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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.

KillerGremal wrote:
I'm was aware of this matter because of it I've added a (working!?) auto-arrange feature to put the whole party automatically on the little displacer node.
A special configuration shouldn't be necessary, i just remember that this little 'lever statue' needs to be in the center (quite exactly) of the displacer node.

 

ghastley wrote:
Keep the meshes used in DS1, but attach the transport effect of DS2. I.e. leave the little turning statue, or pad, as the visual aspect for the switch, but replace the elevator mechanism with the "space warp".

However, I second the call for a larger area of effect than the little platforms on the towers. Since the statue on the platform is now just a switch, make the whole floor area "live".

I've tried out something similar on the Tutorial CGM map, but it's a bit more advancend/different than realized on my initial Utrae release. Possibly it still can be simplified, actually i always had the hope to make the displacer/elevator transition work once as we had it in DS1.

 

There's nothing wrong at all with how the displacer pads work, it's the tiny weeny little elevator lift that you must use to get access to the displacer pads in town (where the arrow is pointing to in the picture). Moving a full party up and down the lift is tiresome.

I agree with Killergremal that making the displacer/elevator work like in DS1 would be great, even more so for LOA. I was able to get the LOA displacer pads working to some extent but you'd get stuck up in the air over the region you were moving to.

And for Darkelf I used DS2 portals in several places in Legends of Aranna that I think mimic the effect you are talking about. When I get time I'll experiment a little with various effects.

And for those waiting for a more complete version, it's still some way off with Yesterhaven the only map more or less complete. I'm also thinking of a possible way of making distributing the mod a lot easier, especially converting the required resources from DS1.

iryan wrote:
KillerGremal wrote:
I'm was aware of this matter because of it I've added a (working!?) auto-arrange feature to put the whole party automatically on the little displacer node.
A special configuration shouldn't be necessary, i just remember that this little 'lever statue' needs to be in the center (quite exactly) of the displacer node.

 

ghastley wrote:
Keep the meshes used in DS1, but attach the transport effect of DS2. I.e. leave the little turning statue, or pad, as the visual aspect for the switch, but replace the elevator mechanism with the "space warp".

However, I second the call for a larger area of effect than the little platforms on the towers. Since the statue on the platform is now just a switch, make the whole floor area "live".

I've tried out something similar on the Tutorial CGM map, but it's a bit more advancend/different than realized on my initial Utrae release. Possibly it still can be simplified, actually i always had the hope to make the displacer/elevator transition work once as we had it in DS1.

 

There's nothing wrong at all with how the displacer pads work, it's the tiny weeny little elevator lift that you must use to get access to the displacer pads in town (where the arrow is pointing to in the picture). Moving a full party up and down the lift is tiresome.

I agree with Killergremal that making the displacer/elevator work like in DS1 would be great, even more so for LOA. I was able to get the LOA displacer pads working to some extent but you'd get stuck up in the air over the region you were moving to.

And for Darkelf I used DS2 portals in several places in Legends of Aranna that I think mimic the effect you are talking about. When I get time I'll experiment a little with various effects.

And for those waiting for a more complete version, it's still some way off with Yesterhaven the only map more or less complete. I'm also thinking of a possible way of making distributing the mod a lot easier, especially converting the required resources from DS1.

At least the tiny elevators to the local displacer pads work just fine for me on the Utraean Peninsula map, Irwin you might want to do what KillerGermal did on his map on the LoA and KoA maps Elf ************************************************************************************************** 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.

@iryan + bare_elf: The auto-arrange feature for the party is intended for both, elevators and dispacers!

Indeed the focused hero needs to stay on the elevator/displacer node (well placed use_points will help here ;)), and the lever will give then a move command to all party members within a radius of 10 or 15m.
During this 'gathering' the party may switch temporily to 'mirror' mode, but this shouldn't bother. For a party in 'wait' mode the feature is not active.

This feature is disabled too if the lever has any 'gather points' (invented by/for DS2, see properties => placement).
Actually gather points for lever/door/etc. would be the official way to face this problem in DS2 - ...but i guess people will understand that for my initial Utrae release I didn't want to add hundreds of gather points across ~70 regions, that's why I've added this auto-arrange feature.

KillerGremal wrote:
@iryan + bare_elf: The auto-arrange feature for the party is intended for both, elevators and dispacers!

Indeed the focused hero needs to stay on the elevator/displacer node (well placed use_points will help here ;)), and the lever will give then a move command to all party members within a radius of 10 or 15m.
During this 'gathering' the party may switch temporily to 'mirror' mode, but this shouldn't bother. For a party in 'wait' mode the feature is not active.

This feature is disabled too if the lever has any 'gather points' (invented by/for DS2, see properties => placement).
Actually gather points for lever/door/etc. would be the official way to face this problem in DS2 - ...but i guess people will understand that for my initial Utrae release I didn't want to add hundreds of gather points across ~70 regions, that's why I've added this auto-arrange feature.

Thank you I wasn't aware of that feature. It doesn't work for me but then I use a mod to help speed up testing, this feature probably not compatible with it (If I didn't use a mod such as this I'd still be working on the first beta release).

The feeling seems to be to keep things as they are in the Utraean Peninsula (the main towns and the displacer pads) but for the other maps I'd like to know out of these choices what does everyone prefer (the Utraean Peninsula displacer pads aren't a choice as they're too much work for me to implement).

standard DS2 portal that will continue to be used to join separate regions together in LOA

standard DS2 teleporters

portal on LOA displacer platform

LOA displacer platform with teleporter effects

I like this one since it is closer to the original one.

LOA displacer platform with teleporter effects

Hi All,

We've been trying to get the DS1 Sounds working in the mod but at least for me it's not working. So in an attempt to see if the problem's with my setup or if it's widespread, I'd like anyone who's interested in helping us and has the latest version of the mod installed (Beta 7 or above) to try this experimental DS1_Logic.ds2res;

http://www.siegetheday.org/~iryan/files/DS1_Logic_Test_Version.ds2res

Be sure to make a backup of the old DS1_Logic_Beta.ds2res so you can revert back afterwards.

For me there's no monster sounds at all in both v2.2 and v2.3 BW.

iryan wrote:
Hi All,

We've been trying to get the DS1 Sounds working in the mod but at least for me it's not working. So in an attempt to see if the problem's with my setup or if it's widespread, I'd like anyone who's interested in helping us and has the latest version of the mod installed (Beta 7 or above) to try this experimental DS1_Logic.ds2res;

http://www.siegetheday.org/~iryan/files/DS1_Logic_Test_Version.ds2res

Be sure to make a backup of the old DS1_Logic_Beta.ds2res so you can revert back afterwards.

For me there's no monster sounds at all in both v2.2 and v2.3 BW.

You can also temporarily disable any file by putting a .off after it like DS1_Logic_Beta_7b.ds2res.off actually anything will work. I learned this years ago working with DS1 and it also works in DS2 and BW
Elf
**************************************************************************************************
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.

First I wanted to see if as I thought the monsters where making sounds, so I started a new character in Legends of Aranna, and without installing the new file I found the following to be true.
Ice Grubs make no sound
Moth makes a moth? sound when it attacks
Wolf growls when it sees you and again when it attacks.
Bear roars on attack and makes a very sad sound when you kill it.
Boar makes a pig like roar
The various creatures in the storage cave all make sounds when you shoot them or chop them. like oomph, or ouch well except for the frost whatever who is silent. So I am unsure what is not working? Was it a different map that had the problem or all maps?

Insane Elf

bare_elf wrote:
First I wanted to see if as I thought the monsters where making sounds, so I started a new character in Legends of Aranna, and without installing the new file I found the following to be true.
Ice Grubs make no sound
Moth makes a moth? sound when it attacks
Wolf growls when it sees you and again when it attacks.
Bear roars on attack and makes a very sad sound when you kill it.
Boar makes a pig like roar
The various creatures in the storage cave all make sounds when you shoot them or chop them. like oomph, or ouch well except for the frost whatever who is silent. So I am unsure what is not working? Was it a different map that had the problem or all maps?

Insane Elf

Thank you for that feedback. Obviously there's something wrong with my particular setup as I don't get any monster sounds. The grubs are meant to be silent but the Frost Giant should have sound. I'll check his template again and also try to work out what's happening with my setup.

Has anyone else apart from KillerGremal and Bare_Elf tried the test DS1_Logic.ds2res?

I really want to see if anyone else has problems with sounds as nothing I do makes a difference. I eliminated all mods apart from KillerGremal's core mods, the Utraean Peninsula Map and DS1_Logic_Test_Version.ds2res without luck in getting sound from a converted Sound_DS1.ds2res. I even untanked the DS1 sounds and tanked them with tank creator DS2 without luck.

The only monsters that make a sound are the wolves and bear death sound as they still reference DS2 converted sounds. The rest don't make a squeak.

@bare_elf: Thanks for testing it! Smile
A few monsters don't have any/many sounds assigned (for example the 'Frost Golem' only makes a sound when dying).
Other monsters like the 'Frost Giant ' are using LoA sounds which possibly aren't content of a mod yet (or don't use the original naming scheme).

 
@iryan: Check once if there is a second namingkey200.nnk file around with you, if not updated for DS1 sounds it would cause troubles.
Note maybe that the checked monster templates still/intentionally are using the DS1 naming scheme for sound files (which should reduce the DS1=>DS2 efforts).

Concerning the LoA content mod I would suggest to clean up the sound/monster/general folder. Generally there shouldn't be any monster sounds from DS1 in that folder.
Sounds from LoA you just should copy into the sound/effects folder. If you like I can send you a list/batch which LoA sounds are required currently, sooner or later i guess the whole sound/effects folder is needed expect of front-end and spells sounds (sadly).

About the environmental sounds (s_e_env*) I'm not fully sure, they should work for moods but probably won't with emitters (could be a matter of sounddb.gas). An some of these files also exist in DS2 with different file name however.

To support the LoA conversations just let the player convert the ExpVoices.dsres tank.

 
By the way, if you intend to work (fight ;)) until the Krug Disco, the music theme s_m_d_k_theme.wav is played back as ambient_track, if you could transform it into an MP3 to use it as standard_track the mod would be ~15mb smaller.

OfficerDonNZ's picture

This project looks promising Smile As I've never completed Kingdom of Ehb or LoA, always got board playing them.

But the list of stuff to download does look a bit off putting!

OfficerDonNZ wrote:
This project looks promising Smile As I've never completed Kingdom of Ehb or LoA, always got board playing them.

But the list of stuff to download does look a bit off putting!


Yes Don there are a good number of files to download and several to convert, but the time is worth it, the fact that the monsters alone level up to where your party is provides more challenge, and some of the conversations from the NPCs makes it great, as they like the authors have a sense of humor. Elf
**************************************************************************************************
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.

OfficerDonNZ wrote:
This project looks promising Smile As I've never completed Kingdom of Ehb or LoA, always got board playing them.

But the list of stuff to download does look a bit off putting!

Yes the list is long and a bit confusing, I apologise for that but we've had our arms tied a bit with possible legal problems if we just had a simple download for the mod. It is also a Beta in constant development so there's regular updates to the files.

We hope to make the installation process a lot easier once the Beta is mostly complete.

OfficerDonNZ's picture

Got everything downloaded Smile Am currently working my way through the Kingdom of Ehb map. Just got up to the broken bridge. Have to say I'm most impressed so far by what I've seen.

Off to watch Mythbusters Laughing out loud Then I shall resume my jorny to Stonebridge.

OfficerDonNZ wrote:
Got everything downloaded Smile Am currently working my way through the Kingdom of Ehb map. Just got up to the broken bridge. Have to say I'm most impressed so far by what I've seen.

Off to watch Mythbusters Laughing out loud Then I shall resume my jorny to Stonebridge.


Glad you got it working, hope you have fun with it. Though a Beta every map is completeable and fun to play.

Here's a preview of the next Beta of the Utraean Peninsula
Intro NIS


A more populated town now

@Iryan: I really like this cinematic look NIS. As well it's cool to see that there are now more NPC - brings some life into the town. Smile

I'm sure you have nothing else in mind to do Wink but did you try out once the sky sphere objects DS2 is offering!?
Specially with a flat camera angle this could look interesting.
For example GPG used a sky sphere on the 'Tutorial Beach' (but not sure how realized there), as custom approach you perhaps could spawn it too from within flick with 'Spawnitem sphere_nis_sky_12' and a PostMessageToTemplate command could delete it after the NIS again.

KillerGremal wrote:
@Iryan: I really like this cinematic look NIS. As well it's cool to see that there are now more NPC - brings some life into the town. Smile

I'm sure you have nothing else in mind to do Wink but did you try out once the sky sphere objects DS2 is offering!?
Specially with a flat camera angle this could look interesting.
For example GPG used a sky sphere on the 'Tutorial Beach' (but not sure how realized there), as custom approach you perhaps could spawn it too from within flick with 'Spawnitem sphere_nis_sky_12' and a PostMessageToTemplate command could delete it after the NIS again.

I'm very much aware of the NIS Sky and I'd love to use it but am a little unsure of how it's implemented. I've look at the tutorial beach in SE2 but it's hard to see how it's wired together. I'll try again as the problem with the NIS is getting the angles right and not showing any sky.

I was wondering if using some of Ultima 6 project resources might be okay for some things in the maps, specifically ambient creatures around the towns (cats, rabbits, sheep and horses)? Looking at the docs included with U6p they state that permission is granted to use the resources as long as the original authors are credited and the open source licence is redistributed.

Some of the monsters are nice as well, especially the hydra, though for some reason the giant ant's walking animations aren't working (as well as some others). Yes these models work in DS2 and the map loads as well (though I never got pass the opening intro map).

iryan wrote:
I was wondering if using some of Ultima 6 project resources might be okay for some things in the maps, specifically ambient creatures around the towns (cats, rabbits, sheep and horses)? Looking at the docs included with U6p they state that permission is granted to use the resources as long as the original authors are credited and the open source licence is redistributed.

Some of the monsters are nice as well, especially the hydra, though for some reason the giant ant's walking animations aren't working (as well as some others). Yes these models work in DS2 and the map loads as well (though I never got pass the opening intro map).

Both Dog and I think that adding rabbits and cats to the maps would be nice, Red always thought the map lacked horses and thought mules where over used. For those of you who do not know who Dog and Red are I will explain. Dog is my wolf or am I his elf never really been sure, but I would never go anywhere without him as backup. Red is one of my horses, trained for search and rescue work. He likes playing with buckets and eating my rose bushes.
**************************************************************************************************
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.

Here's what the U6 ambients look like for those who never played the Ultima 6 project

Bare_Elf suggested that maybe the teleporters or portal displacers should appear portable or moveable since Ehb was such a recent settlement. Maybe the 7th Legion brought then with them when they retreated to Ehb.

nice animals, indeed if can use em, would look good on the farm lands of ds1.

http://www.siegenetwork.com/q?dir=Downloads&req=file&id=405 - this mod had some nice horses, unfortunately the link no longer works, i have this mod someplace on harddrive but to lazy to look for it. with the ds2 rider skrit one could even make the horses have riders much like the morden kohl beast or the vai'kesh leader.

If it was me I think I would use either the top right or lower left image. The ambient animals are cute as well.

I like the idea of having a sheep flock in a prairie, this certainly would look good.
A witch with a black cat would be quite tale-like too, and here and there a horse wouldn't bother (or even be appropriate - it's funny that there are several horseshoe objects but no horses).

About riding however I have some doubts. Most mounts I remebmer in DS2 are faked - the rider is a submesh of the mount, and if the mount is dead the rider submesh will be hidden and an independent rider will be spawned.
While tuning some animations for the DS1 Goblin robot however if seen that it's possible to stick to meshes together and to move them as one. If this works for any combination of meshes I can't say, and if the player ever will be able to fight from a mount - yes, that would be great of course...

 
Concerning teleporters on a car(t), there are also two other cart/wagon meshes, m_i_cav_morden-shard-cart-01.asp and m_i_glb_wheelbarrow.asp. They don't have (pleasant) templates yet, and both have some freight by default (but could be disabled with textures:1=b_i_glb_transparent;).

However since mounts and draft animals are rarely used in DS1/2, and maybe the 10th legion wasn't in the mood to pull these TP-carts/-wagons themselves - what about baloons?


...here a bit improvised though (simply made of fury_eye + torch_dun_01).

I have a few more critters made for various maps that might be useful. E.g.

Let me know and I'll dig around and see what I have. There's certainly a frog, and probably a few more custom meshes if I hunt.

Edit: Someone might recognize these creatures

ghastley wrote:
I have a few more critters made for various maps that might be useful. E.g.

Let me know and I'll dig around and see what I have. There's certainly a frog, and probably a few more custom meshes if I hunt.

A few more critters would be nice and appreciated. There's a few ponds around that the duck and frogs would be happy with as well as the river. Have to look to see if there's any ambient frog sounds in DS1, I tend not to take much notice about those sorts of things.

Bare_Elf rides again is nice, I've never seen that pic before.

Talking about rideable meshes before, KillerGremal is right about the way GPG implemented it in DS2 with the submeshes. There was a thread somewhere, I think at Siegenetwork, talking about the various methods one may use possibly use to get rideable mounts in DS2. I believe there were 3 methods mentioned and DS2 implementation is one of them and is really limited to just monsters.

Snowfox used another method to get rideable meshes with his rideable perforator, anyone remember that one? Sadly it seems lost forever.

Let me guess. it is Red the horse, Dog the Wolf, and Me.

Something else I would love to include in some of the maps

As many of you would know there's now pirates and buccaneers in the Utraean Peninsula and Ehb. With this there would be an explanation to how they got there. From U6p.

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