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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.

I have all the town stones now and very few quests remain to be completed. I am very happy I took the back way to the lost pyramids by way of the land of the Asparagus people as they where a lot easier to fight than the Shades in the Endless Desert. I had thought that the skeletons in the Fury's Den where difficult, well let me tell you the Shades are impossible. Shoot them, stick them, cast a combat magic spell on them and all they do is gain in health. Now nature magic has some power against them but there is never enough mana or health potions to prevent an episode of re-spawning.

Darkelf wrote:

- made it to the traveller's camp, seems this quest is a bit bugged not sure, also i have 36,000+ gold went to innkeeper in tent to recruit 6th, but for some reason it keep saying i dont have enuff gold, last time i checked 36,000 > 35000 so not sure what up with that.

another bug i am having hard time with is, take this scenario, u cast town portal, and party dies, gutsy player i am i go through town portal naked, end up in wrong place, it happens a lot, dont seem to matter what town. also would like a start point activator thingy portal thingy in travelers camp, right now it going back to previous area that is very dangerous, the game starts in travellers town fine, but town portals are dangerous. my vote now is for something other than the town portal thing in towns, its kind of confusing now to tell which portal leads where.

The Inn money amount for the 6th party member is a typo that I simply forgot to fix. In the original alpha version of the mod I changed the amount the innkeeper charges for the 6th spot as it fitted the DS1 maps better (otherwise you end up with a couple of party members in the Inn long before you can save up that amount). There's two options here, I can simply fix the amount back to 65000 or make a custom innkeeper flick to change it to 35000 instead. Let me know.

The second bug is far more serious. If I'm reading it right you're saying that when you cast town portal and then die and respawn without going through the town portal, the town portal ends up sending you somewhere else when you step through it from where you respawned? Maybe the session portals interfere somehow with how town portals work, I'm not sure, maybe KillerGremal might know the answer to that one. One thing that may help is using town portal start groups which I haven't implemented in Ehb, Yesterhaven or Legends of Aranna. Not using them should make the town portal send you back to the last default group you activated which is basically the same thing but as I said maybe the session portals mess this up somehow.

Thanks for stress testing the maps and finding these bugs for us. It's important to try to find such weaknesses and fixing them.

Finally the session portals were used in the Utraean Peninsula and Kingdom of Ehb since the feedback was that players didn't think the DS2 teleporters fitted the maps. Plus they're a feature of Aranna Legacy which is hoped to be compatible with the mod as well. Still I prefer the DS2 teleporters or something similar as used in Legends of Aranna which I'm working on now, so I'll be releasing a mini-mod using them instead once the main mod is finished.

awe so its 65,000, ok i will continue fighting till i get 65k then, my only issue is that ds1 gave 8 players for free on merc, and ds2 only allows 6 currently and that is because of a hack to make it 6 cause originally merc was 4 lol. so gpg went from 8 player to 4 player in sequel and setup a hotel to make npc money, guess reality set in at gpg, wanted npc to get rich, shame hero cant rob or kill npc for such high prices, or been a lot of dead innkeeper i bet hehe, after all the hero is killing all those evil doers, maybe the hero should revolt and just let the evildoers come in and take over town, bet innkeeper wouldnt like that hehe. oh wait didnt that happen in karathia? or perhaps thats another map i dunno, oh well, life goes on lol

Although I feel that the inn values are steep for the ds1 map, looking at code, its too much work to change the inn, cause have to go into each map region and change each conversation, and have to change innkeeper skrit, to much work, so leave as is, i already looked, this is the change gpg made with ds2, i dont like, the conversation system is to map based, been a lot nicer had gpg made it logic based, could of used code to fetch a conversation used by multiple actors, instead of repeating same conversation over and over map side, bad coding on gpg part me thinks.

well i like the session portal idea for most part, the fact is it uses same graphic as town portal that player cast in town, and the town portals dont say where they go, sometimes the game will put the town portal thats cast by player in same spot as the portal thats saved in the towns at start of game, thus can have 2 portals graphics in same spot, and being reckless player, after death instead of using necromancer to get body, i travel through my portal, which i usually cast in location b4 i get in huge fight, so i travel into portal and i was back in map saved area, and monsters are spawned and sometime die again lose all stuff, sadly being gutsy without stuff cant cast portal again to get body, but body is at other portal lol, so end up quitting game and restarting and doing same area again killing respawns. perhaps more graphics are needed i dunno, shame the portal cant be changed color wise to distinguish saved from player cast.

i too became a fan of the ds2 teleporter system, the way it links towns and specific regions is nice, traveling to different shops to shop and going back to fight ur favorite monster 1 more time was nice.

all in all, the current system is still better than original ds, cause walking to town with no tp was a pain. kudos for all your work.

@Iryan: The portals at session start store their data in an alternate manner. This feature should not redirect the town portal spell.

If somebody resurrects at the wrong position, it could be a matter with the start positions and how they are set/changed.
Rechecking all objects with [starting_group_toggle] would be a good idea, and in DS2Mod you easily can test it by spawning an 'exploding_mines_010' to blow up your party. :P
(Well, people probably can't imagine how often I have blown up my party already...)

I'm actually not sure if you can/should skip the start positions for town portals. Puzzled
I just would copy+paste the existing start positions, then adding '_town_portal_1' onto their names, deactivating the 'copied' default start positions, and modifying their IDs - that should be all.

 

@Darkelf: Indeed, an (unued) portal at session start and the town portal can co-exist sometimes. Some position offset and a (slightly) different look/texture really would be helpful.

I've just updated Legends of Aranna to Beta 8
http://www.siegetheday.org/~iryan/files/DS1_Legends_of_Aranna_Beta8.0f.ds2res
http://www.siegetheday.org/~iryan/files/DS1_Logic_Beta8.0f.ds2res
http://www.siegetheday.org/~iryan/files/DS1_Map_Pack_for_Dungeon_Siege_2_Beta8.0f.txt

Highlights are new NIS sequences and boss intros, DS2 style teleporter system implemented using the existing displacer pads, many fixes and improvements like the Gates of Arhok now require you getting permission from the mayor before they'll open for you, secret end of game area restored, ability to return to Arhok after the main quest to hear the townsfolk praise you for your efforts and 2 regions that were cut from the original game have been restored (together with a quest to tie them into the game).

Also you no longer have to mess around tanking or untanking resources. Instead use KillerGremal's nifty auxiallary tool to convert 2 resource files from your Legends of Aranna installation and you're ready to rumble.

I'm quite happy with how this release turned out except for an issue with the Lost Queen's tail. I can't get it to die with her, though I've tried we_req_die from both direct trigger from her and from flick. Any help with this would be wonderfull. Also Dopplegangers, Zepherylls and Swirling Midges are still replaced by placeholders as they're beyond my ability to restore into the game. Again help here would be gratefully received.

This will be the final major builds of the maps, except for technical maintenance builds to try to fix any issues or bugs testers have found (and there's quite a few broken triggers, etc that has to be fixed in the maps as well).

*Update; As mentioned in the main thread "Additionally to play Legends of Aranna you need to convert expansion.dsmap and ExpVoices.dsres using the exact same method (It's no longer required to tank or untank resource files)."

Well not really in my hand but on my system I will install when I have the time, Make sure everyone that you read the readme file so you know which files the new ones replace. Let you know what happens.

Elf

Iryan -- The readme file says the following:

*Installation Instructions

Remove any previous DS1 prefixed betas apart from these (which are current as of 25th July 2012)
- DS1_Content_Beta_8a.ds2res
- DS1_Logic_Beta_8d.ds2res
- DS1_Map_World_Beta_8d.ds2res
- DS1_Multiplayer_World_Beta_8d.ds2res
- DS1_Yesterhaven_Beta_8a.ds2res

So I have some questions.
1. Do I keep the patch created for Broken World or do I remove it since it is prefixed with DS1?

2. If I remove the DS1_Yesterhaven_Beta_8a.ds2res it does not show up in the lists of maps. So is that a misprint in the readme file or are you going to release an update to Yesterhaven?

Elf

Well it appears that every time I click on the Legends of Aranna Map and it starts to load (about 50%) I receive an EXCEPTION DETECTED message.

Here is a list of the files I have installed:

I zipped the crash report or exception report it might be useful.
http://siegetheday.org/~bare_elf/files/DungeonSiege2.zip

So right now I am stuck can not test anything and can not finish my test run of the Utraean Peninsula because there are currently more exceptions than there are maps :P

Insane

iryan wrote:

Also you no longer have to mess around tanking or untanking resources. Instead use KillerGremal's nifty auxiallary tool to convert 2 resource files from your Legends of Aranna installation and you're ready to rumble.

*Update; As mentioned in the main thread "Additionally to play Legends of Aranna you need to convert expansion.dsmap and ExpVoices.dsres using the exact same method (It's no longer required to tank or untank resource files)."



Okay Blind as an Elf I missed the need to convert the two files expansion.dsmap and expvoices.dsres.
it allows the Legends of Aranna map to load and I will now have a look at it.

Blind Elf

bare_elf wrote:
Well not really in my hand but on my system I will install when I have the time, Make sure everyone that you read the readme file so you know which files the new ones replace. Let you know what happens.

Elf

Iryan -- The readme file says the following:

*Installation Instructions

Remove any previous DS1 prefixed betas apart from these (which are current as of 25th July 2012)
- DS1_Content_Beta_8a.ds2res
- DS1_Logic_Beta_8d.ds2res
- DS1_Map_World_Beta_8d.ds2res
- DS1_Multiplayer_World_Beta_8d.ds2res
- DS1_Yesterhaven_Beta_8a.ds2res

So I have some questions.
1. Do I keep the patch created for Broken World or do I remove it since it is prefixed with DS1?

2. If I remove the DS1_Yesterhaven_Beta_8a.ds2res it does not show up in the lists of maps. So is that a misprint in the readme file or are you going to release an update to Yesterhaven?

Elf

1. Shouldn't be needed anymore
2. This was to mean don't remove those files (actually I made a mistake, please remove any old DS1_Logic files). Without DS1_Content_Beta_8a.ds2res none of the maps will work. Without DS1_Yesterhaven_Beta_8a.ds2res, DS1_Map_World_Beta_Beta_8d.ds2res and DS1_Multiplayer_World_Beta_8d.ds2res none of the maps will work even if you have DS1_Content.ds2res.

I didn't want anyone downloading files that haven't been updated. Obviously this is confusing. Or my wording is confusing, one or the other. Sorry for the misunderstanding. Actually blame Square Enix for ignoring the Dungeon Siege community and making it so difficult to distribute this mod to those players who love the series.

You need to have 6 DS1 prefixed files, 4 KillerGremal's mod files and 5 converted files to play all 4 maps in DS2 (see list at bottom of post)

The readme has been updated as well.

bare_elf wrote:

Well it appears that every time I click on the Legends of Aranna Map and it starts to load (about 50%) I receive an EXCEPTION DETECTED message.

Insane

Sorry I didn't mention it in the post but you need to convert expansion.dsres and ExVoices.dsres from your Legends of Aranna installation folder with KillerGremal's nifty DS1 to DS2 conversion tool as mentioned in the main thread. I'm not sure if using the old DS1_Legends_of_Aranna.ds2res beta will work. You'd definitely won't get any voices without ExpVoices.dsres.

You should have the following files (as listed in the readme)
*List of all required files for all 4 maps

- DS1_Content_Beta_8a.ds2res
- DS1_Legends_of_Aranna_8f.ds2res
- DS1_Logic_Beta_8f.ds2res
- DS1_Map_World_Beta_8d.ds2res
- DS1_Multiplayer_World_Beta_8d.ds2res
- DS1_Yesterhaven_Beta_8a.ds2res
- Expansion_DS1.ds2res
- ExpVoices_DS1.ds2res
- Mod-DS1Content-Alpha10f.ds2res
- Mod-DS1Map-Utrea-Alpha10.ds2res
- Mod-Erthos-MonsterLevelAdjust-Beta4i.ds2res
- Mod-TerrainNodesDS1LoA-Beta3.ds2res
- Objects_DS1.ds2res
- Sound_DS1.ds2res
- Voices_DS1.ds2res

Sorry for the confusion. We really need an installer for this mod. At least it proves the copyright protection is working.

That is what testers are for both playing the game and playing the read me files Smile

Elf

I was so busy picking up Jondar and Lyssa and playing with the teleport system I forgot to take screen shots. I made it to the first teleport in the Caves of the Lost, so parked the party in Arhok and came here to tell you it looks great, wonderful and I love the conversations of the kids. They must have mistaken me for someone else giggle me repair a dolly or make a daisy chain ROFL, they must have been talking to Jondar. With KillerGremal fixing the monster balance I was for the first time to go through the storage cave using melee weapons. Things are looking great.

Elf

I've made two small mods to change the difficulty of the maps to test out KillerGremal's last MonsterLevelAdjust mod version to see if everything is now working as expected. It also includes a small patch for the Utraean Peninsula as I noticed the starting mood at Elddim is now broken.

http://www.siegetheday.org/~iryan/files/Test_Map_Difficulty_100.ds2res
http://www.siegetheday.org/~iryan/files/Test_Map_Difficulty_050.ds2res

Test_Map_Difficulty_100 reverts the 4 map's difficulty to 100% as per DS2. The other one changes it to 50% so should be a lot easier. Currently the maps have a difficulty of 80% based on my and user input with the previous versions of the MonsterLevelAdjust Mod.

I don't want to release the maps with the 100% difficulty until I'm sure it works (as it's 20% higher than what it is currently). Incidentally the MonsterLevelAdjust mod supports difficulties up to 500%!

What KillerGremal has tried to do is make the resistances based on the monster's template values as set in the Actor Block. For example the skeletons are set at level 20. If your party is level 100, the skeletons will inherit the set 10% melee resistance plus 0.4% per level (or 0.4 x 80 = 32) so end up with a melee resistance of 42% (if my calculations and assumptions are correct).

So any really difficult monsters may be made easier by simply making their actor level higher (so they don't get as many extra resistance bonuses overall).

I also had to comment out the fog data block in the moods_monsterlevel_adjustment.gas as the monsters were being generated twice my party's level!!!

iryan wrote:
I've made two small mods to change the difficulty of the maps to test out KillerGremal's last MonsterLevelAdjust mod version to see if everything is now working as expected. It also includes a small patch for the Utraean Peninsula as I noticed the starting mood at Elddim is now broken.

http://www.siegetheday.org/~iryan/files/Test_Map_Difficulty_100.ds2res
http://www.siegetheday.org/~iryan/files/Test_Map_Difficulty_050.ds2res

Test_Map_Difficulty_100 reverts the 4 map's difficulty to 100% as per DS2. The other one changes it to 50% so should be a lot easier. Currently the maps have a difficulty of 80% based on my and user input with the previous versions of the MonsterLevelAdjust Mod.

I don't want to release the maps with the 100% difficulty until I'm sure it works (as it's 20% higher than what it is currently). Incidentally the MonsterLevelAdjust mod supports difficulties up to 500%!

What KillerGremal has tried to do is make the resistances based on the monster's template values as set in the Actor Block. For example the skeletons are set at level 20. If your party is level 100, the skeletons will inherit the set 10% melee resistance plus 0.4% per level (or 0.4 x 80 = 32) so end up with a melee resistance of 42% (if my calculations and assumptions are correct).

So any really difficult monsters may be made easier by simply making their actor level higher (so they don't get as many extra resistance bonuses overall).

I also had to comment out the fog data block in the moods_monsterlevel_adjustment.gas as the monsters were being generated twice my party's level!!!

I ran a short test on the Utraean Peninsula. Going after the Shades and Spiders in the desert, the normal skellies in Hiroth and the nasty skellies in the Fury's Den. I had been to all of these places after KillerGremal updated the MonsterLevelAdjust (80% i guess from your comments) at this level I was able to beat up on any of the monsters listed above it was not easy in the fury's den but it could be done. Next I installed the Test_Map_Difficulty_050.ds2res this is way to easy for my level 100 party of 6 players. I could put down all my weapons and slap the monsters to death. So I took that out. Installing the Test_Map_Difficulty_100.ds2res I could fight the shades and normal skellies with any type of weapon (good ones for sure)but could defeat them. So it was off to the fury's den. I was able to fight the skellies and wraiths there, some could be killed by ranged or melee some could not however I could beat them using combat magic, by running in to attack until the mana ran out running away till mana and powers where recharged and running back in. So as long as I was careful I could get in and out the the fury's den alive. So 100% might be okay. I will leave the 100% mod installed and see what happens when I continue testing the new Legends of Aranna.

Elf

Iryan,
So far Legends of Aranna is going quite well except for the fact that some rooms and caves are so dark you must rely on the radar image to find the way and in some cases I could not see the monsters attacking but my party was set to rampage and either Lyssa or Jondar would start shooting at the monster and I could follow the path of the arrows to the monsters. I might have my monitor or something else adjusted wrong, so if you did not see that it is not a problem just let me know so that I might attempt adjusting the brightness settings. I was always afraid of changing the brightness settings as a smart krug or morden would be nasty.

Like the fancy teleports Smile

Thought I might have to get some C4 to blow the lost queen out of the door, her tail died easy but her front end was a real nasty fight.

Elf

bare_elf wrote:
Iryan,
So far Legends of Aranna is going quite well except for the fact that some rooms and caves are so dark you must rely on the radar image to find the way and in some cases I could not see the monsters attacking but my party was set to rampage and either Lyssa or Jondar would start shooting at the monster and I could follow the path of the arrows to the monsters. I might have my monitor or something else adjusted wrong, so if you did not see that it is not a problem just let me know so that I might attempt adjusting the brightness settings. I was always afraid of changing the brightness settings as a smart krug or morden would be nasty.

Like the fancy teleports Smile

Thought I might have to get some C4 to blow the lost queen out of the door, her tail died easy but her front end was a real nasty fight.

Elf

Glad you like the teleports, it was your idea after all. Very simple to implement as it just the regular teleporter with an invisible texture.

With the darkness, I've never noticed that but then I use the lowest setting (50) of Elys All Saves which seems to make everything quite bright. I'll check it out. I don't really like very dark games where you can't see anything.

Interesting that you were able to kill the tail, when I last played it my party couldn't seem to reach it. You wouldn't have noticed as the tail died first for you but if you kill the Queen first (which will probably happen if you're playing a low level game), the tail won't die in synch which appears quite out of place. I've tried everything I could think of to get it to die (using we_req_die, etc) but no luck. It also was a massive pain to get positioned properly. It was fine the last beta but when I played through with the current build the tail was located somewhere else. I think it has something to do with the blocking object that's near the Queen (to stop you walking through her to her back which would appear very odd) as when I moved it and the tail slightly, I was able to get the tail back into position (more or less, there's a little gap there). I really hope somebody can help to tie the tail's death together with the Queen.

It's also good that the difficulty rate appears to be working better now. You'd expect a hard game at level 100 but it should never be impossible.

I have made it to Illcor, and on the way I noted that Ilorn is in a new location. Much easier to find. I noted a new quest in Illcor, that must lead to one of the added regions, I am looking forward to an area and a quest that I have never seen before. One thing I noted that was kind of strange is that the Utraeans that are hireable have Human and not Utraean skins. The portrait icon is correct, but the head and body are human or maybe elf in color. It would seem to me that with the converted expansion files from DS1 LoA that the correct skins would exist, but I am not exactly sure what file would need to be modified, moved or added. I would be happy to make armor for them if I knew where to put it. Oh well that is what happens when you have played the game for so long.

Edit I think the following files would need modification but I am not sure if they are the only ones. Logic\world\global\skins -- all gas files in this folder would need to be modified to include Utraean female and Utraean male Logic\world\templates\actors\npc -- gas files would need to be created for both the female and male Utraeans. Objects\art\bitmaps\characters\good_a_heroes and good_a_npc would have to have directories created for the Utraean female & male and in those directories the necessary b_c_gah_uf_skin and b_c_gah_um_skin images would have to be created. this could be done by changing some of the human skin colors to shades of gray and adding the tattoos. the male Utraeans might be a bit easier as the half giant skins could be used and just recolored. let me see the female characters use the following skin color numbers 1,2,3,11,12,13,31,32 and 33. The male human and elf use 1,2,3,11,12,13 The half giant uses 21,22,23 and the dwarf 41,42,43. So we could use for the Utraean Female 51,52,53 and the Utraean Male 61,62,63.

Let me have a look at changing the skin images and if I can do that I will let you know. and then we might look into doing the rest.

Elf

bare_elf wrote:
I have made it to Illcor, and on the way I noted that Ilorn is in a new location. Much easier to find. I noted a new quest in Illcor, that must lead to one of the added regions, I am looking forward to an area and a quest that I have never seen before. One thing I noted that was kind of strange is that the Utraeans that are hireable have Human and not Utraean skins. The portrait icon is correct, but the head and body are human or maybe elf in color. It would seem to me that with the converted expansion files from DS1 LoA that the correct skins would exist, but I am not exactly sure what file would need to be modified, moved or added. I would be happy to make armor for them if I knew where to put it. Oh well that is what happens when you have played the game for so long.

Edit I think the following files would need modification but I am not sure if they are the only ones. Logic\world\global\skins -- all gas files in this folder would need to be modified to include Utraean female and Utraean male Logic\world\templates\actors\npc -- gas files would need to be created for both the female and male Utraeans. Objects\art\bitmaps\characters\good_a_heroes and good_a_npc would have to have directories created for the Utraean female & male and in those directories the necessary b_c_gah_uf_skin and b_c_gah_um_skin images would have to be created. this could be done by changing some of the human skin colors to shades of gray and adding the tattoos. the male Utraeans might be a bit easier as the half giant skins could be used and just recolored. let me see the female characters use the following skin color numbers 1,2,3,11,12,13,31,32 and 33. The male human and elf use 1,2,3,11,12,13 The half giant uses 21,22,23 and the dwarf 41,42,43. So we could use for the Utraean Female 51,52,53 and the Utraean Male 61,62,63.

Let me have a look at changing the skin images and if I can do that I will let you know. and then we might look into doing the rest.

Elf

I would love somebody with more artistic ability than me to make skins for the Utraeans. I did try but failed to make anything worthwhile as the way the skin is applied to the models is completely different in DS2 than in DS1. That's why the Utraeans use the old farmboy and farmgirl model as a base.

What I did was to extract a male and female skin from DS2 and in Paintshop Pro compared them with the Utraean skins extracted from LOA. I copied and pasted to try to get the skins to match with limited success. Maybe it might be easier to start from scratch, I don't know.

I plan to make a mini-mod to enable the proper dwarf models for BW players later on so to make the Utraeans look like they should would be a great addition to the mod. I think PhoeniX started to make skins and portraits for some of the regular humans and elves as well and some of the more prominent characters like Gyorn and Merik deserve a skin of their own. If all of this could be tied together it would help polish off the mod.

Yes I know it needs a lot of work, but at least I know I can make a Utraean looking character.

Here is the basic idea for B_c_gah_uf_skin_01_51

gotta say the goblin warrens was extremely hard, after like 10 hours of fighting and dying to those nasty copters and tanks with fire etc, i made it to goblin suit area, the suit was like like 10 minute battle but none of party died surprisingly Smile
found 2 tesla coils in suit area, seems only my melee will attack, mages wont, also not sure how to get inside the coils cause they both dropped one of those jewels that was unreachable, perhaps there is hidden lever someplace i dunno

so made it out of there and another cutscene plays, im on way to kroth, found some mean pirates that chase my party all over beach, and kill pirate captain for quest, very nice indeed, so town portal back to town, and now i guess i got inn bug, cause Gyorn and my Scorpion Queen wont join party also cant view their stats, but rest of mercs join, not sure what going on. anyways, i will keep trying to get to kroth, hopefully this inn bug will disapeer but i doubt it.

as for the Ultraeans, why not use the originals, rename the anims, mesh, etc and just use ds1 armor, make the armor say (ultraen only) as requirement or something. make a generic placeholder for ground armor, and place them in the tree, ugh maybe not that simple but sounded like a good idea.

Hiya!

I've loaded all the files, but it won't run..

I get an error message:
"A fatal error has occurred and the app must shut down"
"Cannot find world:global:formula:experience_constants in gas tree!"

- any ideas..??

Did you convert the necessary DS1 files to DS2 format using KillerGremal's tool?
Did you place all the downloaded files and converted files in the DS2 resources directory?
Are you starting the game using the latest verison of Ely's AllSaves mod?
I have received a good number of error messages, but that is a new one for me.
The files you should have are as follows (note that some of the files have newer revisions since the readme file was updated):

- DS1_Content_Beta_8a.ds2res
- DS1_Legends_of_Aranna_8f.ds2res
- DS1_Logic_Beta_8f.ds2res
- DS1_Map_World_Beta_8d.ds2res
- DS1_Multiplayer_World_Beta_8d.ds2res
- DS1_Yesterhaven_Beta_8a.ds2res
- Expansion_DS1.ds2res (converted from expansion.dsmap)
- ExpVoices_DS1.ds2res (converted from expvoices.dsres)
- Mod-DS1Content-Alpha10f.ds2res
- Mod-DS1Map-Utrea-Alpha10.ds2res
- Mod-Erthos-MonsterLevelAdjust-Beta4i.ds2res
- Mod-TerrainNodesDS1LoA-Beta3.ds2res
- Objects_DS1.ds2res (converted from objects.dsres)
- Sound_DS1.ds2res (converted from sound.dsres)
- Voices_DS1.ds2res (converted from voices.dsres)

The objects.dsres, sound.dsres and voices.dsres are located in the resources folder of your DS1 install. The expansion.dsmap and expvoices.dsres are located in the DSLOA folder of your DS1 install.
If you just reinstalled DS1 to get the files I would recommend that you verify that all of the required patches for DS1 and DSLOA are installed prior to conversion.

Elf

:woot:

- the game fails before the little dots can complete their crawl across the boot-up screen..

- looks like I have the updated versions of the tanks, etc..
- I also have the Ring Removal Mod installed, I guess that's OK to leave in..

- should that "Logic.Ds2res" be in there..??

Blondin235 wrote:

:woot:

- the game fails before the little dots can complete their crawl across the boot-up screen..

- looks like I have the updated versions of the tanks, etc..
- I also have the Ring Removal Mod installed, I guess that's OK to leave in..

- should that "Logic.Ds2res" be in there..??

Yes you do need Logic.ds2res, that is one of the main DS2 files and you must have all the files from the standard DS2 install or if playing with broken world all of the DS2 and Broken World files installed.

If the game fails while the little dots are running across the bottom of the screen it looks as if you have a problem with your DS2 install and it has nothing to do with the other mods you have installed. To verify this I would recommend turning off (disabling) all of the files that are not directly related to playing the standard DS2 in other words turning off all of the mods and then see if the game loads.

Here is an image of my DS2 resources folder. Note the colored stars they will explain what each file is for.

Elf

bare_elf wrote:
Yes I know it needs a lot of work, but at least I know I can make a Utraean looking character.

Here is the basic idea for B_c_gah_uf_skin_01_51

That looks like a very nice Utraean. Well done. Have you tried her ingame yet?

Darkelf wrote:
gotta say the goblin warrens was extremely hard, after like 10 hours of fighting and dying to those nasty copters and tanks with fire etc, i made it to goblin suit area, the suit was like like 10 minute battle but none of party died surprisingly Smile
found 2 tesla coils in suit area, seems only my melee will attack, mages wont, also not sure how to get inside the coils cause they both dropped one of those jewels that was unreachable, perhaps there is hidden lever someplace i dunno.

The tesla coils are one DS1 monster that needs a bit of work done to it. Currently I've been unable to get it to attack. Those two there are suppose to heal the Goblen Robo Suit in the original game but seeing it's a lengthy battle anyhow that may be overkill.

When I get to that area again with bugfixing, I'll attempt to make a drop point for any loot and see if I can make it so the entire party can attack with something like a use point (which I've used in LOA to get the party to attack from a distance as I didn't want them too close to a particular monster for esthetic reasons.

Darkelf wrote:

so made it out of there and another cutscene plays, im on way to kroth, found some mean pirates that chase my party all over beach, and kill pirate captain for quest, very nice indeed, so town portal back to town, and now i guess i got inn bug, cause Gyorn and my Scorpion Queen wont join party also cant view their stats, but rest of mercs join, not sure what going on. anyways, i will keep trying to get to kroth, hopefully this inn bug will disapeer but i doubt it.

I'm not sure what goes on either as I've never struck that bug in testing. Maybe someone else may have an idea.

Darkelf wrote:

as for the Ultraeans, why not use the originals, rename the anims, mesh, etc and just use ds1 armor, make the armor say (ultraen only) as requirement or something. make a generic placeholder for ground armor, and place them in the tree, ugh maybe not that simple but sounded like a good idea.

All the original armors are already defined in the tree so the original characters from DS1 (human, dwarf and skeleton) can use any DS1 armor (assuming there's a template made for it). Maybe renaming them to DS2 equivalents may work (so if you try to equip them with a DS2 armor the corresponding DS1 mesh would be equipted instead). I don't know. Maybe someone else might know. It would also be very useful for the DS1 dwarves which currently use the human model. And Merik too would look nice as there's no bald old male models in DS2 (or Gyorn either).

This has been done for the Cat Mansion Girls of course but I don't know how hard that was to do. I've been tinkering with the Cat Mansion Boys but haven't got to a playable state yet.

It also would be nice to see all the old DS1 armors again as it had a lot more variety than DS2. Also Omniscient Colossus has given permission for stuff from Dungeon Siege Revived to be used in the mod as well and there was a playable Gargoyle in that. There's so many options and so little time to play around with them.

Blondin235 wrote:

:woot:

- the game fails before the little dots can complete their crawl across the boot-up screen..

- looks like I have the updated versions of the tanks, etc..
- I also have the Ring Removal Mod installed, I guess that's OK to leave in..

- should that "Logic.Ds2res" be in there..??

What I would suggest is first make sure DS2 is working, both versions if you have them. Then install KillerGremal's 4 mods and converted DS1 resource files and see what happens (as his mods will work without the DS1 Map Pack Mod but not vice versa) and if they work, then try DS1_Logic_Beta8.0f.ds2res, DS1_Content_Beta_8a.ds2res and DS1_Multiplayer_World_Beta_8d.ds2res and see if they will work. Then add the other 3 maps one by one and verify what happens.

There should be 11 downloadable files in total plus 5 files you need to convert yourself (for copyright reasons).

iryan wrote:
bare_elf wrote:
Yes I know it needs a lot of work, but at least I know I can make a Utraean looking character.

Here is the basic idea for B_c_gah_uf_skin_01_51

That looks like a very nice Utraean. Well done. Have you tried her ingame yet?


Well I have not tried her in-game yet. Since I am playing with the Cat Mansion Girls the Utraeans work just fine. I will do a male image next and then you can use it to create a small test mod so that we can check the first hireable utraean male. As I am not exactly sure what all gas files I would need to modify.
Elf

Noticed some missing ground near teleporter. Also noted that after leaving Illcor The radar is tracking funny, jerky sometimes and showing the red dots of the monsters in one location where there is no map then turn to follow trail and the red spots of the monsters jump in front of you.

When I teleported from the dig site back to Illcor I noted that all of the act one teleport locations were gone. I assume that is by design, but can one go back from an act 2 location to an act 1 location using the teleports or must one walk?

Elf

Blondin235 wrote:
Hiya!

I've loaded all the files, but it won't run..

I get an error message:
"A fatal error has occurred and the app must shut down"
"Cannot find world:global:formula:experience_constants in gas tree!"

- any ideas..??

Hi Blondin235,

Have you any other mods running at all?

Experience_constants is a block at the very beginning of formula.gas which is required for DS2 to run. It controls the allocation of secondary skills.

Neither the DS1 Map Mod or KillerGremal's mod changes formula.gas. So even without the mods you'll probably get that error. Try my suggestion with a normal DS2 installation and try placing back mods one by one until you get the error.

bare_elf wrote:

Well I have not tried her in-game yet. Since I am playing with the Cat Mansion Girls the Utraeans work just fine. I will do a male image next and then you can use it to create a small test mod so that we can check the first hireable utraean male. As I am not exactly sure what all gas files I would need to modify.
Elf

Trying your hint I got an utraean skin ingame but there's a problem as you can see

The body uses a separate skin, have to look to see where it is. I altered the hue of the skin and just copy/paste the face from the DS1 utraean skin. The hair needs work as well.

Update# Found that the armor needs to be altered as well

I suspect that this means that everytime you can armor the default skin tone of the armor will show. I'm not sure about that though, it needs testing. At least once you get gloves and boots, hands and feet will be covered.

bare_elf wrote:
Noticed some missing ground near teleporter. Also noted that after leaving Illcor The radar is tracking funny, jerky sometimes and showing the red dots of the monsters in one location where there is no map then turn to follow trail and the red spots of the monsters jump in front of you.

That's not missing ground, it's just shaded incorrectly for some reason that's beyond my understanding.

The shaky radar, etc is because I altered the terrain in some places and so broke it. Maybe PhoeniX may be able to fix it for me when he gets things in order.

Incidentally did you find the secret teleporter? You've gone pass it. It's in the area where the radar is broken.

bare_elf wrote:

When I teleported from the dig site back to Illcor I noted that all of the act one teleport locations were gone. I assume that is by design, but can one go back from an act 2 location to an act 1 location using the teleports or must one walk?

Elf

Yes I kept the original design of Legends of Aranna with the displacers. It is easy to change it to link the acts together if everyone wants it that way.

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