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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.

pengain wrote:
ok so now in chapter 6 theres another problem. one of the platforms is not going up and so i cant go over them. did it 3 times already with watched cutscenes and with scipped cutscenes doesnt matter.
Hm, that's actually a known problem in v2.0 and v2.1 - in v2.2 or later (which is this mod) this shouldn't happen... :o

However as long as functional objects haven't been removed from the map (not uncommon though) a work-around is still possible, but it will take some longer to find out what object to (re)activate again.

In the meantime make sure that v2.2 resp. v2.3/BW (having the addon) is installed correctly.
Should you have the 'see-far' hack activated, better ensure it's deactivated or less than 60m - the map and specially elevators or moving ground never has been stress-tested for more than that.

 

---Edit:---
To look for a work-around I would need to know which one of the 4 bridge pieces is missing.
Nonetheless recheck once that the game version is correct/matching: The Hotfix mod is not working with v2.0 or v2.1, and the Aranna Legacy mod requires the v2.3 from the Broken World addon - otherwise there may be various problems.

KillerGremal wrote:
I'm sorry for the inconvenience with the current mod release.

There was actually a post-fix available since some time, but its post dropped down meanwhile (so I've added the links on top too).

 
I will update the entire mod soon, but first I have a tricky examen to pass in October... Puzzled

Awesome, this fix worked like a charm! I did not encounter the missing bridge segment during the Agallan Trials fortunately and fighting my way through Zaramoth's horns right now.
Thanks again!

I've been playing this mod recently. came across an issue with the wolves in the world. apparently they alone auto level with your group. tested by cheating levels and finding them to same effect

this might no seem important to you but to me it's quite annoying. all monsters auto leveling is one thing, but just one makes those areas that they spawn in groups very tough, at any level...

could you guys tell me which file controls them in particular so I can change it on my own. can attach email if necessary if it's a secret.

btw: I ask because I love editing game files in any games to play just how I like it. it's how I figured out how to adjust party xp.

thanks in advance...

KillerGremal wrote:

In the meantime make sure that v2.2 resp. v2.3/BW (having the addon) is installed correctly.
Should you have the 'see-far' hack activated, better ensure it's deactivated or less than 60m - the map and specially elevators or moving ground never has been stress-tested for more than that.

 

---Edit:---
To look for a work-around I would need to know which one of the 4 bridge pieces is missing.
Nonetheless recheck once that the game version is correct/matching: The Hotfix mod is not working with v2.0 or v2.1, and the Aranna Legacy mod requires the v2.3 from the Broken World addon - otherwise there may be various problems.

i have installed the main game + addon and correctly used the mod. i tried the seefar hack activated and disabled it had no effect on it. wich bridge part was totally random i think. first time was the 3. then was the 4. then the 2. and so on. i tried it several times gladly i saved my savefile right before that part. after trying it like 5 or 6 times it worked and i could finish the game

Try asking Iryan, There was the same problem in the Legendary Mod quite some time ago and he may remember it

Dwarf

Hi,

I restart playing DS2 early with this mod...

But the NPC in my group seem to have difficulty to heal ... in fight they just do nothing. I put the spell on Active / Auto-cast and nothing , they won't heal.
Sometime others NPC stop attacking too ?

Another question : Can I play in 1920x1080 ? Or a better Resolution ?

Arctelas wrote:
Hi,

I restart playing DS2 early with this mod...

But the NPC in my group seem to have difficulty to heal ... in fight they just do nothing. I put the spell on Active / Auto-cast and nothing , they won't heal.
Sometime others NPC stop attacking too ? . . .

During my own tests I haven't experienced something similar - for example, party members attack on their own (in 'rampage' mode at least) and also heal the main/selected hero if blessed.
However party member will be quite passive if you accidentally enabled the 'wait' mode - basically it's expected then that you control each member manually.

 
Arctelas wrote:
. . .
Another question : Can I play in 1920x1080 ? Or a better Resolution ?
Yes, you can: https://support.microsoft.com/en-us/kb/903677
... however you may experience a litte icon offset for your your main hero sometimes.

Should you have a very broad screen, the following mod may be worth trying perhaps:
http://ds2.bplaced.net/mods/#redict=152

Hello, I recently got back into DS2 since I never finished the game when I originally had it, and was pleasantly surprised to find the HotFix mod had been updated numerous times in the meanwhile.

Anyway, I originally had HotFix beta5e, along with Elys' succubus manager mod loaded with no problems. After I updated to HotFix beta5i (+ the quick quest fix), the game still works, except the fog and frustum got messed up.

Previously, I had my fog/frustum set at 90 via Elys' starter, but after the HotFix update, the fog now rolls in very close to the camera, to the point where the characters may be enveloped if its set at a high number (90-120). I've tried setting it lower -- which in turn limits my camera movements such as zooming, while not really resolving the fog issue -- and disabling it, which makes the fog return back to default (which means it's too close when zoomed out). I've also tried loading it without the quest fix (problem persists), as well as loading Elys' mod alone (problem disappears).

I play on 1920x1080. If there is any more information you might require please let me know.

It's not a gamebreaking incompatibility by any means, and I still enjoy the game and this mod very much, but I would appreciate it if you could look into the problem and advise me on what I can do to fix it.

Thanks!

@bhojop: Thanks for your feedback, unfortunately I'm not able to reproduce this matter currently.

Basically I can understand the desire to see 'more ahead', but a fog distance >60 may be critical in some situations.
When the game was designed (with a camera angle rather to look top-down than making you see the horizon) it was not considered that anythig that is 60m away will be loaded too/simultaniously (with a few exceptions though).
Forcing now the fog distance to be beyond that range, problems may appear - the overlapping Azunite dungeons (after the Snowbrook valley) or when entering the Mines of Kaderak may be just to examples or it.

 
However respecting the ratio of your screen, remind maybe that the original game had a settings focusing screen ratios of 4:3 or 5:4, but 1920x1080 is significantly wider.
As work-around perhaps, have you tried the following mod to face this matter!?
==> http://ds2.bplaced.net/mods/#redict=152

Regarding the view distance, I've played through the entire game with SeeFar set to 95, and it's fully playable, although some areas do overlap a bit. Those can be a bit tricky to navigate, but it's never stopped progress. I'm also playing at 2560x1440.

In other news, is it just me or is Valdis ridiculously OP? Playing through on medium, my party are all at 67, basically swimming through the Horns of Zaramoth, and I made it through phase 1 of the Valdis fight with like 10hp. Barely made it past the first third of phase 2... 817k hp seems a bit much when he can still crush half my party in seconds...

Actually, I think I know what he's talking about... The All*Saves/SeeFar mod also removes distance fog. In beta 5f, there's no issue, but in 5i, the fog came back, making SeeFar basically useless.

Hey, KillerGremal.
Have you found a fix for the Kalrathian Lord not dying?
I wanted your interest, since I read that you were maybe interested in an savegame.

Stealthy wrote:
Hey, KillerGremal.
Have you found a fix for the Kalrathian Lord not dying?
I wanted your interest, since I read that you were maybe interested in an savegame.

The problem is that I have returned with the shield of Aegis, and nothing happends when I speak with Lord Kalrathia. The questionmarker is still there.
I have tried to change patch, but then the game won't start. I have also tried without the patch, without no success.
Would love to get an fix on this, and be able to continue my game.

Stealthy wrote:
Stealthy wrote:
Hey, KillerGremal.
Have you found a fix for the Kalrathian Lord not dying?
I wanted your interest, since I read that you were maybe interested in an savegame.

The problem is that I have returned with the shield of Aegis, and nothing happends when I speak with Lord Kalrathia. The questionmarker is still there.
I have tried to change patch, but then the game won't start. I have also tried without the patch, without no success.
Would love to get an fix on this, and be able to continue my game.

Hm, '...then the game won't start'!?
What does that mean exactly? Where does the game stop? Puzzled

Perhaps, better ensure that an OS-suitable version of All*Saves is installed - without it, future updates wouldn't work anyway.

 
Basically, with v2.2 you will need the following two mod files:
- Mod-Hotfix-Beta5i.ds2res
- Mod-Hotfix-Beta5i-Fix.ds2res

With the addon (v2.3) however these two files:
- Mod-BrokenWorld-ArannaLegacy-Alpha3u.ds2res
- Mod-BrokenWorld-ArannaLegacy-Alpha3u-Fix.ds2res

 
Some posts below Loghras confirmed it's working. Otherwise I guess we generally would have seen more complaints during the last 2 months (since the ...-Fix.ds2res files are online).

Thank you so much for your respond. I did not realize you needed both patches for the fix to work, dumb me. I am so glad there is still people that supports this game Smile

Sting's picture

Feedback on "Hotfix Mod" Beta 5i

Since my second feedback got pretty long this time (almost 1k lines), instead of posting it here I'll attach it and also paste a link to the text file:
feedback_Hotfix-Beta5i.txt

The main contents are:

  1. CONFIGURATION - info about game version, installed mods, video settings and system_detail.gas settings
  2. GOOD TO KNOW - not an actual feedback; it's a bit of useful gameplay info, would be nice to get corrected if it's erroneous
  3. QUESTIONS - not an actual feedback; would be nice to get the answers
  4. TO FIX - things that must be fixed: bugs, typos, imbalancies, critical anoyances
  5. TO CHANGE - things that should be fixed: not bugs, but defects and anoyances that still can greatly lower the pleasure of playing the game (of special note: game pause during conversations and reagent shops stock)
  6. TO ADD - new content that would be nice to see in the game


There are also PICTURES to illustrate some of the problems:


Pic.1.1 - Inventory - good: inventory is aligned


Pic.1.2 - Inventory - bad: inventory is misaligned after using "Open All" and "View" keys



Pic.2 - Log window - shows "indicator_angry_summon" messages when enemies see and attack multi-summons (if "multi_summon = true")



Pic.3.1 - Level problem - two unfinished bridges near Darthul entrance are missing textures


Pic.3.2 - Level problem - Zaramoth's statue in Upper Zaramoth's Horns isn't displayed with minimum detail level setting, so it seems that the ground there is unreachable for party; it's not unreachable for enemies, however, because enemies that spawn there can go through that area



Pic.4.1 - DS2 minimap - good: transparent map borders, non-transparent map


Pic.4.2 - DS2BW minimap - bad: non-transparent map borders, transparent map



Pic.5.1 - Main hero portrait - good: normal position


Pic.5.2 - Main hero portrait - bad: misaligned position - after first save and reload it shifts to the right, so only half of the face is seen (happens only in v2.20)



Pic.6 - Battery icon (little green icon that indicates "Percentage of battery life remaining") to be made optional - illustration for "TO CHANGE - .INI OPTIONS" section

@String: Thanks a lot for your great and sophisticated feedback! Smile

 
For the moment, I would like to pick out your questions in the attached in the text file:

==> 1) The dual-wield calculations/'mechanics' are quite rough in DS2. The basic/magicless damage is added of both weapons, then all magical bonuses will be applied onto the sum, then divieded by two in order to get the average per hit.
You can test this yourself, take in one hand an e.g. a 'Tutorial Dagger' once (1-2 damage) and in the other hand a 20-30x stronger weapon. Look at the red damage numbers then, you never will see that difference (expect of critical hits).
Another indication: Always the 'swing' tracer effect of your right-hand-weapon is displayed, even if you hit with your left weapon.

==> 2) Basically 'Vampirism' does not work on phyiscal weaopons in DS2.
In this mod however it works for unique melee/ranged items with 'Vampirism' skill as bonus, then however over the whole scale of damage this weapon may cause.

==> 4) 'Transmute Recipes' rely on the 'Transmute Spell', resp. they work in v2.2 too.
There is a hint online - might it point you into the right direction. Wink

==> 5) A few sets in the mod are actually 'slot-wise over-numbered' (or how you want to call this), currently however only by a different type of item.
For example a bow and a thorwn weapon exist at the same time for one and the same set. Or instead of a shield you may find a second melee weapon (that would fit into the same inventory slot).

==> 6) Barrels have have about a 60% chance to respawn, due to balancing reasons valuable chests however 10-20% only.
It's a 'chance form a chance' by the way, so repeatingly opened they will become unusable (or disappear) sooner or later, like in the original game.

==> 7) Yes, cumulative. But be aware that this bonus can be quite stressful for your PC (the faster you move, the faster the map must load).
In similar manner, 'game_speed = 200' wants your hardware to run 2x faster, and the chance of time-critical failures may increase.

==> 8) Mana Restore bonus works always (per hit event). Also Mana Steal does (here depending on the damage).

==> 9) Armor works against everything (besides/after of blocking, dodging and resistances).

==> 10) The emanation of the Mythrilhorn pet would increase the armor number of party members directly (+12%).

==> 11) No exp when consciousnessless or when being a ghost.

==> 12) As best approach so far difficulty_mode_ratio only.

==> 13) About 25-15% more life points per member (a little bit more linear compared to the unmodded game), and additionally +5% more monsters per member.

Sting's picture

KillerGremal wrote:
@String

But I'm Sting. :>

KillerGremal wrote:
==> 4) 'Transmute Recipes' rely on the 'Transmute Spell', resp. they work in v2.2 too.
There is a hint online - might it point you into the right direction.

But are there more?

KillerGremal wrote:
==> 5) A few sets in the mod are actually 'slot-wise over-numbered' (or how you want to call this), currently however only by a different type of item.
For example a bow and a thorwn weapon exist at the same time for one and the same set. Or instead of a shield you may find a second melee weapon (that would fit into the same inventory slot).

Actually, the question was about something else. For example, the "Nature's Vigilance Set" items are placed in specific treasure chests in Act I - there's no random, they always drop from those 4 chests (which are supposed to be one-time use only). The problem is that these 4 chests can sometimes respawn, so it's possible to get 2 full "Nature's Vigilance Set". But I guess you've already explained that by answering on question #6 (about barrels).

So here rises a new question - should these 4 chests be changed to non-respawned?

KillerGremal wrote:
==> 10) The emanation of the Mythrilhorn pet would increase the armor number of party members directly (+12%).

Pity it's not as good (+12%) as "Korven Boneslayers" armor increase (+50%, if I remember correctly).

KillerGremal wrote:
==> 12) As best approach so far difficulty_mode_ratio only.

I guess I should have phrased the question differently. I guess I'm wrong, but here's an example of how it feels:

1) party level is 20; enemy level is 23 - enemies die slowly and their damage to party is high;

2) party level is 23; enemy level is 23 - the same enemies now die pretty fast and their damage is medium.

And it's not about additonal skills and stats the party has gained - it just seems that if an enemy is higher-level, then he gets some additional (hidden) bonuses to his parameters.

KillerGremal wrote:
==> 13) About 25-15% more life points per member (a little bit more linear compared to the unmodded game), and additionally +5% more monsters per member.

So, to be sure, no damage and armor increase?

@Sting: For the time being some comments on your suggested fixes: feedback_Hotfix-Beta5i.ToFix1.html

 

Sting wrote:
KillerGremal wrote:
@String

But I'm Sting. :>
I'm terribly sorry... Sad
Too much programming seems to leave a bad influence...

 

Sting wrote:
KillerGremal wrote:
==> 10) The emanation of the Mythrilhorn pet would increase the armor number of party members directly (+12%).

Pity it's not as good (+12%) as "Korven Boneslayers" armor increase (+50%, if I remember correctly).
A pet emanation on one side, a short-time buff on the other side - already this makes it tricky to compare...
Of course 50% perhaps seems to be a bit generous, but it's probably a design decision to emphase this 'buff play' and to add some strategic depth for the battle. Also other monster buffs are set up to become noticeable even without looking at it what they do. And they only get the buff if a Korven mage is present - so who will be the one you treat/defeat first in such a case?

Generally, in DS2 it's sometimes better not to compare monster content with player items - things often are a bit distorted. For example, monsters have normally more life points, but they have a really low armor - e.g. monsters at level 50 (even so-called dangerous ones) only have ~175 armor points at level 50.
Finally more or less balanced though, making if difficult however to compare a single item/aspect alone.

Can't seem to find any live download for the Aranna Legacy Mod, Alpha 3u. Is there somewhere it's still available?
I would really appreciate it Smile

The link works perfectly

Waujack wrote:
Can't seem to find any live download for the Aranna Legacy Mod, Alpha 3u. Is there somewhere it's still available?
I would really appreciate it Smile

All the links are working Waujack. If you are having issues it might be that you are not a member. I do not think this is true but you might join the site anyway.
Elf

Very strange... I've registered, but the download link doesn't load, i just get a 404.

"The requested URL /~audio/box/Mod-BrokenWorld-ArannaLegacy-Alpha3u.ds2res was not found on this server.

Additionally, a 404 Not Found error was encountered while trying to use an ErrorDocument to handle the request.
Apache/2.2.15 (Red Hat) Server at homepage.hispeed.ch Port 80"

Thanks a lot for the reply though! really awesome to see people still being active and answering questions.

@Waujack: There really seems to be a problem... :o

I really hope it get fixed soon. In meantime you also can download the Aranna Legacy mod here:
- Mod-BrokenWorld-ArannaLegacy-Alpha3u.ds2res (24.6mb)
- Mod-BrokenWorld-ArannaLegacy-Alpha3u-Fix.ds2res (18kb)

...however, it's a slow mirror.

That's a pity...
But thank you for the links! Really looking forward to playing with it Smile

Hi Guys,

Which links are broken specifically? I can't seem to find them in the thread.

Thanks.

brkopac wrote:
Hi Guys,

Which links are broken specifically? I can't seem to find them in the thread.

Thanks.

Thanks, currently however everythis is working again.
Just seemed to be (hopefully...) a temporary problem with the server.

Playing through the game with Aranna Legacy Mod. Lvl 65 Shield & Medium Speed Melee weapons build, all 100% melee, soloing it (as always) on Veteran difficulty. Reached Darthrul and at the point to face of with Mage Boden in Kalrathia after finding his apprentice whom he locked in the dungeon.
This dude is seriously ridonculous...my char is at 2.5K health, 740 armor and 69% Fire Resistance and he kills me with 4 or 5 of his firespray blasts. As I need to get in close I always get the full blast each time. Plus, he summons his Thrusk to deal extra damage and has a stunning 62K health....at level 59!!!! Apparently his armnor rating is also through the roof as I deal an average of maybe 65 damage to him (non-crit), maybe a 190 with crit (btw, mt min/max damage is at 197 - 464).

I killed him by +drlifing it but come on...seriously? He was challenging when I played it on Mercenary difficulty but not like this...

I suggest to really nerf this guy

@Loghras: Thanks for this hint!
Specially in veteran and elite mode there are still (too many) unbalanced things. That's hard/painful to tune afterwards - no idea how many alpha+beta testers ever visited/mastered these modes...

Basically it's the way as these 'NPC bosses' were designed, having in veteran mode 4-5x higher stats than a corresponding mini-boss, in elite mode then it's even 9-10x - this hardly fits to the expectation the player will have when facing a fight with a humanoid creature (of similar size and unspecial story-background).

So Magrus, Luun, Arinth, ... they already have been rebalanced to be more mini-boss alike - but it seems there are some more NPC bosses left to care about...
Nonetheless it's quite tricky to balance these 'party vs. 1 boss' fights. Finially such a boss should be challenging but still defeatable, and this not only for a fully tuned 6-man party, but also when having a small party or even when playing with one char only.

Sting's picture

KillerGremal wrote:
For the time being some comments on your suggested fixes: feedback_Hotfix-Beta5i.ToFix1.html

I thought I would wait untill you fully review at least the first section ("TO FIX") before giving my own comments. But I guess you've been waiting for my reply before proceeding with commenting on my feedback yourself.

KillerGremal wrote:
* sudden death...

>Never observed myself. Can take longer to examine or fix this

But it sure happens and is connected with the ghost summon.

KillerGremal wrote:
* curses are not blocked by chants/items...

>There is indeed a function that could fail - in some rare cases.

Unfortunately, it doesn't work at all.

KillerGremal wrote:
* missing racial bonuses...

>These race-related Recovery bonuses are a bit special. Normally Recovery bonuses are cumulative, this one here is proportionally applied onto the current recovery rate - 'amazing' implementation...

So although they aren't shown in "Resistances (MORE)" window, party members still have them?

KillerGremal wrote:
* humans - no "+10% Magic Find"...

>Works fine, +10% is displayed correctly - any other mods installed torpedoing some fixes?

Bonus: according to "Resistances (MORE)" window, only Kiernan had this bonus; player created human and Eva didn't have it.

Mods: no other mods, only those listed in "CONFIGURATION" section.

KillerGremal wrote:
* problems with ghost posession...

>Of course, if you encounter only 1 enemy and as soon as her gets possesed, the fight is over. Must rethink how to balance this.

Only 2 solutions:

1) leave it as it is - can't say that fighting evil doppelgangers was very fun (and fast);

2) or make doppelgangers unpossessable (by changing their type from "hero" enemy to "boss" enemy, since bosses can't be possessed, or something like that).

KillerGremal wrote:
* rending auras can change their name from "Rending Aura: Aura_Name" to "Rending Aura"

>Don't know where 'Aura_Name' comes from.

That was just an abbreviation from my part. "Aura_Name" means only that, for example, instead of showing "Rending aura: Dragoon", game shows "Rending aura". Aura's name isn't shown.

KillerGremal wrote:
* "game_speed = 200"...

>Hard to implement, and since +100% may cast numerous time critical problems it would be easier to drop or limit this very old and risky option.

Better not limitting it to <150, since otherwise the game becomes unbearably slow.

KillerGremal wrote:
* "multi_summon = false":

* summons info:

* no additional information about summons' armor/damage is displayed in top-center info panel

>Side effect of multiple summons feature...

Better make this additional info independent from "multi_summon" option.

KillerGremal wrote:
* "multi_summon = false":

* summons info:

* however, "Controlling Summoned" icon on character portrait shows right information (Time Remaining, Life, Armor, Damage)

>...but I think the way the information is displayed now should be an acceptable work-around!?

What do you mean?

KillerGremal wrote:
* the minimap is already explored (except secret areas) like it was in previous difficulty

>I'm not aware of any map-related radar reset - expect of deletion the *.radar file in your savegame.

Sorry, didn't understand you here. I was saying that in the higher difficulty the minimap is the same as it was in the previous difficulty (Veteran <- Mercenary; Elite <- Veteran) - the blackness (or fog of war) is gone, since the map has already been explored. Maybe that's the correct behaviour in DS2, but usually (in other action/RPGs) the map has to be explored anew when a new difficulty is started.

Or you were saying that the player has to manually delete this *.radar file to get an unexplored (mini)map?

KillerGremal wrote:
So Magrus, Luun, Arinth

By the way, there's a bit of info about them in my feedback in section "7.3) --| ENEMIES", if you haven't looked already. Concerning Luun and Arinth - they are way easier than Boden and Wethril. And Magrus is just too tanky for a mage.

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