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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.

Moros wrote:
Up to exiting the Glitterdelve Mines this game was very enjoyable, but on the road to Glacern it seems to have taken a turn for the worse, a lot of the monsters I've come across have been over powered and my weak kneed bunch of muppets can't blinking handle them.
News for you - in 33b, Local mode, Wesrin Cross and Glitterdelve should be less easy now.

"5 swamp trolls, 4 swamp slingers, 6 swamp stingers and 2 witches with their summons" - I believe I recognise that encounter (from DS1 as well as Legendary Mod), a little island with a witches' house, right? and the walkway off goes left.

We all have our favorite ways of playing; I seldom use rampage mode, preferring follow mode to make my rangers and mages concentrate fire. (I do have both autoattack and autodefend options on, so they don't depend totally on my command.) Or wait mode with a shield fighter selected who'll advance but a few steps, then if a monster starts shooting/casting or comes charging in my support team will pour on the firepower, but if nothing happens I bring them up by Regroup key and repeat.

One thing I try not to do too often - attack monsters! with melee, I mean. Always my plan is to aggro them into attacking me. Get them away from their friends and defeat them in detail.

Another thing I try not to do is drink health potion - once I need to, standing still in the middle of the fight is too risky! Disengage a short distance, THEN drink. Also, I like to open inventory so as to choose the biggest, fastest-acting bottle I have - I strongly suspect the hot icon (and H hotkey) of trying to use the worst ones up first. I do put healing spells in autocast slots but the question is which in whose - Heal, Nourish, Cascade or Healing Rain?

sigofmugmort1 wrote:
Klaandak died in the cave WITHOUT me attacking him. another Krug kept hitting him and I just stood back and watched Insane :jawdrop:
Only scavengers do this, so what is different about them? Jat_fidget is what. From a quick look at parameters, I blame its combination of destructive=0.05 with default friend_template=true, meaning apparently that anything instancing a different template is not a friend, so try setting that to false.

+++UPDATE reading job_fidget, I now see that friend_template applies only when the actor wants to be sociable and hang around chatting with friends, not to when it wants to be destructive.

After if( Math.RandomFloat( 1 ) < destructive$ ) the skrit (in Logic.ds2res) has the following
m_Mind$.TempQtColl1.Clear;
m_Mind$.TempQtColl1.Add( QT_BREAKABLE );
m_Mind$.TempQtColl1.Add( QT_ACTOR );
Go breakable$ = m_Mind$.GetClosestVisible( m_Mind$.TempQtColl1 );

So how about a new skrit just for the Mod's scavengers, with the QT_ACTOR line removed?

On arriving in Glacern I discovered that I had forgot to go to the second floor of the inn in Stonebridge and pick up the "sister's message" quest. So we took the long walk back to Stonebridge. Instead of going through Wesrin Cross we took the short cut through the Glitterdelve Pass gate and noticed that the guard captain there still had the ? over his head. On the way back to Glacern noted that Gloern was still missing although his three crown hire me icon was still in place. Happily back in Glacern with Sister's Message quest completed.

Elf

Kingdom of Ehb 33B

Monster Level Adjust Beta 5S ALL Mode

Dungeon Siege 2

Dungeon Siege AllSaves See Far Hack set to off

Save Location

Arctic Caverns Passage Entrance

Quest Log

Primary Quests – Seek Gyorn in Stonebridge, Journey to Overseer,

Secondary Quests – Clear Edgaar's Basement, Skrubb the Beach Clean, Find Ordus' Axe, Clear Glitterdelve Pass, Rescue Torg, A Sister's Message, Book Return, Homeless Blacksmith

Comment Log

1. Quests Completing correctly.

2. Monsters are leveling as expected.

3. No problems hiring people.

4. Quest Arrow was pointing in the wrong direction from Glitterdelve Mine entrance to Glacern has been pointing correctly from Glacern to Arctic Caverns Entrance.

5. Chest @ ID_R2. 0.655/ -1.750/ -1.782/ 0X96E0DCD4 can not be opened, is it to close to wall?

6. Sanctuary Door @ ID_R2. 2.422/ 0.000/ -1.602/ 0XE2FA2965 is level 14 combat magic and can not be opened from the outside by either of my level 16 combat mages, however it can be walked through and opened from the inside by casting a combat magic spell.

7. As noted in my previous post the Guard Captain at the Glitterdelve Gate still has the ? over his head even though the Clear Glitterdelve Pass has successfully completed.

Party Members

Bare_Elf Level 20 Sharpshooter

Naidi Level 20 Sharpshooter

Ulora Level 20 Scholar

Zed Level 20 Wizard

Elf

RSimpkinuk57 wrote:
sigofmugmort1 wrote:
Klaandak died in the cave WITHOUT me attacking him. another Krug kept hitting him and I just stood back and watched Insane :jawdrop:
Only scavengers do this, so what is different about them? Jat_fidget is what. From a quick look at parameters, I blame its combination of destructive=0.05 with default friend_template=true, meaning apparently that anything instancing a different template is not a friend, so try setting that to false.

+++UPDATE reading job_fidget, I now see that friend_template applies only when the actor wants to be sociable and hang around chatting with friends, not to when it wants to be destructive.

After if( Math.RandomFloat( 1 ) < destructive$ ) the skrit (in Logic.ds2res) has the following
m_Mind$.TempQtColl1.Clear;
m_Mind$.TempQtColl1.Add( QT_BREAKABLE );
m_Mind$.TempQtColl1.Add( QT_ACTOR );
Go breakable$ = m_Mind$.GetClosestVisible( m_Mind$.TempQtColl1 );

So how about a new skrit just for the Mod's scavengers, with the QT_ACTOR line removed?


That's a very interesting observation. I believe the original intent was to make them behave a bit like the original monsters where they would randomly attack and destroy objects.

However it appears that the skrit actually makes them randomly attack both breakable objects and other actor's, including other Krug.

Perhaps it would be simpler just to omit the destructive reference. I don't actually recall ever seeing any of the scavengers attack breakable objects (or other Krug). I believe the way it was set up in DS1 meant that it was more staged seeing them do acts of destruction. In the Mod, KillerGremal has coded one Krug (in the NIS sequence with Skartis) to both attack a barrel and a chicken but that's a staged act of violence.

bare_elf wrote:
On arriving in Glacern I discovered that I had forgot to go to the second floor of the inn in Stonebridge and pick up the "sister's message" quest. So we took the long walk back to Stonebridge. Instead of going through Wesrin Cross we took the short cut through the Glitterdelve Pass gate and noticed that the guard captain there still had the ? over his head. On the way back to Glacern noted that Gloern was still missing although his three crown hire me icon was still in place. Happily back in Glacern with Sister's Message quest completed.

Elf


I believe its likely that most players either 1)Hire Gloern or 2)never bothered to go back that way before. So this the first time this has been reported.

Without looking at the flick code, I suspect it's because Gloern was involved in a series of commands to get him where he ended up being. One thing though, Gloern may actually still be there in Glitterdelve but may be at his starting point in one of the shacks. Did you look in any of the shacks for him? I'm willing to bet you didn't.

I'll have to think about what to do about this problem.

Missing radar
AC_R5, MOOD: MAP_WORLD_AC_R5_1

I had to quit the game here, hopefully the way forward is there on a reload.
AC_R3, MOOD: MAP_WORLD_AC_R3_3

No other problems so far. :thumbup:

Spoke too soon, Grrrr, I've had to exit the game twice now and I still can't get past this point, I believe this is the doorway where the final statue and the loot is in the ice caverns.:(
AC_R3, MOOD: MAP_WORLD_AC_R3_2
I'll give it one more go and then I'll continue onto the subterranean river.
EDIT.
That didn't work either.
Subterranean River, something is dead but is attacking my characters at these co-ordinates.

Reached the lair of the undead Centaur quests working fine tho the quest arrow can cause a party just going straight thru to miss the Dark Acolyts secondary quest

the Radar map seems fine so far, just the couple of black spots that have proven unfix-able(like the one in Arhok)

Sparkles on containers go out now.

Magni's Dwarven Brigade is now Rampaging in Yesterhaven :twisted: Dwarf

Insane Dwarf

Went back to Glitterdelve again to search the buildings for Gloern, He was in the building where the book "Remembrance of Mags" was located (his starting point prior to the battle the dwarves have). Thanks for the tip iryan. Now onward to return to the point I was at prior to the backtracking.

Elf

Also Moros is quite correct about the side area of the Alpine Caverns where you need to build the bridge to get the treasure. All three entrances can not be crossed, as if the entire area is missing. However my rangers will fight unseen enemies and my summoned characters will cross over to fight and then return. Locations as follows:

AC_R2. -0.310/ -12.146/ -0.889/ 0XF24DD16B

AC_R3. 0.702/ 0.150/ 1.322/ 0XE04BD87B

AC_R3. 0.835/ 0.150/ -0.323/ 0X61B4C8A4

:ELF:

An old problem has crept back in to the game, broken armor. When I hired Phaedriel (she is Assassin) and was given by the game oppressor boots, Assassin Gloves, and Assassin Hood. This equipment made her hands and feet vanish and the hood made her head red/black. I have no other rangers with high enough combat magic skill to check this armor. However this has happened before many many betas ago. Where some armor made body parts disappear on certain race types or the character's sex. I will have to check this out in Broken World just to make sure it is not a DS2 specific issue.

Elf

UPDATE: This appears to be a DS2 Specific Armor Issue. I went to one of my Broken World Parties and purchased My assassins oppressor boots, assassin gloves, and assassin hood. They all look correct and do not make the body parts change color or disappear. I have also noticed that some weapons that look fine in Broken World will show up in DS2 as black and yellow, black and yellow cubes, or are held incorrectly. From now on I will save the weapons and armor that looks wrong and do a few screen shots of them.

Elf

bare_elf wrote:

Also Moros is quite correct about the side area of the Alpine Caverns where you need to build the bridge to get the treasure. All three entrances can not be crossed, as if the entire area is missing. However my rangers will fight unseen enemies and my summoned characters will cross over to fight and then return. Locations as follows:

AC_R2. -0.310/ -12.146/ -0.889/ 0XF24DD16B

AC_R3. 0.702/ 0.150/ 1.322/ 0XE04BD87B

AC_R3. 0.835/ 0.150/ -0.323/ 0X61B4C8A4

:ELF:


That's all very mysterious and frustrating.

Mysterious as I'm unable to duplicate the error either in DS2 or Broken World. And that makes it frustrating as how can I fix it if I can't duplicate it.

Anyhow I'll try again using a different setup and see if I can duplicate the error.

This particular error did appear in past versions of the mod, as well as the main Cavern sometimes not being passable but I spent a lot of time and effort in making it work. Since these are map based edits, the latest version shouldn't have changed anything in them.

Yes, I got the one time only glitch again :wacko:

Dwarf

Still getting stuck here on occasion

I am pretty sure the culprit is the 2 broken tables in the corridor which are non-passable and there area leaves a very narrow clear corridor.

Dwarf

Why you should ALWAYS double check to make sure you are removing the CORRECT old files when updating

Insane Laughing out loud :silly:

Dwarf

bare_elf wrote:
I hired Phaedriel (she is Assassin) and was given by the game oppressor boots, Assassin Gloves, and Assassin Hood. This equipment made her hands and feet vanish and the hood made her head red/black. . . . This appears to be a DS2 Specific Armor Issue.
Those items are new to me, are they from BW? If so she should not be given them in a 2.2 game.
Moros wrote:
Spoke too soon, Grrrr, I've had to exit the game twice now and I still can't get past this point, I believe this is the doorway where the final statue and the loot is in the ice caverns.
I recognise the place, it is not the side area where bare_elf has just had a similar problem, but the main path. I guess the boundary from region ac_r3 to ic_r5 but for certain after the mini-boss archer and right where ice pinnacles both sides of a narrow passage turned into warriors. Going into the last big area of cave before Merik.

Moros, try going back more than one save. I once had the world end on me in the crypts and that had to be a memory-corruption bug in the DS2 engine. I also know - because it happened to me twice, the first time being with Lothar in a pure DS2 game - that a character sent to the inn may be messed up so as to appear on the inn roster but refuse to Add or even View. Not relevant to the current problem except as showing the game engine, though robust, is not perfect.

Moros wrote:
Subterranean River, something is dead but is attacking my characters at these co-ordinates.
The pictures don't show enough for me to recognise the places, but could they be where the revised lectars are?
iryan wrote:
I believe the original intent was to make [Krug scavengers] behave a bit like the original monsters where they would randomly attack and destroy objects.

However it appears that the skrit actually makes them randomly attack both breakable objects and other actor's, including other Krug.

Perhaps it would be simpler just to omit the destructive reference. I don't actually recall ever seeing any of the scavengers attack breakable objects (or other Krug). I believe the way it was set up in DS1 meant that it was more staged seeing them do acts of destruction. In the Mod, KillerGremal has coded one Krug (in the NIS sequence with Skartis) to both attack a barrel and a chicken but that's a staged act of violence.

Yes it is GPG's skrit, which in DS1 they used to give scavengers a 29% chance (each time interval) to attack the nearest close-enough breakable object. Comparing the skrit in the two games, GPG changed it for DS2 to make destructive fidgetters go after actors too. What monsters in DS2 did they want this for, I wonder?

Apart from the barrels at the start, breakables I have seen being broken are those outside the big farmhouse (which I think of as Norick's house). Once past Edgaar's, the only breakables near Krug scavengers are in their own camps so perhaps better that they do not attack those. Since the Mod has four different templates for scavengers, three of them for KoE, you could make only the scavengers in the first region be destructive. Including in the upper level of Edgaar's cellar.

When I was having the problem with the locker, and brought Ulora back to see if she could open it, I forgot to mention that each Krug in the upper level of the cellar turned into two. This applied to both scouts and scavengers, but did not happen anywhere else, and that includes down below.

Moros wrote:
Ordus Jarrell in Stonebridge, he has no icon above his head but still gives you his quest to get the axe
He does have orange ! for me (2.2, latest beta33b, AllSaves v1)
bare_elf wrote:
Ulora has the spell summon Jade Gargoyle in an auto cast slot and it is a very nice ranged backup for her.
I've been trying that (but from explicit slot 4). If it is destroyed then she still shows as "controlling summoned" and cannot replace it until the timer runs down. Whereas I've also recruited Zed - for a change - and had him summon a Giant Rat. He does know when that is killed.

Deceitful necromancers - I thought, from what they say, that if after respawning you use a necromancer's services to "recover corpses" (i.e. give your characters back their equipment immediately instead of when you get to where they were killed), you are supposed then to be charged a quarter of your gold. This is shading the truth. (Pun intended!) I used the mimic to test respawning at the start point resurrection statue and discovered that the gold has already been taken, regardless, when one respawns. (At least there is no second deduction.) So then I had to try the necromancer at Stonebridge - same there.

sigofmugmort1 wrote:
Still getting stuck here on occasion

I am pretty sure the culprit is the 2 broken tables in the corridor which are non-passable and there area leaves a very narrow clear corridor.
Dwarf


My memory may be defective but I believe the culprit is actually the terrain itself as early reports were that players were getting stuck on the left hand corner I think. I subsequently placed the broken table there to try to keep the player's party going through the middle of the path through the door.

I can try removing both broken tables and the invisible blocking objects that are hidden in them, to see if that helps but the problem is its a very random bug. Sometimes you get stuck and other times you don't.

From memory (again take it with a pinch of salt since it was so long ago), I believe when it happens to me it (a) always happens to the character under my direct control and (b) I had to visit the optional side rooms before proceeding along the path to the door. Actually I think there once was an issue with that room as well, near one of the sarcophaguses in that room.

RSimpkinuk57 wrote:
bare_elf wrote:
I hired Phaedriel (she is Assassin) and was given by the game oppressor boots, Assassin Gloves, and Assassin Hood. This equipment made her hands and feet vanish and the hood made her head red/black. . . . This appears to be a DS2 Specific Armor Issue.
Those items are new to me, are they from BW? If so she should not be given them in a 2.2 game.?

The Red/Black acts like the yellow/black for normal missing textures but signifies its a BW specific texture like RSimpkinuk57 suggests. The missing meshes show up as invisible.

Are you certain you don't have an armor mod in your resources folder? The Legendary Mod doesn't add any BW specific items (apart from the dwarves) and KillerGremal's flick that outfits recruitable characters makes it selection only from items already in the pcontent pool.

RSimpkinuk57 wrote:

Moros wrote:
Spoke too soon, Grrrr, I've had to exit the game twice now and I still can't get past this point, I believe this is the doorway where the final statue and the loot is in the ice caverns.
I recognise the place, it is not the side area where bare_elf has just had a similar problem, but the main path. I guess the boundary from region ac_r3 to ic_r5 but for certain after the mini-boss archer and right where ice pinnacles both sides of a narrow passage turned into warriors. Going into the last big area of cave before Merik.

Moros, try going back more than one save. I once had the world end on me in the crypts and that had to be a memory-corruption bug in the DS2 engine. I also know - because it happened to me twice, the first time being with Lothar in a pure DS2 game - that a character sent to the inn may be messed up so as to appear on the inn roster but refuse to Add or even View. Not relevant to the current problem except as showing the game engine, though robust, is not perfect.


I believe RSimpkinuk57 is correct about memory-corruption bugs and certain places are more susceptible to it than others. The Caverns are one place and rather unfortunately GPG laid out AC_R3 in such a way that's there's 4 paths to 3 regions very close together (the 3 regions being AC_R2, AC_R2a which is the secret area and AC_R5 where Merik is located: Don't ask about AC_R4 because there's no such region).

He is also correct that the faded out region is AC_R5 where Merik is located. It must have worked for you when you reloaded as however else could you have gotten to the Subterranean River? Unless you saved at a D.C. point after going through the Caverns and backtracked to find the secret area?

At the point where the picture was taken, you had already gone past the last secret path. The last two paths are very close to each other, one is just before the large skull and the other is just past the skull, both on your right.

RSimpkinuk57 wrote:

Moros wrote:
Subterranean River, something is dead but is attacking my characters at these co-ordinates.
The pictures don't show enough for me to recognise the places, but could they be where the revised lectars are?

RSimpkinuk57 is quite correct again. Looking at each point in the Editor and there is indeed a Lectar located there.

So a problem.

Did you see any lectars? Was there anything odd about them? Did you kill any near these points you described? Was this on your first run through the area or did you return later and encountered these oddities?

In testing, whenever a lectar or unguis was killed, the effect disappeared straight away. But of course that's under artificial conditions, without all the other parameters that's taking place out in the field.

RSimpkinuk57 wrote:

When I was having the problem with the locker, and brought Ulora back to see if she could open it, I forgot to mention that each Krug in the upper level of the cellar turned into two. This applied to both scouts and scavengers, but did not happen anywhere else, and that includes down below.

The difference with those Krug (scavengers) was that they are created through generators. I will restore them to regular actors.

RSimpkinuk57 wrote:

bare_elf wrote:
Ulora has the spell summon Jade Gargoyle in an auto cast slot and it is a very nice ranged backup for her.
I've been trying that (but from explicit slot 4). If it is destroyed then she still shows as "controlling summoned" and cannot replace it until the timer runs down. Whereas I've also recruited Zed - for a change - and had him summon a Giant Rat. He does know when that is killed.

The difference is that the Jade Gargoyle was part of an experiment used in another one of my mods, DS2BW Adepts, where I made certain summons as attack only, meant to be autocasted, not guard the summoner (so they'll attack the enemy straight away rather than running back to their master for a pat before going back to the monster to attack it) and only last about 20 seconds.

This allowed me to let the player summon monsters that otherwise could never be used as summons, such as Mine Worms, Googores, Unguis,even the humble Tretch. In Adepts I called them evocations to distinguish them from regular summons. They were meant to be tactical tools, used to distract the enemy while the player attacked or retreated.

When Hardless helped me fix the summon spells, I didn't include monsters like the Mine Worms, etc. and turned summons like the Jade Gargoyle back to regular summons. However I forgot to disable the autocasting of them. This obviously effects the timer used for summons - why I have no clue. Something to be fixed.

Unfortunately there will be a few summons like the Jade Gargoyle.

RSimpkinuk57 wrote:
[
Deceitful necromancers - I thought, from what they say, that if after respawning you use a necromancer's services to "recover corpses" (i.e. give your characters back their equipment immediately instead of when you get to where they were killed), you are supposed then to be charged a quarter of your gold. This is shading the truth. (Pun intended!) I used the mimic to test respawning at the start point resurrection statue and discovered that the gold has already been taken, regardless, when one respawns. (At least there is no second deduction.) So then I had to try the necromancer at Stonebridge - same there.

Interesting observation. I do see where there would be some mystery to you about this, in Broken World the game actually tells you "You Have Left XXXX money at your tombstone" on the Defeat Dialog. This is indeed a quarter of your money.

Testing it in both DS2 and Broken World, you are correct, necromancers are free! You have already paid the penalty - the decision is whether to go with the convenience of getting everything back at once and forgoing a quarter of your gold or to go through the hassle of re-equipping your party and slog back to where the tombstones are in order to get back your gear and gold.

Personally I quit and reload the game. I like neither the idea of losing a quarter of my money or the tedium or re-equipping my characters.

So perhaps the necromancer's lines should be different? Perhaps pointing out the convenience of using their services against having to go through the hassle of re-equipping everyone with inferior gear in order to get back their money?

Wesrin Cross: in the areas where spiders come up out of floor grates, If you stand on the grate the spiders will not come out. you just get the grate opening animation and the program just loops until you move.

Interestingly, you cannot do this in LoA in the Hub area where the immature chiterskrags come up out of the floor grates.

Now have parties in Yeaterhaven, act II, Glacern in KoE, and The Highlands in LoA

Dwarf

My armor mod does use some items from broken world and I am playing right now in DS2. I will make note of said items and remove then from the mod for times when I am playing in DS2.
Thanks
Elf

Lili and the gang have finally reached Fortress Kroth and we discovered that the innkeeper is out of beer and snacks!!

Kingdom of Ehb 33B

Monster Level Adjust Beta 5S ALL Mode

Dungeon Siege 2

Dungeon Siege AllSaves See Far Hack set to off

Save Location

Fortress Kroth

Quest Log
Act 1
Primary Quests – Complete
Secondary Quests – Complete

Act 2
Primary Quests – The Warding Staff, An Ancient Evil
Secondary Quests – Complete

Act 3
Primary Quests –
Secondary Quests –

Comment Log

1. Quests Completing correctly.
2. Monsters are leveling as expected.
3. Quest arrows working correctly.
4. No problems hiring people.
5. Everything from Pirate Cove to Fortress Kroth went smoothly. The fury den was actually easy because both Ulora and Zed where using summoned Horrids and they kept the monsters busy while we killed the monsters.

Party Members

Lili Level 31 Sharpshooter

Naidi Level 31 Sharpshooter

Phaedriel Level 31 Sharpshooter

Ulora Level 31 Sorceress

Zed Level 31 Sorcerer

Sikra Level 30 Magus

Elf

bare_elf wrote:

5. Everything from Pirate Cove to Fortress Kroth went smoothly. The fury den was actually easy because both Ulora and Zed where using summoned Horrids and they kept the monsters busy while we killed the monsters.

Elf


Yes the Horrids can currently be auto-casted.

I guess it shows that the principle of those types of summons is quite sound, even over-powered you may say - especially if they only last for the previous 20 seconds or so, just enough time to create havoc in the enemies' ranks.

The question is whether to make these summons permanent features, restored to their previous values of being auto-casted, lasting for only 20 seconds (so you can still summon regular monsters) and not guarding the caster. Though monsters like jade gargoyles and horrids probably are best to be used as regular summons leaving the auto-cast versions to such monsters like Mine Worms and Skeletons (I always though the summoned skeletons looked funny running after the player like they do compared to the monster versions).

Subterranean River, something is dead but is attacking my characters at these co-ordinates.

So a problem.
Did you see any lectars? Was there anything odd about them? Did you kill any near these points you described? Was this on your first run through the area or did you return later and encountered these oddities?

Yes I saw and killed the Lectars at those co-ordinates and I didn't notice anything strange about them either. Truth be told I was too busy wiping the sweat from out of my eyes at the time so I can't give you a guarantee on the strange bit, and it was my first run through the area as well.

Spoke too soon, Grrrr, I've had to exit the game twice now and I still can't get past this point, I believe this is the doorway where the final statue and the loot is in the ice caverns.

As for the arctic caverns problem, its not only happened with this mod but its also happened quite a few times with the original DS game and thats with out any mods in the resources folder as well.

Moros wrote:
Subterranean River, something is dead but is attacking my characters at these co-ordinates.

So a problem.
Did you see any lectars? Was there anything odd about them? Did you kill any near these points you described? Was this on your first run through the area or did you return later and encountered these oddities?

Yes I saw and killed the Lectars at those co-ordinates and I didn't notice anything strange about them either. Truth be told I was too busy wiping the sweat from out of my eyes at the time so I can't give you a guarantee on the strange bit, and it was my first run through the area as well.


I verified what is happening and am working on a solution. What is happening is that the environmental hazard effect is still attached and working on the lectars even after they are killed. This will also happen with the Unguis family of monsters, whoever encounters them in Beta33b.

The solution is to make the monsters disappear shortly after they die. This is easy enough with the Unguis family as they disappear under the ground anyhow, though the scid reference to the template is still there so the environmental hazard effect will still occur.

With the Lectar's its more difficult. Just having them disappear after dying isn't realistic. Currently I have them spawning a body after they die and disappear but that's not much better.

I've tried making the body spawn act realistically like its dying but hadn't had any success and I don't know if its even possible. I'll ask KillerGremal about it as he's a wizard with these sorts of things.

Moros wrote:
[
Spoke too soon, Grrrr, I've had to exit the game twice now and I still can't get past this point, I believe this is the doorway where the final statue and the loot is in the ice caverns.

As for the arctic caverns problem, its not only happened with this mod but its also happened quite a few times with the original DS game and thats with out any mods in the resources folder as well.


The strange thing is that the Ice Caverns region where this is happening isn't faded out or anything like that so it isn't a trigger problem. The game just sometimes thinks that the region is faded out. What fades do is essential makes all objects and terrain invisible and replaced with a black void. However the objects and terrain is actually still there. That's why some of your characters can walk into the void and actually attack monsters there.

One solution I can try is to put a redundancy trigger to unfade that Ice Cavern region anyway. If it appears naturally this won't hurt. If it doesn't appear then this may make it appear. I wonder if KillerGremal agrees with me that it may be worth a shot.

Kingdom of Ehb 33B

Monster Level Adjust Beta 5S ALL Mode

Dungeon Siege 2

Dungeon Siege AllSaves See Far Hack set to off

Save Location

Cliffs of Fire

Quest Log
Act 1
Primary Quests – Complete
Secondary Quests – Complete

Act 2
Primary Quests – Complete
Secondary Quests – Complete

Act 3
Primary Quests –
Secondary Quests –

Comment Log

1. Quests Completing correctly.
2. Monsters are leveling as expected.
3. Quest arrows working correctly.
4. No problems hiring people.
5. Everything from Fortress Kroth to Cliffs of Fire went smoothly.
6. Giant Rat Summons also works nicely.

Party Members

Lili Level 33 Sharpshooter

Naidi Level 33 Sharpshooter

Phaedriel Level 32 Sharpshooter

Ulora Level 33 Sorceress

Zed Level 33 Sorcerer

Sikra Level 32 Magus

Elf

All the dragons after the Cliffs of Fire where hard to put down and Scorch was a real monster, it took 5 minutes to kill him. It took almost half of our mana and health potions, lots of skill and guile. For once a battle at level 35 that really had me scared I would have to visit the undertaker to get our bodies back.
Thanks iryan for a battle that was really fun. Hint ice and nature magic really important.
Elf

sigofmugmort1 wrote:
Wesrin Cross: in the areas where spiders come up out of floor grates, If you stand on the grate the spiders will not come out. you just get the grate opening animation and the program just loops until you move.

Interestingly, you cannot do this in LoA in the Hub area where the immature chiterskrags come up out of the floor grates.

Now have parties in Yeaterhaven, act II, Glacern in KoE, and The Highlands in LoA

Dwarf


The difference is that in Wesrin Cross, there's a spawn point and initial command to make the spiders act more realistically. In LOA there's no such thing for the Chitterskrag babies so I presume they pop up out of the floor grates and just stay where they are unless they detect you.

There's definitely scope for experimentation to make them work. They both use generator_advanced_a2.

1) I presume that if there's no spawn point designated, then they use the position of the generator itself to spawn.
2) Currently both Wesrin Cross and LOA can spawn multiple monsters at once, in Wesrin Cross its 1-2 and in LOA, all the Chitterskrags can spawn at the default spawn_period.
3) This could lead to weird occurrences in LOA where up to 5 Chitterskrags are all bunched up where they spawned, though I assume testing revealed this rarely happened since the player would be close enough for them to detect and start attacking.

So for Wesrin Cross I could remove the spawnpoint and initial command references and see what happens (that's the logical first step). Then maybe tweak the max_alive_children to equal 1 (which I believe is the default anyhow.

bare_elf wrote:
On arriving in Glacern I discovered that I had forgot to go to the second floor of the inn in Stonebridge and pick up the "sister's message" quest. So we took the long walk back to Stonebridge. Instead of going through Wesrin Cross we took the short cut through the Glitterdelve Pass gate and noticed that the guard captain there still had the ? over his head.

Elf


I'm going through the backlog of issues and bugs and found this one again.

One question. Did you ignore the Guard Captain when first going through?

His flick is designed to turn off his indicator icon when you accept his quest to open the gate, so it shouldn't appear again.

RSimpkinuk57 wrote:

AllSaves launcher for Steam - since BW save files are incompatible with vanilla DS2, I presume AllSaves DS2 launcher must ignore them (whereas BW launcher should recognise and offer to convert DS2 parties). So could old Steam save files (non-BW) contain as identifier not just CRC, but version number 2.3 too, confusing the AllSaves Steam launcher?

I believe that's the case.

As an experiment I transferred your Deadeye save game to the Broken World folder and ALLSaves loade it up without even any outward sign of conversion. He loaded up in a map just fine.

Then I tried an even riskier experiment. I transferred Darkeye, your character from the old beta that wouldn't load in Beta33a in DS2 and even crashed and locked the game (I know as I tried several times to get the party working in DS2).

Guest what! Darkeye's party loaded quite fine in the Utraean Peninsula SE in Broken World. It did take a little while, indicating that perhaps there was some converting being done in secret behind the scenes but it appears the party works.

So all of this indicates that the Broken World engine v2.3 is far more robust than DS2 v2.2. However it is meandering off the topic of this post. I think I once read that internally the Steam version is numbered as something different to v2.2 (It's probably not even a number as such as certain bits that are changed). Certainly trying to run it with the DS2BW version of AllSaves doesn't work as you get a wrong game version error.

There must have been other tweaking they did to the original v.2.2 exe that's different to vanilla v2.2 but less than true v.2.3. Which is probably just another way of saying how Dungeon Siege has been screwed by Square-Enix.

iryan wrote:
bare_elf wrote:
On arriving in Glacern I discovered that I had forgot to go to the second floor of the inn in Stonebridge and pick up the "sister's message" quest. So we took the long walk back to Stonebridge. Instead of going through Wesrin Cross we took the short cut through the Glitterdelve Pass gate and noticed that the guard captain there still had the ? over his head.

Elf


I'm going through the backlog of issues and bugs and found this one again.

One question. Did you ignore the Guard Captain when first going through?

His flick is designed to turn off his indicator icon when you accept his quest to open the gate, so it shouldn't appear again.


I did speak to the Guard Captain when I went through the gate the first time and again when returning to Glacern. His quest icon remained.
Elf

So maybe the Steam issues deserve their own thread, if only to make it easier for future users to look up the answers.

I forget, between DS1, DS2 and BW, how many different Steam fixes we now have. I did vaguely remember from past discussion that the version number was at least part of why a fix would be needed to run BW with Steam.

Fixing my Darkeye's party to load in Beta33 is easy. All that is needed is to make a new save by going back to the old Beta, loading the party, and throwing away the Ice Queen's Staff that Fiathna has. Before saving, go to the stash chest and throw out the Lich King's Robe too. This isn't needed to prevent crashes but is to protect the rest of the stash contents.

That is, some items from the old beta (especially those from before about 32k) are incompatible with the new beta. This causes three levels of symptoms - lock ups and crashes if anybody in the party, not just the hero, has an affected item equipped, or (I believe) in inventory; loss of innocent items as well as the problem ones from the stash; and inability to recall adventurers from the inn roster who have any of the problem items.

I was thinking of sending to you, iryan, some of my old heroes who are proving more intractable than Darkeye, but have just solved one for myself - Emless, my other UP tester besides Deadeye. The problem isn't just with the previously levelling uniques, but other items that have become uniques (groups of templates for different levels). Emless and party had

  • Cirene Scale (Sinahrt was wearing a regular example) - proven guilty (now listed as possibility for a unique drop, KoE goblin caves)
  • Jewel Sword (party has two regular examples) - proven guilty (ditto)
  • Astral Cloak (Ivlisar wearing a regular example) - proven innocent, despite now being an option for the Grescal secret dungeon unique drop
  • Ring of the Utraean Protectors (levelling) - proven innocent (that surpised me)
  • Sightless Helm - suspect, thrown away, not conclusively tested
  • Lord Hovart's armor - suspect, thrown away from stash
  • Olaf's Studded Leather - ditto
  • Woodland Leather - ditto

By the way, my latest hero for 33b, a half giant melee fighter called Beeblebox, is at Bodrus's camp along with Ulora, Rusk and Zed (I never recruit these last two but decided to do so just for once, to see if I can get either of them killed which would be a service to humanity). In this game the guard captain at the Glitterdelve Pass gate worked as designed.

P.S. Spider traps

iryan wrote:
So for Wesrin Cross I could remove the spawnpoint and initial command references and see what happens (that's the logical first step). Then maybe tweak the max_alive_children to equal 1 (which I believe is the default anyhow.
I hadn't noticed myself but it is realistic that if a spider wants to come out from under a grate, when somebody is standing on top of the grate weighing it down, then the spider cannot get out but keeps trying (and failing) to dislodge the person by heaving up at the grate until the person moves away. But please do not limit the number of spiders in play - the whole point of Wesrin Cross is that more keep coming, from several places at once, in quick succession faster than the party can keep up with killing them.

Lectars and Unguis

iryan wrote:
The solution is to make the monsters disappear shortly after they die. This is easy enough with the Unguis family as they disappear under the ground anyhow, though the scid reference to the template is still there so the environmental hazard effect will still occur.
What's wanted, surely, is for the environmental hazard effect to cease when the monster is killed (scid notwithstanding) - but reappear if the monster respawns later.

Autocast Summons - aren't the regular DS2 summon spells eligible for autocast slots (just as buff spells are, and for the same reason)? Therefore I'd expect all the converted DS1 summons to be too. It can be inconvenient for a mage to suddenly use up nearly all mana replacing a summoned guardian, but that is the player's choice. (That is how I have to fight demon-Gom at the end - I cannot afford the loss of momentum while mages drink potion, so make them melee - Merik's staff, for example, is good at that - reserving their mana for auto-healing, -cursing, and having a summoned creature in the attack.) I understand the distinction you make between different ways you wanted to use different converted-from-DS1 summons, iryan, but "autocast" doesn't seem quite the right word to describe it.

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