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Utraean Seizure of hopless Mapping

While the previous 'seizure' isn't really over (and related on content we rather should say: as consequence of it) i have been touched by another 'mapping seizure'. This time however, i didn't use the SE2 (so far), it's not really tuned to handle DS1, and this is what i did. Wink

 
The following mods are published based on the DS1 Modding EULA and Modding EULA from DS2.

Required resources:
- All*Saves for v2.2 or v2.3/Addon.
- DS1 Utraean Peninsula Map, Alpha 10 (82.7mb, ReadMe)
- DS1 Utraean Peninsula Map Update, Alpha 10q (1.6mb, ReadMe)
- DS1 Content Pack, Alpha 11a (18.8mb, ReadMe)
- DS1 Terrain Pack Beta 3 (62.4mb, ReadMe)
- DS1 Objects+Sounds Fix (38.1mb, ReadMe)
- Level Adjustment Mod, Beta 5u (905kB, ReadMe)

Additional remarks:
- Please respect the initial release notes and also the notes in the 'ReadMe' files about the changes meanwhile.
- You also may like to check out Iryan's forum thread for additional map resources.

   

There is now also a Diabloish Map for DS2, Beta 2 e (16.4MB, for DS2 v2.2 ReadMe):



Compared to Beta 1 there are now some more NPCs, a shop with enchantable items only, two heroes to hire, better dungeon loading/fading, and instead of remote start positions now 'session portals' are available to let you always restart in Tristram and to take you back into the dungeons when you like to depart.

Required resources:
- All*Saves for v2.2 or v2.3/Addon.
- DS1 Content Pack, Alpha 11a (18.8mb, ReadMe)
- DS1 Terrain Pack Beta 3 (62.4mb, ReadMe)
- DS1 Objects+Sounds Fix (38.1mb, ReadMe)
- Level Adjustment Mod, Beta 5u (905kB, ReadMe)

Unfortunately I wasn't able to contact Dr. Smooth aka James Lang so far (e-mail account still seems to be valid, but there was no reply) to ask him what he thinks about before investing more time in this map.

iryan wrote:
. . .
With the current build Beta5q of the MonsterLevelAdjust Mod, the local setting doesn't appear to be working once the player achieves a high enough level. I just started working again on the DS1 Legendary Mod and noticed that at Meren with an average party level of 32, all the monsters are level 33 even with the local mode set and the level_adjust_regional setting for Meren set at 26-30.

I know the level_adjust_regional setting is working correctly for Meren for if I start a new game there all the monsters are level 26-28 or so for a level 1 character. Starting a new game at Meren with a "hacked" new hero set at level 45 has all the monsters at level 44. Starting a new game at Elddim has all the monsters correctly being generated with levels from 4 to 7.
. . .

I've just checked that, indeed there is something wrong...
Seems I need to postbone some other work and care about the Level Adjustment mod now... Wink

KillerGremal wrote:
I've just checked that, indeed there is something wrong...
Seems I need to postbone some other work and care about the Level Adjustment mod now... Wink

Thank you, I wasn't imagining it after all. It's hard keeping track when play time has been very sporadic over the last 6 months.

One question, is it possible to set markers in a region that can overwrite the region's setting in the level_adjust_regional file? It would very handy for certain circumstances like the alternative route to Crystwind in the Utraean Peninsula map. Due to the way the nearby regions are set up, if you approach Crystwind along the river you need to transverse part of the grs_dry_hard_r1 to actually enter Crystwind and the monsters in that region are set up to 15 to 20 levels higher than around Crystwind and the river_canyon region.

iryan wrote:
KillerGremal wrote:
I've just checked that, indeed there is something wrong...
Seems I need to postbone some other work and care about the Level Adjustment mod now... Wink

Thank you, I wasn't imagining it after all. It's hard keeping track when play time has been very sporadic over the last 6 months.
...

Beta 5r of the Level Adjustment mod should this matter (again).

 

iryan wrote:
. . .
One question, is it possible to set markers in a region that can overwrite the region's setting in the level_adjust_regional file? It would very handy for certain circumstances like the alternative route to Crystwind in the Utraean Peninsula map. Due to the way the nearby regions are set up, if you approach Crystwind along the river you need to transverse part of the grs_dry_hard_r1 to actually enter Crystwind and the monsters in that region are set up to 15 to 20 levels higher than around Crystwind and the river_canyon region.
Implementing this could be tricky.
Just to look where the player is located when the monster is loaded wouldn't be satisfying probaly (it should also 'stand' that the player can walk some steps backwards again across region borders). So something to detect/predict player's longtime march direction would be needed...

A work-around for the moment could be to assign an average level range for the monsters in combination with a higher 'adduct' value (=multiplier to reduce the level difference beyond the assigned level range).

 

iryan wrote:
. . .
The ideal situation would be if the local regional mode worked for a new game in a map and the "all" mode is used for more experienced parties so they could be provided with a challenge.
An 'adduct' value of -1 would allow the mod to proprietarily set the finally considered adduct value depending on level difference:
adduct$ = 1.0 - ( 1.0 / ( ( Math.Abs( level_hero$ - level_regional$ ) * 0.01 + 1.0 ) ** 7.5 ) );
However this formula is probably not that ideal as it should be (hence not documented).

I found a nice Legendary Mod package on Nexusmods mods that helped me around the lost disks problem by giving me access to DS1, LoA and some other DS1 mods in DS2 enviroment, everything but DS2BW that simply isn't avalible on Steam.

In any case, IF this project have resuted in the Utrean Penninsula map avalible on Nexusmods then I got a tiny problem with some chests that cannot be opened. For most part it isn't a big deal but since that includes the sarcfogus for the Elddim Sunrise stone it breakes the main quest. As far as I understanfd it could of course be a mod conflict with some of the mods shipped in the Legendary mod package but I do no know.

@niceguy: There just was an issue about this quest stone, so hopefully downloading the new Content Pack Alpha 11e will solve the problem with you too.

Thanks, good that devolopment havent stopped. Smile

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