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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.

Thanks, RSimpkinuk57, I temporarily removed the file from my folder and the door worked. I must remember to do this, if I run into more broken doors in the future. Hopefully, this recurring issue will soon be resolved in the file itself.

Here are a few more screenshots to show how unbalanced the new staves are:

Edit: by the way, that issue with non-interactive teleporters that I mentioned a couple times is most likely caused by the Mod-DS1Content-Alpha file as well.

The Jade Staff and Utraean Gemstaff (3rd and 4th pictures) are the only two I recognise as belonging to the Legendary Mod itself (having been taken from LoA) - I take it the complaint against them is too little melee damage for their level?

No, the point was to show the vast difference in intelligence and melee damage bonuses, and the fact that these bonuses do not progress logically (lower-level staves should give weaker bonuses, higher-level staves should give high bonuses).

Reinc wrote:

No, the point was to show the vast difference in intelligence and melee damage bonuses, and the fact that these bonuses do not progress logically (lower-level staves should give weaker bonuses, higher-level staves should give high bonuses).


Weapons that are part of some other mod may not progress logically. Other staffs are progressive and must be re-equipped to receive bonuses. I would suggest looking at the templates for the weapons that you are concerned about to find out how they are designed, if their bonuses appear logical in the templates then there might be a conflict with another mod. Some times a template might be missing something as simple as a () or [] and that will cause the weapon to act wonky/weird/odd
Elf

It was already established in this thread that the new weapons are not from some other mods that I use, but from the Adepts mod. Weapons from the Adepts mod were incorporated into the Legendary Mod.

Reinc wrote:

It was already established in this thread that the new weapons are not from some other mods that I use, but from the Adepts mod. Weapons from the Adepts mod were incorporated into the Legendary Mod.


Then check the templates of the weapons that are not functioning right for errors!

I do not know how to do that. All I can do is play through the maps and report any and all errors, including what might be an error. I also make suggestions sometimes, because I like the game and like the mods, and want them to be even better.

My further notes from my playthroughs of Legendary Mod:

DS1: LoA
1) Shadowjumper's Bestiary entry has text errors in a few places (Image 1).

2) The Orb of Poultry cannot be obtained, and the journal entry describes it as not working, but there is a mod called Ancient Gifts that has orb spells similar to DS1 ones.

3) I don't get it, why can't I have Mac Daddy Cap of Procurement? It's not overpowered.

DS1: Yesterhaven
1) In a few places, a new area is announced with a subtitle intended for new chapter announcements (Image 2 - could not press key in time, but it was there; Image 3).

2) I'm pretty sure it's supposed to be "Mister", not "Master" (Image 4).

3) I'm pretty sure it's supposed to be "can", not "can't" (Image 5).

4) After opening the door of the townsfolk's hideout during the undead episode, the door keeps giving the quest item message every time I open it (Image 6).

5) When I looked at Shalindra's stats (Elite mode), I saw Image 7. I don't know if the stats make sense or not, so I'm showing this just in case.

6) Before getting treasure from the statue at the map's ending, the dialogue switch from the Aranna Legacy mod floats in the air by itself, before the player stash spawns after getting the treasure.

7) I would like to have some way to be able to hire this map's party members even after their part of the map was played. I did not hire any of them when meeting them, so they disappeared after I completed their part of the map. This also means that I could not complete their sidequests without them being in my party the entire time, even though the town, and thus them, was freed from the curse.

8 ) All three bosses felt very weak, although the Fire King was almost a decent challenge. This is probably because of the fact that the first two are spellcasters. Enemy spells become ultra-powerful 1-2-hit kills on later levels, but the Steal Magic curse from a good necromancer turns enemy spells into cotton candy.

RSimpkinuk57 wrote:
It's the first door at the top of the clock tower. Reinc, I think bare_elf meant the boss monsters in the rooms beyond.

18 months ago I went through it. Now, from the save I made then, I cannot [EDIT] - not if I have KillerGremal's patched Mod-DS1Content-Alpha11f.ds2res in my Resources file. If I remove that then the door opens when clicked.

Hm, that's a very exclusive and big door there, it may not be covered as it should be.
I really had to check this first...

 

Reinc wrote:
Here are a few more screenshots to show how unbalanced the new staves are:
. . .
(Some of) the unbalanced magical bonuses are possibly caused because Iryan assinged extra magical bonuses to many (all?) new items. The reason is unknown, maybe just as goodie for the player to play this mod... :o
However depending on the implementation this native item bonus may be much too strong for the lowest item variant, and perhaps still not appropriate enough for the highest variant.
The existance of this extra bonus is generally a bit concerning because it is not really balanced compared to the original game items GPG made. Besides of this, this bonus seems to prevent that the player can enchant these items with reagents - which is anyhow a quite weird deal/compensation.

 

Reinc wrote:
. . .
Edit: by the way, that issue with non-interactive teleporters that I mentioned a couple times is most likely caused by the Mod-DS1Content-Alpha file as well.
Could please post or send be a link there it's mentioned?

 

Reinc wrote:
. . .
6) Before getting treasure from the statue at the map's ending, the dialogue switch from the Aranna Legacy mod floats in the air by itself, before the player stash spawns after getting the treasure.
. . .
Uh? Could you explain that perhaps in a bit more detailed manner?

 

KillerGremal wrote:
Hm, that's a very exclusive and big door there, it may not be covered as it should be.

I really had to check this first...

 

It is not the only door in that room that does not open.

KillerGremal wrote:
Could please post or send be a link there it's mentioned?

 

I mentioned it here (https://siegetheday.org/?q=comment/52425#comment-52425) and here (https://siegetheday.org/?q=comment/52293#comment-52293). I had the same problem with the last teleporter in the Return to Arhok map, which I hadn't posted about yet.

KillerGremal wrote:
Could you explain that perhaps in a bit more detailed manner?

 

At the end of the main quest you need to interact with the statue. Once you do this, several treasure chests appear, and also player's stash. The player's stash has the dialogue switch button on it. However, even before you talk to the statue in that scene, the button still floats in the air at the location where player's stash is going to appear.

I've been playing through Utraean Penninsula map, and this is what I noticed so far:

1) Useless maps, again (image 1). In case you don't know, there is a wiki called dungeonsiege.fandom.com, and you can get high-quality maps for DS1 areas from there. For example, this: https://vignette.wikia.nocookie.net/dungeonsiege/images/f/f4/Elddim.jpg/revision/latest?cb=20120309165926
from this page: https://dungeonsiege.fandom.com/wiki/Elddim

2) The shine-hint lingers forever even after I pick up the item it signifies (image 2).

3) The battle music starts playing way too early, when I approach the edge of Eldium (image 3).

4) A couple NPCs say "booring" insted of "boring" for some reason. I don't know why, so I'm reporting this just in case (images 4).

5) I'm getting jumped by Hak'u, of all things, in forests of Ehb! I would prefer them to be removed. Also, their level is way too low. I'm playing in Elite mode with a level adjustment mod active, and my party is level 70, but these enemies are level 42 for some reason (image 5).

6) Something weird happens with the map at this location (images 6).

7) I don't think Ivlisar is going to like this (image 7).

8 ) The respawn rate of monsters that come out of bushes is way too high. I barely have time to kill one group of ambushers, as another one already appears, and as I kill this group, a new one apprears, and so on.

Unfortunately, my save game has become corrupt, so there might be some problems with continuing my reports. Details are here: https://siegetheday.org/?q=node/7094

Reinc wrote:
My further notes from my playthroughs of Legendary Mod:

DS1: Yesterhaven

3) I'm pretty sure it's supposed to be "can", not "can't" (Image 5).


"I'll see if I can't" is a colloquialism.

Reinc wrote:
I would like to have some way to be able to hire this map's party members even after their part of the map was played. I did not hire any of them when meeting them, so they disappeared after I completed their part of the map. This also means that I could not complete their sidequests without them being in my party the entire time, even though the town, and thus them, was freed from the curse.

Does the modded map have innkeepers? [EDIT] I see it does - the mayor's wife.
Under the covers - and this goes back to the original DS1 map - the map tells the story using three different towns, of identical design. It merely happens that the second town is populated by identical twins to the people in the first, and the third town makes them triplets.

What would have helped the modders here - and in some other maps I can think of too - would be a way to automatically send to the inn any recruitable character that a player, when speaking to, chooses to decline (or has to, for lack of room in the party).

I have noticed that many of the nature magic and combat magic summoning spells provided by the mod cannot be found ingame... why ?

The mods added a lot of new summoning spells

yes but is there a technical reason some of them (Unguis, Maljin, Clay Golem, Googore, Hydrack, Syrrus,etc...) cannot be found ingame ?

On a different topic, I have just noticed that the "The Known Elements" board right on the adjacent left wall when you enter the lost queen big chamber... is mostly in the wall and if you don't pass the cursor on it you wouldn't suspect its here unless you've played LOA, it should be moved a few units out of the wall !

There are indeed the impassable doors at the top of the Great Clock that no way you can open...!

Some time ago in this thread, I said that the Giant Moth summon does insane damage for its level. After comparing this spell to Summon Paragon Lertisk, I have to say that lertisk does more damage than moth, altough the moth could still probably eclipse lertisk if it was under the Wrath of Magic buff. It does seem very fragile compared to other summons though. So, there you go. Whether this is balanced or not is up for the experts on the game's workings to decide.

@Reinc: Concerning the Summoned Moth there is a typo error in its damage formula - quite obvious if you compare it with other summon spells GPG created for similar summons.

Besides of this, also the look of the summoned Moth does not really underline an increased damage output I think.
Of course this is a rather ambivalent argument, but within some borders this can allow some variance while still keeping it balanced overall.

Just to mention, in DS2 the summoned Raptor and summoned Lertisk are the most harmful/aggressive summons that GPG added, causing about 20-30% more damage than other summons - most probably just because this fits to their behaviour and look, and it may/should be 'counter-balanced' by any other stats (incl. those you can not easily see, moving speed, reaction time, regeneration, ...).

 
Related to your recent feedbacks:

Reinc wrote:
My further notes from my playthroughs of Legendary Mod:
. . .
Most of these things a quite map related, hardly fixable form outside (outside the 'maps' folder) or by adding a work-around or additional tuning to affect objects.

Just about 6) I do not know/remember that situation... 'dialogue switch' ...appearing stash...? Puzzled

Reinc wrote:
I've been playing through Utraean Penninsula map, and this is what I noticed so far:
. . .
Widely map related too, however:

5) is interesting+strange, unfortunately no real idea how/why a Hak'u (am)bush got there or why these Hak'm monsters just appear with their original Elite mode level...

6) Big secret? - I had to go there first...

8) Why exactly 'too high': Too many monsters per a group? Too short interval between the groups (from one and the same bush)? Or too many bushes spawning such monster groups?
Knowing this some better would help I guess, a tricky the setup of spawning generators can be.
 

I explained the situation with the dialogue switch in another post a bit later in the thread:

"At the end of the main quest you need to interact with the statue. Once you do this, several treasure chests appear, and also player's stash. The player's stash has the dialogue switch button on it. However, even before you talk to the statue in that scene, the button still floats in the air at the location where player's stash is going to appear."

If you still can't understand, then maybe playing the map yourself will help.

When I said "respawn rate" is too high, I did not give enough information, beacause I did not have it. Now that I ran through most of the Great Northern Forest, I can tell that most of the bushes do not respawn monsters. There were, however, a couple bushes somewhere closer to Eldium which respawned their monster non-stop, meaning that the monsters appear one by one, but they do not stop coming out, and they come out at such rapid rate that I barely have time to kill one of them before another one appears, which essentialy traps me in an endless battle. The only way to stop monster spawning was to go some distance away from the bush.

Reinc wrote:
At the end of the main quest you need to interact with the statue. Once you do this, several treasure chests appear, and also player's stash.

This is region tr_05_ruin, which we might call, for example, Todayglade. Yesterhaven's statue still stands, but only bits of walls remain from the houses. The chest_glb_stash object starts with [aspect] is_selectable = false; is_usable = false; is_visible = false

Killergremal, however you ensure the MLA button always goes next to the stash, apparently attached to its side, is it a distinct object so that selecting the stash does one thing (opens it) and selecting the button does another? The stash is in the \containers subfolder. I don't know where to look for the button object, but guess iryan (I presume it was he) failed to give it a matching aspect this time.

(In other words, Reinc, the stash chest is there the whole time, but we cannot see it until we've touched the statue.)

RSimpkinuk57 wrote:
Reinc wrote:
At the end of the main quest you need to interact with the statue. Once you do this, several treasure chests appear, and also player's stash.

This is region tr_05_ruin, which we might call, for example, Todayglade. Yesterhaven's statue still stands, but only bits of walls remain from the houses. The chest_glb_stash object starts with [aspect] is_selectable = false; is_usable = false; is_visible = false

Killergremal, however you ensure the MLA button always goes next to the stash, apparently attached to its side, is it a distinct object so that selecting the stash does one thing (opens it) and selecting the button does another? The stash is in the \containers subfolder. I don't know where to look for the button object, but guess iryan (I presume it was he) failed to give it a matching aspect this time.

(In other words, Reinc, the stash chest is there the whole time, but we cannot see it until we've touched the statue.)

Thanks, I start to understand now - the term 'dialogue switch' was the problem. Indeed there is something like a dialogue switch (and once, one intended location was the stash actually).
But here the switch to regulate the bevaviour of the Level Adjustment mod is meant...!(?)

Indeed the stash did not get the intelligence to toggle on/off this switch depending on its current visibility state.
A looping visibility check to show/hide the switch/button seems to be a bit overkill to me, but a 'go on waiting until visible' condition can be added before the button gets produced/attached.

 
...and, perhaps it would be good idea to remove this switch from the stash again and to add a 'real' option in the option menu anyhow/anywhere instead. An extra tab for settings just for the map you are currently playing would be nice...

 

Reinc wrote:
. . .
KillerGremal wrote:
Could please post or send be a link there it's mentioned? 

I mentioned it here (https://siegetheday.org/?q=comment/52425#comment-52425) and here (https://siegetheday.org/?q=comment/52293#comment-52293). I had the same problem with the last teleporter in the Return to Arhok map, which I hadn't posted about yet.
. . .


Generally I can not tell anything clear about it, I don't remember that I have encountered this problem.
However concerning the 'Return to Arhok' map, I just tried it out this afternoon with v2.2 and v2.3/addon and the last teleporter was/became selectable after the nearby boss monster is killed.

Unfortunately when things are not selectable (or without any action when selected) can have different reasons. The 'selectable' property is false for some reasons, the point/spot on the map where to go+touch the presumingly selectable object can not be accessed (so a path-finding matter, often because a use_point is inside a blocking area), the event of using/touching the object is not correctly forwarded (e.g. because of a missing setup, or target changed in a later map revision) there may be technical failures (as over-tuned 'use job' and the 'lever mechanics' meanwhile are quite), other non-related (skirt) errors can have wide side-effects too, ...

So it's actually not so easy to find out that the reason for this matter is. I hope I will have some more time around X-Mas to look at it again.

Reinc wrote:
I can't progress my playthrough until this inoperable door is fixed. Here is the location and my save.

Attachment:
Image 9 - door of doom.jpg
. . .

Gemeaux333 wrote:

There are indeed the impassable doors at the top of the Great Clock that no way you can open...!


There is a new Mod-DS1Content-Alpha11g.ds2res (19.3 MB, ReadMe).

Besides of some language tunings it will re-introduce the 'door mechanism' from 2012/2013 which work quite fine.

For the time being this seems to be the best thing to do, even if this means there is no more work-around to automatically ground-snap (slightly) hovering doors/gates.
But as it turned out the varity of doors and gates in DS1/DS2 makes it difficult to predict if door/gate is accidentially above ground position or not - however this is bacially a (rather rare) mapping problem and better should be solved inside the map files and not in the skrit running these objects.

So this is still the main / official hub of legendary Mod, correct? For awhile, i've had a conversion of the textures from this mod to go back to DS1 - "DS2's Legendary Mod's Textures in DS1", basically. I have had the intent to edit them, and I have made light edits in the current release version, HOWEVER, someone has reported my file, and the admins of Nexusmods want to know if I have permission to upload the mod.

Do I have permission to upload Legendary Mod's Textures (for DS1)?

Eksevis wrote:

So this is still the main / official hub of legendary Mod, correct? For awhile, i've had a conversion of the textures from this mod to go back to DS1 - "DS2's Legendary Mod's Textures in DS1", basically. I have had the intent to edit them, and I have made light edits in the current release version, HOWEVER, someone has reported my file, and the admins of Nexusmods want to know if I have permission to upload the mod.

Do I have permission to upload Legendary Mod's Textures (for DS1)?

I suggest you read the read-me file for the legendary mod for permissions. I did not create any of the textures, therefore I can not answer. However a lot of things in the legendary mod where converted from Dungeon Siege 1. Also Textures are shared by both Dungeon Siege 1 and Dungeon Siege 2. Maybe our definitions on what a texture is are different.
Elf

It seems we are all in agreement that you have permission to make whatever changes you want. So long as you give us credit for our work in the read-me file.
Elf

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