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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 did several test runs with the 'Ziggy' savegame (could not open 'Grr') in v2.2, v2.3/Mod, v2.3/BW-addon, and I was not able to reproduce this problem - with me the 'Elddim Stone' always dropped as expected, also the corresponding quest task triggered.

 
Actually I have used a reduced set of resoure tanks/files, since that often helps to find incompatibilites with other mods.

v2.2 resources used:
- DS1_Map_Utraean_Peninsula_v1.01.ds2res
- DS1_Mod_Content_v1.01.ds2res
- DS1_Mod_Logic_v1.01.ds2res
- DS1_Mod_Terrain_v1.01.ds2res
- Logic.ds2res
- Movies2.ds2res
- Objects.ds2res
- Sound2.ds2res
- Terrain.ds2res
- Voices.ds2res
In this case voice and sound tanks/files are not really required.

v2.3 BW/addon resources additionally used:
- xLogic.ds2res
- xMovies1.ds2res
- xObjects.ds2res
- xSound.ds2res
- xTerrain.ds2res
- xVoices.ds2res

It seems to work fine too if the Level Adjustment mod is installed.
I also checked some portions of the code, and I couldn't find something suspicious at the first sight.
Puzzled

I'm running 2.2 and I notice WyrdForge is too.

Two days ago I had one fail and one success with the same party (brought in from KoE map, two different starts) but now I consistently fail. Same party, another fresh start on the map, now saved - but at the abandoned farm beside the river ("Iliarth Valley"), not outside the crypts themselves.

I completed Utraean Peninsula once in beta testing, starting with a newly made hero, and didn't have the problem then. Was I just lucky, or has something changed? The sarcophagus_stone_quest template hasn't, I can tell from the .gas file's date-stamp inside the tank.

[t:check_quest,n:0x0080014a]
{
	[check_quest]
	{
		quest_name = "quest_elddim";
	  x send_to_scid = 0x008000E2;
	}
	[placement]
	{
	  p position = -0.383916,-1.5,0.67941,0x006ca5bc;
	}
}

Wrong quest name. "quest_elddim" is the name in the DS1 map. Legendary Mod has renamed it to "a1_p_elddim_townstone". (scid 0x008000E2 is the sarcophagus_stone_quest)

If this is the solution - and I have tested by changing this trigger for myself, it is of course in ...\regions\abc_r1\objects\special - then the puzzle is how the sarcophagus ever worked for anyone. But never mind that.

There is also this, in ...\regions\abc_r1\objects\command. I'm not sure how it relates but for my test I had it commented out.

[t:cmd_run_flick,n:0x00800399]
{
	[cmd_run_flick]
	{
		flick_name = "elddim_stone";
	}
	[placement]
	{
	  p position = -1.57835,-1.5,-3.37347,0x006ca5bc;
	}
}

Side issue: (note the sarcophagus is in a space too small for me to call it a room, I think of it as an alcove, but in any case through an archway. When I write about the "room" I mean the space outside the archway where the signpost is.) Just walking sideways along the room's wall, across the front of the archway, turned off the sarcophagus' sparkle effect. Disabling the command, and correcting the check_quest, one or the other of those two things lets the sparkle keep going, even after characters enter the alcove, until the sarcophagus is opened.

Incidental weirdness. Using a save taken at the teleporter outside the crypts, the first building corridor going in - as opposed to the cave tunnels the crypts start out as - doesn't have the gargoyles it should, nor (sometimes at least) the skeletons and one krug shaman. No such problem when working from save at previous teleport point ("Iliarth Valley").

@RSimpkinuk57: You are right, this quest name is obsolete...
However it depends finally on the current quest settings and when the player walks though a nearby area trigger (0x008000e3).
Indeed I have some doubts that this quest-checking object 0x0080014a is still required in DS2. By default this Sarcophagus 0x008000e2 is not locked by default, also it is not able to react itself on locking/deactivation requests from 0x0080014a due to the not activated quest (well, in theory other objects/triggers could do this too, but I just didn't find anything).

 
Another thing to remind, the stone in your inventory is needed finally to activate the hub at Hiroth finally.
But the Elddim Stone in your lorebook (just as registered item) may be needed to open quest-locked objects (in 'path2mines' there is one door at least).
So for a 'successfully dropped Elddim Stone' the player must get both, the inventory item (as normal item drop) and the lorebook item (provided by 0x00800399).

 
By the way, as mentioned in my previous post I have tried it out successfully in v2.2 (and v2.3/Mod - which is some kind of debugging tool for v2.2).
However for the time being I just can recommend to reduce the amount of resource tanks/files, and if it works, then adding the other resource tanks file by file.

I got down to the same minimal resources, but am now back to the whole of the Legendary Mod, v1.01 plus hotfix, downloaded as individual components, without any of the third party maps, but including MLA. Though for speed of testing I'm running an up-level party and disabling MLA.

I've confirmed that when the stone is picked up the quests update correctly - this includes the go-to-Crystwind quest activating - but that the run-flick command is what then registers the quest item in lorebook.

The problem is that to pick up the stone, we first need it to drop, which only happens if the sarcophagus opens. It seems the latter may be openable or it may be "locked" (and we don't understand why) but if it is locked then the quest-check, done correctly, unlocks it.

I've been testing this by text editing .gas files (the limit of my modding ability) and re-tanking the whole of the map (as opposed to how I'd work on templates from Logic, where I'd create a small override tank).

"Locked" means that the sarcophagus, if inspected, asks to be clicked, but when clicked it does not open and nothing drops. I see no message in explanation. Character does move to beside it and if it is sparkling then the sparkle is turned off. (This last part only happens if the quest-check has been removed, because if the check, mis-directed, gave the "wrong" result then this will have turned off the sparkle already.)

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

WyrdForge, what I find in your ZIP are two .ds2bak5 pairs, which means NOT latest saves, but five before. Ziggy's is in KoE, Travelers' Camp, so quite irrelevant. Yes I can take that party to Utraean Peninsula, but it is then starting a new run on my copy of the map not yours.

Grrr's save is in the Peninsula, at Ma Kettle's. KillerGremal, I had no trouble loading it.

Here are two more saves taking that party forward. Both have the Path2Crypts portal open, but saved in the room where the problem sarcophagus is: the .ds2bak1 before attempting to open it (standing next to the signpost), and the latest after finding it won't open.

Reloading the latest, but with a version of the map where I have corrected the check-quest call, the sarcophagus does open.

Attachment: 

RSimpkinuk57 wrote:

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

WyrdForge, what I find in your ZIP are two .ds2bak5 pairs, which means NOT latest saves, but five before. Ziggy's is in KoE, Travelers' Camp, so quite irrelevant. Yes I can take that party to Utraean Peninsula, but it is then starting a new run on my copy of the map not yours.

Grrr's save is in the Peninsula, at Ma Kettle's. KillerGremal, I had no trouble loading it.

Here are two more saves taking that party forward. Both have the Path2Crypts portal open, but saved in the room where the problem sarcophagus is: the .ds2bak1 before attempting to open it (standing next to the signpost), and the latest after finding it won't open.

Reloading the latest, but with a version of the map where I have corrected the check-quest call, the sarcophagus does open.

Thanks RSimpkinuk57 for looking into this. Apologies for the files I provided; I did not fully understand the versioning. I have a better grasp now. As I mentioned earlier, I'm not a modder, just a player with limited knowledge of the nuts and bolts of DS.

Do your findings mean that my map is wrong, or is the issue with my hero's files? I would think the former, since you mention that it works "...with a version of the map where I have corrected the check-quest call..."

I cannot load the files you provided. I've renamed my current (to *.BAK) and copied your latest (Grr.ds2party and Grr.ds2rdar), but the hero does not appear in the selection list. I've fiddled with the prefs.gas and DungeonSiege.ini files, without success. Are there other steps needed to manually import a hero's files?

Thanks so much for this!

WyrdForge, to add your hero to my selection list, all I had to do was create the correct folder and put your files into it - extracted from zipped folder and renamed to the "active" filetypes, that is .ds2party and .ds2radar.

[My]...Documents\My Games\Dungeon Siege 2\Save\SinglePlayer\Grrr

This is the sub-folder the game creates for you when you save hero Grrr's game. Presumably folder name must always match file names which must always match the name of the hero inside.

Version naming: when you save a game, two files are created in the hero's folder: hero.ds2party and hero.ds2radar
If they already exist then the previous ones get renamed to hero.ds2party.ds2bak1 and hero.ds2radar.ds2bak1
If the .ds2bak1 files already exist they get renamed to .ds2bak2, and so on to .ds2bak5, which get deleted.
Any other filetypes are ignored so survive untouched, e.g. BAK, ds2bak, ds2bak9
To load from older saves we have to manually restore, e.g. by renaming from .ds2bak1 (or whatever).

WyrdForge wrote:
Do your findings mean that my map is wrong, or is the issue with my hero's files?

The mod is broken. Rather, one little mechanism in the Utraean Peninsula map is broken. What none of us yet understand is that sometimes it matters - lots of times for you - and sometimes it doesn't. I'd say never mind why, just correct it.

I posted my saves (of your hero) so KillerGremal would have something to debug from, but they may not help. In DS1 (single player) they would, because the state of the world is saved and the party reloads to exactly where it was, with everything around it the same. In DS2 they reload at Elddim (or another town), have to teleport as close as they can to where they were, and walk the rest of the way. Maybe some of what they see is remembered in the save files but the rest is rebuilt and repopulated from the definitions.

As modders go, KillerGremal and iryan (who made the Legendary Mod) swim in the ocean, but I can only dip my toes in the shallows.

RSimpkinuk57, That's exactly what I did (drop your files in the existing Grrr folder), but for some reason after I do this the Grrr hero is not displayed (and therefore not selectable). When I restore the files to my original configuration, it works again. It's a mystery, but I'm still fiddling with it.

If you stand on the shoulders of giants (KillerGremal and iryan, many thanks to both), then I stand on your shoulders and learn as best I can. Thanks again.

Recently I was able to open the 'Grrr' savegame (for some time i just mixed it with the name/term 'Grr'), and twice in sequence it was possible to get the Elddim stone (inventory item and lore item).
...and as long as I am not able to repoduce this matter, it is hard to find a good starting point for any revision/fix.

@WyrdForge: Try to load once your 'Grrr' savegame with the minimum of resources.
If you do not have/use the BW addon then just ignore what is mentioned about it.

RSimpkinuk57 and KillerGremal, I really appreciate all the work that's been put into looking at the missing Elddim townstone issue, but I think I might have confused the situation when I posted my save files earlier. As RSimpkinuk57 pointed out, these were not the latest (Grrr) and the Ziggy saves were not even related (different map). I goofed on that one, and possibly made more work for you, and possibly muddied the waters.

So here are two sets of latest (for real this time): Grrr at the entrance to the crypts saved yesterday 4 May on a Win10Pro machine, and FOUR! (that was my fourth unsuccessful attempt) also at the entrance of the crypts saved last 8 November on a Win7Pro machine and untouched since then.

Hopefully that gives a better picture of my situation.

But as was pointed out earlier, it's strange that for some people it happens intermittently, but for me it's constant on different machines. Could it be that something in the way I create heroes is causing the problem, or perhaps the way I installed the original DS and DS2 and/or Legendary? Grasping at straws here, but that's all I've got.

WyrdForge wrote:
RSimpkinuk57, That's exactly what I did (drop your files in the existing Grrr folder), but for some reason after I do this the Grrr hero is not displayed (and therefore not selectable). When I restore the files to my original configuration, it works again. It's a mystery, but I'm still fiddling with it.

I'm front-ending DS2 with Elys' All*Saves of course (v2, but with SeeFar Hack OFF; SeeFar creates problems for the Legendary Mod maps). Should have said.

RSimpkinuk57 wrote:

WyrdForge wrote:RSimpkinuk57, That's exactly what I did (drop your files in the existing Grrr folder), but for some reason after I do this the Grrr hero is not displayed (and therefore not selectable). When I restore the files to my original configuration, it works again. It's a mystery, but I'm still fiddling with it.

I'm front-ending DS2 with Elys' All*Saves of course (v2, but with SeeFar Hack OFF; SeeFar creates problems for the Legendary Mod maps). Should have said.

Yeah, that's another quirk in my setup. All*Saves (both V1 and V2) have not worked for me since I've done a clean install. If worked on a stock install several years ago. The error I get is "Cannot apply the All*Saves fix".

It's probably not related to my townstone problem, and it's not a big deal, but it would be nice to be able to load previous saves.

WyrdForge if all saves is not working any change you make to any of the files in the game or adding or subtracting mods, requires a starting the game with everything new, you can not use an old character from a previous save for example.
Elf

bare_elf, point taken, but I just meant it's no big deal to me at this point, given my bigger problem with the missing Elddim townstone. I'd much rather be able to continue in (and hopefully complete) Utraean Peninsula than importing characters.

WyrdForge wrote:

bare_elf, point taken, but I just meant it's no big deal to me at this point, given my bigger problem with the missing Elddim townstone. I'd much rather be able to continue in (and hopefully complete) Utraean Peninsula than importing characters.

WyrdForge have you tried Elys Succubus Manager v10 found in the Download Area Dungeon Siege 2 Miscellaneous section? It is a bit more flexible than All Saves v1 and v2. It is important that you read the read-me file. Try it out and let me know what if any error messages you get. I have never had the Legendary mod work without one of the three versions listed in this post.
Turn off the Succubus modlet!
Elf

bare_elf, I've installed Elys Succubus Manager v10 (after uninstalling All*Saves V2). No error messages, and able to launch DS2 from there, but I don't notice any differences in game play as per readme file. No additional races (e.g., Succubus, vampire, etc.), no access to previous saves (though there's no mention of that in the readme anyway). But then again, I only had time for a brief look. Is this supposed to give access to previous saves?

WyrdForge wrote:

bare_elf, I've installed Elys Succubus Manager v10 (after uninstalling All*Saves V2). No error messages, and able to launch DS2 from there, but I don't notice any differences in game play as per readme file. No additional races (e.g., Succubus, vampire, etc.), no access to previous saves (though there's no mention of that in the readme anyway). But then again, I only had time for a brief look. Is this supposed to give access to previous saves?

If you have the "Load Succubus Modlet" unchecked you will not get the additional races. You would want this unchecked until we discover why the town stone does not appear.
If you have the "Disable Save Checksum" checked you should be able to load your old saves unless there is something that was not saved correctly in the first place.
I would suggest starting a new character from the start of the game using the Succubus manager with Load Succubus Modlet unchecked and the Disable Save Checksum checked. See if you can collect the town stone. Try this. Go to the room outside where the sarcophagus is walk all over that room the trigger is in that room not in the room with the sarcophagus. There are several paths to this room try them all it is possible in the version of the legendary mod you are playing with has the trigger for the stone in one of the doors to the main room. I wish I could duplicate the town stone not appearing, but I can not. I may have found the problem long ago and fixed it in my version of the Legendary mod, or iryan gave me a fix to test and my notes on this are lost on a crashed hard drive and I can not remember the details.
Elf

When you first talked to Priestess Kelti, to get the town stone quest, did you pick up the ring she dropped? the Signet Ring of the Utraen Protectors? There are quite a few quests that will not complete without a specific item. I can not remember if the ring was one of those items?
Elf

bare_elf wrote:

WyrdForge wrote:

bare_elf, I've installed Elys Succubus Manager v10 (after uninstalling All*Saves V2). No error messages, and able to launch DS2 from there, but I don't notice any differences in game play as per readme file. No additional races (e.g., Succubus, vampire, etc.), no access to previous saves (though there's no mention of that in the readme anyway). But then again, I only had time for a brief look. Is this supposed to give access to previous saves?

If you have the "Load Succubus Modlet" unchecked you will not get the additional races. You would want this unchecked until we discover why the town stone does not appear.
If you have the "Disable Save Checksum" checked you should be able to load your old saves unless there is something that was not saved correctly in the first place.
I would suggest starting a new character from the start of the game using the Succubus manager with Load Succubus Modlet unchecked and the Disable Save Checksum checked. See if you can collect the town stone. Try this. Go to the room outside where the sarcophagus is walk all over that room the trigger is in that room not in the room with the sarcophagus. There are several paths to this room try them all it is possible in the version of the legendary mod you are playing with has the trigger for the stone in one of the doors to the main room. I wish I could duplicate the town stone not appearing, but I can not. I may have found the problem long ago and fixed it in my version of the Legendary mod, or iryan gave me a fix to test and my notes on this are lost on a crashed hard drive and I can not remember the details.
Elf

bare_elf, I used Succubus Manager as you indicated to launch DS2, and confirmed that in all failing cases my main character is wearing the Signet Ring of the Utraeans, and I also walked all over the main room leading to the sarcophagus alcove. Same result: as soon as I approach the archway to the sarcophagus, the twinkling disappears and townstone is not produced. The star in the radar still indicates that this is my goal. All this with a new character.

bare_elf: A recap of my Legendary Mod investigations and test results.

The townstone is an inventory drop from the sarcophagus, when opened (plus a lore-book quest item entry from a flick).

There is a trigger point immediately in front of the archway into the annex where the sarcophagus is. It was meant (in GPG's DS1 original, I presume) to do one of two things (I don't know which):
(1) the sarcophagus starting locked, unlock it if the player has collected the quest from Priestess Kelti.
or (2) the sarcophagus starting unlocked, as treasure troves normally do, LOCK it if the player has NOT collected the quest.

Trouble is changing the quest name has broken the trigger - or rather, the skrit (?) that is triggered. It is trying to check a non-existent quest. What is the result? Is it reporting that the quest is not active? Or is it a case of "result of execution is undefined" i.e. a random yes or no?

WyrdForge has found the trigger point and got a "quest not active" result - proved by the sparkle being turned off.

If the trigger is corrected, by the way, the correct quest will always be active because just walking along the road starts it at task two or task three. I know because one test, being in a hurry, I forgot to go into the church and speak to Kelti. The only way the quest might never be started is if a player goes through Hovart's Folly, the marsh and the Crypts wrong way round.

The mystery is that the sarcophagus always opens for KillerGremal, never for WyrdForge, and sometimes yes, sometimes no for me.

RSimpkinuk57 wrote:

bare_elf: A recap of my Legendary Mod investigations and test results.

The townstone is an inventory drop from the sarcophagus, when opened (plus a lore-book quest item entry from a flick).

There is a trigger point immediately in front of the archway into the annex where the sarcophagus is. It was meant (in GPG's DS1 original, I presume) to do one of two things (I don't know which):
(1) the sarcophagus starting locked, unlock it if the player has collected the quest from Priestess Kelti.
or (2) the sarcophagus starting unlocked, as treasure troves normally do, LOCK it if the player has NOT collected the quest.

Trouble is changing the quest name has broken the trigger - or rather, the skrit (?) that is triggered. It is trying to check a non-existent quest. What is the result? Is it reporting that the quest is not active? Or is it a case of "result of execution is undefined" i.e. a random yes or no?

WyrdForge has found the trigger point and got a "quest not active" result - proved by the sparkle being turned off.

If the trigger is corrected, by the way, the correct quest will always be active because just walking along the road starts it at task two or task three. I know because one test, being in a hurry, I forgot to go into the church and speak to Kelti. The only way the quest might never be started is if a player goes through Hovart's Folly, the marsh and the Crypts wrong way round.

The mystery is that the sarcophagus always opens for KillerGremal, never for WyrdForge, and sometimes yes, sometimes no for me.

The sarcophagus has always opened for me as well. I will keep looking at things. Elf

Okay maybe because I am playing from broken world... However I took a newly created party to the crypts found the room containing the sarcophagus. The room contained a skeleton and a gargoyle. I actually had to touch the sarcophagus for it to open and drop the town stone. The Sunrise town stone is now showing both in my inventory and in the quest items. I ran two high level parties that had never been on this map to the crypts and the sarcophagus responded the same way. Also tried a new party starting with DS2 have not reached the crypts yet having a problem with them falling down and dieing Smile

Elf

Attachment: 

KillerGremal wrote:

Recently I was able to open the 'Grrr' savegame (for some time i just mixed it with the name/term 'Grr'), and twice in sequence it was possible to get the Elddim stone (inventory item and lore item).

...and as long as I am not able to repoduce this matter, it is hard to find a good starting point for any revision/fix.

@WyrdForge: Try to load once your 'Grrr' savegame with the minimum of resources.
If you do not have/use the BW addon then just ignore what is mentioned about it.

Coming back to something KillerGremal mentioned (above), how do I select which resources get loaded? I read the information he pointed to, but need more guidance. I don't have BW installed, though I do have the install disks, just never installed it, waiting to complete DS2.

The game loads all .ds2res files from ...\Dungeon Siege 2\Resources

So to exclude resources, either rename the files to a different type (I prefer to make them .ds2resold, for example) or move them to a different folder, well away from \Dungeon Siege 2

By the way, it also loads all .ds2map files from …\Dungeon Siege 2\Maps - GPG did their maps this way but maps can be in either map or resource files and modders can do it the latter way so as to keep all their mod files in one place.

KillerGremal wrote:

...and as long as I am not able to repoduce this matter, it is hard to find a good starting point for any revision/fix.

If you alter the "check_quest" call I found to a valid quest name, but the wrong one - a later quest, not collected yet - will this lock the sarcophagus?

There's no point my testing this when I so often find it locked anyway.

"check_quest" ought to cater for a quest not started, one in progress or one already completed, but does it cope with an invalid quest name? I speculated the result in this case could be "random" - a better word would be "arbitrary": consistent perhaps, but governed by something quite irrelevant.

Remember I did two tests in quick succession, with the sarcophagus working in one but not the other, with exactly the same resources both times except for the map itself - the beta33a working, the v1 not. But next time I had the beta33a fail on me.

I started up with minimum resources (as above) via Succubus Manager, no Succubus Modlet, and created a new hero. Same issue, sarcophagus glitters until I reach the archway, then no glitter and can't open.

Here's another thought: would it help if I could get a hold of a Utraean Peninsula map that works consistently for someone else? That would confirm that the map itself either is or isn't the issue. Thoughts?

WyrdForge wrote:

Here's another thought: would it help if I could get a hold of a Utraean Peninsula map that works consistently for someone else? That would confirm that the map itself either is or isn't the issue. Thoughts?


I have a copy of the Utraean Peninsula version 33a, here is a link https://mega.nz/#!SJ8QFSyI!kyNjZBhtCRaS-XxCKE-8vF3m0xDlqy7FMQIEJ4lG8Oo
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

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