DS1 Legendary Mod for DS2 Beta Thread
Submitted by iryan on Tue, 2012-04-24 23:39 | ||
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 at MODDB Split version Installer version Hotfix for fades issue in Kingdom of Ehb 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; Please note that the DS1 Content Pack is included within the mod but for reference here's the separate download link; Mod Game Manual Current Readme for KillerGremal Mods 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 Forum Threads for KillerGremal's Mods +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 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. forums: |
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Woo! This is a nice visit I paid to the site today Thank you iryan. I feel you on the RL though lol, I have another kid on the way. Things just get increasingly difficult as you get older I guess. Dungeon Siege will always be there though lol.
I'll give it a good test run when I get the chance.
I've just updated the French Language Pack to support Beta34a and incorporate all the hard work Gemeaux333 had put into the Pack over the past year or so.
DS1_Mod_French_Mod_Logic_Beta34a_build_1.ds2res
I estimate that the Language Pack is about 60-65% translated. Details of what's translated and what's not can be found in the log of changes;
Log of Changes for Beta34a build 1 (147Mb)
Works as a patch but can completely replace DS1_Mod_Logic_Beta34a.ds2res. It hasn't been tested very thoroughly but appears to work well and should be able to be used with current saved games without any issues.
I will continue to help Gemeaux333 translate this pack with the existing conversations in Legends of Aranna. New conversations added to LOA and all of Yesterhaven's conversations will have to be handled by Gemeaux333 as there's obviously no existing translations of those in DS1 dscore.txt. The same for the quests, monsterbooks and new lore. For those not familiarly with how DS1/DS2 handles different languages, it appears the game uses the English base and translates foreign text as needed from a text file using hex? addresses through a language dll? If we knew exactly how that was done, we could possibly use the same approach to make creating additional language packs a lot easier but considering that the Legendary Mod adds an awful lot of additional text to the game, this would probably be as laborious as the current practice of translating line by line.
Congratulations. I actually am on leave at the moment which is why I'm suddenly a lot more active. Dungeon Siege (1 & 2, definitely not 3 - though its not really a bad game but just isn't DS).
Also I'm trying to get as much done before Final Fantasy XII The Zodiac Age is released next month on PC. One of my all time favourites and very much like LOA gameplay with it's gambit system.
http://store.steampowered.com/app/595520/FINAL_FANTASY_XII_THE_ZODIAC_AGE/
I actually got a lot of my inspiration of some of the additions to the Legendary Mod from FFXII. The Hunt Club would have been a great addition as well.
To keep on track with the thread, I've almost finishing testing LOA. Yesterhaven and the Utraean Peninsula shouldn't take too long as the majority of issues have already been fixed from them. I just need to balance the regional levelling system and any other odds n ends.
Actually, the point is Yesterhaven and Return to Arhok have never been translated in french or any other languages, it seems that peoples just didn't bother in translating DLC/mod-like contents back then...
That was long before mods were know as DLC. I think they were created by third parties for GPG as some sort of promotion at the time and initially distributed in game magazines?
Return to Arhok can also be supported in the language pack if you want as well as other third party maps. Even if there existed foreign translations for these maps, the Legendary Mod adds quests and extra characters to each map so there would be a lot of new text to translate regardless (note that Return to Arhok was converted to DS2 by KillerGremal).
I have looked at software translation of the text into other languages but I doubt any such translations would be perfect due to the intricacies of language.
@Gemeaux333: Well, if you are in the mood to translate the English terms (38kB), you are welcome of course!
Then I would add the translation files directly to the map tank, and as soon French is installed/detected, all the terms would automatically be displayed in French.
Well, I actally wanted to wait until Return to Arhok is fully playable (as are the other maps) before I begin to translate it
One house is not populated I think as it was and there's no intro NIS. But already now you an play the map until the end, at least nobody complaint so far it wasn't.
Elddim townstone quest in Utraean peninsula is broken. DS2TK shows that his sarcophagus misses a contents and required triggers, like it was in DS1 multiplayer map.bd
I actually can't wait to start playing and testing this mod on the norm again. For the longest time I've been thrown off by the Creator's Update honestly, but now that I've at least got a temporary fix I should be in the clear for awhile. Lately I've been testing PC games out with Xpadder and my Xbox One controller and I've been enjoying it a lot. It works so well with almost everything depending on how I can work around the mouse. I was actually curious about doing this with DS2 when I get the chance. I'm just imagining that it'll be pretty fun if I get the controls set up right.
The French Language Pack has been updated and is now approximately 85% translated. I missed some translated files from Gemeaux333, plus some actor files.
DS1_French_Logic_Beta34b_build2.ds2res (144Mb)
French Language Changes Log Beta34b Build 2 pdf
Support has been added for Diabloish & Return to Arhok. I software translated all of Diabloish as there's not a great deal of text in that map. I also added translated templates from KillerGremal's DS1Content Mod which I overlooked before. Despite this the file size has actually decreased as I trimmed all unnecessary files from the Pack.
I will check that out soon as I've basically finished the Legenda of Aranna map. Don't know why that would be happening though. What version of the mod are you playing? Are you using the new logic ds2res just recently updated? The more information that is provided, the more likely that an answer will be found quickly.
Actually this beta34a version was the first I ever tried All the files were most recent. I've installed DSLOA on a virtual machine with Windows 7 (32-bit) just to use installer there to get all the files, but alas it didn't find the game. So, I've got all individual files and tried Utraean peninsula which I never had a chance to play through before. And the first primary quest was broken right away. Comparing the original and ported map in DS2TK I noticed that both the contents of sarcophagus and trigger actions are missing entirely. Looks like porting of that quest was never finished actually. The gold star on the radar is present though.
I've updated Legends of Aranna to Beta34b.
DS1_Map_Legends_of_Aranna_Beta34b.ds2res (37.6Mb)
DS1_Mod_Logic_Beta_34b.ds2res (8.5Mb)
All outstanding bugs should now be fixed other than Jharmaya's face being screwed up slightly when wearing open helms and a party member (generally the member being controlled by the player) getting stuck at the top of one the stairs in the first interior region of the Death Mountain. I've tried deleting and rebuilding that particular node and placing a blocking object over most of it (can't cover it all or otherwise the player couldn't continue past that point). Neither works, the character just gets stuck on the other side of the node. I think it may be in common with a similar node in Yesterhaven (where Gwendolyn is located in Yesterhaven in her rescue quest) but unfortunately I've forgotten how that particular case was fixed.
LOA Changes Log Beta34b pdf
The Lost Queen still only has half the health she should (maybe because of the difficulty in the map being set to only 50). I will create a selection of mini-mods later on to change the difficulty and respawn rates in the maps so we can see then whether this is the cause of this (this can already be done if players are willing to add some lines to the ini file for Dungeon Siege 2 or Broken World).
Down loaded the files and will check it out as soon as time allows.
I've verified that the quest is working with the current betas of the mod. I've taken screenshots but don't have anywhere to post them at the moment.
You actually won't find any triggers linked to the sarcophagus. Instead it has an unique template; sarcophagus_stone_quest. It drops the elddim stone and picking up the stone both finishes the quest for the elddim stone and opens up a new secondary quest to travel to Crystwind.
Did you pick up the elddim stone? Like in the original multiplayer map you need to keep the stones - all the stones you collect throughout the map. Keep them in the stash until needed late in the game. You'll need them to open the final quest dungeon of the game.
Basically the main quest in the Utraean Peninsula plays like the original multiplayer map. Due to balance issues, it isn't quite as open as the original map though. It strongly encourages you to travel a set route.
The problem is that the sarcophagus didn't open at all. I've tried several times and despite that every time the character produced an opening animation the sarcophagus still didn't open.
I've started a new party and played it again. This time the sarcophagus did open and dropped coins and Elddim stone. Now the quest is complete. I don't know what happened the first time, but apparently something prevented it from opening and because that event could be triggered only once the quest was stuck.
Since Melee is the most challenging, I decided on a dwarven fist of Stone( I know, real surprise there )
A hoover Bunny , the brown bunny at start does part of a hop then slides along(hoovering)then finishes his hop
Larry, Moe, and curly did attack
After helping the Guards at the gate I got Chapter 2 :Travel to Glacern completed I have not yet found wesrin Cross
The quest is working as intended but maybe it's a little confusing unless you look at the summary. The next step to "Find Wesrin Cross" states that "The Northern Outpost Gate is blocked! Now the only way to Glitterdelve Mines is through Wesrin Cross".
Your original intention was to travel directly to Glitterdelve Mines through the Northern Oustpost Gate as it's the quickest route. You wouldn't know at the time that it was blocked.
Maybe the task could have said instead like "Find a Way to Glacern" or suggest that the Northern Outpost Gate is the quickest way to reach Glitterdelve Mines, which will take you to Glacern.
KillerGremal has discovered how to hack or bypass the hard coded check Dungeon Siege 2 v2.3 (Broken World executable) uses to lock out third party maps using Veteran or Elite modes.
DS2X_Mod_Map_Mode_Unlock_v1.ds2res
It allows you to select any map mode from the map difficulty menu - even with a brand new hero. You do need to set the Monster Level Adjustment mode to "All" otherwise the regional level table will set them to mercenary mode level - this doesn't apply to the retail maps, which can also be accessed freely in any map mode you want. Deactivating the MLA mod will set the monsters to their template levels, which hasn't been balanced for veteran or elite modes.
This little mod is for testing purposes at the moment. I think KillerGremal is still looking at what may be possible with this hack but I thought it would be useful to post a version of it. It only works if Broken World is installed (v2.3 executable), even if the same changes are made to the vanilla DS2 file (which is actually used in this mod).
One thing I have noticed is that it is currently possible to recruit your party members again, unlike in DS2 or Broken World where once recruited they can't be recruited again.
Maybe this mod could be refined or even refined so it works as a replacement to the hard coded behaviour in v2.3 (perhaps by adding a Boolean check to the maps which is checked in the load_game.gas?).
Incidentally has anyone ever finished any of the legendary mod maps in vanilla DS2 and been able to access the next map mode?
I will down load and install right now. and give it a test.
So I'm playing with the retail DS2 BW again finally and I'm loving the new menu interface (not sure if it was there longer since I've used Steam for a long while.) So far I've only noticed two weird things with the latest files here. The BW Utraean character mod doesn't work at all for some reason, but it works with Steam just fine. I tried in both BW and vanilla resource folders just to confirm my curiosity. Also, the dwarf loading in vanilla DS2 (Retail and Steam) loads with yellow and black pants in character creation.
The only other weird thing I experienced was a full crash after fighting the mimic over the Farmlands bridge in KoE when I equipped a bent Druid Staff. I was unable to recreate the issue as I soon went to the regular DS2 map in multiplayer to quickly test if the staff was bugged but it equipped fine.
So far, everything else looks great, so I'm going to keep playing on. I'm excited to actually have the time to finally play all the way through and get on to LoA with the rest of you guys. Great work on the completion of KoE iryan!
EDIT: I was able to recreate the crash by equipping a bent Druid Staff in KoE the next time I played. Just picked one up in the Crypts and it crashed when I equipped it. As usual, I'm playing with only the mod and Aranna Legacy. I have all files in the vanilla DS2 resources directory.
Glad you are enjoying the update.
I used a playable BW Utraean character for my KOE playthrough and a dwarf for my LOA playthrough without issues. Will check the dwarf in vanilla DS2 - the assets are ported from BW.
I'm still to test the latest update with steam - the first time I tried I had a crash when fighting the bear early n KOE and then I switched to playing with the retail game.
The bent druid staff is a DS2 item and I believe Aranna Legacy does change both the model (from m_w_staff_311 to m_w_staff_300-112 and textures from b_w_stf_311 to b_w_stf_302) but why that would cause the game to crash I don't know. The Legendary Mod doesn't change any base templates from DS2 or BW.
I'm not sure why the Utraean character model won't show up then, it's a little odd. For the Bent Druid Staff I'll test again by turning off Aranna Legacy as that's most likely what this is.
So I just started LoA with this mod to check things out and so far it looks great aside from a few minor bugs.
For some feedback--
I don't know if you plan to remake the original intro NIS or anything but I think it's fine enough how it is. It would, however, make a great improvement to the map with the original.
I was also wondering, is it possible you could start the hero out with the same starting equipment as in KoE (minus the hoe)? Mercenary armor doesn't exactly seem to match the scene of things.
Onto some bugs--
1. In the starting basement (A1_R1A_BASEMENT, 6.237 / -2.000 / -0.146 / 0XEC2F5181), when opening the chest with the glitter sfx, the glitter stays there.
2. The armor stand in that basement disappears when grabbing the armor from it
3. Moht (A1_R1_TOWN, -0.619 / 0.001 / 1.461 / 0XACCB93FC), the guy that tells you about the caravan attack when walking down the slope from your house, should have a gold star on the minimap and a gold question mark above his head.
4. Just in general, it seems in the town of Arhok it's raining. I think that should actually be snow, but memory might be failing me.
5. 3 people sitting in the inn are a little out of place (A1_R1_TOWN, 6.820 / -0.000 / 0.725 / 0X87B550DC). Sorry I don't exactly have a screenshot yet, but you'll see if you check it out.
6. The man in the room upstairs of the inn shouting "kill em' all" should actually be sitting in that chair wigging out unless memory fails me here as well. A1_R1_TOWN, -7.972 / -1.400 / -2.620 / 0X40E42C86)
Yes. Speaking from unreliable memory, finishing KoE (for one) unlocks veteran mode - not just for KoE but for other mod maps too (but not for the original DS2 map). To access veteran UP (say), you have to take the hero who'd completed KoE, select KoE again, see that veteran mode was available (maybe have to put your cursor over it), back up to map selection menu, THEN choose another map.
I've no record whether completing any of the other maps has the same effect. Testing what happens if one does select veteran went no further than confirming hero's whole party is present at the start - which it should be anyway on mercenary?
Yesterhaven has been updated to beta34b.
DS1_Map_Yesterhaven_Beta34b.ds2res
Only 1 significant bug fix but it's a big one. The elevator between the end of Act I and start of Act II was playing up again so I scrapped it and replaced it with a portal. Works flawlessly now. Other than that just a couple of minor tweaks to the moods in Swamp Town Yesterhaven and in the in-game map.
Yesterhaven_Changes_Log_Beta34b.pdf
With the Utraean Peninsula already basically complete (what tweaks made to it not worth uploading yet), the maps are now finished as far as significant changes or bug fixes. I know there's still heaps of minor bugs that could be fixed but I doubt I'll have either the time or energy to fix any but the most serious or interesting bugs. So now I'll mostly be working on getting the mod ready for distribution (installation package, updating the manual, etc). Still let me know of any bugs or things that could be improved as I may find the time to fix them. As always thank you all for your support and help over the years making this mod. Without all of you this project would not have got this far.
Thank you for your feedback. I've implemented some changes as they are fairly basic (still took me about 2 hours to fine tune everything).
Remaking the original NIS would be nice but very time intensive. KillerGremal remade the original NIS for KOE otherwise that would be simplified as well.
I did manage to make the hero start off without any armor or weapons, you get these from the basement chest (I removed the emitter from the chest). Removing the spells didn't work.
I'm not going to give Moht any quest indicators as I believe it works well enough at the moment. You actually don't start off with any quest at all in the beginning. Moht automatically starts the main quest when you walk towards him (as well as hinting that you look in the basement).
The armor and weapon stands are jarring I admit but I don't know why that's so. The base templates are in KillerGremal's content pack and are exactly like they were in the first Dungeon Siege. So I don't know how the models are switched in DS1. I suppose I could go through every armor & weapon stand in every map and place an empty model in the same position as well, so it would appear the armor or weapon stand just lost it's items but that would be a lot of work for minimal effect.
I fixed the rain and people in the Inn except for the man upstairs.
Awesome! It sucks that you can't be paid for this kind of thing. You guys sure put a lot of work into all of this and honestly it seems deserving of some sort of reward.. That being said, if you ever put something up for donations it might be worthwhile and I'd gladly lend a couple bucks when possible lol. Not trying to over congratulate, I just got to thinking about it all and I never really know how to say how thankful I am for all of this work.
Anyway, the original NIS is a big thing and if anything I think that could be tackled WAY later after the more simpler bugs.
The basement seems fine with/without the emitter on the chest, I never really understood how the SFX was supposed to be perfect anyway but in the original LoA it had no effect at all so with this one it was just kind of an added feat.
I agree with that on Moht when you put it like that as it just makes a lot more sense.
The armor and weapon stands seem very weird at best and that definitely wouldn't be worth it to go through so many regions just to fix something so small. Though I noticed the armor stand in the basement actually appeared empty anyway, so I'm not sure where that sort of problem may be originating.
There's actually about 5 different models for armor and weapon racks, some have items and are interactive, while some are empty and are just there for decoration (note sometimes even full racks are marked non-interactive and are just there for show - like in shops).
KillerGremal may know why the racks in the mod don't work like in DS1 as he is much more knowledgeable than me with code.
As for the amount of effort it takes, I believe I speak for KillerGremal and all other modders that we do it for the enjoyment. It can be very satisfying to see something you create or modify also being enjoyed by other players.
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