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DS1 & LoA Mod Development

Discuss modifications of DS1 and LoA here.

shadow smile's picture

DS:LOA Skins/Landscape to Roll20

As the subject describes, I was wondering what would be the best way of utilizing the systems from Siege Editor and exporting them to be utilized as token/tiles within Roll20 (D&D Online).

I love the 'top down' approached GPG took with Dungeon Siege and would like to utilize those assets in a game. My old knowledge of the engine has faded considerably. I thought I may be able to import into 3ds max and make a 2d top down render? Landscapes would be the easiest as they are just textures wrapped - but I still cant seem to find the old files (Maybe because I had to redownload via Steam)

ravenloren's picture

NEW request for ds-abstraction dsres & dsmap files

Greetings! It has been a long while & it is good to be back here.

I kindly ask if anyone has the ds-abstraction siegelet dsres & dsmap files (or the .exe file) I would be greatly appreciative if anyone could send or upload it.

Thanks in advance!

Item drops, crashes, & merchants

How do you make merchants sell rares & uniques? I added lines for such items to be sold by the Elddim blacksmith, but he never has any. Doesn't matter what pcontent weights I set.

And is there a way to make monsters drop spellbooks? I always found it silly that the only way to acquire them is through merchants, but monsters will not drop them at all.
Ironically, they will 'drop' rare/unique spellbooks, but those show up as 'invisible objects'/'floating name tags' that appear as pink boxes in the inventory and cause a 'crash on exit' glitch.

Decimated pcontent in LOA

Hello guys. Has anyone ever wondered/thought/explored why there so many items that used to be in original version od DS 1 and in LOA they are not present? What I mean is the following example:
[code]
[t:template,n:ax_g_c_2h1b_avg]
{
doc = "Field Axe";
specializes = base_axe;
[aspect]
{
model = m_w_axe_073;
selection_indicator_scale = 0.65;
}
[attack]
{
attack_range = 0.5;
f damage_max = 74.000000;
f damage_min = 58.000000;
is_two_handed = true;
}
[common]
{
screen_name = "Field Axe";
}
[gui]
{
active_icon = b_gui_ig_i_ic_axe_003;

Assistance requested - Weapon visual glow effects

Hi there,

I currently have a mod I'm playing and I'm trying to tweak certain things that aren't quite working as they should. The thing I can't resolve is that there are several magic weapons which now correctly display their visual effect once equipped, and while walking around... until such time as there is some kind of transition where a loading screen is required, and then the party reloads without any glows on their weapons. Only by unequipping and re-equipping the weapons does the glow show again. This is also the case when loading from a save game.

Graphics Improvement Mod

I've found a way to slightly improve the graphics of DS1 (all versions) using the assets of my DS2 mod, the DS1 Legendary Mod for DS2. It was quite a convoluted path requiring conversion from dds to psd through XnViewMP and then from psd to raw through PsdToRawUI.



Mod Proposition - Possible or Not?

So, what I want to do is make a mod that scales Uber Level and NOTHING ELSE. What this means, is that having level 4 melee would mean you're Uber Level 1.

150 Melee = 37 Uber
150 Melee & Ranged = 75 Uber
150 Melee, Ranged & Combat Magic = 112 Uber
150 Melee, Ranged, Combat & Nature Magic = 150 Uber

Is this possible, and if so, how might you do this?

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