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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.

How do I make regular .res mods work with Aranna Legacy? I was trying to use Drevin's Vengeance mod (https://www.siegetheday.org/?q=node/1195 and https://www.siegetheday.org/?q=node/1083) with yours, but it doesn't work. The closest to getting it to work was:

1) Disable Aranna Legacy, enable Drevin's Vengeance, dismiss him somewhere in the Greilyn Beach, save.
2) Restart the game with Aranna Legacy + AllSaves/Succubus, add Drevin from the inn.
3) See that his levels and equipment were reset, he is unkillable and cannot be dismissed Sad

Returning to the Greilyn Beach when using that mod regularily just resulted in Drevin spawning as an NPC that can't be spoken to.

And yes, I know there is Drovan, that's not the point.

hello, I have a problem playing multiplayer my party being as a client does not move when I'm in group order: looting, only the character I have chosen moves and if I select another member of the party they only move to regroup and They remain as in standby even in battle do not attack alone being in looting should go on their own and attack the nearest enemies, the only thing they do is autospells and regroup when I order them manually with the key (R) is there any solution? it only happens in multiplayer.

sorry for my English

Darkus wrote:
hello, I have a problem playing multiplayer my party being as a client does not move when I'm in group order: looting, only the character I have chosen moves and if I select another member of the party they only move to regroup and They remain as in standby even in battle do not attack alone being in looting should go on their own and attack the nearest enemies, the only thing they do is autospells and regroup when I order them manually with the key (R) is there any solution? it only happens in multiplayer.

sorry for my English

Thanks for your interesting multiplayer feedback. Smile

Could you try resp. tell me:
- With 'looting' you mean the party mode 'rampage'? (officially there is 'mirror', 'guarding' and 'waiting' too).
- Does the problem only appear when the 'rampage' mode is activated for your party? And the 'mirror' mode works fine on the client?
- Did you use the 'Aranna Legacy mod' or the 'Hotfix mod', and if the 'Hotfix mod' then with or without Steam?
- Was the Succubus modlet disabled? It not, try so.
   All*Saves is ok/required, but some content in the Succubus mod doesn't seem to be 100% compatible.
- What was your party size? Does this happen too if your party size is just two?
- Was there any action caused by the player on the server/host? It would help if he doesn't do anything.
 
- Will the *.ini option party_rampage_free (on server/host and client) make some diference?
   This option was actually made for singleplayer, however it could point where the problem could be.

thanks for answering

- With 'looting' you mean the party mode 'rampage'? (officially there is 'mirror', 'guarding' and 'waiting' too). = yes

- Does the problem only appear when the 'rampage' mode is activated for your party? =yes and also in the mode waiting.
And the 'mirror' mode works fine on the client? = yes

- Did you use the 'Aranna Legacy mod' or the 'Hotfix mod', and if the 'Hotfix mod' then with or without Steam? = Aranna Legacy mod and without steam.

- Was the Succubus modlet disabled? = it not. I tried it and neither, the problem continued, in fact I left alone whit "Aranna Legacy mod" and it was the same result

- Was there any action caused by the player on the server/host? It would help if he doesn't do anything. = without actions

- Will the *.ini option party_rampage_free (on server/host and client) make some diference? = I tried with that option but it only works with the host, in the client it does not precede to work

- With 'looting' you mean the party mode 'rampage'? (officially there is 'mirror', 'guarding' and 'waiting' too). = yes

- Does the problem only appear when the 'rampage' mode is activated for your party? =yes and also in the mode waiting.
And the 'mirror' mode works fine on the client? = yes

- Did you use the 'Aranna Legacy mod' or the 'Hotfix mod', and if the 'Hotfix mod' then with or without Steam? = Aranna Legacy mod and without steam.

- Was the Succubus modlet disabled? = it not. I tried it and neither, the problem continued, in fact I left alone whit "Aranna Legacy mod" and it was the same result

- Was there any action caused by the player on the server/host? It would help if he doesn't do anything. = without actions

- Will the *.ini option party_rampage_free (on server/host and client) make some diference? = I tried with that option but it only works with the host, in the client it does not precede to work

- With 'looting' you mean the party mode 'rampage'? (officially there is 'mirror', 'guarding' and 'waiting' too). = yes

- Does the problem only appear when the 'rampage' mode is activated for your party? =yes and also in the mode waiting.
And the 'mirror' mode works fine on the client? = yes

- Did you use the 'Aranna Legacy mod' or the 'Hotfix mod', and if the 'Hotfix mod' then with or without Steam? = Aranna Legacy mod and without steam.

- Was the Succubus modlet disabled? = it not. I tried it and neither, the problem continued, in fact I left alone whit "Aranna Legacy mod" and it was the same result

- What was your party size? = Six with the Succubus module and without the Succubus modlet only 'Aranna Legacy mod' three and two, there were no changes the problem continues

- Was there any action caused by the player on the server/host? It would help if he doesn't do anything. = without actions

- Will the *.ini option party_rampage_free (on server/host and client) make some diference? = I tried with that option but it only works with the host, in the client it does not precede to work

create a new game only with 'Aranna Legacy mod' and of course "All * Saves", without being able to solve the problem, another thing I did was change host / client to client / host in case of being pc problem host but no results, whether in DS2 or DS2BW map the problem continued.

Any suggestions to keep trying?

@Darkus: Thank you for your tests and explanations.

Now, mainly because the 'mirror' mode is working on the client, I guess there is a problem with the guarding routine or the
party brain - both of them can have direct influence on the party modes, trying to improve the cooperative behaviour of the party members. Although possibly, I just hope the individual AI of a party member is not involved too...
However checking these things may take some time. I fear correcting a typo error alone (or something in this scope) won't solve this multiplayer matter. :o

Ganth's entry in the bestiary looks like it was copy-pasted from NPC conversations, together with some symbols which I assume are parts of code. I don't remember how the entry looks like in the non-modded game, but I guess it is better to tell you just in case.

Also, holy hell, the CAPTCHA test for Anonymous messages is crazy here. I haven't seen so much unnecessary sadism since I played Broken World Shock

Anonymous wrote:
Ganth's entry in the bestiary looks like it was copy-pasted from NPC conversations, . . .
Indeed, it's something Lord Kalrathia is mentioning about the Ganth.

 

Anonymous wrote:
. . . I don't remember how the entry looks like in the non-modded game, but I guess it is better to tell you just in case.
Thanks for your feedback of course, however in the un-modded game the bestiary entry for the Ganth does not exist at all.
In some cases the bestiary has been expanded in sense of a content bug-fix, simply using terms that get automatically translated independing on the language of your game installation.

 

Anonymous wrote:
. . . Also, holy hell, the CAPTCHA test for Anonymous messages is crazy here. I haven't seen so much unnecessary sadism since I played Broken World Shock
Well, I didn't set it up. But it seems you have to prove yourself smarter than the spam bots are (sorry). Shocked

One Skull reagent in Arsenal (in Ruins of Okaym) cannot be picked up, doesn't have a glimmer highlighting either, but it still shows the bag icon on the cursor when I point at it, and it gets a blue highlight, so I guess it is supposed to be picked up.

Anonymous wrote:
One Skull reagent in Arsenal (in Ruins of Okaym) cannot be picked up, doesn't have a glimmer highlighting either, but it still shows the bag icon on the cursor when I point at it, and it gets a blue highlight, so I guess it is supposed to be picked up.
Thanks, and indeed, it doesn't work normal anyhow.
Amazingly however, there is some chance you can take it when you move your hero close to the column first, and then click on it.

I hope this will work as temporary work-around. It's a path-blocking issue that needs very precise handling which I can't without opening the entire region in the SE2.

One of the Great Torches in the first room of the Darthrul Cellar cannot be removed from the wall.

I've completed the game on Mercenary with your great mod, and here are my thoughts and observations.

In the Underground Shelter, the first torch and the torch near the southern door in the room with the NPC cannot be removed from the wall, also the torch on the stairway to the east from that room.

Also, I would prefer if the container respawn feature was optional (like an .ini file setting or something). I personally don't like it, because I hate respawning in general. I do not let my party respawn either, I just reload the game, playing it in DS 1 style. Although reloading still feels a bit like cheating, since the party's Powers recharge at the beginning of each new session. If it is possible to save recharging progress between sessions, or even to just make it so the party starts with Powers at 0% status at the start of a new session, that would be awesome.

I play with a bunch of mods, so there are some issues with compatibility. I understand that this might not be the right place to write about that, but this is one of the few still active modding forum topics for the game, so if I am to write about these issues, there are not many places where my message will be seen. I will write in the respective threads of other mods as well.

1) I already mentioned it, but Drevin's Vengeance mod (https://www.siegetheday.org/?q=node/1195 and https://www.siegetheday.org/?q=node/1083) doesn't work correctly with Aranna Legacy. It does work in non-modded DS2 and DS2: BW.

2) Some enemies respawn even with the No Respawn mod (https://www.siegetheday.org/?q=node/3161). The ones that I am aware of are:
1. On the tutorial beach hidden areas.
2. Hak'u that drops from above near a driad statue after the unconcious driad guard which you can heal.
3. In Arinth's Ravine (prophet mini-boss and his seer flunkies).
4. Multiple enemies in the secret Morden snow canyon (in the morden snow canyon mini-mod that goes with the War Hound mod).
5. Two Morden crossbowmen in Snowbrook Inner Keep, on the stairs near the top.
6. In Some Lost Elven Ruins in Lost Valley of the Azunites.
7. A couple enemies near enchantable items shop in Azunite Desert.
8. Plagued Veesh Man-Eaters in Kalrathian inn.
9. Ganth in Kalrathian Water Chapel.
10. Under first bridge near the entrance in Darthul (where the Kohl Beast mini-quest is).
11. During the Kohl Beast mini-quest, waves of enemies appear every time when looking into the pet store, even after the quest is completed.
12. In Morden Chief room in City of Darthrul.
13. All enemies in Mysterious Quest location.
14. Multiple Morden Ravagers in Morden Ravager Camp.
15. A Morden Ravager in Eastern Kelvaran Waste. Walks out from behind a rock.
16. Bound Taclaks in a small ruined house near Aman'lu bridge.

But that's not all of my spawning woes. When I started a Veteran playthrough after finishing Mercenary, I noticed that the original unique encounters, like Hak'us springing out of their camouflaged holes in the ground, do not appear anymore, even though I never fought these encounters in the Veteran mode yet.

3) The cage that Snowbrook War Hound is in instantly respawns when I break it. I found a way around this, but I'm not sure if this magic cage was intended.

4) Most enemies in Snowbrook canyon are not affected by the level adjustment mod (at least their levels remain the same).

5) The Mimics in the Snowbrook canyon are invincible and unkillable. I was able to do some damage to them by exploding the nearby barrels, but due to the level adjustment mod, their HP was too high to be killed by the blasts.

6) Retroactive Skill Points Rewards mod (https://www.siegetheday.org/?q=node/4174) seems to not work with the War Hound miniquest in the Southern Greilyn Jungle, even though I am using the Aranna Legacy version of that mod.

7) Enemies do not react when I bombard them from afar with Plasma Globes spell. I understand that I could just limit myself to not using this spell in such way, but I would much prefer if enemies would recognize the threat and start walking towards me like they do when I use the Sharpshooter rending aura.

Cool Now that I'm playing through Veteran mode, I notice that I cannot break any sanctuary doors. The game says that I am not strong enough, even though my skill level is 8-10 levels higher than the one doors require.

9) And the last one I am not even sure of, so excuse me if I am mistaken, but I think some mod of yours removes green dots from the map that signify hidden buttons/levers. Even with this feature enabled, some buttons/levers remained on the mini-map:
1. multiple levers in Underground Shelter.
2. button for the elevator into Ancient Elven Reliquary in the Lost Valley of the Azunites.
3. button in Mysterious Cave in Eastern Plane of Tears.
4. multiple buttons in A Large Abandoned Shelter in Ruins of Okaym.
5. buttons in Agallan trials
6. button in Zaramoth's Horns near incantation shrine where the last restless spirit is.
7. lever in the first Surgeon dingeon.

@Anonymous: Thanks for your feedback. Smile

I'm aware that some torches may not be reachable, and a work-around is ready but not fully tested yet.

The point that you seem to reload your party (so) often I think I didn't really understand. Once or twice per evening!? More?
However it's probable that power recharge stats can be saved in a similar way as it happens with other stats, also an option to start a session with uncharged powers seems possible to me.

 
About 1)
Conflicts between mods sadly may happen. So far I can't say why this is the case here.

About 2)
If respawning can be avoided totally, I have some doubts about it. For containers probably because its a custom features, but for monsters...
Bascially we had do define what a respawned monster is (that's the easier part) and to teach this to all 'monster producers' in the game not to do this (respwaning) - unless the monster is need for any quest purpose perhaps.
Actually DS2 knows quite a few ways to (re)spawn monsters, e.g. the map has its way to get repopulated, but there are also numerous generators that can (re)spawn one or mutliple monsters. Besides of this, there are also less often used appraches to (re)spawn monsters.
So finally, 'really no respawning' could cause a lot of tricky work...

About 3)
It's the goal that you get rid of this cage with any in-game means. If you have found a way, this goal is generally achieved. Wink

About 4)+5)
The 'Morden Snow Canyon' should be revised indeed.
It's acutually quite a long time since I was there myself - possible that full mod compatibility is not be given anymore... :o

About 6)
I'm not really convinced by this mod. Besides of technical reasons, in DS2 quest skill points are only for the party members who really were present and helped - if this approach is not too generous already.
However, the Hotfix resp. Aranna Legacy mod tries to reblance a big skill point difference, and actually also pets would profit if they were member of the party (increasing their magical resistances a bit, as low as they ususally are).

About 7)
Interesting. With a high probability monsters should start walking away if they can not state the attacker.
I have to look at this...

About 8)
Must be a bug too...

About 9)
Whether or not you can see levers on the mini-map widely depends on their size and on your magic-find rate.
As long as you care a bit about your MF, there should be a good chance to see (even the small) levers.

KillerGremal wrote:
The point that you seem to reload your party (so) often I think I didn't really understand. Once or twice per evening!? More?

I was not trying to make a point here. I mentioned this as a transition from my point about my preference to play with no respawn into my point about power recharge at new session, which I see as a balance issue. So, never mind that particular part, I am not complaining that I restart often, even though at some difficult places I do.

KillerGremal, really appreciate your dedication with the new updates for so many years!!!
It's worth a lot for old fans, like myself!

Due to carpal syndrome I have to use a controller to play games recently. And my only question is about "Auto Engage mod" https://www.siegetheday.org/?q=node/2626
Can it be integrated in Aranna Legacy or hotfixed maybe?
And if you have no time or desire for that (which i totally understand) is it complicated for a person, who haven't modded Dungeon Siege but have the idea of modding throught other games?
I'm not a native speaker, hope you get me in the right way.
Once more thank you for your work and good luck IRL!!!

@Samael: Thanks for your feedback. Smile

I will look at but it may take some time. There is already a auto-attack option and a (rather faulty) auto-defend option - and finally it should cooperate with both of them.

1. Prior to b5e (give or take a version), the All*Saves/SeeFar mod also removed the fog. After that version-ish, the fog came back, no other mod config changes. Is it possible to get a formal option to remove the fog?

2. Can map exploration be reset upon starting a higher difficulty? Sometimes I get mixed up regarding which way I need to go, because I already have full exploration.

I'm probably asking for too much, but... is it possible to give Valdis the ability to walk outside of his arena and follow the retreating party members, like what regular monsters do? His boss battle gets much easier once you realise you can hide in the throne room and send one tough character to activate Eyes. Quatalls are a problem when using this tactic, but they can be avoided or lured out, and they die eventually.

@Anonymus:
That may be possible considiering Valdis' character abilites, however if the quest logic really would stand this modification, I can't say...

 
@timeshifter:
1.) Well, fog did not return, it always was part of the game (e.g. to hide the narrowness of the map resp. the missing ground) and recent changes push it farther away by about +30% compared to the retail version of the game.
It may be however that these tunings are not complatible anymore.

2.) Right now I only have one rude way in mind: You can rename/remove/delete the *.ds2radar file in your savegame folder.
This would reset all (radar) map related data - for all maps visited so far.

I realize that fog was always a part of the game, but at some point, something was removing it, and I really liked not having it...

WIth all these new modded characters and pets I don't have enough space in the inn to fit them all. Can you please increase the amount characters that can rest in the inn?

Seconding timeshifter's fog toggle request, if at all possible - I personally don't mind seeing holes/glitches in the map, and the fog feels a bit stifling at times Sad

i have a problem with the new spell the arrow bane now give combat exp rather than nature exp

Dunno if you still work on this mod, but me and my brother just found it and was having alot of fun, until we got to have companions with us.

1. rampage mode still dosnt work for non host players and the non-host players companions just stand still (same for guard).
2. hosts companions with heal equipped/auto cast heal do not heal any other party members that the hosts own companions.

it really bummed us out, since it is kinda unplayable without those things as having a healer or loads of companions is useless.
running with mirror mode gets annoywith with both melee and ranged charracters Sad

hope you can resolve it one day

After the enemies of the NPC hit, the game freezes (version DS1_Map_World_v1.01 +hotfix, there was no bug on beta 33)

Please send a bug fix.

I just have one quick question. Does this mod work with legendary mod? Did anyone try this combination? Cuz I would love to try them both together, both have some nice features and all. Thanks x)

Trasd's picture

Matoho wrote:
I just have one quick question. Does this mod work with legendary mod? Did anyone try this combination? Cuz I would love to try them both together, both have some nice features and all. Thanks x)

Did you ever figure this one out?

I'm going to try it, after I make sure it is not already incorporated into the Legendary Mod (my memory is that bad).

EDITED: It looks like a lot of people are running the two together.

Yes because run very well with my Dungeon Siege II (with Broken World). If I use the other file (Hotfix Mod, Beta 5o), the game crashes at the beginning snif. Not good idea to use both. If you have version 2.3) with BW: use only Aranna Legagy Mod. Version 2.2, use Hotfix Mod. "Like that all pigs will be well guarded" lol

I still play your great mod. Some observations and thoughts:

1. I have just noticed that monsters that are possessed by summoned ghosts can be stacked with summoned harpies. So, a summoner mage can have TEN powerful summons ( 5 possessed + 5 harpes ) . This is a little overpowered, I think. Actually, it seems that even without the stacking, summoner still outshines all other classes, although it might just be because of equipment difference in my party, I'm not really sure.

2. It is always extremely hard to fight Ganths at any point in the game, especially in the arena. Maybe there is some legitimate tactic that I am not aware of, but I usually end up sending one character into the arena to make monsters spawn and then using an archer with the Sharshooter rending aura to safely kill all enemies from above. There is no other way I was able to defeat arena Ganths, and the ones that I encounter during the main quest are not much easier.

3. Maybe pet auras should be expanded to 16 or 20 meters? At their currnet range, they are almost useless.

4. Seconding my previous request about space for more resting characters at the Inn menu, because mot being able to recruit everyone is a little unpleasant.

@Anonymous: Thank you for your feedback.

About 1)
Having 5 ghosts and 5 harpies as summoned monsters must be a strange bug. Puzzled
Technically there are only 5 'slots' on maximum per party member to refind his summons (e.g. for injury transferring 'Summon Bond' skill, pet auras, ...).
So why some summons get detached from these slots and replaced by others, I can't say (yet).

About 2)
Indeed there is some kind of tactic (spoiler ahead, mark the following text): The Ganth has a huge axe that begins to glow here and then. This glowing means his axe is charging a remarkable life-steal bouns for its ground-shacking attack - so you realy should try not to be close when it hits the bottom.
Of course fighting him is a bit easier when you have range attacks.
However it will help a lot if you have a key assigned to switch instantly to 'mirror mode' to pull all party members away.

About 3)
Pet auras are effective only when a pary member fights close by a pet, they are not meant to be omni-present.
But with a (much) larger range they 'just' would become a permanent buff (...and an implementation as buff would be then a much better choice anyway than the one currently used with its quite frequent is-a-pertymember-nearby checks).

About 4)
That's a good request specially with all these custom maps there are meanwhile.
Unfortunately I have no idea how to realize this, it's seems it's profoundly hard-coded... Sad
I must rethink once about an alternate way to keep in touch (at least) with the potential party members met.
 

My previous message seems to have been lost, so I write again.

About 10 summon bug - I had it when teleporting out of the Arena into Aman'lu. My possessed monsters remained, and when I entered a hostile area, my summoner could create harpies.

About pet auras - well, if you make them into a buff, then they won't stack so well with actual buff spells, and that will just make pets even more useless.

New issues:

1) There is a rare bug that makes a character behave like they are in Wait mode when they are in Rampage mode. This bugged state transfers from one playing session to the next, and I don't know how to remove it other than by purging the character from the inn and taking their duplicate on another difficulty map. This is very annoying and it reduces effectiveness of bugged characters severely. Last time this happened to Finala, so I replaced her, but recently this happened to my player character, which is more concerning. I can only guess that this has something to do with ending your playing session in Wait mode, but it is just a guess.

2)
Now that my character got to level 100, the loot and XP jewels I'm getting are occasionally very low-level, and XP jewels especially have become very rare.

3)
The Level 300 mod (https://www.siegetheday.org/?q=node/1135) does not seem to work with your mod.

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