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LMP - BW - LoU - Standard

Off into the Utraean Peninsula with a party of three (right now). Here is a screen shot of the best bow in my weapons mod. Note this bow requires a character with at minimum of level 50. Kathy and Blondin235 please note that all weapons should show up in most weapons shops on all the maps, but because they use regular inventory icons you need to look at the names of the weapons. Rebecca's bow is the one I would look for because even at its lowest ratings it will beat anything currently in the game.

Iryan I have just started as you can see from the screen shot. but so far all the quests are working.

Elf

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Three Archers with Combat Magic..
- looks like you're plan on dealing some serious damage.. :woot:

Must keep an eye out for Rebecca's bow - looks neat!

I'll use the Broken World v2.30, on the next run-thru..
- at the moment, I'm using DS2 v2.20..

I've just reached Hiroth, and am searching for the Townstone
looks like a trip to the deserts of Grescal is next for me..

What resources have you installed..?

iryan wrote:
Blondin235 wrote:
The Lang Stone is easily found..

- too easily found, I have two of them..
- it repeat dropped on the next restart (??)


Woops. Forgot to set the no respawn flag on the Goblin Captain. Fixed.

Blondin235 wrote:

- Item Seven of the Goblins Plans.. ha, ha!!
- crazy goblins left out item 4, as well..

Double Woops. I left out a couple of slashes for the paragraph breaks which meant the paragraphs ran into each other. It also truncated as well which was why part 4 was missing. Fixed but not sure if there's too much text to appear properly. I've uploaded the map again so if you download it the fix should appear in the journal and you can see if it worked. Otherwise it's probably not too important to redownload the map again for two very minor fixes (I didn't even update the version number).

http://www.siegetheday.org/~iryan/files/DS1_Map_Multiplayer_World_Beta_14.ds2res

Since I am just starting a run through of the Utraean Peninsula I will down load the update so that I will not end up reporting the same minor glitches that blondin235 found.
I never realized that the missing step 4 in the goblin plans was a mistake, I just assumed that it should be that way since the goblins are just a bit loopy from my point of view. Think the Utraean's really messed with their clever little minds.

Elf

bare_elf wrote:

Since I am just starting a run through of the Utraean Peninsula I will down load the update so that I will not end up reporting the same minor glitches that blondin235 found.
I never realized that the missing step 4 in the goblin plans was a mistake, I just assumed that it should be that way since the goblins are just a bit loopy from my point of view. Think the Utraean's really messed with their clever little minds.

Elf


Hope you haven't started yet since there's an update for an update.

Seems I really messed up the lorebook many versions ago now and the error is only now fixed....I hope.

Investigating the truncation of the Goblins Secret Plans revealed that quite a few lore books were truncated as well, including Lord Hovarts lore you get right at the start of the Utraean Peninsula!

Examining the layout of DS2's lorebooks revealed that they can have up to 4 pages of text, not the 2 I had been restricting myself too. So Lord Hovart's lore is now fixed and additionally it's no longer lying on the ground in plain view. A few of the Utraean Peninsula and Kingdom of Ehb's lorebooks have now hopefully been fixed so you can read them as they were intended.

So I've uploaded all the relevant resource files again. Sorry.

http://www.siegetheday.org/~iryan/files/DS1_Map_Multiplayer_World_Beta_14.ds2res
http://www.siegetheday.org/~iryan/files/DS1_Map_World_Beta_17.ds2res
http://www.siegetheday.org/~iryan/files/DS1_Mod_Logic_Beta_18.ds2res

There was only 1 lorebook that need editing in Legends of Aranna so I haven't uploaded that again.

Again my apologies but these truncated lore books have been around for probably 2 years and thanks to Blondin235's eagle eye they should now be fixed. Good Work.

PS. I'm heading to bed now so there won't suddenly be another update out of the blue for a while. Wink

many thanks both..

am proceeding with following resources:

- Grescal is calling.. :woot:

He ought to be mentioned in the Journal when the quest is initialised
as it's not immediately obvious that he is the source of the stone..

- at Hiroth, the quest-line just advises another visit
to the Great Northern Forest, via Hovart's Folly North..

I like the little verse, in the Journal, giving directions,
but a mention of Mitromus at this point, would make the journey
to the forest appear as the essential next step in the quest-line..
- an instance where some additional lore in the Journal
would enhance the game experience, and flesh out the Legend..

I took the transporter platform from Hiroth to Elddim
and journeyed to the Great Northern Forest from there..
the yellow quest arrow appeared on the map, which helped
and the various forest signposts directed me to Metromus' camp..

------------------------------------------------------------------

NB: there is also a problem with the castle at Hiroth..
I didn't enter the palace itself, but just did a circuit of the site
to clear the fog of war from the map, and smash open some chests/barrels..
during the trip I found this anomaly:

- it's possible to snipe the Droog, etc that appear on this mystery platform
- don't know at this stage, if entering the palace would alter things
- I notice that no entrance/exit from the palace is visible from the exterior view..
- so maybe it's just a terrain-mapping error of some kind..(??)

It appears that the Gavel of Convening is no longer in its customary spot. This will make it a little difficult to get Lord Hovart out of his hole. It was there the last time I passed by about 2 map revisions ago.

Not sure if I should hold here or take the back door to Hiroth and look at the castle and things.

Elf

Blondin235 wrote:

He ought to be mentioned in the Journal when the quest is initialised
as it's not immediately obvious that he is the source of the stone..

- at Hiroth, the quest-line just advises another visit
to the Great Northern Forest, via Hovart's Folly North..

I like the little verse, in the Journal, giving directions,
but a mention of Mitromus at this point, would make the journey
to the forest appear as the essential next step in the quest-line..
- an instance where some additional lore in the Journal
would enhance the game experience, and flesh out the Legend..

I took the transporter platform from Hiroth to Elddim
and journeyed to the Great Northern Forest from there..
the yellow quest arrow appeared on the map, which helped
and the various forest signposts directed me to Metromus' camp..


It is mentioned about Mitromus Wyman in the lore book that is found where the Hiroth Stone is. Was it not there?

Anyhow I'll revise the quest instructions a little more.

Blondin235 wrote:

NB: there is also a problem with the castle at Hiroth..
I didn't enter the palace itself, but just did a circuit of the site
to clear the fog of war from the map, and smash open some chests/barrels..
during the trip I found this anomaly:

- it's possible to snipe the Droog, etc that appear on this mystery platform
- don't know at this stage, if entering the palace would alter things
- I notice that no entrance/exit from the palace is visible from the exterior view..
- so maybe it's just a terrain-mapping error of some kind..(??)


My guess is that it's the infamous seefar hack bug and that you have the ALLSaves seefar setting quite high?

If so then it is dragging in part of the castle dungeon before you reach it as that is the spiral stairwell found within it. I may be able to fix it by making some extra node fade triggers on each side of the castle that will fade it out. I was able to do this in Yesterhaven but not in the Elddim to Crystwind mines path.

bare_elf wrote:
It appears that the Gavel of Convening is no longer in its customary spot. This will make it a little difficult to get Lord Hovart out of his hole. It was there the last time I passed by about 2 map revisions ago.

Not sure if I should hold here or take the back door to Hiroth and look at the castle and things.

Elf


It should be there and certainly is when I look at the area in the Editor. Will try to make a run out there tomorrow and have a look.

Anyhow a little secret is that it's actually not needed to get to Lord Hovart unlike LOU. The scripting was beyond my abilities at the time I did that area (about 2 years ago). Lord Hovart will appear no matter what you do.

iryan wrote:
bare_elf wrote:
It appears that the Gavel of Convening is no longer in its customary spot. This will make it a little difficult to get Lord Hovart out of his hole. It was there the last time I passed by about 2 map revisions ago.

Not sure if I should hold here or take the back door to Hiroth and look at the castle and things.

Elf


It should be there and certainly is when I look at the area in the Editor. Will try to make a run out there tomorrow and have a look.

Anyhow a little secret is that it's actually not needed to get to Lord Hovart unlike LOU. The scripting was beyond my abilities at the time I did that area (about 2 years ago). Lord Hovart will appear no matter what you do.

Okay I am off on the rest of my journey, have a good day!

Elf

You're right - the frustrum needs to be reduced when
travelling around Castle Hiroth, the graphics anomaly has gone..


Actually there is a lot more info in the Journal
since your last resource update, iryan - thanks for that..

The general quest-line gets a bit blurred in Hiroth,
it's a question of what to do next, and where to go..?

There are a few things to consider:
1. clearing Hiroth of the undead
2. finding the Hiroth Townstone
3. entering the castle, to find a way to Grescal

Each of these tasks need to be clearly defined, via the Journal


- what is the significance of the shimmering entrance here?


what is the missing Journal entry here
at the moment, "Travel to Grescal" is
showing in the Journal as a secondary quest..

BTW:- the castle is a tricky maze..!! :woot:

The Dragon falls into the pit and disappears when one plays using Broken World however after dieing when playing the game using Dungeon Siege 2 she just sits there and does not fall into the pit. There is a difference between how the two versions handle the Dragon. In both cases the quest completes and you can now open the storage trunk and get the town stone. So it is not a game stopper.

The Crystwind Town Stone appears to be missing it's inventory icon. It could also be that the template for the Crystwind stone has been changed misnaming the icon or missing or incorrect punctuation.

Castle at Hiroth yes as you expected iryan and as Blondin235 has discovered it is the see far hack that is why I normally keep my setting around 60 instead of higher.

Blondin235 as what to do next it is really up to you. So that I could get to Hiroth quickly I turned right in Crystwind instead of left into the mine. There are still some secondary quests to complete around Elddim and Crystwind. But because of the open nature of the Utraean Peninsula and the various paths you can travel it does not really matter which you do next. Oh and by the way there are several other ways you can reach Grescal one of which exists in the great northern forest look for two towers and a bunch of Cats. In testing the maps I rarly follow the standard path to anywhere. I have found that you can get from any town to any other town by at least two paths.

Elf

The Crystwind Town Stone and Gavel of Conveying are now working.

AS bare_elf guessed the Crystwind Stone Stone was missing an inventory icon or rather it was there but had a changed name. The Gavel of Conveying was missing from the inventory.gas in the Objects folder of the region. Instead the existing object it replaced was there which meant I somehow used an older version of the files for that region.

So now to chase the mysterious glimmering of the door and see if I can get the Dragon to disappear in vanilla DS2. Maybe KillerGremal might have a better idea of the Dragon as he originally coded the sequence.

I've just revisited the Dragon (with DS2Mod) and he felt down after he was dead, as intended... Puzzled
Hm, could there be a context with the (still pending?) Phraks who did not disappear when dead?

The glowing door is a 'force field' to prevent monsters from entering the house.

Cleaning up some of the secondary quests related to act 1 and some of the primary quests I skipped past to get to Hiroth quickly. So far all is going well. It should be noted however finding a town stone or other quest item prior to being given the quest can cause issues with the quest getting a check mark in your Journal. I know that I have completed the quests at one time or another so it is not an issue for this test run. I am simply checking out problems that others are reporting...

Elf


aha, now I see it!

- I had to find the Utraean Militia Swordmate to
- resolve the "Remove the threat from Hiroth" quest..

- incidentally, when I first encountered him, he had
- a health-potion sign over his head.. though he wasn't selling (?)

BTW:- should this now clear the shimmering door in Hiroth?

Blondin235 wrote:

aha, now I see it!

- I had to find the Utraean Militia Swordmate to
- resolve the "Remove the threat from Hiroth" quest..

- incidentally, when I first encountered him, he had
- a health-potion sign over his head.. though he wasn't selling (?)

BTW:- should this now clear the shimmering door in Hiroth?


The Swordsman had the wrong indicator icon and is now fixed.

This won't clear the shimmering door and I wasn't aware it actually existed. Maybe we can look at making it invisible if it worries people?

Blondin235 wrote:

what is the missing Journal entry here
at the moment, "Travel to Grescal" is
showing in the Journal as a secondary quest..

BTW:- the castle is a tricky maze..!! :woot:


The 7 "Travel to....." quests are all secondary quests with no purpose other than encouraging the player to visit the town. Very similar to the original quests in the DS1 multiplayer version where you were prompted to visit the next town and show the signet ring to the local Utraean Priest who would have another task for you to perform, like finding their stone which was carelessly lost in some fashion or other.

I just broke the quest line into smaller chunks.

Cheers, iryan - the amended journal did make a difference
lots of additional info and lore to catch up on..

Maybe the Enchantress, could mention that the door's purpose
is to keep the undead at bay - an extra bit of dialogue, perhaps..
maybe also a hint about the Utraean Militia Swordmate in the castle
- it would also serve to remind the player that the area needs clearing permanently..

how easy would it be to trip the door back to normal after
Hiroth has been cleared of the undead, and to change the Enchantress' dialogue
to reflect the fact that it's no longer needed, now that they're finally gone.. (?)

many many thanks for efforts, iryan..
you've every right to feel justly proud
of what you've achieved with the conversion :woot:

PS - will you be posting a definitive set
of Resources to reflect the various adjustments
you've made to the Utraean Peninsula Map..?

The directions to the Hiroth Town Stone are much better now. Only ended up walking in circles twice. In all the years I have played this map both in DS1 and DS2 it is the very first time I understood that Lord Hovart started out as a good guy, commander of the second legion. And the lost queen was a utraean general. So the conversations between the characters really do enhance the game as do the updated lore books. So I placed the stones and destroyed the Maljin. So it is off to another map.

Elf