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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

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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.

running fine at the mo..
as mentioned, those cannons in the corridor leading to Ulora, in the Ancient Crypts don't fire..

and the Innkeeper at Glacern won't respond to the 35000 gold that I'm trying to pay her
so that I can take Merik into the party..

the "mysterious drumming" still exists in Ice Caverns, made me want to go looking for those hidden areas..

- great stuff, though..!! :woot:

Blondin235 wrote:
running fine at the mo..
as mentioned, those cannons in the corridor leading to Ulora, in the Ancient Crypts don't fire..

and the Innkeeper at Glacern won't respond to the 35000 gold that I'm trying to pay her
so that I can take Merik into the party..

the "mysterious drumming" still exists in Ice Caverns, made me want to go looking for those hidden areas..

- great stuff, though..!! :woot:

The first two should be fixed in the next version, just have to test it ingame. And I plan on restoring the secret area in the Ice Caverns.

Glad you like it and keep up with the reports. Thanks.

PhoeniX wrote:
Ran into a unique and very nasty video problem while running the swamps in Kingdom of Ehb. The problem starts right after the area in first picture and keeps occurring after reloading game and returning to same area.

I have never ran into this sort of problem before and hope what is causing it can be located and fixed. Shock

I've never seen that before either. I hope somebody has an idea of what causing it.

Darkelf wrote:

as for utrean, i ran into another snag, as seen in this pic, gloves, boots and helms equip but the merc armor left black/yellow streak, this is where i wish i had bare_elf's brain to figure out armor glitches, such as this.


Well DE I added the armor to the resource file you sent to me and re tanked it as Utraean7a.ds2res. Placed it in my ds2 resources folder and quickly discovered there was a conflict on the character creation screen. It appears that my cat mansion mods conflict with the Utraeans. So I turned off the cat mansion mods and received an "exception detected" error. So next I moved the existing cat mansion saves to a folder called cats and restarted. I was able to create a Utraean Female and get her onto my test map. However she looked exactly like the above image. So I looked at how your world\contentdb\templates\actors\good file was set up and discovered that you had a heroes_giantgnome.gas and a npc_base_female_utraean_dsx.gas however there was no heroes_utraean.gas. Not sure if that is necessary but it could be because every other mod I looked at had a heroes_x gas file for each type of hero (main character) the female gnomes and giants work just fine. At this point I am not sure where to look or what to do.

Elf

PhoeniX wrote:
Ran into a unique and very nasty video problem while running the swamps in Kingdom of Ehb. The problem starts right after the area in first picture and keeps occurring after reloading game and returning to same area.

Video Advisory: Do not look at following pictures if you are feint of heart. :jawdrop:

http://i248.photobucket.com/albums/gg165/archvolkan/VideoNightmare02.jpg
http://i248.photobucket.com/albums/gg165/archvolkan/VideoNightmare03.jpg
http://i248.photobucket.com/albums/gg165/archvolkan/VideoNightmare04.jpg

I have never ran into this sort of problem before and hope what is causing it can be located and fixed. Shock

i did the swamp area in ehb, and did not have that glitch when i ran it. Only glitch i had was red dots for enemy would spawn on minimap for the dungeon that goes underneath the swamp, making it seem like monsters were nearby but were really in the dungeon.

as for the issue you are having, if had access to another computer and had the game and the mods and saves on it, could try it on another computer to see if have same results.

can adjust the games video settings to low and see if go away as well, or perhaps the game just dont like your video card who knows.. weird what happened.

bare_elf wrote:

Well DE I added the armor to the resource file you sent to me and re tanked it as Utraean7a.ds2res. Placed it in my ds2 resources folder and quickly discovered there was a conflict on the character creation screen. It appears that my cat mansion mods conflict with the Utraeans. So I turned off the cat mansion mods and received an "exception detected" error. So next I moved the existing cat mansion saves to a folder called cats and restarted. I was able to create a Utraean Female and get her onto my test map. However she looked exactly like the above image. So I looked at how your world\contentdb\templates\actors\good file was set up and discovered that you had a heroes_giantgnome.gas and a npc_base_female_utraean_dsx.gas however there was no heroes_utraean.gas. Not sure if that is necessary but it could be because every other mod I looked at had a heroes_x gas file for each type of hero (main character) the female gnomes and giants work just fine. At this point I am not sure where to look or what to do.
Elf

i downloaded the zip file and added the new armor, to my tank, editted the gas files to make it more catmansion compatible and changed utragirl to be level 45 with 900k gold so i could buy different style armor for her. loaded game, bought some armor, each armor i tryed, none worked they still showed black/yellow.... so currently going back making new tree for utraean_girl, with the copied meshes and stuff, wish i had a hex editor to change the meshes from hf to uf... am very confused why helmet, gloves and boots work and the armor don't. was also thinking about making templates for the armor u made and trying to get her to wear those that way, but she should be able to wear em without templates.

as for the heroes_x gas files, i was using iryan's files so to keep her similar to what he had. npc_base_female_utraean_dsx.gas had the screen playable version.

Wow =) awesome Map Pack man.Keep it up !

By fiddling along using hints provided by bare_elf and darkelf, I've managed to get armor working on Utraean Girl

She uses all the human_female gear with modified armor fitted just for her. In this pic there's a hero Utraean and Jharmaya fitted with amren's twilight armor (as there's very few armor that actually uses type 1, most type 1 is used for npc skins).

The hero Utraean female's merc armor hasn't been modified yet so the default skin is showing (I just copied all of the human_female's bitmaps and renamed them). The hero selection skin show just fine. I used 81 instead of bare_elf's 51 only because I was fiddling around at the time. Probably any number not associated with any of the preset hero races would work.

So to get the Utraean race into the game it seems necessary to also make them a playable race as they have to have a race = Utraean set for them and the appropriate additions made to faces, heads, hairtoheads and hair gas files.

Still a bit of work needed so here's the tanked resouce file and example map; http://www.siegetheday.org/~iryan/files/Test_Map.ds2res

The hair needs work, other types retouched as necessary, etc.

Thanks to bare_elf and darkelf for motivating me to keep fiddling with her. I hope bare_elf may be able to modify the rest of the armor types and perhaps darkelf can get it working better.

The only drawback is the Utraean race and npc will have to be released as a minimod as it overwrites base DS2 files (faces.gas, etc) and will be incompatible with other custom playable races (unless a combined faces.gas, etc is released).

I tried approaching the affected area from opposite direction to try and nail down where the problem was coming from and the video never messed up.

So have no idea why it happened, just glad it is gone. Smile

Carrying over from this thread started by Voty (thanks for suggesting this) http://siegetheday.org/?q=node/1870#comment-15266 I mucked around with the Utraean girl skins and armor.

It's just sharpening and improving the contrast and clarity of the image in Paint Shop Pro, working within the limitations of the original image size.

Look at that yucky yucky merc armor for instance - Worth pursuing for other characters and armor?

Heh- also kudos to Raymus as he suggested some sort of remake.

Update#
Improved merc armor?

I think some small improvement. This is just one armor though, it won't show on other, non_utraean races. There's a staggering number of files to change all armor textures for all races.

PhoeniX wrote:
I tried approaching the affected area from opposite direction to try and nail down where the problem was coming from and the video never messed up.

So have no idea why it happened, just glad it is gone. Smile

Thinking about it further, I did have a similar type of problem in some of the earlier builds of the mod. It was never linked to one specific spot however, it tended to occur if you haven't used any spells or graphical effects (like teleporting) in some period of time. The symptoms were that no spells could be casted (by either you or the monsters) and eventually parts of the world would stop being rendered! Once you attempted to save the game, it would lock up and you'd have to ctr-alt-del to exit. However while you couldn't save the game no missing menu art were apparent.

I think it was linked to broken triggers, etc, and misaligned starting position ids (which also caused the resurrection bug) and these have been progressively fixed and none at all should be present in the next build of the maps.

Glad you got passed it and I'll be sure to throughly check out that area in testing.

There's also the bug in the secret artic cavern area in Kingdom of Ehb, where parts of the terrain were misaligned. That was linked to a specific area but didn't effect the graphics as such. You could still proceed through the area if you could find a part of the terrain to click (the misalignment was both vertically and horizantally).

iryan wrote:
By fiddling along using hints provided by bare_elf and darkelf, I've managed to get armor working on Utraean Girl

She uses all the human_female gear with modified armor fitted just for her. In this pic there's a hero Utraean and Jharmaya fitted with amren's twilight armor (as there's very few armor that actually uses type 1, most type 1 is used for npc skins).

The hero Utraean female's merc armor hasn't been modified yet so the default skin is showing (I just copied all of the human_female's bitmaps and renamed them). The hero selection skin show just fine. I used 81 instead of bare_elf's 51 only because I was fiddling around at the time. Probably any number not associated with any of the preset hero races would work.

So to get the Utraean race into the game it seems necessary to also make them a playable race as they have to have a race = Utraean set for them and the appropriate additions made to faces, heads, hairtoheads and hair gas files.

Still a bit of work needed so here's the tanked resouce file and example map; http://www.siegetheday.org/~iryan/files/Test_Map.ds2res

The hair needs work, other types retouched as necessary, etc.

Thanks to bare_elf and darkelf for motivating me to keep fiddling with her. I hope bare_elf may be able to modify the rest of the armor types and perhaps darkelf can get it working better.

The only drawback is the Utraean race and npc will have to be released as a minimod as it overwrites base DS2 files (faces.gas, etc) and will be incompatible with other custom playable races (unless a combined faces.gas, etc is released).

I will work on the type2, type3, type4 and type5 armor for the Utraean girl and continue to do same for utraean boy. mainly just tweaking the skin color to be more gray because in most cases where the skin shows the tattoos do not.
Please note that my internet connection at home is giving me fits think to many people are swimming in the DNS Pool, and when I am herding cats like I am not I have little time. So after I finish the files I will upload them as soon as I can.

Elf

blue tinted black hair -

all blue tattoo -

could not get the map test map to load so am still using the test map for experimenting.
been skinning hair and faces lately for my gnomes which use the human system, will eventually add the hair to the humans, i have added pink, green and purple tones, also did some cat mansion hair today just for fun. until bare_elf gets done with the armor sets, not much more can be done with utraean armor wise for testing purposes, it does work well with human skin, although the utraean looks more like a halloween costume for humans presently lol.

http://www.mediafire.com/?xr5sa94ktf3g1v9 - is the current source for my works, incase any would want to venture

Darkelf wrote:
until bare_elf gets done with the armor sets, not much more can be done with utraean armor wise for testing purposes, it does work well with human skin, although the utraean looks more like a halloween costume for humans presently lol.

Well since you can not do any testing of the utraeans without armor I spent the last few hours converting
all of the type1, type2, type3, type4 and type5 image files and where necessary the associated gas files.
I thought that I would have to turn off the Cat Mansion Mods to get the Utraean to work, more on that later. So I disabled the mods and tested the armor images and all of them appeared to work.







This one needs a bit of work as the color on the neck is a bit off
So after testing this and making the screen shots I turned back on the cat mansion mods and discovered that the Utraean Female, the Male and Female Giants and the Male and Female Gnomes did not have a conflict any longer. Great job on fixing that. So I decided to try the Utraean Female again and quickly discovered that Some of the armor appeared as black and yellow ugly suits. which get displayed when the image file is either messed up or missing. There has to be a mod that I have installed that is causing this. Either one of the Cat Mansion mods or one of my armor mods. I will look into this later today or tomorrow. Please let me know if the armor works on the Utraean after you add it to your mod. That would simplify my search for the nasty mod that is messing with me.

To Dark_Elf and Iryan here you go enjoy:
http://siegetheday.org/~bare_elf/utraean/Utraean%20Skin.zip

Elf

Last night I was able to test the Utraean Armor Sets, after I had disabled the Cat Mansion Mods and hiding my Cat Mansion Saves. So today I thought I would first touch up the one armor image that had the wrong neck and chest coloring. Which I have done by the way. So I restarted with the exact same setup as I had last night and none of the armor worked it is all black and yellow. All I did was replace the miscolored image with the adjusted image, and retanked the mod with the exact settings and file name I used last night. Yes I did a back up of the mod that worked. Yes I also started with a new character just to make sure. So I removed the updated mod and put back in the older version that worked last night. Well Guess what, it no longer worked either. Have no Idea what the heck is going on. I have the Cat Mansion mods back in and tonight after herding cats,
(sort of an inside joke) I will continue testing the Legends of Aranna. I have my cat mansion utraean girl that works just fine so good luck guys.

Elf

bare_elf wrote:
Last night I was able to test the Utraean Armor Sets, after I had disabled the Cat Mansion Mods and hiding my Cat Mansion Saves. So today I thought I would first touch up the one armor image that had the wrong neck and chest coloring. Which I have done by the way. So I restarted with the exact same setup as I had last night and none of the armor worked it is all black and yellow. All I did was replace the miscolored image with the adjusted image, and retanked the mod with the exact settings and file name I used last night. Yes I did a back up of the mod that worked. Yes I also started with a new character just to make sure. So I removed the updated mod and put back in the older version that worked last night. Well Guess what, it no longer worked either. Have no Idea what the heck is going on. I have the Cat Mansion mods back in and tonight after herding cats,
(sort of an inside joke) I will continue testing the Legends of Aranna. I have my cat mansion utraean girl that works just fine so good luck guys.

Elf


Not really strange, as none of my versions work, they will give black/yellow armor.
only version that works well is the templates iryan made, they seem to change armor fairly well.

nice work btw, although there was at least one still with human art.
i have learned a lot about ds2 armor/heroes with this project.. i have learned that you have to have matching numbers on end for both skin and armor... so even if i fail, i have gained knowledge.
even if the utraeans never make hero status, they can still be used as merchants, walking and sitting people or even evil utraens with their skins in map, so not a waste of time by no means.

Darkelf wrote:
bare_elf wrote:
Last night I was able to test the Utraean Armor Sets, after I had disabled the Cat Mansion Mods and hiding my Cat Mansion Saves. So today I thought I would first touch up the one armor image that had the wrong neck and chest coloring. Which I have done by the way. So I restarted with the exact same setup as I had last night and none of the armor worked it is all black and yellow. All I did was replace the miscolored image with the adjusted image, and retanked the mod with the exact settings and file name I used last night. Yes I did a back up of the mod that worked. Yes I also started with a new character just to make sure. So I removed the updated mod and put back in the older version that worked last night. Well Guess what, it no longer worked either. Have no Idea what the heck is going on. I have the Cat Mansion mods back in and tonight after herding cats,
(sort of an inside joke) I will continue testing the Legends of Aranna. I have my cat mansion utraean girl that works just fine so good luck guys.

Elf


Not really strange, as none of my versions work, they will give black/yellow armor.
only version that works well is the templates iryan made, they seem to change armor fairly well.

nice work btw, although there was at least one still with human art.
i have learned a lot about ds2 armor/heroes with this project.. i have learned that you have to have matching numbers on end for both skin and armor... so even if i fail, i have gained knowledge.
even if the utraeans never make hero status, they can still be used as merchants, walking and sitting people or even evil utraens with their skins in map, so not a waste of time by no means.

I've tested bare-elf's armor with Utraean Girl in vanilla DS2 and everything works fine but for some obscure reason the armor and skins don't show in BW! I think it may have something to do with character_camera.gas (forgot the name as I'm writing this from work) as BW has completely different settings to vanilla DS2. I also found the test map I sent bare_elf and Darkelf won't load in BW as Darkelf reported but works in vanilla DS2. Maybe this issues are linked.

I also discovered that custom races will conflict unless they share a common faces.gas, headsto hair.gas, etc and 2 ui files. That's why Bare_elf couldn't get the Utraean race and the Cat Mansion Girls to work together. The mod with the highest priority or most recent timestamp wins and the other mod/s won't load.

Also to even get recruitable or npc Utraeans based on DS2 human female mesh into the game you need these files so you may as well make them playable hero characters.

It's extremely likely that there'll have to be versions for both vanilla DS2 and Broken World for custom characters that are meant to be playable. Non-playable characters on the other hand are simple to get working in the game. I'll let you know more after further testing.

there is a core file for vanilla DS2 and one for broken world. It might be necessary to have the utraean skins in both places too.

bare_elf wrote:
Well I noticed with the DS2 cat mansion mod....
there is a core file for vanilla DS2 and one for broken world. It might be necessary to have the utraean skins in both places too.

- very much true

iryan wrote:

I've tested bare-elf's armor with Utraean Girl in vanilla DS2 and everything works fine but for some obscure reason the armor and skins don't show in BW! I think it may have something to do with character_camera.gas (forgot the name as I'm writing this from work) as BW has completely different settings to vanilla DS2. I also found the test map I sent bare_elf and Darkelf won't load in BW as Darkelf reported but works in vanilla DS2. Maybe this issues are linked.

I also discovered that custom races will conflict unless they share a common faces.gas, headsto hair.gas, etc and 2 ui files. That's why Bare_elf couldn't get the Utraean race and the Cat Mansion Girls to work together. The mod with the highest priority or most recent timestamp wins and the other mod/s won't load.

Also to even get recruitable or npc Utraeans based on DS2 human female mesh into the game you need these files so you may as well make them playable hero characters.

It's extremely likely that there'll have to be versions for both vanilla DS2 and Broken World for custom characters that are meant to be playable. Non-playable characters on the other hand are simple to get working in the game. I'll let you know more after further testing.

having entries from the various mods in skins(faces, hair etc) and in multiplayer, race definations and character_camera wont hurt and will make them compatible, the mods dont have to be present so making a master list from those mods and adding to utraean girl, isn't a problem, however getting them from the succubus mod is, as Elys has protected her tank from being extracted, so i wont be able to make a succubus version.

i will take a look at the bw files and see what needs changed.

Somewhere in switching between testing the Utraean Armor and Legends of Aranna the character icon displayed on the left side of screen for my primary character has been corrupted. All the other characters display their correct images which I would expect since they are not created but are part of the game, whereas the primary character's image is created at the time the character is created. Just wondering if there is a way to get primary character's image back. I have checked all the saves I have and it appears they are all damaged. It is not really an issue but it is kind of weird when I look at the screen. When I looked at the party save file I could not figure it out again oh well.

And with armor in both DS2 and Broken World!

The resources and a playable test DS2 only map
http://www.siegetheday.org/~iryan/files/utraean.zip

Also it's fully compatible with Cat Mansion Girl Mod!

That said, it's certainly not fully tested but what armor I have tried has worked. There's now two selectable skins for Utraean Girl and three for Utraean Boy. The hair needs fine tuning and none of the male armor has been touched up yet so it's still default skin.

The map will only load in DS2 but shows the three recruitable LOA characters in armor.

The other files in the zip are the ones needed for the Broken World version of the mod. If you're only going to be testing this mod in Broken World then you can replace the existing files with these ones and delete the map files (unless you can work out how to get the map loaded in BW).

iryan wrote:
And with armor in both DS2 and Broken World!

The resources and a playable test DS2 only map
http://www.siegetheday.org/~iryan/files/utraean.zip

Also it's fully compatible with Cat Mansion Girl Mod!

That said, it's certainly not fully tested but what armor I have tried has worked. There's now two selectable skins for Utraean Girl and three for Utraean Boy. The hair needs fine tuning and none of the male armor has been touched up yet so it's still default skin.

The map will only load in DS2 but shows the three recruitable LOA characters in armor.

The other files in the zip are the ones needed for the Broken World version of the mod. If you're only going to be testing this mod in Broken World then you can replace the existing files with these ones and delete the map files (unless you can work out how to get the map loaded in BW).

nice work, i managed to fix the map so it works with brokenworld, i added code to main.gas -

[worlds]
{
[mercenary] // [normal]
{
// screen_name = "Regular";
// description = "Players of all levels can play here.";
screen_name = "Adventurer";
description = "Parties of all levels can play here.";
required_level = 0;
}
}

near bottom and it loaded with Brokenworld.
nice work, on utraean boy, for some reason the game loads the face but won't load the hair from the skins u made, perhaps need to edit a hair graphic in human_female and change one or more to black/brown whatever color it is, since its loading all the other hair colors from that folder.

something similar to this -

or even this or even this

bare_elf wrote:
Somewhere in switching between testing the Utraean Armor and Legends of Aranna the character icon displayed on the left side of screen for my primary character has been corrupted. All the other characters display their correct images which I would expect since they are not created but are part of the game, whereas the primary character's image is created at the time the character is created. Just wondering if there is a way to get primary character's image back. I have checked all the saves I have and it appears they are all damaged. It is not really an issue but it is kind of weird when I look at the screen. When I looked at the party save file I could not figure it out again oh well.

If you are playing 2.2 with a custom screen resolution the character portrait will be messed up. Try switching the resolution to 1024x768 and that should resolve the issue.

Not sure why 2.3 will accept custom resolution and 2.2 will not. :?

Utraean boy screen selection -

UtraGirl with pink hair with dryad armor, it works Smile

UtraGirl with brown pony tail, wearing leather jerkin Smile with iryan's new face paint

UtraGirl seems to be working well, tryed out many armor in shop Smile

http://www.mediafire.com/?r8jpnjaf3tup8d1 - current source of my works with iryan and bare_elf's combined, with new hair, place in bw resource folder

edit 1:18am 7 august 2012
used ds2 character_camera.gas templates for catmansion, instead of bw templates, here is updated character_camera.gas file for bw
http://www.mediafire.com/?6h8qj45lzxg03h5

Dark_Elf I just downloaded the file you posted containing the work Iryan, you and I did. I will look at it tonight. I will also try to finish the armor for the boys just as soon as I can. Currently I am herding cats and kicking DSL technical support people because the I was unable to connect to the Internet at the Cat Farm. Never have connection problems here, only at home. Today it appears to be backwards. So I will start by modifying the type 5 male armor first. The screen shots look great. Good work Dark_Elf and Iryan Smile

Elf

PhoeniX wrote:
bare_elf wrote:
Somewhere in switching between testing the Utraean Armor and Legends of Aranna the character icon displayed on the left side of screen for my primary character has been corrupted. All the other characters display their correct images which I would expect since they are not created but are part of the game, whereas the primary character's image is created at the time the character is created. Just wondering if there is a way to get primary character's image back. I have checked all the saves I have and it appears they are all damaged. It is not really an issue but it is kind of weird when I look at the screen. When I looked at the party save file I could not figure it out again oh well.

If you are playing 2.2 with a custom screen resolution the character portrait will be messed up. Try switching the resolution to 1024x768 and that should resolve the issue.

Not sure why 2.3 will accept custom resolution and 2.2 will not. :?



I always use a screen resolution of 1024X768 and always play using Broken World however I will try changing the screen resolution to something other than 1024x768 one of the standard supported screen resolutions, will let you know what happens.

Update: the problem was to do with the utraean mod that Dark_Elf, Iryan and I are testing. it had to do with the character_camera.gas file. You would have to ask Dark_Elf and/or Iryan exactly what was the difference but I now have a file that works with broken world, in both sp and mp modes and the utraeans and cat mansion girls do not have a conflict either. yeah

Elf

I did not have to do much with the male utraean armor in type2 through type5, all I did was rename the style 11 half-giant armor by replacing the hf in the file names with ma and changing the ending number from _11 to _81. things should work just fine as the gray color half giant skin is super close to the utraean skin color. Let me know what you think of them. I found one female utraean skin that somehow got left out and another that needs a bit of touch up I will deal with them soon. Here is the link to the file.
http://siegetheday.org/~bare_elf/utraean/maleutraean.zip

Note: the zip file is 3.8 MBs even with all the images in DDS (direct draw) format.

UPDATE: All of the armor types appear display, some will need a slight adjustment to the color or I might actually have to make different armors to match the skin tone of each of the male faces as an example 81,82 and 83 unless the background skin tone of all the faces (heads) are the same. More when I know more.

Elf

Thanks everyone for their help with the Utraean race, they're looking great!!!

Now that we're polishing the characters in the mod now, I thought we'd think about the various recruitable characters and ways they may be able to be improved, like the Utraeans. After all they have a prominent place in the game as they're in your party and you interact with them in the world, hiring and firing as you meet them, etc.

There's now 35 recruitable characters in the game, including the 11 from DS2 and BW. Here's a rtf containing basic info about them all; http://www.siegetheday.org/~iryan/files/Characters.rtf

One issue we have that the inn won't hold that many characters. I think PhoeniX looked at the issue but couldn't find a workaround. At the moment you have to permanently disband characters to recruit new ones once you reach the limit (I think it's 30 or so). So what's the ideal number of characters?

Also can some of them be revised or even replaced? Is there characters not there that you think should be? For Ehb and LOA I used most of the more prominent characters but about 12 aren't recruitable any more (DS1 allowed you to have 8 characters in your party). The Utraean Peninsula is different as they're all my own making, being a mixture of revamped original LOU characters and DS2 characters (like Drevin, Drianjul, Tanzi, Magentus and Arinth). So these could be radically revamped if necessary. Even Drakelf's new Dark Elf race could be incorporated if he agrees and would like them included (the original LOU if you remember had several races to recruit such as Ghastley's Naja, DS revived'd Gargoyle and skeleton).

Their specialities could also be refined a bit as well as any secondary disciplines as I included a lot of dual class characters inline with BW. I'm also refining their starting gear but the problem here is that I can't predict what level the character may be when recruited as the order the player plays the maps could be completely different. In one game Ulora for example could be level 8 but another could be level 60. KillerGremal's excellent code will automatically raise the level of the recruitable characters so they'll never be obsolete when encountered but this doesn't work with their starting gear.

So suggestions on improving the recruitable characters in the mod are welcomed.

@bare_elf: The Utraean characters look interesting. Smile
Supposed that the giant textures (often) fit so well, did you already consider it once to use generally the half-giant model and half-giant textures for the human body/model for males!?
Honestly I've lost a bit the context so i'm not sure if this would cover all intentions but it could save some work.

 

 

iryan wrote:
. . . I'm also refining their starting gear but the problem here is that I can't predict what level the character may be when recruited as the order the player plays the maps could be completely different. In one game Ulora for example could be level 8 but another could be level 60. KillerGremal's excellent code will automatically raise the level of the recruitable characters so they'll never be obsolete when encountered but this doesn't work with their starting gear.

So suggestions on improving the recruitable characters in the mod are welcomed.

@Iryan: Not sure if I told you once about it, but there would be an 'automatic' way too:
    [t:cmd_equip_party_member_hired,n:0x00123456]
    {
    	[equip_when_hired]
    	{
    		alter_amulet = ALTER_DEXTERITY;
    		alter_body_chest = ALTER_ARMOR_SOURCE_PERCENT;
    		alter_body_general = ALTER_ARMOR;
    		alter_ring = ALTER_DEXTERITY;
    		alter_spellbook = ALTER_INTELLIGENCE;
    		alter_weapon = ALTER_RANGED_DAMAGE_MIN;
    	  i potion_amount = 5;
    	  d rare_body_chest = 1;
    	  d rare_weapon = 1;
    	  i weapon_code = 7;
    	}
    	[placement]
    	{
    	  p position = -10.3909,-1.4,3.34928,0x543210fe;
    	}
    }
This would be an example for a ranged hero to get random equipment pieces whatever his level is. After being hired, the new party member simply has to send an activation to this gizmo to exchange/update his equipment.

This gizmo is probably not as sophisticated as it should be, and some caution would be a good idea (e.g. some alterations aren't available for low-level items), so far however it equipped the hired members on Arhok XP quite well (resp. the worth of the items is often higher than the hiring fee itself).

iryan wrote:
One issue we have that the inn won't hold that many characters. I think PhoeniX looked at the issue but couldn't find a workaround. At the moment you have to permanently disband characters to recruit new ones once you reach the limit (I think it's 30 or so). So what's the ideal number of characters?......

....There's now 35 recruitable characters in the game, including the 11 from DS2 and BW.....

Don't forget the recruitable characters from Hotfix/Aranna Legacy, Erthos, Sharkull's Test Map, and my 2 mods. The hireable characters from all mods I can think of pushes the total to almost 50.

The Inn storage is a hard code issue I am afraid. Enough so that it is included in the Dungeon Siege II Readme File located in the main Dungeon Siege 2 folder. Sad

Quote:
E. Gameplay Troubleshooting

Unable to Enter Multiplayer Game
If you fill your party reserve slots at an inn (max 20) and then attempt to enter a multiplayer game with too many members in your current party (which depends on which game type you are playing), you will be unable join that multiplayer game. To resolve this issue, join or host a multiplayer game that allows you to avoid putting one of your characters in the inn (since it's full).

For example, if you played a Party mode game (three characters in your party) and then try to play a Classic game (one character in your party), you would have to place two of your characters in reserve at an inn (to reduce your party to one). Since you have filled the inn to its maximum capacity (20), you cannot put the two characters in reserve (the inn is full), so you can’t play a Classic mode game. You need to enter a Party mode game and release two party members from your inn (which makes room for the two you need to place in reserve to play the Classic game).

So the maximum party size is 25, 20 at inn and 5 in party.

Edit: I have tried messing with the hire_shops.gas file to increase the party size with no success.

//////////////////////////////////////////////////////////////////////////////
//
// File     :  hire_shops.gas
// Author(s):  Chad Queen
//
// Copyright © 2003 Gas Powered Games, Inc.  All rights reserved.
//----------------------------------------------------------------------------
//  $Revision:: $              $Date:$
//----------------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////////
// Add blocks like this:
//  [standard_pimp]
//  {
//    [hire*]
//    {
//      count = 1;
//      melee = 1.0;
//    }
//
//    [hire*]
//    {
//      template = gyorn;
//    }
//
//    [hire*]
//    {
//      count = 10;
//
//      [random*]
//      {
//        chance = 0.25;
//        ranged = 1.0;
//      }
//
//      [random*]
//      {
//        chance = 0.5;
//        melee = 0.5;
//        nature_magic = 0.5;
//      }
//
//      [random*]
//      {
//        chance = 0.25;
//        combat_magic = 1.0;
//      }
//    }
//
//    [hire_names]
//    {
//      [male]
//      {
//        * = "Count Chocula";
//        * = "Chunks";
//        * = "Kwat";
//        * = "Spittles";
//        * = "Twinkie";
//        * = "Porkchop";
//        * = "Footlong";
//      }
//
//      [female]
//      {
//        * = "Mrs. Butterworth";
//        * = "Aunt Jemima";
//        * = "Betty Crocker";
//        * = "Sara Lee";
//        * = "Catwoman";
//        * = "Your Mom";
//      }
//    }
//
//    [hire_templates]
//    {
//      * = farmboy;
//      * = farmgirl;
//    }
//  }
///////////////////////////////////////////////////////
[hire_shop_specifications]
{
  [act_1_spec]
  //This block is for the npc seller in the act 1 town.
  {
    [hire*]
    {
      count = 1;
      melee = 1;
    }
    [hire*]
    {
      count = 1;
      melee = 0.1;
      ranged = 0.7;
      nmagic = 0.1;
      cmagic = 0.1;
    }
    [hire*]
    {
      count = 1;
      melee = 0.2;
      ranged = 0.05;
      nmagic = 0.05;
      cmagic = 0.7;
    }
    [hire*]
    {
      count = 1;
      melee = 0.1;
      ranged = 0.1;
      nmagic = 0.7;
      cmagic = 0.1;
    }
    [hire*]
    {
      count = 4;

      [random*]
      {
        chance = 0.25;
        ranged = 1.0;
      }

      [random*]
      {
        chance = 0.5;
        melee = 0.5;
        nature_magic = 0.5;
      }

      [random*]
      {
        chance = 0.25;
        combat_magic = 1.0;
      }
    }
    [hire_templates]
    {
      * = farmboy;
      * = farmgirl;
    }
    [hire_names]
    {
      [male]
      {
        * = "Agrand";
        * = "Briac";
        * = "Cador";
        * = "Donan";
        * = "Everard";
        * = "Gerdnand";
        * = "Harard";
        * = "Hareton";
        * = "Heathcliff";
        * = "Hindley";
        * = "Hoel";
        * = "Jowan";
        * = "Jonnan";
        * = "Linton";
        * = "Morvan";
        * = "Mikael";
        * = "Nolan";
        * = "Oliver";
        * = "Padrig";
        * = "Peder";
        * = "Ruarc";
        * = "Sheridan";
        * = "Tristan";
        * = "Wythe";
        * = "York";
      }

      [female]
      {
        * = "Amina";
        * = "Amma";
        * = "Ana";
        * = "Bersaba";
        * = "Bidelia";
        * = "Catherine";
        * = "Cecily";
        * = "Columba";
        * = "Cryda";
        * = "Derowen";
        * = "Dorri";
        * = "Duana";
        * = "Fenella";
        * = "Gwennol";
        * = "Hilde";
        * = "Jamileh";
        * = "Kiara";
        * = "Lili";
        * = "Margot";
        * = "Morwen";
        * = "Nora";
        * = "Onora";
        * = "Paili";
        * = "Rowena";
        * = "Salma";
        * = "Tamara";
        * = "Ursula";
        * = "Vanessa";
        * = "Yvon";
        * = "Zaira";

      }
    }
  }
}

If there is an answer to the maximum character storage it may be here or somewhere related.

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