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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.

i also vaguely remember something about the aegis checks for the agallan trial and something about drevin's medallion and making a quest with it.

iirc, in order for the agallan giants to reforge the shield of azunai, u need all 4 aegii and drevin's medallion. the agallan giants say that the latter is supposed to be the missing 5th fragment of the shield to perfect it to defeat the sword of zaramoth. without it, the sword of zaramoth will just shatter the shield again and history repeats itself.

therefore, since u wanted to make some kind of a quest with the medallion to motivate the player to go on in a particular area, u shud go ahead with that as the player MUST have the "5 pieces" of the shield.

also remember to set the azunite ancestor's talk flick to require the player to have all the 5 parts of the shield to gain access to the agallan trial

next, i have an idea for revisiting the tut. here's the story right from the beginning when the game starts:

the player wakes up in the dryad prison suffering from amnesia after being knocked out by valdis. the player cannot recall any detail about being part of the siege of greilyn beach and why the dryads are so angry at him/her.

*cutscene goes on and celia explains to the player why he/she is behind bars since the player cannot recall anything*

*games goes on.... blah blah*

at some point, the azunite scholar (5th dark wizard) offers to jog the player's memory about the siege of greilyn beach. so the player gets warped to the tut start. (as for the finer details of the player being allowed to use his current equipment for the tut, i leave it to u or maybe u have other ideas...) Smile

after finishing the tut area, the player recalls about drevin's medallion and sets out on a quest to search for it and find it but the dryads dont have it and dont recall ever seeing it.

maybe the medallion was intentionally stolen from the player by the azunite scholar without his/her knowing it in order to lead the player on as a tool by the dark wizards.

so that summarises my idea about revisiting the tut and how to set up the required quest to find drevin's medallion. i hope it is useful and is of help.

i was kinda disappointed not many ppl like the tut. i actually like the tut as its a great place for testing out my new mods and char builds as lots of pro players have said the starting build order for your character is very important! so i dont want to end up with a sucky char i hate playing and ends up lying down more often than standing up and fighting! lol ooops going off topic here~ keke~ :mrgreen:

Lady Femme wrote:
i also vaguely remember something about the aegis checks for the agallan trial and something about drevin's medallion and making a quest with it.

iirc, in order for the agallan giants to reforge the shield of azunai, u need all 4 aegii and drevin's medallion. the agallan giants say that the latter is supposed to be the missing 5th fragment of the shield to perfect it to defeat the sword of zaramoth. without it, the sword of zaramoth will just shatter the shield again and history repeats itself.

therefore, since u wanted to make some kind of a quest with the medallion to motivate the player to go on in a particular area, u shud go ahead with that as the player MUST have the "5 pieces" of the shield.

also remember to set the azunite ancestor's talk flick to require the player to have all the 5 parts of the shield to gain access to the agallan trial:


Actually there's only two checks that have to be made, one for the end of each of the first two chapters. Getting to the end of chapter two will automatically net you the aegis of death and getting to the Agallan Trial in chapter three will net you the aegis of sight and aegis of life. The player gets the medallion from Taar once the ring of submission is removed.

So a check needs to be made for the aegis of blindness at the end of chapter two and something at the end of chapter one.

I'm at that point at the moment in testing, having defeated the 3 mages and obtained the aegis of life. That fight was actually quite easy at level 26 and the mage's had 11000 less life each than they would at their default level of 38. However there's a bug with the crystal shields they summon which makes them invincible while they are up. Instead of 5000 hp each at level 29 (their default level) they actually had more life, around 6200 hp each! So I ran out of mana trying to destroy the shields and took so long that the surviving mage had time to summon a second set of them. After spending nearly 2 hours trying to fix the shields I gave up and simply made it so they could only summon one of them. Hopefully KillerGremal might have an idea of what causing this bug.

There'll be another version of the mod soon as I'm working on the azunite ancestor's flick trying to fine tune it to work perfectly as the current version of the released alpha is bugged and he won't talk to you at all. I've nearly got it right and he'll tell you that you need all 4 pieces of the shield if you don't have them and will allow you to proceed if you do ( I did this by giving myself the pieces of the shield in the map during testing).

Lady Femme wrote:

next, i have an idea for revisiting the tut. here's the story right from the beginning when the game starts:

the player wakes up in the dryad prison suffering from amnesia after being knocked out by valdis. the player cannot recall any detail about being part of the siege of greilyn beach and why the dryads are so angry at him/her.

*cutscene goes on and celia explains to the player why he/she is behind bars since the player cannot recall anything*

*games goes on.... blah blah*

at some point, the azunite scholar (5th dark wizard) offers to jog the player's memory about the siege of greilyn beach. so the player gets warped to the tut start. (as for the finer details of the player being allowed to use his current equipment for the tut, i leave it to u or maybe u have other ideas...) Smile

after finishing the tut area, the player recalls about drevin's medallion and sets out on a quest to search for it and find it but the dryads dont have it and dont recall ever seeing it.

maybe the medallion was intentionally stolen from the player by the azunite scholar without his/her knowing it in order to lead the player on as a tool by the dark wizards.

so that summarises my idea about revisiting the tut and how to set up the required quest to find drevin's medallion. i hope it is useful and is of help.

i was kinda disappointed not many ppl like the tut. i actually like the tut as its a great place for testing out my new mods and char builds as lots of pro players have said the starting build order for your character is very important! so i dont want to end up with a sucky char i hate playing and ends up lying down more often than standing up and fighting! lol ooops going off topic here~ keke~ :mrgreen:

I agree about the tutorial as I like it and it sets the story up quite well. What I can to do is put a portal on the beach that the player can use to warp to just before the temple, so if they want to skip the tutorial they can without disrupting the starting sequence of waking up in jail.

To let you know what I've done with the aegis in this alpha, the aegis of sight is now obtained at the end of the first chapter. Lord Kalrathia no longer gives it to you. I could quite easily swap it with the medallion as the check the azunite ancestor talk flick makes looks for a quest item. Currently that's the aegis of sight and aegis of blindness. It would make the conversations with Lord Kalrathia better too as nothing would need to be changed. Instead the Azunite Scholar tells you in his first conversation when you meet him that he knows where the medallion is so to lead the player to the end of the chapter.

As the azunite ancestor obviously knows that the player needs the medallion (he hints at it during one of his speeches when he says that the shield could be reforged stronger than ever) that could be his reason for blocking the player from entering the Agallan Trials if they have the 4 pieces of the shield but not the medallion.

That did not work as when we jumped to Kalrathia we died just out of the gate. I guess I will have to try with a player at the base level, and not use one that I built custom at level 50 or whatever.
Off we go again.

Elf

bare_elf wrote:
That did not work as when we jumped to Kalrathia we died just out of the gate. I guess I will have to try with a player at the base level, and not use one that I built custom at level 50 or whatever.
Off we go again.

Elf


If you custom built the character why not give her a thousand gold spending money? Then you could buy two extra slots for the party and go and recruit Lothar and Amren. Finala is also relatively easy to get.

I was lucky that I had a level 16 party already that has got to the desert in act 1 so had 5 party members.

Act 3 unfortunately has no party members to recruit and maybe that's something else that needs addressing? For example I think KillerGremal has made Nora the combat mage as a recruitable character in Aranna Legacy and maybe he'd be kind enough to borrow her setup for DS2 Adepts. Otherwise there's a couple other likely candidates that could be made into recruits, Berseba for example.

Hopefully I'll have a fix for the Azunite ancestor by the time you get to that part of the quest but if not your game will be fine as long as you don't save inside the Agallan Trial near the azunite ancestor.

iryan wrote:

If you custom built the character why not give her a thousand gold spending money? Then you could buy two extra slots for the party and go and recruit Lothar and Amren. Finala is also relatively easy to get.

I was lucky that I had a level 16 party already that has got to the desert in act 1 so had 5 party members.

Act 3 unfortunately has no party members to recruit and maybe that's something else that needs addressing? For example I think KillerGremal has made Nora the combat mage as a recruitable character in Aranna Legacy and maybe he'd be kind enough to borrow her setup for DS2 Adepts. Otherwise there's a couple other likely candidates that could be made into recruits, Berseba for example.

Hopefully I'll have a fix for the Azunite ancestor by the time you get to that part of the quest but if not your game will be fine as long as you don't save inside the Agallan Trial near the azunite ancestor.


Giggle@Iryan

Iryan when I build a custome character I always give them enough money to fill all six party slots and equip each party member with good weapons, armor and spells for the level they are at. I just wanted to see what would occur when I had just two well equiped level 50 characters in Kalrathia since I could go there from the start of the game. I figured this would happen but I had to attempt it. Heck I once played both DS2 and Broken World with just my primary character at level 100 with very special armor and a very very special bow. The only spells I used where teleport, Heal level 4 and a bunch of health potions. It was before both you and KillerGermal created your current masterworks, but I bet I could still do it if I had the time
Elf

This alpha should allow you to play from start to finish and complete the game while being able to complete all chapters whatever way you please up to the Agallan Trials.

The ancestor of the azunites will politely tell you to get all 4 shield pieces before allowing access to the Trial. If you have all 4 pieces of the shield the movie showing the Trial should play once and then you get the default after movie conversation.
http://www.siegetheday.org/~iryan/files/DS2BW_Adepts_Logic_Alpha_SE3.ds2res

Now I'll investigate setting up an optional bypass of the tutorial and restricting access of the portal until the player has been cured of the plague. I'll use part of Lady Femme's suggestion and get Taar to tell you that she no longer has the medallion thus giving the player incentive to complete act one. The azunite scholar could reinforce this when you meet him at the dryad exile colony and again at the portal to the azunite desert. This would allow me to restore the aegis of sight to it's rightful place in Kalrathia and avoid inconsistencies in the conversations with Lord Kalrathia that now exist. If the player still continues to ignore act one then the ancestor of the azunites will bluntly tell them that the medallion is just as important as the other four pieces of the shield.

Could possibly allow the player to get to the Agallan Giants to hear them refuse to reforge the shield but how to get a hint in about the importance of the medallion, as originally the Giants didn't recognize the medallion until you showed up before them. At least the Ancestor obviously knows about it's importance before the Giants do. Plus altering the Agallan Giant's talk flicks, etc would be a challenging task.

Any suggestions about what to do about the Sanctuary Doors?

unfortunately, i think im going to have to take a drastic view on this sanctuary door issue... i wud say do away with them and try to remove these objects from the game world.

personally, i feel that the doors blocking the rare item chests are just redundant. in unmodded ds2, u can just hire any npc or buy a pet with the relevant skill to break down the door. therefore, imho these doors just serve a self defeating purpose. level restricted doors just have no place to function in an open ended game world.

instead, i suggest modding the loot drop list for the sanctuary door chests to be auto lvled to the char instead. this shud fix high lvl items popping from the act 3 sanc door chests if the player chooses to do act 3 first.

oh dear, i think i need to think this over carefully as i think my own idea sounds kinda half baked... :silly:

I wouldn't do away with sanctuary doors but remove the level restrictions, I do like doors that require certain characters being available... examples of sanctuary doors that are pain are the ones in the plagued well for nature and ranged. seems every time I take a new character there I never meet the level restrictions. and then when one gets to azunite desert there is melee, and because I use lothar as combat mage I never have a melee merc so end up leaving it tell I get sartan later on. oh almost forgot the one just outside gate in hak'u area that has all 4, I think I did it like 3 times just to get em all and by time I get last one the items I get are useless.

I personally would like to see the drop rate increased especially from these type chests and all chests in general, nothing I hate more than a barrel or chest that opens with nothing in it.

sadly having an open world, leaves the loot drops tainted, since the game just don't drop based on what level character is, some items are placed with their levels no matter what level. as seen with the nexus staff, mentioned in an earlier post, yet another example of a level restriction not needed or even arinth's staff for that matter.

Darkelf wrote:
I wouldn't do away with sanctuary doors but remove the level restrictions, I do like doors that require certain characters being available... examples of sanctuary doors that are pain are the ones in the plagued well for nature and ranged. seems every time I take a new character there I never meet the level restrictions. and then when one gets to azunite desert there is melee, and because I use lothar as combat mage I never have a melee merc so end up leaving it tell I get sartan later on. oh almost forgot the one just outside gate in hak'u area that has all 4, I think I did it like 3 times just to get em all and by time I get last one the items I get are useless.

I personally would like to see the drop rate increased especially from these type chests and all chests in general, nothing I hate more than a barrel or chest that opens with nothing in it.

sadly having an open world, leaves the loot drops tainted, since the game just don't drop based on what level character is, some items are placed with their levels no matter what level. as seen with the nexus staff, mentioned in an earlier post, yet another example of a level restriction not needed or even arinth's staff for that matter.


Actually that's another great thing about the monster_level_adjustment mod. It also dynamically changes the loot level as well. All except for those specific unique quest rewards mentioned. There's a couple of flick codes that can generate different versions of items based on level.

So once I finish the unlocking of the chapters I'll concentrate on that. At the moment in the alpha I'm testing I have a portal bypass of the tutorial so players who don't want to play the tutorial can skip it. However I had to change a couple of flicks to get everything working properly as Jera was able to defeat the 3 morden attacking her (as they were only level 1) which caused the NIS to freeze. So I made them invincible until after she dies.

When speaking to Taar she now tells you that somebody stole drevin's medallion. When recruited she'll tell the player that the thief headed off to the portal to the mainland to escape as the town portal is too heavily guarded.


At this point the portal will open up Aman'lu and Kalrathia to the player so they are free to go whatever direction they want.

yea i agree with what darkelf said... maybe just remove the lvl restrictions from the sanc doors but the crux of the fix wud be to adjust the loot drop script to scale to the character. not sure if lvl based loot scaling is possible for chests. nothing like getting a crappy lvl 1 item when u are lvl 20 or to get an overpowered item when u are lvl 3.

Lady Femme wrote:
yea i agree with what darkelf said... maybe just remove the lvl restrictions from the sanc doors but the crux of the fix wud be to adjust the loot drop script to scale to the character. not sure if lvl based loot scaling is possible for chests. nothing like getting a crappy lvl 1 item when u are lvl 20 or to get an overpowered item when u are lvl 3.

It is possible to scale chest levels as I explained in the post just before this one and it is a supported feature of DS2 Adepts already (provided you use the Monster Level Adjustment Mod).

Working my way to the shrine to get the cure for what the dryad's think is a plague with a level 15 party of three, Deru, Lothar and myself. I have had to respawn at least a dozen times and each of us has died more than that. Like the auto cast resurrect. My question is since I rarely do any testing with a party below level 60, with custom armor and weapons and at least 4 party members is dieing and respawning that many times normal before getting the silly vial of water so I can hire Taar?

Insane Elf

I still have not been able to get through the shrine to get the vial of water so I can hire Taar. It does not matter if the monster level adjust is on or off Iryan. My three party members no matter what weapons, armor or spells can get to the room with the water, it is impossible as I see it. I have auto heal and auto resurrect on all 3 chacters. They just can not get past the monsters after the last elevator. They have not made it to the door into the area with the fountain. It is like the arrows just bounce off and the spells are a waist of time. Think I will go back to Alpha 1N and pitch the Alpha SE3 in the dumpster.

Elf

bare_elf wrote:
I still have not been able to get through the shrine to get the vial of water so I can hire Taar. It does not matter if the monster level adjust is on or off Iryan. My three party members no matter what weapons, armor or spells can get to the room with the water, it is impossible as I see it. I have auto heal and auto resurrect on all 3 chacters. They just can not get past the monsters after the last elevator. They have not made it to the door into the area with the fountain. It is like the arrows just bounce off and the spells are a waist of time. Think I will go back to Alpha 1N and pitch the Alpha SE3 in the dumpster.

Elf


Yes try the previous version and see what happens. Those problems shouldn't be occurring as I've started something like 6 or 7 games in the past week or so up to that point and never experienced those sorts of problems.

That fight with the 3 minibosses is very tough I agree and requires tactics to win. What I do is to try to draw them out one at a time, of course easier said than done but what generally happens is the signaller and melee miniboss follow you out and the magic miniboss hangs back a bit and normally the other lesser monsters stay in the room. I take the signaller out with powers and then wear down the melee miniboss. Then it's easy.

Of course if you can't damage them then no matter what you do you won't win. Incidentally I train my mages to level one or two in combat magic and the rest in nature magic until I get mass healing spells. That way I can use power orb as a power (as the nature powers suck) and even though it's not as effective as when been used by a dedicated combat mage it still causes more damage than spells or regular attacks that early in the game.

Anyhow there'll be a new alpha soon. The changes in plot are now firm and there's quite a few other changes. Sanctuary doors are still class restricted but only level 1 so are easy to open no matter where you are. The items you receive should be usable no matter when acquired and the recruitable character's starting gear should auto adjust to the level you recruit them at.

I'm so pleased with progress that I intend to open up the first two acts in Broken World as well (not the last one as its only 4 regions anyhow). This should allow players to have more fun with Ressa and Celeb'hel than than can at the moment (since both are recruited rather late in Act 2).

So from now on these changes will probably become an integral part of DS2 Adepts. Which means the monster level adjust mod will be more important than ever though there's nothing to stop players playing everything in linear order without that mod if they so choose. Which is the most important thing after all, allowing players to play however they wish without many restrictions.

iryan wrote:

Yes try the previous version and see what happens. Those problems shouldn't be occurring as I've started something like 6 or 7 games in the past week or so up to that point and never experienced those sorts of problems.

That fight with the 3 minibosses is very tough I agree and requires tactics to win. What I do is to try to draw them out one at a time, of course easier said than done but what generally happens is the signaller and melee miniboss follow you out and the magic miniboss hangs back a bit and normally the other lesser monsters stay in the room. I take the signaller out with powers and then wear down the melee miniboss. Then it's easy.

Of course if you can't damage them then no matter what you do you won't win. Incidentally I train my mages to level one or two in combat magic and the rest in nature magic until I get mass healing spells. That way I can use power orb as a power (as the nature powers suck) and even though it's not as effective as when been used by a dedicated combat mage it still causes more damage than spells or regular attacks that early in the game.

Anyhow there'll be a new alpha soon. The changes in plot are now firm and there's quite a few other changes. Sanctuary doors are still class restricted but only level 1 so are easy to open no matter where you are. The items you receive should be usable no matter when acquired and the recruitable character's starting gear should auto adjust to the level you recruit them at.

I'm so pleased with progress that I intend to open up the first two acts in Broken World as well (not the last one as its only 4 regions anyhow). This should allow players to have more fun with Ressa and Celeb'hel than than can at the moment (since both are recruited rather late in Act 2).

So from now on these changes will probably become an integral part of DS2 Adepts. Which means the monster level adjust mod will be more important than ever though there's nothing to stop players playing everything in linear order without that mod if they so choose. Which is the most important thing after all, allowing players to play however they wish without many restrictions.


Iryan sounds like a good idea. I will do exactly that I will switch from SE3 to 1N and retry with exactly the same party. I will also start a new party with SE3 installed and see if I can reach the vial of water so I can hire Taar I did not realize how much I would miss her whining and her magic skill. Hmmm I wonder if I might have a mod or two installed that is causing some issues like when we where testing the DS2 Yesterhaven and Ehb maps and I could not kill things and you had no problems. If the change to 1N does not fix things I will PM you a list of the mods I have installed. Oh yes which resource package are you using Full or Light?

Elf

It may look interesting to play DS2 the other way around (or act-wise in custom order) but with some concerns
the whole trigger placement comes into my mind. Many quest and quest tasks had to be revised too... :o

Related to this, tuning the quest macros seems to be a rather simple task.
Rewards that require that the player was already in act 1+2+3 possibly don't need to be revised, other drop macros could be tuned by chance formulas/terms like...
chance = 1.0 / ( 0.2 * ( ( 10 - #item_level ) ** 2 ) + 1.0 )
...or...
chance = ( ( #item_level > 15.0 ) ? 0.0 : 1.0 )

 
By the way, attackable targets like Sancuary doors are supported by the Level Adjustment mod. The requirements however will be about 50% of the hero's level, so for example a Nature Magic Door is clearly restricted but a dual-classed party member with nature magic as secondary class should be able to pass the door without problems.

KillerGremal wrote:

 
By the way, attackable targets like Sancuary doors are supported by the Level Adjustment mod. The requirements however will be about 50% of the hero's level, so for example a Nature Magic Door is clearly restricted but a dual-classed party member with nature magic as secondary class should be able to pass the door without problems.


Interesting, I didn't know that the Monster Level Adjustment Mod is suppose to support Sanctuary Doors. I have to keep track of them and see what happens. It certainly doesn't work with the early Sanctuary Doors in Act 1, is there a level when it starts working? (for example the first set of 4 in the tutorial just outside of Eirulan stay at level 4 even of the hero is lower than them. And the doors in the Elven Shrine where the hero gets the elixir to cure the plague stays at level 1 even with the hero at level 7 or 8 - they're level 1 since I set all Sanctuary Doors at that level but since the Monster Level Adjustment Mod is suppose to change their level, my efforts shouldn't be working).

iryan wrote:
KillerGremal wrote:

 
By the way, attackable targets like Sancuary doors are supported by the Level Adjustment mod. The requirements however will be about 50% of the hero's level, so for example a Nature Magic Door is clearly restricted but a dual-classed party member with nature magic as secondary class should be able to pass the door without problems.


Interesting, I didn't know that the Monster Level Adjustment Mod is suppose to support Sanctuary Doors. I have to keep track of them and see what happens. It certainly doesn't work with the early Sanctuary Doors in Act 1, is there a level when it starts working? (for example the first set of 4 in the tutorial just outside of Eirulan stay at level 4 even of the hero is lower than them. And the doors in the Elven Shrine where the hero gets the elixir to cure the plague stays at level 1 even with the hero at level 7 or 8 - they're level 1 since I set all Sanctuary Doors at that level but since the Monster Level Adjustment Mod is suppose to change their level, my efforts shouldn't be working).
A start/base requirement or a potion of the original requirment may be/remain, and it's well possible the formula for the new requirements had to be revised for the purpose here, however if all doors are for level 1 now, then your efforts seem to be effective nonetheless!(?) - Try to remove them once to see what will happen.

Hi Iryan

I switched from DS2BW_Adepts_Logic_Alpha_SE3.ds2res to DS2BW_Adepts_Logic_Alpha_1N.ds2res and was able to venture all the way to the Elven Shrine with out much of a problem. Once in the Shrine with a bit of trickery and running away I was able to get the "cure for the dryads". It is really just funny tasting water by the way, they need the shrine re-piped :). It appears that the mini bosses and some other monsters are about twice as powerful in SE3 as they are in 1N. There must be something that is causing this. I will try taking out any mod that might cause this issue and report back what I find.

Elf

UPDATE:
Iryan this is a list of the currently installed modifications
DS2 resources folder

Auto Engage Drink v0.8
Cat Mansion Weapons
cat_core
cat_patch1
cat_textures
cat_update21
CM_Beach (one of my armor and weapon mods)
DeadSpell
DS1_Content_beta_9a
DS1_legends_of_aranna_9a
DS1_logic_beta_9c
DS1_Loridan
DS1_Map_world_beta_9c
DS!_loa_teleporters_unlocked
DS1_Multiplayer_World_Beta_9a
DS1_Realms_of_Kings
DS1_Yesterhaven_Beta_9a
elevator_test.
Expansion_DS1
ExpVoices_DS1
Mod-DS1Content-Alpha10i
Mod-DS1Map-Utrea-Alpha10
Mod-Erthos-MonsterLevelAdjust-Beta5c
Mod-TerrainNodesDS1LoA-Beta3
MyTestWorld
Objects_DS1
Sound_DS1
Voices_DS1

Broken World resources folder

Broken World Shop Mod
cat_boy
cat_bw_core5
DS2BW_Adepts_Lite_Resources_1D
DS2BW_Adepts_Logic_Alpha_1N (currently enabled)
DS2BW_Adepts_Logic_Alpha_SE3 (currently disabled)

In the configuration listed above I have no problem getting to the elven shrine and fighting my way through it to get the vial and find the teleporter back to Eirulan. However if I change as follows I can not get there no matter what I do. Might be the tight spaces with no where to really run to or fight from ambush.

DS2BW_Adepts_Logic_Alpha_1N (disabled)
DS2BW_Adepts_Logic_Alpha_SE3 (enabled)

Now that we have passed the elven shrine and I have Taar in my party I will switch back to SE3 and travel on just to see if I can make it to Aman'lu

Elf

Iryan after recruiting Taar and doing a slight weapon and armor upgrade on all the characters I re-enabled SE3 and disabled 1N. I decided to walk to Aman'lu just to see what happened. We went from Eirulan to exile colony without issue in about 30 minutes without doing any of the secondary quests. The various mini bosses fell to us without to much running away to heal. Not sure what was going on on the trip to the Elven Shrine or within it but it seems the issue is no longer there I will keep going and jump to the other towns just to see what occurs. If I run into this again I will report it and any other oddities as well

Elf

bare_elf wrote:
Iryan after recruiting Taar and doing a slight weapon and armor upgrade on all the characters I re-enabled SE3 and disabled 1N. I decided to walk to Aman'lu just to see what happened. We went from Eirulan to exile colony without issue in about 30 minutes without doing any of the secondary quests. The various mini bosses fell to us without to much running away to heal. Not sure what was going on on the trip to the Elven Shrine or within it but it seems the issue is no longer there I will keep going and jump to the other towns just to see what occurs. If I run into this again I will report it and any other oddities as well

Elf

What level were you at when you were at the Elven Shrine? Those monsters are usually level 11 but if you skip the tutorial you would only be about level 7 or 8 when you got there. The monsters would of course scale down to your level but perhaps their stats didn't.

There definitely seem to be a point around level 12-15 when things suddenly start becoming much easier. I'm having a lot of problems testing the desert around Kalrathia because my party is only level 10. It doesn't help that GPG forgot to put cube disablers around the desert portal so if you use that you'll immediately be swamped by 12-15 monsters, regardless whether you've already cleared them out or not.

iryan wrote:
\

What level were you at when you were at the Elven Shrine? Those monsters are usually level 11 but if you skip the tutorial you would only be about level 7 or 8 when you got there. The monsters would of course scale down to your level but perhaps their stats didn't.


Actually Iryan I am not exactly sure what level I was when I was at the Elven Shrine as I never made it there until I reinstalled 1N. I was so happy to get there I forgot to check. What I will do later today is check what level an elf comes into the world at without playing the tutorial section of the map then if I can make it to the Elven Shrine I will check there. This time writing down the data, and if possible making a screen shot of the inventory screen. To me it feels as if I never made it past level 2 in any skill, but I could be dreaming a dream within my dream.
Elf

Good Day Iryan.
I decided to start a new character so that I could check the statistics as I played through the game.
I have SE3 enabled and I picked a female elf (what else). When she popped into the prison she was a Level 0 Mercenary with the following statistics.

Which is exactly what I would expect of a newly created character. Now how fast these statistics increase is the question.

Elf

i think it appears ds2 has an intermittent problem with templates if too many resources are loaded and are not used by the map. ds2 appears to have some memory management issues that may result in stack/buffer overflows causing memory overwrites resulting in intermittent glitchy behaviour.

i suggest removing resource files that arent necessary to play a particular map. e.g. no need to load ds1 resource files if playing a ds2 map? this has the added benefit of improved stability and lower memory usage.

i suggest creating a shortcut with the relevant command lines to load resources and maps from a particular folder only when needed. (use the res_paths and map_paths command lines) and seperate the ds1 resources and maps into a resources_ds1 folder and maps_ds1 folder.

iryan wrote:

. . .
There definitely seem to be a point around level 12-15 when things suddenly start becoming much easier. I'm having a lot of problems testing the desert around Kalrathia because my party is only level 10. It doesn't help that GPG forgot to put cube disablers around the desert portal so if you use that you'll immediately be swamped by 12-15 monsters, regardless whether you've already cleared them out or not.

Some people complained once that the first 10 levels would be the hardest time in the whole game (besides perhaps of these painful Skitters at level ~15).
Moreover if you start now in act 3 - remind maybe that a 'Korven Boneslayer' is as danagerous as ~4 'Haku Slayers' of the same level.

bare_elf wrote:
When she popped into the prison she was a Level 0 Mercenary with the following statistics.

Which is exactly what I would expect of a newly created character.
Elf

I am confused, if one pops in to jail at level 0, when ds2 pops the player in jail at least level 3 and makes one pick either melee, ranged, combat or nature, very interesting indeed.

------

seems I have been playing with a very old Mod-Erthos-MonsterLevelAdjust-Beta5 instead of the newer Mod-Erthos-MonsterLevelAdjust-Beta5c...no wonder I was pulling my hair. 5c installed now

updated to DS2BW_Adepts_Logic_Alpha_1n, question I have now is im still using DS2BW_Adepts_Resources_1d.ds2res from like 10-May-2013
and for some reason now Sartan and Vix are textured in black and yellow bubble bee
what mod do I need to get to fix this?

@ Iryan
Here I am again. This time I made it to the Elven Shrine and picked up the vial of water. I believe we only had to respawn three times. It took lots of running away and remembering to cast a teleporter spell before any major fight so that I could if wiped out respawn and then teleport back to near the battle location. This saved quite a bit on both time and shoe leather. Most of the monsters in the shrine where between level 15 and 20.

Here are my primary character's Statistics at the end of the Elven Shrine.

@ Dark Elf
When playing using DS2BW_Adepts_Logic_Alpha_SE3.ds2res it bypasses the entire tutorial section of the map so when you fall into jail you have not done any fighting at all. So stats like these would be expected.

@ Lady Femme

Other than two of my own armor mods the mods listed in the DS2 and Broken World Resources folder are required to play any of the DS1 Map Conversions and in most cases are also required for playing Adepts (there are 6 files just to get the cat mansion characters into the game. Yes I could use the full version of Adepts Resources which contains the Cat Mansion Character Mods by AlphaDD however I decided to test the lite package. I have not at any point run into a problem with so many mods, but I will keep that in mind.

Darkelf wrote:

I am confused, if one pops in to jail at level 0, when ds2 pops the player in jail at least level 3 and makes one pick either melee, ranged, combat or nature, very interesting indeed.

------

seems I have been playing with a very old Mod-Erthos-MonsterLevelAdjust-Beta5 instead of the newer Mod-Erthos-MonsterLevelAdjust-Beta5c...no wonder I was pulling my hair. 5c installed now

updated to DS2BW_Adepts_Logic_Alpha_1n, question I have now is im still using DS2BW_Adepts_Resources_1d.ds2res from like 10-May-2013
and for some reason now Sartan and Vix are textured in black and yellow bubble bee
what mod do I need to get to fix this?

What happens with the currently unreleased test version is that there's a portal right on the beach that a player can use to instantly teleport into the jail. The dryads don't like this so automatically put a ring of submission on you. So you continue on your merry way except starting at level 0 instead of 4 or 5 if you went through the tutorial. Also you'll find that Drevin's medallion has been stolen and retrieving it is part of the main quest now (though it's not explicitly stated as such more of subtle hints).

You have the current versions, the main resources haven't been updated since then as all art updates have gone into the logic.ds2res to save testers from having to download such a big file again. Once the mod goes into beta there'll be a new main resource pack release and the size of the logic.ds2res will shrink.

If you have the full resource version then I have no idea why Sartan and Vix are like that. If you have the lite version then you need all of the cat mansion mods (both boys and girls and all updates). An easy way of checking their appearances is to zip into Broken World with one of the premade characters and check the characters out there.

Lady Femme wrote:
i think it appears ds2 has an intermittent problem with templates if too many resources are loaded and are not used by the map. ds2 appears to have some memory management issues that may result in stack/buffer overflows causing memory overwrites resulting in intermittent glitchy behaviour.

i suggest removing resource files that arent necessary to play a particular map. e.g. no need to load ds1 resource files if playing a ds2 map? this has the added benefit of improved stability and lower memory usage.

i suggest creating a shortcut with the relevant command lines to load resources and maps from a particular folder only when needed. (use the res_paths and map_paths command lines) and seperate the ds1 resources and maps into a resources_ds1 folder and maps_ds1 folder.


I know shortcuts work for vanilla DS2 but do they work for Broken World? If you would you have an example of how it might be done with DS2 Adepts? It would be perfect for a mod like this that will probably be incompatible with a lot of other mods.

In testing I have no other mods installed except for DS2 Adepts. The DS1 resources aren't necessary at this point though DS2 Adepts is meant to support those maps eventually. Plus it would be handy for everyone to check the readme for the list of mods that are included in DS2 Adepts. They obviously wouldn't be needed.

KillerGremal wrote:

Some people complained once that the first 10 levels would be the hardest time in the whole game (besides perhaps of these painful Skitters at level ~15).
Moreover if you start now in act 3 - remind maybe that a 'Korven Boneslayer' is as danagerous as ~4 'Haku Slayers' of the same level.

Very true. My party is level 18 now and have just belted the 3 dark mages into submission. Once I saved up enough money to zip to Aman'lu to buy Amren things got a lot easier. The Katharak Mines were a breeze and the 3 dark mages were easier at level 18 than even at level 26 when I tried them before.

Past the dark mage boss fight this is the screen you get if you try to get to the Agallan Trials without all the aegis pieces and drevin's medallion.

Now I have to check out the rest of Act 1 and Act to see if this check works as intended and allows you through.

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