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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.

Perhaps ou friend programmer, Templayer, could help to deal with this inventory issue...

I use the installer veersion of the legendary mod and s such got the mod installer with it's collection of mods to choose from. I also figured out how to add more mods to it, that work fine. In any case, I noticed an oddity when playing the "regular" DS2 map, the fact that the stach got it's difficulty control on the side of the stash tells me that some edits have been done to it.

In any case, I have noticed that some of the followers have been converted to warriors when they are not ment to be. As such they cannot even equip their starting equipment and dump them as soon as they are joining the party. Is this a deliberate decicion to do this or is it a bug that causes this? Taar, Vix and Finala have been converted to warriors in this manner.

niceguy wrote:

I use the installer veersion of the legendary mod and s such got the mod installer with it's collection of mods to choose from. I also figured out how to add more mods to it, that work fine. In any case, I noticed an oddity when playing the "regular" DS2 map, the fact that the stach got it's difficulty control on the side of the stash tells me that some edits have been done to it.

In any case, I have noticed that some of the followers have been converted to warriors when they are not ment to be. As such they cannot even equip their starting equipment and dump them as soon as they are joining the party. Is this a deliberate decicion to do this or is it a bug that causes this? Taar, Vix and Finala have been converted to warriors in this manner.

The button on the side of the stash is for controlling the Monster Level Adjustment Mod. The problem you are having with Finala, Taar and Vix being converted into warriors is not deliberate and I have never had that happen. There was a point in the past where some of the hireable characters where picky about whom they would join i.e. Sex of, race of, skill of, Primary Character. This only effected the converted DS1 maps and was removed somewhere in the middle of the alpha versions of the Legendary mod. Therefore I am unsure as to why this problem arises for you. Elf

Have you tried with no mods?

I haven't really tried to track down the cause yet, I sort of expected that the mods included in the package to be safe.

niceguy wrote:

I haven't really tried to track down the cause yet, I sort of expected that the mods included in the package to be safe.


I think Sigofmugmort was referring to mods not included in the package.
Elf

bare_elf wrote:

niceguy wrote:

I haven't really tried to track down the cause yet, I sort of expected that the mods included in the package to be safe.



I think Sigofmugmort was referring to mods not included in the package.

Elf

I think I encountered this problem before adding in anything new but it is possible.

And tell me Killergremal, how do you feel about re-integrating the "average amount of damages for 10 seconds" to weapons and speel from LOA ?

I assume the algorithms to use there would be a little more complex than it was in LOA ("skills and perks" + number of attacks per 1 (or 10) seconds * a medium of min and max damages)

niceguy wrote:

I use the installer veersion of the legendary mod and s such got the mod installer with it's collection of mods to choose from. I also figured out how to add more mods to it, that work fine. In any case, I noticed an oddity when playing the "regular" DS2 map, the fact that the stach got it's difficulty control on the side of the stash tells me that some edits have been done to it.

In any case, I have noticed that some of the followers have been converted to warriors when they are not ment to be. As such they cannot even equip their starting equipment and dump them as soon as they are joining the party. Is this a deliberate decicion to do this or is it a bug that causes this? Taar, Vix and Finala have been converted to warriors in this manner.

As bare_elf has mentioned, this bug has never been encountered before. There's only one of the extra mods that's changes the original DS2 character's templates and that's DS2_Mod_Hero_Voicesets.ds2res which adds random voices to the characters. Are you using this mod at all? If so are you playing vanilla DS2 or Broken World? The mod uses the templates from the Broken World's versions of the DS2 hireable characters.

Also what level are you compared to the DS2 hireables when you get to them? Are you similar levels or a lot higher? It's maybe possible that if you are a lot higher than the characters, when they 'level up', the game gives them experience in the wrong skills.

The stash would be altered since you're using the Legendary Mod but won't (shouldn't work) in the DS2 map or Broken World as there's no corresponding level_adjustment_config.gas in the maps to activate it.

I ran into another inoperable door, now in Glacern.

I did not edit or update any of my files since the time when you fixed my problem with the door in Wesrin Cross.

EDIT:
Found some broken dialogue for a patrol guard near the north gate of Glacern.
Also, ice flies do not burst out of landscape until I pass the room they are placed at, but the bursting sound still plays on repeat until they appear.

I don't know about the door but has always been that way. I think it has to do with the difference between DS1 and DS2 map/sound/animation interaction

Dwarf

Reinc, had you been given any quests by people in Glacern, other than the Overseer in the inn? and what progress had you made with them?

All I can say is BOOKS barrow a few he did, find them you should

I don't understand what you are saying, people. Did you mean that the door is working as intended? I took and completed the quest to clear blacksmith cabin and cellar, the quest to give a sister's message, the main quest to go through the underground river. I took a quest to reinforce fortress Kroth. I also took the quest to collect books from some people from glacern, but I only collected one book from a tower watchwoman. I'm assuming another book is behind that door, but I can't open it. The reason why I thought that this is a bug is because quest-locked doors usually give a message when you try to open them, but this one does not.

EDIT:
Bestiary portraits for Skank Witch and The Lost Witch seem to be mixed up.
Also, I found a guard with a broken name in Traveller's camp (the guy with a sword).

If you HADN'T taken the books quest, then the door MIGHT have been working as intended (I don't remember whether or not iryan made it quest-locked for this Mod). Since you HAVE taken the quest there is certainly a bug, the question now is which needs de-bugging, the door or the quest.

Yes the NPC behind the door does have the other book. I take it you did try the door AFTER taking the quest. Was it the one attempt or had you been there before?

both

Reinc wrote:
. . .

Attachment
Image icon Dungeon Siege II Screen - 0000.jpg

...just look at your party members - they are still chess-boarded ! Sad

However there should be the fixing mods available within this (recent) forum discussion to fix this monochrome matter - then we can see on, what to do with the door.

Reinc wrote:

I ran into another inoperable door, now in Glacern.

I did not edit or update any of my files since the time when you fixed my problem with the door in Wesrin Cross.

EDIT:
Found some broken dialogue for a patrol guard near the north gate of Glacern.
Also, ice flies do not burst out of landscape until I pass the room they are placed at, but the bursting sound still plays on repeat until they appear.

I tested the door with a new character and had no problem opening it. Everyone is correct in saying that Elio, the character behind the door, is part of the Book Quest. However the door has nothing to do with stopping you from talking to Elio before you get the quest, that's handled with Elio's conversation flick. A check is applied to see if you have the quest, if you haven't he'll just say some generic conversation.

You didn't say whether you're using any mods at all. I haven't check yet whether any of KillerGremal's recent updates to his content pack or Level Adjustment Mod is causing any issues but the mod has been tested thoroughly with all of the supplied content and doesn't require any third party mods in order to run.

The dialogue with the patrol guard is definitely a bug, probably the wrong color code was used - if the wrong one is used the game just displays it as text rather than displaying the target text in color.

I've never notice the bursting sound of the ice flies before but I'll mark it down for checking.

Thanks for your feedback.

I removed Mod-DS1Content-Alpha11d.ds2res from my Resource folder and the door opened, my characters' equipment was also displayed correctly this time. Do I have to use the new version, Mod-DS1Content-Alpha11e.ds2res ?

Some more observations:

Some windows of the haunted church in the swamp cannot be attacked by clicking on them. I assume this might be the same kind of bug as with the doors?

Giant Moth summon for nature mages does insane damage for its level. I don't know if this is supposed to compensate for their slow projectile, but I'm reporting this just in case.

Dot in the wrong place in character's response:

Reinc wrote:

I removed Mod-DS1Content-Alpha11d.ds2res from my Resource folder and the door opened, my characters' equipment was also displayed correctly this time. Do I have to use the new version, Mod-DS1Content-Alpha11e.ds2res ?

. . .

There is actually a good reason why there is a Alpha 11e version. Wink


Reinc wrote:
. . .

Giant Moth summon for nature mages does insane damage for its level. I don't know if this is supposed to compensate for their slow projectile, but I'm reporting this just in case.

. . .

May be a flaw, Iryan implented it.
I usually stick with the damage/property schemes of DS2, so the damage should be comparable with other (magical) nature summons from the GPG's official release and not vary too much for unexplainable reason.
Here the behaviour of the projectile can have some influence, but rather marginally - in particular with standard projectile/spell a hit is almost always granted, on a short distance anyway, and on a longer distance monsters often do not evade approaching shots (they rather walk into it).
Perhaps with damage surplus is rebalanced by something else (low life, low armor), but also in this case i think the entire game experience will be better it this compensation is not too extreme.

Hello Killergremal, I may use some help from you here : https://siegetheday.org/?q=node/7080

KillerGremal wrote:
There is actually a good reason why there is a Alpha 11e version. Wink


I don't understand. Do I need this file or not?

Another thing I noticed is that almost all Manglers and Shracks that I encountered were very docile and cowardly. They almost never attacked me and preferred to retreat.

Reinc wrote:
KillerGremal wrote:
There is actually a good reason why there is a Alpha 11e version. Wink

I don't understand. Do I need this file or not?
. . .

To face the matters you have experienced:
- Try out Alpha 11e - it should fix a few things (...well, maybe not all).
- Delete however Alpha 11d (seems to cause content/texture conflicts).

Another instance of text errors, this time in the Travelers' camp, after rescuing Sikra.

There are many errors in the Droog Village.

1) When talking to the Droog chief after making peace, his text speech does not match what he says in the sound file. Should be re-written to match what he says in the sound file.
2) Droog Village's teleporter cannot be interacted with.
3) Picking up potions gifted by the Droog causes character to become stuck inside the table.
4) Passing near the Droog Village's lower gate after making peace causes a "message" message to appear.

I made some advertising for the mod : https://steamcommunity.com/app/39160/discussions/0/1777136225020315624/

Do you think DS2 was too colourfull compared to DS1 which was more like Dungeon and Dragon (I mostly know this one thanks to Stranger Things)

The stats in this weapon are weird. I think this needs to be fixed.

@Reinc:

- The green conversation part is most probably caused by two (opening) color tags in sequence.
If so it shouldn't be a big problem to fix it.

- About Quillrabe resp. the (Droog) matters there I cannot not say a lot.
Some voice<-->text issues just may be because this town initially (during developpment times) was good/friendlyreght from the beginning, without any political quest as we have it now (or as we had in DS1).

- There is no 'Steal Cross' item in the Legendary Mod (as far as I know).
Perhaps be a little careful when combining too many mods, specially when they were rarely updated or their authors were not around/active anymore since years.

Steel crosses and other exotic weapons only appear in the game after installing the Legendary Mod, so I'm certain I'm writing in the correct thread. Excuse me, but maybe you were actually searching for "steal cross"?

I have long had problems opening the container holding the Elddim stone on the UP map. This made it impossible to complete the main quest and made my party complaining when I has been forced to choose another route to the next one sine the mine entrence hs not been possible to open. It turnes out that the reason the fixes has not been working is that I, well emberassingly enough found out that I had three resource folders. Two of them mispelled. One of thease contained the fix for thease stubborn containers. Once I had thease properly renamed and thus merged with the real resource folder I can finally play the main quest, or should be able to, my test character just aquired that elusive Ediddim stone. This should be fun. Thanks folks.

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