forums | blogs | polls | tutorials | downloads | rules | help

Error message

Deprecated function: The each() function is deprecated. This message will be suppressed on further calls in remember_me_form_alter() (line 78 of /var/www/siegetheday.org/sites/all/modules/contrib/remember_me/remember_me.module).

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.

The story and roster have been changed a bit for the mod, but you can still go from start to finish and stay faithfull to the original

Gemeaux333 wrote:

The story and roster have been changed a bit for the mod, but you can still go from start to finish and stay faithfull to the original

Hi, not sure I understand... we can't get any further because the npc that gives you the quest item to open the door down to the undergoround city bit after the ruined city teleporter isn't there. When we click on the door it won't open and gives a message saying 'you do not have the quest item to open this'.

If it helps make any snse to anyone, the only Hireling that shows up is Jondar. after that, every hireable npc isn't there, although the 3 helmet icon is, just floating in the air above where the npc should be. Most odd! Smile

Dan_M wrote:
. . .
However we have come across a strange issue when playing LoA map in DS2 and am hoping someone might be able to help - there are various NPC's, mostly hireables, missing. The icons are floating in the air where they should be but the character is not there.

This hasn't been an issue up till this point as we don't want to hire anyone, but one of the ones missing is Jhermaya so we can't get the door to the under ground city bit open to continue.

The question mark is floating in the air where she should be, but she isn't there Sad
. . .
In DS1, Jhermaya was not intended to apprear in a multi-player game - and this map setting may be still effective.
So try this 'fast' work-around once: DS1_Map_Legends_of_Aranna_v1.01.MP-Fix.ds2res (31kB, ReadMe)
Put it into the 'resources' folder inside the DS installation. All players must have it.

With some luck this may work with your current savegame, otherwise try to use an older backup before you have reached her spot. But if it doesn't work, I guess you have to wait for Iryan - he knows this NPC and the quest/conversation setup much better than me.

Brilliant!! That's done the trick, and on with our adventure we are continuing Smile
Many thanks for that, from the both of us. Really, thank you very much for your help.

I have found 2 glitches around Elddin :
- graphic glitches about elements of the environment disapearing
- brown bears before Cristwind entry that becomes "friendly" but can still attack you

Some time ago somebody (suddenly) complained that the area around the farmland would be to hard (now)...
I only have a vague idea what the reason could be. So I have prepared a little test mod:

DS1_Map_World_Farmland_Test.ds2res (132kB, ReadMe)
Put it into the 'resources' folder inside your DS2 installation. Legendary mod and the Ehb map are required.

Main tunings:
- Monsters also at higher level will have DS2 typical stats.
- The dog from the intro NIS truns afterwards into an (interactive) Watchdog that may help you with monsters around the farm.
- Some experimental mood tunings (bascially using the moods from 2016).

Whether these tunings still will work with future release of the Legendary mod or how far Iryan can/will adopt these things (partially) I am not able to say. It's anyway rather meant as suggestion.

 
 

Gemeaux333 wrote:

I have found 2 glitches around Elddin :
- graphic glitches about elements of the environment disapearing
- brown bears before Cristwind entry that becomes "friendly" but can still attack you


Some more details (or even a screen-shot) would help a lot to track this glitch.
And finding bears (next to the mines? in the Iliarth Valley?) is much easier if you could leave us the position where it happened (open your inventory, keep Ctrl+Alt pressed and click on a health potion).

Dan_M wrote:
every hireable npc isn't there, although the 3 helmet icon is, just floating in the air above where the npc should be. Most odd!

In the Kingdom of Ehb there is that cutscene before the mine entrance which ends in an NPC (Gloern) fighting some Krugs, a fight the party can join in if you are quick. This can end with Gloern "off his spot". Maybe I saw this myself, or maybe I'm remembering somebody else's comment, but the 3 helmet icon does not follow him if he moves. So is the map designer unable to attach the icon directly to the recruitable NPC, but forced to place it separately, next to where the NPC it relates to should be?

Actually I also have found this glitch in Howart Folly, it was like a big part on another map was spliced into the map... the original glith was found just north of Eldim just before the great Northern Forest (especially when close to the cliff-materialized-wall and folowing it)

The friendly bears are between Eldim and Cristwind Mines, actually from the 3 towers to the entrance of the mines

And about the french language pack, I wondered if you could help speeding it up, as Iryan seems very busy IRL

Gemeaux333 wrote:

Actually I also have found this glitch in Howart Folly, it was like a big part on another map was spliced into the map... the original glith was found just north of Eldim just before the great Northern Forest (especially when close to the cliff-materialized-wall and folowing it)

. . .
Retry once with this mod:
DS1_Mod_Logic_Moods_2016.ds2res (110kB, ReadMe)

 
About the bear matter I can not say anything yet.

Concerning the French translation, are you able to use the TankViewer and extract files of a mod file?
Then I possibly could provide an example how GPG did handle such things and how we probably should do it as well.

 
 

RSimpkinuk57 wrote:
. . . but the 3 helmet icon does not follow him if he moves. So is the map designer unable to attach the icon directly to the recruitable NPC, but forced to place it separately, next to where the NPC it relates to should be?

It's more complicated than you perhaps can imagine, and yes it needs to be a separate effect object - unless you want your future party member carry around a code component that is never used again.

I think I have added once a work-around on a map (Erthos Struggle?) where one party member to hire often was exposed to enemy attacks as well.
I just remember it was quite affordable, and since then I try to avoid such a situation as far as possible, as tricky as a tuning may turn out.

In the Great Northern Forest, close to the cliff edge overlooking Elddim etc, is that steep little summit - a tor, I'd call it. From the top the staircase descends into Hovart's Folly North's side area (where the trader is) at too shallow an angle to fit properly within the hill!

Always the policy has been to leave GPG's geometry as is, however impossible, but in this one case perhaps interposing an elevator would be admissable? That or a spiral stair. Should Iryan ever feel inspired to return to the Mod, of course.

Could be done without changing either region, merely the stitching, by making the new feature a mini-region of its own? (I say that as someone who has never attempted any mods myself beyond template editing in .gas files.)

Iryan already have had implemented this system into the mod (some/lots of nouns are translated in french), and it works better than the old method (it just need to be completed)

KillerGremal wrote:

In DS1, Jhermaya was not intended to apprear in a multi-player game - and this map setting may be still effective.

So try this 'fast' work-around once: DS1_Map_Legends_of_Aranna_v1.01.MP-Fix.ds2res (31kB, ReadMe)

Put it into the 'resources' folder inside the DS installation. All players must have it.

Thank you very much KillerGremal! My friends and I were able to play through LoA finally Smile
We could still load our chars but not the save game on LoA (the camera on the old saves was always full of fog somehow..)

Here is our next obstacle: We need a Newbie Knife for the Chicken Level and are not able to get one because the starting items are the ones from DS2. Usually you should get a knife in the beginning of Ehb Wink Is there a workaround for the Legendary Mod to get such a knife ?

Btw.. has the Gom Bug been fixed? I remember that we had the following problem: If any other partymember but the host would run first to Gom his game would crash and leave Gom as friendly NPC on the world. We figrued it out after a couple of tries and we could avoid it with the host running in front to trigger the cutscene. Just wanted to list this here, too Wink

As you are going to the chicken level the things you need the newbie knife, can be found just keep your eyes open. I think you must already have the fury eye, and the trial of gallus. We discovered the problem with the Knife years ago and hid one on the way to the chicken level. That is enough of a spoiler.
Elf

Thanks to the Full Setup installer, I was finally able to play this awesome mod and re-live some of my favorite hack'n'slash experiences ever. That said, I was a little disappointed that some of the monsters were replaced with random DS2 monsters, and that breath/spray attacks that a lot of enemies have were replaced with simple projectiles. I hope this will be fixed in the future.

Are you still here KillerGremal ?

How would you feel about adding the "average amount of damage per 10 seconds" for weapons and spells ?

a suggestion of algorythm : ((min. damage + max damage)/2)*(10/time in second between 2 attacks)

the variables are the final numbers (after all modifications have been applied, skills included)

Hello, I'm a brand new member here, but long time DS player. I've recently installed Legendary, and absolutely loved it, until...

In the Utraean Peninsula map, I can't get the Elddim townstone in the crypts. As I enter the area, I see the glow of the sarcophagus, but as soon as I enter the room, the glow goes away and clicking on the sarcophagus does nothing.

This is a fresh install on Win10 Pro of DS1 and DS2 (updated to 2.2), both from legal retail discs. DS1 runs in full screen, DS2 runs in windowed mode (1920 x 1080), with no mods installed.

Also, the All*Saves v1 doesn't work. It says "Cannot apply the All*Saves fix".

I should also add that I have these same two issues on two other, identical machines, and they're running Win7 Pro.

I'm really enjoying Legendary and I'd love to continue, so if you have any suggestions I'd love to hear them. Otherwise the game is unplayable. Thanks in advance!

I run DS1 DSLoA DS2 and Broken World on Windows 10 pro Laptop and a Windows 7 professional Desktop. DS2 and Broken World both retail versions have no problems with All*Saves version 1 and I never had to apply the fix. Also Never had an issue with any of the townstones. Can you provide more details like the version number of the map, so I can compare it with mine?
Thanks
Elf

Ivlisar companion from the Utraean Peninsula map has an error in his voiceset. When he kills someone, he sometimes makes the sound that's supposed to play when he dies.

Fiathna companion from the Yesterhaven map starts with -1 unassigned skill points.

bare_elf wrote:

I run DS1 DSLoA DS2 and Broken World on Windows 10 pro Laptop and a Windows 7 professional Desktop. DS2 and Broken World both retail versions have no problems with All*Saves version 1 and I never had to apply the fix. Also Never had an issue with any of the townstones. Can you provide more details like the version number of the map, so I can compare it with mine?

Thanks

Elf

Hi bare_elf, I didn't think I'd get a reply so quick. Much appreciated. Filename for Utraean Peninsula map is DS1_Map_Utraean_Peninsula_v1.01.ds2res. Thx!

WyrdForge wrote:
Hi bare_elf, I didn't think I'd get a reply so quick. Much appreciated. Filename for Utraean Peninsula map is DS1_Map_Utraean_Peninsula_v1.01.ds2res. Thx!


Can not see problem with the version of the map WyrdForge, I will check to see if I can duplicate your error when time allows. Like when the weather gets colder since my real life vise is consuming my time. Have to ride my bicycle when the weather is nice. Smile
Elf

bare_elf wrote:

WyrdForge wrote:Hi bare_elf, I didn't think I'd get a reply so quick. Much appreciated. Filename for Utraean Peninsula map is DS1_Map_Utraean_Peninsula_v1.01.ds2res. Thx!



Can not see problem with the version of the map WyrdForge, I will check to see if I can duplicate your error when time allows. Like when the weather gets colder since my real life vise is consuming my time. Have to ride my bicycle when the weather is nice. Smile

Elf

Thanks bare_elf, whenever you get a chance would be great. It's even more than I had hoped for. Cheers!

WyrdForge wrote:
In the Utraean Peninsula map, I can't get the Elddim townstone in the crypts. As I enter the area, I see the glow of the sarcophagus, but as soon as I enter the room, the glow goes away and clicking on the sarcophagus does nothing.

Problem confirmed. I used a saved level 32 party from KoE (Travelers' Camp), I expect from one of the later betas, but the map itself is DS1_Map_Utraean_Peninsula_v1.ds2res. Mod_Content and Mod_Logic both _v1; Mod-DS1Content-Alpha11b.ds2res still there too.

EDIT. Problem is cured by substituting DS1_Map_Utraean_Peninsula_Beta33a.ds2res (which I still had a copy of squirreled away). Possibly before entering the Crypts (I started again from the beginning.) I have not tried the individually downloadable DS1_Map_Utraean_Peninsula_v1.01 myself.

EDIT again. Thinking over what happened when it worked, is the sarcophagus meant to open of its own accord, dropping its contents including the townstone, immediately the room is entered?

WyrdForge wrote:
Also, the All*Saves v1 doesn't work. It says "Cannot apply the All*Saves fix".
I already had All*Saves applied, so that is a separate issue.

RSimpkinuk57 wrote:

WyrdForge wrote:In the Utraean Peninsula map, I can't get the Elddim townstone in the crypts. As I enter the area, I see the glow of the sarcophagus, but as soon as I enter the room, the glow goes away and clicking on the sarcophagus does nothing.

Problem confirmed. I used a saved level 32 party from KoE (Travelers' Camp), I expect from one of the later betas, but the map itself is DS1_Map_Utraean_Peninsula_v1.ds2res. Mod_Content and Mod_Logic both _v1; Mod-DS1Content-Alpha11b.ds2res still there too.

EDIT. Problem is cured by substituting DS1_Map_Utraean_Peninsula_Beta33a.ds2res (which I still had a copy of squirreled away). Possibly before entering the Crypts (I started again from the beginning.) I have not tried the individually downloadable DS1_Map_Utraean_Peninsula_v1.01 myself.

EDIT again. Thinking over what happened when it worked, is the sarcophagus meant to open of its own accord, dropping its contents including the townstone, immediately the room is entered?

WyrdForge wrote:Also, the All*Saves v1 doesn't work. It says "Cannot apply the All*Saves fix". I already had All*Saves applied, so that is a separate issue.

Thanks RSimpkinuk57. Where can I get this beta33a file? I presume this is an earlier version to v1.01. If so, what are the downsides to using an earlier version (i.e., what am I missing by not using v1.01 - other than the inability to get the townstone)?

I don't know what the behaviour ought to be, but if it keeps with typical, I'd have to click on the sarcophagus to open and then townstone would drop, and then I'd pick it up. Thx

WyrdForge wrote:

RSimpkinuk57 wrote:

WyrdForge wrote:In the Utraean Peninsula map, I can't get the Elddim townstone in the crypts. As I enter the area, I see the glow of the sarcophagus, but as soon as I enter the room, the glow goes away and clicking on the sarcophagus does nothing.


Problem confirmed. I used a saved level 32 party from KoE (Travelers' Camp), I expect from one of the later betas, but the map itself is DS1_Map_Utraean_Peninsula_v1.ds2res. Mod_Content and Mod_Logic both _v1; Mod-DS1Content-Alpha11b.ds2res still there too.

EDIT. Problem is cured by substituting DS1_Map_Utraean_Peninsula_Beta33a.ds2res (which I still had a copy of squirreled away). Possibly before entering the Crypts (I started again from the beginning.) I have not tried the individually downloadable DS1_Map_Utraean_Peninsula_v1.01 myself.

EDIT again. Thinking over what happened when it worked, is the sarcophagus meant to open of its own accord, dropping its contents including the townstone, immediately the room is entered?

WyrdForge wrote:Also, the All*Saves v1 doesn't work. It says "Cannot apply the All*Saves fix". I already had All*Saves applied, so that is a separate issue.

Thanks RSimpkinuk57. Where can I get this beta33a file? I presume this is an earlier version to v1.01. If so, what are the downsides to using an earlier version (i.e., what am I missing by not using v1.01 - other than the inability to get the townstone)?

I don't know what the behaviour ought to be, but if it keeps with typical, I'd have to click on the sarcophagus to open and then townstone would drop, and then I'd pick it up. Thx

There is no downside to using one of the previous Map versions accept you might miss out on a fix or patch. I have never played the Utraean Peninsula campaign using the released file versions and the 33a version of the Utraean Peninsula map all the way from start to finish, so I am not sure if there might be other problems, issues or glitches. I no longer have any of the beta maps or files. so maybe someone will be kind enough to upload the map. Elf

I don't have version 33a only version 33b (73,9 Mo). Here a link to download it:

https://mega.nz/#!losCDAhS!2I8DVjYCbCDX_4NlAANV09JjPJTp5Z7x6e7wdSS0lY4

Wondering why I didn't have Utraean Peninsula's beta33b, I started looking back through posts to see when and why it was announced, but discovered instead that the Elddim stone problem has been reported before, in January 2018, but was found to be non-reproduceable. I guess it is hit-and-miss: sometimes the stone is dropped, sometimes it isn't.

Comparing (tank viewing) my beta33a with the v1 release of the map, the relevant Command definitions and Container definitions are identical.

The posts are on page 119. Here are partial extracts

Anonymous wrote:
Broken Utraean peninsula quest Submitted by vvs (not verified) on Tue, 2018-01-16 20:43

Elddim townstone quest in Utraean peninsula is broken. DS2TK shows that his sarcophagus misses a contents and required triggers, like it was in DS1 multiplayer map.bd

iryan wrote:
Elddim Stone Quests is working Submitted by iryan on Thu, 2018-01-18 04:52
.............
I've verified that the quest is working with the current betas of the mod. I've taken screenshots but don't have anywhere to post them at the moment.

You actually won't find any triggers linked to the sarcophagus. Instead it has an unique template; sarcophagus_stone_quest. It drops the elddim stone and picking up the stone both finishes the quest for the elddim stone and opens up a new secondary quest to travel to Crystwind.
.............

I know the sarcophagus now works differently from the DS1 original (where it was a typical container for players to open) because I've viewed the old Container definition. The region is abc_r1, by the way. Now moving towards it triggers a flick ("elddim_stone") which I guess turns off the sparkle effect and opens - or fails to open - the sarcophagus.

Anonymous wrote:
Sarcophagus Submitted by vvs (not verified) on Thu, 2018-01-18 15:27

iryan wrote:Did you pick up the elddim stone?

The problem is that the sarcophagus didn't open at all. I've tried several times and despite that every time the character produced an opening animation the sarcophagus still didn't open.

I've started a new party and played it again. This time the sarcophagus did open and dropped coins and Elddim stone. Now the quest is complete. I don't know what happened the first time, but apparently something prevented it from opening and because that event could be triggered only once the quest was stuck.

RSimpkinuk57 wrote:

EDIT. Problem is cured by substituting DS1_Map_Utraean_Peninsula_Beta33a.ds2res (which I still had a copy of squirreled away).


Now I've had the problem again, this time using the Beta33a version.

RSimpkinuk57 wrote:

Wondering why I didn't have Utraean Peninsula's beta33b, I started looking back through posts to see when and why it was announced, but discovered instead that the Elddim stone problem has been reported before, in January 2018, but was found to be non-reproduceable. I guess it is hit-and-miss: sometimes the stone is dropped, sometimes it isn't...

Anonymous wrote:Sarcophagus Submitted by vvs (not verified) on Thu, 2018-01-18 15:27

iryan wrote:Did you pick up the elddim stone?


The problem is that the sarcophagus didn't open at all. I've tried several times and despite that every time the character produced an opening animation the sarcophagus still didn't open.

I've started a new party and played it again. This time the sarcophagus did open and dropped coins and Elddim stone. Now the quest is complete. I don't know what happened the first time, but apparently something prevented it from opening and because that event could be triggered only once the quest was stuck.

I confirm from my end (as a non-modder, just a player) that since a clean install of Legendary v1.01, the stone never appeared with 8 different parties. The last few parties, I'd save just before entering the Crypts (so that I could return to that savepoint, and abort if no stone appeared). With all 8 parties I must have tried over 20 times, same results. I'm glad to see that it's not just me, but unsure as to how that will be resolved. Hoping for the best. Thanks so much all for looking into this.

Can you upload one of your party saves.

brkopac wrote:

Can you upload one of your party saves.

These are two of the latest saves for two characters, where the townstone does not appear.

Pages