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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I've made several min-mods to change the difficulty level in each map quickly for those who don't want to mess with editing the ini file.
DS1_Mod_Map_Difficulty_100%.ds2res
DS1_Mod_Map_Difficulty_150%.ds2res
DS1_Mod_Map_Difficulty_200%.ds2res
100% also has a respawn rate of 70%, 150% also has a respawn rate of 85% and 200% has a 95% respawn rate - definitely for the masochists I think.
For comparison at the default 50% difficulty level in the maps as they stand now, a level 5 Krug Scout has 43HP, 21 defence and 6-9 damage rate. At 200% he has 97HP, 30 defence and 19-30 damage. A big difference.
Other comparisons, a default level 5 Phrak Piercer has 15HP, 21 defence and 4-6 damage. At 200%, it has 30HP, 29 defence and 11-18 damage.
A default level 5 Krug Scavenger has 29HP, 21 defence and 4-7 damage while a 200% level 5 Krug Scavenger has 71HP, 30 defence and 14-23 damage.
It also seems to scale a lot quicker. At 200% difficulty, a level 4 Krug Dog has 46HP, 26 defence and 13-21 damage. A level 6 Krug Dog has 88HP, 35 defence and 21-34 damage.
Even considering that the MLA mod supports difficulty levels up to 500 (described as quite hard in the mod's txt), I didn't think making any more variations necessary. A level 5 Krug at 500% difficulty would possible have over 200HP, a defence of around 50 and cause 35-50 damage or more.
@Iryan: A difficulty default of 50%...!? :o
Hm, I'm wondering a bit how you would handle it if there wouldn't be any (difficulty option in the) Monster Level Adjustment mod at all.
Perhaps some players delete that mod anyway because they do not care about the recommendation that the maximum level difference should be of 4 or 5 levels in DS2...
Moreover, when looking at the stats you have posted, let's just remind once, with a party of 2-4 members (has some impact too), in DS2 a level 5 monster has 101 life points if the monster is 'normal' (as GPG has seen this) and 67 life points if it is a 'weak' monster.
The way GPG has designed the maps, the 'weak' monsters would probably be some more appropriate in a an area where the player is still level ~5 (and hence also the Level Adjustment mod tunes 'normal' a bit weaker then, while up-scaling a bit 'weak' or 'trivial' monsters later at high levels).
However when there are complaints about the difficulty on DS1=>DS2 maps we perhaps should consider the monster placement (eg. its density) and the choosen monster type in the templates too.
Difficulty issues may and should be discussed, but focusing here on the Level Adjustment mod alone is not really useful - pushing one auxiliary feature to the extremes while the origin of the matter is possibly caused elsewhere.
I love the idea of this teleporter being here right at the beginning of KoE. Though I noticed a slight bug when stepping near it. It shows right in the chat bar--
activate_message = we_req_use;
b continual_loop = true;
//event_sound =
What is it supposed to say when stepping near it?
The teleporters in Kingdom of Ehb are different to the direct connection teleports in that they start automatically like the teleporters in DS2 - to help differentiate them from the DCTs which are also found in KOE.
They are suppose to say "Teleporter enabled" through a screen message but apparently screen messages must be set in "instances" in the map not in templates. So a debug message was displayed instead. It has now been fixed.
The teleporters in Kingdom of Ehb are different to the direct connection teleports in that they start automatically like the teleporters in DS2 - to help differentiate them from the DCTs which are also found in KOE.
They are suppose to say "Teleporter enabled" through a screen message but apparently screen messages must be set in "instances" in the map not in templates. So a debug message was displayed instead. It has now been fixed.
I'll likely release the maps with 100% difficulty set in the level adjustment config file as standard with a 50% mini-mod for players to change the difficulty if they find the standard too hard.
The monster density is based on the original maps. To change the density and therefore the placement throughout the 3 retail converted maps and Yestehaven would change the reproduction of the originals in this aspect. There have been few complaints over 7 years of the mod about the difficulty of the mod, so to change the monster type in the templates would alter the overall balance in the maps and perhaps then many will start to complain it's too easy (a complaint which many reviewers levelled at DS2 itself). Plus it would take a lot of time playtesting the changes, time I don't have.
So a quick and easy way to change the difficulty for the player to suit their individual preferences is a way to hopefully satisfy everyone.
I have no trouble personally with the difficulty the way it is now. I normally get enough challenge when I set it to monster_adjust_all and I honestly play that way throughout the map. The way things are now I have yet to encounter anything that's too difficult or too easy with it like that. Then again I only always play as a mage so I'm not sure if other classes might make a difference.
@iryan: I can understand your point of view generally, and it may be that my perspective is rather monster and stats related, simply because with a preset/default of 50% only the player would face a monster (on average) that would have on GPG's maps about 50% more damage and remarkably more life points - that's quite DS2-untypical, the same way propably as DS1-inappropriate it would be when we change the monster density by removing monsters from a map (an additional mod feature could do this easily though, e.g. 10% chance that a monster never appears).
So perhaps a default around 80% would be a useful compromise? - And if too difficult the player still had an option for 50% with a notable impact.
KillerGremal has made this functionality available in his latest updates to the Hotfix Mod and Aranna Legacy.
Hotfix Mod/Aranna Legacy Thread
I've briefly tested this and confirmed that it works for the Legendary mod maps. Everything is reset. I'll make mention of this in the mod's manual.
In further testing previously I found that even if party members exist in the higher map modes, you can't recruit them if you already have them either in the party or the inn. You would have to disband completely the mercenary character.
Interestingly I've also confirmed that having a player created hero is essential in having map related triggers reset. In one game where I accidentally destroyed my main hero (by temporarily removing the mod that made him exist), I found that while the journal and monsters where reset in a higher made mode, the triggers weren't. Meaning that no quests would be activated, etc.
I was wondering, does the difficulty level affect the amount of experience earned ?
So, eventually, it just affect the speed your "powers" reload ?
So the easier the game becomes, the more damage you can cause, the faster powers will reload.
I finally got DS2 and BW (Retail only) running on Windows 7 again to try and see the differences between Windows 10 issues and normal playability and I didn't really notice much difference except for the full screen (yay!) so far. Sadly, the Utraean mod doesn't work whatsoever anymore though for whatever reason just like it didn't in Windows 10. I was assuming that Windows 10 was probably messing up the mod priorities or something but it doesn't seem to be the case. I think this may just be a random bug or perhaps user error on my part, though I can't think of anything I might've done wrong. Anyone else experiencing this issue at all?
The mods I've got together so far are only Aranna Legacy and the Legendary Mod with all files including the Utraean and voice packs. I installed the 2.2 patch for Vanilla DS2 and I haven't touched the .ini files in either game folder. I'm just wondering if anyone else here can replicate this issue or any of the ones I've been having with Aranna Legacy here and this mod?
Irwin Ryan, it's been hard trying to get a hold of you my man.. where have you been? The Steam Community is flooding with vibrance, we've created an Discord Channel, it would be great if all you guys here could join us..
I actively use Discord. How do we find your channel Killah?
All the info you guys will need is here !
Steam Group: http://steamcommunity.com/groups/DungeonSiegeOfficialGroup
Guide to Enable Legends of Aranna on Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=1148174213
Guide to Enable Broken World on Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=1165078098
Discord Channel: https://discord.gg/PPsdY3D
I can’t collect Merik’s Staff from the platform after beating the Goblin Robot boss. The game won’t let me continue without it, either. I guess it’s too far away or something, but I don’t know what to do.
Ugh, never mind. I tried again later on and I was finally able to pick it up. No idea why it worked then but not earlier. I was clicking it from every angle with every character and getting nothing.
There's a little update for my content mod.
So for those who have 'Mod-DS1Content-Alpha11a.ds2res' installed, there is now Alpha 11b.
This update is rather functional, so recommended but not that critical.
The Legendary Mod has finally reached release candidate stage. All links in the thread heading have been updated though documentation and the installer version are still being worked upon.
While nowhere perfect (what software is), all significant bugs have been squashed. Apart from this, the highlights of this release is the integration of seefar moods within the mod so no need to use the seefar option on Elys All*Saves v2. That would only reintroduce the glitches and distortions which too high a seefar level causes.
Other highlights is that the intro and outro of Legends of Aranna have been mostly restored to the originals.
KillerGremal has also worked on improved language support without the need to tediously rename every template containing English text, just like its done in the retail assets. Currently this only extends to his own DS1 Content Pack but hopefully it can be extended to the rest of the mod to make translations into different languages easier. Hopefully he will at some stage give some instructions on how to implement this as I'm clueless how to obtain the addresses needed for the translations.
It's been a long journey and sincere thanks to so many people who provided invaluable assistance in making this project come through.
Iryan, many many tanks to you good sir. I will have to download the files just as soon as time in the real world allows. Stupid real world!
Thank you for all the years and effort to bring the mod to version 1. You are my hero
You're welcome. It wouldn't have been possible without your help, encouragement and assistance throughout the years. Indeed the credits for the mod warrant a separate readme, there's so many of them. Enough to rival that of a high profile movie blockbuster.
Incidentally I've made links to a pack of mini-mods which include the playable Utraeans, mods to unlock veteran and elite modes in the 4 main legendary mod maps, mods to change the difficulty level of the monsters from 50% right up to 200% and the map menu selection fix for Dungeon Siege 2.
Also I've made a link to the DS2_Mod_Voicesets.ds2res, which enables voicesets for player created heroes and party members from Dungeon Siege 2 and Broken World. The voicesets for the Legendary Mod's recruitable characters are included in the mod and work much the way they did in Legends of Aranna.
And from the Land Down Under a a grand work is now upon us
CONGA LINE :):):)
Snakes - make them a different color and / or species, so they don't blend into the grass, or have them appear outside of the entirely green areas. Realistically it makes sense that they're almost impossible to see, but in a gameplay aspect, it causes trouble more than anything.
EASY
Environment - Make it more "rounded", to look more natural. Might require a few added polygons.
FAIRLY EASY
Select Outlines - Very nitpicky, but I feel this could improve overall the overall experience and look of the game, and that's to make the outlines less thick.
UNKNOWN
Font - I have very sensitive eyes, so I'd argue this make sthe point stronger, but the font is somewhat hard to read, or at least harder than ti shoudl be. It should be made to be easier to read.
EASY
Health Bar - Health Bars should be shown when your mouse scrolls over an enemy and friend (especially if they're in your group)
UNKNOWN
Skeletons (Legendary Mod) - They should be carrying proper weapons. It'd be okay to have them carrying their present weapons (Pickaxes and shovels) given the context and location, but none of them are in the contextually correct place where this would make sense. The current skeletons could be using heavily rusted gladiuses, The current ones could also be used as special / boss skeletons.
EASY?
Greedy NPCs (Legendary Mod) Make the NPCs that get greedy make more sense according to the lore - such as ghosts and skeletons, or gargoyles
EASY?
--NITPICKS--
Spellbooks - in DS1, they were rightside up, but in DS2, they're laying down. Books are most commonly placed rightside up in storage.
FAIRLY EASY
@Eksevis: Well, the visual perception of the game may vary quite a lot from one gamer to the other.
Actually I have created once visualisation related mods - have you tried them out already? (...supposed the still work with Steam, if you have).
And about the polygons...
They are possibly sold out a bit ;=), but cool to imagine and appreciated when more.
Honestly, most if not all of those mods are far more subjective. Font size, I feel is more subjective, and not so much about sensitive eyes as much as plainly bad eyes. There's generally a reason New Times Roman and Sans is used a lot. Now, I'm by no means saying we should use something that boring, but it could be improved. Of course font sizes should be in the options anyway; it wouldn't take away anything from the overall playability, and would in fact add to it for those.
What you're thinking is more along the lines of art style. On a design aspect, the grass snakes are heavily flawed.
As for the outlines, the problem isn't that they're there, the problem is that at times they're overly thick, and makes it distracting. In fact, DS2 is better for having them over just a lighter color pallet. If nothing else, the size and thickness changes. AS a rough guess, it probably has something to do with hitboxes.
Apparently, to optimize it and make it look better you don't even have to add many. Just adding 7 polygons, according to the creators of Crysis helps a lot.
I tend to play with the auto-engage mod so they tend not to be a problem to me and so I forget what it must be like playing default DS2.
There are different skins I could use for sure but snakes are very weak anyhow. More for ambience value than for challenge. I'll look into changing their skins.
More than a few polygons would be needed trust me. All the nodes would have to be replaced and probably it would be quicker to redo the maps from scratch. We're talking about a 16 year old game after all. So not going to happen.
It would be better if some kickstarter mob proposed a true HD modern remake of the game but knowing Square-Enix's attitude, I would put the likelihood of getting permission or a licence to create such a remake as virtually zero. They are in the business of releasing remakes of all of their old Final Fantasy games, etc. but they all belong to their traditional brands not an acquired brand which bombed out in the last retail release (DSIII).
As KillerGremal commented, have you checked out some of the other mods on his site? http://ds2.bplaced.net/mods/
The ring removal mod and object highlighting beta4 improve this aspect of the game out of sight. I always use them when playing and highly recommend them.
Ditto as above. KillerGremal has Text size increased alpha 4. I haven't personally tried it as I use a 30inch television for a monitor.
In fact you should check out KillerGremals' other mods on his site, there's a lot of good ones there.
I assume this is because of the font issue? Because the health of the enemies and party members are displayed in numerical form.
As the ui will shown health bars of the actively engaged monster, this could probably be done but it's certainly beyond the scope of the Legendary Mod. While KillerGremal has fixed some of the issues DS2 has in this mod, more of them have been fixed in Aranna Legacy and the Hotfix mod and should such a feature be developed, it most likely will be done in those mods.
This feature is more for variety than contextually correctness (sounds similar to political correctness, which we get so much of down under that it makes you batty).
My own personal view that it's more contextually out of place fighting a swarm of skeletons, all carrying the same exact weapon, and shield for the guards. Perhaps the custom in the Kingdom of Ehb is to bury the dead with their worldly possessions for the afterlife (as the majority of skeletons are found in crypts or cemeteries) so to explain why some skeletons walk around carrying pickaxes and shovels - perhaps they were farmers or miners before they died.
You have lost me here. Greedy NPCs?
I must confess I have never paid any attention to what way the books were facing.
...so I can't wait to see more subjective mods for a specific game feature/aspect, at least until we have one flexible mod to outdate all the subjective mod(s) finally.
I mean, in Microsoft Word Office Word or in other DTP tools for example you can change font type and font size within seconds, it should not be much harder to create a mod (or at least a set of mods) that does the same in DS2 !? ;=)
Flexible/global/'non-sujective' mods e.g. to set the font or cursor size/color or to define the thickness of highlightning object-outlines would be welcome for sure.
But usually there are strong technical restrictions behind, that you can't option-ize or even change it as wanted, often because it never was meant to change during development.
Or maybe it was considered, but then the developers dropped it because it took too long or was too expensive to implement it. And now it's so painful the change it with a mod, that you rather tend to spend your (leisure) time elsewhere.
Similar with polygons. To upgrade an existing 3D-object with additional polygons is not so hard perhaps, but I fear the chance for DS2 is rather/very low that we finally will see/enjoy such tunings on a bigger scale in-game considering time and work afford - sadly.
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