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Dungeon Siege Adepts 2 for Broken World

Some of us here at Siegetheday have been working on making an anime version of Dungeon Siege 2 like Dungeon Siege Adepts. This has been made possible by the recent release of the Cat Mansion Boys mod by AlphaDD which ports the models made by Hamcat, back around 2003 for the original dungeon siege, into DS2. This completes the set since the Girls were released in 2011 by DDlullu (AlphaDD former avatar).

An Beta version has just been completed which converts all of the npcs in DS2 and Broken World into Cat Mansion people (including the half-giants and dwarves).

Landing at Greilyn Beach

Assault of Greilyn

Amren deciding whether or not to skewer our hero

Amren talking with Celia

Recruiting Deru

Shopping

Not just a partial conversion replacing all the npcs in the game with Cat Mansion models, DS2BW Adepts is also the largest compilation of mods and new art available for Dungeon Siege 2 with over 1500 new character and npc skins, armor, weapons, spells and gameplay changes from some of the best modders from DS2/DS1 (a lot of DS1 content from 3rd party modders, publically available artpacks, Yesterhaven and Return to Arhok, etc) such as Hamcat, AlphaDD (DDlullu), Phoenix (Volkan), Darkelf, KillerGremal, Theresnothinglft, Lurker, Omniscient_Colossus, Ikkyo and of course GPG themselves. Over 30 mods are incorporated into DS2BW Adepts.

You also have more freedom in playing the campaigns. You have full access to Acts 2 and 3 once you have been cured of the plague in DS2 and in Broken World you can access Part Two straight away if you wish. Note that this really needs the Level Adjustment Mod installed to be viable.

There's also a new town and associated quest needed to unlock it in DS2.

There are two versions of the Mod. A custom folder version which is 166Mb download and requires 876Mb to create the custom folder installation of DS2BW Adepts and a basic version which is a 156Mb download and requires 247Mb to install in your Dungeon Siege 2 Broken World Folder.

Both versions at this stage require the Broken World expansion for Dungeon Siege 2. They are also not very compatible with other mods.

If you choose to install the basic version you will have to manage the conflicts with other mods yourself, saved games will be mixed up with regular saves and there'll be no custom presaves to play Broken World straight away.

*Custom folder version (166Mb download, 876Mb uncompressed).
http://www.siegetheday.org/~iryan/files/DS2BW_Adepts_Beta_1i_Custom_Setup.exe

*Separate Modules.
http://www.siegetheday.org/~iryan/files/Adepts_AL_Beta1/DS2BW_Adepts_Resources_Beta1x.ds2res (245MB)
http://www.siegetheday.org/~iryan/files/Adepts_Beta1x/DS2BW_Adepts_Logic_Beta_1x.ds2res (11.2Mb)

*Aranna Legacy Compatible version
http://www.siegetheday.org/~iryan/files/Adepts_AL_Beta1/DS2BW_Adepts_Aranna_Legacy_Logic_Beta1.ds2res (11.2MB)
Requires DS2BW_Adepts_Resources_Beta_1h.ds2res or DS2BW_Adepts_Resources_Beta1x.ds2res
Readme http://www.siegetheday.org/~iryan/files/Adepts_AL_Beta1/DS2BW_Adepts_Legacy_Beta1.txt

Elys DS2 Broken World All*Saves is required to launch the mod.
http://web.archive.org/web/20120509150740/http://garage.gaspowered.com/?q=node/5394
or DS2 Succubus Manager (with Load Succubus Modlet turned off) http://www.siegetheday.org/?q=node/1290
Note that both installers include options for installing the Broken World All*Saves launcher

*Readme (full of useful information)
http://www.siegetheday.org/~iryan/files/Adepts_Beta1x/DS2BW_Adepts_Beta_1x.txt

The mod is ideally designed to be played with the Monster Level Adjustment Mod
http://siegetheday.org/?q=node/1330 but will function quite happily without it (though certain features will be limited).

Thanks to Techiem2 for hosting the files to spare us having to go through Mediafire.

Remember that this is a Beta and as such is mostly feature complete and stable but expect some imbalances in weapons, armor and spells. Suggestions, bug reports, fixes, new skins, etc very much welcomed.

I have been wondering about the DS2 Map and Broken World and so far so good.
When I have time I will make some new outfits for the townies so they can all look a bit different. So it is off to the virtual sewing machine.

Elf

Iryan when I loaded the test map(s) dated 4-17-2013 I discovered I had no Cat Mansion Characters on the three test maps or any other map except for my party members. I was just wondering what priority the ds2res was tanked at. I retanked the ds2res to a priority of 13,656 and everything is working great. Well except for the type5 boots and gloves being red and black (meaning the game can not find the associated mesh for that character type) The meshes are there I checked both the Cat Mansion Girls and Cat Mansion Boys by Ddilulu/AlphaDD and a few other mods that might cause these issues.


May I order some armor?

I am not a potionaholic!

It's the Mule Whisperer!

Cat Mansion everywhere

I hope they are just sleeping and someone did not cut them down.

Stupid Gloves and Boots

Elf

I used a priority of 66666 but will add another 6 to be certain.

As you can notice some npcs in the DS1 Maps (Kingdom of Ehb, Utraean Peninsula, Yesterhaven and Legends of Aranna) will still be unchanged or even messed up. That's because they use different templates which I've yet to change. It also means there's heaps of new skinning opportunities.

I've discovered that it's easy to port the old Cat Mansion helmet heads into DS2 as new armor for the npcs. The only problem is that it's a bit of a headache for the Boys (The girls are fine). Anyone have an idea of how to fix this?

So this also means that the old Cat Mansion meshes could probably be ported over as playable armor as well (similar to type6 armor for the bodies). Gloves and Boots as well.

The Cat Mansion npc Dryads can also wear the npc armors. So most npc texture definitions for the armor will probably work without any changes (except maybe for the skin tones).

I was able to port the Cat Mansion type7 meshes over to DS2 with mixed results

A figure to make girls jealous

Cat Mansion type5 mesh is obviously resized and remade for DS2. It will display the DS1 texture but it's all mixed up and really has to be retextured.

There's also seems to be an alpha problem with the included type6 mesh.

I thought from a camouflage point of view that the dryads might just need a bit of seasonal armor so here is a start.


For the type 2, 3, 4 and 5 it was a simple 256x256 picture of a fall tree with a white alpha channel the type6 has a custom alpha where the area to be skin is black and where the tree shows is white.
I will do some other leafy armor, then it is on to the elves, since they are from the northern reaches I guess the armor should be made from Ice and Snow.

Iryan have some ideas about the armor for the cat boy, I will test my theory and let you know.

Elf

iryan wrote:
I was able to port the Cat Mansion type7 meshes over to DS2 with mixed results

A figure to make girls jealous

Cat Mansion type5 mesh is obviously resized and remade for DS2. It will display the DS1 texture but it's all mixed up and really has to be retextured.

There's also seems to be an alpha problem with the included type6 mesh.

I do see the problem with the type 5 mesh where the boy ends up with a waist that most people would expect to see on a Barby Doll. It maybe necessary to resize the mesh.

I have had no trouble porting over the ds1 type1 armor into ds2 type6. however porting over ds1 type6 armor will not work if you put it in the ds2 type6 folder (as that is where the ds1 type1 armor goes.
Since DS2 has five armor types Ddilulu/AlphaDD just made the DS1 type1 DS2 type6. I would suggest if you plan to port over the all seven DS1 Armor Types you may wish to rename the ds1 type6 mesh to maybe type8 and then rename the armor to type8 and see what happens.

bare_elf wrote:


I do see the problem with the type 5 mesh where the boy ends up with a waist that most people would expect to see on a Barby Doll. It maybe necessary to resize the mesh.

This is actually the original DS1 type7 mesh. The DS2 type5 mesh works perfectly but needs a texture made for DS1 to be redone for it as the layout is completely different.

I would attempt to resize the mesh but it requires that the asp file (the name of the model mesh that DS uses) be imported into SiegeMax. Now normally SiegeMax won't allow you to do that but I discovered that Team Elemental made an addon to SiegeMax that allows for the importation of asp files into it. This is obviously how AlphaDD made the Cat Boys able to use DS2 textures by default.

Unfortunately I have absolutely no idea how this can be done. Trying to run the asp script and then importing the asp file leads to an error with the program saying there's no module supporting it's importation.

Even if I was able to import the asp file and then discover how to resize it (I have actually attempted to do this before with the farmgirl/farmboy meshes), there's no guarantee that the DS1 texture will work. It may be necessary to create new texture layouts for the resized mesh.

The same story with the helmets. I successfully imported all the original DS1 helmets into DS2 for use by the Cat Boys and Girls but the Boy's helmets need resizing. The Girls work perfectly. Some of the helmets still look okay on the Boys so I plan to use those for the npcs but for the rest I'm abandoning the idea unless I somewhere can figure out how to import and resize the mesh for the Boys.

bare_elf wrote:

I have had no trouble porting over the ds1 type1 armor into ds2 type6. however porting over ds1 type6 armor will not work if you put it in the ds2 type6 folder (as that is where the ds1 type1 armor goes.
Since DS2 has five armor types Ddilulu/AlphaDD just made the DS1 type1 DS2 type6.

This is DS1 type1 armor texture on the DS2 type6 mesh for the Cat Boy. Have you tried with him? I assume it works well with the girls since they've been around for a while but for him it leads to this.

I haven't attempted to port over any of the other armor types except for the DS1 type7 for which I made a new type7 for the Cat Boys and Girls in DS2. As you can see from the previous picture this leads to resizing issues in DS2, no to mention clipping problems with the boots. It looks weird when he walks or run.

bare_elf wrote:

I would suggest if you plan to port over the all seven DS1 Armor Types you may wish to rename the ds1 type6 mesh to maybe type8 and then rename the armor to type8 and see what happens.

I experimented with the DS1 type7 armor first as an experiment. I'm dropping the idea as it's probably just as easy to simply remake the textures if we want to use them in DS2. The DS1 gloves and boots work well but look rather bland in DS2 so aren't really worth making. The DS2 gloves and boots look way better. If we want DS1 armor and boots in DS2 it's better to simply do retextures. They're easy to do and I've made a few which you can see in the test map I recently sent you.

I will have a look at the DS1 type1 armor and the DS2 Cat Masion Boy to see if I can discover why the silly sot is putting the stuff on wrong. Should not do that, since the basic type1 armor layout is the same for all characters be they cat mansion regulars characters. Could be one of the following.
1. Armor has no alpha channel
2. Armor has an alpha channel of the wrong color

I will have a look at the specific armor you posted. Not necessary to give me the number as I know exactly where it is in my files. (the elf has armor memory just like she has a burned in copy of every map she has ever played more than once.)

Elf

Thanks AlphaDD brilliant stuff!!

The fixed armor type6 works properly and displays DS1 type1 armor renamed to type6

The rescaling tool is wonderful. Here's the old DS1 type7 converted to DS2 with the relevant nnk file.

The rescaling tool also works on the helmets and now they look way better as you demonstrated with Drevin.

So now there's a smorgasbord of new stuff that can be ported to DS2 and Broken World. Thanks again for all of your hard work!

And yes that's Cat Mansion Drevin who helps out with testing and development.

There was a post here yesterday from AlphaDD and a post from Me. They are gone now. Did someone delete them and if So why? AlphaDD if you read this could you repost your comment about the cat mansion boy and I will upload the Scaling Tool File here.

Scaling Tool

http://www.siegetheday.org/?q=node/2545

Elf

I saw both of your posts this morning (Sunday), although I was not logged in at the time. That is kind of weird. AlphaDD's post was pretty extensive too. Hopefully he can re-post it, his work is is pretty interesting.

I have been using this program for a few weeks now for renaming DS1 image files so they can be used in DS2. Its very fast and super easy.

It lives here
http://www.siegetheday.org/?q=node/2549

I was looking at what AlphaDD wrote in the read me file for the scaling tool. From that and the fact that DS1 Type1 becomes DS2 Type6 I am guessing that type2 becomes type7, type3 becomes type8, type4 becomes type9 and so on until you reach DS1 type9 which would become DS2 type14. If I am right let me know since I was about to start processing the DS1 armor images into something that can be used by the DS2 Cat Mansion Characters.

Elf

bare_elf wrote:
I was looking at what AlphaDD wrote in the read me file for the scaling tool. From that and the fact that DS1 Type1 becomes DS2 Type6 I am guessing that type2 becomes type7, type3 becomes type8, type4 becomes type9 and so on until you reach DS1 type9 which would become DS2 type14. If I am right let me know since I was about to start processing the DS1 armor images into something that can be used by the DS2 Cat Mansion Characters.

Elf


The extended armor types can actually be anything at all but we might as well try to keep that format to make things clearer. Anyone who is confused only needs to look in the nnk file as all of these extended types have to be registered with the engine so they'll appear. It'll be marked clearly in the nnk file what's the corresponding type in DS2 for each of the old DS1 armor types.

iryan wrote:

The extended armor types can actually be anything at all but we might as well try to keep that format to make things clearer. Anyone who is confused only needs to look in the nnk file as all of these extended types have to be registered with the engine so they'll appear. It'll be marked clearly in the nnk file what's the corresponding type in DS2 for each of the old DS1 armor types.

Okay Iryan,
Then I will continue conversion of the LoA armor for use with DS2 Adepts. Please note that the conversion of all types except type one is quite easy so should have them done in a day or two. The old type1 will require custom alpha channels so the correct skin tones appear so will take a bit longer. However I am quite pleased we will be able to use all the old stuff.
Elf

bare_elf wrote:
I have been using this program for a few weeks now for renaming DS1 image files so they can be used in DS2. Its very fast and super easy.

It lives here
http://www.siegetheday.org/?q=node/2549


Yes it's a fantastic program and works extremely well. I was able to rename over 2000 files in a few hours. A godsend. Thanks very much to the creator. I knew there had to be something like this on the net but couldn't find what I needed for the life of me.

I had a good deal of fun creating some of the alpha channels. I also redid some of the images so there is a difference between the armor for the boys and for the girls, so even if they have the same armor on the armor will not look the same. maybe different colors, maybe different look (alpha channel changes) maybe something else Smile

Elf

I've made some more adjustments to the Adepts UI and also included the cat mansion banter icons by Phoenix to the private alpha now in testing.

The framework of the mod is done and now its a matter of balancing and adding in all the new skins, portraits, etc. Hopefully a mod that players will enjoy using.

First I must say the converted armor and weapons look great! I am a little worried about the attack and defense values when my characters reach levels above 50. Just to test the theory I took one of my level 96 rangers and entered Dungeon Siege 2 at the very start and well she never made it off the beach with the armor and weapons. armor with a defense of level 25 just does not work with monsters of level 99 and try to kill one with a bow or knife that has an attack rating of 3 to 6. It is to bad I never figured out how to create progressive armor and weapons like existed in DS1 (magic enchantments) that could be added so as strength, intel and dex increased you could re equip the items for a higher value.

Now a few little things

After the destruction of the Morden towers I went back to the prison to find Warden Celia, She was not at the start of the prison with Nen and Kirani but back at the cells. Not really a problem as I knew she had to be there somewhere but the conversation between her, Kirani and Nen just looks wrong.

Hesla is on the floor of the infirmary next to the bed. did she fall out or did her daughter push her for what she said about the Haku?

The female shop keepers look a bit smaller than the other characters and they have a hard time seeing over the tables they are standing behind.

All in all Iryan things are looking very nice. I will continue testing and see what I see.

Elf

iryan wrote:
I've made some more adjustments to the Adepts UI and also included the cat mansion banter icons by Phoenix to the private alpha now in testing.

The framework of the mod is done and now its a matter of balancing and adding in all the new skins, portraits, etc. Hopefully a mod that players will enjoy using.

I really like the new UI much better for seeing what is going on.

Elf

I'm still working on more, plus I will also be refining the ones that are "finished". These are mostly intended to be dryad face skins.

Iffy on the tattoo:

The second image looks cool but they are all great.

Elf

There was some magic enchantments that could be added to DS1 armor and weapons that would make the armor have more defense and the weapons have more power as the character using them increased in strength, dexterity and intelligence. That was something I used on almost every item I built for DS1.

However I have not been able to figure out how to do the same thing when creating armor and weapons for ds2 because enchantments are handled different in DS2 or at least it appears that way to me. If someone has a clue as to what I should do throw an answer my way.

Elf

The best way to do the scaling weapons/armors in DS2 is by using the primary stats (melee, ranged, combat_magic and nature_magic) instead of the secondary stats (strength, dexterity and intelligence)

I have them in my next version of more hair but RTC is not working for me atm. Sad

      [*]
      {
        alteration    = alter_melee_damage_max;
        value      = (((#melee)*1.0)*1.0);
        duration    = #infinite;
        is_permanent    = true;
        is_single_instance  = false;
      }
      [*]
      {
        alteration    = alter_melee_damage_min;
        description    = "Alters Damage According to Melee Skill";
        value      = (((#melee)*0.8)*0.8);
        duration    = #infinite;
        is_permanent    = true;
        is_single_instance  = false;
      }

     
 [*]
      {
        alteration     = alter_armor;
        description     = "Armor, Health and Mana Bonus based on your prowess";
        duration     = #infinite;
        is_permanent     = true;
        is_single_instance   = false;
        value       = ((0.025 * #combat_magic) + 0.25) * (0.025 * #combat_magic + 0.25);
      }
  /*    [*]
      {
        alteration     = alter_armor;
        duration     = #infinite;
        is_permanent     = true;
        is_single_instance   = false;
        value       = #str*0.10;
      }
      [*]
      {
        alteration     = alter_armor;
        duration     = #infinite;
        is_permanent     = true;
        is_single_instance   = false;
        value       = #dex*0.10;
      }	*/
      [*]
      {
        alteration    = alter_max_mana;
        value      = ((0.4 * #combat_magic) + 0.25) * (0.10 * #combat_magic + 0.25);  // #int*5.0;  // 2000;
      //  description    = "+ Mana";
        duration    = #infinite;
        is_permanent    = true;
        is_single_instance  = false;
      }
      [*]
      {
        alteration    = alter_max_life;
        value      = ((0.25 * #combat_magic) + 0.25) * (0.10 * #combat_magic + 0.25);  // #int*1.75;  // 500;
      //  description    = "+ Health";
        duration    = #infinite;
        is_permanent    = true;
        is_single_instance  = false;
      }

Thanks for the code PhoeniX I will have a look and see what I can do.

bare_elf wrote:
First I must say the converted armor and weapons look great! I am a little worried about the attack and defense values when my characters reach levels above 50. Just to test the theory I took one of my level 96 rangers and entered Dungeon Siege 2 at the very start and well she never made it off the beach with the armor and weapons. armor with a defense of level 25 just does not work with monsters of level 99 and try to kill one with a bow or knife that has an attack rating of 3 to 6. It is to bad I never figured out how to create progressive armor and weapons like existed in DS1 (magic enchantments) that could be added so as strength, intel and dex increased you could re equip the items for a higher value.

I think you're trying to use the items from the test map. They're actually only meant to check that the items works and looks good. They have to drop through the pcontent system as normal loot in order to gain their proper attack/defense values and magical enhancements.

If you play through DS2 or Broken World normally you'll see them drop quite frequently. I think about 50% of the spells offered by the merchants are the new ones. Similar story with the armor and weapons.

The spells will be the hardest to balance as we don't want them over powered but we want them to still be worthwhile to use.

bare_elf wrote:
Now a few little things

After the destruction of the Morden towers I went back to the prison to find Warden Celia, She was not at the start of the prison with Nen and Kirani but back at the cells. Not really a problem as I knew she had to be there somewhere but the conversation between her, Kirani and Nen just looks wrong.

There's a lot of animation problems and the timings are completely off with the NIS sequences. For instance the walk animation for the girls is broken, they just glide across the ground. They can't sweep the floors so act as vacuum cleaners instead so I had to cut those animations. I haven't tried substituting the female animations to see if they work but looking at the sizes and file attributes they're all different.

So I'm not sure how to fix all of this. Any ideas anyone?

bare_elf wrote:
Hesla is on the floor of the infirmary next to the bed. did she fall out or did her daughter push her for what she said about the Haku?

Yes I noticed that. Some of the lying down characters work others don't. Same with the sitting characters.
This one is a relatively easy fix as it can be mended within the map. I'll just have to move her higher so she doesn't fall out.

bare_elf wrote:
The female shop keepers look a bit smaller than the other characters and they have a hard time seeing over the tables they are standing behind.

All in all Iryan things are looking very nice. I will continue testing and see what I see.

Elf

These again should be easy to fix as I can make them a little bigger in the instances or alternatively give them stools to stand on. Must be just a visual quirk caused by the benches they're behind as all the characters inherit from the same basic templates and there's no resizing adjustments elsewhere.

Thanks and keep the reports coming.

kathycf wrote:
I'm still working on more, plus I will also be refining the ones that are "finished". These are mostly intended to be dryad face skins.

Iffy on the tattoo:


I agree with bare_elf that they all look very good. Keep in mind that even if they don't meet your own high standards that they could still be useful for minor npcs like guards and townsfolk who the player will never really interact with very much. The better skins could be used for the major npcs and quest givers.

I like the tattoos and different eyes, helps to give them individuality.

bare_elf wrote:
Thanks for the code PhoeniX I will have a look and see what I can do.

I think this pack has working examples of what Phoenix is talking about http://siegetheday.org/?q=node/884 which isn't surprising as he made it after all.

Personally I prefer these types of enhancements to be used with very late game weapons and armor, etc. If the player gets weapons early on that level up with them it kinda defeats the purpose of looking for new weapons and gear.

That said I'm looking at the idea of having ultimate weapons for the mod that act just like this. The idea would be that they can only be obtained around level 100 or so but could be used indefinitely after that. Maybe the mod could even be extended for play over level 100 inline with some of the work Phoenix has already done in this direction.

iryan wrote:
bare_elf wrote:
Thanks for the code PhoeniX I will have a look and see what I can do.

I think this pack has working examples of what Phoenix is talking about http://siegetheday.org/?q=node/884 which isn't surprising as he made it after all.

Personally I prefer these types of enhancements to be used with very late game weapons and armor, etc. If the player gets weapons early on that level up with them it kinda defeats the purpose of looking for new weapons and gear.

That said I'm looking at the idea of having ultimate weapons for the mod that act just like this. The idea would be that they can only be obtained around level 100 or so but could be used indefinitely after that. Maybe the mod could even be extended for play over level 100 inline with some of the work Phoenix has already done in this direction.


I will have to start a new party Iryan, I tend to test things with a high level party and well as you know when the monsters level up to your party well the starting armor and weapons you can find in the stores and drops are not very effective. I keep forgetting we are not testing a map but the weapons, armor and characters that are cat mansion/anime/and the like.
But gee and gosh a bow with a range of ten meters is silly I can throw a paper airplane that far. Now with a bow I can shoot about 6 times that far
but I am using a compound bow and the borg arm helps too.
I will stop crying about dieing and get on with the testing.

Elf

bare_elf wrote:

I will have to start a new party Iryan, I tend to test things with a high level party and well as you know when the monsters level up to your party well the starting armor and weapons you can find in the stores and drops are not very effective. I keep forgetting we are not testing a map but the weapons, armor and characters that are cat mansion/anime/and the like.
But gee and gosh a bow with a range of ten meters is silly I can throw a paper airplane that far. Now with a bow I can shoot about 6 times that far
but I am using a compound bow and the borg arm helps too.
I will stop crying about dieing and get on with the testing.
Elf

Some things about the weapons, armor and spells definitely need tweaking. I see looking at the templates for the bow that there's a range limit of 10 metres which isn't intentional. Feel free to tweak any of the templates as needed and appropriate. There are high level armor, spells and weapons to test as well so a high level party would have it's place.

I know with the level adjustment mod that it doesn't just increase a monster's level but also gives them a bonus to their basic attributes as well. This seems to stack with Aranna Legacy as when I used that mod in testing even level 40 monsters were way too tough for me even with the internal map difficulty set way down to 50%. KillerGremal is looking at this.

Maybe the base weapon and armor templates need tweaking so they stack up better at higher levels. I'm open to suggestions.

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