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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:
Something else I would love to include in some of the maps
*snip*
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.

I like the ships and also more ambient creatures is great. I think elements like that give the world a more immersive feeling.

I found a few "froggy" kind of noises in the sound effect files. At least I think they are froggy. Smile

s_e_ambient_swamp
s_e_die_mangler
s_e_hit_mangler
s_e_hit_unguis

Ships are a very nice idea! - One thing i really enjoyed during my WoW trial was senselessly travelling around with a/the ship there. :P
Related to DS2, i'm wondering if a ship also could be (on) an elevator node...

Actually there is already a undead pirate mesh in DS2.
And I've made a ranged version too for Arhok XP DS2 (a guard will tell you why the heck there are pirates now ;)).

 

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

. . .

That's a nice duck! (...it makes me hungry anyhow).

Hm, there are no mana/health bushes on the DS1=>DS2 maps. Of course they could be added so 'Survival' and 'Natural Bond' skill would keep their full usefullness. However it also could make some fun (here and there) hunting sheeps/deers for health potions and hunting ducks/fishes for mana potions!?
Making them hostile if too close shouldn't be a problem, also I've made once a feature that made wildlife hostile after holding the mouse cursor for ~2s above them.

 

kathycf wrote:
iryan wrote:
Something else I would love to include in some of the maps
*snip*
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.

I like the ships and also more ambient creatures is great. I think elements like that give the world a more immersive feeling.

I found a few "froggy" kind of noises in the sound effect files. At least I think they are froggy. Smile

s_e_ambient_swamp
s_e_die_mangler
s_e_hit_mangler
s_e_hit_unguis

The mangler is a very nice catch! Smile
For little frogs, if you would replay it at 150% speed (simple rate conversion) it may even sound more froggy!?

KillerGremal wrote:
Ships are a very nice idea! - One thing i really enjoyed during my WoW trial was senselessly travelling around with a/the ship there. :P
Related to DS2, i'm wondering if a ship also could be (on) an elevator node...

Actually there is already a undead pirate mesh in DS2.
And I've made a ranged version too for Arhok XP DS2 (a guard will tell you why the heck there are pirates now ;)).

 

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

. . .

That's a nice duck! (...it makes me hungry anyhow).

Hm, there are no mana/health bushes on the DS1=>DS2 maps. Of course they could be added so 'Survival' and 'Natural Bond' skill would keep their full usefullness. However it also could make some fun (here and there) hunting sheeps/deers for health potions and hunting ducks/fishes for mana potions!?
Making them hostile if too close shouldn't be a problem, also I've made once a feature that made wildlife hostile after holding the mouse cursor for ~2s above them.

 

kathycf wrote:
iryan wrote:
Something else I would love to include in some of the maps
*snip*
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.

I like the ships and also more ambient creatures is great. I think elements like that give the world a more immersive feeling.

I found a few "froggy" kind of noises in the sound effect files. At least I think they are froggy. Smile

s_e_ambient_swamp
s_e_die_mangler
s_e_hit_mangler
s_e_hit_unguis

The mangler is a very nice catch! Smile
For little frogs, if you would replay it at 150% speed (simple rate conversion) it may even sound more froggy!?

An elevator/ship would be interesting and quite creative.

I'll check out the undead pirate mesh from DS2, it could be useful.

There's health and mana bushes in the Utraean Peninsula but not the other maps but I'll add them before the final betas.

While waiting to hear from the U6p crew about using the resources in the map pack, I've been collecting some public domain sounds from the Internet that I hope to add to the game as ambient sounds. These include various frogs, ducks, pigs, cows, horses and cats. DS1 is a little lacking concerning ambient sounds compared to DS2.

KillerGremal wrote:

The mangler is a very nice catch! Smile
For little frogs, if you would replay it at 150% speed (simple rate conversion) it may even sound more froggy!?

Thanks. I wish I could upload the sound files and post them here but my photobucket account only allows videos and pictures. The ambient swamp sound is perhaps more of a bullfrog sound and not a little frog one.

Download them at frog and duck

The frog has the bits folders for DS1 and DS2 and includes a "summon happy frog" spell as it was originally made for Herena Forge. The duck is just source files, but it should be a complete set.

ghastley wrote:
Download them at frog and duck

The frog has the bits folders for DS1 and DS2 and includes a "summon happy frog" spell as it was originally made for Herena Forge. The duck is just source files, but it should be a complete set.

Thanks, I'll check them out tonight and place them into the maps.

First I will not say exactly who Mitromus is or where he is located for those of you that have not played Utraean Peninsula Map. However it would be a good idea to review his conversation as it contains a good deal of unnecessary characters and can make it hard to understand while your talking and killing wolves at the same time. If you use the save point provided then you will have to walk all the way back to Elddim because the Summon Teleporter Spell will do some very silly things. I just had to try it over and over again because it is funny because you will end up with a bunch of personal teleporters all over the place and they all go no where. Nothing needs to be changed or fixed because that is how the current save points work. It might be nice to have a displacer located here that links back to any town, oh say Elddim.

bare_elf wrote:
First I will not say exactly who Mitromus is or where he is located for those of you that have not played Utraean Peninsula Map. However it would be a good idea to review his conversation as it contains a good deal of unnecessary characters and can make it hard to understand while your talking and killing wolves at the same time. If you use the save point provided then you will have to walk all the way back to Elddim because the Summon Teleporter Spell will do some very silly things. I just had to try it over and over again because it is funny because you will end up with a bunch of personal teleporters all over the place and they all go no where. Nothing needs to be changed or fixed because that is how the current save points work. It might be nice to have a displacer located here that links back to any town, oh say Elddim.

Remember that this is a Beta and work in progress. That area and the save system will change completely. Your saved games will actually start you in one of the eight towns and you'll use KillerGremal's spiffy teleporter system to go back to where you last activated a teleporter point.

I changed that area around since I wanted to make more use of a large area of the map which would otherwise be fairly pointless to explore if you just wanted to beat the main quest. Plus there's some very interesting places to visit and explore near there that would be mostly out of reach with the way the original map worked. You could spend a couple of hours exploring the area and lose all of it in an instance if your party died or window's crashed, etc.

Things will change but it'll take me a little time to get to that point.

iryan wrote:
bare_elf wrote:
First I will not say exactly who Mitromus is or where he is located for those of you that have not played Utraean Peninsula Map. However it would be a good idea to review his conversation as it contains a good deal of unnecessary characters and can make it hard to understand while your talking and killing wolves at the same time. If you use the save point provided then you will have to walk all the way back to Elddim because the Summon Teleporter Spell will do some very silly things. I just had to try it over and over again because it is funny because you will end up with a bunch of personal teleporters all over the place and they all go no where. Nothing needs to be changed or fixed because that is how the current save points work. It might be nice to have a displacer located here that links back to any town, oh say Elddim.

Remember that this is a Beta and work in progress. That area and the save system will change completely. Your saved games will actually start you in one of the eight towns and you'll use KillerGremal's spiffy teleporter system to go back to where you last activated a teleporter point.

I changed that area around since I wanted to make more use of a large area of the map which would otherwise be fairly pointless to explore if you just wanted to beat the main quest. Plus there's some very interesting places to visit and explore near there that would be mostly out of reach with the way the original map worked. You could spend a couple of hours exploring the area and lose all of it in an instance if your party died or window's crashed, etc.
Things will change but it'll take me a little time to get to that point.

I was just pointing out a problem with his conversation and that the teleport function in that area was really a trip, as in fun to mess about with.
**************************************************************************************************
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.

Regretably my application for membership at Project Britannia was rejected.

If any members of Project Britannia visit these forums, maybe they'd do me the courtesy of telling me why.

Failing that I can only conclude they don't approve of trying to promote interest in an old game or even promoting what they achieved with their project. If they don't want me to use any of there resources a simply no would suffice. Better still they could make it clear in their documentation.

I'm quite disillusioned by this upexpected development and wonder if it's worth my while to continue publically with this mod. Maybe KillerGremal may wish to continue with it.

I did think the Dungeon Siege community was quite closely knitted and helped each other but I was obviously wrong. It is extremely disappointing.

Iryan it would be nice if you where to continue with the mods as what you have created so far is really very nice and very playable. The extra animals would have been nice but they are not what makes the game worth playing. Several people have the maps now and are playing them. Please continue with the teleport system for EHB and LoA and other refinements that you where working on. However my friend, if you wish to leave things as they are and go off in other directions please do that and as KillerGremal said be happy. Remember to check in from time to time if you do take a rest from modding as it would be nice to know what is up in your life.

Your Friend Always,
Elf

Whatever path you walk I will always have your back.

@Iryan: Well, I don't know any details, but don't worry! Some (ambient) resources could be added later as well if the things are settled. Generally I think you should go on 'modding'/'mapping' widely for your own fun only.
Creating or tuning mods/maps in order to promote a game or to make 'a good deed for the community' - ...of course you can do this if you like but probably this just will be an approach without many returns or credits in comparison to the leisure time it will consume.

However as far as seen/played myself you made great contributions for the DS1 maps we have now in DS2, and if you think you want to take a break now or even stop here - it's your own decision and nobody else had to complaint about.
Personally I have no plans right now with Ehb/LoA/Utrae but in case you will (temporarily) leave DS1/2 i will care about the online availability and about serious bugs if there really should be.

@Iryan, it appears that the U6 site has been having a major problem with spammers according to Zephyr so most people have had trouble either joining or logging on to site he asked people to complain bitterly so I asked him nicely to fix your account. Second I emailed Frilly Wumpus and asked him if it was possible to use the U6 ambient animals in the maps. I gave him a link to the forum and with luck we may get either a message from Frilly or Zephyr will get your membership on the U6 project site fixed.

Elf

Note: It took me several tries to log in to Ultima 6 and I have an account

UPDATE I just received the following message from U6 Zephyr: Hi there. Just wanted to respond to your question about using our content. All of our stuff should be released under GPL. So whatever the license says when you install the software, that's the deal. I don't have a copy handy but it should be pretty straightforward; I believe he would just have to credit us, specifically Niko Makela for the cat, and the rabbit came from Lazarus and no one knows who actually made that; that's under the Project Britannia license, which is probably the same as U6P.

Hope that helps!
Jesse/Zephyr

iryan wrote:

I did think the Dungeon Siege community was quite closely knitted and helped each other but I was obviously wrong. It is extremely disappointing.

Forgive me for presuming to comment on this and also for not quoting your entire post. I don't agree with your assessment here. Perhaps you will change your mind regarding the community. There can be technical issues behind your application being rejected (as Bare Elf suggests in another post). I still see the community *here* as willing to help. Granted, there aren't many left here, but still.

I have always been warmly welcomed back by the folks here from my "vacations" despite my being somewhat of a flake. This community is small but I think it is quite caring. Smile

Now, I am really not trying to lecture. Really. I apologize in advance if I seem like I am. If you need a break from the project or whatever else you need, that is your decision.

I've been reading through the documentation included with the Ultima6 project. I downloaded it because, well, I saw the kitties.

There are two specific texts, with one pertaining to the project specifically and the other dealing with the terms of their GNU General Public License. The team seems pretty open in my opinion to having modifications done to the project as well as having code from U6 logic.dsres being freely available. I attached a copy of the license so folks can have a look at it and give their opinion.

*edit* I am not having any luck attaching the license. Rather than putting a wall of text post (I've already rambled enough here) I will quote the license in my blog. However, this part of section 2 seems promising:

Quote:
2. You may modify your copy or copies of the Program or any portion
of it, thus forming a work based on the Program, and copy and
distribute such modifications or work under the terms of Section 1
above, provided that you also meet all of these conditions:

Points taken. Apologies.

I,m not going anywhere and hope to continue with the mod as far as I go.

I was aware of the spammer problems at U6p but provided a legitimate email & filled everything else correctly. I know what the GNU says but wanted to be absolutely sure.

No apology is required, I was just worried about my friend. Just like I worry about everyone here. I guess it is the way I am. If I worry about others then I have no time to worry about myself.

iryan wrote:

I,m not going anywhere and hope to continue with the mod as far as I go.

Yay. Laughing out loud

Yeah, hi, Zephyr here from U6P. Your username was flagged as a spammer by Stop Forum Spam. Sorry about that. Please go ahead and register again with a different username.

I just finished again EHB journey. The game was really great, it was great to go through the game with things that I missed most in the first ds game: skill tree Wink I can say that this is the best map for ds2 (even better than original ds2 map Wink Only thing I missed was cinematics... but imho good job;)

techiem2's picture

I started playing through Ehb the other night. One thing I noticed was that in the crypt sometimes the gargoyles and skeletons would explode into yellow and black blocks.
Other than that it is playing well so far.

techiem2 wrote:
I started playing through Ehb the other night. One thing I noticed was that in the crypt sometimes the gargoyles and skeletons would explode into yellow and black blocks.
Other than that it is playing well so far.

Thanks for the feedback.

The yellow and black textures is the engine's way of telling us that it can't find the textures of the frags for the skeletons and gargoyles. If it can't find the textures it's designed to use this texture instead. If the templates were missing there'd be nothing, the skeletons and gargoyles would just disappear when killed, which would look odd.

There's two ways this problem would be created, the first one if the template is calling for the wrong texture and the second if the texture is missing.

I would suggest checking DS1_Logic.ds2res and Objects_Ds1.ds2res. DS1_Logic should be Beta 7b and 5028 KB in size and the converted Objects_DS1.ds2res should be 300873 KB in size.

This problem shouldn't be occurring if everything is installed as expected but we still don't know what effects, if any, occurs if players use a localized or different version of Dungeon Siege to convert the resources from. I'm using the Asia-Pacific version of Dungeon Siege Legends of Aranna for example.

iryan wrote:
techiem2 wrote:
I started playing through Ehb the other night. One thing I noticed was that in the crypt sometimes the gargoyles and skeletons would explode into yellow and black blocks.
Other than that it is playing well so far.

Thanks for the feedback.

The yellow and black textures is the engine's way of telling us that it can't find the textures of the frags for the skeletons and gargoyles. If it can't find the textures it's designed to use this texture instead. If the templates were missing there'd be nothing, the skeletons and gargoyles would just disappear when killed, which would look odd.

There's two ways this problem would be created, the first one if the template is calling for the wrong texture and the second if the texture is missing.

I would suggest checking DS1_Logic.ds2res and Objects_Ds1.ds2res. DS1_Logic should be Beta 7b and 5028 KB in size and the converted Objects_DS1.ds2res should be 300873 KB in size.

This problem shouldn't be occurring if everything is installed as expected but we still don't know what effects, if any, occurs if players use a localized or different version of Dungeon Siege to convert the resources from. I'm using the Asia-Pacific version of Dungeon Siege Legends of Aranna for example.

This same problem occurred several test runs ago for me as well. However I can not remember why or how we fixed it Iryan. I would think that the version of DS1 that techiem2 and I have would be the same because we both live in the United States. My DS1_Logic_7B is also 5028 KB and the converted Objects file is also 300,873 KB. The Dungeon Siege 1 Objects.dsres I converted was dated August 7, 2002 and had a size of 293 MB. Techie it might be useful if you where to post a screen shot of your DS2 resources folder with details so we could compare it to what we are running.

Just a thought both Techie and I are playing the maps using Broken World and not the standard DS2 might the correction have been in the patch file or did that fix something else?

Elf

techiem2's picture

Hi techiem,

Your mods are installed correctly so I'm perplexed as to why the texture problem is occurring. However KillerGremal pointed me to a small glitch in the gargoyle's template where for the melee variants in Ehb, the frags actually reference the scarthrall's textures from LOA. This was because originally in the very first alpha mods I had to use the scarthrall model and textures as the gargoyle model didn't work. By the time the Betas were released I got the gargoyle model working properly.

I've updated the DS1_Logic on the file list and you can also download it here; http://www.siegetheday.org/~iryan/files/DS1_Logic_Beta_7c.ds2res

I don't know if this will solve the problem but everything points to the template being the cause, it's the gargoyle, it's the frag and it only occurs in the Ehb melee variant.

The skeleton template checks out okay but since gargoyles and skeletons are often in close proximity, it's possible that what your seeing is just a problem with the gargoyle. Have you seen skeletons on their own exhibiting the texture problem?

When I was comparing the files techie had installed to the ones I have on my system I found this file which does not appear anywhere in the file lists for Kingdom of Ehb, Legends of Aranna, Yesterhaven, Utraean Peninsula, Return to Arhok or any other thing you Iryan or KillerGremal have listed here. I am just wondering where it came from and if it might have been the fix we did for the gargoyles back in April. The file is named DS1_LoA_Resources.ds2res and has a file date of 2012/04/10 7:52 PM and has a file size of 266,215 KB. Maybe it was gremlins, poltergeist, or hobgoblins that installed it.
http://siegetheday.org/~bare_elf/DSM/LOA/DS1_LoA_Resources.ds2res
Elf

With his access to Siege the Day because of evil boss cut off, I told PhoeniX I would post things for him so here we go.

Here are the links for Yesterhaven and Arhok maps.

http://i248.photobucket.com/albums/gg165/archvolkan/Arhok-1.jpg
http://i248.photobucket.com/albums/gg165/archvolkan/Yesterhaven.jpg

Thank you very much for getting them to Iryan and KillerGremal for their approval and suggestions for me. Smile

PhoeniX

If you have things for him let me know and I will see that he gets them.

Elf

bare_elf wrote:
When I was comparing the files techie had installed to the ones I have on my system I found this file which does not appear anywhere in the file lists for Kingdom of Ehb, Legends of Aranna, Yesterhaven, Utraean Peninsula, Return to Arhok or any other thing you Iryan or KillerGremal have listed here. I am just wondering where it came from and if it might have been the fix we did for the gargoyles back in April. The file is named DS1_LoA_Resources.ds2res and has a file date of 2012/04/10 7:52 PM and has a file size of 266,215 KB. Maybe it was gremlins, poltergeist, or hobgoblins that installed it.
http://siegetheday.org/~bare_elf/DSM/LOA/DS1_LoA_Resources.ds2res
Elf

Well caught! You're absolutely correct.

Currently you need to convert the LOA resources in order to play Legends of Aranna, otherwise there'll be heaps of problems making the map unplayable. The instructions are in the file list but I'll list them here again;

Legends of Aranna requires additional files and steps unfortunately. The files are;
http://www.siegetheday.org/~iryan/files/DS1_Legends_of_Aranna_Beta_6b.ds2res (51.5 Mb)
http://www.siegetheday.org/~iryan/files/DS1_LOA_Content_Beta_6a.ds2res (61.3 Mb)
Instructions for converting Legends of Aranna resources to DS2 format;
http://www.siegetheday.org/~iryan/files/Converting_Legends_of_Aranna_Resources.pdf (1.0 Mb)

The next Beta of Legends of Aranna will remove this requirement, instead just converting the LOA map itself using KillerGremal's tools. That's why it doesn't appear in my file list as I've already starting converting and testing the map making sure this method works.

The other 3 maps should work fine but until a DS1_LOA_Content.ds2res is made or the one that Bare_elf has linked is downloaded (careful it's 259 Mb in size), Legends of Aranna will be unplayable.

bare_elf wrote:
With his access to Siege the Day because of evil boss cut off, I told PhoeniX I would post things for him so here we go.

Here are the links for Yesterhaven and Arhok maps.

http://i248.photobucket.com/albums/gg165/archvolkan/Arhok-1.jpg
http://i248.photobucket.com/albums/gg165/archvolkan/Yesterhaven.jpg

Thank you very much for getting them to Iryan and KillerGremal for their approval and suggestions for me. Smile

PhoeniX

If you have things for him let me know and I will see that he gets them.

Elf

Thanks for posting those for him. They're really good. He's done a really good job on them. I'll update Yesterhaven with the world map for the next Beta release of the Utraean Peninsula.

iryan wrote:
The other 3 maps should work fine but until a DS1_LOA_Content.ds2res is made or the one that Bare_elf has linked is downloaded (careful it's 259 Mb in size), Legends of Aranna will be unplayable.

Also any monster that is based on Dungeon Siege Legends of Aranna like the gargoyles will have problems as well. As both Techie and I discovered the gargoyle issue while playing the Kingdom of Ehb not LoA.

Elf

I was playing the Kingdom of Ehb map again to see if I could complete it faster than Techie could. When I got to the Traveler Camp I discovered one problem that might be of concern to all and a second problem that might only concern me. The first problem is that Nong runs through his speech as you enter the camp but he does not speak of his daughter being taken. I had to run past the camp past Phaedriel and fight a few things. Then turn about and re-enter the camp then Nong Goes into the NIS and speaks of his daughter being taken and you are given the quest. The main difference I noted about the Traveler Camp is that there are more people in the camp. So it might be that when the changes where done to add the additional people this occurred. The Second Problem has to do with Phaedriel and me playing with Cat Mansion Characters. I know that Phaedriel was a Cat Mansion Girl the last time I journeyed this way. I verified that I had all the Cat Mansion Mods enabled and verified that Phaedriel was in the mod that you created Iryan to add the DS1 Cat Mansion Characters and she is. I knew she was but had to check. Not sure what the cause is as I am not sure if the extra characters are part of the map or some other mod. I know it is not the DS1_Logic_7c.ds2res as I switched back to version 7b at the time we discovered what was causing the gargoyle problem.

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