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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.

WyrdForge wrote:

This could have gone in so many forum topics, but I landed here...

Working through the DS Siege University Tutorial, I realized that my DS1 is v1.5, which is presumably why I'm not able to do the 'exploding door' part. It does say that it requires at least 1.7.

The instructions for Legendary are clear: update/patch DS1 before installing Legendary, or you're out of luck and must re-install DS from scratch. I must have glossed over that bit. I've tried installing in safe mode, as admin, but no success.

Now when I attempt to patch DS1 to 1.11.1462, I get an error ("An I/O error occurred...") Is my only option to wipe out everything and re-install from scratch?

Windows 7 Pro, DS1/LoA/DS2 all retail (BW retail but not installed).

BTW, (N00b question again) in these forums, how do I start a new topic? I could not find a way. Reply and quote no problem.

If I read this right your DS1 is version 1.11.1462 and your DSLoA is 1.5 Those are the most current. I do not believe you can even path DSLoA to 1.5 if DS1 is not 1.11.1462. When you start DS1 click on about and check the version it should be 1.11.1462 do the same with DSLoA and check that it is 1.5 There are no other revisions. Elf

WyrdForge wrote:
BTW, (N00b question again) in these forums, how do I start a new topic? I could not find a way. Reply and quote no problem.

In the column down the left of the page, beneath Site, follow "create content".

bare_elf wrote:


If I read this right your DS1 is version 1.11.1462 and your DSLoA is 1.5 Those are the most current. I do not believe you can even path DSLoA to 1.5 if DS1 is not 1.11.1462. When you start DS1 click on about and check the version it should be 1.11.1462 do the same with DSLoA and check that it is 1.5 There are no other revisions.
Elf

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.

bare_elf wrote:

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

Indeed there seem to be some conflicts - partially caused because I have to fight against my own content since I agreed once that Iryan could copy the files from my DS1Content-Pack entirely into the Legandary mod...

 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.

 
 

Reinc wrote:

I don't think this is about unique items. I have two of my characters displayed as wearing chekered robes (missing texture). One of them is wearing a unique (purple) item, while the other one is wearing a rare (turquoise) item.

Also, I can't get through the door into the big room in Wesrin Cross (Kingdon of Ehb map). I vaguely remember reading something like this in this thread, so I'm guessing this is a bug that still hasn't been fixed. Is there a way around this, or do I have to start a new game?


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).

KillerGremal wrote:


Try once: DS1_Map_World_v1.01 Update Alpha 02 (142kB, ReadMe)


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.

Reinc wrote:

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... Puzzled

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

Reinc wrote:

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

There is maybe some hope...

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.

LV426 wrote:

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?

KillerGremal wrote:


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.

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.

LV426 wrote:
. . .

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.

As long as long as you can find any resource file with special characters/letters (like in 'Улора') it is not an official mod release - at least I have never seen a corresponding announcement by Iryan.

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.

KillerGremal wrote:
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...

Animation when autocasting healing spells (especially on self)?

@LV426 you could test this by removing healing spell from Ulora's spellbook.

RSimpkinuk57 wrote:
KillerGremal wrote:
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...

Animation when autocasting healing spells (especially on self)?
. . .
Well, that would be the first crash report I can remember because of this animation problem (for a game released almost 15 years ago)...

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).

Quote:
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.

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.

Quote:
Well, that would be the first crash report I can remember because of this animation problem (for a game released almost 15 years ago)...

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)?

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.

Eksevis wrote:
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.

 
 

RSimpkinuk57 wrote:
@LV426's video shows the problem is what happens if Ulora is attacked when an unrecruited NPC (before being spoken to, even).

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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