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Loridan Mod

I was just wondering if anyone might have a copy of or a link to the map Loridan that was created by Minotaurus. I am looking around for a map I have never played before, and I do not believe I have played this one.

Elf

I've got Loridan version 1.5loa that I downloaded somewhere but can't seem to find the link anymore.

If nobody else gives you a link I'll try to upload it tonight for you but no guarantees. My landline being playing up for the past week so my internet connection is very unstable at the moment and will probably be that way until early next week when the technicians will finally get around to fixing it (I'm typing this from work).

#UPDATE here's the link; http://www.siegetheday.org/~iryan/files/Loridan1.5Loa.dsmap (7.8Mb). Finally got it uploaded.

Please note that I've not tried the map so I don't know if it works or not. Requires LOA.

I downloaded the file, and will give it a look see when I get a second or two. Thank You Iryan.

Elf

Loridan appears to be a very well executed map. All the conversations and signs are in German, so I or someone else might just have to do some translation so that it would be easier to play. German is one language I do not speak. If however there was a good translation it might be a good candidate for conversion to DS2. Well the BING translator will just not do as you can see giggle. "Oh I never thought that someone here to look. These beasts dance because out there around for days. Could you make free dropped in the village?" as you can see Laughing out loud I am unsure at this point if I should pick up some animal dung and drop it in the village. Laughing out loud

Elf

Try worldlingo http://www.worldlingo.com/en/products_services/worldlingo_translator.html Open up a conversation.gas and copy/paste the text block into the translation window.

The translation appeared a little better but it's still chaotic as to be expected. The map has no quests so you're not missing anything there. Some sort of passable translation should be possible with some improvisation.

You're right that it is a candidate for conversion to DS2 as it has no modded content included, just the map, so it would be a fairly straightforward process. That is in fact is why I downloaded the map in the first place.

Yes world lingo does a better job, but I will still need to tweak it a bit. Once I get the conversations into some reasonable order I will send you the map file Iryan, I can do it in either DS1 or DS2 so let me know.

Elf

bare_elf wrote:
Yes world lingo does a better job, but I will still need to tweak it a bit. Once I get the conversations into some reasonable order I will send you the map file Iryan, I can do it in either DS1 or DS2 so let me know.

Elf

Tinkering I got an alpha version of Loridan playable in DS2

Here's the map
http://www.siegetheday.org/~iryan/files/DS1_Loridan.ds2res (6.5Mb)

Requires the DS1 Map Resources. Took 20 minutes to convert but totally untested apart from verifying that it loads and that at least some npcs exist and DS1 monsters like krug are appearing as they should.

So maybe you'd like to use these files instead.

@IryanVery nice, I've just tried it out and did some steps. Smile

Now, DS2 doesn't really like to equip actors with items/templates that don't exist (anymore), so an [inventory] check of the maps files may be necessary.
In particular search in actors.gas for 'es_' or 'il_' to find obsolete template references ('il_main' should stand a bad template though).

In this context, to assist the Level Adjustment mod, checking the monster instances for 'defense', 'damage_' and 'life_max' would be useful too.
It's well probable that these stats don't accord with the level the new/auxiliary monster has assigned in its template.

KillerGremal wrote:
@IryanVery nice, I've just tried it out and did some steps. Smile

Now, DS2 doesn't really like to equip actors with items/templates that don't exist (anymore), so an [inventory] check of the maps files may be necessary.
In particular search in actors.gas for 'es_' or 'il_' to find obsolete template references ('il_main' should stand a bad template though).

In this context, to assist the Level Adjustment mod, checking the monster instances for 'defense', 'damage_' and 'life_max' would be useful too.
It's well probable that these stats don't accord with the level the new/auxiliary monster has assigned in its template.

Thus the Alpha. I just did it as a little experiment just to see how fast it coud be made playable in DS2. Minutely checking every actor and inventory template would be the next logical step, then fixing broken npc templates and finally adding save positions in the map, radar and more merchants are required, etc.

At the moment I haven't time to do all this but perhaps sometime this year it could be feasible to convert a number of these DS1 maps so they're playable in DS2.

Wondered about on the map. The Krug and all the other monsters seem to be working as advertised. Went to the town of Winterdorf, Only one house and the poor lady in the house overtaken by monsters. I will attempt to rework the existing conversations and signs and send you the updated files Iryan.

Elf

iryan wrote:
Tinkering I got an alpha version of Loridan playable in DS2

Here's the map
http://www.siegetheday.org/~iryan/files/DS1_Loridan.ds2res (6.5Mb)

Requires the DS1 Map Resources. Took 20 minutes to convert but totally untested apart from verifying that it loads and that at least some npcs exist and DS1 monsters like krug are appearing as they should.

So maybe you'd like to use these files instead.

I used the map above to change the conversations from German to English as best as I could. I discovered in reading the English Conversations that there are quite a few that could actually point to quests. I think the next thing to do would be to install a few save points so one does not have to run the whole map at one time. I will attempt to do some of this.
Here is a link to the map with English Conversations.
http://siegetheday.org/~bare_elf/Loridan/DS1_Loridan.zip

After converting the conversations, I decided to look at them in the game. However I ran into some issues because I could not find my way past Winter Village. I also noted that none of the teleporters complete transfer, they get about half way and just stop, and they do not reverse direction when you spin the wheel a second time. So I decided to look at the regions folder. All the regions appear to be there and all of the sub folders for each region appear to be there and all of the required gas files for each region. However I started looking at the gas files and discovered that a good number of them in the objects folder of most regions contain no data what so ever. I stopped at this point because I have no idea what needs to happen next.

Elf

The problem I was having with the teleporters was do to something missing in my LoA install. After reinstalling the map the teleporters work just fine. So I have been able to journey to several of the cities. I know there is a large difference in how the DS1 and DS2 engines handle the teleport system so I am not surprised they do not function properly in DS2 or Broken World. I will continue on looking at the DS1 Loridan Map correcting conversations and signs and so on and then apply them to DS2 conversion that Iryan sent me. Once I get to a point where I feel good about what has been done I will pass it on to Iryan. Oh yes it would really be cool if the radar was working. So I will attempt to discover what the difference between DS1 radar and DS2 radar files are.

Elf

Gack they are attempting to make me a mapper!!

@bare_elf: I've recently taken a look into the component responsible for these (hub) elevators, and I think there is some hope for the elevator ride itself.
Unsure however if 'saving while riding the elevator' can be fixed/added for this two-way traffic elevator system. The opposite elevator may not be loaded yet, so it could happen that one or both elevator platforms are 'saved in the air', unreachable in the next for the player (with current hub/map design).

KillerGremal wrote:
@bare_elf: I've recently taken a look into the component responsible for these (hub) elevators, and I think there is some hope for the elevator ride itself.
Unsure however if 'saving while riding the elevator' can be fixed/added for this two-way traffic elevator system. The opposite elevator may not be loaded yet, so it could happen that one or both elevator platforms are 'saved in the air', unreachable in the next for the player (with current hub/map design).

That would be great if the (hub) "elevators" could be made to function correctly in DS2 as there are a few areas of the Loridan Map that can only be reached via the hub (on the DS1 version of the map) I know that these areas could be connected in other ways but it would be nice to have the hub system working. Oh and by the way the Loridan Map only uses 4 of the stations in the Hub so more areas could be added.

As Iryan pointed out in an earlier post the map has no quests. Does anyone have an idea or two for a quest?

Elf

KillerGremal wrote:
@bare_elf: I've recently taken a look into the component responsible for these (hub) elevators, and I think there is some hope for the elevator ride itself.
Unsure however if 'saving while riding the elevator' can be fixed/added for this two-way traffic elevator system. The opposite elevator may not be loaded yet, so it could happen that one or both elevator platforms are 'saved in the air', unreachable in the next for the player (with current hub/map design).

If anyone can fix it you can. Sounds similar to the problem I had in LOA, the teleporter pads there took off okay but got stuck in the middle of the air.

That's why I replaced them with portals. I could do the same here as well if you're not successful.

bare_elf wrote:

That would be great if the (hub) "elevators" could be made to function correctly in DS2 as there are a few areas of the Loridan Map that can only be reached via the hub (on the DS1 version of the map) I know that these areas could be connected in other ways but it would be nice to have the hub system working. Oh and by the way the Loridan Map only uses 4 of the stations in the Hub so more areas could be added.

As Iryan pointed out in an earlier post the map has no quests. Does anyone have an idea or two for a quest?

I think Loridan is a beta map so that may be why some of the Hub areas aren't used. It is perfectly possible to add more areas to the map to extend it but then it ceases in some regard to be Loridan.

I haven't played the map so I wouldn't have any idea of what quests would be appropriate as you would have to know what was the purpose of the map to make primary quests. Secondary quests are easier as many are simple fetch items, kill x monster, etc.

iryan wrote:

I think Loridan is a beta map so that may be why some of the Hub areas aren't used. It is perfectly possible to add more areas to the map to extend it but then it ceases in some regard to be Loridan.

I haven't played the map so I wouldn't have any idea of what quests would be appropriate as you would have to know what was the purpose of the map to make primary quests. Secondary quests are easier as many are simple fetch items, kill x monster, etc.

I have a few ideas for both primary and secondary quests and an area or two that could be added. Let me play the map one more time and write down my ideas as I go along.

Elf

I remember when KillerGremal first released Utraean Penensula for DS2 I was working on a mod and made an error in syntax that eliminated all weapons from the game....but for some inexplicable reason the HUB became functional and I rode it from Elddim to the center HUB, but then was stuck there as it stopped working. :?

Because most of the conversations have something to do with the big wedding in Himmelfport the primary quests could be related to that and some of the ssecondary quests as well.

Primary Quests:
1. Locate the missing wedding ring. Could be a quest like Lelani's Sorrow in DS2 where you have to trade one thing after another to finally get the ring. The bartender in the first inn could have the ring but will not give it to you without you bringing him something special forcing you to vist the entire map.
2. Find the missing bride groom, he is hiding somewhere because he has cold feet (he's somewhere where there is lots of ice and snow).
Secondary Quests
1. Help the defenseless flower Girl get past the monsters and to the wedding. (Like the Lost Girl at the start of Abstraction). remember she can not fight, has very little defense, but she can run away really fast and hide.
2. Find a buyer for the poor pig farmer that wants to sell her pigs. The buyer could be the cook at the wedding celebration.

Just a few thoughts.

I have been playing the DSLoA version of the Loridan Map looking for places that quests might be placed when I discovered Quayhdar was displaying an armor error and his conversation did not work.

So I searched all the regions of the Loridan map that had conversations and could find no reference to Quayhdar. So next I searched each map region for characters with a screen_name equal to Quayhdar and found nothing. This was also true when I searched for race = utraean. So I decided to look for the region that contained conversations near where Quayhdar was standing. No luck finding anything related to him.

Now I am wondering how he can be in the map yet not exist in the map.

EDIT -- NEVER MIND

He was in the map region Called durathan and he was listed as dsx_utraean_elder_male_01
and he had no mind pointing to jat_talk = world\ai\jobs\common\job_talk.skrit; So I will edit the gas file and start from a save before durathan and see what happens.

Elf

bare_elf wrote:
He was in the map region Called durathan and he was listed as dsx_utraean_elder_male_01 and he had no mind pointing to jat_talk = world\ai\jobs\common\job_talk.skrit; So I will edit the gas file and start from a save before durathan and see what happens. Elf

I should have known as soon as I saw that the character was based on dsx_utraean_elder_male_01 that the problem was a conflict between the Loridan map and both Cat Mansion Adepts and Legends of Utrae as my versions of both mods are set to a very high priority so that all of my changes, edits and modifications will appear on any map. So far this is the only problem I have encountered with a map.
Looks as if I will need to do a little more work.

Elf

I did a bit of editing to get good old Utratusi to work correctly so I could play the Loridan map and still use Cat Mansion Adepts. ORIGINAL TEMPLATE

[t:dsx_utraean_elder_male_01,n:0x00d007e0]
{
[conversation]
{
[conversations]
{
* = uträatussi;
}
}
[placement]
{
q orientation = 0,0.793351,0,-0.608759;
p position = 3.43164,-3.65,-0.241781,0x24fd28ed;
}
}

Here is the changed template

[t:3w_dsx_utraean_elder_male_01,n:0x00d007e0]
{
[common] // added this
{
screen_name = "Utratusi"; //note name change
}
[conversation]
{
[conversations]
{
* = utratusi; // note name change
}
}
[inventory] // added this
{
[equipment]
{
es_chest = ;
es_feet = bo_bo_ch_f_g_c_avg;
es_forearms = gl_ga_bl_f_g_c_avg;

}
[other]
{
}
}
[mind] //added this
{
jat_talk = world\ai\jobs\common\job_talk.skrit;
}
[placement]
{
q orientation = 0,0.793351,0,-0.608759;
p position = 3.43164,-3.65,-0.241781,0x24fd28ed;
}
}

No Conflict Any More

I discovered while putting in save points that there was a major problem in the town of himmelpfort that I had not seen before. So thinking I had screwed up on the himmelpfort save point I took them out.
However when I crossed the bridge into town after removing the save point I still got exception detected error. After emailing both Killer Germal and Iryan I started looking for things such as weapons and characters that did not make the journey from DS1 to DS2. I quickly found the weapons and armor that did not cross over and removed them. Then I discovered the problem in himmelpfort was related to the NPCs (townfolk) I am currently in the process of converting them to townfolk that exist in DS2 or one of the already converted ds1 maps. After that I will reinstall the save points and verify the conversations are still in English. Got somewhat confused while hunting the problem.

Elf

Seems the problem in the Loridan town is with the NPCs I was able to get some of them to reappear as they where in the DS1 map by changing townfolk_m_xx to townfolk_male_xx and townfolk_f_xx to townfolk_female_xx Still some people are missing so I will have to do some more looking. Also the silly people sitting in chairs look like blobs with feet and pony tails giggle might just leave them that way.

Elf

I have installed at least one save point in each map region and they appear to work. Iryan has helped me quite a bit by providing radar and making each town an automatic save point so you can restart in the last town you visit. KillerGermal was kind enough to get the Hub teleport functioning. With all this working I decided to have a real look around. I quickly discovered that a lever that should open a wall in the crypts in map region d_a_k is not functional, the template looks as if it might be missing a few lines of code but I have no idea what is needed to open the wall and allow me to continue on to the next town.

Elf

You are right, the lever appears broken as I checked it in Siege Editor. Incidentally activating the lever should also spawn an ambush. Its possible that defeating the ambush is meant to activate the secret door but it's not working in DS2. Again DS2 also has issues with the placements of DS1 Levers and Use Points so I've sent you a private message with all three fixes. No guarantee of success as I can't test it.

Also sorry to deflate your hopes but that lever just hides a secret area. You can't progress to the next region from there. Checking stitch_helper.gas found in the editor folder of the region reveals that d_a_k has only one region attached to it. Checking Winterdorf reveals that it's linked to three regions. D_A_K which is a dead end, bergpass and D_K_H.

Looking at the stitch_helper.gas for each region reveals that you're looking for bergpass. That region also has two other regions attached to it, D_V_G which is a presumeably dead end and D_G_H which connects to Himmelpfort. From there its linear through 3 more regions until you get to the final region Der_Alte_Wer just pass the town of Durathan.

There's one small region, reisezentrum, that isn't linked directly to any other regions, it seems you need the hub portal to get there according to the elevator.gas.

iryan wrote:
You are right, the lever appears broken as I checked it in Siege Editor. Incidentally activating the lever should also spawn an ambush. Its possible that defeating the ambush is meant to activate the secret door but it's not working in DS2. Again DS2 also has issues with the placements of DS1 Levers and Use Points so I've sent you a private message with all three fixes. No guarantee of success as I can't test it.

Also sorry to deflate your hopes but that lever just hides a secret area. You can't progress to the next region from there. Checking stitch_helper.gas found in the editor folder of the region reveals that d_a_k has only one region attached to it. Checking Winterdorf reveals that it's linked to three regions. D_A_K which is a dead end, bergpass and D_K_H.

Looking at the stitch_helper.gas for each region reveals that you're looking for bergpass. That region also has two other regions attached to it, D_V_G which is a presumeably dead end and D_G_H which connects to Himmelpfort. From there its linear through 3 more regions until you get to the final region Der_Alte_Wer just pass the town of Durathan.

There's one small region, reisezentrum, that isn't linked directly to any other regions, it seems you need the hub portal to get there according to the elevator.gas.



The reason it does not surprise me is that the DS1 map was really only an alpha where the designer had not gotten around to making all the areas, quests of any kind or npcs that could be hired. That is why I decided to attempt to change it. Hard to screw up something that is already broken Smile It has however had a good effect in now because of KillerGermal we now have a working hub teleporter. I also learned how to install save points, rewrite conversations from german to english and edit characters so they exist where none did before.

Elf

iryan wrote:
You are right, the lever appears broken as I checked it in Siege Editor. Incidentally activating the lever should also spawn an ambush. Its possible that defeating the ambush is meant to activate the secret door but it's not working in DS2. Again DS2 also has issues with the placements of DS1 Levers and Use Points so I've sent you a private message with all three fixes. No guarantee of success as I can't test it.

Also sorry to deflate your hopes but that lever just hides a secret area. You can't progress to the next region from there. Checking stitch_helper.gas found in the editor folder of the region reveals that d_a_k has only one region attached to it. Checking Winterdorf reveals that it's linked to three regions. D_A_K which is a dead end, bergpass and D_K_H.

Looking at the stitch_helper.gas for each region reveals that you're looking for bergpass. That region also has two other regions attached to it, D_V_G which is a presumeably dead end and D_G_H which connects to Himmelpfort. From there its linear through 3 more regions until you get to the final region Der_Alte_Wer just pass the town of Durathan.

There's one small region, reisezentrum, that isn't linked directly to any other regions, it seems you need the hub portal to get there according to the elevator.gas.

The fix for the secret door in D_A_K actually leads to another lever which allows you to walk through a wall up a flight of stairs through regions D_G_H, D_V_G and Bergpass all the way to Himmelpfort. There are a lot of nasty bosses and traps where you can fall through the snow in Bergpass but you can get there if you work at it.

Thanks for fixing the secret door Iryan because I was able to locate two of the save points I installed but could never find before because of the broken lever.

The screen shots are a bit out of order as these were taken over several trips do to getting killed or forgetting to pick up health potions on another map so I could Mark my way.











Elf