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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bare_elf, you're correct on all counts. My mistake [smacks forehead]. DS1 is v1.11.1462 (says 1.11.1 but that's because it overflows the 6 characters max), LoA is 1.5.
And for the record, I was able to complete the exploding door in the tutorial. I just misread the instructions.
However, try this: DS1_Mod_Logic_v1.01 with Update to DS1Content-Pack Alpha 11d (848kB, ReadMe)Also remove 'Mod-DS1Content-Alpha11d.ds2res' - and hopefully the armor problem for DS1 textures is gone then.
EDIT (2019-06-09): Since the release of Mod-DS1Content-Alpha11e.ds2res (19.3 MB, ReadMe) the 'Alpha 11d' mod(s) are obsolete now and no longer needed/available.
@Iryan: Please update DS1_Mod_Logic_v1.01 so 'Mod-DS1Content-Alpha11e.ds2res' is no longer required as separate mod. You may also remove all of its content again (unless you want/need to retune/expand it) so in case of an update it can be downloaded as separate (low priority) mod as it was the case before 2017/2018 - compared to the situation now that would cause less work for both of us with a lower chance of mod conflicts.
Try once: DS1_Map_World_v1.01 Update Alpha 02 (142kB, ReadMe)
It is a rather some kind of update proposal since it also contains optional things, however there is also a work-around inside facing a problem that would explain the matter with this door/gate here in the Spider Den ('sd_...' regions).
Just put this mod (temporarily at least) into the 'resources' folder inside your DS2 installation. The Legendary mod and the Ehb map are required (otherwise this mod may bother).
It didn't work. Still a locked door and a large spot of black nothingness behind it.
@Reinc: When standing in front of this door, open once your hero's inventory, keep Ctrl+Alt keys press down, then click on a health potion.
The potion label would change then into some position data - what could be quite helpful to know.
A screen-shot of course would help too.
Here is a screenshot with position data.
Thanks, with me actually this door opens all time (now), I have tried it out several time in v2.2 and v2.3/BW...
Could you upload anyhow your savegame?
Inoperable doors (or chests) are quite boring, and it would be a good thing to get rid of them as soon as possible...!
Here is a link to my save game. A fair warning that I edited some mods, to the extend of my poor knowledge, to disable respawn.
https://www.dropbox.com/sh/wzdmtgtm8m29ai4/AAAJKPXL8zGY0eLCJyzdXzjUa?dl=0
So remove 'DS1_Map_World_v1.01.Update-Alpha02.ds2res' and try the revised DS1_Map_World_v1.01 Update Alpha 03 (160kB, ReadMe).
Honestly changes are marginal and this may not be the appropriate fix for this matter, however the door/gate is open now.
Should the little update mod above not help, you also could get back your slightly progressed savegame (64kB) - in this case however do a carefull check of the inventory items. I had the impression we are not using the same set of mods and hence some thing may be missing.
DS1_Mod_Logic_v1.01.ds2res - contains an error.
If Ulora get damage from enemy unit, the game freezes.
Please correct the error in the file.
I just have rechecked this - and I was not able to reproduce this situation (in v2.2 or v2.3/BW, with or without Hotfix resp. Aranna Legacy mod).
Ulora is even member for quite a while in WyrdForge's Ziggy party, and there were no complaints so far by him or other players.
However if you have some more concrete hints why there should be a code/resource error in the Legendary mod, please post it.
For the time being I just can recommand to recheck your mod set - what you have experienced is a remarkable impact indeed, and one reasons could be conflicts between the mods installed.
update file has fixed the issue. I actually did not have 'DS1_Map_World_v1.01.Update-Alpha02.ds2res' in my resources folder, only 'DS1_Map_World_v1.01_hotfix', but the issue with the door happened before I started using hotfix. Are Alpha03 and the hotfix compatible?
Tested on different versions of Dungeon Siege 2 (Eng, Rus 1C) + BW + Steam Version. If Ulora get damage from enemy unit, the game freezes. The game does not answer in the Task Manager. (Windows 7 SP1 X64 Professional, Windows 10 1809 X64 Professional)
There is no error on version 33a.
By combining 33a with 1.01 without replacing the matching files (the error has disappeared).
Only DS1 Legendary Mod for DS2 is installed.
Upd:
ds1_ehb_pm_hero_based.gas 33 version
screen_name = "Ulora";
}
[inventory]
{
custom_head = m_c_gah_amr_hlmt_ef_head-01;
selected_active_location = il_hand_1;
[equipment]
{
es_chest = #amr_bdy_cmg_elementalist:base;
es_feet = #amr_bot_cmg_elementalist:base;
es_forearms = #amr_glv_cmg_elementalist:base;
es_spellbook = book_glb_magic_01;
es_weapon_hand = #st_mg_ds:base;
}
[other]
{
il_spell_5 = spell_heal_1;
il_main = spell_icebolt_1;
il_main = spell_firebolt_1;
il_main = spell_firespray_1;
}
}
ds1_ehb_pm_hero_based.gas 1.01 version
screen_name = "Улора";
}
[inventory]
{
custom_head = m_c_gah_amr_hlmt_ef_head-01;
selected_active_location = il_hand_1;
[equipment]
{
es_chest = #amr_bdy_cmg_elementalist:base;
es_feet = #amr_bot_cmg_elementalist:base;
es_forearms = #amr_glv_cmg_elementalist:base;
es_spellbook = book_glb_magic_01;
}
No close combat weapons in hand and I get bugs in the game.
After the changes, the bug went missing.
GPG used another way to translate the game, and there should not be item templates or skrit/flick file with language-specific characters inside - it may work under some special circumstances though, but it is still a high risk since the gas/skirt/flick compiler may not be completely tuned for this.
DS1_Mod_Logic_v1.01.ds2res (2.6Mb)
Contains a file ds1_ehb_pm_hero_based.gas mistakenly
screen_name = "Ulora";
}
[inventory]
{
custom_head = m_c_gah_amr_hlmt_ef_head-01;
selected_active_location = il_hand_1;
[equipment]
{
es_chest = #amr_bdy_cmg_elementalist:base;
es_feet = #amr_bot_cmg_elementalist:base;
es_forearms = #amr_glv_cmg_elementalist:base;
es_spellbook = book_glb_magic_01;
}
is specially downloaded from the topic's hat. (https://mega.nz/#!pkNnibaJ!eoik3mYAYrDS8CKU0imdCagsF49ZvectsYWAQOuF0rU) = your link
to watch the lines from 67 to 79 in file ds1_ehb_pm_hero_based.gas
I will gradually learn version 1.01 and if there are more bugs, I will have to use version 33a to fix them.
Since the above mentioned error has not been corrected yet.
@LV426: Unfortuantely I was not able to reproduce this error so far.
The connection between adding an initial weapon (wasn't this your suggestion?) and a more stable game behaviour on damage impacts (minutes later perhaps) is not obvious at all...
However let's see if somebody else can confirm this bug, possibly even providing a general (for all users working) process/'recipe' to reproduce this bug just with the game resources of the Legandary mod.
Animation when autocasting healing spells (especially on self)?
@LV426 you could test this by removing healing spell from Ulora's spellbook.
Indeed however, this animation matter may still exist, but at least in the Hotfix mod or the Aranny Legacy mod there would be a corresponding work-around to prevent it widely.
By the way, did you possibly have any 'success' to reproduce the bug with Ulora (when damaged)?
I've been playing a quite different game (in between watching BBC's Springwatch live nest cameras).
Problem as reported is not a "crash" but either a freeze (endless wait) or an infinite loop. May not be the actual animation code, just something to do with Ulora's response to being hit. My suggestion stands - the original reporter could try what happens if Ulora does not have any healing spell available to autocast. Also does problem still happen if Ulora is selected for player control? All modes (rampage, mirror, wait)?
For the translations/localizations, there is a usefull tool on the web : Transifex !
Do you think it could be usefull ?
2 different operating systems, 2 different computers (processor E8400 and i7 3770), 3 different versions of Dungeon Siege 2. And all of them have the same result shown in the video.
The error in the code.
https://www.youtube.com/watch?v=vvvOlMEQiHk
Go around that bug first? Then you'll change something at Ulora's.
How to bypass the bug I wrote above. Editing the code.
You have a special version of Dungeon Siege 2 (which is only for you).
There are certain functions which use wide strings - these are supported in things such as ScreenName and chat. I don't think any templates have unicode characters but you will definitely see them in the save game files.
This has been happening for me as well for both Vanilla DS and a few custom mods that I have. It just locks into an endless loop and I can't seem to get it to come back. I've had no luck in diagnosing what is causing the issue.
@LV426's video shows the problem is what happens if Ulora is attacked when an unrecruited NPC (before being spoken to, even).
And I had to find a solution. Although this mistake was reported to you a year ago.
Here's the solution, the code you missed. I'll check the rest of the partners later, maybe missed the code there too.
es_weapon_hand = #st_mg_ds:base;
}
[other]
{
il_spell_5 = spell_heal_1;
il_main = spell_icebolt_1;
il_main = spell_firebolt_1;
il_main = spell_firespray_1;
}
}
In the mod, are DS1's terrain meshes / nodes improved? I'd like to know if it would be profitable to port (back) to DS1 or not for my "Legendary Texture" mod.
Perhaps you should ask Iryan once what he thinks about it.
Possibly he still has the reworked textures as (DS1-compliant) PSD files already, so a creating a DS1 tank should not be a real problem.
Anyway, try to avoid using DDS files for DS1 textures.
As you probably know, DDS is a 'lossy' format where its quality does not completely match the orignial file, so PSD/PNG/TGA ==> DDS ==> PSD/RAW is not the best approach if high/improved quality is intented.
Thanks, that's a valuable piece of information, nonetheless I was not able to reproduce a crash...
However, if adding again a weapon to the equipment can help here (although there is no evident technical-logical reason that/why it should) I have re-added one in the retanked release of DS1_Map_World_v1.01 Update Alpha 03 (183kB, ReadMe).
Good luck.
Tell me Killergremal, how would you feel about adding to the inventory system the flexibility that exist in LOA inventory system...
I know we cannot get as close, but perhaps it could be possible to have a weapon and/or shield in every possible slot only in order to benefit of its passive improvements (still not usable without the feeting abilities/skills/perks)
@Gemeaux333: It's actually possible to revise the GUI/grid in a way that you can drag+drop an item from your main inventory into the addtionally added item slot.
As experienced once, the item there unfortunately will not be saved when you leave the gaming session.
It is also quite difficult to interact with this item/slot on the skrit/flick code level since DS only seems to have a limited list of 'slot identifiers' so common ways to deal this equipped items will fail most probalby.
It possible though to sacrifice e.g. an ring slot to be able to put there something else - let's say a shield - and of course it would be a cool thing when your dual-wielding hero puts away his left-hand weapon to use from now on a shield instead for a better defense and another set of powers...
Generally however I think/fear it would be a long way to go until you get a smooth implementation where the player perhaps is even able to switch the weapon configurations with a simple key stroke.
I'm not certain what you mean about improvements to DS1's terrain meshes and nodes, as the mod makes no changes at all to them. If you mean the textures, then they have been re-sampled and sharpened over the originals. I did look at porting the textures back to DS1 but it would require converting them from dds to raw of psd format as bitmaps don't support alpha channels, I believe.
It would be better to extract all the images from DS1 itself, including all of the alpha channels, and then batch converting them using parameters that you want to use. That's how I did the processing using XnViewMP.
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