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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.
Sad

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.

I really like your mod and it is well done!
I think I have found a bug. Sometimes the autocast of a Melee Character is not working and the Melee Fighter is stuck and doing nothing. This only happens under special conditions. This conditions are: You are in Mirrormode, You have selected an ranger, you hold right click on an enemy. The Fighter wants to cast an autospell like heal.
I have also installed the DS1 legendary mod, but no other mods.

Hi,

in multiplayer, if I want to change the difficulty or any game-changing value in the .ini file, do all players have to add the line in the .ini file, or is it enough if only the host adds it?

Thanks in advance, I love your mod Smile

@Redcast: For difficulty+story subjects only the host's settings count. Visual or cursor/selection related options can be different in theory between host and client(s) - but you have to be careful here a bit, unfortunately multiplayer support never has been tested until the end.
Shock

I tried the link as mentioned but comes out Error 410 : Gone =p
Really would love to try the mod, any other mirror sites to get this file?
Just bought the game at Gog.com, it says version 2.3, do not have Broken WOrld. Which one should i dl and use?

Thks in advance

@Sirana: Please retry. I am not familiar so far with the distribuition from GoG. Since the addon content is not part of it(?) probably the game is a revised v2.2 tuned for online sellers.
Hence try the Hotfix mod first, in case if problems/warnings the Aranna Legacy mod instead.

Unfortunatey I am not able to give you a better advice. There are some mod-internal checks though, but I am not sure if such a version-/content-mixed situation can be detected appropriately at the moment.
It would be a good idea to restart your gaming session after you have reached Eirulan, so you can see all/more check data (that you may miss at the tutorial start due to the intro scene).

Thks for the advice, im just going to restart a new game using the mod.
Edit: managed to get the file, going to try it for a few hours and see wat happen =p
Thks!

KillerGremal wrote:
I am not familiar so far with the distribuition from GoG. Since the addon content is not part of it(?) probably the game is a revised v2.2 tuned for online sellers.

So any fixes or workarounds to make mods work on the Steam edition of DS2 will likely apply to the GoG one too?

RSimpkinuk57 wrote:

KillerGremal wrote:I am not familiar so far with the distribuition from GoG. Since the addon content is not part of it(?) probably the game is a revised v2.2 tuned for online sellers.

So any fixes or workarounds to make mods work on the Steam edition of DS2 will likely apply to the GoG one too?

Well, perhaps.

Mods may widely work (a bit more risky though if they use flick/skirt).
But what about All*Saves? - Is there any version (still) working...!? Shock

Have been trying the Hotfix mod on gog.com 2.3 version, working fine so far, just finish act 1 with no issue.

And thks for the mod! enjoying it alot !

I don't understand how the "repulse" rending aura is supposed to work.

The in-game description says:

"repulse
x% of damage reflected to enemy
returns y% of melee and ranged damage dealt"

and that's quite unhelpful. (In fact, no idea what's it supposed to mean.)

How does the aura calculate the chance of repulsing the enemy on hit? I've been hoping the chance would get higher with level, but if anything, it seems that enemies are repulsed *less* often as I advance. Does it depend on damage dealt? Does it only happen on crit? Realistically, it's the most useful (though not the coolest) ranged aura of the bunch and I'd like to be able to use it effectively.

Is there a way, or another mod, to alter xp gain that works along with this mod?

I made a mod that has spells to increase your exp gain. It should work with any mod.

https://www.siegetheday.org/?q=node/3272

Appreciate it. What if, say, I wanted to decrease my xp? Is that feasible?
Ideally, I would love to be able to say, add a line in the .ini file that just says something like 'xp = .5', the same way as adjusting the difficulty. Or at least be able to adjust the xp I get on the fly, so to speak.
The issue is I feel like the xp ratio is much higher than it needs to be when running a full party (which leads to being overleveled and making the game a bit too easy/boring), but kind of low with only 1 or 2 party members (for reference, I have a character that I use to solo the game, and another that runs with a full party of pets only -- I'm into doing unique playthroughs as much as possible). Being able to adjust my xp gain across different playthroughs and characters would greatly help me find the value and fun in playing each of them.
Thanks in advance, and sorry for the long reply delay.

Hmm, I wonder if a negative value would reduce exp gain in the spells I created.

I ran a test. It works with negative values. I can reduce the percentage of exp gained with spells.

matrixphijr wrote:
. . .
The issue is I feel like the xp ratio is much higher than it needs to be when running a full party (which leads to being overleveled and making the game a bit too easy/boring), but kind of low with only 1 or 2 party members (for reference, I have a character that I use to solo the game, and another that runs with a full party of pets only -- I'm into doing unique playthroughs as much as possible).
. . .

It would be interesting to know when/where did you get this impression?
Because, what you describe here is a native issue about pets (partially) treated in this mod here (perhaps not as intensive as it should be).
There was a discussion once if this issue was a coding bug, design flaw or player exploit (but it's hard to find arguments about it afer all this time).

Of course there also were on-going discussions about the 'right' amount of exp, with different perspectives to look at, for example:
- Boss monsters are intended to be 1-2 levels higher than player's hero level.
- Starting monsters (mercenary) in the addon have level 38.
- For a good gameplay experience player's level should better within +/-4 levels.
- The influence and the 'exp need/benefit' of side quests.
- . . .

So, I wonder I am using the steam release of the game and... added the broken world content following a steam guide that mentions it. the start screen mentions 2.3, but which version of this I should use?. I am having very mixed luck running mods, some seem to work, some won't do anything. (like I can't seem to get UI changes or map changes!, there are no speed levers in the prison)

@aldenf: Unfortunately there are more than one game releases/executables around that identify themselves as v2.3 ...

However, if the 'Broken World' addon is installed+running (so you could see the addon map listed in-game) select the 'Aranna Legacy' mod.
Only if the game clearly idenfies itself as v2.2 then the 'Hotfix mod' must be used.

There should be a text+audio warning if the mod finds incompatible content.
Both mods are featuring widle the same though, but there are technical differences underneath that have to be respected.

KillerGremal wrote:

@Redcast: For difficulty+story subjects only the host's settings count. Visual or cursor/selection related options can be different in theory between host and client(s) - but you have to be careful here a bit, unfortunately multiplayer support never has been tested until the end.

Shock

About multiplayer... I have about 100 hours with mod, but completed 2 act at most in coop.
Experienced only one major problem is random game crashes, but no other.
Crash occured mostly for client player, rarely host. Solo in multiplayer works perfect as singleplayer.
2 ingame zones subject to crashes is end of act 1 stronghold, and snowy location at mid act2. Snowy location especially give me most crashes like every 20 minutes.
Once tried to play with 4 player party, we cant even able to complete 1st part of jungle without accidents.
Additional mods was none or widescreen fix. Game versions retail and steam.(same result). OS win 7 or 10 for now. Intel cores. nvidia gtx 1070 and 1060.
Mostly played through lan. Some lan emulators was used also like Evolve, GameRanger, RadminVPN(latest).
Often manual save in coop was the only way not to recieve progress mismatch, but some times its fails anyway. Causing us to drop walkthrough again.

I was cheking for new versions of mod from time to time ( testing them for crashes ) and reading forum but now choose to share my experience with it in coop.
And now i know that multiplayer was never tested... so my only hopes that author find some time to check crashes and figure out what causing it Smile

Hello! Hopefully I'm doing this right. I could not find a generic reply button on this site.

I registered and had been awaiting the email verification excitedly to post.

I have played DS2 since it's release till present and have been a part of another company involved in making/the balance of 2 other arpg's around this time (Sacred series).

@KillerGremal this post is mostly for you;

I have taken your wonderful mod (it's so great) and added further tuning to almost all reagents.
I did this in effort to make enchanting very viable, from game start to finish, and addressed major areas lacking in the base game, which were further expanded on in your mod.

For example;

I repurposed your patterned shell and engraved plating to add 'summoned creature damage' and 'healing effectiveness' respectively, as these affixes were missing from the game for the player, outside of a handful of unique/set items, greatly limiting the players options. I then took your new 'fortitude/toughness' affix and added it to the health regen reagents, as those already had significant opportunity costs in item limitations. I went through essentially every reagent in the game, adding affixes to make them useful, keeping close concern for things too strong etc. but I mostly wanted to make crafting an actual viable real thing within this old game. I did not touch any damage related reagents or magic find as those were OK, but outside a few niche uses, enchanting (even with your additions) very much useless compared to sets/unique items for a myriad of reasons, most notably missing affixes for crafting and primary stat limitations compared to set/unique items.

I also made the jagged gold show up in shops again with a significantly higher value, to counter the incredible costs of the Amanlu Arena and promote more enchanting.
(I finished the game on Elite and only ever had enough gold to do the arena in mercenary, not even the 2nd in BW map mercenary, 5 arenas undone)
I gave the hawk feather 'curse resistance 5%' as it was the same as the whetstone, fixed up the now 2x2 square symbols to be different, among tons of other changes.

My only regret, is the primary stat reagents, the new summon damage reagent, and the healing reagent *per* item enchanted, I would've liked to have limited them to 2 per crafted item, based on increasing/adding their values, but have not currently. Don't know if there is a method to. I use an honor system personally in lieu, like the new footspeed item.

Anyway, I would like to post my edited file for your review.

I added comments to each item I edited with the reasoning in doing so (reagents.gas) and spent a lot of time considering the affixes changed/added.

Please let me know what you think, this is very exciting to me, and I would love for my changes to be taken as 'core' in your wonderful mod, especially for the patterned shell/engraved plating changes, for them to be available to all, for any that still like to play this wonderful game.

Thank you so much for this mod regardless.

Note: I have only added the reagents file, as this site would not allow the entire edited mod for size. I did edit more files, but it will be possible to see the bulk of the changes from this file alone, and I have the entire mod re-tanked and all (new) affixes etc. tested and working in-game.

Thanks again

Attachment: 

@r00ster: That's an interesting resvision. Indeed - specially with the addon - there are several attractive bonues one may like to see on reagents too.
As you perhaps have noticed, the reagent setup in this mod is boosted quite to the limits already - in particular there are gameplay related and the technical restrictions.

One important restriction was/is not go too far away from the original bonus types/values GPG assigned to the reangents.
In this concern - besides of Hankerchief's widely accepted 'order' revision from 2005/06 - often some kind of average is used between the values from v2.2 and v2.3/addon.
Actually a few reagent also changed its type of bonus, and usually there were good/appropriate reasons to do so - but the more such things happen, the more people may get upset (understandingly...) of having suddenly different bonuses on the reagents they have already used for their weapons/armors.
Of course some players did not really care about such revsions as long as there are more/better reagent bonuses - but this tends to become cheating which is not the goal of this mod.

Some players also wondered why not to make addtional reagents instead of modifing existing ones. Indeed this is technical possible though but has one significan drawback. The problem is here that a reference/link to the 'reagent definition' (defining the bonus) is saved in player's savegame. Should now the player decide to play on without mod then these reagent references/links would become invalid and - something I sadly had to learn in a rather late stage - invalidate the entire savegame. Sad

Altogether that's widely why I am a bit hesitating to revise/change/expand the reagents in this mod. Let's me know however if you see a more concrete bug/lack/flaw.
And feel free of course to create you own reagent mod (perhaps even fully compatible) - just don't forget perhaps to inform the players what is expecting them and what possibly the risks may be.

 
 

Rhyhtme wrote:
. . .

About multiplayer... I have about 100 hours with mod, but completed 2 act at most in coop.
Experienced only one major problem is random game crashes, but no other.
Crash occured mostly for client player, rarely host. Solo in multiplayer works perfect as singleplayer.
2 ingame zones subject to crashes is end of act 1 stronghold, and snowy location at mid act2. Snowy location especially give me most crashes like every 20 minutes.
Once tried to play with 4 player party, we cant even able to complete 1st part of jungle without accidents.
. . .

Thanks for this multiplayer feedback Smile - as rare as they usually are... Shock
Unfortunately multiplayer never enjoyed a intensive testing as hard as it is to do this constantly over all the mod releases...
Indeed there are several unconventional game objects in the 'snowy location' - I assume around the Snowbrook Castle!?
Nearby there is also an addtional teleporter connection from there to the Windstone Stronghold at the end of act 1 - perhaps this connection is not as multiplayer-friendly as it should be. However I can recheck once all the new 'snowy things' - perhaps there is a (more obvious) lack.

As the gamebanshee website states locations are act 1 Windstone Fortress , act 2 Garden of the Ancients, act 2 Snowbrook Mountain just before castle and dragon fight.
Also i can try to cooperate with friends in the near future for tests, like 3 people team (coz with 2 game can be stable almost for entire act)to make fresh report with such thigs as used software, mods, session times, game saves, overall game perfomance in current place (ingame location). Game perfomance also drops with lenght of game session from 75fps(my custom limit)at beginning to lowest 25 after hour or two. Which can also influence the stability i belive but it's not for me to draw conclusions.

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