DS1 MapPack for Dungeon Siege 2 Broken World Beta v5.0 March 17 2012 _______________________________________________________________________________ Mod Title: DS1 Map Pack for Dungeon Siege 2 Author (s): Killergremal/Iryan/PhoeniX Summary: Enables playing the original Dungeon Siege campaign maps in Dungeon Siege 2 Mod version: Beta 5.0 Mod Size: ? MB Contact forum: http://siegetheday.org/?q=node/1330 ******************************************************************************** *Requirements / Compatibility - Second public beta v5.0 - Playable in either Dungeon Siege 2 or 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 - Recommended that all previous DS1 map alpha mods are removed before play as conflicts will occur - Copy DS1_Logic.ds2res and DS1_Map_World.ds2res to Dungeon Siege 2 resources folder (it will still appear in Broken World if you have the expansion). Overwrite the existing DS1_logic.ds2res if it exists. - Ensure that you have the following files in addition to DS1_logic.ds2res, DS1_Content.ds2res, DS1_Map_World.ds2res and DS1_Yesterhaven; DS1 Content Pack (partial) Alpha v10 DS1 Terrain Pack Beta 3 Monsterlevel Adjustment Mod beta 4 converted Objects.dsres from DS1 (should now have a ds2res extension) converted Sound.dsres from DS1 (should now have a ds2res extension) converted Voices.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 ********************************************************************************* *Description - This mod will allow the original Kingdom of Ehb and Yesterhaven maps from the original Dungeon Siege to be playable in Dungeon Siege 2 (see below for full list of what's enabled or not supported from the original map. - Future releases will allow Legends of Aranna to be playable as well as well as enhancing Killergremal's Utraean Peninsula mod. Note: There are actually no game tools to debug Broken World mods, so you sadly have to assume that this mod of about 20000 files has some bugs. As GPG/2kGames no longer hold the intellectual rights to the series and with DS2 now being an old game this situation will never change. ********************************************************************************* *Gameplay Changes/Additions - Most features of the original Kingdom of Ehb and Yesterhaven maps work - Radar fully enabled in most regions (thanks PhoeniX for completing this) - Most original DS1 monsters now populate the maps - Some extra monsters from DS2, dsloa and unused models added to some regions of Kingdom of Ehb - All primary and most secondary quests implemented with some new quests in Kingdom of Ehb and Yesterhaven - Some dialog added to help explain the story better in Kingdom of Ehb - Maps, lore and bestiary implemented for Kingdom of Ehb and Yesterhaven - Most of the original recruitable party members from Kingdom of Ehb available - New recruitable pet - No recruitable characters in Yesterhaven but can hire all available pets in Yesterhaven - Yesterhaven supports Custom Pets Reloaded Mod to add more recruitable pets - Monsters and loot level up to match party's average level (Monster level Adjust Mod beta 4 controls this) - Extra merchant npcs added to Kingdom of Ehb - Stonebridge and Glacern automatically save positions when the player saves their game as does the town of Yesterhaven - For the rest of the map Save Points (really save position enablers) were added. These look like DS2 teleporters. Enable them and then save to begin again close to your current position. These are temporary until something more permanent is worked out. - Most distorted button and levers have been fixed in both maps - 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 - Maps fully rebuilt with DS2 lqd files - Logic files rebuilt to be completely independent from Killergremal's code - Includes custom monster templates in both maps so the bestiary updates properly and independently from any previous map completed by the player's party - Most stable release yet with no crashes or gameplay freezes ********************************************************************************* *Bugs/Missing/Not Implemented - Original NIS are disabled in Kingdom of Ehb - Goblin Robo Suit encounter doesn't play out quite like the original but should still be fun - Chamber of Stars doesn't fully enable but can be entered and looted - Careful with the final fight with Gom as the elevator can break if you save your game once you enter his sanctum and then reload it. This will make the final fight impossible to complete - 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. You can still see graphical wierdness in one area here. - 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) - Occasionally the lorebook doesn't update itself either - Not all story dialog displays as intended - Would be nice to have the save positions display a dialog box when activated or better still be converted into proper teleporters (though Kingdom of Ehb is intended as a linear campaign) - 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 merik anyone. Contributions in this regard are again especially welcomed) - Original DS1 traps are triggered but do nothing - Player stash doesn't always appear when first enter region. Saving and then reloading makes it appear. Note that stashes aren't found at every save position, only major ones. - 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? Fixed in this beta? - Respawning has been disabled due to issues with Monsterlevel Adjustment Mod beta 4h (there's a new release of the Monster Level Adjust Mod but I haven'thad time to test it). Hopefully will be enabled again in the next beta - Heroes left in the Inn don't level up if you rehire them later - Dwarves don't exist in DS2 so Gloern is just a regular human (will later release a small mod enabling him as a dwarf if you use Broken World) - New fidget animation problem that surfaced with the first Beta, possibly to do with the way the map resources are converted ******************************************************************************** * 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? ******************************************************************************** * 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) 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 - Release Utraean Peninsula and Legends of Aranna maps - Add NIS sequences to storyline events - Convert Save Positions into proper DS2 teleporters - Convert maps to use tuning grids for monsters - 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 - Add more npcs to major towns - Possibly add hunting trophies to lore books as per Final Fantasy XII - Convert further notable DS1 maps if permissions allow