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Hotfix Mod / Aranna Legacy Mod

I hope nobody has something against when i'm opening here a thread about the Hotfix Mod resp. Aranna Legacy Mod, but GPG's garage forum has widely lost its clearness and reliability due the flood of spam there.

So this thread here is rather intended to catch (rescue?) all GPG 'fugitives' than to start a new modding offensive. So many years have passed since the game was released and personal priorities have changed since then partially too - however, for the time being smaller bugs or lacks (probably) still will be fixed.


Mod download:

Hotfix Mod, Beta 5p (22.3MB, for DS2 base version, ReadMe)

Aranna Legacy Mod, Alpha 4a (25.5MB, for DS2 Broken World addon, ReadMe)

Note maybe:
- The Aranna Legacy mod is basically the same as the Hotfix mod, but the Aranna Legacy mod
  contains some additional fixes and tunings specially for the Broken World addon (v2.3/BW).
- If you don't like to read the entire ReadMe file right now, there's also a shorter overview online.


About 1):
Could you pease send me your savegame at warhound;supporthispeed:ch so I could take a loser look?
Since it seems to be a 'session-crossing' matter there must be anything permanent(ly saved)...
A list of all your mods used currently would help too to find an answer.

About 2):
That's hard to say why... note maybe, there is a mode of this mod (the map configuration may influence this) where it's intended that you do not get any exp jewels - by using the normal exp system.
However the normal exp system may leave some exp on the monsters when they are killed and if they were level-adjusted before - this exp left you will get at exp jewels (nonetheless). least this could be one explanation for your observation.

About 3):
The level 300 mod is not supported (anymore/currently). Too many functions and quest scripts may rely on the (original) fact that the maximim level is (around) level 100.
I also have some concerns about the item system - in the orginal game that maximum item level was between 90-100, and so it would start dropping the same items again and again as soon as one was (significantly) above level 100.
Of course a modder could add new items for level 100-300 but I am not sure how far this is the case here - and 'streching' the exsting item system so one would get a specific item at level 270 instead of 90 isn't probalby so attractive either.

I don't think new items for level 100+ characters would be necessary to overcome the monsters' appropriately raised difficulty. The whole point of going beyond level 100 is in taking universally usefull skills from other skill trees (like Toughness and Fortitude), and the combination of all those skills should be enough of a boost. Although, if anyone does make new items, I would certainly try them out.

My save game with mods attached:

Um the download link doesnt seem to work for me for some reason. just says its not found when i try to download it

Anonymous wrote:
Um the download link doesnt seem to work for me for some reason. just says its not found when i try to download it
Thanks for the message - however now it should work again!(?)

I just wanted to let you know that Aranna Legacy mod, alpha 3z link doesn't work, Hotfix Mod, beta 5o works.

Both links work perfectly!!

Edit: try with Google Chrome or Mozilla Firefox ...

It also downloads perfectly using Opera and Apple Safari for Windows. I also tried downloading with my Android Smart Phone. Did not finish the download with my phone, as I need to save on data usage.

The stars have aligned favorably, the time has come to make my death knight character in DS2. Or so I thought. You see, in every rpg I play I usually build something that wears the heaviest armor, wields a huge axe and some dark magic to debuff the enemy and summon undead minions. With the Legacy Mod providing the melee/combat mage dual class (via Rendig Auras) and the Legendary Mod giving the summonable undead, all this seemed possible. Still mostly does.
I imagined my toon as a tank that relies heavily on high dodge chance and stun capability. Except the stun doesn't work. Is it just me or the melee skill Smite is completely broken?
Reinstalled the game. Without any mod the skill works as intended. Putting the Legacy Mod in place the skill dies. Would someone look into this?
By the way awesome mod! I really love the changes.

Give the author of the mod a little time to get back to you. He visits a few times a month when life in the real world allows. The remainder of us are currently working out some other bugs with the software upgrade of the site.
Bare Elf Elf

I wasn't expecting such a fast reply. It is nice to see there are people who still care about good old games.

I'll give him the time. Patience is my middle name after all Smile

@Xio: Thank you for your feedback! Smile
And you are right, the 'Smite' skill is currently not working as it should be. Sad
Something essential for it went lost anyhow...

However it may take a few days to fix this.

Hey KillerGremal!

No worries. I put the game on ice till you find a solution. Thanks! Smile

There is now an update available (download links on top) - however besides of fixing the Smite bug the changes are decent.

If there is something to mention more than other things, then upgrading to a higher spell level may be now a little bit more attractive, also monsters should perform some more reactive when they suffer pain by an accidental hit.

Mate, you're the best!

Now, let's slaughter the denizens of Aranna a few times over, shall we?

Is there a way to add actual weapon/spell DPS into the info panel, based on attack/cast speed?

Were you able to look at the issue with characters being permanently stuck in Wait mode that I mentioned earlier? Did the save that I sent you work? I can send it again if more/different files are needed.

After playing through the Legendary Mod with Aranna Legacy, I became aware of some remaining drawbacks of DS2 that I hope you will be able to fix in future releases. Please, consider the following:

1) Remove useless modifiers on random loot, e.g. two-handed melee modifiers on one-handed weapons, throwing modifiers on bows and crossbows, bow modifiers on throwing weapons. Dual-wielding modifiers on two-handed weapons are useless too, unless you approve of the use of a certain exploit.

2) Change random loot generation so that the power of the modifiers corresponds to the item's level, to avoid cases like in the attached image.

3) Make your new way of picking up loot optional, because it conflicts with Zhixalom's inventory mod. As of now, characters do not auto-pickup items, even if their inventory has a lot of space thanks to the inventory mod. I remember reading somewhere that you changed the way auto-pickup works so that mages are more likely to pick up mana potions and the like, so that's why I'm asking. If the Aranna Legacy mod is not installed, the game's own auto-pickup function works normally with the inventory mod.

4) Assassin class' Mark of Harvest rending aura feels overpowered because of its ability to mass-resurrect party members by activating Execute power. It would be okay if it only healed, but not resurrected. Otherwise, healing mages become almost obsolete. ( But maybe that was the idea? To give players an alternative healer/buffer class? I'm not sure. I always percieved Assassins as a "glass cannon" high damage-dealer which has some situationally-useful powers).

5) Damage from using powers should not contribute to power recharge, and neither should damage done to containers contribute to power recharge. Otherwise, powers recharge so fast, I feel like I'm playing a piano trying to activate them all, which might be okay, but then I remember that I wasn't even travelling with a Lap Dragon pet.

Hi! First, let me say that I love the Hotfix, and that it adds a ton of mileage to be got from this game. And it works with the Steam version, which is great!

I only have one problem, and that problem is the arena tokens cost. I remember them being not very pricey in the vanilla game, and now with the hotfix (can't remember the version, but downloaded it like a few weeks ago) they suddenly cost more than I can afford after beating the entire game.
Yes, I spent a fair bit of money on enchanting four exceptional rings with prismatic baubles, but that was basically it, as far as my spending goes. All the rest off my money made during the entire playthrough (with some additional grinding for gold!) was spent on the arena tokens. And, as of beating Valdis, I could only afford up to the sixth fight (350 000, I think it was?).

I really don't feel like grinding for the (probably astronomical) amounts of gold that the remaining fights will probably cost, 'cause I've already spent too much time playing the game ;). On the other hand, I have the Mysterious Stone, and I want that arena token because I've actually never been to the secret level (getting the Stone is hard!). I even tried to cheat the gold in (the internet says you can type "+checksinthemail" and this gives you gold) but the cheat doesn't work.

Anyone got any ideas what can I do about this?

I never had any problems with buying the new arena tokens before finishing the game, and that's after enchanting four rings, an amulet and a book. Maybe you did not explore the map besides the main quest?

Reinc wrote:

I never had any problems with buying the new arena tokens before finishing the game, and that's after enchanting four rings, an amulet and a book. Maybe you did not explore the map besides the main quest?

I did everything there was to do, some of it more than once, as my party is not exactly optimised and several times I started a new session from one teleport back, just to get a bit more exercise. I have put some 90 hours in the game, Steam tells me. I did several character quests outside the core party, adding the NPCs temporarily.

I ramped up the magic find as best I could throughout the game, and spent most of it with around 250-300% magic find bonus. After defeating Valdis, my party has about 242 000 gold. The next arena token to buy costs 610 000 gold. I really don't feel like grinding for thrice that sum just for the next token, and I can't even think of the other three after that one. Do you think I have to just give up, if I don't want to do the grinding? Sad

@UnboundDryad: Thanks for your feedback! Smile

Actually the price of Arena Token should not change - this was never intended, but also with me the price is signiticantly higher than is used to be... Puzzled

There must be any bug-like side effect or a mod conflict perhaps. I have to examine this some more extensively soon.

So better do not waste more money on it. If your cash is low now and you want to find more money again, then you should better focus on the 'xy% Gold dropped' bonus. Concentrate as many of these bonuses on one and the same party member.

I certainly remember KillerGremal writing somewhere that the price of arena tokens was increased to give some use to gold, which otherwise was piling up in player's inventory without being used.

Reinc wrote:

I certainly remember KillerGremal writing somewhere that the price of arena tokens was increased to give some use to gold, which otherwise was piling up in player's inventory without being used.

Unfortunately I cannot remember this, and I would be happy if you could refind/post where you have seen this - since Google fails anyhow.

I quick search yielded no results, and I don't feel like reading through the entire thread. If you don't like the increased price for tokens anymore, it's fine. You could give gold some other use - such as buying skill points from Erasira for 50,000 gold a piece (and, if you want, only for characters at level 100). Gold could also be used if you disable auto-leveling for characters from the Inn, and add training grounds (similar to Snowbrook training grounds) to every major town. I personally would like to see these two changes very much.

I remember that before using the Hotfix, I spent quite a bit of money in shops, buying the special rare items that appeared there. With the Hotfix, they drop as uniques, making shops kinda obsolete. (The only Hotfix change I don't like, other than the arena cost).

From the Aranna Legacy readme
Alpha 1g: (29-Oct-2006)
- Pre-made chars will now enter the game with ~100'000 more gold because prices
for skill point reset, enchanting, etc. are perspicuously higher in this mod.

So if arena tokens were part of the "etc", that was three years before the thread was started here.

Just dropped in to say thank you to KillerGremal not only for making this mod, but also continuing to stick with it and update over the years. The last time I played DSII was 10 years ago. with Aranna Legacy Alpha G or something along those lines. I remember reporting the bug that the Loot Thief was invincible - glad to see it's fixed lol.

Now that I caught wind of the Legendary Mod that imports all of DSI into DSII I thought it might be time to revisit Aranna. Very much looking forward to a new journey.

MetalTheory's picture

If using Zhiaxaloms inventory mod, the enchanting window overlaps with the expanded inventory window and you can not place items into the enchant window. [so no enchanting.]
(seems like the Enchant window visual layer is on top, but functional layer is below Inventory.)

Inn - party member interface is also overlapped with Inventory. Can't use it, can't get companions.

Zhiaxaloms seems to fix this by simply moving the enchant/Inn window over to the right side.
(Since there are different Zhiaxaloms mods for different resolutions & inventory window sizes; the easiest thing may be to move these windows all the way to the right edge of the screen, and possibly down by ~100 pixels. Possibly Pet buying window, too.)
Please fix. Thank you.

@MetalTheory: It seems to me that finding a resolution-independing fix for this conflict will be very hard. Perhaps however playing around with the layer level possibly could offer a limited work-around.

The main problem from my perspective is that the placement in/of a window is relative to a 0x0 point in the upper left corner of the screen, so if one intends to move/increase a window on the very left side of the screen, (s)he also had to revise many coordinates in all the windows on the moved/increased window - not really flexible, specailly if support for different screen resolutions is expected.

However feel free to ask Zhiaxalom, perhaps he knows a good/easy/efficient way to fix it.

I read the readme it says above 100 is hard, below that is easy. I'm wondering how exactly does it make the game harder? Straight up more monster damage & health, making me have to kite twice as long? Or....?

First post of 2020 I think? haha. Good to see people still playing this game!