DS1 MapPack for Dungeon Siege 2 Beta 9.0c September 25 2012 _________________________________________________________________ Mod Title: DS1 Map Pack for Dungeon Siege 2 Author (s): Killergremal/Iryan/PhoeniX Summary: Enables playing the original Dungeon Siege maps in Dungeon Siege 2 Mod version: Beta 9.0c Mod Size: 271 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 playing the original Kingdom of Ehb, Legends of Aranna and Yesterhaven from Dungeon Siege 1 in Dungeon Siege 2 as well as an enhanced version of the original Utraean Peninsula mod made by KillerGremal (see below for full list of what's enabled or not supported from the original maps). Note: This is still a beta though feature complete and very stable. ***************************************************************** *Requirements / Compatibility - 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. - Elys' All*Saves for DS2 or BW is also a requirement. - This mod should incorporate with most mods and will *not* affect the original maps of DS2 resp. Broken World addon. ***************************************************************** *Installation Instructions Remove any previous DS1 prefixed betas Copy the following files into the Dungeon Siege 2 resources folder - DS1_Content_Beta_9a.ds2res - DS1_Logic_Beta_9c.ds2res - DS1_Legends_of_Aranna_Beta_9a.ds2res - DS1_Map_World_Beta_9c.ds2res - DS1_Multiplayer_World_Beta_9b.ds2res - DS1_Yesterhaven_Beta_9a.ds2res Convert the Objects.dsres, Sound.dsres and Voices.dsres from the resources folder of your Dungeon Siege installation using KillerGremal's batch file convertor found here; http://siegetheday.org/?q=node/1525#comment-13640 Additionally to play Legends of Aranna you'll need to convert the original Expansion.dsmap and ExpVoices.dsres from the DSLOA folder of your Legends of Aranna installation using KillerGremal's batch file convertor that you used to convert the Dungeon Siege resource files. You should also have the following files as well; * Mod-DS1Content-Alpha10i.ds2res * Mod-DS1Map-Utrea-Alpha10.ds2res * Mod-Erthos-MonsterLevelAdjust-Beta5.ds2res * Mod-TerrainNodesDS1LoA-Beta3.ds2res * All*Saves for DS2 or BW ********************************************************************** *List of all required files for all 4 maps - DS1_Content_Beta_9a.ds2res - DS1_Legends_of_Aranna_Beta_9a.ds2res - DS1_Logic_Beta_9a.ds2res - DS1_Map_World_Beta_9a.ds2res - DS1_Multiplayer_World_Beta_9a.ds2res - DS1_Yesterhaven_Beta_9a.ds2res - Expansion_DS1.ds2res - ExpVoices_DS1.ds2res - Mod-DS1Content-Alpha10i.ds2res - Mod-DS1Map-Utrea-Alpha10.ds2res - Mod-Erthos-MonsterLevelAdjust-Beta5b.ds2res - Mod-TerrainNodesDS1LoA-Beta3.ds2res - Objects_DS1.ds2res - Sound_DS1.ds2res - Voices_DS1.ds2res *Remember that Expansion_DS1.ds2res, ExpVoices_DS1.ds2res, Objects_DS1.ds2res, Sound_DS1.ds2res & Voices_DS1.ds2res must be converted using KillerGremal's Convert DS1 to DS2 Tool found here http://siegetheday.org/?q=node/1525#comment-13640 Using a hex editor as described isn't recommended as it seems to cause issues. ********************************************************************** *Removal Instructions - Manually remove the DS1 prefixed mods from your Dungeon Siege 2 resources folder ********************************************************************** *Gameplay Changes/Additions for Kingdom of Ehb (DS1_Map_World_Beta_9c.ds2res) - 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 5 controls this) - KillerGremal's new custom town portals added that will allow the player to quickly revisit activated check points in the 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 50 new npcs added to the towns to try to make them more lively - Exploit for final battle now resolved - Town portal restrictions implemented for final boss arena - Some quest revisions to try to make them work better - Health & Mana bushes added to some regions - 100 minibosses with 16 dynamic battle music tracks to fight to - Some retexturing of minibosses ********************************************************************** *Gameplay Changes/Additions for Utraean Peninsula (DS1_Multiplayer_World_Beta_9a.ds2res) - Most features of the original Utraean Peninisula work - Phoenix's DS2-Utraean_Peninsula_Radar_Alpha04 included so no required as a separate download - Most original DS1 monsters now populate the maps - Some extra monsters from DS2 and new, unused or modified models added to some regions - Some extra monster and ambient models from third party developers such as Ghastley, Niko Makela and U6 Project 1.0 - All primary and secondary quests implemented with some new quests - Maps, lore and bestiary implemented - New recruitable party members - Monsters and loot level up to match party's average level (Monster level Adjust Mod beta 5 controls this) - 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 - Health and Mana bushes added - 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 - KillerGremal's new custom town portals added that will allow the player to quickly revisit activated check points in the map. - Over 150 new npcs added to the towns to try to make them more lively - Map now contains 18 major bosses, all with their own little intros (original map was very lacking in this feature as there were only 3 bosses) - Other NIS sequences added to help explain the story - Bug fixes to quests, the secret dungeon and the end dungeon (i.e. no more accessing the secret dungeon before reaching near the end of the main quest) - Some conversations are now branching a little and many npcs will give you directions if you're lost as per the original map - Code changes in DS1_Logic to support native sounds from DS1 resources ********************************************************************** *Gameplay Changes/Additions for Yesterhaven (DS1_Yesterhaven_Beta_9a.ds2res) - Most features of the original Yesterhaven work - Radar fully enabled in all regions (thanks PhoeniX for completing this) - All original DS1 monsters now populate the maps - All primary quests implemented with some new quests - 12 NIS sequences to help explain the story - Maps, lore and bestiary implemented - New recruitable pet - 3 new recruitable party members - Monsters and loot level up to match party's average level (Monster level Adjust Mod beta 5 controls this) - DS2 style teleporters implemented for moving around the map (note that each act is treated separately as per the original Yesterhaven) - 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 - 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 ********************************************************************** *Gameplay Changes/Additions for Legends of Aranna (DS1_Legends_of_Aranna_Beta_9a.ds2res) - Most features of the original Legends of Aranna work - Radar fully enabled in most regions (thanks PhoeniX for completing this) - Most original DSLOA monsters now populate the maps - Some extra monsters from DS2 and new, unused or modified models added to one region - All primary and most secondary quests implemented with 1 new quest - New NIS sequences to help explain the story - Maps, lore and bestiary implemented - Most of the original recruitable party members from Legends of Aranna available - Utraean race enabled for recruitable Utraeans with matching armor - Monsters and loot level up to match party's average level (Monster level Adjust Mod beta 5 controls this) - 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 - Some new npcs added to Arhok - Exploit for final battle now resolved - Some quest revisions to try to make them work better - Boss Intros added to 15 bosses - DS2 style teleporters added that use the old displacer pads from the original map - Gates in Arhok now operate as per original map (i.e. you have to see the mayor to get them opened) - Conversations in Arhok now work as per original map (i.e. many townsfolk will reply differently depending on the state of the main quest) - End teleporter now works as per original map - Secret dungeon now works as per original map - 2 New regions that were in the map but never finished are now playable together with their own quest! - Ambient sounds now more or less restored as far as practical - Health and Mana bushes added to some regions - Moods fixed ********************************************************************** *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. - Lost Queen tail doesn't die in synch with her (tried to implement it but wasn't successful) - Some monsters in Legends of Aranna (doppleganger, swirling midges and zepherylls) are replaced by Soul Shard placemarkers as they don't work in DS2 yet (some help here would be gratefully accepted) - 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 desert braaks have been replaced as they don't throw boulders) - 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) - 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 Hiroth 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 - 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. - Respawning has been enabled again (set at 30%) but advance features of the MonsterLevelAdjust mod aren't supported in the maps due to bugs. - Dwarves don't exist in DS2 so Gloern, Konus & Stonepick are just regular humans but will appear as dwarves in Broken World if the optional DS1_Mod_Dwarves_BW.ds2res is used - 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?) ********************************************************************** * 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 Beta 7.0b (May 20th 2012) - Yesterhaven map updated - Teleporter system implemented, saved points scrapped in Yesterhaven - 12 NIS sequences added to Yesterhaven - Npc Gwendolyn restored to proper place thanks to PhoeniX finding cause of bug - DS1 Logic animation bug fixed so DS1 monsters don't attack faster than expected so increasing difficulty Beta 8.0a (June 24th 2012) - Utraean Peninsula map updated - Save system overhauled and old system scrapped in favor of KillerGremal's custom town portal on session start in Utraean Peninsula. Consequently some more checkpoints added in map to take advantage of this feature. - Over 30 NIS sequences added to Utraean Peninsula - Over 140 npcs added to the towns to try to make them more lively in Utraean Peninsula - Now are 18 major bosses in the map all with their own intros in Utraean Peninsula - Some extra monster and ambient critters added from U6 Project 1.0, Niko Makela and Ghastley - Some extra ambient sounds added - Some more conversations and emoticons fixed and some branching conversations implemented so now some npcs will give you directions as per original Utraean Peninsula map - Stones of Utrea now work better in Utraean Peninsula map - Trial of Gallus dungeon now only accessible once main quest end dungeon is reached and the quest obtained - Some changes in monster distribution in some regions of Utraean Peninsula map - Code changes in DS1_Logic which supports native DS1 sounds and improves the ambient sounds in all maps - Yesterhaven map updated as result of above - PhoeniX's world map added to Yesterhaven Beta 8.0b (June 25th 2012) - Missing Sycthe that made the Quest for it impossible to finish restored in the Utraean Peninsula - Some missing generators in Elddim restored in the Utraean Peninsula Beta 8.0c (June 27th 2012) - 2 quests added, one to try to explain ingame the new direct connection teleporter system - 2 lorebooks added to support the explanation of the direct connection teleporter system Beta 8.0d (July 4th 2012) - Kingdom of Ehb map updated - Save system now works as per Utraean Peninsula - Minor fixes in some quests & flicks - Health & Mana bushes added - Exploit for final boss battle fixed - Town portal restrictions implemented for final boss arena - Starting position problem in Fallraen in Utraean Peninsula resolved Beta 8.0f (July 25th 2012) - Legends of Aranna map updated - Legends of Aranna now doesn't require tanking of resources, instead 2 files are converted as per DS1 resource files - DS2 style Teleporter system implemented - NIS sequences and boss intros added - 2 regions restored to map - Minor fixes and improvements to quests and conversations - Many ambient sounds restored Beta 9.0a (September 2nd 2012) - Original DS1 monster template names included as modders' resource for custom 3rd party maps - Innkeeper money for 6th slot fixed - Innkeeper spawning party members in inaccessible places fixed - Hiring icons fixed - Supertough monsters (Drakes, Mine Worms and Rock Beasts) now have guaranteed drops - More rebalancing of some monsters - Traps in crypts found in Kingdom of Ehb and Utraean Peninsula now work - Hundreds of orphaned triggers fixed (should help map's stability) - A couple of quests fixed - Health & Mana bushes added to Kingdom of Ehb and Legends of Aranna - 5 new recruitable party members added to Legends of Aranna and Yesterhaven by popular demand - Utraean Race enabled for 4 recruitable utraeans in Legends of Aranna (thanks for Dark_Elf and Bare_elf's help) - Playable Utraean Race enabled in Broken World though use of optional minimod - Support for recruitable Dwarves in Broken World though use of optional minimod - All resources rebuilt with lqd files (adds to download size unfortunately) - Some more animated npcs in some towns to add to ambience - Ac-r2a region in Kingdom of Ehb restored to it's former glory - Radar fixed in some areas of Legends of Aranna where nodes were slightly modified - Moods fixed in Legends of Aranna for players not using SeeFar hack on All*Saves launcher Beta 9.0b (September 2012) - Some rebalancing of monsters in DS1_Logic - Lever fixed at end of Mines in Kingdom of Ehb - Fades fixed at Goblin Robo Suit encounter Beta 9.0c (September 25th 2012) - Another 37 minibosses added to Kingdom of Ehb - Dynamic battle music added to all boss and miniboss encounters in Kingdom of Ehb - 16 Battle Tracks to fight and die to in Kingdom of Ehb - Some retexturing of minibosses and recruitable characters - Some minor bugs fixed - Starting position fixed for Utraean Peninsula ********************************************************************** * 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 and help with Utraean Race) ..........................: - Elys (for the allsaves bw mod which made this mod possible) ..........................: - Ghastley (for snake, naja and some ambient critters) ..........................: - U6 Project 1.0 (Team Archon, Project Britannia and Tean Lazarus) (for several new models) ..........................: - Niko Makela (for cat, serpent, hydra and ant models) ..........................: - PhoeniX (for fixing the radar) ..........................: - Bare_elf (for help with Utraean Race) ..........................: - Freesound.org, Nifter.com, Partners in Rhyme and JungleWalk.com (for sound effects) ..........................: - Music Tracks- Battle for the Throne (Devastus, Newgrounds.com), Bring to Justice (Freeplaymusic.com), Come to Life (Freeplaymusic.com), Crest of the Gods (Freeplaymusic.com), Francis Drake (Freeplaymusic.com), Gun Attack (Freeplaymusic.com), Hatebreed (Freeplaymusic.com), Knights of Darkness (Mechanoid-9, Newgrounds.com), Near the Gallows (Freeplaymusic.com), No Time to Fret (Freeplaymusic.com), Objective Combat (Freeplaymusic.com), On the Blade of a Knife (Alexander Reed-Lofts, Soundcloud.com), Sir Round Battle ( Jeremy Soh, Soundcloud.com), Stalking the Enemy ( Mark Messer, Soundcloud.com), Waylayed Enforcements (Freeplaymusic.com) ..........................: - Guru @Gametoast (for base minigun skrit) Tested by.................: - Iryan, PhoeniX (beta testing), Killergremal (beta testing), Bare_elf (beta testing), Dark_elf (beta 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 which otherwise would make testing this mod almost impossible ********************************************************************** * 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. ****************************************************************************** Open Source License for Code ****************************************************************************** All code contained is considered open source and may be used in other work, provided the original author(s) is given credit and any modifications adhere to the GNU General Public License. (Link below.) http://www.gnu.org/copyleft/gpl.html *********************** * 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.