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DS1 Legendary Mod for DS2 Beta Thread

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 Full Setup (1.18 GB)
Hosted on Goggle Drive.

DS2 Legendary Mod v1.01 at MODDB
DS2 Legendary Mod at Nexus Mods

Split version Installer version
DS2 Legendary Mod v1.01 installer (410Mb)
DS2 Legendary Mod v1.01 part two (410Mb)
DS2 Legendary Mod v1.10 part three (387Mb)
Download all three parts to the same location and run DS2_Legendary_Mod_v1.01_Setup.exe.
Thanks to MEGA Limited for hosting the file. The link goes to a separate page where the mod can be downloaded. I recommend right clicking and opening in a new tab or window.

Hotfix for fades issue in Kingdom of Ehb v1.01
Hotfix 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;
Thanks to MEGA Limited for hosting the files. Each link goes to a separate page where the module can be downloaded.

DS1_Map_Legends_of_Aranna_Beta_v1.01.ds2res (37Mb)
DS1_Map_World_v1.01.ds2res (46Mb)
DS1_Map_Utraean_Peninsula_v1.01.ds2res (74Mb)
DS1_Map_Yesterhaven_v1.01.ds2res (20Mb)
DS1_Mod_Content_v1.01.ds2res (314Mb)
DS1_Mod_Logic_v1.01.ds2res (2.6Mb)
DS1_Mod_Sounds_v1.01.ds2res (343Mb)
DS1_Mod_Terrain_v1.01.ds2res (123Mb)
DS1_Mod_Voices_v1.01.ds2res (240Mb)
Mod-DS1Map-ArhokXP-Beta5.ds2res (30.2 Mb)
Diabloish Map for DS2 Beta 2e (15.5 Mb)
Level Adjustment Mod, Beta 5t (0.8 Mb)

Please note that the DS1 Content Pack is included within the mod but for reference here's the separate download link;
DS1 Content Pack, Alpha11b (19.2Mb)

Mod Game Manual
DS2_Legendary_Mod_Manual.pdf

Current Readme for KillerGremal Mods
DS1 Content Pack Readme: http://ds2.bplaced.net/getfile.php?redict=173&type=.txt
Level Adjustment Mod Readme: http://ds2.bplaced.net/getfile.php?redict=107&type=.txt
Diabloish for DS2 Readme: http://ds2.bplaced.net/getfile.php?redict=189&type=.txt

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
French https://www.siegetheday.org/~iryan/files/Language_Packs/DS1_Mod_French_Language_Pack_Alpha_3.ds2res (138 Mb)

Forum Threads for KillerGremal's Mods
DS1 Content Pack & Diabloish https://siegetheday.org/?q=node/1330
Return to Arhok https://siegetheday.org/?q=node/1289

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Link to thread containing user made maps from DS1 that have started being converted to DS2.
https://www.siegetheday.org/?q=node/1916

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.

iryan wrote:
PhoeniX wrote:
I cannot get any map to load using the DS2 executable. Not even DS2. But all maps load and play using BW executable. :?

I chose map, enter mercenary difficulty, then get booted with an exception error.

Ehb, Aranna and Yesterhaven do not even appear as a choice for DS2.

Edit: For clarity, it is v2.2 also.

Hi PhoeniX. Do you mean even vanilla DS2 won't load?
. . .

Assumed v2.3/addon is installed in a different folder than v2.2 (as recommended) then there also are two map folders. So if you want to play the maps with v2.3/addon and additionally with v2.2 then the map files need to be in the map folder of v2.2 - did you check this?

 

iryan wrote:
. . .

Voices_DS1.ds2res also isn't needed as DS1 voices don't seem to work in DS2 unless they're converted and located in the npc folder in Sound/Voices.
. . .

Hm, they don't work? :o
For example it should be possible to set/leave sample = s_v_bt_gyorn1; in the conversations.gas files you copy from DS1 (similar to the DS1 music in DS2).
It may be however that some ambient sounds do not play because they are not listed in the sounddb.gas file (for cases where you can't use the real wav filename, without extension).

 

iryan wrote:
. . .

The only thing I changed was removing a tweak that was inserted into the door_basic block;
sound_dist_min = 5.001500; // 1500ms DELAY OF REMOVING PATH-BLOCKING

It was the only difference between the modded Utraean Peninsula and original Multiplayer_World from DS1. I honestly didn't expect it to make any difference to the problem, I just started from the only thing that was obviously different between the two versions (pertaining to the doors and fades).
. . .

sound_dist_min is an custom property, it may cause problems if the finally active door_basic.skrit (perhaps added in another mod) is not corresponding.
At least in the door_basic.skrit of the Mod-DS1Content-Alpha10a.ds2res this tweak is still supported, for slower doors however i recommend unblock_delay = 1.0; meanwhile (or whatever it takes to open the door almost entirely).

But assumed there is no other door_basic.skrit then I'm really astonished that sound_dist_min make troubles in the addon, the syntax is ok, the code should stand it. Well, it also could be the comment itself... Puzzled
Note maybe, there are also several suspicious zero values, many door orientations in that region have e.g. -8.9407e-008 instead of the zero. I would fix these 'odd zeroes' too while you are at it.

 

iryan wrote:
. . .

With the private Betas I was using Broken World for testing and only switched to vanilla DS2 when Killergremal convinced me that having backward compatibility for anyone not owning Broken World was important (ie. those who purchased the combined pack from steam).

Eh, of course, the player without addon...! - Always think of him! Laughing out loud

Honestly the motive it's more technical, with v2.2 it's possilbe to evaluate the logs of DS2Mod. These logs are not perfect but they often give you a hint what's wrong.
Also the SE2 doesn't like it if there is any v2.3/addon code, with some luck however it remains stable despite of all the complaints.

I finally arrived at Fallraen and spoke to the guard on the road to get the Fallraen Barracks quest. He asked me to Clear the barracks and the quest appeared in my journal. I went down into the barracks and cleared it of all the nasty things living there. When I went up the stairs out of the barracks the quest did not complete like it does in DS1 so I assumed the trigger was now attached to the guard. When I clicked on him nothing happened I could no longer speak to him even though when I pointed the cursor at him the ! you can talk to me icon was there. Since the quest is only secondary I decided to enter town and discovered that the Main Gate would not open no matter what I did. So I looked over the gate and clicked on the first guard where upon my party ran through the closed gate. I discovered that I could click on any area on the other side of the gate and pass through it in either direction. The same is true of the Back Gate out of town. Saving the game and then trying the gate again had no affect.
Remember I am playing the map using DS2 Broken World, and this might be related to the problem that existed at the Ancient Crypts, even though there are no blacked out areas. I will look at this running the same things using DS2 Standard Version. UPDATE
I took my DS2 party to Fallraen and the gates open just fine but the Fallraen Barracks quest does not complete in DS2 or DS2BW.
A question for further research
I am wondering if a problem that occurs when running DS2 Test Map in Broken World might not also occur with the DS1 converted maps when played in Broken World. Where Veteran and Elite levels are disabled? I will have to look at that once I complete Utraean Peninsula test run.

bare_elf wrote:
I finally arrived at Fallraen and spoke to the guard on the road to get the Fallraen Barracks quest. He asked me to Clear the barracks and the quest appeared in my journal. I went down into the barracks and cleared it of all the nasty things living there. When I went up the stairs out of the barracks the quest did not complete like it does in DS1 so I assumed the trigger was now attached to the guard. When I clicked on him nothing happened I could no longer speak to him even though when I pointed the cursor at him the ! you can talk to me icon was there. Since the quest is only secondary I decided to enter town and discovered that the Main Gate would not open no matter what I did. So I looked over the gate and clicked on the first guard where upon my party ran through the closed gate. I discovered that I could click on any area on the other side of the gate and pass through it in either direction. The same is true of the Back Gate out of town. Saving the game and then trying the gate again had no affect.
Remember I am playing the map using DS2 Broken World, and this might be related to the problem that existed at the Ancient Crypts, even though there are no blacked out areas. I will look at this running the same things using DS2 Standard Version.

Thanks for the report. I've updated DS1_Multiplayer_World to hopefully fix the problem as looking at the interactive.gas file I noticed the gates have the same "sound_dist_min = 5.006500;" entry as does the problematic doors in the crypts. So I also looked at the other interactive.gas files and found some more in the Trial of Gallus which I changed as well. I don't think there should be any others.

Incidentally why there's no blackout like in the crypts is probably because it's an outdoor area and doesn't have fade nodes. Let me know if the fix works.

The Fallraen barracks will have to wait until I start work on the next major Beta of the Utraean Peninsula. I've learnt some new tricks in flick which may make that quest work better as it seems DS2 no longer supports accumulate_triggers which makes that type of quest hard to make work in DS2.

I also am glad that PhoeniX has resolved his problems.

Irwin the Gate problem at Fallraen has been repaired, I will pick up the quests and journey on tomorrow.

iryan wrote:
. . .

I've updated DS1_Multiplayer_World to hopefully fix the problem as looking at the interactive.gas file I noticed the gates have the same "sound_dist_min = 5.006500;" entry as does the problematic doors in the crypts. So I also looked at the other interactive.gas files and found some more in the Trial of Gallus which I changed as well. I don't think there should be any others.
. . .

Removing sound_dist_min may be a work-around for v2.3/BW but for v2.2 it's rather a downgrade.
Unfortunately it took some time to find out why it works in v2.2 but not in v2.3/BW.

Tuning the 'suspicious zero values' did not work (at least not here). As I found out then, the priority of the content pack/mod Mod-DS1Content-Alpha10a.ds2res is just too low for v2.3/addon (but ok for v2.2).
So i'm going to retank it with SE2/Patch. As tested this is sufficient to replace native v2.3/addon content and there is still SE2/User or RTC priorities for postfixes or future tunings.

However I intend to maintain the idea of the de-blocking delay - it 'looks quite broken' if you can move through heavy doors right after the moment you touch them. The town gates at Fallraen are such an example, the extreme vault doors from LoA too...

 
I have to admit that using custom properties for door_basic.skrit wasn't the safest approach, thus a revision is required and the value for the unblocking delay will be carried in aspect:life_timed_restore_period (which is not used for doors) - this will be much safer in case of issues with the game version or with mod priorities.

For backwards-compatibility sound_dist_min and unblock_delay will be still supported (whereever this was used) but it's not recommended to be used any longer in case the official door_basic.skrit is effective for any reason.
Concerning this it's quite modding-unfriendly that in DS2 the whole component stops working and all properties will be ignored if there is only one unknown property assigned in templates or region/instance files... Sad

 

iryan wrote:
. . .
The Fallraen barracks will have to wait until I start work on the next major Beta of the Utraean Peninsula. I've learnt some new tricks in flick which may make that quest work better as it seems DS2 no longer supports accumulate_triggers which makes that type of quest hard to make work in DS2.
. . .
Maybe I miss the deeper quest context here, but there's the template 'accumulate_trigger' in DS2, the regional trigger setup however may be different from DS2.

 

bare_elf wrote:
. . .
A question for further research
I am wondering if a problem that occurs when running DS2 Test Map in Broken World might not also occur with the DS1 converted maps when played in Broken World. Where Veteran and Elite levels are disabled? I will have to look at that once I complete Utraean Peninsula test run.

As Sharkull noticed once there might be a problem: Puzzled
http://garage.gaspowered.com/?q=node/7709
 

I have noticed that some of the Hire-able characters on all of the maps be I playing with DS2 or Broken world, do not display the b_gui_el_join icon over their heads. I have not found this a problem because I always point my cursor at everyone I meet and click on them just to see if they will tell me something important. No rush on fixing this since there are bigger and nastier things to fix. I have also noted that some characters on all of the maps can only be spoken to once, be they a guest giver, hire-able character, shop owner or someone standing about. Again not an important thing to fix. Just thought you might like to know.
Elf

bare_elf wrote:
I have noticed that some of the Hire-able characters on all of the maps be I playing with DS2 or Broken world, do not display the b_gui_el_join icon over their heads. I have not found this a problem because I always point my cursor at everyone I meet and click on them just to see if they will tell me something important. No rush on fixing this since there are bigger and nastier things to fix. I have also noted that some characters on all of the maps can only be spoken to once, be they a guest giver, hire-able character, shop owner or someone standing about. Again not an important thing to fix. Just thought you might like to know.
Elf

I'm aware of this issue and it's because many of the npcs still use the old DS1 convention for conversations. DS2 uses flick to create the branching conversations which is more realistic but takes longer to code. DS1 on the other hand used a simple mechanism where you click on the "more" button to continue the conversation in a linear manner.

Unfortunately flick is very fickle and I'm not very good at using it beyond very simple things. So I'm just fixing the conversations by limiting them to one comment per npc. The same for the hireable characters. The hire icon is part of the character's instance. The flick used for their conversation is suppose to turn off the hire icon once they're hired but for me it breaks and you can't talk to the character at all (and I've tried all sorts of things to make it work).

The next Beta of Kingdom of Ehb should be done by next week (or earlier) and I don't intend to do anything more to it apart from any bug fixes so if someone with knowledge of flick would like to redo all the conversations to use the full ability of the DS2 conversation system, it would be greatly appreciated.

KillerGremal wrote:
iryan wrote:
. . .

I've updated DS1_Multiplayer_World to hopefully fix the problem as looking at the interactive.gas file I noticed the gates have the same "sound_dist_min = 5.006500;" entry as does the problematic doors in the crypts. So I also looked at the other interactive.gas files and found some more in the Trial of Gallus which I changed as well. I don't think there should be any others.
. . .

Removing sound_dist_min may be a work-around for v2.3/BW but for v2.2 it's rather a downgrade.
Unfortunately it took some time to find out why it works in v2.2 but not in v2.3/BW.

Tuning the 'suspicious zero values' did not work (at least not here). As I found out then, the priority of the content pack/mod Mod-DS1Content-Alpha10a.ds2res is just too low for v2.3/addon (but ok for v2.2).
So i'm going to retank it with SE2/Patch. As tested this is sufficient to replace native v2.3/addon content and there is still SE2/User or RTC priorities for postfixes or future tunings.

However I intend to maintain the idea of the de-blocking delay - it 'looks quite broken' if you can move through heavy doors right after the moment you touch them. The town gates at Fallraen are such an example, the extreme vault doors from LoA too...

 
I have to admit that using custom properties for door_basic.skrit wasn't the safest approach, thus a revision is required and the value for the unblocking delay will be carried in aspect:life_timed_restore_period (which is not used for doors) - this will be much safer in case of issues with the game version or with mod priorities.

For backwards-compatibility sound_dist_min and unblock_delay will be still supported (whereever this was used) but it's not recommended to be used any longer in case the official door_basic.skrit is effective for any reason.
Concerning this it's quite modding-unfriendly that in DS2 the whole component stops working and all properties will be ignored if there is only one unknown property assigned in templates or region/instance files... Sad

 

iryan wrote:
. . .
The Fallraen barracks will have to wait until I start work on the next major Beta of the Utraean Peninsula. I've learnt some new tricks in flick which may make that quest work better as it seems DS2 no longer supports accumulate_triggers which makes that type of quest hard to make work in DS2.
. . .
Maybe I miss the deeper quest context here, but there's the template 'accumulate_trigger' in DS2, the regional trigger setup however may be different from DS2.

 

As Sharkull noticed once there might be a problem: Puzzled
http://garage.gaspowered.com/?q=node/7709
 

I'll re-enable sound_dist_min values once you've finished retanking the contents mod and verify that it's working. I agree it is a little unrealistic.

Maybe accumulate_trigger is still there but I've been unable to find how to use it in DS2 and I couldn't find any examples in the DS2 map either (they use flick instead to count things which I've been unable to use successfully).

iryan wrote:
. . .

Maybe accumulate_trigger is still there but I've been unable to find how to use it in DS2 and I couldn't find any examples in the DS2 map either (they use flick instead to count things which I've been unable to use successfully).

The quests for Dire Wolf and Mythirlhorn pet are using quest counters in flick, the Kalrathia Rebellion as well I think (other quest possibly too).
All the involved monsters to kill have a *flick* component attached in their templates to increase the counter.

 
But I guess you remember the quest in the Windstone Fortress!? Where you had to kill 20 sharded soldiers?
world\maps\ds2_world\regions\a1_07_03_petratemple\objects

Each monster has a we_killed trigger to send an activation event to the accumulate_trigger. If the specified number of events is achieved then the accumulate_trigger will send an activation to another quest trigger (to handle flick, effects, etc).

 
For quests triggered on death it's safer that the dying monster can not explode (we_killed may need some frames), thus extreme values for gib_threshold/gib_min_damage are recommended - a setting the sharded soldiers actually don't have. :o
If you need something to ensure the killer is a player (neither a good NPC nor a powder keg for example then try the custom [send_event_when_dead] component.

KillerGremal wrote:
iryan wrote:
. . .

Maybe accumulate_trigger is still there but I've been unable to find how to use it in DS2 and I couldn't find any examples in the DS2 map either (they use flick instead to count things which I've been unable to use successfully).

The quests for Dire Wolf and Mythirlhorn pet are using quest counters in flick, the Kalrathia Rebellion as well I think (other quest possibly too).
All the involved monsters to kill have a *flick* component attached in their templates to increase the counter.

 
But I guess you remember the quest in the Windstone Fortress!? Where you had to kill 20 sharded soldiers?
world\maps\ds2_world\regions\a1_07_03_petratemple\objects

Each monster has a we_killed trigger to send an activation event to the accumulate_trigger. If the specified number of events is achieved then the accumulate_trigger will send an activation to another quest trigger (to handle flick, effects, etc).

 
For quests triggered on death it's safer that the dying monster can not explode (we_killed may need some frames), thus extreme values for gib_threshold/gib_min_damage are recommended - a setting the sharded soldiers actually don't have. :o
If you need something to ensure the killer is a player (neither a good NPC nor a powder keg for example then try the custom [send_event_when_dead] component.

Thanks, I'll try that when I start working on Utrea again (Ehb is nearly finished, then it's Yesterhaven where I'll try to get a teleporter system going and finally Utrea again).

If I remember correctly when playing the Multi-player Utraean Peninsula or the Single Player Legends of Utrae (LoU) in DS1 when you spoke to the Utraean Priestess Janeira in the town of Lang she handed you the Lang Town-stone. However in the new DS2 version here Janeira tells you to go look for the stone around Lang. It is not that I am against change or mucking about in a swamp looking for a rock, but a bit better clue would be useful, since a tiny stone under all that water and muck could take days to find. I am already Insane and now I will have to buy a boot dryer in either Grescal or Quillrabe and I will almost bet they will have none in stock. Elf

bare_elf wrote:
If I remember correctly when playing the Multi-player Utraean Peninsula or the Single Player Legends of Utrae (LoU) in DS1 when you spoke to the Utraean Priestess Janeira in the town of Lang she handed you the Lang Town-stone. However in the new DS2 version here Janeira tells you to go look for the stone around Lang. It is not that I am against change or mucking about in a swamp looking for a rock, but a bit better clue would be useful, since a tiny stone under all that water and muck could take days to find. I am already Insane and now I will have to buy a boot dryer in either Grescal or Quillrabe and I will almost bet they will have none in stock. Elf

Hmmm. The location of the stone hasn't changed since the first private Beta, look for a Goblin not far pass the entrance to the Warrens.

Maybe I should put the locations back where they were as if players get upset by that, imagine what they'll say when searching for the Hiroth Stone (though in LOU I changed the location of that as well). I agree that Janeira should give more of a clue such as "those dastardly goblins snuck up from the depths of the warrens and spirited away the Land Stone" or something like that. My only excuse is that I have so much to do in so little time nowadays.

Once the Betas are done it'll be good if someone was interested enough to tidy up all the conversations as I'll doubt if I'll ever get enough time to do them justice.

I've updated Kingdom of Ehb to version 7a

http://www.siegetheday.org/~iryan/files/DS1_Map_World_Beta_7a.ds2res
http://www.siegetheday.org/~iryan/files/DS1_Logic_Beta_7a.ds2res

*Update: Readme for Kingdom of Ehb Beta 7.0a
http://www.siegetheday.org/~iryan/files/DS1_Kingdom_of_Ehb_for_Dungeon_Siege_2_Beta7.0a.txt

This version is the most complete yet including such things as over 30 NIS sequences, Boss Intros, more npcs in some towns and bug fixes.

There's still some lacking things such as town portal restrictions and the before mentioned limitations in some monsters and limited conversation choices. I was going to do the portal restrictions until I realised what a herculean job it will be (no wonder GPG sold the IP and got out of making RPG games). If there was a decent notepad alternative maybe it would be easier (yes I've read the hints at Siege University and even tried them out and tried some programs such as Notepad++).

Footnote: Yes for those of you with good eyesight there is a goblin standing on a tank in one of the screenshots. That was from an earlier attempt that has been tidied up.

It appears that KillerGremal has just updated DS1 Content Pack (partial) Alpha v10b to correct things like the Doors in the Ancient Crypt and the Gates at Fallraen. This I think would require either moving back a revision or two in DS1_Multiplayer_World_Beta_6c.ds2res however I am not sure if I should go back to 6B, 6A or 6 or wait until you release a new version. :nervous: :silly: Insane So until I know for sure I will poke about the New Fancy Updated version of EHB with all the new NIS and goodies.

Elf

I was checking out the New Updated and Really Fancy Kingdom of EHB map, the new NIS is great by the way. I got killed in the basement of Eggar's Cabin and when I respawned back at the starting point I discovered no one to restore my corpse so I saved the game exited and restarted the game and everything came back!
Therefore if you get killed in one of these maps and respawn at a place where there is no one to bring your gear back. Save,exit back to main menu and select the map again and all will be good.
:happy: Elf

bare_elf wrote:
It appears that KillerGremal has just updated DS1 Content Pack (partial) Alpha v10b to correct things like the Doors in the Ancient Crypt and the Gates at Fallraen. This I think would require either moving back a revision or two in DS1_Multiplayer_World_Beta_6c.ds2res however I am not sure if I should go back to 6B, 6A or 6 or wait until you release a new version. :nervous: :silly: Insane So until I know for sure I will poke about the New Fancy Updated version of EHB with all the new NIS and goodies.

Elf

The content pack should be fine with the current versions. KillerGremal has told me that he adjusted the base templates and not the instances in the map so that no changes needed to be made to the maps and so therefore the changes will take effect even on the newly released Ehb (which beat his release only be a couple of hours).

That said be careful as that means it hasn't been tested.

If you have not played EHB in a while you are in for a real treat. So far and I am not far, not even to Stoneridge I have been both surprised and delighted with what I am finding. The save points are great.
Have a look.

I have manage to learn how to successfully implement the DS2 teleporter system into Yesterhaven (still have to grapple with fades but that's another story)

This however highlights a lacking feature of Yesterhaven, it has no world map!!! I've searched around but haven't found anything that could even remotely serve as such and my artistic skills are somewhat lacking (I'm reasonably good at manipulating art for inserting into the game and such but that's about it).

Is there anyone who thinks they may be able to manufacture a suitable world map for Yesterhaven? It would be greatly appreciated.

I can try to make a Yesterhaven map for you. It is something completely different for me, so I can make no promises.

And I may have a new radar patch forthcoming with a little present. Just have to make a new character and test run it from the beginning to make sure I did not break anything. Smile

http://img27.imageshack.us/img27/1656/gwendolyn01.jpg
http://img256.imageshack.us/img256/8638/gwendolyn02.jpg
http://img696.imageshack.us/img696/4360/gwendolyn03.jpg

PhoeniX wrote:
I can try to make a Yesterhaven map for you. It is something completely different for me, so I can make no promises.

And I may have a new radar patch forthcoming with a little present. Just have to make a new character and test run it from the beginning to make sure I did not break anything. Smile

http://img27.imageshack.us/img27/1656/gwendolyn01.jpg
http://img256.imageshack.us/img256/8638/gwendolyn02.jpg
http://img696.imageshack.us/img696/4360/gwendolyn03.jpg

Hmmm. Looks like you solved the bug in the Broken Catacombs. Good work, I wonder what the problem was?

I've been thinking about how to map a map for Yesterhaven all day, ranging from terrain generating software to game map editors as I own several games such as Heroes of Might & Magic that have map editors but unfortunately as luck would have it, none are presently installed on my pc. I've also been browsing for terrain or topographical maps that may be similar to what Yesterhaven might look like but no luck in finding something that emcompasses all the terrain found in Yesterhaven (snow, forest and desert).

Earlier I even took screenshots of the regions in Yesterhaven taken in SE1, hoping that I might be able to combine them together to make a passeable map, again they didn't quite look right. However they may be useful for you as reference, let me know if that's the case.

One of the western United States Like Arizona, Nevada or Idaho, As all contain snow, Mountains Desserts like Yesterhaven, I know they are not layered on top of each other through time but there are even cave systems in Idaho and Arizona.
So you might be able to use a NASA satellite image of one of them.

example: http://geology.com/satellite/arizona-satellite-image.shtml

Elf

The bug cleared up when I restitched the region radar. When you moved Gwendolyn, something must have cleared the region. The entire regions u/v coords moved south by just a hair.

And found the solution for the node stitch lighting also.
http://img805.imageshack.us/img805/3103/nodelight01.jpg
http://img268.imageshack.us/img268/8183/nodelight02.jpg
http://img687.imageshack.us/img687/8665/nodelight03.jpg

I pieced together an overview of how the map connects in it's entirety using the radar images.

I discovered a small problem with nonataya in the Droog city. Although he can give a quest he can sell nothing in his shop. I checked the other shop keepers and they all work correctly. So I looked at the conversations in that region and found the following:

[conversation_nonataya_shop_quest]
{
[text*]
{
sample = s_vo_npc_dc_nonataya1;

choice = shop;

screen_text = "Peace! We are victims all of these horrid Seck! In centuries past, the Seck hunted us near to extinction. When first they reappeared, our generation of warriors was yet newly hatched, unequal to the ancient sorceries the Seck threatened to unleash. For our survival, we made an unwise alliance. We would redeem ourselves. The Seck plot to seize a secret chamber they believe to be within Castle Ehb. You must move soon should you wish to prevent this. As a symbol of our intentions, I offer"; an exchange of goods, the best wares we have to offer.

I believe it should have an ending "; As follows.

[conversation_nonataya_shop_quest]
{
[text*]
{
sample = s_vo_npc_dc_nonataya1;

choice = shop;

screen_text = "Peace! We are victims all of these horrid Seck! In centuries past, the Seck hunted us near to extinction. When first they reappeared, our generation of warriors was yet newly hatched, unequal to the ancient sorceries the Seck threatened to unleash. For our survival, we made an unwise alliance. We would redeem ourselves. The Seck plot to seize a secret chamber they believe to be within Castle Ehb. You must move soon should you wish to prevent this. As a symbol of our intentions, I offer"; an exchange of goods, the best wares we have to offer.";

The dwarf in the dessert between Fortress Kroth and the Droog City has the same problem of not being able to sell stuff but I could not find him to check his conversation.

bare_elf wrote:
I discovered a small problem with nonataya in the Droog city. Although he can give a quest he can sell nothing in his shop. I checked the other shop keepers and they all work correctly. So I looked at the conversations in that region and found the following:

[conversation_nonataya_shop_quest]
{
[text*]
{
sample = s_vo_npc_dc_nonataya1;

choice = shop;

screen_text = "Peace! We are victims all of these horrid Seck! In centuries past, the Seck hunted us near to extinction. When first they reappeared, our generation of warriors was yet newly hatched, unequal to the ancient sorceries the Seck threatened to unleash. For our survival, we made an unwise alliance. We would redeem ourselves. The Seck plot to seize a secret chamber they believe to be within Castle Ehb. You must move soon should you wish to prevent this. As a symbol of our intentions, I offer"; an exchange of goods, the best wares we have to offer.

I believe it should have an ending "; As follows.

[conversation_nonataya_shop_quest]
{
[text*]
{
sample = s_vo_npc_dc_nonataya1;

choice = shop;

screen_text = "Peace! We are victims all of these horrid Seck! In centuries past, the Seck hunted us near to extinction. When first they reappeared, our generation of warriors was yet newly hatched, unequal to the ancient sorceries the Seck threatened to unleash. For our survival, we made an unwise alliance. We would redeem ourselves. The Seck plot to seize a secret chamber they believe to be within Castle Ehb. You must move soon should you wish to prevent this. As a symbol of our intentions, I offer"; an exchange of goods, the best wares we have to offer.";

The dwarf in the dessert between Fortress Kroth and the Droog City has the same problem of not being able to sell stuff but I could not find him to check his conversation.

I'm not sure why that happened with you with Nonataya. Both the map I have on my pc and the one available for download don't have that problem as I checked them both. I see that the "; at the end has been transcribed to after" I offer "in the sentence in both versions there. I got no idea how that would occur.

The dwarf in the desert was deliberate, I decided that having a merchant there could be misleading (originally he was a recruitable character in DS1) and I was going to move him into the Droog City. I think I will do that to prevent confusion as you don't need merchants on there as you have the town portal spell you can use.

@Iryan: Why do you use the naming scheme from DS2 for sound files?
Are there (still) any problems? (...recently wondered in this post too)

However with the new content mod the DS1 files should (also) play in the addon now!(?)

First I should note that all of the other shopkeepers in the Droog City work fine both before and after getting the new file. So I restarted the game from outside the City and ran back to nonataya to see what would happen. Now he does his little speach and when you select the I want to buy stuff line the shop items pop onto the screen and disappear in about 2 seconds and the Screen then reads "King and Castle"
I tried to speak to nonataya again to see what would happen and off he goes into the same speech instead of the want to buy more conversation. Wondering if this might be a problem with using Broken World again?
Elf

KillerGremal wrote:
@Iryan: Why do you use the naming scheme from DS2 for sound files?
Are there (still) any problems? (...recently wondered in this post too)

However with the new content mod the DS1 files should (also) play in the addon now!(?)

I didn't use the DS1 format simply because it didn't work for me and I had more pressing tasks to attend to at the time (I did spend several hours trying to get it working).

Music works fine but monster and voice files don't. I know you defined the DS1 sound structure even in the previous Content mod so it should have worked, in theory.

I will try again to see I can get it working with the current Content mod but for ambient sounds I think we'll always need to define them in the sounddb.gas file, that was how I was able to get the LOA ambient sounds working. This'll mean that there'll be conflicts with any mods that happen to change sounddb.gas as well but if they have any sort of priority they should override the DS1_Logic file.

For reference this is with vanilla DS2 version 2.2

bare_elf wrote:
First I should note that all of the other shopkeepers in the Droog City work fine both before and after getting the new file. So I restarted the game from outside the City and ran back to nonataya to see what would happen. Now he does his little speach and when you select the I want to buy stuff line the shop items pop onto the screen and disappear in about 2 seconds and the Screen then reads "King and Castle"
I tried to speak to nonataya again to see what would happen and off he goes into the same speech instead of the want to buy more conversation. Wondering if this might be a problem with using Broken World again?
Elf

I,m not sure to the cause but that appears to be a bug. Try to keep a save game handy near that area and I'll try to investigate and find the cause (will require me starting a new game with a character near that point by altering the default starting point to that area as I don't have a save near there).

Thanks.

iryan wrote:
KillerGremal wrote:
@Iryan: Why do you use the naming scheme from DS2 for sound files?
Are there (still) any problems? (...recently wondered in this post too)

However with the new content mod the DS1 files should (also) play in the addon now!(?)

I didn't use the DS1 format simply because it didn't work for me and I had more pressing tasks to attend to at the time (I did spend several hours trying to get it working).

Music works fine but monster and voice files don't. I know you defined the DS1 sound structure even in the previous Content mod so it should have worked, in theory.

I will try again to see I can get it working with the current Content mod but for ambient sounds I think we'll always need to define them in the sounddb.gas file, that was how I was able to get the LOA ambient sounds working. This'll mean that there'll be conflicts with any mods that happen to change sounddb.gas as well but if they have any sort of priority they should override the DS1_Logic file.

For reference this is with vanilla DS2 version 2.2

Indeed, 'unique' files in a mod are some kind of vulnerability, luckily however voice files don't need to be registered in sounddb.gas, and ambient sounds usually neither (there are only a few exceptions).

I just mean/hope that it would make your work some easier (and the mod/downloads smaller) if you could use the sound files from DS1 directly (for Ehb+Utrae, for Yesterhaven+LoA you still would need to re-ship them of course however without changing the filename at least).
If you retry it once, please let me know what the result was.

iryan wrote:
bare_elf wrote:
First I should note that all of the other shopkeepers in the Droog City work fine both before and after getting the new file. So I restarted the game from outside the City and ran back to nonataya to see what would happen. Now he does his little speach and when you select the I want to buy stuff line the shop items pop onto the screen and disappear in about 2 seconds and the Screen then reads "King and Castle"
I tried to speak to nonataya again to see what would happen and off he goes into the same speech instead of the want to buy more conversation. Wondering if this might be a problem with using Broken World again?
Elf

I,m not sure to the cause but that appears to be a bug. Try to keep a save game handy near that area and I'll try to investigate and find the cause (will require me starting a new game with a character near that point by altering the default starting point to that area as I don't have a save near there).

Thanks.

It has to be a Broken World Bug as I took my DS2 Heavy Weapons Team to the Droog City and Nonataya worked just fine. Not sure exactly what is going on here, maybe that is why the Game is called Broken World, as I am finding more bugs in the Broken World Testing than the DS2 Oh well
**************************************************************************************************
There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.

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