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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.

KillerGremal wrote:
Moros wrote:
RSimpkinuk57 wrote:
When I tested the map yesterday the locker worked properly. Two reports now of the locker not working - and other reports that it does work. (One of each from me!) So not reproducible to order which will make it hard to fix.

An update on Edgaar's locker mystery, it didn't work when I played it with DS2 but I'm playing the mod with the BW expansion now and it did work, can anyone else confirm this.
Hm, I didn't have the chance to met this locker so far, but assumed this locker is a unique (quest) container, I can imagine setups (as template or per SE2) that are not compatible with a the (limited/random) respawning chance that many trivial container have.
Should this be the case here perhaps, aspect:gold_value should be equal -1 to prevent respawning (as work-around, sometimes some components do not show up in the property list) in order to get assigned a constant target address/Scid.


I admit I don't use aspect:gold_value = -1 to prevent respawning in quest containers rather I use respawn_chance = 0; in the container_respawn_openable block to achieve the same thing.

I have recently updated all the unique chests, bookcases and other containers to send a message to themselves to deactivate the "sparkle effect" which is actually effect = scalable_interest_point_ffx.

Previously when an user opened one of these quest containers, the effect would only be turned off during the current session, it would reappear whenever the container was loaded back into the world. I added a maintain_state = true; line to efct_emitter in beta33a so that the container should remember its state when reloaded but it didn't work as advertised. So now the container deactivates itself when opened by the player and maintain_state = true; now correctly makes it remember that its deactivated when reloaded into the world again.

One thing I have noticed is that I've set create_pcontent_on_drop = false; and drop_at_use_point = true; for all the quest containers while in DS2 there seems to be a mixture, some are create_pcontent_on_drop = false; and others are create_pcontent_on_drop = true;

I suspect it was just chance I choose to use create_pcontent_on_drop = false;, simply because it was how the template I used for cloning the containers was setup. Is there a difference between false and true?

iryan wrote:
. . .
I suspect it was just chance I choose to use create_pcontent_on_drop = false;, simply because it was how the template I used for cloning the containers was setup. Is there a difference between false and true?
With create_pcontent_on_drop = false all content will be created when the container is loaded.
This may not produce satisfying results with level-adusted containers or for drop requests with a '#' inside (the evaluation of the '#...' may happen too early).
But still this can make sense for example for a always-the-same Cage Stick (remember act1, the burning Morden towers quest?) since the properties of this stick doesn't depend on the container level or any other parameters.

 
maintain_state = true will not work reliably on respawning breakable containers - they have no valid Scid, but this is required to store the effect state.

I kind of broke the end of Act III in Yesterhaven. When going up the first elevator and standing there my ranged shot thru the ceiling and eventually killed the Fire King :jawdrop:
before going to the next Elevator and going up to the roof.

Insane Dwarf

The locker should function like a chest. 4 things should happen when it is clicked

  1. doors open (and should stay that way for the rest ot the game, though it is unlikely the hero will ever return there)
  2. map activates in journal (and player gets message)
  3. pcontent appears on floor (typically three pieces one a pile of gold, one either gold or potion, and the other spell, reagent or equipment)
  4. sparkle should go out (and stay out). THIS IS NOT HAPPENING even when the other three do.
The sparkle is one problem - when none of the four things happen this is another. So far the only two reports of complete failure - only since 33a - are from 2.2 as opposed to BW. On the other hand I have had four more goes today without failure - all, for speed, with a pre-33a hero from another map. Being on MLA=local, that the hero is not a genuinely new farmer should make no difference. This makes five times I have got the map to just one complete failure.

Bug report in the crypts, I hired Ulora and quit the game immediately, on restart we got back to where Ulora was and those 3 krug had re-spawned but weren't attackable.

sigofmugmort1 wrote:
I kind of broke the end of Act III in Yesterhaven. When going up the first elevator and standing there my ranged shot thru the ceiling and eventually killed the Fire King :jawdrop:
before going to the next Elevator and going up to the roof.
Insane Dwarf

Good work, you found quite a major exploit. The other monsters are spawned through generators so aren't affected but the Fire King...hmmm. Yet another example of the differences between DS1 and DS2, I don't recall this ever being an issue in the original map.

So a simple fix is called for - making him neutral at the start and adding a switch to turn him hostile after viewing his introductory NIS. Of course this also adds something else that can go wrong in the scripting and potentially break the map. Yet more chances for the beta testers to stress test the mod.

RSimpkinuk57 wrote:
The locker should function like a chest. 4 things should happen when it is clicked
  1. doors open (and should stay that way for the rest ot the game, though it is unlikely the hero will ever return there)
  2. map activates in journal (and player gets message)
  3. pcontent appears on floor (typically three pieces one a pile of gold, one either gold or potion, and the other spell, reagent or equipment)
  4. sparkle should go out (and stay out). THIS IS NOT HAPPENING even when the other three do.
The sparkle is one problem - when none of the four things happen this is another. So far the only two reports of complete failure - only since 33a - are from 2.2 as opposed to BW. On the other hand I have had four more goes today without failure - all, for speed, with a pre-33a hero from another map. Being on MLA=local, that the hero is not a genuinely new farmer should make no difference. This makes five times I have got the map to just one complete failure.

I agree with your summary and also 20% potential failure rate is too high - anything over 0% is unacceptable.

The question is why is it happening in the times it fails? There's no drop points defined here because the item never actually physically appears - its goes straight into the journal (when it works). But perhaps there's a micro-second that the item actually appears in the world before its converted into a journal entry. What if this randomly occurs in the void? Perhaps it just disappears instead of appearing in the journal? Perhaps there's conflicting world messages that interfere with the pcontent drop call?

Sorry I'm just grasping at straws, I'd like some suggestions of what to do to try to prevent it happening. The fact that it just appears randomly makes it difficult to fix.

The entire game engine and editor makes me incredibly frustrated at times. Quite frequently I'd place triggers and gizmos into the map only to find they won't work. Yet if I just move them or make them in just a slightly different position they work. Maybe many of you would remember the dynamic battle music I put in for boss and mini-boss encounters a couple of years ago? I had to abandon the whole concept because of this phenomenon. Perhaps its no wonder GPG eventually gave up on complex rpgs and went back to work on simple RTS (Real Time Strategy) Games. Though they did release Space Siege (a lot simpler rpg with completely reworked engine and background scripting system) and were working on that action RPG when they run out of money.

Moros wrote:
Bug report in the crypts, I hired Ulora and quit the game immediately, on restart we got back to where Ulora was and those 3 krug had re-spawned but weren't attackable.

My apologies I did believe I fixed this bug but it must have crept back in again.

Those Krug are actually spawned through a generator. They start off as neutral and initially turn hostile when your hero enters the room where Ulora is and they immediately turn on her.

The trigger turning them hostile only occurs once but the trigger causing them to reappear obviously can be triggered multiple times.

I'll add it to the bug list, thanks.

iryan wrote:
RSimpkinuk57 wrote:
The locker should function like a chest. 4 things should happen when it is clicked
  1. doors open (and should stay that way for the rest ot the game, though it is unlikely the hero will ever return there)
  2. map activates in journal (and player gets message)
  3. pcontent appears on floor (typically three pieces one a pile of gold, one either gold or potion, and the other spell, reagent or equipment)
  4. sparkle should go out (and stay out). THIS IS NOT HAPPENING even when the other three do.
The sparkle is one problem - when none of the four things happen this is another. So far the only two reports of complete failure - only since 33a - are from 2.2 as opposed to BW. On the other hand I have had four more goes today without failure - all, for speed, with a pre-33a hero from another map. Being on MLA=local, that the hero is not a genuinely new farmer should make no difference. This makes five times I have got the map to just one complete failure.

I agree with your summary and also 20% potential failure rate is too high - anything over 0% is unacceptable.

The question is why is it happening in the times it fails? There's no drop points defined here because the item never actually physically appears - its goes straight into the journal (when it works). But perhaps there's a micro-second that the item actually appears in the world before its converted into a journal entry. What if this randomly occurs in the void? Perhaps it just disappears instead of appearing in the journal? Perhaps there's conflicting world messages that interfere with the pcontent drop call?

Sorry I'm just grasping at straws, I'd like some suggestions of what to do to try to prevent it happening. The fact that it just appears randomly makes it difficult to fix.

The entire game engine and editor makes me incredibly frustrated at times. Quite frequently I'd place triggers and gizmos into the map only to find they won't work. Yet if I just move them or make them in just a slightly different position they work. Maybe many of you would remember the dynamic battle music I put in for boss and mini-boss encounters a couple of years ago? I had to abandon the whole concept because of this phenomenon. Perhaps its no wonder GPG eventually gave up on complex rpgs and went back to work on simple RTS (Real Time Strategy) Games. Though they did release Space Siege (a lot simpler rpg with completely reworked engine and background scripting system) and were working on that action RPG when they run out of money.


Iryan why can't you just make the item drop on the ground and when it gets picked up it goes into the journal? That does happen when one picks up a book in DS2 or BW.
Elf

Utraean Peninsula 33A

Monster Level Adjust Beta 5S ALL Mode

Broken World AllSaves See Far Hack set to off
I did not convert this computer to the version 1 of AllSaves

Save Location

Town of Elddim

Quest Log

Primary Quests – Elddim Town Stone

Secondary Quests – A Farmer's Scythe, A New Way to Travel, Orchard Cellar, Hovart's Folly

Comment Log

1. Quests Completing correctly.
2. Monsters appear to be leveling correctly – between level 13 to 17 right now.
3. Radar looks good so far.
4. Quest arrows to this point seem to be working correctly.
5. No problems hiring people.

Party Members

Dryad 33A Level 14 Sharpshooter

Tiahna Level 14 Sharpshooter (Dryad)

Arisu Level 14 Wizard (Dryad)

Elf

I just started looking at why the monsters tend to be below my high level party. I started a character in Ehb who is A level 50 ranger and level 8 in both combat and nature magic. The average between the three classes is 22 and all the monsters appear to be between 17 and 23. I will track this through the map. MLA is set to all.

Elf

bare_elf wrote:
I just started looking at why the monsters tend to be below my high level party. I started a character in Ehb who is A level 50 ranger and level 8 in both combat and nature magic. The average between the three classes is 22 and all the monsters appear to be between 17 and 23. I will track this through the map. MLA is set to all.

Elf


So Next I started up Sasha (one of the Broken World Premade Characters) A level 39 Ranger with no other skills. Started Ehb Set the MLA mod to ALL and Saved. When I restarted the monsters, mostly Krug, where all at at level 39. I am next going to give her some nature magic spells and advance her to level 20 using MyTestWorld.

:ELF:
UPDATE 1
With my primary character at level 39 ranged and 22 nature magic, I played from the broken bridge half way to the Crypts of the Sacred Blood. All the monsters where Yellow and where tracking my character's Ranged level. Next I added combat magic to level 23 and played from the broken bridge to Ulora. By this time my ranger level was 41 and the characters where tracking this. However there was a difference, other than the Mini Bosses who where yellow all other monsters where blue. I do not understand the significance of the color change, could someone enlighten me.

Elf
UPDATE 2 With Ulora operating as a Nature Mage (level 1 to start) and Sasha as a ranger level 40 we went through the crypts and on to Stonebridge. The majority of monsters where the level of Sasha. We where operating in Rampage mode. All the monsters remained blue. Picked up the beach quest and went to the beach. The First Skrubb was blue. We exited the beach prior to snuffing anymore skrubbs. Hired Naidi (Level 41 Sharpshooter) Equipped her with some items in the Stash went back to the beach all the skrubbs where now yellow and at level 40. Characters are as follows:

Sasha Level 43 Evoker ranged 40, nature magic 22, combat magic 23
Ulora Level 42 Sorceress nature magic 14, combat magic 41
Naidi Level 41 Sharpshooter ranged 41

Moving on to the next town leaving character equipped as they where in Stone Bridge and not giving Naidi any magic skills.
Elf
UPDATE 3
After exiting Stonebridge all monsters where blue except mini bosses where yellow. We played until we reached Wesrin Cross Great Hall DC. By that point all monsters where Level 41/42 and still blue. The monsters do not seem to be tracking Sasha's Level 44 Evoker but her ranged level of 42. So I am not sure which level is supposed to be tracked at the overall level (44 Evoker) or the primary skill (ranged 42) on the Ehb map with MLA set to ALL. I would think it would be the overall level of the party and not just the primary skill of the primary character. So I would think the monsters should be level 43/44 to be tracking my party average of 43.

bare_elf wrote:

Iryan why can't you just make the item drop on the ground and when it gets picked up it goes into the journal? That does happen when one picks up a book in DS2 or BW.
Elf

Yes if you place a journal quest template on the ground it can be picked up like a normal item but instead of going into your inventory, it disappears and end up in your journal.

That's what happens in DS2/BW. They are a very messy lot with all of those books lying carelessly around everywhere for the player to find. None of them actually drop as such, they have been placed into the map.

I could certainly place all, or least the troublesome quest items into the map directly and I'll probably resort to that if a simpler solution doesn't appear.

So far Magni is still doing well. Party level 38 at Ehb Moat, Scorch died appropriately(at the hands of 4 dwarves and a couple of others :twisted: ). Magni now has Dragon Wing equipped :bat:

Monsters are level 39-40 average now.

Dwarf

I've been testing the locker again, from my save at the ruined bridge after the one time I've had it fail. By changing its template I can remove the sparkle but changing anything else about it either makes no difference or else makes the save file incompatible, crashing the game. So it is still anyone's guess what is wrong. My guess is that the map itself is innocent victim and the problem is in macro = fh_r1_edgaar_macro; (which I don't know where to look for). I'd also suggest (from what KillerGremal wrote) that create_pcontent_on_drop = true; might be the better option to go with the macro so you could just set that and wait for fresh reports.

By the way, I wrote that the locker should do four things, it is actually five, because clicking it moves the character to the locker's use point. This worked for me even when the others failed.

As for leaving the map on the ground, remember there is already a spell sitting on a shelf across the room.

From the game handbook: "Blue - the enemy is between four and two levels lower than you. Yellow - the enemy is between one level lower than you and one level higher than you." I reckon this is a simplified explanation. First, it works off the selected character. So if Sasha is level 43, Ulora 42 and Naidi 41, then you can change a level 41 monster's legend from blue to yellow by switching from Sasha to Naidi. (This I'm sure of.)

Secondly, the levels you see are rounded down. Look at Sasha's progress bar to estimate where she is between 43.0 and 43.99. So if -1 level is yellow but -2 levels is blue, what about -1.3 or -1.7? GPG didn't say. Furthermore, though templates usually set monster levels to whole numbers, I'm pretty certain MLA sets them in between too. So Sasha could see two monsters both "level 42" but one could be blue (42.01, say) and the other yellow (42.90 maybe).

As for MLA, this is where we need to understand its config file. Monsters should be lower level (than whatever level MLA is tracking) because the config iryan has in the KoE map's info specifies that at level 30 monsters should vary randomly between -1.5 and -0.5 (i.e. 28.5 to 29.5) while at level 90 the range is -2.5 to -1.0 (equals 87.5 to 89.0). Then according to a comment further down boss monsters (including mini-bosses I presume) vary less but have a bonus of + 1 to 2 levels over the common mobs. Which must be why the mini-bosses can be yellow-level when the others are blue-level.

Finally if I understand KillerGremal's recent posts, MLA doesn't track the actual party (average?) level any more, but (to borrow an analogy from golf) tracks "par" for the level the (lead hero? party average?) started at and the course taken since (with the side trip to MyTestWorld complicating the issue still further).

RSimpkinuk57 wrote:
From the game handbook: "Blue - the enemy is between four and two levels lower than you. Yellow - the enemy is between one level lower than you and one level higher than you." I reckon this is a simplified explanation. First, it works off the selected character. So if Sasha is level 43, Ulora 42 and Naidi 41, then you can change a level 41 monster's legend from blue to yellow by switching from Sasha to Naidi. (This I'm sure of.)

Secondly, the levels you see are rounded down. Look at Sasha's progress bar to estimate where she is between 43.0 and 43.99. So if -1 level is yellow but -2 levels is blue, what about -1.3 or -1.7? GPG didn't say. Furthermore, though templates usually set monster levels to whole numbers, I'm pretty certain MLA sets them in between too. So Sasha could see two monsters both "level 42" but one could be blue (42.01, say) and the other yellow (42.90 maybe).

As for MLA, this is where we need to understand its config file. Monsters should be lower level (than whatever level MLA is tracking) because the config iryan has in the KoE map's info specifies that at level 30 monsters should vary randomly between -1.5 and -0.5 (i.e. 28.5 to 29.5) while at level 90 the range is -2.5 to -1.0 (equals 87.5 to 89.0). Then according to a comment further down boss monsters (including mini-bosses I presume) vary less but have a bonus of + 1 to 2 levels over the common mobs. Which must be why the mini-bosses can be yellow-level when the others are blue-level.

Finally if I understand KillerGremal's recent posts, MLA doesn't track the actual party (average?) level any more, but (to borrow an analogy from golf) tracks "par" for the level the (lead hero? party average?) started at and the course taken since (with the side trip to MyTestWorld complicating the issue still further).


Thanks that answers my question for the most part. Your last comment "taking a side trip to another map" I would think one could go to any number of maps to pick up money or gear and it should not effect the original map so long as the party does not fight any monsters, am I mistaken in this? Again thanks Richard.

Elf

bare_elf wrote:
I would think one could go to any number of maps to pick up money or gear and it should not effect the original map so long as the party does not fight any monsters, am I mistaken in this?:elf:
I thought you had fought monsters to get Sasha 22 skill in nature magic. So if another time monsters are there but you don't fight them, will MLA think that you should have done? (Which would mean you are now lagging behind the target level)
Mod-Erthos-MonsterLevelAdjust-Beta5r.readme wrote:
Option 'exp_share_global' set now to 50% by default to use half the level jut/lag from other maps (using this mod) on the current map too (details: world/maps/your_world/info/level_adjustment_config.gas).
Which I take to mean that if you come into Ehb with a level 70 party on 10 levels of jut (i.e. in MyTestWorld when you left it MLA was working on the basis that level 60 opposition was the fair result), then in Ehb MLA will reset to start you on monsters varying around/offset from level 65.

Could this mean that if you get a long way through Ehb (to when you recruit Sikra, say) building up an 8-level advantage, go to shop in MyTestWorld then come back, your advantage will be halved twice to just 2? - for a 6 levels jump between the monsters before and after?

KillerGremal wrote:
the 'All' mode is running always in the background, . . . store any data about a player's leveling efforts, . . . Since the 'All' mode information is always there, even across maps, switching between 'All'/'Local' mode and between maps should be supported (...in theory).

The 'exp_amount_to_earn' was originally 100(%), due to ongoing player reports of 'level retards' it's down meanwhile on 75% - and with some concerns I'm looking at this low value (this should be a mod producing 'GPG-like' levels, not a mod for cheaters) but to be fair, the current technical implementation is bit complex (non-transparent at least)

Utraean Peninsula 33A

Monster Level Adjust Beta 5S ALL Mode

Broken World AllSaves See Far Hack set to off
I did not convert this computer to the version 1 of AllSaves

Save Location

Exit of Crystwind Old Mines

Quest Log

Primary Quests – Elddim Town Stone, Crystwind Town Stone

Secondary Quests – A Farmer's Scythe, A New Way to Travel, Orchard Cellar, Hovart's Folly, Travel to Crystwind

Comment Log

1. Quests Completing correctly.
2. Monsters are leveling correctly.
3. Radar looks good so far.
4. Quest arrows to this point working correctly.
5. No problems hiring people.

Party Members

Dryad 33A Level 19 Marksman

Tiahna Level 19 Marksman (Dryad)

Arisu Level 19 Scholar (Dryad)

Stonepicker Level 18 Dragoon (Dwarf)

Elf

Party level 41, no problems, except the archer shooting thru the roof at upper floor monsters in the Castle.

It must be a difference between DS1 and DS2

Frey being a little tired from killing Whiskers an a bunch of tough chickens is going to try setling down on a nice Mountain farm near her old friend Norik (cue ominous music :silly:)

Thanks to Bare_Elf, time to play some of the female characters in my que.

Insane Dwarf

RSimpkinuk57 wrote:
bare_elf wrote:
I would think one could go to any number of maps to pick up money or gear and it should not effect the original map so long as the party does not fight any monsters, am I mistaken in this?:elf:
I thought you had fought monsters to get Sasha 22 skill in nature magic. So if another time monsters are there but you don't fight them, will MLA think that you should have done? (Which would mean you are now lagging behind the target level)
Mod-Erthos-MonsterLevelAdjust-Beta5r.readme wrote:
Option 'exp_share_global' set now to 50% by default to use half the level jut/lag from other maps (using this mod) on the current map too (details: world/maps/your_world/info/level_adjustment_config.gas).
Which I take to mean that if you come into Ehb with a level 70 party on 10 levels of jut (i.e. in MyTestWorld when you left it MLA was working on the basis that level 60 opposition was the fair result), then in Ehb MLA will reset to start you on monsters varying around/offset from level 65.

Could this mean that if you get a long way through Ehb (to when you recruit Sikra, say) building up an 8-level advantage, go to shop in MyTestWorld then come back, your advantage will be halved twice to just 2? - for a 6 levels jump between the monsters before and after?

Basically the mod is continiously counting (nearby) loaded monsters, trying to predict permanently the level growth their exp could provide.

Proceeding to another map to stay/play there is considered. The (various) impacts of frequent 'map hopping' however is not respected nor tested.
And concerning the map quality, rather contact the mapper to add more shops or NPC than changing the map just for shopping belongs - in particular as unbalanced some of these test map are.

My hero who couldn't open the locker in Edgaar's basement has the same problem with two chests - in the second ice dungeon (lore book about Fortress Kroth) and in the scorpions' cave back of the side area before the main ice caverns (map of the ice caverns).

Each of these containers has its own template in the Logic tank (ehb_quest_containers.gas) so, restarting from Glacern, I saved before entering the side dungeon. With this save I can keep changing and testing the chest within the dungeon. If I change nothing the chest fails consistently.

The short answer is that nothing I tried got it to work - not even completely replacing the template with a copy of the farmhouse chest that I know works (minus the old dagger and without adding the lorebook in its place). Finally I changed the template to an ordinary breakable crate and that does work - I've put the book in too.

Utraean Peninsula 33A

Monster Level Adjust Beta 5S ALL Mode

Broken World AllSaves See Far Hack set to off
I did not convert this computer to the version 1 of AllSaves

Save Location

Mount Elspen Forest – after speaking to Dornek Firehammer

Quest Log

Primary Quests – Elddim Town Stone, Crystwind Town Stone, Fallraen Town Stone.

Secondary Quests – A Farmer's Scythe, A New Way to Travel, Orchard Cellar, Hovart's Folly, Travel to Crystwind, Dwarven Secrets, Fallraen Barracks, Travel to Fallraen

Comment Log

1. Quests Completing correctly.
2. Monsters are leveling correctly.
3. Radar looks good so far.
4. Quest arrows to this point working correctly.
5. No problems hiring people.

Party Members

Dryad 33A Level 23 Sharpshooter

Tiahna Level 23 Sharpshooter

Xavier Level 23 Sharpshooter

Arisu Level 23 Sorceress

Stonepicker Level 23 Sorcerer (decided to use Stonepicker as a combat mage)

Elf

I decided to abandon the high level party in Ehb for many reasons and start over with a new character. More on this tomorrow.
Elf

Kingdom of Ehb 33A

Broken World AllSaves Version 1.0

Monster Level Adjust Status All

Save Location

Town of Stonebridge

Quest Log

Primary Quests – Seek Gyron in Stonebridge

Secondary Quests – Clear Edgaar's Basement, Skrubb the Beach Clean

Comments, Fixes That Work, Errors, Problems

1. I abandoned the high level party lead by Elf 33A because the monsters where not leveling as I expected. It was explained to me by KillerGremal and Richard that jumping between maps and a few other things I was doing might be effecting the way MLA was tracking monster levels.

2. Other than at the broken bridge the radar looks good.

3. Quests completing correctly.

4. No Hiring problems – everyone that could be hired was hired and sent to the inn. Then re-added to the party to make sure things where working. Then returned to the inn.

5. Spoke with everyone in Stonebridge, and the only person that would not speak to me was Lavasia Torgelle when she is standing at the stairs to the mill, at other times I spoke with her without issue.

Party Members

Elf 33A Level 6 Archer
Naidi Level 5 Archer
Ulora Level 6 Hedge Wizard
Elf

I have a little Problem with an steam save game. The Mod and some other Mods works without fails, but my steam save game (created before i used any mods) will Not appear in the menu if i Start with the steamDSAllsave launcher. I don't know what i have to Do (notes in the readme File of the steamDSAlsave wasn't helpful).

I don't know how I missed this before?
The quest item "worn dagger", the book on the left side says "sentimental" but on the right side it says "snetimental", oh and one other thing, on the same worn dagger book text it says "usefull" when it should be "useful".
Is this a 1 or 2 handed weapon?

Schnetzlmane wrote:
I have a little Problem with an steam save game. The Mod and some other Mods works without fails, but my steam save game (created before i used any mods) will Not appear in the menu if i Start with the steamDSAllsave launcher. I don't know what i have to Do (notes in the readme File of the steamDSAlsave wasn't helpful).

This has been reported once before to me but rather than looking for help, the user decided to flame me. Other than that there's been few reports on the steam version of DS2 compatibility with AllSaves.

Does your save game appear if you don't use the launcher? If so, make a backup of your save game folder as recommended in the Setting Up and System Requirements notes distributed with the mod. These are located in Documents or My Documents\My Games\Dungeon Siege 2\Save\SinglePlayer. Or Dungeon Siege 2 Broken World if you're using Killah's fix.

That way you can always restore your save game to its previous state by moving all mods from the resources folder. If you use a save game with any mods, you'll need to use those mods forever if you want to keep the save game. Otherwise your save game will disappear from the menu like it is doing now.

Now to why your save game is disappearing when using the launcher, I can only surmise that there's information stored in the save game linked to the version of the game exe used to play the game. AllSaves won't work with the exe from the Steam version of DS2, it can't recognise the file version.

So I distributed a version of the DS2 exe that is compatible with AllSaves and if you use the AllSaves Launcher it will automatically use this version of the DS2 exe. However the original Steam exe is still there and you should be able to use that to play the game and see your old save game if you use the Steam shortcut to play DS2.

So I believe that ALLSaves can't see save games using a different version of the DS2 than what it is designed to work with.

I hope everything I said here is clear enough to understand. I do apologise as I didn't foresee this eventuality but that's part of what the beta testing program is all about. I do hope your save games are still unaffected but sadly you won't be able to use them with AllSaves. You have a couple of options, none ideal.

The first one is to use the Launcher and start with a new character. Saves made using the launcher should be compatible with any future updates to the mod.

The second option is to make a backup of your save game folder and so use your existing saves with the mod but by using the Steam DS2 shortcut and not the launcher. Unfortunately you won't be able to update your mods or even remove them once you play with them. This is part of the CRC check put in by Gas Powered Games to prevent exploitation in multiplayer games by using mods.

You can also wait unless the release version of the mod is released but that may be still be a long time in the future.

Moros wrote:
I don't know how I missed this before?
The quest item "worn dagger", the book on the left side says "sentimental" but on the right side it says "snetimental", oh and one other thing, on the same worn dagger book text it says "usefull" when it should be "useful".
Is this a 1 or 2 handed weapon?

Thank you, I have fixed the grammar error. And yes the mallet should be a 2 handed weapon, thus the requirement for Overbear.

RSimpkinuk57 wrote:
My hero who couldn't open the locker in Edgaar's basement has the same problem with two chests - in the second ice dungeon (lore book about Fortress Kroth) and in the scorpions' cave back of the side area before the main ice caverns (map of the ice caverns).

Each of these containers has its own template in the Logic tank (ehb_quest_containers.gas) so, restarting from Glacern, I saved before entering the side dungeon. With this save I can keep changing and testing the chest within the dungeon. If I change nothing the chest fails consistently.

The short answer is that nothing I tried got it to work - not even completely replacing the template with a copy of the farmhouse chest that I know works (minus the old dagger and without adding the lorebook in its place). Finally I changed the template to an ordinary breakable crate and that does work - I've put the book in too.


I've fixed the first locker by switching the spell and the map. I also noticed in the Editor that the use point for the locker was nestled in the spider webs so I adjusted the positioning a bit. I was able to open the locker (it no longer sparkles as it's just a standard locker now) and get the spell and also get the map off the shelf.

I also adjusted the positioning of the other two chests and verified that I was able to obtain the journal items from them.

Note that I'm using Broken World to play the game and perhaps GPG made some slight adjustments in the way it handles positioning of items in the world?

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