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Hotfix Mod / Aranna Legacy Mod

KillerGremal's picture

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 lost all reliability and clearness due the flood of spam there. Sad

So this is more a thread to catch 'fugitives' than to start a new modding offensive. Actually I rather would say it's over, however smaller bugs/lacks probably still will be fixed.

 


Hotfix Mod, Beta 5f (18.5MB, for DS2 v2.2 only, ReadMe)

Aranna Legacy Mod, Alpha 3r (19.3MB, for DS2 v2.3/BW, ReadMe)


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DrakeIsGod's picture
I've duplicated the problem

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


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IceLancer's picture
yeah well,i do like this

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..

bare_elf's picture
that will help ice lancer

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


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There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.

IceLancer's picture
Windows 7 x64DS2 2.2DS2BW

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

bare_elf's picture
Ice Lancer

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?

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.

Hi Ice Lancer
To help us debug your problem would you please provide the following information.
Version of Windows
Version of Dungeon Siege 2
Version of Dungeon Siege 2 Broken World
What other mods do you have installed in your DS2 and DS2BW resources folders
Are we speaking of Aranna Legacy or HotFix mod

Elf


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**************************************************************************************************
There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.

IceLancer's picture
Mod breaks objects marking on map

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?

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.

Mod breaks objects marking on map

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?

HardLess's picture
Additional Shop

KillerGremal wrote:
By the way, did you ever visit the additional shop in the Azunite desert in muliplayer?

Yes, I think it's the shop where you can find reagents and enchantable items only ?

The portal to Snowbrook works perfectly for the host as for the clients.

See you,

HardLess.

KillerGremal's picture
MP lacks

HardLess wrote:
Hi KillerGremal,

Playing with the Arrana Legacy we have encountered a problem and figured some things out:

_Back in a day, I have said that the arcing effect had a problem, that the clients of a multiplayer game weren't able to see it. I have also seen that my orbs in the Ancient Gifts had the same problem. I have made some tests without the Arrana Legacy and the orbs are showed to the clients. This bug is pretty strange, I don't really know why but the only thing that could link the orbs' effect and the arcing effect is that both aren't created through a flick.
. . .

Thanks for this observation. It's really a bit strange, I had to recheck the revised arcing component for possible multiplayer issues.

 

HardLess wrote:
. . .
_Playing on Dungeon Siege 2 map we have encountered some crashes at the Windstone Fortress, those crashes seems to be linked to the Plagued Soldiers. I don't have much more information but we had to remove the Arrana Legacy in order to move forward, the client crash at every steps when there are some Plagued Soldiers near. I think there is something with those Plagued Mage or Sorceress.

I hope it helps,
See you,

HardLess.

Hm, I can recheck these actors too, but actually it also could be that there is MP related problem because of the revised 'Lost Soldier' quest...
There are also some minor map changes, bascially however no extra-ordinary method is used here. In this context I hope the protal to Snowbrook (established after you have killed the Dragon) does appear on the server and the client as well!?

By the way, did you ever visit the additional shop in the Azunite desert in muliplayer?

HardLess's picture
Arrana Legacy Feedback

Hi KillerGremal,

Playing with the Arrana Legacy we have encountered a problem and figured some things out:

_Back in a day, I have said that the arcing effect had a problem, that the clients of a multiplayer game weren't able to see it. I have also seen that my orbs in the Ancient Gifts had the same problem. I have made some tests without the Arrana Legacy and the orbs are showed to the clients. This bug is pretty strange, I don't really know why but the only thing that could link the orbs' effect and the arcing effect is that both aren't created through a flick.

_Playing on Dungeon Siege 2 map we have encountered some crashes at the Windstone Fortress, those crashes seems to be linked to the Plagued Soldiers. I don't have much more information but we had to remove the Arrana Legacy in order to move forward, the client crash at every steps when there are some Plagued Soldiers near. I think there is something with those Plagued Mage or Sorceress.

I hope it helps,
See you,

HardLess.

KillerGremal's picture
Great Feedback

@Mantella: Thanks for your extensive feedback! Smiling

 

Mantella wrote:
Inventary bug: switching too fast or too often from a spell to another or from a weapon to a spell can cause the inventary to not respond anymore. Can't clic on item and equip.
There is a component related to weapon/spell switches (mainly to carry on combat actions), perhaps it's too latent.

 

Mantella wrote:
Level up icons broken: when your character level up in range or nature or combat magic there is an icon that pop up on top of the character. The texture of the icon doesn't properly display on the model. The same happen for the doors that need a specific level of range or magic to be opened in DS2
Never seen myself, and neither models nor textures changed. So the texture should 'properly' fit or 'properly' not fit at all - showing a yellow-black dummy texture then. Pretty strange... Puzzled

 

Mantella wrote:
Character information panel: some information like "kills, meters, chance to find magic items and such..." does not show up for the clients in multiplayer game.
I have to recheck this. Basically the information should be available on the client as well.

 

Mantella wrote:
Broken drinking potion animation: ordering your character to drink a potion can sometimes break the animation. He just run "in the air" without moving. Moreover, if a Two-handed weapon guy drink a potion he can sometimes "drink his weapon" instead of a potion.
It seems the definition for an extra animation is missing or a check to cover this. I think this can be fixed.

 

Mantella wrote:
Mage not responding: If the player spam move command and attack/buff/heal command with a spell, the mage don't respond at all and start running "in the air". This can happen preaty often since you have to reposition your mage since he is weak and have to be in a good spot to do his job.
I'm aware of the 'air walk' phenomenon. It also may happen in the mod-less game, and with this mod perhaps more often. It can point on a path-finding problem or that some that some jobs did overlap resp.one job did use (position) data from the other one.
However I can check once job priorities and their interruptable state.

 

Mantella wrote:
Auto repositioning character: if you switch from one stance to another (rampage/mirror) your "slave" character will always come back to the "master" character and disengage if he was fighting.
That's (sadly!?) the default behaviour, usually because of the refreshing of the party formation.
For the 'rampage' mode however you could set party_rampage_free = free for a more tolerant mode treatment.
In singleplayer mode also the 'wait' mode has been revised so each party member will really wait and accept a command, allowing you to control party members independing from each other.

 

Mantella wrote:
Wasted power: sometimes you clic to activate a power and nothing happen. The animation start but has no effect and no damage. Can be related to some IA tweaking because this bug is really severe with Auto Engage Mod (we removed it long time ago) for example.
There were some 'doulbe activation exploits' in the original release. GPG tried to fixed it but not in really reliable manner, and actually it could be that tunings in the mod or the additional stress it is causing may increase the (hopefully rare) times this happens.
I only have a vague idea where this issue is coming from (for example a second activation within the same frame or while facing the target), but no clear idea how to really fix it.

 

Mantella wrote:
-Bowstrings glitch : happen for crossbow and may crashe the game in multiplayer.
With crossbows only? What about bows?
However I can recheck the effect. The way it is produced is quite time-critical currently, unable to handle network delays possibly.

 

Mantella wrote:
Vault spell crashes: we don't use this spell anymore because it can causes game crashes in multiplayer, no idea why.
I'm actually a bit surprised, however I hope this can be fixed.

 

Mantella wrote:
Laggy Far shot: in a multiplayer game if the client uses far shot can cause the host to lagg like hell and make the make the game almost unplayable.
Strange, no idea what should slow down the game here. It shouldn't cause any augmented stress at all.

 

Mantella wrote:

20 arrows would be a real stress even in singleplayer. Perhaps an arrow limitation in multiplayer would be appropriate, the stepping could be revised too.

 

Mantella wrote:

Hm, may be the current skill dependency is not perfect, but any skill dependency I would like to maintain - it perhaps should be since all buffs and weapon enchantment spells depend on skills partially.
Besideds of this most of the custom weapon enchantment spells depend already now on class levels (for example melee and combat magic) resp. on the calculated dual class level/value.
 

Aranna Legacy bug report

Hi KillerGremal,
Since i've played so many hours with Aranna Legacy I thought i can come up with some feedback and bug report. However i don't think i ever played the default game without Aranna Legacy.
Your mod had so much cool stuff that i can't play without it. So excuse me if i report some bugs that has nothing to do with Aranna Legacy since i don't realy know how is the game without it.
Anyway Aranna Legacy started from a Hotfix mod, right?

So here i go:

General:
-Inventary bug: switching too fast or too often from a spell to another or from a weapon to a spell can cause the inventary to not respond anymore. Can't clic on item and equip.
This has been already reported but has nothing to do with an inventary mod since i don't play with such a mod.
-Level up icons broken: when your character level up in range or nature or combat magic there is an icon that pop up on top of the character. The texture of the icon doesn't properly display on the model. The same happen for the doors that need a specific level of range or magic to be opened in DS2.
-Character information panel: some information like "kills, meters, chance to find magic items and such..." does not show up for the clients in multiplayer game.
-Broken drinking potion animation: ordering your character to drink a potion can sometimes break the animation. He just run "in the air" without moving. Moreover, if a Two-handed weapon guy drink a potion he can sometimes "drink his weapon" instead of a potion.
-Mage not responding: If the player spam move command and attack/buff/heal command with a spell, the mage don't respond at all and start running "in the air". This can happen preaty often since you have to reposition your mage since he is weak and have to be in a good spot to do his job.
_Auto repositioning character: if you switch from one stance to another (rampage/mirror) your "slave" character will always come back to the "master" character and disengage if he was fighting.
-Wasted power: sometimes you clic to activate a power and nothing happen. The animation start but has no effect and no damage. Can be related to some IA tweaking because this bug is really severe with Auto Engage Mod (we removed it long time ago) for example.
-Bowstrings glitch : happen for crossbow and may crashe the game in multiplayer.

Spells:
-Vault spell crashes: we don't use this spell anymore because it can causes game crashes in multiplayer, no idea why.
-Laggy Far shot: in a multiplayer game if the client uses far shot can cause the host to lagg like hell and make the make the game almost unplayable.
-Multi-shot crashes: I'am not sure if the engine can handle around 20 arrows at the same time. We experienced multiplayer crashes when Embrace and Wrath skills were maxed.

1 last thing: Have you ever considered to change the way your dual class spells scale? It's just my opinion but debilation, embrace and wrath does not synergize with the spells.
Making them increase with uber level,magic lvl or inteligence would be better imo. What do you think?

That's all i can think of for now. I hope it helps.

Mantella

bare_elf's picture
Good Work Shmidt

shmidt wrote:
Ok, i will answ now.

1 Windows 7
2 2.2 rus version od DS2
3 Hotfix Mod, Beta 5f , i got it right here
4 i have 1 mod - 4 skill points per lvl , i will give the list of files in resourses, all the files have *.ds2res extention
Disband
language
Logic
Mod-Hotfix-Beta5f
Movies1
Movies2
Objects
skillPointsOnLevelUp_x4
Sound1
Sound2
Terrain
Voices

5 i dont use them, i will try now.

UPDATE it is this modification - skillPointsOnLevelUp_x4, without it everything is fine


Yes you are correct. As stated in the Hotfix mod's readme file it will conflict with mods that modify how skill points are given/assigned.

Elf


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There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.

Ok, i will answ now.1

Ok, i will answ now.

1 Windows 7
2 2.2 rus version od DS2
3 Hotfix Mod, Beta 5f , i got it right here
4 i have 1 mod - 4 skill points per lvl , i will give the list of files in resourses, all the files have *.ds2res extention
Disband
language
Logic
Mod-Hotfix-Beta5f
Movies1
Movies2
Objects
skillPointsOnLevelUp_x4
Sound1
Sound2
Terrain
Voices

5 i dont use them, i will try now.

UPDATE it is this modification - skillPointsOnLevelUp_x4, without it everything is fine

bare_elf's picture
Shmidt More Data Please

shmidt wrote:
Hey guys,

As title says i have a problem with hotfix i dowloaded from here. i just puted new file in resources folder. by starting a game with new character i got kicked out of the game after videos, it just shut's down. what can i do? i have russian version of the game, if this matters...

Please let us know the following. This information is required to help us debug any mod problem.
1. What version of Windows?
2. Is Dungeon Siege 2 patched to version 2.2? If not down load the patch and install it.
3. What version of the HotFix mod?
4. A complete list of all the mods you have in your DS2 resources folder, and if you are starting using your Broken World Disk all the mods in your Broken World resources folder.
5. If you are not using Elys AllSaves or Elys Succubus Manager you must download it and install it.

If you give us the information we might be able to solve your issues.

Elf


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There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.

problem

Hey guys,

As title says i have a problem with hotfix i dowloaded from here. i just puted new file in resources folder. by starting a game with new character i got kicked out of the game after videos, it just shut's down. what can i do? i have russian version of the game, if this matters...

sry

thanks i found this but i was not sure if outdated or not.


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youtube.com/votypeks

HardLess's picture
Search more

Hi Voty,

I don't want to be rude but searching a bit mote around the forum or in the "readme" you could have find this:

*.ini parameters

See you,

HardLess.

Parameters list

Where is the .ini parameters list ?


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youtube.com/votypeks

DrakeIsGod's picture
lol

Lol now I see why Monster Level Adjustment is needed:

XD Aside from that, I did find some new things out while I ran about, patch verification was top-notch this time.

Also when I saved and loaded, it loaded up fine. However, the radar was still affected by Aranna Legacy, but oddly:

The switch that takes me back up is green, but the lightable_lightstand is properly blue. The house with the exploding door was proper as well, the door was blue and so was the bookcase upstairs. Before I turned the Monster Level Adjustment mod off every interactive object was green no matter what except for items. Not sure, but maybe the Monster Level Adjustment mod also affects the radar/map a bit. I'll have to do a bit more looking into that. But I think I found out what part the Aranna Legacy mod takes in this lol.

EDIT: The main character voice is also still not sounding with Aranna Legacy together with the Legendary mod. Sorry about the butt load of info I'm unloading here lol, just trying to be helpful


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DrakeIsGod's picture
Possible Errors

Aranna Legacy isn't compatible with the Monster Level Adjustment mod, either that or I'm doing something wrong. In the DS2 map, once I completed the beach tutorial the game stops responding when it gets to the second video cutscene and I have to manually exit the game via task manager.

This was my .ini configuration:

monster_adjust_world = all
monster_adjust_difficulty = 90
difficulty = 80
difficulty_pet = 80
difficulty_mode_ratio = 10
buff_limit = 3
brilliant_regeneration = 2
run_speed_by_dex = -1
run_speed_cargo_bonus = -1
quiver_mode = 2
pet_dire_wolf_black = true
pet_mythrilhorn_golden = true
save_town_portal = true
recipe_transfer = true

EDIT: In the DS2 map, this configuration set my world difficulty at 75%

I had every other mod turned off except for Monster Level Adjustment. When I turned off Monster Level Adjustment and ran it again with just Aranna Legacy it ran just fine when I got passed the beach tutorial, though I noticed errors that might be accompanied by it alone, mods or not. On the beach tutorial, not all of the Bracken jump off the walls and lunge at you for an attack, instead some just sit there and do nothing. Also concerning the radar, everything seems to be fine, except for some items that are usually blue on the map/radar, like switches, levers, signs and other interactive objects, they don't appear on the map at all. This probably had issues with the DS1 Legendary Mod radar as well. I noticed when I played the DS1 maps with Aranna Legacy on, all interactive objects were green in the radar/map, like doors, signs, switches, and torches; some switches/levers didn't appear at all on the map/radar, at least with the Ehb map it didn't. I never got far with the Aranna Legacy mod and the DS1 Legendary mod together though, cause once I saved my game and then loaded it, the game would immediately close, and I use DS2: BW All Saves every time I play.

Here is the patch verification I got on Ehb every play-through:

I took that screenshot though when I had Monster Level Adjustment still on, I'll test it again with it turned off and Aranna Legacy turned on instead to see if it doesn't crash.


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KillerGremal's picture
Updates

There is a new version of the Hotfix mod resp. Aranna Legacy mod.

The updates basically cover some matters recently mentioned here. Probably however some things remain unsolved so far, for example the issue with the directed powers.

HardLess's picture
MP issues

With Mantella in a game this week we have looted a rune that give "+1 Soldier".

And as for some bosses in the DS1 Legendary Pack, the soldier can be seen by the host but not by the client, even if the client was the owner of the rune.

But the damages dealt by the soldier were displayed for the client.

Edit: I just wanted to remind you that the effects of the arcing controller are invisible for the client in multiplayer games, and also that I have encoutered the same problem with my orbs effects... I don't know if you have any clue.

HardLess.

KG, while thunderus/ravaging

KG, while thunderus/ravaging strikes always were weird to aim and could fly up the stratosphere when you needed them most, the "flying from party members" is a pretty new one to me and I played this mod for around 20-30 versions already Smiling So I think one of your changes might have introduced this particular problem. Well, no biggie - you can now squash both of the issues at once (who doesn't love when the power goes straight up instead of straight forward? this urgently needs fixing too Smiling)

Ah, I didn't realize it was

Ah, I didn't realize it was for Combat + Nature magic specific characters. I give any Character that is currently able to summon a summoning spell so that it can be used as a meat shield + extra damage, so I didn't really think about it. Thanks for clearing that up, and the page you linked is very useful.
Thanks for the help.

KillerGremal's picture
Addon Inhibitions

CaeDares wrote:
Adding to my last comment; I finished Mercenary and went onto the next stage of difficulty, and now my Ravaging Strikes seem to come from the mobs themselves (As of now only from Vulks). . . .
It seems that this is addon related matter!(?) Unfortunately I don't spend much time in the addon right now (due to the lack of a addon-compatible toolkit it's rather painful to debug things there) but I'will keep it in mind for sure.

 

CaeDares wrote:
. . .
Also, what exactly is the purpose of the purple, new summoning spells? I don't mean to be rude, but they seem to be useless in terms of damage. The scroll "Summoned Creature: Ghostly Spirit III" says it provides 125% Inhibition, but I cannot find anything that explains what it does / provides.
I tried reading through the ReadMe, but to be honest, there was so much in the ReadMe that I probably accidentally skipped over what I was looking for.
See here: dungeonsiege2.net/ds2fun/mods/a-z.php#ghost_summon

When killed a ghost will try to obsess his own killer, and 'inhibition' refer to the chance to fail when trying to do so.
Unfortunately DS2 can't show that a spell is made for both nature and combat magic, so this is handled via stats - they get (much) better the higher and the more balanced your nature and combat magic are.
The lowest inhibition for 'Ghostly Spirit III' is 40% I think. So with 125% this spell doesn't fit to your current hero, sorry. Shocked

Adding to my last comment; I

Adding to my last comment; I finished Mercenary and went onto the next stage of difficulty, and now my Ravaging Strikes seem to come from the mobs themselves (As of now only from Vulks).

Also, what exactly is the purpose of the purple, new summoning spells? I don't mean to be rude, but they seem to be useless in terms of damage. The scroll "Summoned Creature: Ghostly Spirit III" says it provides 125% Inhibition, but I cannot find anything that explains what it does / provides.
I tried reading through the ReadMe, but to be honest, there was so much in the ReadMe that I probably accidentally skipped over what I was looking for.

Good to know its on your

Good to know its on your to-do list.
I don't know if its just me or not, but I've also encountered a possible 'Party Death' bug. It doesn't happen all the time, but every so often it does. I got mobbed in the mines past Darthrul, started running with 2, party members conscious. One of them die, and even though the other, my main character, was at near full HP, she died instantly even though she was clear of the mobs.
Long story short, very rarely if 5/6 of my party dies, there's a chance the remaining member will instantly die from no cause at all.

KillerGremal's picture
Repower

CaeDares wrote:
Quote:
Noticed a weird bug... sometimes the ranged powers (Thunderous shot and ravaging strike) don't fly from the archer when used, but rather, from another party member (in my case the shield tank). Pretty awkward

Agreed. 90% of the time I use my Ravaging strike it either doesn't fire, fires from Lothar, my current 'tank', or it fires a completely different direction. It sucks when I need it most in a critical situation and it derps out on me.

There are/were actually several power execution lacks/exploits since ever in this game, and even some of GPG's work-arounds for the v2.3/addon are not completely satisfying.
With skrit I think it's quite painful to control and fix the hard-coded mouse/GUI functions, and it's even immaginable that these functions are different in v2.2 and v2.3/addon - making it even harder to find a solution.

However I'm surprised that may powers start at the wrong point. I'll put it on the to-do list, but I have no explantion for this so far.

Quote:Noticed a weird bug...

Quote:
Noticed a weird bug... sometimes the ranged powers (Thunderous shot and ravaging strike) don't fly from the archer when used, but rather, from another party member (in my case the shield tank). Pretty awkward

Agreed. 90% of the time I use my Ravaging strike it either doesn't fire, fires from Lothar, my current 'tank', or it fires a completely different direction. It sucks when I need it most in a critical situation and it derps out on me.