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Dungeon Siege Adepts 2 for Broken World

Some of us here at Siegetheday have been working on making an anime version of Dungeon Siege 2 like Dungeon Siege Adepts. This has been made possible by the recent release of the Cat Mansion Boys mod by AlphaDD which ports the models made by Hamcat, back around 2003 for the original dungeon siege, into DS2. This completes the set since the Girls were released in 2011 by DDlullu (AlphaDD former avatar).

An Beta version has just been completed which converts all of the npcs in DS2 and Broken World into Cat Mansion people (including the half-giants and dwarves).

Landing at Greilyn Beach

Assault of Greilyn

Amren deciding whether or not to skewer our hero

Amren talking with Celia

Recruiting Deru

Shopping

Not just a partial conversion replacing all the npcs in the game with Cat Mansion models, DS2BW Adepts is also the largest compilation of mods and new art available for Dungeon Siege 2 with over 1500 new character and npc skins, armor, weapons, spells and gameplay changes from some of the best modders from DS2/DS1 (a lot of DS1 content from 3rd party modders, publically available artpacks, Yesterhaven and Return to Arhok, etc) such as Hamcat, AlphaDD (DDlullu), Phoenix (Volkan), Darkelf, KillerGremal, Theresnothinglft, Lurker, Omniscient_Colossus, Ikkyo and of course GPG themselves. Over 30 mods are incorporated into DS2BW Adepts.

You also have more freedom in playing the campaigns. You have full access to Acts 2 and 3 once you have been cured of the plague in DS2 and in Broken World you can access Part Two straight away if you wish. Note that this really needs the Level Adjustment Mod installed to be viable.

There's also a new town and associated quest needed to unlock it in DS2.

There are two versions of the Mod. A custom folder version which is 166Mb download and requires 876Mb to create the custom folder installation of DS2BW Adepts and a basic version which is a 156Mb download and requires 247Mb to install in your Dungeon Siege 2 Broken World Folder.

Both versions at this stage require the Broken World expansion for Dungeon Siege 2. They are also not very compatible with other mods.

If you choose to install the basic version you will have to manage the conflicts with other mods yourself, saved games will be mixed up with regular saves and there'll be no custom presaves to play Broken World straight away.

*Custom folder version (166Mb download, 876Mb uncompressed).
http://www.siegetheday.org/~iryan/files/DS2BW_Adepts_Beta_1i_Custom_Setup.exe

*Separate Modules.
http://www.siegetheday.org/~iryan/files/Adepts_AL_Beta1/DS2BW_Adepts_Resources_Beta1x.ds2res (245MB)
http://www.siegetheday.org/~iryan/files/Adepts_Beta1x/DS2BW_Adepts_Logic_Beta_1x.ds2res (11.2Mb)

*Aranna Legacy Compatible version
http://www.siegetheday.org/~iryan/files/Adepts_AL_Beta1/DS2BW_Adepts_Aranna_Legacy_Logic_Beta1.ds2res (11.2MB)
Requires DS2BW_Adepts_Resources_Beta_1h.ds2res or DS2BW_Adepts_Resources_Beta1x.ds2res
Readme http://www.siegetheday.org/~iryan/files/Adepts_AL_Beta1/DS2BW_Adepts_Legacy_Beta1.txt

Elys DS2 Broken World All*Saves is required to launch the mod.
http://web.archive.org/web/20120509150740/http://garage.gaspowered.com/?q=node/5394
or DS2 Succubus Manager (with Load Succubus Modlet turned off) http://www.siegetheday.org/?q=node/1290
Note that both installers include options for installing the Broken World All*Saves launcher

*Readme (full of useful information)
http://www.siegetheday.org/~iryan/files/Adepts_Beta1x/DS2BW_Adepts_Beta_1x.txt

The mod is ideally designed to be played with the Monster Level Adjustment Mod
http://siegetheday.org/?q=node/1330 but will function quite happily without it (though certain features will be limited).

Thanks to Techiem2 for hosting the files to spare us having to go through Mediafire.

Remember that this is a Beta and as such is mostly feature complete and stable but expect some imbalances in weapons, armor and spells. Suggestions, bug reports, fixes, new skins, etc very much welcomed.

It appears Iryan that the tower elevators have always been hard to work. I ran through to Fallraen with a standard party (no cat mansion, and no Adepts) and the same issues where there. So I went back to DS1 and discovered that the tower elevators where hard to operate both in a multi player game of the Peninsula or in a single player version of Legends of Utrae. So I guess since it has always been there and I did not whine about it before it must be considered a non issue until someone else finds it a pain in the back side. Since there are no quests up the elevators in the DS2 versions of the map then it really does not matter.
Elf

bare_elf wrote:
It appears Iryan that the tower elevators have always been hard to work. I ran through to Fallraen with a standard party (no cat mansion, and no Adepts) and the same issues where there. So I went back to DS1 and discovered that the tower elevators where hard to operate both in a multi player game of the Peninsula or in a single player version of Legends of Utrae. So I guess since it has always been there and I did not whine about it before it must be considered a non issue until someone else finds it a pain in the back side. Since there are no quests up the elevators in the DS2 versions of the map then it really does not matter.
Elf

Thanks for the comprehensive checking. I'll be certain to include the problem in "known issues" section of the readme together with the remedy and noting that it is a known issue from DS1. May help the minute few who actually bother reading readmes.

Maybe I could treat the towers in the Utraean Peninsula like GPG did with the Dryad Towers in Broken World and disable them completely.

iryan wrote:

Thanks for the comprehensive checking. I'll be certain to include the problem in "known issues" section of the readme together with the remedy and noting that it is a known issue from DS1. May help the minute few who actually bother reading readmes.

Maybe I could treat the towers in the Utraean Peninsula like GPG did with the Dryad Towers in Broken World and disable them completely.


Iryan, I would leave them alone and not disable them. I mean if a person forgets to read the read me file for known issues then they can live in the tower for all I care. Anyway people who play games like Dungeon Siege are by default problem solvers, quest followers, so should be able to figure out that if they get stuck and leave the game without saving and come back into the game they will not be stuck. Even if they save it will not be a problem with DS2 since they will find themselves standing by Fallraen City Hall and not up a tower.

Elf

Made my way to Meren without seeing anything weird, so I headed after the Fish Stone. Once collected I decided to chase down the bandits and complete the quest. First bandit looked like a bumble bee so I looked at the templates for the bandits in C:\Adepts Files\Adepts Logic Beta 1d\world\contentdb\templates\actors\evil\ds1_locale where the templates live for the Meren Pirates and Bandits. I could not compare it with older versions of the mod because ds1_locale is a new directory. So I looked at the templates for the bandits and could find nothing wrong with the model(s) being used or missing punctuation. In fact it appears the base character for the pirate and bandit melee character use the same model. Not sure why the engine can not find what it needs and paints the armor as black and yellow stripes.

Elf

bare_elf wrote:
Made my way to Meren without seeing anything weird, so I headed after the Fish Stone. Once collected I decided to chase down the bandits and complete the quest. First bandit looked like a bumble bee so I looked at the templates for the bandits in C:\Adepts Files\Adepts Logic Beta 1d\world\contentdb\templates\actors\evil\ds1_locale where the templates live for the Meren Pirates and Bandits. I could not compare it with older versions of the mod because ds1_locale is a new directory. So I looked at the templates for the bandits and could find nothing wrong with the model(s) being used or missing punctuation. In fact it appears the base character for the pirate and bandit melee character use the same model. Not sure why the engine can not find what it needs and paints the armor as black and yellow stripes.
Elf

Hopefully this is a quick fix for the bumblebees;
http://www.siegetheday.org/~iryan/files/ds1_monster_bandits_x.gas

Copy it to actors\evil\ds1_locale overwriting the existing file (ensuring it's saved as a gas file of course).
A simple mistake which I rectified with the Ehb bandits but not the Utraean peninsula bandits. By changing the skins to cb_ it necessitates that the armor texture has to end with _01. It's interesting that the pirates are okay when they're using fb_ skins so something like b_c_pos_a2_015 will work fine for them. In that case DS2 is looking up the converted DS1_Objects.ds2res for the textures and not DS2BW_Adepts.

So I believe this means the DS2 Cat Mansion Boys will wear skins and armor textures from DS1 without the need for any sort of conversion.

Let me know if the above file doesn't work.

iryan wrote:

Hopefully this is a quick fix for the bumblebees;
http://www.siegetheday.org/~iryan/files/ds1_monster_bandits_x.gas

Copy it to actors\evil\ds1_locale overwriting the existing file (ensuring it's saved as a gas file of course).
A simple mistake which I rectified with the Ehb bandits but not the Utraean peninsula bandits. By changing the skins to cb_ it necessitates that the armor texture has to end with _01. It's interesting that the pirates are okay when they're using fb_ skins so something like b_c_pos_a2_015 will work fine for them. In that case DS2 is looking up the converted DS1_Objects.ds2res for the textures and not DS2BW_Adepts.

So I believe this means the DS2 Cat Mansion Boys will wear skins and armor textures from DS1 without the need for any sort of conversion. Let me know if the above file doesn't work.

That fixes the bandits so I do believe your last statement is correct. I will continue on to Lang, currently on Mt. Utrae

Elf

After the bandit repair I continued on without any problem. Currently looking around Lang so far so good. Will hunt in the Mire for a while then its off to gobble up some goblins.
Elf

Made it to the save point in the Goblin Warrens have not discovered any problems. Will continue on tomorrow.
Elf

I am out of the Fury Den and moving down the valley toward Quillrabe I am at the last save point before town. The Goblin Warrens were not hard but I really got tired of all the little green men. Started to feel like I was hunting on Mars Smile The Fury's Den was truly hard, but not impossible like it has been in the past. It just took trickery, running away, Level 4 combat magic and a good archer or two. I did note a funny thing however no matter how close I was to a wrath archer or mage the arrows always fell short. Not something to fix as I have seen it in the un-modded game. There was in the Den several places where my characters would get stuck and run in place. Figured out how to make them stop, just back up and go either left or right. Oh it did not matter if my party was in rampage or mirror mode. they would still get stuck. I do not have any summoned characters active either, just a party of six. So from my point of view I do not believe there is anything to correct. Will let you know more once I get to Quillrabe.

Elf

Made it to Quillrabe after bar-b-queing a few hundred Droog, must remember not to eat them without washing the sand off first. The Dragon Queen that has the Quillrabe Mask Stone is real nasty, took me 25 minutes to remove her from the cave. I have made it to Hiroth and looking about for what to do next.
Endless Desert or Great Northern Forest as there is a town stone hidden in each. I only found one small issue with a broken conversation. Iryan check your inbox as I sent you a screen shot with location.

Elf

I have found only one minor problem in the whole trip. In Grescal Reena Scudling has a tomb stone over her head and she is not the undertaker, he is on the other end of town. Her conversation is correct.
Now before going to the Great Northern Forest I am going to run a few of the secondary quests.

Elf

I now have all the town stones and have completed all the quests except the last I will place the stones tomorrow and finish the game. I saw nothing wrong on my journey to the island, pyramids or Great Northern Forest. Iryan the Utraean Peninsula Map looks very solid when running with Adepts. I will let you know the result of the last few battles tomorrow -- unless I die or the world ends.

Elf

At the end of the game but the last quest to destroy the Maljin does not complete. I have placed the 10Stone in the location that has always been its resting place
Dose it go somewhere else now?

Let me know if I am misreading the clues.

Elf

i dont think u are finished testing yet... u got the trial of gallus book from doing the 8 town stone quest right? dont forget to test the chicken lvl too! best to do it afk as the chickens take awhile to go down... :mrgreen:

bare_elf wrote:
At the end of the game but the last quest to destroy the Maljin does not complete. I have placed the 10Stone in the location that has always been its resting place
Dose it go somewhere else now?

Let me know if I am misreading the clues.

Elf


No you're doing everything correctly but it doesn't seem to be triggering the endgame sequence NIS. Adepts doesn't change any of the files in the hub_quest dungeon or any of the support files but if you downloaded the updated DS1_Logic.ds2res then that changes one file (in a vain attempt to get multiple difficulties supported in the maps).
Try downloading this patch and see if it makes any difference (has to be applied prior to the final battle or it won't work).
http://www.siegetheday.org/~iryan/files/DS1_Multiplayer_World_Patch.ds2res

Incidentally in the next beta it will be clearer where the stone should be placed as it will have a quest icon to mark it.

Lady Femme wrote:
i dont think u are finished testing yet... u got the trial of gallus book from doing the 8 town stone quest right? dont forget to test the chicken lvl too! best to do it afk as the chickens take awhile to go down... :mrgreen:

That's true unless of course you have already completed it as I believe from memory that in this version of the map you get the quest as soon as you obtain the book so you can run off and complete it before finishing off the Maljin quest.

And I assume you've also completed the Island quest and Lost Pyramids quest. They are a lot easier to find in this map than they were in the original.

iryan wrote:
Lady Femme wrote:
i dont think u are finished testing yet... u got the trial of gallus book from doing the 8 town stone quest right? dont forget to test the chicken lvl too! best to do it afk as the chickens take awhile to go down... :mrgreen:

That's true unless of course you have already completed it as I believe from memory that in this version of the map you get the quest as soon as you obtain the book so you can run off and complete it before finishing off the Maljin quest.

And I assume you've also completed the Island quest and Lost Pyramids quest. They are a lot easier to find in this map than they were in the original.

The other quests are complete, it was only the end game that was the problem.
Elf

@Iryan,
I went back to a save before I picked up the Horath town stone. Placed the town stones. Killed the bad things. Put the 10 stone in place. The door to the last vault did not open and the Last Quest still does not complete. Tried placing the stone all around the room without luck. Not sure what to do now other than move on to another map until the next update of Multi Player World.

Just as a note when it did not work the first time I untanked it and raised the priority to maximum.
Elf

All is now well on the Utraean Peninsula ... at least for now :thumbup1:

Elf

bare_elf wrote:

All is now well on the Utraean Peninsula ... at least for now :thumbup1:

Elf


Good to hear that it solved the problem. So incorrectly assigned questbit numbers were responsible it seems and while they work most of the time, can cause problems. Thanks for the extensive testing to track this problem down.

I am outside the Citadel of Ash, so almost through the map. No quest errors, problems with skins or anything else so far. The added banters that occur are great and explain a great deal left out of the story. Like why there are two races of Krug. Will finish sometime tomorrow and then recheck Ehb.
Elf

Iryan,
Ran through the Yesterhaven map with Adepts and everything is fine. Try as I might I could not find any problems.
Elf

I have made it to the Alpine Caverns searching for Merik. Have not encountered any major issues to this point. Was hard pressed at the start with just Norik's Dog to help out. However things a going nicely now.

Elf

I have made it to the check point in the Castle Ehb Prison. Have not found any problems with the DS2 version of the Kingdom of Ehb running with Adepts. Should finish tomorrow if I have time between watching my relatives and doing other important things.

Elf

bare_elf wrote:
I have made it to the check point in the Castle Ehb Prison. Have not found any problems with the DS2 version of the Kingdom of Ehb running with Adepts. Should finish tomorrow if I have time between watching my relatives and doing other important things.

Elf


You're hard to keep up with! It's a pity that the ratio of modding versus playing is something like 1000:1

I've only just finished adding the banters, auto character equipping and quest icons to the Utraean peninsula and started testing (just finished the Lord Hovart quest) and you're almost finished Ehb after starting a day or so ago. Even such simple things like the banters and quest icons take considerable time to insert into the maps.

Still good work though I'd like to know if the early banters in KOE work or not as I had to rescript the ones in the Utraean Peninsula as DS2 decided it didn't like the format I was using (even though it's identical to the one in KOE) and failed to play them. I don't know if it was a mistake I made or that DS2 needs a certain number of characters in the party for the single_char_generic_banter flick to start working.

iryan wrote:

You're hard to keep up with! It's a pity that the ratio of modding versus playing is something like 1000:1

I've only just finished adding the banters, auto character equipping and quest icons to the Utraean peninsula and started testing (just finished the Lord Hovart quest) and you're almost finished Ehb after starting a day or so ago. Even such simple things like the banters and quest icons take considerable time to insert into the maps.

Still good work though I'd like to know if the early banters in KOE work or not as I had to rescript the ones in the Utraean Peninsula as DS2 decided it didn't like the format I was using (even though it's identical to the one in KOE) and failed to play them. I don't know if it was a mistake I made or that DS2 needs a certain number of characters in the party for the single_char_generic_banter flick to start working.

It is not that I have been rushing or anything, but I had to be with my relatives for a little over 36 hours because one of the caregivers was missing. So while they slept I was able to get in some playing time and as I am sure you are aware old people tend to sleep a good deal. Anyway the new banters in KoE seem to work correctly no matter how many party members I have. Not sure if there is a minimum number of party members. However I would not expect a banter between two characters would not work if those two characters where not in the party. Should not be an issue if the banter is between the primary character and the NPC. However I will keep a close eye for any strangeness when I get to testing the other maps.

Elf

The GOM is dead or at least turned to dust until I decide to play KoE again. I could find no problems with the quests, characters, new banters, So Iryan I would say that Kingdom of Ehb in its DS2 form working with Adepts is a GO! Where should the tester go now Iryan, have any updates ready for me?
Now it is off to make lunch for the relatives.

Elf

bare_elf wrote:
The GOM is dead or at least turned to dust until I decide to play KoE again. I could find no problems with the quests, characters, new banters, So Iryan I would say that Kingdom of Ehb in its DS2 form working with Adepts is a GO! Where should the tester go now Iryan, have any updates ready for me?
Now it is off to make lunch for the relatives.

Elf


Thank you but there's nothing that requires testing at the moment as I'm still working on the Utraean peninsula.

It'll probably be a while before I get it finish. I'll let you know.

iryan wrote:

Thank you but there's nothing that requires testing at the moment as I'm still working on the Utraean peninsula.

It'll probably be a while before I get it finish. I'll let you know.


Okay Iryan,
Maybe I will invent a new ranged weapon or some never before seen armor.
Maybe I will play a few of the DS1 or LoA maps in their native environments.
But I will be ready to do testing any time you need me, well unless I get run over by a train, or go totally insane from herding cats.
Elf

lol maybe iryan, u shud assign bare elf some work to do to help u fix/convert the UP map since its tuff pulling it off alone. shud prolly save some time and get it done quicker.

shud also help elfy kill off a lot of her time figuring out how to work and fix the stuff... keke~ :mrgreen:

actually, its a good idea to replay a map a few times with a different char race/class etc. to double check and 3ple check there are really no bugs that u manage to catch. this is called being thorough and a departure from all the buggy games out there... :roll: :trout: Laughing out loud

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