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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

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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.

I kept my savegame so I can't give you these informations.
I have just finished the map today.

For the first time I have converted a Dungeon Siege II savegame to continue with the Legendary Mod.
When I come back to areas I already visited, killing monsters they drop bumping jewels which gave one experience point.
It seems they don't drop items, or less often.
I was wondering if it's the way Dungeon Siege II is meant to be played with the Legendary Mod when coming back to old areas.
I also noticed some monsters keep a low level, even with the Level adjustment mod on All or Local.

As requested, screenshots with locations for the black curtain / war fog effect.
I also made screenshots with Ctrl + Click + mana potions.
From Arhok to Halls of the lost, Illicor to Dark jungle, the issue occurs with the regular town portals.
From Mountain of the dead to Trader camp, it occurs with the teleport spell. It occurs very often when teleporting back to the trader camp wherever you come from.
Hope it will help. Smile

Its ages ago that I used the monster adjustment mod, to stop the dropping jewels you need to add monster_adjust_ball_drop = false into the dungeonsiege2.ini here's a copy of an old .ini of mine just to show you what I mean.

driver_description = NVIDIA GeForce GTX 295
sp_active_party = Suki
regrequest_sp = true
optout = true
sp_last_saved_party = Suki
monster_adjust_world = all
monster_adjust_difficulty = 90
monster_adjust_ball_drop = false
width = 1024
height = 768
bpp = 32

I'll try it. Smile

Dungeon Cookie Siege wrote:
As requested, screenshots with locations for the black curtain / war fog effect.
I also made screenshots with Ctrl + Click + mana potions.
From Arhok to Halls of the lost, Illicor to Dark jungle, the issue occurs with the regular town portals.

From Mountain of the dead to Trader camp, it occurs with the teleport spell. It occurs very often when teleporting back to the trader camp wherever you come from.
Hope it will help. Smile

Interesting screenshots - it seems the mood/'weather' from the teleportation is not replaced after landing that can have different reasons - the new 'weather' cannot be found, the new 'weather' is not ordered at all, or the teleportation climate is reapplied right after...

KillerGremal : do you want me to try with Broken World expansion ?
The expansion has some pros : all glitering chests work, no more freezes when clicking on the amulets/rings tabs in the merchants shops.
But it has also some cons : experience, skills and powers are managed in a different way, game is much harder.
That's why I came back to Dungeon Siege II only.

It is now possible to play the campaigns in veteran and elite modes with broken world, but sadly it doesn't reset the triggers and chests and doesn't respawn the monsters and lore objects, preventing to complete many quests...

Gemeaux333 wrote:

It is now possible to play the campaigns in veteran and elite modes with broken world, but sadly it doesn't reset the triggers and chests and doesn't respawn the monsters and lore objects, preventing to complete many quests...


I am not sure about all details how this feature/tweak was implemented finally here, but does this happen too if you play veteran or elite mode on/with the official GPG maps?

it also start the campaign at the last checkpoint of the previous campaign instead of the true starting point of the campaign
its thanks to DS1_Map_Mode_Veteran.ds2res and DS1_Map_Mode_Elite.ds2res its possible I guess, I haven't tested with the Dungeon Siege 2 and Broken World campaigns yet

These have a really unwanted side effect in the DS2 campaign : it prevent the chant Vox Mortem to work...

Gemeaux333 wrote:

it also start the campaign at the last checkpoint of the previous campaign instead of the true starting point of the campaign its thanks to DS1_Map_Mode_Veteran.ds2res and DS1_Map_Mode_Elite.ds2res its possible I guess, I haven't tested with the Dungeon Siege 2 and Broken World campaigns yet


I had to examine these mods first, what they really do...
Actually there may be more than one way to bypass the initial restriction (not) to enter veteran or elite mode - (but) that does not mean that all required game variables are set automatically just because you did/managed it.



Gemeaux333 wrote:

These have a really unwanted side effect in the DS2 campaign : it prevent the chant Vox Mortem to work...


Once upon a time, almost decades ago, there was a 'Vox Mortem' bug that could appear in non-english distributions of the game.

Background was that ambitious 'localizers' also translated the term used to describe the status effects of this spell/chant.
Unfortunately there also were some hidden code/script parts in the game that contained a reference on the (not translated) term - and so chanting 'Vox Mortem' failed...

Perhaps it would be a good idea to ensure this is not the case here, since many people may become quite ambitious when it comes to French language affairs!(?)

I never had the Vox Mortem issue before... but will try again without these

You were right, the problem came from the fact I translated "Speak With Dead" and now I have removed it and it work again
I have taken the liberty/initiative to translate the names of DS2 and BW that have been seemingly forgotten, and I think I will continue, especially with the dialogues of Borken World were the dwarf names have been translated with no relevance with the original DS1 translation were they were kept intact

but I couldn't explain why other names have not been translated like the "hak'u Usurper" or the "Terraformer's" affix/suffix... ^^

In Diablo 2, when I wanted to replay a difficulty mod from scratch I simply used the save editor to reset all the progression for quests and teleporters, and making sure the character started from the rogue camp while keeping all the informations related to the party...

If only it would be possible with the maps of the legendary mod (possibly without using a save editor)

I also notice there is no outro or credit cinematics at the end of KOE campaign... is that because files have the same names and replace the DS2 outro and credits ?

I am playing Two Worlds (Topware interactive) right now and it gave me an idea : how would you feel about the possibility to create potions that would increase the attributes of your characters drinking it ?
It would works the same way as using regents with the enchantable objects, but instead it would be potions that you would enchant, and the attributes that are increased for the character drinking it depends on the regents you used to enchant the aforementionned potion

So my computer died in a lightening strike years ago and the replacement I got was a rather rotten stop gap solution. Now I have more modern machine but it runs on Windows 10 causing the dreaded "no pointer" bug. The trick to get a pointer seem to be to run the game in a window and yes, that work. So to the problem: The DSALLSaves start option that comes included with with the Legendary mod download insists on starting the game in fullscreen so no pointer. This means that my saves get corrupted if I change anything in the mod setup. I tried to use Elys Succubus manager to start with since it does give an option to run the game in a window but sadly, that gives an exception error for the game when I try that. As such I have to start the game without an All saves option, and that annoys me. Any suggestions?

Most suggestions are essentially to run the game in a window and I do that and then it work. The problem is that I do not get the AllSaves option that way and then,saves will be unloadable if I alter the mod setup. For the fix I tried the steam version and it didn't work I still get full screen and no cursor that way. And it seem that the Legendary mod already have added their own excecutable that the Allsaves start supposedly will activate but then I am back again, no cursor. What I need is a way to run the game with a cursor, windowed or not and AND the Allsaves option. I can run the game, I do have a cursor but I do not have the ALLsaves option. Thanks for trying thou.

Good evening, everyone. This project is partially already translated into Russian, but there are still Legends of Aranna and Yesterhaven without translation.
Can you help with the translation or suggest a translator who would be able to complete the translation? (What to translate and what not to translate is already figured out. The translation of the Original and Utraean Peninsula works fine).

I wonder why there isn't the cinematic at the end of the KOE campaign ? If its because both files for the outro of Dungeon Siege 1 and 2 have the same name, then rename the outro file of Dungeon Siege so it won't replace the DS2 outro

Quote:
I have been playing Two Worlds (Topware interactive) and it gave me an idea : how would you feel about the possibility to create potions that would increase the attributes of your characters drinking it ?
It would works the same way as using regents with the enchantable objects, but instead it would be potions that you would enchant, and the attributes that are increased for the character drinking it depends on the regents you used to enchant the aforementionned potion

So KillerGremal, do you think you could make such a mod in the foreseeable future ? I would like to test it and am ready for it
By the way, I wonder if it would be possible to have all the stats (including the magic find, etc...) displayed with the other stats in the characters window, like in the most recent Diablo games

Anyone got the file for the fades hotfix in KoE? The file isn't available from the link anymore and I thought I had it until I noticed the issue.

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