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Dungeon Siege Adepts 2 for Broken World

Some of us here at Siegetheday have been working on making an anime version of Dungeon Siege 2 like Dungeon Siege Adepts. This has been made possible by the recent release of the Cat Mansion Boys mod by AlphaDD which ports the models made by Hamcat, back around 2003 for the original dungeon siege, into DS2. This completes the set since the Girls were released in 2011 by DDlullu (AlphaDD former avatar).

An Beta version has just been completed which converts all of the npcs in DS2 and Broken World into Cat Mansion people (including the half-giants and dwarves).

Landing at Greilyn Beach

Assault of Greilyn

Amren deciding whether or not to skewer our hero

Amren talking with Celia

Recruiting Deru

Shopping

Not just a partial conversion replacing all the npcs in the game with Cat Mansion models, DS2BW Adepts is also the largest compilation of mods and new art available for Dungeon Siege 2 with over 1500 new character and npc skins, armor, weapons, spells and gameplay changes from some of the best modders from DS2/DS1 (a lot of DS1 content from 3rd party modders, publically available artpacks, Yesterhaven and Return to Arhok, etc) such as Hamcat, AlphaDD (DDlullu), Phoenix (Volkan), Darkelf, KillerGremal, Theresnothinglft, Lurker, Omniscient_Colossus, Ikkyo and of course GPG themselves. Over 30 mods are incorporated into DS2BW Adepts.

You also have more freedom in playing the campaigns. You have full access to Acts 2 and 3 once you have been cured of the plague in DS2 and in Broken World you can access Part Two straight away if you wish. Note that this really needs the Level Adjustment Mod installed to be viable.

There's also a new town and associated quest needed to unlock it in DS2.

There are two versions of the Mod. A custom folder version which is 166Mb download and requires 876Mb to create the custom folder installation of DS2BW Adepts and a basic version which is a 156Mb download and requires 247Mb to install in your Dungeon Siege 2 Broken World Folder.

Both versions at this stage require the Broken World expansion for Dungeon Siege 2. They are also not very compatible with other mods.

If you choose to install the basic version you will have to manage the conflicts with other mods yourself, saved games will be mixed up with regular saves and there'll be no custom presaves to play Broken World straight away.

*Custom folder version (166Mb download, 876Mb uncompressed).
http://www.siegetheday.org/~iryan/files/DS2BW_Adepts_Beta_1i_Custom_Setup.exe

*Separate Modules.
http://www.siegetheday.org/~iryan/files/Adepts_AL_Beta1/DS2BW_Adepts_Resources_Beta1x.ds2res (245MB)
http://www.siegetheday.org/~iryan/files/Adepts_Beta1x/DS2BW_Adepts_Logic_Beta_1x.ds2res (11.2Mb)

*Aranna Legacy Compatible version
http://www.siegetheday.org/~iryan/files/Adepts_AL_Beta1/DS2BW_Adepts_Aranna_Legacy_Logic_Beta1.ds2res (11.2MB)
Requires DS2BW_Adepts_Resources_Beta_1h.ds2res or DS2BW_Adepts_Resources_Beta1x.ds2res
Readme http://www.siegetheday.org/~iryan/files/Adepts_AL_Beta1/DS2BW_Adepts_Legacy_Beta1.txt

Elys DS2 Broken World All*Saves is required to launch the mod.
http://web.archive.org/web/20120509150740/http://garage.gaspowered.com/?q=node/5394
or DS2 Succubus Manager (with Load Succubus Modlet turned off) http://www.siegetheday.org/?q=node/1290
Note that both installers include options for installing the Broken World All*Saves launcher

*Readme (full of useful information)
http://www.siegetheday.org/~iryan/files/Adepts_Beta1x/DS2BW_Adepts_Beta_1x.txt

The mod is ideally designed to be played with the Monster Level Adjustment Mod
http://siegetheday.org/?q=node/1330 but will function quite happily without it (though certain features will be limited).

Thanks to Techiem2 for hosting the files to spare us having to go through Mediafire.

Remember that this is a Beta and as such is mostly feature complete and stable but expect some imbalances in weapons, armor and spells. Suggestions, bug reports, fixes, new skins, etc very much welcomed.

iryan wrote:
Sorry I forgot to change the male's skins. I assume the females are okay as they are using Phoenix's excellent skins and icons?

Anyhow here's an update for you to try;
http://www.siegetheday.org/~iryan/files/DS2BW_Adepts_Logic_Beta_1c.ds2res

Kingdom of Ehb is also fixed up to the start of the Goblin Warrens.

That fixes the male Utraeans Iryan, I have arrived at the Traders Camp where Najj's friends are. I discovered that four of the six Half Giants have the small head problem. I tried all revisions of the Logic file and it appears that the small heads have been there a while. The half giants that need their heads inflated are Black Smith Acha, Wym, Healer Tass and Guard Cag. I will continue on to see what else I can find.

Elf

Since you have completed the Legends of Aranna map using standard characters you may wish to test it with the adepts mod. The install is super simple because there is an installer. and we could use the help debugging it.
Elf

I've been tinkering around with the notion of adding party banters to the DS1 maps as per DS2 and Broken World.



A worthwhile addition? I believe it would add ambience to the party dynamics and also allow subtle hints and commentary to be given to the player from their party members, hopefully fleshing out the maps more. All of these banters will be random from whatever party members are currently in the party from those recruited from that particular map (these pics are from Kingdom of Ehb). So if you play the maps with characters from DS2 or Broken World they will be silent and have nothing to say (just too much work to add banters from every possible party member from the DS1 MapPacks, DS2 and Broken World).

I always liked the vocalization from the LOA party members and loved the chatter from games such as Unreal Tournament - it helps makes the world come alive more.

Yes, I agree Iryan that would be a nice, just so long as they do not start talking just as a battle is starting as they do in DS2 and they said something of value about the particular map area or quest. I would say go for it as a quiet map is really no fun at all.

Elf

lol for me i prefer less annoying yakking and more fighting. my conversation in-game sez it all.

so like what bare elf said, careful thought has to be put into where the party banter convos are located. they shud preferably be placed in areas where there is an absentia of hostile creatures lest the lolly-gagging be seen as an omen to the death of intensity and rhythm.

Hi Iryan

Elf

Lady Femme wrote:
lol for me i prefer less annoying yakking and more fighting. my conversation in-game sez it all.

so like what bare elf said, careful thought has to be put into where the party banter convos are located. they shud preferably be placed in areas where there is an absentia of hostile creatures lest the lolly-gagging be seen as an omen to the death of intensity and rhythm.


I couldn't agree more. I've always thought it was quite ridiculous of GPG to put so much work into a feature and then completely balls it up by placing the banter triggers in the path of monsters so just when a conversation is starting it is abruptly cut off mid sentence.

Actually I believe another feature of DS2 is to blame here, the tuning system. You can never be certain where the engine will plonk down monsters, even though map makers have access to a gizmo called cube_disablers that is suppose to stop monster spawning in their vicinity. That feature doesn't exist in the DS1 maps (though I did try to implement it but it takes a ridiculously long time to set up).

Anyhow another one of Volkon's (Phoenix) mods has been included in DS2BW Adepts to solve the issue of conversations being interrupted mid sentence and it works quite well though is funny to see the party carrying on a conversation while simultaneously fighting monsters.

So yes such a feature would be sparingly used and certainly never near where the party could encounter monsters and would have something relevant to say about the state of the game.

Missing in Action indeed. Not only Ohna but about 8 or 9 others as well due to me forgetting to add specializations in their templates!

If you redownload Beta 1c again hopefully they'll now appear as expected.
http://www.siegetheday.org/~iryan/files/DS2BW_Adepts_Logic_Beta_1c.ds2res

Several npcs in Illicor should also now be there as well as Umberteen's wife.

Hi Iryan,
The last update fixed the missing characters. I turned the shadow jumper into dust at least for a while.
There where no additional problems with LoA Map playing with Adepts. So I plan to have a few beers talk to the people in the disco and wait to hear from you as to which map I should test next. I know you have been working on the Kingdom of Ehb along with fixing the items I have found in Legends of Aranna. So point me in the next direction good sir.
Elf

bare_elf wrote:
Hi Iryan,
The last update fixed the missing characters. I turned the shadow jumper into dust at least for a while.
There where no additional problems with LoA Map playing with Adepts. So I plan to have a few beers talk to the people in the disco and wait to hear from you as to which map I should test next. I know you have been working on the Kingdom of Ehb along with fixing the items I have found in Legends of Aranna. So point me in the next direction good sir.
Elf

Either Yesterhaven or the Utraean Peninsula. Maybe Yesterhaven as you'll probably finish it in an evening. There shouldn't be any problems with townsfolk there as they're all clones of the first lot in Snowbound Yesterhaven. Though that reminds me to investigate the Fire King - it always bugged me that he held his hammer incorrectly yet strangely the Fire King evocation holds it correctly! It would be funny having him fight himself.

Correspondingly there'll probably be a few npc bugs in the Utraean Peninsula as it's so much bigger and has a lot more towns and correspondingly more npcs than the other maps.

Sadly playing the maps is a lot quicker than editing them and even quicker than editing them and testing them at the same time which I'm doing.

Think I will test the Utraean Peninsula next. Yesterhaven was okay two weeks ago and I have not been to the Peninsula in a while anyway with the bigger size and all the people there might be more to test Smile
Elf

Arisu and Sock Puppet (my primary character) have made it to the Ancient Crypt on the quest for the Elddim Town Stone. I was wondering if I might have missed an additional Hireable NPC or am I thinking about Legends of Utrae 3.2 along with DSLoA Cat Mansion Adepts? I am sure that is it! Anyway so far no problems with people or quests. As far as I can tell from the quest log I have not missed any quests.

Elf

bare_elf wrote:
Arisu and Sock Puppet (my primary character) have made it to the Ancient Crypt on the quest for the Elddim Town Stone. I was wondering if I might have missed an additional Hireable NPC or am I thinking about Legends of Utrae 3.2 along with DSLoA Cat Mansion Adepts? I am sure that is it! Anyway so far no problems with people or quests. As far as I can tell from the quest log I have not missed any quests.

Elf


No there is an additional character to recruit in a very obvious spot.

iryan wrote:

No there is an additional character to recruit in a very obvious spot.

I forgot about the half giant, however I was making reference to the extra characters that you added to Legends of Utrae, since both maps are looking more and more alike I think I could actually have the LoA version and the DS2 version running side by side and there would be so little difference that I would get lost and that is super great!!

Elf

bare_elf wrote:
iryan wrote:

No there is an additional character to recruit in a very obvious spot.

I forgot about the half giant, however I was making reference to the extra characters that you added to Legends of Utrae, since both maps are looking more and more alike I think I could actually have the LoA version and the DS2 version running side by side and there would be so little difference that I would get lost and that is super great!!

Elf


I see now, you mean the Adepts version. No there's about 7 recruitable characters (one more than DS2) in this version of the Utraean Peninsula. Basically because you can only have 6 characters in the party, also due to the restriction to Inn capacity. If you recruited all available characters in the DS1MapPack there's not enough room for them in the Inn.

Just finished clearing Hovart's folly and after a refit in Elddim we where off to the mines. When I discovered and few phantom walls at one point I believe they were fences. I have noted the location in the image that follows.

Elf

bare_elf wrote:
Just finished clearing Hovart's folly and after a refit in Elddim we where off to the mines. When I discovered and few phantom walls at one point I believe they were fences. I have noted the location in the image that follows.

Elf


Hmmm there are graphical oddities that exist from time to time on these maps due to the fact they are conversions. Just recently when I was playing through the Alpine Caverns in Ehb the path ended in a black void, which can be walked on but you can't see your party or the enemies. A reload fixed the issue but it reminded me that these issues still exist in the maps.

However I have seen weird graphical oddities on the Path to the Mines though not those phantom walls. For a long time parts of the adjoining region would superimpose itself on the path. It was a problem with fades I think and eventually seem to fix itself with one build and never reappeared. That wall comes from Hovart Folly and would seem to be a nodes fades not working properly. I'll try playing through that area and see if I can replicate the problem.

The non existent Haku Drummers are a mystery.

Found this is Crystwind

bare_elf wrote:
Found this is Crystwind

Yes quite an error. Hopefully if you redownload this beta it'll be fixed.
http://www.siegetheday.org/~iryan/files/DS2BW_Adepts_Logic_Beta_1c.ds2res

Tried to vary their appearance as well as they look like twins.

iryan wrote:

Yes quite an error. Hopefully if you redownload this beta it'll be fixed.

Tried to vary their appearance as well as they look like twins.


I know it is almost Sunday in OZ but it is still Friday here on the western edge of cyber space. So I will check it out in the AM

Elf

I've a bit of a nerve suggesting this for what is a big enough project anyway (the DS2 port of DS1), but are you doing what GPG failed to do and giving the rare-purple items of possible-yellow-uniqueness their own textures with the right colors and decorations to match their inventory icons?

iryan wrote:

Yes quite an error. Hopefully if you redownload this beta it'll be fixed.
http://www.siegetheday.org/~iryan/files/DS2BW_Adepts_Logic_Beta_1c.ds2res

Hi Iryan,
I finally figured out why installing the updated file was not giving the result I expected. I forgot that I had two installations of adepts and I kept putting the new file in the wrong resources folder.
Everything is working great now in Crystwind. So you may disregard the PM I sent you.

Elf

RSimpkinuk57 wrote:
I've a bit of a nerve suggesting this for what is a big enough project anyway (the DS2 port of DS1), but are you doing what GPG failed to do and giving the rare-purple items of possible-yellow-uniqueness their own textures with the right colors and decorations to match their inventory icons?

Not quite sure what you mean but the converted items use the original icons that came with DS1. For the few cases that icons didn't exist new ones were made. Some items don't have matching icons, for example some of the robes, so I had to use the closest match available.

If there's any obvious mismatches that you discover, post the pictures and I'll see what I can do. It takes a bit of work to make brand new icons but if players take the time to help out with beta testing the mod, then I can make the time.

I have made it to Fallraen in the testing of the Utraean Peninsula map with Adepts. Things between Crystwind and Fallraen all worked as expected. I assume that there is one hireable NPC in town and no secondary quests. I have discovered a few oddities in the inventory items in stores and the tower elevators in Fallraen are not functioning correctly. You can go up but you can not go back down. If you walk onto the platform and then click the lever you run back into the tower and the elevator goes down. If you click on the lever without being on the platform you will run onto the platform and then back off. The only solution is to restart if you remembered to make a save after entering town. I will post a picture of the inventory sizing issue I found in my next post and hopefully where the problem is. I think it is in the Adepts Logic because I saw it before the updates you sent me today.

Elf

The problem with some of the inventory items is limited to some of the reagents icons being sized wrong. The effected reagents are Gold Ribbon, Koven Fetish and Igneous Rune. The file that has the problem is in Adepts and has been there since the first beta.
The file that needed fixing was RGT_Reagents.gas.

Here is an image of what the problem looked like

Here is the corrected gas file

http://siegetheday.org/~bare_elf/adepts2/rgt_reagents.gas (text copy)
http://siegetheday.org/~bare_elf/adepts2/rgt_reagents.zip (the gas file zipped)

I have edited my copy of Adepts Logic Beta so all is well even if I can not fix the Fallraen Elevators

Elf

Sorry, I thought you might have come across the problem I mean in the old days, playing DS1 before modding it. An easy way to see it is to compare icons and "skins" (textures) from http://www.planetdungeonsiege.com/dungeoneers/tutorials/reference_info.shtml

Looking at the body armors, there are matched pairs of skins and icons (not all of them enabled for the Ehb map). There are skins (for NPCs) with no icons. But there are also icons with no skins. To take just two examples I've come across in-game

1) b_gui_ig_i_a_pos_a2_033 is the icon for b_c_pos_a2_033, the version of Thin Chain with the snake wrapped round. b_gui_ig_i_a_pos_a2_064 is the same but with larger studs and some red ribbon; it is for the bd_ra_ch_m_g_c_fin version of Solar Chain, but there is no matching skin, so b_c_pos_a2_033 is used again, and the armor as worn (or lying on the ground) does not have the extra decoration shown in the inventory view.

2) icon b_gui_ig_i_a_pos_a7_072 (df53 version of Blood Coat) - which is blue - is paired with skin b_c_pos_a7_025 (also used for df48 Coat), which is brown!

It looks to me as if GPG ran out of time to fully realise their ambitions. The problem icons are easy to spot, as they are at the ends of their respective sections.

I'm sure there are similar anomalies with helmets, and haven't really looked yet at gloves, boots or shields.

Shadow Watcher's picture

RSimpkinuk57
There are quite a large number of items that where never used in both DS1 and DSLoA...There are whole sections of the maps that where never implemented. There is armor, weapons, character types, that where never used. Mods like DSLoA Revived, Cat Mansion Adepts (the ds1 version) and legends of Utrae take advantage of this by unlocking many of the items and areas. It is also true in DS2 and Broken World as we where able to add an additional town to DS2 in our DS2BW adepts mod. With additional characters, quests, and so on without breaking the game. A large number of the unused items from DS1 and LoA have been used in our adepts mod. So as it says in the Deteriorata by National Lampoon:
"Take heart in the deepening gloom that your dog is finally getting enough cheese. And reflect that whatever misfortune may be your lot, it could only be worse in Milwaukee." Hope your not in Milwaukee Smile

Shadow Watcher

RSimpkinuk57 ;I know what you mean now and am fully aware of the situation.

As Shadow Watcher states it was probably because GPG run out of time, their ambition got the better of them (a common problem with both developers and modders).

What GPG did in DS1 was to have variations of each template have it's own inventory icon, even if the texture on the item in-game was the same. For example the Full Blade Sword has 4 variations, base, c_fin, o_avg and o_fin. Each variation has a different inventory icon but 3 of the 4 variations have exactly the same model and texture.

In DS2 GPG simply has the same inventory icon for each variation of the item plus a different inventory icon for unique versions of the item which always has a different model or texture. For example the Long Sword has 5 variations ranging from level 17 to 75. These variations drop through the pcontent system as normal & rare items. The unique version of the Long Sword is the Mourneblade and it always has the same magical enchantments no matter how many you may collect.

In selecting in DS2BW Adepts what items to port over, I looked through the various items and selected what I thought was the best and most interesting of them. Then I looked for the corresponding inventory icon. Most match well but a few armors, etc, don't.

Most DS1 items in Adepts generally have only a single variation because there's so many of them. However they're generally a lot more powerful than the DS2 equivalents. Third party items do have more variations and drop a lot more frequently over a larger level range because of respect paid to their creators (Theresnothinglf, Omniscient Colossus, Iarus, etc) for the amount of work put into their creation. Most of these were made for DS1 and this would probably be the first time they've appeared in DS2.

bare_elf wrote:
I have made it to Fallraen in the testing of the Utraean Peninsula map with Adepts. Things between Crystwind and Fallraen all worked as expected. I assume that there is one hireable NPC in town and no secondary quests. I have discovered a few oddities in the inventory items in stores and the tower elevators in Fallraen are not functioning correctly. You can go up but you can not go back down. If you walk onto the platform and then click the lever you run back into the tower and the elevator goes down. If you click on the lever without being on the platform you will run onto the platform and then back off. The only solution is to restart if you remembered to make a save after entering town. I will post a picture of the inventory sizing issue I found in my next post and hopefully where the problem is. I think it is in the Adepts Logic because I saw it before the updates you sent me today.

Elf


Thanks for the reagents fix. Will update Adepts with it.

Strange about the Fallraen elevators. This is the first report on that. I'll check it out as soon as I'm able.

iryan wrote:
[
Thanks for the reagents fix. Will update Adepts with it.

Strange about the Fallraen elevators. This is the first report on that. I'll check it out as soon as I'm able.


The elevators worked when I played through The Utraean Peninsula the first time when I was wondering if the loaned book quest was there like in DS1 Legends of Utrae. It is only this time playing the Utraean Peninsula with Adepts that I had the problem. I wonder if there is a conflict being caused by something in Adepts? It is almost as if when I press the lever for the ride down that my party wants to run back and talk to the tower guard.

Update: Iryan, The elevator problem only occurs when party is in mirror mode and does not occur in rampage mode. Might this occur because the size of the elevator platform is smaller than most other elevators in the map?

Elf

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