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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.

rupzrayem wrote:
I play using the custom folder setup, and when I played the game, everything went fine but I couldnt recruit any party members like Lothar, Taar, etc. Can someone help?

We would be very happy to help you, but we will need a little more information. It would also be very good idea to register on the site so that everyone can see your posts. At present without being a member only moderators can see your posts.
So please register and then post the answers to the following.

What version of Windows are you using. Windows XP, Windows7, Windows 8 or some other version of Windows.

What version of Dungeon Siege 2 are you using.

Are you using Elys' Allsaves for broken world or Elys' Succubus Manager.

What is the version number of the installer for Adepts.

Thank you for your post

Elf

rupzrayem wrote:
I play using the custom folder setup, and when I played the game, everything went fine but I couldnt recruit any party members like Lothar, Taar, etc. Can someone help?

How many party member slots did you purchase from the inn keeper?

Elf

@ Iryan -- The update to the utraean peninsula map has several problems when played with adepts. I never got out of Elddim Inn and discovered that the hireable NPCs are not there even though their three crown icons are. There are dozens of pretzel people stumbling about in a great deal of pain. The poor bartender can not see over the counter and she has a very strange looking skin tone and it appears part of her face is missing. I gather that you renamed some of the characters and that might be why the Hireable ones are not there. I checked Yesterhaven and Legends of Aranna quickly and it does not look as if the people there are messed up.
I will wonder through the new peninsula map with standard characters just to look at the changes.

Elf

- I might fling caution to the wind and join you.. :woot:

bare_elf wrote:
@ Iryan -- The update to the utraean peninsula map has several problems when played with adepts. I never got out of Elddim Inn and discovered that the hireable NPCs are not there even though their three crown icons are. There are dozens of pretzel people stumbling about in a great deal of pain. The poor bartender can not see over the counter and she has a very strange looking skin tone and it appears part of her face is missing. I gather that you renamed some of the characters and that might be why the Hireable ones are not there. I checked Yesterhaven and Legends of Aranna quickly and it does not look as if the people there are messed up.
I will wonder through the new peninsula map with standard characters just to look at the changes.

Elf


Ah yes I forgot all about compatibility with Adepts. When I changed the internal map name it broke Adepts compatibility.

Should be easy enough to fix with an update to Adepts. I'll just take a little time to double check the banters, etc. Incidentally at some stage I'll release an update to Adepts with Diabloish and Return to Arhok compatibility.

Kingdom of Ehb, Legends of Aranna and Yesterhaven should be fine.

I've updated DS2BW Adepts to version beta1k to support the new version of the Utraean Peninsula.
http://www.siegetheday.org/~iryan/files/Adepts_Beta1k/DS2BW_Adepts_Logic_Beta_1k.ds2res

http://www.siegetheday.org/~iryan/files/Adepts_Beta1k/DS2BW_Adepts_Beta_1k.txt
Requires the resource pack from version beta_1i to work

It is the same on whatever map i open and whatever vendor of weapons. About 1/3 to 1/2 of the slots on each page of the vendor's inventory is taken up by some version of the Cinbri Assassin Shiv. That really limits what other weapons can be displayed and purchased. Not sure what is causing this Iryan, but it is only a problem related to Adepts. The problem has been there for Logic H, J and K. For now I will just remove them and see if I can get the weapons my characters need.


page one of a three page ranged inventory

page two of a three page ranged inventory

Need I show more?
Elf

I moved things related to the cinbri ranged weapons to a sub folder that DS2 is not aware of, but left them in the mod just so I can put them back if the problem is located in some other area of the mod. At first I did not think I had fixed the problem, because they where still there. Just to verify I had not done something stupid I zipped up the character I was using, so that the game would not see her, but I could go back to her if need be. (yes if you put a character's folder into a compressed file you can save them, to go back to without having to remove them from the saved game folder.) Made a few other minor changes to the starting characters so that they would get their base equipment from my armor and weapons mods. Started a new game and all the normal starting bows, crossbows, and throwing weapons where there again. I will play the game this way until either you or I figure out why there are so many extra cinbri weapons. I did not check the cinbri melee weapons since most of my characters are rangers with combat and nature magic skills. But I will look at this later just to see if the same problem exists.

Elf

bare_elf wrote:
It is the same on whatever map i open and whatever vendor of weapons. About 1/3 to 1/2 of the slots on each page of the vendor's inventory is taken up by some version of the Cinbri Assassin Shiv. That really limits what other weapons can be displayed and purchased. Not sure what is causing this Iryan, but it is only a problem related to Adepts. The problem has been there for Logic H, J and K. For now I will just remove them and see if I can get the weapons my characters need.

Need I show more?
Elf


The Cinbri Assassin Shiv comes from Volkan's (Phoenix) mod of the same name as credited in the readme. For the Legendary Mod you would use the mod found in the download's section here at Siegetheday.

The Cinbri Assassin Shiv simply hits the sweet spot of the pcontent system which causes the game to spam them. For the author of the Cinbri Assassin mod this is a good thing and I don't know whether it's a result of clever research on the behalf of Phoenix or a fluke. I've notice in the Legendary Mod a similar phenomenon with some of the vanilla DS2 armors, while some of the DS1 armors appear very rarely.

Tweaking the shop's selling list ranges can modify this behaviour somewhat. I'll have a look and see what I may be able to do.

what appears in the shop is effected by what's newest template as well, for instance if one creates a new armor mod, those armor will more likely appear more than original ds2 stuff etc... one way to fix this issue would to when updating, giving all the files the same datestamp. Also the mod's priority has some effect and the item's pcontent level too. Unfortunately one way to remedy this is to edit a shop gas file much like a supershop mod but then that would lead to compatibility issues with shop mods... sadly this game isn't fair to all mods which is unfortunate.

Darkelf wrote:
what appears in the shop is effected by what's newest template as well, for instance if one creates a new armor mod, those armor will more likely appear more than original ds2 stuff etc... one way to fix this issue would to when updating, giving all the files the same datestamp. Also the mod's priority has some effect and the item's pcontent level too. Unfortunately one way to remedy this is to edit a shop gas file much like a supershop mod but then that would lead to compatibility issues with shop mods... sadly this game isn't fair to all mods which is unfortunate.

Datestamps? What are those DE?

Dulac wrote:

Datestamps? What are those DE?

I know I am not DE but BE. However the date stamp is the creation date and time of a file. Therefore if you had a mod called "mod" and the priority of that mod was 12 and you saved it right now. Then an hour later you made a change to the mod but did not change the priority or file name. Then both mods where left in the resources folder the second mod based on when it was created would take priority over the previous one.

This would also be the case where two mods have the same item, say a sword called bob. but the properties of of bob in one mod are different that the other. whichever mod had the newest date it would take priority over the other.

However dark elf I do not think this is the case as these templates are part of BW Adepts and therefore are not taking over priority in an adepts game. Also If the Cinbri mod where used with Legends as a stand alone mod its datestamp would be older than Legends
Elf

Date Stamps or Priority isn't the issue in this case.

The Cinbri Assassin Mod is part of Adepts, as Adepts is a compilation mod as well as a partial conversion, since it isn't very compatible with other mods unless they are incorporated into it (for example I tried to make it compatible with Aranna Legacy but failed).

Other Adepts and the Legendary Mod do change the shops list but only to increase the number of items that may be available, (except for the secret town which has a secret shop). The Legendary mod has no priority level at all in order to try to make it compatible with other mods who do have a priority level. Conversely Adepts has the highest possible priority level since it changes so many core files that it isn't very compatible with other mods as I just mentioned.

What Bare_Elf is unhappy about is that the Cinbri weapons are appearing more frequently than the other ranged weapons. As I said before I think the answer is in the pcontent block in the weapon's template.

bare_elf wrote:
Dulac wrote:

Datestamps? What are those DE?

I know I am not DE but BE. However the date stamp is the creation date and time of a file. Therefore if you had a mod called "mod" and the priority of that mod was 12 and you saved it right now. Then an hour later you made a change to the mod but did not change the priority or file name. Then both mods where left in the resources folder the second mod based on when it was created would take priority over the previous one.

This would also be the case where two mods have the same item, say a sword called bob. but the properties of of bob in one mod are different that the other. whichever mod had the newest date it would take priority over the other.

However dark elf I do not think this is the case as these templates are part of BW Adepts and therefore are not taking over priority in an adepts game. Also If the Cinbri mod where used with Legends as a stand alone mod its datestamp would be older than Legends
Elf

Oh, tank priority!

Dulac wrote:

Oh, tank priority!


Well not really. Tank priority is a number between 0 and 35767
However the time the file was created supersedes the tank priority set when using tank creator. So you could have two files of the same name with a minor change to a template in one and the exact same tank priority and the file created last would take priority over the earlier file even though the tank priority was the same. The datestamp is read by the game engine and the newest file date is always loaded first.
There is also a alphabetic priority that can screw things up. Just ask iryan about the objects file used in Legendary Map Pack Smile

Elf

iryan wrote:
What Bare_Elf is unhappy about is that the Cinbri weapons are appearing more frequently than the other ranged weapons. As I said before I think the answer is in the pcontent block in the weapon's template.

The pcontent is indeed guilty of the mass store and drop chance. If I remember there are 2 pcontent templates, each with their own chance to drop content from 5-100 in intervals of 10.

Feel free to adjust anything you need to get things working as intended. As always, any mod I make can be considered open source.

PhoeniX wrote:
iryan wrote:
What Bare_Elf is unhappy about is that the Cinbri weapons are appearing more frequently than the other ranged weapons. As I said before I think the answer is in the pcontent block in the weapon's template.

The pcontent is indeed guilty of the mass store and drop chance. If I remember there are 2 pcontent templates, each with their own chance to drop content from 5-100 in intervals of 10.

Feel free to adjust anything you need to get things working as intended. As always, any mod I make can be considered open source.


I know and appreciate your gesture of having your mods open sourced and I've taken a cue from it with my own. Anything to promote this great game.

Anyhow I don't want to make too many changes to the drop rates as I like the Cinbri Assassin Mod very much and they suit the Adepts mod. Almost like an unofficial class. Very good work. I suspect though some players like keeping their Rangers out of harm's way and snipe at the enemy from a distance. With the Cinbri Mod you have to get close and personal but it's balanced by taking full advantage of the skills available to them.

Here's a version of DS2BW Adepts with Cat Mansion support for Return to Arhok and Diabloish.
http://www.siegetheday.org/~iryan/files/Adepts_Beta1m/DS2BW_Adepts_Logic_Beta_1m.ds2res

Readme; http://www.siegetheday.org/~iryan/files/Adepts_Beta1m/DS2BW_Adepts_Beta_1m.txt

Just replace the old version of DS2BW_Adepts_Logic.ds2res with the new one. It won't be placed in the main thread posting until a bit more polishing is done.

Most characters should be working and I've verified that the recruitable characters in Return to Arhok work. There will be some clipping problems with npcs standing in chairs rather than sitting on them, etc but I don't want to spend too much time on that at the moment since KillerGremal has indicated than these maps are likely to be updated at some point and that may break some things.

One thing that I like very much in Return to Arhok is the actor_audio_response that the party members use. Remember the original Legends of Aranna where the party members would acknowledge actions when you click on them, etc. It's very similar to that. I would love to borrow this feature for all the recruitable characters in Adepts and the Legendary Mod if I can work out how it's done. Very nice indeed KillerGremal.

Incidentally the Cinbri Assassin Shivs didn't show up at all in the shop list. So as I suspect the settings of the shop lists also influence what items are available above and beyond a simple level range.

iryan wrote:
. . .
Most characters should be working and I've verified that the recruitable characters in Return to Arhok work. There will be some clipping problems with npcs standing in chairs rather than sitting on them, etc but I don't want to spend too much time on that at the moment since KillerGremal has indicated than these maps are likely to be updated at some point and that may break some things.
. . .
Well, I wasn't that sure concerning the last release. There were several new/experimental things, but evidentially they seem to work fine (...or don't cause troubles worth to be mentioned ;)).
So a map updated is not really needed currently. However if I would add new content to the town, I also could copy it manually to the trap.gas file not to affect the files normally used (expect of streamer_node_content_index.gas).

 

iryan wrote:
. . .
One thing that I like very much in Return to Arhok is the actor_audio_response that the party members use. Remember the original Legends of Aranna where the party members would acknowledge actions when you click on them, etc. It's very similar to that. I would love to borrow this feature for all the recruitable characters in Adepts and the Legendary Mod if I can work out how it's done. Very nice indeed KillerGremal.
. . .
Glad you like it, feel free to copy it over. I also could move it to the content mod later once.
 

There appears to be a small problem with Logic M. I decided to start a new character based on a human female and I was given two choices a cat mansion character and a broken regular female. I checked the male characters too and they where also two. The other races where fine.

If I go back to logic K all is okay. In both cases was using resources H since I could not find a newer one.

Elf

I looked for differences in the character files for the various characters. Catgirl, catelf, catdryad and the others using my file compare program and could find nothing at all different between Logic K and Logic M gas files for the characters you can make at the start of the game. The elves, dwarves, dryads and half giants are fine as are the premade characters. Silly little eared humans. could it be their ears?
Sorry iryan that I could not discover why this was happening. I will keep looking.

Elf

I noticed that the body color of the female character was utraean. So I looked at what files where installed using the Adepts Custom Folder installer and one of the files was DS1_Mod_BW_Playable_Utraeans once I remove the file everything was back to normal. Not sure why when using logic K1 I did not have the problem but when using logic M1 I did.
I might have done something wrong when I reinstalled adepts but do not think so.

Elf

bare_elf wrote:
I noticed that the body color of the female character was utraean. So I looked at what files where installed using the Adepts Custom Folder installer and one of the files was DS1_Mod_BW_Playable_Utraeans once I remove the file everything was back to normal. Not sure why when using logic K1 I did not have the problem but when using logic M1 I did.
I might have done something wrong when I reinstalled adepts but do not think so.

Elf


The cause would almost certainly be a tank priority issue. I've examined all the files and nothing has changed in the relevant files controlling the selectable hero between the two versions. As both the Playable Utraean Mod and Adepts modifies the same files relevant to hero creation, it's easy to muck up the priorities if one isn't careful. I assume I made such a mistake with version Beta M1 (Incidentally there was no version Beta L1 because of possible confusion with the letter).

I noticed that the female Cat Mansion already has an Utraean skin even without the Playable Utraeans installed, while the males don't.

So I propose simply adding more Utraean skins to the hero selction screen so you can make an Utraean without having the Playable Utraeans installed.

iryan wrote:

The cause would almost certainly be a tank priority issue. I've examined all the files and nothing has changed in the relevant files controlling the selectable hero between the two versions. As both the Playable Utraean Mod and Adepts modifies the same files relevant to hero creation, it's easy to muck up the priorities if one isn't careful. I assume I made such a mistake with version Beta M1 (Incidentally there was no version Beta L1 because of possible confusion with the letter).

I noticed that the female Cat Mansion already has an Utraean skin even without the Playable Utraeans installed, while the males don't.

So I propose simply adding more Utraean skins to the hero selction screen so you can make an Utraean without having the Playable Utraeans installed.

Works for me. If I recall I created several utraean skins for both male and female way back when we started adepts. I will try to locate them, and if I can not find them do to the two computers I was using then passing away to the big cloud in the sky, I will just make some new ones or modify some of the half giant skins to look like utraean skin colors. both utraeans and half giants are into tattoos so it would be easy to tweak a color here and there to make them appear different and then just rename them.

Elf

I've added 3 male and 1 female Utraean skins to the existing female Utraean Skin

These are the ones from the Legendary Mod (found in good_a_npc\utraean folder in the DS1_Mod_Exp_Content.ds2res file). I do remember bare_elf making a couple more skins and I'll have a look around as another male and 2 female skins would be nice.

Looking at the structure of the Legendary Mod I doubt the Playable Utraean Mod would work with it now as I've changed the names of the skins so the ones the Playable Utraean Mod refers to no longer exist. So something else to fix.

These will be released with version Beta 1N together with placement fixes for Return to Arhok and Diabloish.

iryan wrote:
I've added 3 male and 1 female Utraean skins to the existing female Utraean Skin

*
Iryan.
My copy of Adepts Resources H1 (which I have not modified contains 3 male utraean skins and 2 female skins.) located in cat_female and cat_boy folders. If they are not in yours where did they come from? I know I can not dream these things into existance.

Elf

bare_elf wrote:
iryan wrote:
I've added 3 male and 1 female Utraean skins to the existing female Utraean Skin

*
Iryan.
My copy of Adepts Resources H1 (which I have not modified contains 3 male utraean skins and 2 female skins.) located in cat_female and cat_boy folders. If they are not in yours where did they come from? I know I can not dream these things into existance.

Elf


I meant enabling them in the hero selection screen. Previously there was only a single female Utraean skin that could be selected. Don't ask me why I didn't make the others selectable before now because I wouldn't be able to tell you. Probably something that I meant to do but got side tracked with other things.

DS2BW Adepts has been updated to Beta 1n
http://www.siegetheday.org/~iryan/files/Adepts_Beta1n/DS2BW_Adepts_Logic_Beta_1n.ds2res (8.6Mb)

Readme: http://www.siegetheday.org/~iryan/files/Adepts_Beta1n/DS2BW_Adepts_Beta_1n.txt

Better support for Return to Arhok and Diabloish (Note requires Diabloish Beta02 not Beta01 or 01a).
More Utraean skins have been added to the hero selection screen (So the Playable Utraean Mod is no longer required).
Skill trainers have been added to Kingdom of Ehb, Utraean Peninsula, Legends of Aranna and the Secret Town in Ds2.

Note that the Legendary Maps containing the regular versions of the skill trainers have not yet been released but these Adepts versions should still work (found in Fortress Kroth, Fallraen, Cliff City and KathyCF's coffee shop).

iryan wrote:
bare_elf wrote:
iryan wrote:
I've added 3 male and 1 female Utraean skins to the existing female Utraean Skin

*
Iryan.
My copy of Adepts Resources H1 (which I have not modified contains 3 male utraean skins and 2 female skins.) located in cat_female and cat_boy folders. If they are not in yours where did they come from? I know I can not dream these things into existance.

Elf


I meant enabling them in the hero selection screen. Previously there was only a single female Utraean skin that could be selected. Don't ask me why I didn't make the others selectable before now because I wouldn't be able to tell you. Probably something that I meant to do but got side tracked with other things.

It happens to us all iryan, that is why I thought a 48 hour day would be useful, giving you 16 hours to sleep, 8 hours for real world job and what remains would be yours to use as you wished.

Elf

Hi Iryan,
I have all the current files for both Adepts and the legendary map pack (as of 4/11/2014 at 2 PM)
I am playing through the Utraean Peninsula to find out how you changed the end game Hiroth stone and all that.

In Fallraen the person who has the ability to reset powers does not work. Her conversation does not happen when you click on her. Not sure if this is an issue when playing without Adepts.

Once again in Merin The pirate captain is missing and I can not find the quest related to the pirates. The other pirates are there as is their pirate ship. I have not played the new utraean peninsula map without adepts so again I can not say if this problem exists without Adepts.

Elf

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