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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.

Hi KillerGremal, thanks for the great mod! I'm not sure if this is still the right place to post as the last post was about a month ago but I'm gonna go ahead.

Recently I've started DS2 with the broken world expansion with my girlfriend on multiplayer LAN. We use two computers side by side directly connected with a LAN cable with no internet access. Initially without the Aranna Legacy mod the game worked fine. However, we decided to install the mod for the balances and the addition content.

With the Aranna Legacy mod installed and using DS2 All saves to launch the game, we can still play as per normal and we created new characters. However, there is a problem where one of us will encounter a Data exception error when playing halfway. We are still in act 1 and the first crash occurred outside the first mission of delivering the sharpening stones. The problem always occurs with the guest and not on the host computer. The error can occur anytime randomly when we are doing random stuff like walking or picking items or casting a spell. We are using some of the new mod items like the shield and the rending auras.

I was wondering if this is a new problem as I could not find any solutions on google or any similiar problems like it. I've tried many things like enabling DEP exception etc but all to no avail. It would be great if you have a solution to this or this could help to further improve the mod as we really enjoy the mod.

Thanks!

@Transosphere: Thanks for the feedback. However right now I can't do a lot against this problem, there is no toolkit for the addon (to check its error logs) and I can't exclusively test it in multiplayer.

Unfortunately, as you describe the problem, the reason could be quite anything at the moment.
So it would be great if you would find a way to provoke this error instantly by an action or a clear sequence of actions. Try once to cause this error with nude heroes, then only use a weapon, then no weapon but the rending aura, etc...
Like this it would be possible to isolate possible reasons for this problem much better.

There also may be some general vulnerabilities with the ini options. For the time being better try to avoid them in Multiplayer.

Found a glitch in the game difficulty when both moods and .ini are set to 50%.

Game difficulty is set at 25% when both are set. :jawdrop:

PhoeniX wrote:
Found a glitch in the game difficulty when both moods and .ini are set to 50%.

Game difficulty is set at 25% when both are set. :jawdrop:


Indeed, all 3 possibilities together would allow the game difficulty to vary from 8x easier until 125x harder. :o

If someone really should make the game 8x easier however this would perform as cheat, almost like some of GPG's in-built cheat options do. Of course now players can (ab)use these things just because they are there but it should be evident that it's generally not intended to play like this.

Technically perhaps, the influence of the difficulty setting on monster's defense should be some lower probably. It would make easy a bit less easy, and harder …less inferno. Wink

Cestus is the only melee weapon that doesn't allow you to use melee powers. Even mage staffs allow this. Granted, cestus' aren't the best weapons for melee, at least in my experience. But just to be consistent, I think they should still be legal weapons for melee power usage.

Also, it would be cool to play as a "monk" character, maybe a real "fist of stone", as the name entails. =)

Nice mod man.Thanks Smile

Are you planning any updates ?

Anonymous wrote:
Cestus is the only melee weapon that doesn't allow you to use melee powers. Even mage staffs allow this. Granted, cestus' aren't the best weapons for melee, at least in my experience. But just to be consistent, I think they should still be legal weapons for melee power usage.

Also, it would be cool to play as a "monk" character, maybe a real "fist of stone", as the name entails. =)

That's a good point, indeed it would be quite appropriate that a cestus would allow a 'Brutal Attack' for example.
Unfortunately this type of weapons seems to be ignored by the GUI resp. by that part of the game that decides whether or not you can push a power button - and this part is beyond of the scope of modding generally.

The only tweak I know so far is to exchanged the attack class a cestus has by an attack class that is accepted by the GUI.
That's not really elegant. Pretending a dagger (for example) as a cestus would require to revise several other code/components of the game too (effects, weapon handling, speed calculations probably too).

As pointed the practical usage of a cestus is rather limited. Melee damage is low, and mages probably just will like to see it dropping for aesthetic reasons or because of the magical bonuses a cestus can provide.

However I will keep it in mind and rethink about it.
Anyway it's nice to still find such inputs 6-7 years after the game release although this matter should have been treated correctly right from the beginning.

 

 

Voty wrote:
Nice mod man.Thanks Smile

Are you planning any updates ?

Yes, soon. Right now however I only have minor fixes on my list (rather simple things compared to a cestus revision).
 

I think that when you complete a quest that rewards you a skill point, all pets and characters should get it (not only the ones that were currently in your party), even those you haven't even met yet. Because otherwise the game encourages you to:
- have full party before completing those quests so that more characters can get the skill points
- stick to the same pets/chars through the whole game because newer chars have less skill points due to the fact they weren't in your party when you completed earlier skill points quests

Arthandas wrote:
I think that when you complete a quest that rewards you a skill point, all pets and characters should get it (not only the ones that were currently in your party), even those you haven't even met yet. Because otherwise the game encourages you to:
- have full party before completing those quests so that more characters can get the skill points
- stick to the same pets/chars through the whole game because newer chars have less skill points due to the fact they weren't in your party when you completed earlier skill points quests
Technically a backdated delivery of skill point rewards from quests would be possible more or less, but it's a bit painful/inflexible to implement (for example, an 'elite' skill point for a member hired back in veteran mode).
Also I fear that people suddenly start to complain that the hired members from a custom map would suck because they fail the hard-coded post-quest skill point check for any other reason...

Generally that problem wouldn't exist if quests wouldn't give skill point rewards to all current members, or if these quests would give the skill point reward exclusively to the main hero only.

That all party members profit from the skill point reward right now, I think we have to consider this as some kind of loyalty bonus for those who have directly helped us to master a difficult quest.
From this point of view it seems GPG wanted us to stick with the members chosen once (also 'party banters' would underline this trend). If someone really want to wait until the party is larger/full - that's maybe not intended but a plausible strategy.

How about, if you start the game with a "mercenary orb". If you complete a quest that would give you a skill point, instead of getting that skill point, the orb would get 6 charges (12 charges for quests that give 2 skill points). As far as I know, you get skill points from those quests:

The Dryad Exile Colony (1)
The Lost Azunite Artifact (1)
The Agallan Trial (1)
The Hak'u, Part II (1)
A Servant's Haunt (1)
Arinth the Mad (2)
The Aman'lu Arena (2)

That's 9 possible skill points per character. Using the orb on a character (put it in his/her inventory and rclick) would give him 1 skill point at the cost of 1 orb charge. Each character could use the orb 9 times max. When you beat the game and then continue on veteran difficulty, you keep the "mercenary orb" with any charges left and you gain a "veteran orb". Completing skill quests on veteran would charge only the "veteran orb". The same situation is on the elite difficulty. You keep the mercenary and veteran orbs with any charges left and gain the elite orb. Each character can use the SAME orb only 9 times. I don't know if you can beat the same difficulty setting more than once but if you can, the consecutive playthroughs would NOT charge the orb. You get 54 charges per difficulty, so this is 9 skill points for 6 characters (or less for more characters if you choose that way) and a cap of 27 bonus skill points. Using the orb on a pet would give him 2% resistance like in default hotfix mod.

The orb feature would eliminate the problems I described in my previous post. Now it doesn't matter if you complete a skill quest with 1 character or 6 characters because you get the same skill points pool. Also you can keep the orb charges for characters introduced later in the game so ultimately you decide which characters are stronger.

@Arthandas: That's an interesting idea, it also reminds anyhow the 'Tome of skill' Diablo 2 had, so I guess players easily would get familiar with it. Moreover it also would allow to 'save' such an orb/tome for potential members you like to hire later in the game.
However it would need some efforts to implement and test this, too much at the moment. Sad

Right now, to lower the 'gap' between new and old members, I simply tend to set the maximum skill point reward for hired members/pets on 1.
Like this the possible SP difference to new members would fall from 27 to 21 on maximum, but until this is possible (in elite mode) such members would have 150-200 skill points anyway (due their levels and their items) so a difference of 6 SPs hardly should be perceptible when playing.
Certainly some players may grieve even for this but for the time being this one of fastest work-arounds to rebalance this issue.

I have even faster workaround: companions DON'T get skill point rewards but instead they get +1% to resistances per full 10 main hero levels (so +10% to resistances max). You could treat it as an invisible hero aura. This seems like an easy fix, it's compatible with custom characters, and both - characters hired early and late. The party size when completing skill quests also wouldn't matter.

Really appreciate this mod and it's tons of fun to boot! Been playing Aranna Legacy Alpha 3e for a week now and it's been great, but I ran into 2 bugs until now.
I have skimmed the pages of this topic and as far as I know, no one has encountered these problems and wrote about them. I may still be wrong so don't rip me to shreds if I am!

First off, crates, boxes, urns, vases, barrels etc. seem to be disappearing or are not loading when I start up a saved game. It seems however that when I revisit places I already cleared after loading a saved game, all the aforementioned items reappear where they should've been in the first place. Occasionally I run into a sad and lonely vase or barrel where they should be plentiful. Any idea why this is?

The second problem I ran into concerns the "Missing Squadron" quest at the end of Act I in Windstone Fortress. When playing without the mod, usually I speak to the first lost member of the squad and just take him with me because it's on the way to the teleporter and the commander who is looking for his squad. This also applies to the rest of the squad, to whom I just talk to and they follow me.
Now the problem here is that using the mod, I wasn't able to speak to the squad members right away even though they had the orange exclamation mark over their heads. "Ok", I thought so first I needed to speak to the commander to give me/activate the quest right? Went there, did just that and ventured back to get the first squad member. Now, the orange exclamation mark above his head is gone and I still couldn't talk to him! Ran to the other two members to see if this was also the case and yes, it was. I gave it another try and closed the game, reopened it and loaded my savegame. Now I was able to speak to the member in the barracks and successfully led him back to his troop leader. I was so happy and ran to the other members...but they refused to talk to me still...
I out of ideas here. Any idea how to fix this?

Regards

@Loghras: Thanks for the feedback!

Related to the container respawning feature, only a portion of the containers will respawn (randomly, similar to monsters), and it doesn't work 'in retro-perspective' because some container data need to be saved (which some of your old savegames prossibly don't have yet).
So although it may look like a bug, it's rather the unlucky consequence of this technical limitation probably.

Concerning the Missing Squadrons, this looks really like a bug but I only can speculate why... :o
However since 'talk to me' and 'attack enemy' both is triggered by a right-click, these NPCs intentionally refuse to talk with you if they can see/'hear' any enemies (in expectation of a battle).
Perhaps these soldiers are a bit too sensitive, I can check this, maybe there is something else accidentally wrong too.
For the time being I just can recommend to check the environment for any NPC-frightening monsters, specially in the rooms aside.
 

Thanks for the reply Gremal, and reassuring to know that the vase and crates thing isn't actually a bug.

About the missing squadron quest, yesterday I did some experiments but all proved fruitless. I tried killing all mods in the vicinity of the guards (i.e. in the area in which he would "see/hear" or notice them and get battle ready) but they still refuse to talk to me.
It seems to me that I was only able to speak to the guard in the barracks and get him to follow me because he did not engage in combat but was just waiting there doing nothing. The other two are situated in a fashion that they have mobs around them and the fact that they are mortal now makes them targets for the aforementioned mobs and after they engaged in combat, this apparently made them mutes ^^. I fear that because you made the squad members mortal (with hp points and even unconsciousness) in one of your Legacy of Aranna updates (v. 2b or something?) this became the core problem for this quest Sad
I noticed that when I load my savegame and try to speak to the member who I already saved standing next to the squad leader, he only responds ONCE and ONLY if I trigger the dialogue with my right mouse button. Trying to speak to him again failed time and time again. It seems to me that no matter what action they take it ultimately makes them mute. Given this, the only way to theoretically make them talk is if they are just idling about, yet this is thwarted by the mobs spawning around them, instigating them to attack and/or be attacked.

This whole thing is very unfortunate because I don't want to miss out on this quest.

Greetings

Loghras here, with an update on the missing squad quest problem!

So i gave it one last shot and it turns out that when I let the squad members deal with the mobs attacking them and watch from a distance (that I am barely able to see them), they are able to talk to me after they are done fighting when I instigate the dialogue with my right mouse button from very far away (as mentioned earlier).
Experiments using the right mouse button and waiting for them to finish the attacking mobs or help killing them while standing next to them proved ineffective.
It seems that you have to let the guards deal with the mobs on their own and stay out of their range of sight. As soon as they're done, right click them. this makes you run straight to them from the "stakeout" position you were hiding in.
This way I was able to get the last two members from their holes, so if anyone else encounters this problem, this is how it's done! I am actually surprised that no one else seems to have this bug, or at least wrote about it.
Anyway, maybe you should still look into this Gremal, it appears that there's still something wrong with the interactiveness of the guards.

All the Best!

Just got my party to the gatehouse barracks and ran into the same problem. Private Banos will not speak with me to initiate the missing squadron quest.

Thanks for your all checks, there really was something wrong with these soldiers. Sad

The reason is, there recently was a partial content synchronisation with the content mod for Utrae, so a new version of a component 'crept in' that unfortunately uses a default now that messes up with this quest.
However soon there will be a new version of the Hotfix mod anyway where this bug will be fixed.

 
By the way, the solders in this quest are vulnerable but not mortal!
It should be even possible to save the game while they are knocked out - ...but nobody would do such an unfriendly act, at least players would heal them first. Wink

Alive_at_Nite's picture

Thanks for the mod and all the time maintaining it.

I got to the barrack and soldier quest now I'm stuck tried to unload the mod to complete but the soldiers turned out to be dead and their is not any reviving them. Sad

Alive_at_Nite wrote:
Thanks for the mod and all the time maintaining it.

I got to the barrack and soldier quest now I'm stuck tried to unload the mod to complete but the soldiers turned out to be dead and their is not any reviving them. Sad

I'm sorry to read this, unfortunately this mod can't help you if the soldiers are already dead and disappeared for any (strange) reasons.

You should try to restore a backup of your savegame, hopefully they are still living where/when!?
Perhaps you have 'manual backup', otherwise check the savegame folder for files with extensions like 'ds2party.ds2bak3' or '.ds2radar.ds2bak3', they belong together and the file date can give you a hint will tell advanced they are.

Alive_at_Nite's picture

When the mod is installed their alive just their lying on the ground dead when I uninstall the mod(drop good gold at body too) and no kind of revival spell works on them.

Alive_at_Nite's picture

How I finally completed quest
(can be a pain)
I had to use Elys DS2 Succubus Manager after unloading mod. Load game using it then run straight for Pvt Banos(not fun and hope he is alive or reload and repeat) get to him and fend off monsters then talk to him had to do the same for Pvt. Caiden(watch out for the mages and their summons can kill him quick) Pvt Nolan is the easiest in a room by himself.
Hopefully it can work til patch update.

If your still active I was wondering if there is a way to get just the buff effects removal part of your Broken World hotfix mod. I like alot of your mod but some things I can't live without so I can't use it entirely. Not compatible with the inventory mod and I like the blue dots for all the switches / levers and unopened doors which your mod seemed to do away with some of it. The doors didn't seem to show up and the dots were kinda small for my bad eyes Smile

Finally there is a new version of the Hotfix mod resp. the Aranna Legacy mod.

 
Updates/Fixes:

  • The native magic-find bonus of *human* heroes was almost completely ignored, this bug has been fixed now.
  • Tab with resistance information expanded with some additional stats.
  • Several unique and set items that served as quest rewards on GPG's maps may drop now partially on custom maps too (like other unique and set items do).
  • The 'Transmute' spell has now higher variants (II-IV) as well with gradually better gold efficiency and higher chance to reveal a rare or unique item.
    There are now some additional 'transmutation recipes' too, inclusive a recipe to produce the 'Mysterious Teleporter Stone' (will require a rare ring and a rejuvenation potion plus two other 'purposeful' items).
    Remind maybe, each recipe consists of 4 ingredients, often one of them is a rejuvenation potion (only potion-producing recipes may be an expection to this).
  • Work-around added to solve a conflict with Content mod for Utraean Peninsula for DS2 that let NPCs partially not talk to you (e.g. Windstone Soldiers).
  • Content conflict fixed with Level-Adjustment mod that made training dummies indestructable sometimes (and you couldn't leave the Tutorial Beach).
  • A new *.ini option 'gui_bar_transparency = #' can make the bottom bar in the GUI (more) transparent. The default value for # is zero for no transparency, maximum value is 100 to make this bar completely transparent (invisible).
  • *.ini option 'loot_drop_message = #' added to show you a message when a set or unique or item has droped. Default for # is false for no message.
  • Several minor content/balancing tunings.

 
Some changes are more profound this time, a manual backup of your savegame would be a really good idea. Wink
(Your savegames are at: My Documents / My Games / Dungeon Siege 2 [Broken World] / Save / )

 
 

@Anonymous: Assumed the matter is still pending, whether or not you can see (secret) levers on the radar map depends on your chance to find magic items - this higher it is, the more probable it is that you can see small(er) levers.
By the way, if you haven't seen it yet, for the addon there is a NoBuff mod with nothing else inside.

I just download the three updates you posted. This one and the hotfix and Aranna ones. I will give them a look when time allows.

Elf

Thank you for the updates KillerGremal. Smile

Alive_at_Nite's picture

Hey thanks for all your hard work on this KillerGremal.

Have a lock up problem trying to go up the circle staircase to get to start of Act9 tried several time (only other mod I am running is del green ring but works ok)
with patch=game hard freeze
no patch=works can start Act9
still have to try old version of the patch. hope this helps some to give you a idea what might be the bug.

Alive_at_Nite wrote:
Hey thanks for all your hard work on this KillerGremal.

Have a lock up problem trying to go up the circle staircase to get to start of Act9 tried several time (only other mod I am running is del green ring but works ok)
with patch=game hard freeze
no patch=works can start Act9
still have to try old version of the patch. hope this helps some to give you a idea what might be the bug.

Hm, act 9? There is no act 9...

Act 1 has a chapter 9 though, act 3 as well. Or do you refer to the Broken World map (with addon) possibly?

Generally I only remember 2 'circle staircases', one in act 1 below the mirror quest (in the Azunite desert), the other is down to the Aman'lu arena.

Alive_at_Nite's picture

Sorry it was Act3 part9 right after killing the archmage.

btw just started brokenworld add on will let you know how things go as time goes on.

thanks

Could not complete the Mithrilhorn quest, Karthos the drunk...I mean strong, would not stop opening the rift to give me completion. Disabled Aranna Legacy and got completion, then re enabled it.

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