DS1 MapPack for Dungeon Siege 2 v8.0a June 24 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 8.0a 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 enhance the original Utraean Peninsula mod made by KillerGremal (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 DS1_Multiplayer_World.ds2res, DS1_Content.ds2res and any DS1_Logic_Beta.ds2res files. - Copy DS1_Logic_Beta_8a.ds2res, DS1_Multiplayer_World_8a.ds2res and DS1_Content_Beta_8a.ds2res to Dungeon Siege 2 resources folder (it will still appear in Broken World if you have the expansion). - Ensure that you have the following files in addition to DS1_logic_Beta_8a.ds2res, DS1_Multiplayer_World_Beta_8a.ds2res and DS1_Content.ds2res; * Mod-DS1Content-Alpha10e.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) * converted Voices.dsres from DS1 (should now have a ds2res extension) * DS2-Utraean_Peninsula_Radar_Alpha04.ds2res (recommended for the radar display) * 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 Utraean Peninisula 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 - Some extra monsters from third party developers such as Ghastley and U6 Project 1.0 - Some extra ambient creatures from Ghastley 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 4i 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. Consequently previous save point system from previous betas scrapped. - Over 140 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 ********************************************************************** *Bugs/Missing/Not Implemented - 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 - 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 Stonepick 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?) - Did experiment with DS2's tuning system but couldn't get it balanced properly so idea abandoned due to the insane amount of time required ********************************************************************** * 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 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. 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 - Now are 18 major bosses in the map all with their own intros - Some extra monsters added from U6 Project 1.0 - Some extra ambient critters added from U6 Project 1.0 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 map - Stones of Utrea now work better - Trial of Gallus map now only accessible once main quest end dungeon is reached and the quest obtained - Some changes in monster distribution in some regions - Code changes in DS1_Logic which supports native DS1 sounds and improves the ambient sounds in all 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, naja and ambient critters) ..........................: - U6 Project 1.0 (Team Archon, Project Britannia and Tean Lazarus) ..........................: - 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. ****************************************************************************** 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. ********************************************************************** * To Do in Future - 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 * 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