DS1 Legendary Mod for DS2 Beta Thread
Submitted by iryan on Tue, 2012-04-24 23:39 | ||
This thread is devoted to comments, bug reports and fixes and discussion about the DS1 Legendary Mod for Dungeon Siege 2 and Dungeon Siege 2: Broken World. Full version Installer version DS2 Legendary Mod v1.01 at MODDB Split version Installer version Hotfix for fades issue in Kingdom of Ehb v1.01 Please note that the mod must be installed in the Dungeon Siege 2 resources folder even if you own Broken World. Unexpected glitches will occur if you don't. The installer version also includes a number of min-mods and a simple mod manager to enable them, which isn't available if you download the mod as separate modules below. Here's the links of all required files for the full version as separate modules; Please note that the DS1 Content Pack is included within the mod but for reference here's the separate download link; Mod Game Manual Current Readme for KillerGremal Mods This mod allows players the opportunity to play Kingdom of Ehb, Utraean Peninsula, Legends of Aranna and Yesterhaven from the original Dungeon Siege in Dungeon Siege 2 and it's expansion, with all the benefits that provides. Think of it as more of a remastered version of the original Dungeon Siege than a mere port to a newer engine. The mod is based on Killergremal's original work on the Utraean Peninsula, Kingdom of Ehb and Yesterhaven, found at this thread; https://siegetheday.org/?q=node/1330 Elys All*Saves or Elys' Succubus Manager is recommended to play the mod, which most users of this site probably already use. However either use v1 of All*Saves or turn off the seefar option in the launcher as the mod incorporates seefar moods directly in the maps for better balance without the glitches and distortions caused by using a too high a level of seefar in the launcher. Version 1 of Elys All*Saves is distributed in the installer version in original DS2 (v2.2), Broken World (v2.3) and Steam versions. Partial Language Translations Forum Threads for KillerGremal's Mods +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Please put any comments, suggestions, reports, etc. about user made maps into that thread rather than here. All maps should be fully playable from start to finish but please expect bugs as they are still only alpha versions. forums: |
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Here's the official MLA Mod FAQs which as it says, answers some of your frequently asked questions including how to set the difficulty level for the MLA in the DungeonSiege2.ini file.
http://ds2.bplaced.net/mods/ds2-mod-faq-monsterlevel-adjustment.php#level
I don't know how up to date the FAQs actually is and it appears there's only 3 options you can change in the ini but they do include the difficulty level.
So add the following lines in your DungeonSiege2.ini;
monster_adjust_world = all
monster_adjust_difficulty = 115
monster_adjust_ball_drop = false
And the difficulty will be (should be) set to 115 in all maps that has a level_adjustment_config file.
If you want to just change the difficulty for one map, just set monster_adjust_world = "internal name of map" where "internal name of map" is map_world, utraean_peninsula, map_expansion or yesterhaven.
Monster_adjust_difficulty can be set from 50 to 500 where 50 is very easy and 500 is a death wish. The default is usually 100.
Monster_adjust_ball_drop can be true or false. If true, monsters will drop little glittering balls when killed which contain experience or additional experience, I've never been quite sure about it. I set it to off as I dislike the effect as it makes the game more like an early PS1 (Play Station 1) game rather than Dungeon Siege. Just my preference but you can turn it on if that's what you like (keep in mind if you kill a monster near the edge of a cliff, for example, most of the balls will bounce and drop off the edge).
Maybe KillerGremal can advise if the MLA mod support more than these 3 options (really 2 options as the difficulty setting won't work without a monster_adjust_world setting?).
These are also examples of what would be great to include in the mod configuration options page which Hardless is working on. As well as changing the MLA mod mode from All, Local or Off.
That sounds clean... but I wonder if (with some changes) it would be possible to change this setting INGAME at any moment (would only affect the monsters not yet generated) ?
I'm wanting my mages to auto drink health and mana potions, does anyone know which file needs to be modified and what exactly do I put in it. I've asked this question before and I didn't get a proper answer to it so perhaps today it might be my lucky day and someone will come forth with the right answer.
I left you a pm relating to this
A bit confused (more then usual :wacko: ). while ago there where some posts on a Tunnel Worm in the Glitterdelve mines acting odd, playing thru DS1 there is no Worm at that location and I thought there was.
Meanwhile, in DS2 other then the 2 items already noted I am finding that when continuing after exiting I am getting around 100% re-spawn of all re-spawn-able monsters.
This re-spawned worm has only happened to me once and I've gone through those mines about 30 times. :?
(anyone know that Maurice Chevalier song? It was still being played on the radio occasionally, years ago). Besides I wrote down a very detailed private walk-through. In the original DS1 there were two Krug, mere scouts, at the far end of the little island. They triggered the worm and died fighting it. Not sure if this was normal play or an NIS. Then player could make party go kill the worm.
In the dm_r2 region there are two Krugs, when dying by the worm they increment an accumulate_trigger (0x00f0016f) which finally will deactivate a generator (0x00f0002e) who actually spawned that mine worm (and assigned temporarily a good alignement).
The generator is quite complicated. Obvisiously it's not compatible with the level adjustment mod, I think turning the worm instantly into good is the main handicap.
However, assumed this little scenario should be maintain (well, without a NIS I don't think the player will become aware of it at all), it shouldn't be that difficult to reproduce it with flick.
Perhaps it would be the easiest to replace the generator template (manually) directly with the mine worm's template (to keep the Scid) and to add a flick to make the non-respawning worm (aspect:gold_value=-1) good (by flick, with a delay >0.5s!), another flick could react on the deactivation by the accumulate trigger to make the worm evil again.
In theory, yes. It's basically an omni-present multiplier available anytime.
But I guess most players would expect that the value they have set in the session before will be reapplied in the next session for that map, so some kind of 'two-way-functionality' for this GUI slider would be needed incl. saving that value into player's savegame.
In Multiplayer, clients should not be able to change that value, since only host setting should count (or it will become a bit chaotic).
Implementing should be possible generally but may take some efforts.
Yes, in multiplayer, you can simply deactivate it, or if you want a precise control over it : leave to the host alone the right to change the setting.
Valdis Vanquished, the only item encountered was Arinth not dropping his robe. Tho archers would occasionally shoot at terrain.
May need to put Lady Femm's mod back in as no Bone Minions were encountered
I would like to continue the translation of the mod, finishing the translation of KOE first, and then do the translation of LOA !
This time, perhaps we could use a more simple way to proceed... could you send me a text file containing all the elements that have not yet been translated ?
That wouldn't be simple for me to do though, taking all the untranslated elements and sending them in one text file. The best I could do is send the map files containing the untranslated text files in their folders. Even with that I'll need to download what I sent you before as the source files on my work disk has been lost.
Actually for KOE, the remaining elements are mainly from the Logic files (monsters names, signs, etc...), I can possibly send you the dscore-text.gas from the french version of DS1/LOA.
I have just noticed the last time that one banter's translation was missing just before entering Wesrin Cross...
Things have been a little slow at the moment. I suspect its because its summer in most of the world and everyone is enjoying the weather. I myself have been playing Final Fantasy X Remastered edition and have been totally enjoying it. A very good port of a very good game.
That doesn't mean nothing has been going on with the mod or work has stopped on it. I haven't heard from Raymus for a while about the conversations but he's probably been on holidays and enjoying life, which is great for him.
Hardless has also indicated that the limit on the number of mercenaries which could be stored in the Inn can in fact be increased for those who like collecting characters. There's no indication when this code may be available but Hardless is hard at work on the Ancient Gifts mod, which takes precedent.
Hardless has also worked on a mod configuration menu, which would be super handy for mod makers, should they chooses to take advantage of it in their mods and I suspect have the necessary skill to code for such a menu. Again there's no indication when such a menu may be available so I've been tinkering on my own and added the ui support for a configuaration option for the MLA mod to change map modes from a menu.
Before anyone gets too excited, this doesn't work at the moment because I lack the necessary skill to code support for it into the ui though it should be possible as skrit code is included in game_options.gas for support of the DS1 automaton options. By modifying the code in stash_use_activate.skrit from the MLA mod for use in game_options.gas it theoretically should be possible to change the MLA mode in the game options menu in-game rather than use the stash button.
I've also been working on some randomization of monster spawns as you can see in the background of the picture above. I've also got the battle music working for major boss encounters, in order to try to spruce them up a bit more. As well I'm going to try to use a feature of Killergremal's content pack where the town portal spell can be prevented in boss arenas through a tweak in the mood rather than the GPG way of defining all the nodes in the arena, which is very painful and why its not been implemented in the mod. I also hope to increase the difficulty of certain boss fights by adding more variables for the player to contend with rather than simply making them more powerful or with more HP. For example I plan on restoring the Lost Queen's ability to spawn mucosa larva from her tail to assist her in the battle and maybe for Gom giving him the ability to summon more Seck in the battle and maybe activate some environmental traps to keep the player busy.
I also looked again at seeing whether its possible to resurrect dead npcs but as Killergremal commented in an earlier post, it doesn't seem achievable without modifying the hero's template, which would make the mod less friendly to other mods as there may be some conflicts. It's a pity as there's a couple of instances where it could be used like Lagreth in the Utraean Peninsula and the dead Utraean in the prison under Jerkhal's Crown as well as other instances where it could be added in the mod.
Seems that there are some interesting things in the works with Ancient Gifts and Legendary Mod, but yes you are right it is summer in the northern hemisphere so that does slow down the modding. See my comments on cycling
Summer is always a empty modding moment or at least slow modding. I don't have time to work a lot but my mind is constantly thinking about it so I have tons of paper on my desk at home but also at work. With ideas an schemes of code. And there is something we spoke about a while ago which I thought was a brilliant idea : a single open world with ever maps in just one. I know the timestamps aren't matching between ds1 and ds2 but it would be so cool. We could create new quests new stories and travel around the world of Aranna and even add the part of the world which arent in the game but on the map. Creating a new adventure. Thinking about the removed limit of modding we the ds2dll we could do so much new things. I would like to know I hard would it be at least to merge the map without any support just having a temporary bridge between the maps.
PS: I could send you the mod config res iryan if you want to take a look.
A single open world isn't something I forgotten either. It's just low on the pecking order at the moment - there's so many things that could be done with this game.
Merging the maps is relatively easy if a little fiddly. I actually made a demo which I don't know if you've seen? I can post the link again (if I can find it). One nice thing is that you can change the terrain scheme in certain regionss so they look different, for example making a desert region look green and vice versa - which adds to the variety, as well as changing the direction through the region back to front so you're playing the region backwards. Then its a matter of repopulating the region with corresponding objects, very fiddly again but nothing like making a great looking region from scratch.
Yes I would like to see the mod config res, though I suspect I may lack the necessary skill to code the necessary config info.
I don't know the time that would take to have something a bit polished. But i'm pretty sure we could do something pretty fun. With like a random start point with a quest which will take you to follow the both of one map and the other. That could be a way to add some quests which will be in different maps. We could create a more or less open world map for the game. Where you could take the boat to another region or another way to travel.
I would say that the real problem is the difference between ds1 maps and ds2 maps in term of graphics quality.
Do you have an idea of how many time it would take to replace some nodes of ds1 by ds2 nodes and textures ?
PS: I will send you the res when I'm back at home, It will requires you to create function to modify the config of your mod. I provide a solution of create buttons slider and other items to link ui to ingame config. But the mod need implement the way of changing the values. Every ingame way of changing values created by KillerGremal for his mods could be paste in the UI.
I've uploaded the current beta source files that could be used for language packs. At the moment the only person these would be of value to is Gemeaux333.
http://www.siegetheday.org/~iryan/files/Language_Packs/world.zip
There's about 900 files covering the logic ds2res and the 3 remaining maps.
Thank you Gemeaux333 for linking the French expansion.dsres and the dscore.gas for the French language support of LOA but all that's in the expansion.dsres has already been included in the French alpha uploaded earlier this year.
As for the dscore-text.gas, there's no useful way of linking the converted text to the text in the mod. GPG use a dll to convert the necessary text for the various languages, which is why there's code like 0x0007 which the dll searches for in order to replace the text. Plus it's all jumbled up in no specific order, for example at the start of the French dscore-text.gas there's a pcontent, spell, world message, weapon damage and conversation in the first 9 references.
So the world.zip I uploaded is instead arranged in order like the mod, with map folders containing conversations and the contentdb folder containing the templates with the names of the various objects in the game. Just search in each file for either screen_name or screen_text and change it to the French name.
I apologise for not being able to do this myself but it would simply be too time consuming for me plus there's quite a few new references in the mod not covered by dscore_text.
Here's a link to the demo map I mentioned, in case you want to have a look. There's 7 regions, 2 DS2 and 5 DS1.
http://www.siegetheday.org/~iryan/files/Dungeon_Siege_Origins_Test.ds2res
There's nothing in the map but the regions stitched together. I forget whether I changed any of the textures in any of the regions but I do remember that it didn't really work in the region next to Kalrathia because of the aqueduct, which didn't changed textures and looked very odd.
I'm not sure whether changing DS1 nodes to DS2 nodes would work due to differences in shape and size but I do know that DS2 nodes won't accept DS1 textures and vice versa. You end up with a slivery landscape.
I still think mixing the different regions would work if there was clever use of landscape objects to disguise the differences. Maybe have different types of islands linked together by boat transport, i.e. like the horse transport used in the demo? Or a time travel premise? Plus if the resampled textures used from the Legendary Mod was used, the differences wouldn't be as extreme as if the base DS1 textures were used. Or brand new texture sets could be created instead with a higher resolution as DS2 will accept higher resolution textures. And another possibility could be converting existing DS2 texture sets to work with DS1 nodes, that should work if the correct dimensions were maintained (most DS1 textures are 256 x 256 while DS2 textures are 512 x 512).
If you want to experiment with quickly changing textures in a region, the quickest way is to open nodes.gas from the terrain_nodes folder in each region. The texsetabbr line controls the texture applied to the node. For example in FH_R1 the texsetabbr = grs01; If you used the search and replace function of notepad or similar text editor to change grs01 to dc01, the green grass of the farmlands should turn to desert.
Keep in mind that not all texture sets can be exchanged as many lack certain texture types, like indoor textures lack most of the texture types needed for grs01. But grs02, jng01, sn02, swp should work as well as dc_01. Similar principles apply to DS2 textures.
Siege Editor 2 should be able to swap textures when using it but it rarely works for me. Otherwise it would be a useful tool in working out what texture sets would work and look good in other regions. However you can open nodes.gas of a region while its still open in SE2, change the texsetabbr and save it. Then reload the region in SE2 to quickly see the results. If it doesn't work, you simply get a mess. Did I mention that if you try this, its a good idea to make a backup of nodes.gas beforehand.
#EDIT.
I played through the map again and I did change the textures, including around Kalrathia and you can easily see that they would require a lot of touching up to work. I also forgot to mention that you need the Legendary Mod for this demo to work.
I'll take a look at all of this as soon as I have time for it. I have some ideas for this that I need to try out. We will find a way I'm sure, upgrading the ds1 textures with ds2 equivalent should be doable being on the ds2 engine. There must be also some node equivalent of the same size. I know that a lot of them won't fit but the textures aren't that complex as nodes are.
Some of the regions will need some tweaking for sure but most of the map of aranna as been created in the games. If you look at the whole map, some places aren't created but that's not such a problem that could be fun to have whole new regions to play with.
Thanks for the res and the tips, I will check this out.
Actually, in the original french Expansion.dsres, you are most likely to find the translated textures for the LOA campaign as it is the complete file/content compared to the partially cuted converted version I used to send you.
After 2 years, believe it or not, the optional voicesets for the mod and also DS2/Broken World has been updated.
http://www.siegetheday.org/~iryan/files/VoiceSets_Beta4/DS1_Legendary_Mod_VoiceSet_Beta4.ds2res (97.8Mb)
http://www.siegetheday.org/~iryan/files/VoiceSets_Beta4/DS2_Mod_DS2BW_VoiceSet_Beta4.ds2res (40.8)
The Legendary Mod VoiceSet Pack now has support for all the extra party members added since the VoiceSet Pack was first released. All 38 party members now have their own individual voiceset.
For those who don't remember the initial release, these packs add voices to the party members like the ones from Legends of Aranna. Based on KillerGremal's code from Return to Arhok mod, I expanded the component so that party members will now also occasionally utter comments while moving and also utter warcrys and shouts upon spotting enemies and also defeating them. I believe this helps give them some extra personality, though only the focused party member under the player's control will utter them. Over 1100 voice samples are included in the pack.
I also released around the same time a voiceset pack adding voices to all the 12 party members from DS2 and Broken World and also the hero the player selects to start the game. This has only been slightly updated since beta3.
The thread introducing these voicesets can be found here. The good thing about the voicesets that you don't have to start a new game to enable them. All existing party members in all of your saved games should now start talking to you. Take note, they don't always agree with you.
https://www.siegetheday.org/?q=node/3089
I would like some feedback on the voice support. Do you like them? Is there any party members that could use better voice samples? Do you think the Legendary Mod voices should be included directly in the mod itself?
I have 22 other sets that I believe to be of good enough quality that could be used to substitute for some of the ones already in the packs. All of the KOE, LOA, DS2 and Broken World characters use voice samples edited from actual dialogue found in the game. Drevin's comments are my favourite - pity he's only around for a short while.
So again acknowledgement to KillerGremal's ability to add so much more to the game. This wouldn't be possible without him.
I've downloaded both of them iryan and I will give them a go after I've finished my Silent Hunter 4 campaign, at the rate its progressing that will be around the middle of July.
I've just modded the shops gas file to include shades_agility and strength_of_stone which can now be bought at all of the shops, hmmmm I don't think I've missed any shop out but I will re-check that before I restart the game again.
The reason behind it is, if you want to multi class a character from the start they are the only 2 spells that are low level enough to use straight away.
If you don't buy enough of these spells from Skartis the vendor at the bridge they never show up at any of the other shops, well they don't for me so I'm thinking they won't show up for any body else either.
Has anyone been able to buy one of these spells from any other vendor or shop?
Yes, but they are a fairly rare occurrence.
I'll add these to the to-do list for the mod. Adding spells to the shop vendors is very easy. Let me know if there's any others that would be useful to add.
I believe that the higher level dual class party members that you can recruit in the mod generally come with spells but for new players it would be lacking.
The French Language Pack has been updated to include more logic file names (i.e. monsters, weapons, armor, etc.). Also Yesterhaven has been partially converted.
http://www.siegetheday.org/~iryan/files/Language_Packs/DS1_Mod_French_Language_Pack_Alpha_2.ds2res
If anyone has the French files for DS2 handbook_info.gas & tips.gas found in the DS2_World info folder, I'll include those in the next update. These two files need to be distributed with each map in order to show up in the map.
Comments welcomed about what else needs to be converted.
Everything is well displayed in french, Except :
FOR KOE :
- Altan's Leather ("Cuir d'Altan") entries
- the critter "Frog" ("Grenouille")
- the monsters "Big Arakun Spider" ("Grande Araignée Arakun") , "Forest Phrak" ("Phrak des Bois") , "Bone Dragon ("Dragon d'Os") , "Droog Grunt Fanatic" ("Soldat Droog Fanatique") , "Droog Archer Fanatic" ("Archer Droog Fanatique") and "Droog Mage Fanatic" ("Mage Droog Fanatique") ... "Phrak Piercer" ("Perceur Phrak") spawned by broken recipients ... more oddly, Mine Worm ("Ver des Mines") and Giant Moth ("Papillon Géant") are displayed correctly for the first half of Glitterdelve Mines and then return to the english name, the same situation for "Ice Warrior" ("Guerrier de Glace") and "Ice Archer" ("Archer de Glace") in the Ice Caverns
-th NPCs "Wounded Legionnaire" ("Légionnaire Blessé") and "Legionnaire Innkeeper" ("Légionnaire Aubergiste")
- the names of lots of lore objects/books
- the True Form of Gom doesn't spawn at all
- impossible to interact with the Yesterhaven Obelisk or the 3 characters outside of Glitterdelve Mines (near the entrance on the "Cougher Jack" side)
For LOA :
- Arhok's Leather ("Cuir d'Arhok") entries
- the npcs "Utraean Militia Swordsman" ("Epéiste Milicien Utréen") and Town Guard ("Garde de la Ville")
- the monster "Shadow servant" ("Serviteur des Ombres")
- the message of Lyssa when you accept to take her
- Messages of "off voices" that trigger at specific points reached
- the teleporter destinations
- Kraal Yellowtallon have no dialog when you interact with him
- the whole Uelda's dialog
- the whole banter dialog just before the cliff town of Xulphae
- the title of the quest leading to the disco section of the great clock is shortened
Quick question. I've gotten to Dungeon Siege 2 with a level 100 character after playing through the rest of the maps and the level adjustment mod doesn't seem to work. The ghosts are present, but the monsters aren't leveled and there is no button on the stash to change the settings like in the other maps. Some advice would be appreciated.
Thanks,
Cee
Hi to iryan and all.
I'm also a long time Dungeon Siege fan who still plays the whole saga today.
Recently I was searching for the possibility to play Dungeon Siege and its extensions levels with Dungeon Siege II, as for the Baldur's Gate saga... and I discovered you made it possible iryan. It's awesome. :dance1:
I own french CD versions of Dungeon Siege and Legends of Aranna, as Dungeon Siege II and Broken World, and the Steam versions too. Do you still need french files ?
I already started a Dungeon Siege party with the Steam version, and I'm approaching the Ehb castle, but if necessary I will start another party.
Do you need special tests, comments or feedback ?
Anyway, many thanks to KillerGremal and you for all your work. :thumbup1:
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