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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 guess I will live with the random air walking party members and Taar wandering off on her own and getting lost. Since neither happens often enough to prevent playing the game. I am just glad it is endemic to the game itself and not related to any modification. I knew that GPG rushed DS2 because a good deal of the game was poorly designed and often times I think the programmers where paid in kegs of rum and forests of poppies. Then we move on to Broken World on the outside pretty to look at but really lacking plot, design, planning, well you all know this. I just like the chance to rant and rave from time to time. That is why I was so very happy that KillerGermal and Iryan created a way we can play DS1 maps in DS2. I know I can just play the DS1 and LoA maps in their native environment but I have grown to like some of the control functions of DS2. Elf wanders off with Taar to find a forest of poppies ....

One of the more minor but graphical inconsistent bugs in DS2 Adepts is that the Cat Mansion Models can't lie down in beds properly.

It's even worse with Lord Kalrthia as he's stuck in his chair when you first speak to him and afterwards when Kynos poisons him and he's lying in bed all you can see of him is his talk icon.

Has anyone any ideas of how to fix this bug (other than reverting to the original models which I had to do anyhow for some of the more critical bugs that existed in some of the Broken World NIS sequences with Celia). I've tried everything I could think of to fix it without success so far. With DS2 Adepys becoming more stable I'm slowly getting around to try to fix some of these bugs. Any help or suggestions would be appreciated.

@iryan: Assumed it's only a vertical placement matter, assumed you only have a 'laying-able' template, and assumed that you didn't (want to) change the actor's placement on the map (in SE), then you could copy the terra_adjust_simple.skrit files from the Utrae content pack - it would allow to specify a vertical offset.
However if you intend to move the actor more than 0.5m upwards you also had to add 'terrain_movement_permissions = lf_hover' in the actor's [body] component. It's an ambivalent setting though but here it can be quite useful.

KillerGremal wrote:
@iryan: Assumed it's only a vertical placement matter, assumed you only have a 'laying-able' template, and assumed that you didn't (want to) change the actor's placement on the map (in SE), then you could copy the terra_adjust_simple.skrit files from the Utrae content pack - it would allow to specify a vertical offset.
However if you intend to move the actor more than 0.5m upwards you also had to add 'terrain_movement_permissions = lf_hover' in the actor's [body] component. It's an ambivalent setting though but here it can be quite useful.

Thanks, I'll try that and see if it works. I have in testing tried to move the character's position in SE2, often with hilarious results for the actor - sometimes they end up in the ground and you can hardly see them.

UPDATE#
Adding terrain_movement_permissions = lf_hover fixes the problem. Does require adjusting the position of the actor in SE2 to get them laying down correctly but it works. Thanks for the hint.

At the present time I am working on the armor and "weapons" for the owner of the Coffee and Magic Emporium of Yadehtegeis. The armor is just a slight redesign of something from Kat-Mansion Smile removing a spider or two and adding a coffee cup and coffee pot. I am not sure if I will use a regular staff or not. Now if someone would like to design a coffee cup or coffee pot weapon that would be great. there should also be a few custom spells sold only in the Yadehtegeis coffee and magic emporium. Like a caffeine spell that makes the caster run and fight faster but for only a short time before they crash Smile

Does anyone have some very bright gold armor hanging about does not matter if it is DS1 or DS2 as the mayor of Yadehtegeis will be based on the person who is our leader here at Siege The Day (Sol77) so the armor must be as bright as 77 Suns Insane

Do you think the person that runs the monster design workshop should have a few helpers? If so should they be mechanical or living person?

Elf

bare_elf wrote:
Do you think the person that runs the monster design workshop should have a few helpers? If so should they be mechanical or living person?

Elf

Definitely, mini durvla quadrupeds with spinning upper torso of the mech guards(snowbrook throne room/agalan trials). Give it the semi invisibility(but less so) of the 3 Mages encounter monster with the more revealing electric sparkle effect. Oh and if possible make them hoverable like the pixies when outdoors, protective or threatened. assuming your going to make them neutral-ish with conditional hostility; nothing more boring then another green outlined body that ambles about aimlessly.

PS:
Make them Ranged mini-crossbow users (+electric damage) and when 'enraged' they get a one shot death ray/or/lightning strike towards the offender.

I am currently writing and rewriting conversations for the people in Yadehtegeis. Designing outfits for the coffee shop owner, blacksmith, mayor, the mayor's advisers, and so on. The conversations may not be what you expect once you get to Yadehtegeis. Run hide the pirates are coming or is it an evil mob of zombie modders or members of the GPG gang. Not exactly sure just yet. In any case I am having a good time however the story turns out. Now here are some places I have visited while writing my conversations can you guess where I am?




Kathy would you send me an image of your favorite coffee cup?
PhoeniX your favorite hat
Lady Femme your favorite armor
Does anyone have a copy of the business suit that Xmen90 did? would like to dress him correctly :P
does anyone have any musical instruments for characters in DS2? I could really use a violin for strider976

thats it for now
Elf

bare_elf wrote:

Kathy would you send me an image of your favorite coffee cup?

Elf

*waves to the elf*
.
.
Coffee shop girl: ..

I like the simple kind of cup, like this one:
.

kathycf wrote:
[

*waves to the elf*
.
.
Coffee shop girl: ..

I like the simple kind of cup, like this one:
.


*waves to KathyCF*

The coffee shop girl shall be Female Elf 16 [the Elf points at iryan and asks him to remember that]
Now to turn that coffee cup into armor for the coffee shop girl. Kathy if you have any ideas on that topic your input would be useful. Because right now I am attemping to make a suit of armor from computer parts images for Techie and it is just not working out right. Maybe just a processor stuck in the middle of his chest would work, but nothing looks right just yet.

Elf

Having my horse Red and my Wolf Dog in the game is just a trick of the light at the moment. Things work but there are some problems as the map with them in it conflicts with Adepts. However I am sure iryan and I will solve the issues. I wish Ghastley would drop in as his help would be very useful in this case.


Okay this is a work shop how come I am the only horse?

What kind of Inn is this where they will not serve a horse ale?

The coffee shop girl Kathy

DOG and Red in Eirulan

Somebody's been twisting my nethers again! PM replied to.

Good to see some familiar pixels again, although I didn't recognise the bare_elf at first with her clothes on, even if I did make them. And where's your chainsaw?

I really must get round to making DS install on my Win 7 system. If Daggerfall can run, DS has no excuse!

Edit: I found this image in one of my folders

I probably have the files for the outfit and weapon somewhere.

ghastley wrote:
Somebody's been twisting my nethers again! PM replied to.

Good to see some familiar pixels again, although I didn't recognise the bare_elf at first with her clothes on, even if I did make them. And where's your chainsaw?

I really must get round to making DS install on my Win 7 system. If Daggerfall can run, DS has no excuse!

Edit: I found this image in one of my folders

I probably have the files for the outfit and weapon somewhere.

The elf dances about giggles and thinks Ghastley looks good in a suit. The chain saw is in the shop right now. Yes you must get both DS1 and DS2 working on your puter. they do work with windows 7. Like you can check the forums or maybe poke dark elf Techie or someone else as just how to make it work otherwise without DS2 and broken world you will never be able to visit the town of Yadehtegeis and fight the undead parrots. See all of us in our own town.

Elf

Town after making all the undead pirates dead and stuffing all the undead parrots into a pot. I discovered Iryan that the person that is running the coffee and magic shop changed from KathyCF to Witness (correct skin and conversation but wrong character name). Sarabraham is now thinks she is KathyCF (again correct conversation for sara and skin but she now has KathyCF's name. I was going to check the other characters but had to visit myself at the archary school and spent several hours thinking about what should go where in that really big basement I have in my house. Then I got to thinking about Techie's and Elys' armor and well time passed and it was time to do something in the real world. Oh and really DOG must have a conversation block. He would be quite offended not being able to say something about the state of the world.
Elf

bare_elf wrote:
I discovered Iryan that the person that is running the coffee and magic shop changed from KathyCF to Witness (correct skin and conversation but wrong character name). Sarabraham is now thinks she is KathyCF (again correct conversation for sara and skin but she now has KathyCF's name.

NOnonono. Sara is cool, and I don't know Witness but she seems pretty cool too. BUT! they cannot be the proprietor of "Abracajava", that is my job. *sips coffee*

Only I can be me. I think that is such a deep and philosophical thing to say, I believe I just twisted my own nethers. :o

Lili, check your email, I sent you an image for a robe. Smile

kathycf wrote:

NOnonono. Sara is cool, and I don't know Witness but she seems pretty cool too. BUT! they cannot be the proprietor of "Abracajava", that is my job. *sips coffee*

Only I can be me. I think that is such a deep and philosophical thing to say, I believe I just twisted my own nethers. :o

Lili, check your email, I sent you an image for a robe. Smile


Kathy, Do not panic its just some abraconfusion I am sure. I will look at robe
Elf

I have been working the conversation that Kathy Has with people that visit AbracaJava and the Type 15 robe from an image she sent to me. The Conversation looks good, however I am having a bit of a problem having the robe display correctly. I will work on it somemore.



Okay this is starting to make me angry! I know how to make armor and to dress a character in it.

this is the first combination of textures I tried.
[textures]
{
0 = b_c_gah_cg_skin_elf_k016;
1 = b_c_gah_amr_suit_cf_a15_kathy_11;
}
}
then I tried
[textures]
{
0 = b_c_gah_cg_skin_elf_k016;
1 = b_c_gah_amr_suit_cf_a5_kathy_11;
}
}
then this
[textures]
{
0 = b_c_gah_cg_skin_elf_k016;
1 = b_c_gah_amr_suit_fa_a5_kathy_11;
}
}
in any of the above cases it should appear that Kathy is wearing a robe not a shirt and pants
as it would appear if it was b_c_gah_amr_suit_fa_a1_kathy_11 or b_c_gah_amr_suit_cf_a6_kathy_11 where FA_A1 is the standard female ds2 armor and the CF_A6 is the Cat Mansion Girl equivalent. Yes I did create the required armor images and store them in the correct art folder
art\bitmaps\characters\good_a_heroes\armor_2\suits\female\type5 the name of the image is the same as the 1 = texture listed above.

My brain hurts!
Elf

Armor for Sol77's Advisor Techiem2r

Elf

I will make it cat mansion type6 to avoid the issues I am having with the robes.

bare_elf wrote:
I have been working the conversation that Kathy Has with people that visit AbracaJava and the Type 15 robe from an image she sent to me. The Conversation looks good, however I am having a bit of a problem having the robe display correctly. I will work on it somemore.

Okay this is starting to make me angry! I know how to make armor and to dress a character in it.

My brain hurts!
Elf


All npcs in the town inherit the same starting mesh, which is a1. For type15 you'll need to add this line to the aspect block, model = m_c_gah_amr_suit_cf_a15;

For DS2 robes you'll need model = m_c_gah_amr_suit_cf_a5;

For DS1 robes you'll need model = m_c_gah_amr_suit_cf_a12;

There are now 15 different armor meshes for the characters (5 DS2 and 10 DS1). Change the model mesh in the aspect block for whatever type armor texture you want to display

iryan wrote:

All npcs in the town inherit the same starting mesh, which is a1. For type15 you'll need to add this line to the aspect block, model = m_c_gah_amr_suit_cf_a15;

For DS2 robes you'll need model = m_c_gah_amr_suit_cf_a5;

For DS1 robes you'll need model = m_c_gah_amr_suit_cf_a12;

There are now 15 different armor meshes for the characters (5 DS2 and 10 DS1). Change the model mesh in the aspect block for whatever type armor texture you want to display


Iryan why is it always the mesh that I trip over? I always forget about that aspect of the character. Thank you for pointing that out to me. I will make the necessary changes and post a few screen shots of Kathy's robe. So I will say abracajava for now.
Elf

bare_elf wrote:
Lady Femme your favorite armor

does anyone have any musical instruments for characters in DS2? I could really use a violin for strider976


lol sry for being late and overlooking this. was busy lol... u can just equip the npc representing me with the ds2 nature mage tribal armor, helmet, gloves and boots. i wanna stay faithful to the original gpg stuff in ds! less hassle setting the char up too and clothing it!

tho be mindful of the char lvl and nature magic lvl reqs to equip the tribal armor... dont want my clothes falling off to the ground when the area is loaded into the frustum!

as for musical instruments, nwn2 allows chars to equip musical instruments as shields. will try to fire up nwn2 later on and show u some screenshots.

and as soon as i figure out how to get the image attachment to work... or does it?

@Iryan
Think Xaa looks great as an Agallan Giant. The conversation fits as well. Nice job. Now if I can just figure out what error I am making with KathyCF's and Techie's armor almost all will be happy in Yadehtegeis. Think I will go off and write some silly conversations for the ambient characters in town.

"Hide the preacher has returned. He is ranting at town center about read-me files."
"I wonder if one of the modders here can write a hide me from the pirates template or would that be a skrit or a flick."
"Where did all these bunnies come from?"
"The modders brought them as a source of eggs, what came first the bunnies or the eggs?"

Elf

bare_elf wrote:
@Iryan
Think Xaa looks great as an Agallan Giant. The conversation fits as well. Nice job. Now if I can just figure out what error I am making with KathyCF's and Techie's armor almost all will be happy in Yadehtegeis. Think I will go off and write some silly conversations for the ambient characters in town.

"Hide the preacher has returned. He is ranting at town center about read-me files."
"I wonder if one of the modders here can write a hide me from the pirates template or would that be a skrit or a flick."
"Where did all these bunnies come from?"
"The modders brought them as a source of eggs, what came first the bunnies or the eggs?"

Elf


Is this what you were looking for?

Lady Femme wrote:
bare_elf wrote:
Lady Femme your favorite armor

does anyone have any musical instruments for characters in DS2? I could really use a violin for strider976


lol sry for being late and overlooking this. was busy lol... u can just equip the npc representing me with the ds2 nature mage tribal armor, helmet, gloves and boots. i wanna stay faithful to the original gpg stuff in ds! less hassle setting the char up too and clothing it!

tho be mindful of the char lvl and nature magic lvl reqs to equip the tribal armor... dont want my clothes falling off to the ground when the area is loaded into the frustum!

as for musical instruments, nwn2 allows chars to equip musical instruments as shields. will try to fire up nwn2 later on and show u some screenshots.

and as soon as i figure out how to get the image attachment to work... or does it?


Is this satisfactory?

There's no need to specify lvl req for npcs. Their clothes never fall off.

The Haku drummer also equips his drum as a shield but I don't know how that would look in a characters' hands.

3rd party models can be imported into SiegeMax but setting them up to work in DS2 is a different matter altogether.

iryan wrote:
bare_elf wrote:
@Iryan
Think Xaa looks great as an Agallan Giant. The conversation fits as well. Nice job. Now if I can just figure out what error I am making with KathyCF's and Techie's armor almost all will be happy in Yadehtegeis. Think I will go off and write some silly conversations for the ambient characters in town.

"Hide the preacher has returned. He is ranting at town center about read-me files."
"I wonder if one of the modders here can write a hide me from the pirates template or would that be a skrit or a flick."
"Where did all these bunnies come from?"
"The modders brought them as a source of eggs, what came first the bunnies or the eggs?"

Elf


Is this what you were looking for?



Yes that is exactly how the robe should look. what did I do wrong?

yes thanks iryan. that shud be fine.

here's a screenshot of how a char can hold a musical instrument as a shield in nwn2. (hope the screenshot appears...)

yess~ finally! i got the mediafire screenshots thingy to work! lolz~! :mrgreen:

Lady Femme wrote:
yes thanks iryan. that shud be fine.

here's a screenshot of how a char can hold a musical instrument as a shield in nwn2. (hope the screenshot appears...)

yess~ finally! i got the mediafire screenshots thingy to work! lolz~! :mrgreen:


And here's a screenshot of how a char shouldn't hold a musical instrument as a shield in DS2!

This is the haku drummer's drum and beater being held by a npc, being the only "musical instrument" in existence in DS2. As you can see the attach points are all messed up. Makes you wonder about the bone structure of haku drummers.

iryan wrote:

And here's a screenshot of how a char shouldn't hold a musical instrument as a shield in DS2!

This is the haku drummer's drum and beater being held by a npc, being the only "musical instrument" in existence in DS2. As you can see the attach points are all messed up. Makes you wonder about the bone structure of haku drummers.

This looks very odd giggle. Is it the bone structure of the haku drummer or the bone structure of the Cat Mansion Characters? Just wondering if you checked the haku drum on a standard character or a cat mansion girl? Not that it really matters as I assume that if one made a shield that works with a cat mansion character in the shape of a musical instrument then although they could not hold it in a position as if they where playing it, they could carry it correctly just as they can carry some of the more esoteric shields like plants, fans, flags and such.

Elf

oh my... looks like its going to be a long day/week figuring out and fixing all the right attach points so that the cat mansion chars (both genders) can display equipping the drum and drum sticks correctly.

in the meantime, i shall munch on a chicken drumstick in the hope an easier solution can be found. :mrgreen:

Lady Femme wrote:
oh my... looks like its going to be a long day/week figuring out and fixing all the right attach points so that the cat mansion chars (both genders) can display equipping the drum and drum sticks correctly.

in the meantime, i shall munch on a chicken drumstick in the hope an easier solution can be found. :mrgreen:



An easier solution was found......Haku drummers are simply wrong handed! Equipping the drum in the weapon hand and beater in the shield hand solved the issue.
Will be interesting to see a player using the drum against monsters! Even better a dual wielding character!

iryan wrote:
Lady Femme wrote:
oh my... looks like its going to be a long day/week figuring out and fixing all the right attach points so that the cat mansion chars (both genders) can display equipping the drum and drum sticks correctly.

in the meantime, i shall munch on a chicken drumstick in the hope an easier solution can be found. :mrgreen:



An easier solution was found......Haku drummers are simply wrong handed! Equipping the drum in the weapon hand and beater in the shield hand solved the issue.
Will be interesting to see a player using the drum against monsters! Even better a dual wielding character!

Iryan,
send me the drum and the beater and I will test them with one of my dual wielding characters against maybe the undead pirates or a hak'u or two. I will post screen shots or a video of what goes on.
Elf
Yadehtegeis is looking great and the quest is really interesting now. Somehow I overlooked the key to the door in the mysterious cave. Off to find it.
Elf

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