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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.

bare_elf wrote:
Hi Iryan,
I have all the current files for both Adepts and the legendary map pack (as of 4/11/2014 at 2 PM)
I am playing through the Utraean Peninsula to find out how you changed the end game Hiroth stone and all that.

In Fallraen the person who has the ability to reset powers does not work. Her conversation does not happen when you click on her. Not sure if this is an issue when playing without Adepts.

Once again in Merin The pirate captain is missing and I can not find the quest related to the pirates. The other pirates are there as is their pirate ship. I have not played the new utraean peninsula map without adepts so again I can not say if this problem exists without Adepts.

Elf


I managed to replicate the missing pirate captain and he's now there. Please note there's no associated quest regarding him.
http://www.siegetheday.org/~iryan/files/Adepts_Beta1p/DS2BW_Adepts_Logic_Beta_1p.ds2res

The Skill Trainer is working for me but then again I did already update Adepts with a file that was important for anyone not using the Legendary Mod and KillerGremal's DS1Content Mod but perhaps its needed even then.



Fair warning :silly: I have loaded Adepts Beta_1i, custom as well as the updates and will stat with a game concurrent with my Legends game. I seem to only get Human, Elf, Dryad, Cathuman, Catelf, and Cardryad as choices. Insane

I have all the latest files including Killer's content mod 10q. I just installed the newest adepts logic P and will rerun things.

Elf

sigofmugmort wrote:
Fair warning :silly: I have loaded Adepts Beta_1i, custom as well as the updates and will stat with a game concurrent with my Legends game. I seem to only get Human, Elf, Dryad, Cathuman, Catelf, and Cardryad as choices. Insane

This is an anime conversion. It's difficult to have an anime Half-Giant or Dwarf. The DS2 Half-Giant is essentially a resized regular human with custom heads. The Dwarf however is a completely new model.

For the recruitable characters I used resized Cat Mansion Boys with a fixed head type as only 1 head type looks suitable for each race, Half-Giants and Dwarves. The other head types look silly.

I suppose I could make Half-Giants and Dwarves selectable as heroes but you would be restricted to a single head and a couple of skins each.

Thank You for fixing the pirate captain. Oh no quest hehe.
The trainer she does not work. could you post a list of what files I should have in adepts and what should be in ds2 resources. That way I can verify what I have is correct. Or should I start a new game? I was continuing from a game I started earlier this week when I was looking at the arrows being blocked by water drips.

Elf

iryan wrote:
sigofmugmort wrote:
Fair warning :silly: I have loaded Adepts Beta_1i, custom as well as the updates and will stat with a game concurrent with my Legends game. I seem to only get Human, Elf, Dryad, Cathuman, Catelf, and Cardryad as choices. Insane

This is an anime conversion. It's difficult to have an anime Half-Giant or Dwarf. The DS2 Half-Giant is essentially a resized regular human with custom heads. The Dwarf however is a completely new model.

For the recruitable characters I used resized Cat Mansion Boys with a fixed head type as only 1 head type looks suitable for each race, Half-Giants and Dwarves. The other head types look silly.

I suppose I could make Half-Giants and Dwarves selectable as heroes but you would be restricted to a single head and a couple of skins each.


I think I would leave the types of characters you can select since the half giant and dwarf are problematic because of the limited heads and the minimum number of skins. There are enough to hire on each of the maps anyways.

Elf

Thanks, this means I must have installed correctly. Now the main questions are what map to start and with what character. Dwarf

Just to make sure that the problem was not caused by the party I was using I ran a new party to Fallrean. I still can not get her to work. Click on her and you get the "!" icon but no conversation. I checked the actors in all the actor folders in Adepts Logic Beta P and I can not find her.
I also looked the Utraean Peninsula Beta 24 files and can not find her there in actors or conversations. I believe I have all the correct files.

In the Adepts Resources Folder
DS2BW_Adepts_Logic_Beta_1p
DS2BW_Adepts_Resources_Beta_1h
plus the other files installed with custom installer.

In the DS2 Resources folder
Objects_DS1
Mod-Erthos-MonsterLevelAdjust-Beta5f
Mod-DS1Map-Diabloish-Beta02a
Mod-DS1Map-ArhokXP-Beta5
Mod-DS1Content-Alpha10r
DS1_Mod_Terrain_Beta_22
DS1_Mod_Logic_Beta_24
DS1_Mod_Exp_Content_Beta_23
DS1_Mod_Content_Beta_23
DS1_Map_Yesterhaven_Beta_22
DS1_Map_World_Beta_24
DS1_Map_Utraean_Peninsula_Beta_24
DS1_Map_Multiplayer_World_Beta_19_TinyTuning
DS1_Map_Legends_of_Aranna_Beta_22
Plus the converted ds1 files, the standard ds2 files and a weapon and armor mod of my own.

Bad bad Farlina bad. I really do not need the trainer as my party is set up the way I want them. Just reporting it to see if anyone else has this issue since you are not Iryan.

Elf

bare_elf wrote:
Just to make sure that the problem was not caused by the party I was using I ran a new party to Fallrean. I still can not get her to work. Click on her and you get the "!" icon but no conversation. I checked the actors in all the actor folders in Adepts Logic Beta P and I can not find her.
I also looked the Utraean Peninsula Beta 24 files and can not find her there in actors or conversations. I believe I have all the correct files.

Elf


Yes you are completely correct. There was a wrong map upload which is missing the conversation. So the skill trainer won't talk. My apologies.

The template for Farlina in Adepts is found in actors\good\utrea\ds1_utrea_female_npc.gas right at the end of the file.

I'll upload the map again once I've finished the current changes as there's been a few.

iryan wrote:

Yes you are completely correct. There was a wrong map upload which is missing the conversation. So the skill trainer won't talk. My apologies.

The template for Farlina in Adepts is found in actors\good\utrea\ds1_utrea_female_npc.gas right at the end of the file.

I'll upload the map again once I've finished the current changes as there's been a few.

Oh good I thought I screwed something up again or was just crazy. I will move along with one party and put the other in reserve for the updated map when you release it just in case they are needed.

Elf

I thought the Lang stone was located under the star at the start of the goblin warrens. However I went as far as the location of the hidden plans then retraced my path back to Lang and never found it.

I marked the location just for easy reference.
swamp2gl -3.452 /0.000 / 2.968 / 08xx68E55
Elf

Yes the Lang Stone should be found not far from the entrance to the Goblin Warrens.

The Goblin Captain miniboss should be guarding it.

And the Lang Mosquito Stone should drop when the Captain is finally defeated.

Note that DS2BW Adepts makes no changes at all in the region where the Goblin Captain and Lang Mosquito Stone is found so any problems would be Legendary Mod specific.

I tested this out in the latest unreleased version but there's no differences at all between that version and the one you're using so I don't know. Maybe but did you forget to pick the stone up in the heat of battle? Did you meet the Goblin Captain?

Incidentally I'll try to add some sparklies on quest items as per DS2 to try to make them more noticeable.

Incidentally I did notice that Sheba didn't have a hire icon. On a side note it did give me a chance to test out the new character acknowledgements and it worked well with Sheba.

There is very little breathing in the warren of Goblins except for my party. I walked the entire length of the warrens from the entrance in Lang to the location of the secret plans but I will go at it again to see if I can find the lang stone. then send my second party in for a look see, if the first in not successful.

Elf

Ok, I have the Beta_1i custom with the Beta_1h resources and Beta_1n logic.will be updating the logic file to 1p. Here's a couple of shots. Let me know if I need to change things (I can screw up any progrom by just looking at it Insane

sigofmugmort wrote:
Ok, I have the Beta_1i custom with the Beta_1h resources and Beta_1n logic.will be updating the logic file to 1p. Here's a couple of shots. Let me know if I need to change things (I can screw up any progrom by just looking at it Insane

Hi Sigofmugmort,

Do you have all the latest Legendary Map Pack mods also.
This should be the current list at least it is what I am using.

In the Adepts Resources Folder

DS2BW_Adepts_Logic_Beta_1p
DS2BW_Adepts_Resources_Beta_1h
plus the other files installed with custom installer.

In the DS2 Resources folder

Mod-Erthos-MonsterLevelAdjust-Beta5f
Mod-DS1Map-Diabloish-Beta02a
Mod-DS1Map-ArhokXP-Beta5
Mod-DS1Content-Alpha10r
DS1_Mod_Terrain_Beta_22
DS1_Mod_Logic_Beta_24
DS1_Mod_Exp_Content_Beta_23
DS1_Mod_Content_Beta_23
DS1_Map_Yesterhaven_Beta_22
DS1_Map_World_Beta_24
DS1_Map_Utraean_Peninsula_Beta_24
DS1_Map_Multiplayer_World_Beta_19_TinyTuning
DS1_Map_Legends_of_Aranna_Beta_22
Plus the converted ds1 files, the standard ds2 files

We must be kind of twins, you can screw up a program by looking at it, I can screw up a program by thinking about it.

Insane Elf

I just added DS2BW_Logic_Beta_1p, as well as the Diabolish_Beta02a and will add those tonight. I am missing DS1_Map_Multiplayer_World_Beta_19_TinyTuning

Dwarf Insane

sigofmugmort wrote:
I just added DS2BW_Logic_Beta_1p, as well as the Diabolish_Beta02a and will add those tonight. I am missing DS1_Map_Multiplayer_World_Beta_19_TinyTuning

Dwarf Insane


I am not really sure if DS1_Map_Multiplayer_World_Beta_19_TinyTuning is really necessary anymore. That would have to be answered by Iryan and KillerGremal

Elf Insane

I was wondering if I had a mod installed that might have caused the problem with the Lang Mosquito Stone. So I removed
DS1_Map_Multiplayer_World_Beta_19_TinyTuning from the DS2 resources folder and went back to a save where the Doors after the first elevator in the Goblin Warrens was closed. Opened the door and the Mini Boss was alive again and when I killed him the Lang Mosquito Stone was there and I now have it.
Therefore even though you looked at the files I had installed and did not tell me it was not correct I guess that tiny tuning is no longer necessary. Is that correct Iryan and KillerGremal?

My current configuration is this.

In the Adepts Resources Folder

DS2BW_Adepts_Logic_Beta_1p
DS2BW_Adepts_Resources_Beta_1h
plus the other files installed with custom installer.

In the DS2 Resources folder

Mod-Erthos-MonsterLevelAdjust-Beta5f
Mod-DS1Map-Diabloish-Beta02a
Mod-DS1Map-ArhokXP-Beta5
Mod-DS1Content-Alpha10r
DS1_Mod_Terrain_Beta_22
DS1_Mod_Logic_Beta_24
DS1_Mod_Exp_Content_Beta_23
DS1_Mod_Content_Beta_23
DS1_Map_Yesterhaven_Beta_22
DS1_Map_World_Beta_24
DS1_Map_Utraean_Peninsula_Beta_24
DS1_Map_Legends_of_Aranna_Beta_22
Plus the converted ds1 files, the standard ds2 files

Is this correct?

Elf

DS1_Map_Multiplayer_World_Beta_19_TinyTuning.ds2res was a tuning suggestion and affected map content
in DS1_Map_Multiplayer_World_Beta_19.ds2res (for Crystwind, Fallraen and Meren), perhaps it still worked
with Beta 20 as well, but now with Beta 24 it's ineffective (since the internal map name has changed).

KillerGremal wrote:
DS1_Map_Multiplayer_World_Beta_19_TinyTuning.ds2res was a tuning suggestion and affected map content
in DS1_Map_Multiplayer_World_Beta_19.ds2res (for Crystwind, Fallraen and Meren), perhaps it still worked
with Beta 20 as well, but now with Beta 24 it's ineffective (since the internal map name has changed).

Yes the tiny tunings should no longer be necessary as they are incorporated into the mod.

Adepts looks fine so far.

I was trying to decide between ranged or nature then found Lili's Bow while killing spiders :jawdrop: :thumbup: :woot: :twisted:
Had to turn SeeFar on since if you can see it you can hit it. I also have a broom to sweep up after a certain Elf, and a frying pan for smashing spiders, next stop Hovarth's Folly.

After fixing the problem with the Lang Mosquito Stone by removing an outdated file things have been going smoothly.

I just report that all is going well and then this.

Elf

I am going to make a change to the template and go back one save to see if I am correct in what is wrong.

eeeks thats not quite right for a shop npc to be set up that way. he'll just get slaughtered... esp in elite or vet. the monsters will just slap him dead in 1 hit. im guessing iryan was testing sumthing and had other ideas for him.

i remember that bug about some npcs disappearing after being rezzed. if i recall it right, what it does is that it creates another of the same npc that is being rezzed and the dead corpse is removed from the game world. but u must specify the npc template to spawn after being rezzed. if none is specified, u get a disappearing corpse.

i've a feeling iryan wanted the npc to either be attacked or maybe killed and then the player would come to his aid and then offer to trade with the player as gratitude for his rescue but unfortunately, iryan got sidetracked again, i think :P hahaha~ :mrgreen:

It might have been additional plans or it might have been a typo.

I changed Sar Vinien's template such that he remained combative but is now invincible. Could have made him non combative but did not. either will work just fine. Now I can go shopping Smile Being a girl I like shopping almost as much as killing monsters or is it I like killing monsters almost as much as shopping. oooooh sar vinien how much are those boots!
Now it is down the hill to the empty Legion Outpost and along the river to town.
Elf

bare_elf wrote:
It might have been additional plans or it might have been a typo.

I changed Sar Vinien's template such that he remained combative but is now invincible. Could have made him non combative but did not. either will work just fine. Now I can go shopping Smile Being a girl I like shopping almost as much as killing monsters or is it I like killing monsters almost as much as shopping. oooooh sar vinien how much are those boots!
Now it is down the hill to the empty Legion Outpost and along the river to town.
Elf


Yes no store npc should ever die. Obviously that's a bug that crept in. I'll update the template asap. I also found some other templates with the same problem and will update them as well.

I'll also revise the Legendary Mod templates as this will probably effect those as well since the Adepts templates originally originated from those. Thanks.

A Nail Gun would be neat(it's a guy thing :P )
If I had known Lili's bow was a sniper weapon I would have given her a Russian name for historical/military realism.

Started a secondary group in LoA. with a Half-giant

Damage 0 to 0 ?

Why can't I usu this bat?

sigofmugmort wrote:


Why can't I usu this bat?

I will have a look at the bat since it is a weapon that Firebat and I created for a very early DS2 mod.

Elf

The template for the Black Firebat Jack has changed very little since the original that was done about 10 years ago.
You can see the original code that was commented out and what replaced it. You should be able to equip the bat with any level two or above melee character.

Elf

[t:template,n:cl_1h_firebatjack]
{
  specializes = base_club_template;
  doc = "firebat_jack";
  [aspect]
  {
    material = mediumwoodblunt;
    model = m_w_clb_firebatjack;
    [textures]
    {
      0 =  b_w_clb_firebatjack;
    }
  }
  [common]
  {
    screen_name = "Black Firebat jack";
  }
  [gui]
  {
    inventory_icon = b_gui_ig_i_w_clb_firebatjack;//b_gui_ig_i_w_clb_302;
    inventory_height = 2;
    inventory_width = 1;
   }
  [pcontent]
  {
    [base]
    {
      equip_requirements = #item_level - 2;//uber:#item_level - 2.0,melee:#item_level - 2.0;    // Level = 0-5, #item_level - 2
      item_level = 2.0;
    }
    [var1]
    {
      equip_requirements = uber:#item_level - 2.0,melee:#item_level - 7.0;    // Level = 24-34, #item_level - 7
      item_level = 25.0;
    }
    [var2]
    {
      equip_requirements = uber:#item_level - 2.0,melee:#item_level - 8.0;    // Level = 35-100, #item_level - 8
      item_level = 52.0;
    }
    [var3]
    {
      equip_requirements = uber:#item_level - 2.0,melee:#item_level - 8.0;    // Level = 35-100, #item_level - 8
      item_level = 58.0;
    }
    [var4]
    {
      equip_requirements = uber:#item_level - 2.0,melee:#item_level - 8.0;    // Level = 35-100, #item_level - 8
      item_level = 66.0;
    }
  }
[magic]
  {
    [enchantments]
    {
      [*]
      {
        alteration      = alter_generic;
        value        = 1;
        duration      = #infinite;
        is_permanent    = true;
        is_single_instance  = false;
        custom_effect    = "fire_effect";
        custom_effect_skrit = world\global\enchantments\weapon_enchant.skrit
                ?weapon_ffx    = ffx_spell_fire_sword
                  &projectile_ffx  = ffx_spell_fire_arrow
                  &hit_ffx      = ffx_spell_fire_sword_hit;
      }
    }
  }
}

Just as a test I will take a starting character with minimum melee skill into my test map and check the silly bat.

Elf

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