DS1 MapPack for Dungeon Siege 2 v7.0a May 12 2012 _________________________________________________________________ Mod Title: DS1 Map Pack for Dungeon Siege 2 Author (s): Killergremal/Iryan/PhoeniX Summary: Enables playing the original Dungeon Siege Kingdom of Ehb map in Dungeon Siege 2 Mod version: Beta 7.0a Mod Size: ? MB Contact forum: http://siegetheday.org/?q=node/1607 (for bug reports and comments) http://siegetheday.org/?q=node/1330 (for KillerGremal's mod) ********************************************************************** *Description - This mod will allow the original Kingdom of Ehb to be playable in Dungeon Siege 2 (see below for full list of what's enabled or not supported from the original map. Note: This is still a beta so bugs and lacking features are still to be expected. ***************************************************************** *Requirements / Compatibility - Third public beta v6.0 files from http://siegetheday.org/?q=node/1607 (constantly updates so keep checking) - Tested in Dungeon Siege 2 but should play without problems in Dungeon Siege 2 Broken World - Requires original Dungeon Siege assets to be usable in Dungeon Siege 2 - Also requires Killergremal's Utraean Peninsula mod files. Please go to http://siegetheday.org/?q=node/1330 for links to these required resources and instructions for converting the DS1 required assets. - This mod should incorporate with most mods and will *not* affect the original maps of DS2 resp. Broken World addon. ***************************************************************** *Installation Instructions - Remove previous Kingdom_of_Ehb.ds2res and any DS1_Logic_Beta.ds2res files. - Copy DS1_Logic_Beta_7a.ds2res and DS1_Map_World_Beta_7a.ds2res to Dungeon Siege 2 resources folder (it will still appear in Broken World if you have the expansion). Delete the existing DS1_logic.ds2res if it exists. - Ensure that you have the following files in addition to DS1_logic_Beta_7a.ds2res and DS1_Map_World_Beta_7a.ds2res, * DS1_Content.ds2res and DS1_Yesterhaven from Beta 5.0 release * Mod-DS1Content-Alpha10a.ds2res * Mod-DS1Map-Utrea-Alpha10.ds2res * Mod-Erthos-MonsterLevelAdjust-Beta4i.ds2res * Mod-TerrainNodesDS1LoA-Beta3.ds2res * converted Objects.dsres from DS1 (should now have a ds2res extension) * converted Sound.dsres from DS1 (should now have a ds2res extension) * All*Saves for DS2 or BW ********************************************************************** *Removal Instructions - Manually remove the DS1 prefixed mods from your Dungeon Siege 2 resources folder ********************************************************************** *Gameplay Changes/Additions - Most features of the original Kingdom of Ehb work - Radar fully enabled in all regions (thanks PhoeniX for completing this) - Most original DS1 monsters now populate the maps - Some extra monsters from DS2 and new, unused or modified models added to some regions of Kingdom of Ehb - All primary and most secondary quests implemented with some new quests - Over 30 NIS sequences to help explain the story - Maps, lore and bestiary implemented - Most of the original recruitable party members from Kingdom of Ehb available - New recruitable pet - Monsters and loot level up to match party's average level (Monster level Adjust Mod beta 4i controls this) - Extra merchant npcs added to Kingdom of Ehb - There are now checkpoints where the player can save their game and resume from that position. These checkpoints are all major towns and specially designated points where there's a merchant and stash (the game also notifies you when you reach a checkpoint). These were used instead of DS2 teleporters as Kingdom of Ehb is such a linear map. - Most distorted button and levers have been fixed - Former respawn statues work now as Incantation shrines. - Chants are available in form of dropping scrolls. - Recipes are enabled in the lore tab - Some statues/monuments currently serve as mana/health bushes in both maps - Map fully rebuilt with DS2 lqd files - Logic files rebuilt to be completely independent from Killergremal's code - Includes custom monster templates in all maps so the bestiary updates properly and independently from any previous map completed by the player's party - Chamber of Stars restored to some of it's former glory - Over 40 new npcs added to the towns to try to make them more lively ********************************************************************** *Bugs/Missing/Not Implemented - Goblin Robo Suit encounter doesn't play out quite like the original but should still be fun - There's been a one off trigger added to the final fight with Gom which will send the elevator back up so if the unthinkable happens and you save your game there and reload you can still fight him. Warning this only works once. - There is an exploit with Gom where archers can snipe him without retaliation (will also break a NIS sequence). You're only depriving yourself if you try this - Had to disable access to an entire region (ac_r2a) due to nodal problems. Not very noticeable as it was only a small, semi-secret area containing not much of importance. Still would have been nice to get working for completion sake. - Not all monster behaviour is the same as in the original map due to differences in the code base, especially how special effects are manipulated (Contributions in this regard are again especially welcomed). ie tesla coils exist but don't work properly - Quests aren't very robust and could easily be broken by the player proceeding through the campaign in a different order than expected. So highly recommended to try to play through in the expected order - No real rewards from complenting quests apart from the satisfaction of having everything ticked in your quest tab - Occasionally the bestiary doesn't succesfully update itself and skeleton mercenaries don't appear in it because of missing textures (yet ingame they work well despite not revealing as they should) - Occasionally the lorebook doesn't update itself either - The original DS1 map was designed for short sight ranges and rather steep/vertical camera angles. Thus take care when using mods or All*Save to override this, there may be lags or loading/trigger errors since the map design doesn't expect anything beyond 60m to be load simultaneously - this specially affects elevators from/into dungeons. This is also noticeable in some regions like Castle Ehb where your party attacks monsters out of sight. - Some artwork and conversations basic (contributions in this regard especially welcomed) - Some character models don't match their portraits very well (cough/cough m\Merik anyone. Contributions in this regard are again especially welcomed) - Original DS1 traps are triggered but do nothing - It would have been nice to have installed the mod into a custom folder but the mod wouldn't appear in Broken World if I did that. - Leaving the game for a long time (paused or not) seems to cause the graphical effects of spells to "break" for both party members and monsters. A restart is then required. This bug is possibly present in normal dungeon siege 2 gameplay as well? - Respawning has been enabled again (set at 20%) but advance features of the MonsterLevelAdjust mod aren't supported in the maps due to bugs. - Dwarves don't exist in DS2 so Gloern is just a regular human (will later release a small mod enabling them as dwarves if you use Broken World) - New fidget animation problem can appear if the original Dungeon Siege Objects.dsres is converted using hex editors. Using Killergremal's tools avoids this. (Why does this occur?) - Town Portal Restrictions hasn't been implemented due to the amount of work involved (so don't use the town portal on elevators or bad things will happen) - Did experiment with DS2's tuning system but decided it really didn't suit this type of map ********************************************************************** * Version History: Beta 1.0 (February 7th 2012) - First private beta release - Kingdom of Ehb and Utraean Peninsula maps added - Most DS1 monsters enabled - Quests, Lore, Bestiary enabled Beta 2.0 (February 11th 2012) - Second private beta release - Yesterhaven map added - Yesterhaven custom monsters enabled - Yesterhaven quests, lore and bestiary enabled Beta 3.0 (March 1st 2012) - Third private beta release - Legends of Aranna map added - Most Legends of Aranna custom monsters enabled - Legends of Aranna quests, lore and bestiary enabled Beta 4.0 (March 17th 2012) - First Public Beta release - Only Kingdom of Ehb map released for now (other maps have to be tested and improved further before release) - Enabled voices for npcs - Mod now works and loads in SE2 and massive cleanup of code - Removed references to Killergremal's code so mod now requires his content packs and monsterleveladjust mod to work - Made mod dependent on user converting some basic original Dungeon Siege assets files to try to make mod "legal" and avoid infringing copyright laws Beta 5.0 (March 23rd 2012) - Second Public Beta release - Yesterhaven released in addition to Kingdom of Ehb - Internal Logic content massively reorganized so to make integration with Killergremal's mod better and possibly a future combining of the mods easier. Also required to make bestiary updating better so that monsters defeated in previous maps don't appear in the bestiary for the current map - Start positions ids renamed for Yesterhaven due to incompatibilities between maps? Beta 6.0 (April 2nd 2012) - Unreleased Private Beta release - Utraean Peninsula map modification released but Killergremal's map is still required - Start position ids renamed for the Utraean Peninsula - Some more bugs fixed Beta 6.0a (April 9 2012) - Third Public Beta - Legends of Aranna map and support resource pack released - Legends of Aranna requires user to extract necessary resources from original release in order to play - Start position ids renamed for Legends of Aranna - DS1_Logic updated to support Killergremal’s upated DS1 Content Pack Beta 6.0b to 6.0d (April 28 to May 9 2012) - Major updates to Legends of Aranna & Yesterhaven so that the town portal and town resurrection now works - Temporary solution to door problem in the Utraean Peninsula which should now be resolved with the latest Mod-DS1Content-Alpha10b.ds2res Beta 7.0a (May 12 2012 - Kingdom of Ehb map updated - Over 30 NIS sequences added to Kingdom of Ehb - Checkpoints rather than save positions implemented - Over 40 npcs added to the towns to try to make them more lively - Extra Trigger added to Gom's Lair for an extra failsafe in case anyone can't access him after saving - Graphical distortion in Artic Caverns resolved - Hopefully elevator at end of Glitterdelve Mines now fixed - Some more conversations and emoticons fixed ********************************************************************** * Mod Details Single Player only mod..........................: Yes Multi-Player only mod...........................: No (however mod not really mp tuned, moreover all player must have it anyway) Language compability............................: All? (in particular languages with letters like this, writing form left to right) New/modified Difficulty Settings................: Yes (revised, slightly easier at the beginning, some harder for veteran/elite) New/modified Graphics...........................: Yes New/modified Sounds / Music.....................: Yes New/modified Weapons............................: Yes New/modified Armor..............................: Yes New/modified Spells.............................: Yes New/modified Misc. Items (Rings, Reagents...)...: Yes New/modified Character(s) / Pets.......,,.......: Yes New/modified Enemy Type(s)......................: Yes Modified Experience / Attribute System..........: Yes Modified Loot Drops.............................: Yes Modified GUI....................................: No Modified/custom Map.............................: Yes Modified/custom Quest/Secrets...................: Yes Modified Other..................................: Yes Modding Tools Used..............................: DS2TK, DXTBmp, Paint Shop Pro, Notepad, Beyond Compare 3 ********************************************************************** * Credits ..........................: - GasPowered Games (for all original content) ..........................: - Darkelf (for portions of the custom pets reloaded mod) ..........................: - Elys (for the allsaves bw mod which made this mod possible) ..........................: - Ghastley (for his wonderful snake and naja) ..........................: - Guru @Gametoast (for base minigun skrit) Tested by.................: - Iryan, PhoeniX (alpha testing), Killergremal (alpha testing), Bare_elf (alpha testing) ................................................. Other Credits.............: - Thanks to all DS(2) addicted guys (mainly at http://garage.gaspowered.com/?q=forum/107 ) who have left notes and advices about bugs and how to improve Dungeon Siege II !!! ..........................: - Thanks to Sharkull for this ReadMe Template. ..........................: - Thanks to Mark at Techiem2.net for graciously hosting the files ********************************************************************** * Distribution This mod may NOT be freely distributed (even not if this readme file and all related content is included). Due to permanent risk of incompatibilities with other mods and because i generally don't like to see my mods next to other people's (cheat) mods - often hastily made in a minutes without any creativity or gameplay-respect - i would be happy if contact me first. Thanks for understanding! Killergremal ********************************************************************** * Content Re-Usage The copyright and permissions to re-use this the content of this mod is divided in to parts, for bug fixes and non-bug-fixes resp. other improvements (permissions pertain to non-profit usage only). Permissions for bug-fixes (or other lacks endangering natively intended gameplay): _____ Permission is given to re-use this mod's content without restrictions. (Open source) _Yes_ Permission is given to re-use this mod's content, as long as credit is given to the original content author(s). (Open source) _____ Contact the author(s) for permission before re-using any content included in this mod. (Open source) _____ A separate licence is included with this mod, and all permissions are described there in detail. Permissions for non-bug-fixes (new items/weapons, secrets, quests, custom gameplay features,...): _No__ Permission is given to re-use this mod's content without restrictions. (Open source) _Yes_ Permission is given to re-use this mod's content according to the following THREE CONDITIONS: 1st: general content re-use only - direct or indirectly - for LEGIT/FAIR mods or map projects. 2nd: for re-use of a discreet 'non-bug-fix' (in sense of 1:1 copied) for own mods/maps only after author(s) explicit permission. 3rd: as long as credit is given to the author(s) who has/have create or improved this mod. _Yes_ Contact the author(s) for permission before re-using any content included in this mod. (Open source) _____ A separate licence is included with this mod, and all permissions are described there in detail. ********************************************************************** * Copyright All title and intellectual property rights to the content of this mod are the property of the respective content owner and may be protected by applicable copyright or other intellectual property laws and treaties. © 2002-2005 Gas Powered Games Corp. All rights reserved. Gas Powered Games, the GPG logo, and Dungeon Siege are the exclusive trademarks of Gas Powered Games Corp. ********************************************************************** * Disclaimer The author(s) of this mod accepts no responsibility for damage to data, or physical damage to hardware, caused by the appropriate or inappropriate use of this mod. Use this mod at your own risk. ********************************************************************** * To Do in Future - Town Portal Restrictions (if an easy way could be found to do this) - Fix conversations, npcs, unopenable chests and doors, any texture or shadow misalignments, etc - Fix bugs in inn recruitments, respawning, animations, etc - Better recruitable characters models, textures and portraits - Improve portrait graphics for lore and bestiary - Some monsters still not implemented properly (help would be appreciated for fixing these) * Desert Braak doesn't use ranged attack properly so has been replaced by the Brall from DS2 * Drakes don't use breath attacks * Gobbots flamethrower and lightning guns needs improvement * Misalignment of heater's flame attack (also Blaster's to some extent) * Proxo doesn't suicide explode in regular DS2 but will in BW * Tesla coils don't attack * Skeleton mercenaries don't reveal for some reason and their textures won't appear in the bestiary Help with all of the above would be appreciated as otherwise it's unlikely they'll be done