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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.

It may not be the Utraean Peninsula Version 1.01 map that is causing the problem. I found a working copy of the legendary mod beta 33a on a computer that I have not used in years. After verifying the sarcophagus opened and released the town stone I installed the version 1.01 Utraean Peninsula map and turned off the 33a version of the Utraean Peninsula map. The sarcophagus was glowing and when I clicked on it the glow went away and the town stone was released and in my inventory and lore book. It must be some other file from the released version of the Legendary Mod. Possibly the DS1_Mod_Logic file. Let me know if the quest works using either the 33a or 33b version of the map. If it does not I will upload the DS1_Mod_Logic file from 33a. Then you can put the map back to the released version and try the DS1_Mod_Logic file from 33a
Elf

bare_elf, how about Mod_DS1Content_Alpha11b? I've had the sarcophagus both work and fail, with the same DS1_Mod_Logic the whole time, but did remove the Mod_DS1Content somewhere along the line (keeping only DS1_Mod_Content_v1.01).

That is, there are two combinations where I had the sarcophagus open when touched
(1) beta map and KillerGremal's alpha content
(2) v1.01 map - with my correction to the check_quest call - and iryan's v1.01 packaging of the content

I'd like WyrdForge to try my correction, but don't want to post an unsanctioned variant of somebody else's work.

bare_elf wrote:

It may not be the Utraean Peninsula Version 1.01 map that is causing the problem. I found a working copy of the legendary mod beta 33a on a computer that I have not used in years. After verifying the sarcophagus opened and released the town stone I installed the version 1.01 Utraean Peninsula map and turned off the 33a version of the Utraean Peninsula map. The sarcophagus was glowing and when I clicked on it the glow went away and the town stone was released and in my inventory and lore book. It must be some other file from the released version of the Legendary Mod. Possibly the DS1_Mod_Logic file. Let me know if the quest works using either the 33a or 33b version of the map. If it does not I will upload the DS1_Mod_Logic file from 33a. Then you can put the map back to the released version and try the DS1_Mod_Logic file from 33a

Elf

bare_elf, do I have to create a new hero and start from scratch, or can I just copy the map into resources folder and continue with a hero that was last saved at the entrance to the Crypts? I'm Ok with either, just don't want to waste my time. Thx

I started with a new hero when I tested the old game on the old computer because I had no saves. I think you might be able to use your save outside the crypts, but I am not sure. If the save at the entrance of crypts fails to work, try a new character before giving up.
Elf

Last week-end I have examined the pending matter some more.
The proposed fix is to download the new DS1 Content Pack, Alpha11d (19.3 MB, ReadMe).

Honestly the matter is complex and still quite intransparent, however most probably caused by a time-critical issue between the effect emitter (these chests have) and the basic chest 'mechanics' (which suffers/suffered a potential code lack).
Also on DS2 maps actually, chests with an effect emitter are not uncommon, but they usually 'enjoy' a delayed activation (by an item or actor check) - in a similar way as this chest here may get it by the (fixed) check-quest trigger RSimpkinuk57 has found.

 

By the they, there is also a new Level Adjustment Mod, Beta 5v (0.9 MB, ReadMe).
Indeed there is no relationship with chests, it just improves the support for attackable objects indicating now their remaining amount of life points.

1. The sarcophagus starts unlocked, so touching it would open it.
2. The check_quest trigger (a few steps away, and unavoidable), because it is wrong now, tells the sarcophagus to lock itself.
3. Touching the sarcophagus - clicking on it WHILE HERO IS AT A DISTANCE - will open it if the timing delay on the triggered process is enough for the hero to get there first, but fail to open it if the process completed faster.

If this is how the problem plays out, then fixing the trigger - which I have done only in a private copy of the map - would be one solution, and removing it would be another. Because on this theory its purpose would have been to stop players from getting the townstone if they'd not talked to Priestess Kelti, but now the redesigned multi-task quest gets activated anyway just by entering the crypts.

All this if the new Content is meant to INCREASE the delay. Which is not in itself a guaranteed fix, because the trigger point could be stepped on accidentally just by moving around the room, e.g. to attack the skeleton or gargoyle that start beside the sarcophagus. (Especially likely in rampage mode with a melee fighter.) Or if the player does not click on the sarcophagus while hero is at a distance, but moves hero to beside the sarcophagus intending to touch it only after getting there.

EDIT: Or is your difficulty the same as mine, KillerGremal: not wanting to issue a fix for the map itself without iryan? Have you got round this by putting a fix for the check_quest into your Content tank?

The comment. I was able to get the town stone using DS1_Map_Utraean_Peninsula_v1.01.ds2res and DS1_Mod_Logic_v1.01.ds2res along with the last beta release of the other files. The question. I did note when Killergremal updated DS1 Content Pack to Alpha11d that I have been running all of these tests with DS1 Content Pack Alpha11a and not Alpha11c. Therefore I am wondering if the problem occured with DS1 Content Pack, Alpha11b or c. The Elf is now totally lost because the Elf can not get the town stone quest to fail.
Insane Elf

Hey, it's been a long while. Finally got a new computer too so I'm anxious to get this set up again lol. Quick question though concerning the latest updates.
Do I need to delete anything from the Legendary Mod prior to adding the DS1 Content Pack, Alpha11d? I was rereading the OP and saw that it said how the Content Pack was already included so I didn't want to cause a file conflict.
Also, any other beta files I haven't noticed yet?

DrakeLyon wrote:

Hey, it's been a long while. Finally got a new computer too so I'm anxious to get this set up again lol. Quick question though concerning the latest updates.

Do I need to delete anything from the Legendary Mod prior to adding the DS1 Content Pack, Alpha11d? I was rereading the OP and saw that it said how the Content Pack was already included so I didn't want to cause a file conflict.

Also, any other beta files I haven't noticed yet?


Just delete the older version of DS1 content pack before installing Alpha11d. The released version of the Legendary mod version 1.01 is working. If you intend to use the older beta files 33a/b (if you have them saved somewhere) then you should not have to change anything.
Elf

DS1 Content Pack, Alpha11a which appears to work with any combo of beta and released files https://mega.nz/#!nUlQnaBJ!gH1PrdBSI4qhiq34ZSwUjBcJdIZSE485m9a0hT9B1_0

Thanks KillerGremal

I've added Mod-DS1Content-Alpha11d.ds2res to my Resources.

I see you've given it user priority +3 to override DS1_Mod_Content_ and Logic_v1.01.

I tested from different saves taken in the room outside the annex the sarcophagus is in.

The sparkle effect can still be turned off by walking sideways in front of the archway. But the sarcophagus opens when sparkling and opens when not sparkling. Even when the save is one from before the fix with the sparkle already gone. So the check_quest call has been made irrelevant except for the sparkle, which is only cosmetic.

WyrdForge, no need to start a new party, just go from any save after putting the new Mod-DS1Content-Alpha11d.ds2res into your Resources folder (don't remove anything else, except an older Mod-DS1Content-Alpha should you have one there now).

EDIT - I see the change is to base_chest.skrit so should get round any other broken check_quests further along. (Perhaps somebody should check to see that this hasn't made the dragon's "magically locked" chest, with the Quillrabe stone, openable anyway.)

RSimpkinuk57 wrote:

Thanks KillerGremal

I've added Mod-DS1Content-Alpha11d.ds2res to my Resources.

I see you've given it user priority +3 to override DS1_Mod_Content_ and Logic_v1.01.

I tested from different saves taken in the room outside the annex the sarcophagus is in.

The sparkle effect can still be turned off by walking sideways in front of the archway. But the sarcophagus opens when sparkling and opens when not sparkling. Even when the save is one from before the fix with the sparkle already gone. So the check_quest call has been made irrelevant except for the sparkle, which is only cosmetic.

WyrdForge, no need to start a new party, just go from any save after putting the new Mod-DS1Content-Alpha11d.ds2res into your Resources folder (don't remove anything else, except an older Mod-DS1Content-Alpha should you have one there now).

EDIT - I see the change is to base_chest.skrit so should get round any other broken check_quests further along. (Perhaps somebody should check to see that this hasn't made the dragon's "magically locked" chest, with the Quillrabe stone, openable anyway.)

Since the Mod-DS1Content-Alpha11d.ds2res seems to have fixed the quest I think I will play the map through to the end to make sure the other quests work, and no doors open or quests complete when they should not. Like when one is missing a key or quest item.
Elf

Thanks for all the work! It works beautifully. I tried two different existing heroes. The first one had visited the sarcophagus (therefore, no glitter) and the second one had not. Both of them were able to open the sarcophagus and the loot was dropped (including the stone, of course). With the second hero, the sarcophagus glitter stopped when the hero approached the archway. In either case, the quest was indicated complete and the stone in the hero's inventory.

Now, I too will play the map through to confirm that it's working in all cases (except if there's another item/event necessary to complete a quest).

Thanks again so much to all who contributed!

Everything going great so far. Have the Elddim Sunrise Stone and the Crystwind Hammer Stone and just exited the mines on the way to Fallraen. The entrance to the Crystwind mines required the Elddim townstone be in my inventory to open. To verify this I left the Sunrise stone on the path before I saw the mine gates. The gate did not open. Went back picked up the Sunrise stone and the gate opened. So that trigger worked fine. Only ran into one minor glitch and that is with the Broken World Dwarf looking like he is wearing a black and white checked suit no matter what armor he has on. Not an issue with the DS2 Dwarf. This is something that iryan and I attempted to correct ages ago, but more pressing problems kept popping up. Maybe I will get a chance to look at it some time soon.
Elf

Have you ever noticed when playing any of the DS1 or DSLoA maps the glow never goes away from trunks, closets, doors that contain special items even after the item is in your inventory?

Currently at the Mount Utrae Forest Portal after picking up the Snowflake Stone from the Dead Priest. Can't wait to arrive in Meren I need a beer and a swim after killing all the Ice Warriors. Picked up the archer in Fallraen, boy did he have crap weapons and armor. Fixed the dwarf by making him new armor so he is not in a checked suit. Everything seems to be working fine.
Elf

Using Elys Succubus Manager, I still don't have access to previous saves. It's very probably me, but I don't see any way to specify a previous save. Would I find that in the Succubus Manager panel, or once DS2 is loaded? I have Disable Save Checksum checked. Thx

WyrdForge wrote:

Using Elys Succubus Manager, I still don't have access to previous saves. It's very probably me, but I don't see any way to specify a previous save. Would I find that in the Succubus Manager panel, or once DS2 is loaded? I have Disable Save Checksum checked. Thx


Start DS2 using the manager, then you should be able to find one of you previous heroes that you saved, pick the one you want.
Elf

bare_elf wrote:

WyrdForge wrote:

Using Elys Succubus Manager, I still don't have access to previous saves. It's very probably me, but I don't see any way to specify a previous save. Would I find that in the Succubus Manager panel, or once DS2 is loaded? I have Disable Save Checksum checked. Thx



Start DS2 using the manager, then you should be able to find one of you previous heroes that you saved, pick the one you want.

Elf


After the game loads, I have no problem finding all the heroes I created, but I see no way to access all the saves for each hero. All I can do is continue from the last save (or create a new hero or delete the current one). I must be overlooking something...

Before starting the game go to My Documents, My Games, Dungeon Siege 2, Save, Single Player. Here you will find a folder for each saved player. Each folder will contain current save and several backups.
In the folder containing the saves make a new folder, and move ds2party and ds2 radar to new folder.
Then rename one of the back up sets by removing the .ds2bak# from the party and radar file. This should allow you to bring up other saves. Note only one file set can be active at a time! To go back or use another save just redo the steps.
Elf

bare_elf wrote:

Before starting the game go to My Documents, My Games, Dungeon Siege 2, Save, Single Player. Here you will find a folder for each saved player. Each folder will contain current save and several backups.

In the folder containing the saves make a new folder, and move ds2party and ds2 radar to new folder.

Then rename one of the back up sets by removing the .ds2bak# from the party and radar file. This should allow you to bring up other saves. Note only one file set can be active at a time! To go back or use another save just redo the steps.

Elf


bare_elf, are you saying that loading previous saves is a manual process? I can't recall exactly, but I believe that All*Saves (V1 or V2) brought up a dropdown list with previous saves for each hero. I expected something similar with Succubus Manager. I thought I would be able to select from the 5 previous saves (plus the current state) for each hero.

In the end, as I mentioned before, I don't really mind. I'm fine playing from the last save, and I only ever rarely wish I could go back to a previous save if something goes drastically wrong, in which case I just kill the game before it asks me to respawn. Just curious though.

There is no drop down menu in DS2 or Broken World that allows you to pick a previous save. Does not matter if you use All*Saves any version, The Succubus Manager or the regular game. The process is manual. The Drop down menu that allows you to go to any previous save is Dungeon Siege 1 or Dungeon Siege LoA. If I am mistaken someone please tell me what I have been missing for so many years!
Elf

I'm interested in modifying existing maps and creating new maps for DS1 and DS2 (not modding code). Many years ago, I dabbled in this with DS1, but I suspect things have changed in 10+ years, both with DS2 and with the addition of Legendary. Plus, Siege University is no longer up, though I've found bits and pieces scattered here and there.

Is any of the existing information still relevant? If so, is it applicable to both DS1 and DS2 (or at least indicated that it's for one or the other)?

Do you have any suggestions or recommendations? Thx

WyrdForge wrote:

I'm interested in modifying existing maps and creating new maps for DS1 and DS2 (not modding code). Many years ago, I dabbled in this with DS1, but I suspect things have changed in 10+ years, both with DS2 and with the addition of Legendary. Plus, Siege University is no longer up, though I've found bits and pieces scattered here and there.

Is any of the existing information still relevant? If so, is it applicable to both DS1 and DS2 (or at least indicated that it's for one or the other)?

Do you have any suggestions or recommendations? Thx

The existing information on creating and modifying DS1 Maps still applies as nothing has changed with that game engine. Do not ask me if the data applies to DS2 or how to make a DS2 map. I had enough problems map editing DS1, that is why I stick to armor and weapons and other little things. Smile Elf

Just a quick note to say that I'm progressing well through Utraean Peninsula since the fix for the Elddim townstone. I now have four stones, and I'm headed to Quillrabe. Those gobs sure are tough, especially with the flamethrowers. Still, I couldn't be happier, except...

What's with the bumble bee onesies my guys are wearing? Three out of four in my party all have yellow and black garb all over. Kinda funny.

And I've got the mod bug now, but I'll post something in the Modding forum about my early attempts at that.

WyrdForge wrote:

Just a quick note to say that I'm progressing well through Utraean Peninsula since the fix for the Elddim townstone. I now have four stones, and I'm headed to Quillrabe. Those gobs sure are tough, especially with the flamethrowers. Still, I couldn't be happier, except...

What's with the bumble bee onesies my guys are wearing? Three out of four in my party all have yellow and black garb all over. Kinda funny.

And I've got the mod bug now, but I'll post something in the Modding forum about my early attempts at that.

Things like armor and weapons show up like that when a texture fails, most often when something is missing in a template. Like a misplaced or missing ; at the end of a line of code. A lot of the armor in the legendary mod was taken from DS1 and made to work with DS2. It is possible that when the patch for the Elddim Town Stone was created it may have overwritten some of that armor code because it does modify the logic files, thus black and yellow or black and white armor. It would be helpful to know exactly which armor is bumblebee.
Elf

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