forums | blogs | polls | tutorials | downloads | rules | help

Error message

Deprecated function: The each() function is deprecated. This message will be suppressed on further calls in remember_me_form_alter() (line 78 of /var/www/siegetheday.org/sites/all/modules/contrib/remember_me/remember_me.module).

Hotfix Mod / Aranna Legacy Mod

I hope nobody has something against when i'm opening here a thread about the Hotfix Mod resp. Aranna Legacy Mod, but GPG's garage forum has widely lost its clearness and reliability due the flood of spam there.
Sad

So this thread here is rather intended to catch (rescue?) all GPG 'fugitives' than to start a new modding offensive. So many years have passed since the game was released and personal priorities have changed since then partially too - however, for the time being smaller bugs or lacks (probably) still will be fixed.

 

Mod download:

Hotfix Mod, Beta 5p (22.3MB, for DS2 base version, ReadMe)

Aranna Legacy Mod, Alpha 4a (25.5MB, for DS2 Broken World addon, ReadMe)
 

Note maybe:
- The Aranna Legacy mod is basically the same as the Hotfix mod, but the Aranna Legacy mod
  contains some additional fixes and tunings specially for the Broken World addon (v2.3/BW).
- If you don't like to read the entire ReadMe file right now, there's also a shorter overview online.

IceLancer's picture

Windows 7 x64
DS2 2.2
DS2BW 2.3 I was testing on this
in first picture as i said ,there is only Legendary mod and Aranna Legacy mod in test
in bottom picture test i do not have any mods except Aranna Legacy
Yes Aranna legacy for BW

The main problem is second picture
Take a look
NO Mods at all.Nice blue visible dot
Only aranna legacy mod,and that same blue dot becomes barely visible

IceLancer wrote:
Windows 7 x64
DS2 2.2
DS2BW 2.3 I was testing on this
in first picture as i said ,there is only Legendary mod and Aranna Legacy mod in test
in bottom picture test i do not have any mods except Aranna Legacy
Yes Aranna legacy for BW

The main problem is second picture
Take a look
NO Mods at all.Nice blue visible dot
Only aranna legacy mod,and that same blue dot becomes barely visible


I see the problem in your images. I am sure once KillerGremal logs in he will be able to help you or at least make a suggestion or two.
I will look at it also and see if I can duplicate it.

Elf

IceLancer's picture

yeah well,i do like this mod,and just started playing my old save to finish elite difficulty ,but i guess i won't be using this mod..Hopefully bug can be fixed soon :-/

I just saw that DrakeIsGod also reported some similar issues with dots on minimap near bottom of this page..

I've duplicated the problem several times with both the Hotfix mod and the Aranna Legacy mod. I believe KillerGremal said it had something to do with Magic Item find %. Just about every interactable object is affected by this

IceLancer's picture

DrakeIsGod wrote:
I've duplicated the problem several times with both the Hotfix mod and the Aranna Legacy mod. I believe KillerGremal said it had something to do with Magic Item find %. Just about every interactable object is affected by this

Magic find?
What does this mod changes in magic find?
I have tested clean game (no mods) vs this mod,and bug happens.

If i could make legendary mod to take priority over this mod maybe it can avoid bug then?

---
edit
found tank tools
will try to do some checking,it will be hard to find like needle in haystack,as i am not familiar with structure of files..

lol You might confuse yourself looking through files you have no understanding of, but this is what KillerGremal said about Aranna Legacy in a response to one of my posts:

KillerGremal wrote:

In the Aranna Legacy mod the appearance of small/secret levers on the radar map depends on the size of the lever and your magic-find rate.
There is a good chances to reveal levers in the radar if the highest magic-find sum is 2x the level of the hero carrying these bonuses.
Why some levers are green and others are blue I can't say at the moment, perhaps the revealed one are green by intention.

IceLancer's picture

DrakeIsGod wrote:
lol You might confuse yourself looking through files you have no understanding of, but this is what KillerGremal said about Aranna Legacy in a response to one of my posts:
KillerGremal wrote:

In the Aranna Legacy mod the appearance of small/secret levers on the radar map depends on the size of the lever and your magic-find rate.
There is a good chances to reveal levers in the radar if the highest magic-find sum is 2x the level of the hero carrying these bonuses.
Why some levers are green and others are blue I can't say at the moment, perhaps the revealed one are green by intention.

One would think that ,without knowing the person ? Smile
I am actually rather heavy on coding

anyway found what i was looking for (i think)
// IF TUNED AS CONTAINER, LEVER ETC. WON'T SHOW UP AS BLUE DOT IN THE RADAR MAP.
{
is_container = true; // REQUIRED
is_pack_only = true; // DEFAULT IS false. NOW true TO MARK THIS OBJECT AS SPECIAL/NON-DEFAULT.
[pcontent]
{
[all*] { chance = 0; }
}

Its bit late,so i will continue in morning.

IceLancer's picture

Ok i was right ,that script was problem
I will upload modified Aranna legacy script with fixed blue dots
as soon as owner shows he can remove the file,and fix his own mod,as i do not want to interfere with his mod
Respect!
https://mega.co.nz/#!NwJXiLBI!i5rpmTmLpaTgYeJxSvcA_vsHz7nJ1kXTSkRtvzxtWUA

IceLancer wrote:
Ok i was right ,that script was problem
I will upload modified Aranna legacy script with fixed blue dots
as soon as owner shows he can remove the file,and fix his own mod,as i do not want to interfere with his mod
Respect!
https://mega.co.nz/#!NwJXiLBI!i5rpmTmLpaTgYeJxSvcA_vsHz7nJ1kXTSkRtvzxtWUA

IceLancer I attempted to download the code you posted so that I could pass it to KillerGremal and it says that the file is no longer available.
We can always use people that understand the code...so could you send a working link via PM to myself and to KillerGremal.

Thank You
Elf

IceLancer's picture

bare_elf wrote:
IceLancer wrote:
Ok i was right ,that script was problem
I will upload modified Aranna legacy script with fixed blue dots
as soon as owner shows he can remove the file,and fix his own mod,as i do not want to interfere with his mod
Respect!
https://mega.co.nz/#!NwJXiLBI!i5rpmTmLpaTgYeJxSvcA_vsHz7nJ1kXTSkRtvzxtWUA

IceLancer I attempted to download the code you posted so that I could pass it to KillerGremal and it says that the file is no longer available.
We can always use people that understand the code...so could you send a working link via PM to myself and to KillerGremal.

Thank You
Elf

Sorry about that,must have pasted wrong link ..its bit late almost in bed heh
https://mega.co.nz/#!I1gHlYjY!t1mObkATLGeozdNZWHR8c4dhdxF01MMOU3hlam0hm-g

just noticed that in old one i miss-labeled extension lol wrote da2res instead ds2res.. it won't work ofc :P so if you d-loaded from old link just change extension of file to .ds2res :P

IceLancer wrote:
bare_elf wrote:
IceLancer wrote:
Ok i was right ,that script was problem
I will upload modified Aranna legacy script with fixed blue dots
as soon as owner shows he can remove the file,and fix his own mod,as i do not want to interfere with his mod
Respect!
https://mega.co.nz/#!NwJXiLBI!i5rpmTmLpaTgYeJxSvcA_vsHz7nJ1kXTSkRtvzxtWUA

IceLancer I attempted to download the code you posted so that I could pass it to KillerGremal and it says that the file is no longer available.
We can always use people that understand the code...so could you send a working link via PM to myself and to KillerGremal.

Thank You
Elf

Sorry about that,must have pasted wrong link ..its bit late almost in bed heh
https://mega.co.nz/#!I1gHlYjY!t1mObkATLGeozdNZWHR8c4dhdxF01MMOU3hlam0hm-g

just noticed that in old one i miss-labeled extension lol wrote da2res instead ds2res.. it won't work ofc :P so if you d-loaded from old link just change extension of file to .ds2res :P


From one modder to another tank you.

IceLancer's picture

bare_elf wrote:
IceLancer wrote:
bare_elf wrote:
IceLancer wrote:
Ok i was right ,that script was problem
I will upload modified Aranna legacy script with fixed blue dots
as soon as owner shows he can remove the file,and fix his own mod,as i do not want to interfere with his mod
Respect!
https://mega.co.nz/#!NwJXiLBI!i5rpmTmLpaTgYeJxSvcA_vsHz7nJ1kXTSkRtvzxtWUA

IceLancer I attempted to download the code you posted so that I could pass it to KillerGremal and it says that the file is no longer available.
We can always use people that understand the code...so could you send a working link via PM to myself and to KillerGremal.

Thank You
Elf

Sorry about that,must have pasted wrong link ..its bit late almost in bed heh
https://mega.co.nz/#!I1gHlYjY!t1mObkATLGeozdNZWHR8c4dhdxF01MMOU3hlam0hm-g

just noticed that in old one i miss-labeled extension lol wrote da2res instead ds2res.. it won't work ofc :P so if you d-loaded from old link just change extension of file to .ds2res :P


From one modder to another tank you.

I just found a code where author indeed wrote MF script to block levers ,chests etc to appear on minimap/map if MF is low.
But as that is such a drastic change of original game,it does not sit well with me. (read: i don't like it :P ) so i have turned it off.
Be advised that author of mod most definitely won't change that ,use modified script at your own discretion.
Have fun

Magic find effects or not regarding the dots on the radar, what about this button? It's suppose to be located on the side of the chest not floating in air.

IceLancer wrote:

Does that occur with just Aranna Legacy loaded and not the Legendary Mod? Why I ask is that misplaced buttons can happen with the Legendary Mod if certain resources, namely Objects_DS1.ds2res isn't named correctly or placed in the correct place.

IceLancer wrote:
I am heaving one problem while using your mod.
The moment i put mod ON,almost all interact-able objects disappear from map visibility (blue dots)
Prime example is main storage chest at start town (but same problem happens with hidden switches and other objects).
What is your mod editing that cause that?And can it be fixed?
. . .
This actually happens by intention. It's an older tuning, I think some people wondered/complaind why every door, teleporter or even the biggest elevator lever or sign in town has to be marked with a blue dot - in particular since blue dots are used for items you can pick up too.

The only issue I remember was about levers opening secret rooms - while some players poked fun at the GPG developpers to 'publish' such levers on the radar maps, some other players exactly wanted this logical mistake as gameplay easement - in sense of 'better no secret than a missed one' perhaps...
Finally however in 2009 a post-tuning has been added to let smaller levers re-appear on the radar map depending the magic find rate of the party (as green dots!?) in the style of World of Warcraft feature I think (other RPG may have this too).

Unfortunately there is no easy way to control these radar dots in detailed manner. Of course it would be cool to have 'ini options' or even an window/interface in-game to toggle the dots on or off depending on the object types - similar to the loot filter where you can define which labels to show.

 

IceLancer wrote:
. . .
I am testing only your mod,and Legendary

Here is test vs clean game with and without your mod.(no other mods)


Left your mod is ON ,blue dot on left is barely visible
Right no mods at all,blue dot is very bright and very visible.
Just look at blue dot left of party (other dots are loot,not important)

That is elevator lever,same is with others,they either missing completely or are almost invisible.

As Iryan stated, if this lever is misaligned, it's usually a reliable indication that other levers on the maps will be misplaced too - sometimes not allowing you to open doors or use elevators.
Sadly this lever misplacement issue is almost omni-present on DS1=>DS2 maps and it's really painful to handle/fix it even if the file/tank resources are named in correct manner.

IceLancer's picture

Wait,what?
I played game from 0-75 without a single addon/mod. I never saw green lever dots. I never (not) saw levers on minimap..i don't mf
I don't know how this became to such confusion...

I will try to explain.
Storage blue dot comes with Legendary mod only.It also activates some other usable objects in world,like forgotten roast which on click provides potion..etc

Levers were always visible in ds2 and ds2bw for me,and as blue dot,i never had any mf,nor do i plan to.

Today i finally got urge to finish elite settings and found it too easy,so i sought your mod,and first thing i see is all levers are gone from minimap..

So after googling for a bit and finding nothing,i look inside scripts and find that there is a MF mod that is linked to levers appear/disappear. (also other objects : roast mentioned above //which comes with Legendary DS1 // and chest in main town)

Anyway i seek no quarrel ,but for my own gameplay ,i found and turned script off,now i see all objects i wanted to see in first place.

--addendum
Please lets not mix Legendary misaligned thing with all this..
I first saw legendary yesterday ,and all missing levers from minimap is not connected to it,nor was i talking about misaligned levers..
Anyway back to topic of discussion..

Thank you for the mod tho ! Respect ! I am sometimes too lazy to make things for my self :P

P.S
i just checked logic from DS2 and i am sorry but there is no object involved MF codes anywhere.
Someone moded whole mf thing at one point ,but it isn't part of original game.
It sounds interesting tho,but i learned to play game with visible levers,so..

trigger OnGoHandleMessage$( WE_USER_REVEAL ) // ADDED BY KILLERGREMAL/F3
/ SMALL LEVERS HAVE A VOLUME OF 0.25-0.45, THUS TO GET THE BLUE RADAR DOT A LEVEL-50-CHAR WOULD
// NEED ~150% MF, HOWEVER IF FOCUSED ONLY ~100% WOULD BE REQUIRED (SEE FOCUS HANDLING ABOVE).

Sorry if i offended anyone, it wasn't my intention !
Good Moding tho! Respect.

---
@KillerGremal
Maybe add a .ini check to obj_base_usable weather player want's to use MF object script or not.
I could write it my self tho,but i don't know all the hooks,and its just waay too much time for me right now,when i actually only sought to finish my save game Elite ..
Thank's all

Interesting..

Hello,
I just wanted to brainstorm around the Rejuvenating Weapon spell that provide life steal. To me such a spell is not in line with the lore of the game since life steal feels more like a dark power i.e. Vampirism. Moreover life steal doesn't had much for a paladin-like character despite some tankiness. Fist of Stone should be more about support/tank and utility imo.
A few months ago me and Hardless came up with a new test version of the spell. Instead of life steal we added healing cascade as passiv proc amor with a chance to trigger when hit. The result was fun because it synergize well with a Fist of stone that wants to tank for the party. On top of that playing with Provoke was really interesting because you want to aggro to trigger the passiv as much as possible to provide some healing for the party. As a result the Fist of Stone was able to Tank and Heal at the same time with some fun combination of power/spell/passiv skills.
Finally reworking Rejuvenating Weapon would allow to build a new dual-class melee/combat spell (Ancient Gift mod?) based on life steal ability that might suit better the "dark side".
What do you think KillerGremal?
Mantella

Hello everyone.

I can't download aranna legacy mod from website.

Is it happening only with me or is there something wrong with it?

Thanks in advance.

baballoo wrote:
Hello everyone.

I can't download aranna legacy mod from website.

Is it happening only with me or is there something wrong with it?

Thanks in advance.


Kiler's host is giving him problems so try the link above again, I tried it earlier and nothing. Tried it just now and it worked.
Elf

IceLancer's picture

I can't seem to find the owner of MonsterLevelAdjust script? Nor any topic about it anywhere.So i am sorry to be posting here as it somewhat involves you :P

There is a nasty clash /bug in MLA mod [t:template,n:class_door_base] with your AL mod
Its breaking functionality of Sanctuary doors
The whole part from MLA is redundant and not necessary,just remove the code safest way.

Here is updated mod
https://mega.co.nz/#!9hAXkZxB!Q9y_0siM-TnVYuQKRZT9gadlRHh_8uv_KlxyqP8ubLk

Mod-Erthos-MonsterLevelAdjust-Beta5h ?
I do not know if there was maybe a newer version,as i can't seem to find any topic at all.

I have tested 2 different doors in azunite desert.But most probably that all S.doors are broken
"not powerful enough to open"

IceLancer wrote:
I can't seem to find the owner of MonsterLevelAdjust script? Nor any topic about it anywhere.So i am sorry to be posting here as it somewhat involves you :P

There is a nasty clash /bug in MLA mod [t:template,n:class_door_base] with your AL mod
Its breaking functionality of Sanctuary doors
The whole part from MLA is redundant and not necessary,just remove the code safest way.

Here is updated mod
https://mega.co.nz/#!9hAXkZxB!Q9y_0siM-TnVYuQKRZT9gadlRHh_8uv_KlxyqP8ubLk

Mod-Erthos-MonsterLevelAdjust-Beta5h ?
I do not know if there was maybe a newer version,as i can't seem to find any topic at all.

I have tested 2 different doors in azunite desert.But most probably that all S.doors are broken
"not powerful enough to open"


Yes KillerGremal is the author of the Monster Level Adjustment Mod (listed in the mod's readme found on the Legendary Mod thread and also the Utraean Peninsula thread and Killergremal's own website) and yes you have the latest version. There was a forum thread about it which hasn't been updated for nearly 6 years. It was originally designed for the Erthos struggle map as a way to match monster levels automatically to the player's level. It came back into prominence with the development of the Utraean Peninsula Mod which eventually evolved to the Legendary Mod as a way to match each map's monsters and loot to the level of the player's party. Otherwise you would have to start each map with a new party as per Dungeon Siege 1. With the MLA mod you can play any map in any order you want.

The thing with the MLA mod is that it has to be enabled in a map to work, otherwise it should have no effect. So in vanilla DS2 or Broken World it doesn't have any effect.

However when I developed DS2BW Adepts, one feature that mod added was the ability to open up the campaigns in DS2 and Broken World so you can play the acts in whatever order you want (within certain boundaries). Obviously this would cause issues if you tried to play Act 3 with a low level party!

So DS2BW Adepts enables the MLA mod in DS2 and Broken World. So now if you decide to finish Act 3 before Acts 1 and 2, the monsters and loot will match your party level. Then if you go back to Act 1, all the monsters will be beefed up to whatever level you are. So goodbye green monsters forever. Makes playing the convoluted quests where you have to go back to early levels more interesting - you often receive more experience and loot from going through the quest than you do from the actual quest reward.

However there was an issue with Sanctuary Doors. They didn't level up so a low level party going through Act 3 couldn't open any Sanctuary Doors, so you get the exact same message as you are mentioning now. KillerGremal then incorporated MLA support for Santuary Doors so they match the party levels.

So possibly the changes KillerGremal made, inadvertently broke Sanctuary Doors in vanilla DS2 or Broken World games. Though these changes have been around beta5d released on 12th July 2013, that's well over a year. Or maybe there's some other reason. I'm sure KillerGremal will respond when he next checks in.

In the meantime it's likely your changed mod will break Sanctuary Doors in DS2BW Adepts.

IceLancer's picture

I tried adepts,its working just fine with this.
And "monster_adjust_world = all" will enable MLA in DS2BW with or without Adepts.With all perks and features.

Addendum
i see,you are saying adepts alone need this fix?
Well i already merged changes from A.Legacy with Adepts and MLA.
So Mla does cause problems with regular AL,but fixes adepts alone.
But if adepts are merged with Al as in my case then it fixes it again(with changes in MLA posted).Ok Thanks for clarification.

I guess i should post merged AL with mla and adepts.AL really has very good changes.And rather good coding.

IceLancer wrote:
I tried adepts,its working just fine with this.
And "monster_adjust_world = all" will enable MLA in DS2BW with or without Adepts.With all perks and features.

Addendum
i see,you are saying adepts alone need this fix?
Well i already merged changes from A.Legacy with Adepts and MLA.
So Mla does cause problems with regular AL,but fixes adepts alone.
But if adepts are merged with Al as in my case then it fixes it again(with changes in MLA posted).Ok Thanks for clarification.

I guess i should post merged AL with mla and adepts.AL really has very good changes.And rather good coding.


I've just posted an experimental version of Adepts that aims to be compatible with Aranna Legacy as I agree with you about AL. This version of Adepts aims to keep the open campaign so it will also need the MLA mod. I plan to check out the merged autoengage mod and AL that you posted as Adepts works well with the autoengage mod.

It's probably the best to post feedbacks about the Level Adjustment mod in these threads:
- http://siegetheday.org/?q=node/1330
- http://siegetheday.org/?q=node/1607
Simply becuase that's there where you can find maps where this mod is used.

 
Concerning the other posts...:

- There are no conflicts known to me between the Aranna Legacy mod and the Level Adjustment mod. I use this combination all the time and when I'm working on the one mod the other mod is usually active.
Specific addon-related issues are possible though since I spend much more time with v2.2 than with the addon, but basically the Hotfix mod in v2.2 should perform the same way as the Aranna Legacy mod in the addon does.

- More information is needed about the Sanctuary door bug experienced. Actually sanctuary doors can have some life points now, this may be unusual but I wouldn't call it nasty bug.
The 'Not powerful enough' message is simply the result of a comparison between the attacker's class level and the door requirments. Of course there would be a problem if this message still would show up when the attacker's class is higher, but I haven't experienced such a case myself so far.

- I'm aware that the auto-attack option in the game options is not exactly the same as the 'auto-attack' fearture in DS1 was.
When I have a bit more time again I will rethink about some expanded routines so the focused hero will automatically select a new enemy, if possible with a player option to toggle this on and off should so much automatization be too annoying once.

KillerGremal wrote:
It's probably the best to post feedbacks about the Level Adjustment mod in these threads:
- http://siegetheday.org/?q=node/1330
- http://siegetheday.org/?q=node/1607
Simply becuase that's there where you can find maps where this mod is used.

 
Concerning the other posts...:

- There are no conflicts known to me between the Aranna Legacy mod and the Level Adjustment mod. I use this combination all the time and when I'm working on the one mod the other mod is usually active.
Specific addon-related issues are possible though since I spend much more time with v2.2 than with the addon, but basically the Hotfix mod in v2.2 should perform the same way as the Aranna Legacy mod in the addon does.

- More information is needed about the Sanctuary door bug experienced. Actually sanctuary doors can have some life points now, this may be unusual but I wouldn't call it nasty bug.
The 'Not powerful enough' message is simply the result of a comparison between the attacker's class level and the door requirments. Of course there would be a problem if this message still would show up when the attacker's class is higher, but I haven't experienced such a case myself so far.

- I'm aware that the auto-attack option in the game options is not exactly the same as the 'auto-attack' fearture in DS1 was.
When I have a bit more time again I will rethink about some expanded routines so the focused hero will automatically select a new enemy, if possible with a player option to toggle this on and off should so much automatization be too annoying once.


I must agree KillerGremal I use Aranna Legacy and the level adjustment mod together when playing all the converted DS1 maps. I always play using the addon (broken world) I have never found a conflict.

For the glitch causing a caster to run in place or run slowly on some attacks, would it possibly have to do with the tunings for a cautious approach in job_cast.skrit?

min_cautious_distance$ = 13.00
cautious_chance$ = 0.20
cautious_distance$ = 6.00
cautious_down_time$ = 4.00

Just trying to get an understanding of what might fix the bugs pointed out already

@DrakeIsGod: Thanks for your efforts, I have the 'air walk phenomenon' in mind but no solution for it yet.
Of course you can set once the cautious_chance to 0.0 if you have the impression something is (unintentionally) activating the cautious approach for party members.

Generally I think it's rather a path-finding, auto-casting or AI-attacking matter (as job_cast.skrit actually belongs to).
However also the number of party members and summoned monsters may be important (ever seen an 'air walk' with a 1-man-party?), and perhaps even the game version (v2.2 or the addon, the code may slightly vary) has some significance too.

I'll have to do some experimenting lol.. I have seen the air walk with a 1-man party at the start of Ehb though

I have just had Ulora doing an "air walk" in converted Ehb. It cannot be anything to do with Aranna Legacy because I do not have that on my system.

Ah....where did that air walk originate from again? lol

Pages