portability of this solution I'm doing it on run time and with tools but you need to do each every time you run the game. If you want me to create something like Elys does, it's possible but I would like to find more limits to remove so if you have idea about limits hardcoded I would be happy to make a tool for this. It will take time that's sure but it could be worth it Wink see you.

bare_elf wrote:
Now if one thing is hard coded and can be changed does that mean possibly other hard coded things can be changed to like the number of people in a party? It would be I think interesting to have eight party members like in DS1. Just dreaming Smile

Elf

@Hardless This would be the 'awesomestest' thing to do. Being able to have all the DS2 people, so that one can see all the banter talks and do all the side quests. Balance would be another question, but boosting stats of mobs would be a petty thing to do once we would be able to have increased party cap.

HardLess's picture

Hey guys, I did it after a lot of research !! Smile
The limit is now... Wait for it... 65,535 characters in your party Smile As long as you have the memory Wink BUT it break a bit (a lot) the game. A lot of features (like formations) aren't made for them game to work with more than 6 characters so the game start sending messages saying the game isn't in a normal state on prevent you from moving...

PS: I don't understand why but my screenshots are black :(, I made an army of pack mule that was quite fun Smile

In DS (at least Dungeon Siege 1) the GlobalGoidBits structure was hardcoded to be 32 bits. They used the major index to keep track of the global Go's in the world and the minor index to keep track of the children of Go's. The minor index is 16 bits wide, this means you're going to have an upper limit of 255 Go's as a child of any particular Go. While you can do some black magic in-order to get more... The engine will eventually lose track of them during the multitude of checks it is performing against the major index and the owner of the Go.

HardLess's picture

You are probably right, I'm currently reconstructing every structures of the game step by step. I'll find if it's true for DS2 as well. Even if it is I don't think we'll need more than 255 characters in our party. 8-12 is probably enough. This is already a huge amount of work to create support for 1-6 more. The ui,ai,formations and more needs a partial or total rework. If I'm able to do this it would already be a nice improvement. But thanks for this I will be looking into it. See you.

Quote:
I'm currently reconstructing every structures of the game step by step

Can I ask how you're doing that? And what exactly the ill-effects are of doing so?

I think adding more than two more party members for a total of eight party members would be wrong. It would unbalance the game making the party more powerful than most of the mobs encountered even at the starting levels. Managing more than 12 party members would take more time than it would be worth. If each party member had an on screen icon you would with more than eight members have icons that where either to small or would cover the entire screen preventing you from doing anything. If the party members above 6 had no on screen icon you would be unable to modify their inventory and skills easily. I know it was me that suggested more party members but I do not wish to modify the game to such an extent that it becomes something other than Dungeon Siege. Anyway fixing the inn to hold more characters is the most important thing for those of us that are testers and collectors of things.

Elf

HardLess's picture

Firstly this is an exercise for me, in order to use the skills I have learned at school this year. Then I'd like to be able to create a script extender for the game based on the work of the team which make a script extender for every Bethesda games. I'm doing it by identifying structures layout thanks to getter and setter or finding their size constructor. This is a work of patience. But gpg's way of compiling skrit required them to list skirt functions as exported ones. Documented in the exe, which help quite a lot ;).

HardLess wrote:
Firstly this is an exercise for me, in order to use the skills I have learned at school this year. Then I'd like to be able to create a script extender for the game based on the work of the team which make a script extender for every Bethesda games. I'm doing it by identifying structures layout thanks to getter and setter or finding their size constructor. This is a work of patience. But gpg's way of compiling skrit required them to list skirt functions as exported ones. Documented in the exe, which help quite a lot ;).

There's great possibilities in what you are doing, Hardless. I always believed that we've only scratched the surface of what the DS2 engine is capable of and you are reinforcing that with both your work on Ancient Gifts and these discoveries of yours in the last week or so.

bare_elf wrote:
I think adding more than two more party members for a total of eight party members would be wrong. It would unbalance the game making the party more powerful than most of the mobs encountered even at the starting levels. Managing more than 12 party members would take more time than it would be worth. If each party member had an on screen icon you would with more than eight members have icons that where either to small or would cover the entire screen preventing you from doing anything.

I agree with you about the optimum number of party members. Eight party members would be nice for the Legendary Mod since DS1 allowed that many characters. For DS2 it would be a novelty.

However in looking at the DS2 engine from the bigger picture, imagine a mod like some of the pseudo rpg/strategy games like spellforce designed on maps created to take advantage of large number of characters. Or even something like the Suikoden series of games which I loved but now seemed to have faded into obscurity, which allowed you to recruit/collect 101 stars of destiny, many of which could be members of your party (the others were support members). Party size was restricted to 6 or 8 but it was immensely fun trying to recruit all the possible 101 characters (there were great benefits in doing so).

HardLess's picture

This could surely open even more possibilities of modding but this task of creating a script extender is really hard to do I don't know if one day I would be able to come to you with something working as nice as their script extender but this will create a whole new dimension to modding dungeon siege. But what could be done for now is to choose some simple but important features to tweak like the limits previously cracked. And perhaps step by step I will nicely understand the engine and how it works in order to release a real work. Wink See you

Dungeon Siege has "script extender" functionality right out of the box. The internals of that are managed by FuBi (Function Binding).

HardLess's picture

True, ds2dlls can be included but not for broken world.

Do you mean in the retail version of DS2: Broken World?

HardLess's picture

Let's stop spamming Iryan post Smile let's continue with pm

HardLess wrote:
So after looking at those creatures, I wasn't able to find any way to fix them. It seems that the bones are "broken", which prevent the bones to collide with the target and no collision no hit event no hit event no damage. So what could be done is a simple invisible spell with as cast animation the normal attack of the creature. This would be invisible for the player and easy fix for you Iryan. About the doppelgangers, I'm currently working on a player duplication spell so if it works I'll give it to you :).

But if I recall well in a previous version of the mod the root thing mob was working well ? Or I did not see it ? Smile


Following on with your suggestion about an invisible spell, I spent a bit of time trying to get it to work. Most of the regular spells don't work except for Leech Life, which does. Again I believe it is to do with where the spell is originating from the caster (i.e. weapon bone, etc.). Leech Life which sort of works backwards (i.e. from the monster to the caster) works fine.

So I removed the charge effect and created a custom cast effect identical to the original ffx_spell_leech_life except all of the alpha effects have been reduced to zero, which essentially makes it an invisible spell.

Making the attack range small like 2.5 seems to make the monsters act like normal melee monsters, the lectars will slowly creep towards you and the unguis will just idly watch the time go by if you retreat out of their attack range, just like the original melee version from DS1. Though with an essentially leech type attack now they will be even tougher than normal if you stray within their range.

It will be interesting if they now hold up under intense in-game stress testing by the beta testers.

Thanks for the headsup. I was on the right track earlier but wasn't persistence enough.

Have you considered the possibility to have, for the Monster Level Adjustment Mod, an additional difficulty setting that allow to adjust the monster stats from 50% (easy) to 300% (very hard) ?

Have reached Kalrathia.

Arinth did NOT drop his robe when killed (tried with2 parties)

While fighting Talon my rangers started shooting the rooftop, specifically the center of where one of Torch's fire breaths hit. The ranged that did this where ones in the initial blast zone.

Dwarf

Addendum: Ranged heavy party with only Bare_Elf's weapon mod

Gemeaux333 wrote:
Have you considered the possibility to have, for the Monster Level Adjustment Mod, an additional difficulty setting that allow to adjust the monster stats from 50% (easy) to 300% (very hard) ?

The MLA Mod does support values from 50% to 500% actually and these can be adjusted through editing the Dungeon Siege 2 ini file (I believe) or directly in the map (usually defined as 80-100%).

This is something Hardless's mod configuration ui would be perfect for as ini editing isn't very well documented for the MLA mod.

iryan wrote:
Gemeaux333 wrote:
Have you considered the possibility to have, for the Monster Level Adjustment Mod, an additional difficulty setting that allow to adjust the monster stats from 50% (easy) to 300% (very hard) ?

The MLA Mod does support values from 50% to 500% actually and these can be adjusted through editing the Dungeon Siege 2 ini file (I believe) or directly in the map (usually defined as 80-100%).

This is something Hardless's mod configuration ui would be perfect for as ini editing isn't very well documented for the MLA mod.

Changing the value by oneself is indeed very tricky, the only way to change it I found was in the map files while I was doing the KOE french translation...

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