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

Hotfix Mod / Aranna Legacy Mod

I hope nobody has something against when i'm opening here a thread about the Hotfix Mod resp. Aranna Legacy Mod, but GPG's garage forum has lost all reliability and clearness due the flood of spam there. Sad

So this is more a thread to catch 'fugitives' than to start a new modding offensive. Actually I rather would say it's over, however smaller bugs/lacks probably still will be fixed.

 


Hotfix Mod, Beta 5o (21.9MB, for DS2 base version, ReadMe)

Aranna Legacy Mod, Alpha 3z (25.2MB, for DS2 Broken World addon, ReadMe)
 

Note maybe:
- The Aranna Legacy mod is basically the same as the Hotfix mod, the Aranna Legacy mod however
  contains some additional fixes and tunings specially for the Broken World addon (v2.3/BW).
- If you don't like to read the entire ReadMe file right now, there's also a shorter overview online.

Sharkull's picture

After all, this is a site primarily dedicated to DS/DS2 modding.
Smile

(It is sad what's happened to the GPGarage though. They should either moderate it or close it.)

Hey KillerGremal,your mods are fantastic,make ds2 more playable,thanks.
Keep up the good work!

goodhuntin wrote:
Hey KillerGremal,your mods are fantastic,make ds2 more playable,thanks.
Keep up the good work!

Thanks, and actually there already should be new version of the Hotfix Mod, unfortunately there is a serious quest-lack of 3 sec in War Hound pet mod i have to fix first.


So far i just can put people off with the approximate changes for the next Hotfix mod release, but it's not yet fully tested/tuned.

- Refilling capability of Life/Mana Shrines fixed for veteran and elite mode.
- Workaround added to avoid the defeat message in singleplayer mode if there is
  still a conscious pet that may protect/heal/resurrect your body (or get help).
- Some ranged Taclak monsters (mainly in the 'Smith Dungeon') dropped javelins
  with requirements much too high, this has been adjusted.
- Due to recent mod compatibility tunings wrong expressions were possible in the
  GUI depending on the distribution language of the game, this has been fixed.
- Functionality of the *.ini option 'pet_focus_latency' improved to work also
  with non-main-hero party members.
- In case that the MonsterLevel-Adjustment mod is installed too then the Elf next
  to the Teleporter at Eirulan will sell you a 'Rune of Mending' that may be quite
  useful if you want to make forgotten or skipped side resp. party member quests
  in retrospect when monsters and loot don't fit your average party level.
- New *.ini option 'pet_aura_effect_mode' added to suppress the *visual* effect
  of pet emanations. This option accepts values 0-4 with the following meaning...

Hi, I am tracking Aranna Legacy Mod, and well, it been quite a long while.
lately ive encountered a problem in the "Secondary Quest: Treasure Hunting" for Part 2 in Broken World, is abt solving a puzzle by pressing some stones, unfortunately 2 of the stones cannot be touched, i try and click on them several times but the character wont move to touch it, but is totally fine with the others. in the picture i posted. "the Red circle are the ones I can't touch, and Yellow Ones are the ones that i need to touch in order to pass the puzzle ! can you help me ?!

@mv.c9: The Aranna Legacy mod does not affect this quest, however it can be a side effect of anything else in the mod that goes wrong.
You should try out once what happens if you remove the mod, if you can select the columns then.


Hotfix Mod, Beta 4 d (17114kB, for DS2 v2.2 only, ReadMe)

Aranna Legacy Mod, Alpha 2 o (17533kB, for DS2 v2.3/BW, ReadMe)


Updated/Improved:

  • The skill bonuses of 'Strength of the Mountain' and 'Grace of the Night' were accounted twice sometimes or got lost again while fighting. Thanks to the investigations of 'jwallstone' it was possible now to add a workaround that should fix this bug.
  • The official weapon enchantment buffs expanded to split the gained exp also if a spell is selected.
  • If you face a monster body and Ctrl + Right-Click on it then you would get a distance report. You may add 'tell_me_distance=false' into the .ini file of the game to disable this feature should it cause any conflicts with your own mouse or keyboard configuration.
  • A few further tunings and some minor flaws of the previous release fixed.


The cursive/emphatic points in this list only refer on the Aranna Legacy Mod.
So thus update may be quite useful when playing with v2.3/BW. In this context thanks again to jwallstone for tracking the circumstances that caused the FoS/BA related skill errors. Smile

Hiya, I just downloaded the hotfix for DSII and was wondering if I had to start a new character for it to work, I "installed" it using the unofficial version, and I couldnt load my old save, but when I cut the mod file out of resources I could, is there any way around this?

I noticed this was possible in the "official" install procedure, but seems like a lot of bother tbh, I might just try that as I don't really expect a super quick reply.

Also, just incase I'm not an idiot, when you say in the readme to rename to *.ds2res or *.ds2mod, that does mean I can name it whatever I want as long as it's ds2res/mod right? I'm like 95% sure it is but wanted to check anyway ;P

Sharkull's picture

KyoPewz wrote:
Hiya, I just downloaded the hotfix for DSII and was wondering if I had to start a new character for it to work, I "installed" it using the unofficial version, and I couldnt load my old save, but when I cut the mod file out of resources I could, is there any way around this?
...

This is what you need:
http://karamail.nerim.net/elys/forums/viewtopic.php?t=421

About the renaming, just change the file extension... the rest doesn't really matter, but can cause confusion if you change it to something vastly different.

Not sure if this is a bug or not. When I defeated the first archmage & rescue Eva, the door opens up then you go through. If you save & exit the game before you you get to the teleporter, the doorway where you were fighting Archmage # one is blocked. I tryed to open it, but it permanently locked.

I've been using Hotfix Mod beta 4d.

This is the first time I used this hotfix & I must say its a rather well put to gather patch. Hope you don't mind me posting here?

Zee wrote:
Not sure if this is a bug or not. When I defeated the first archmage & rescue Eva, the door opens up then you go through. If you save & exit the game before you you get to the teleporter, the doorway where you were fighting Archmage # one is blocked. I tryed to open it, but it permanently locked.

I've been using Hotfix Mod beta 4d.

This is the first time I used this hotfix & I must say its a rather well put to gather patch. Hope you don't mind me posting here?


I'm sorry about the inconvenience - and i really hope you have a manual or automatic backup you can restore?
Sadly it may take some time to fix/test it... Sad

Actually i think it's a bug in the original game, this battle/room isn't affected by the mod and Eva's quest isn't really bullet-proof generally. There are similar matters with the 'Rostguard room' and the entrance of the servant quarters (both should be post-fixed however), but according to some posts there seems to be a further vulnerability when/after entering courtyard of the Snwobrook Castle (related on encounter with the Commander).

So I guess i have to replay the whole quest once trying to do as much 'wrong' as possible. Laughing out loud / Shock

Hmm dunno why but now when i try to play "without" your mode i get that "exception error" detecting blah blah.
That happens ONLY on the save game that i used your mode

Anonymous wrote:
Hmm dunno why but now when i try to play "without" your mode i get that "exception error" detecting blah blah.
That happens ONLY on the save game that i used your mode

Actually there are several 'tricks' in the mod to avoid or prevent this matter, but sadly it's a foundamental lack of the game you hardly can bypass. Even the native work-around of v2.3/BW isn't able to cover the full scope of this issue... Sad

However, install the mod temporarily again, load the affected savegame and try to remove all custom content from it. Particularly keep an eye on special reagents, there is one known issue - (beside of other things) the game can't stand it if something in your savegame refers on a magical bonus that no longer exists within the current game resources.

Alright!
I kinda figured it out...
I had already though about your idea of removing all custom content.
So i had the idea about selling all custom content with that nature mage spell that i cant recall the name and there were 2 reagents that couldnt be sold that way!
The Ankh and the Treasure Map... i removed this 2 and it worked!

Great work btw with the mode and ty for the help

Ok... i was wrong!
Aditional testing showed that the only reagent that caused this error was the Necromanty Skull.
I guess "chant of dead" is not recognized has an original reagent file and it causes some "conflits" with the original game.

Zee wrote:
Not sure if this is a bug or not. When I defeated the first archmage & rescue Eva, the door opens up then you go through. If you save & exit the game before you you get to the teleporter, the doorway where you were fighting Archmage # one is blocked. I tryed to open it, but it permanently locked.

Hm. I just have checked this part of the quest and i can't find any flaw in it. So if the door behind Eva has opened once, it should remain open forever, and this state should be saved by default in the savegame.
...or is it another 'doorway' you mean? A doorway in front of the archmage chamber possibly?

And what means 'blocked' exactly? Any door that is closed or is just the path blocked/impassable (as there would be an invisible object)?

Well the fist time you defeat the first archmage. After that if you don't make it to the next unactivated transporter & save, the next time your in that room the door is locked. Now if you activated the next transporter then save the door stays open. Must end your game then play back to the archmage & Eva was for you to see the locked doorway.

I still have my saved game for this locked door, bug if you need it.

Zee wrote:
Well the fist time you defeat the first archmage. After that if you don't make it to the next unactivated transporter & save, the next time your in that room the door is locked. Now if you activated the next transporter then save the door stays open. Must end your game then play back to the archmage & Eva was for you to see the locked doorway.

I still have my saved game for this locked door, bug if you need it.


Well, the savegame before this bug happens would be much more interesting. If you still have it, try once to reproduce this bug.
Generally it would be a quite unusual bug, i can't see any reasons why this could happen, it's strange here that only reaching the teleporter station makes recent map data valid/acceptded, usually the state of doors, elevators, etc. is marked instantly.
However as safety work-around i guess i just could add a lever next to the door so the player could open it manually if needed.

By the way, have activated/used the feature to reopen the town portal from the previous session?
This feature is really useful although it eventually may cause troubles since you don't come form the 'GPG-expected' direction and thus skip area triggers possibly.

hi is there any way to bring the blue dots back on the minimap? They all seemed to disappear after installing this mod (except for regents strangely).

Sharkull's picture

KillerGremal wrote:
...
However as safety work-around i guess i just could add a lever next to the door so the player could open it manually if needed.
...

:idea:
A bounding box trigger that checks quest status and sends a message to open the door (if it should be open) might be a better option...

Hey everybody,

I've got a problem with the Hotfix Mod.
Somehow, when I start a new game and the movies in the beginnig are over, the game crashes without any warning
or comment. I don't now what I did wrong, I've installed the patch 2.2 and installed the tool kit, renamed the Hotfixmod file, put it into the Dungeon Siege 2Mod / Mod folder , and then simply started the game with the DS2 Mod launcher. I hope someone of you can help me. Could using win 7 cause a problem?

Mfg

Anonymous wrote:
Hey everybody,

I've got a problem with the Hotfix Mod.
Somehow, when I start a new game and the movies in the beginnig are over, the game crashes without any warning
or comment. I don't now what I did wrong, I've installed the patch 2.2 and installed the tool kit, renamed the Hotfixmod file, put it into the Dungeon Siege 2Mod / Mod folder , and then simply started the game with the DS2 Mod launcher. I hope someone of you can help me. Could using win 7 cause a problem?

Mfg


You only need All*Saves with the retail version of the game, DungeonSiege2Mod.exe doesn't need it.
I would recommend you better stick with the inofficial method, it's much easier to handle.
Actually the official method would work too (the Mod has been debugged with DungeonSiege2Mod.exe) but you have to ensure yourself that the 'Bits' doesn't contain any conflicting content.

About DS2 on Windows 7 I can't say anything, sorry.



Sharkull wrote:
KillerGremal wrote:
... However as safety work-around i guess i just could add a lever next to the door so the player could open it manually if needed. ...
:idea: A bounding box trigger that checks quest status and sends a message to open the door (if it should be open) might be a better option...
Yes that's a good idea, unfortunately anything has to check the state of the door first, because this door is actually an elevator and if opened already, a further activation would close it again - at least with the default configuration of elevators. So either i change the default events for this quest elevator elevator (but unknown/untested from where activations currently may come from) or i need something to check the state of the elevator initially (but i don't think there is a scid bit trigger or similar, assumed the scid bits are still reliable in case of this bug). That's why I intend to add an auxiliary lever if you come back to this area and the archmage is no longer is there.
 

Seems that 2g has problems with multiplayer as well.

Kithayra Valley:
-Host Crashes immediately at the cutscene with the soldier. (Only if two players are in the game)
-Host Also crashes if a player clicks one of the spears on the ground (only with two players)

Lost Valley of the Azunites:
-Host Crashes just shortly after the next teleporter, where you come out of the one cave and into the next (only if two players are in the game)

If my memory serves me correctly, there are some clickable spears on the ground in the second spot as well. Seems like they may be the problem.

Thanks for such an incredible mod, posting this in hopes of finding a version that will play from start to finish in multiplayer. If you need more details, please ask.

Anonymous wrote:
Seems that 2g has problems with multiplayer as well.

Kithayra Valley:
-Host Crashes immediately at the cutscene with the soldier. (Only if two players are in the game)
-Host Also crashes if a player clicks one of the spears on the ground (only with two players)

Lost Valley of the Azunites:
-Host Crashes just shortly after the next teleporter, where you come out of the one cave and into the next (only if two players are in the game)

If my memory serves me correctly, there are some clickable spears on the ground in the second spot as well. Seems like they may be the problem.

Thanks for such an incredible mod, posting this in hopes of finding a version that will play from start to finish in multiplayer. If you need more details, please ask.


Thanks for this feedback, i will check these item/spear spawners for a multiplayer related vulnerability.
For the time being i have to uploaded Alpha 2f, a lot of content is missing there but it should be more stable in multiplayer.
 

Hi. Regarding the multiplayer problems, it is reported that Aranna Legacy 2g has stability issues. However the current version of the mod is 2o right? Is it possible that it's already fixed or do we have to use the 2f version for multiplayer stability?

2g and 2o are about 11-12 months apart. I just need some clarification. Thanks. Sorry if I missed something regarding the mod, I just found out this mod :).

Hi.

Regarding the Aranna Legacy mod, someone reported v2g has multiplayer issues. but the current version is v2o right? That's about 11-12 months gap. Is it possible that is already fixed or do we have to use v2f for now? I need a clarification since this is confusing for me.

Sorry I just found out about this mod. Really looking forward to play it :).

Concerning the Aranna Legacy Mod and DS2 v2.3, you should use Alpha 2f for Multiplayer, it seems to be the last stable version in Multiplayer (at least i can't remember negative feedbacks).
In Singleplayer you may use Alpha 2o, it's quite stable in singleplayer, but in multiplayer you have to expect crashes.

So was bored waiting for Gamefly to send my game out to me and installed DS2 again (non BW) and something i always do is update to 2.2 and install Ely's DS2 Succubus Manager (the whole kit), Ely's is something i just cannot play without. While looking through mods, i founda link to this hotfix here and was wondering if its compatible with her V4 of the manager. Not sure if anyone still hangs around here or how active this community is anymore, but i dont want to install this and have it mess my game up. I'll try and check back often, to see if anyone has answered or if you like, email me at rocknroll_cowboy[at]hotmail[dot]com with a response.

Thanks guys, and take it easy

StonerMkII wrote:
... Ely's DS2 Succubus Manager ...
i founda link to this hotfix here and was wondering if its compatible with her V4 of the manager.
...

I can't remember loading problems with v4 of the Succubus Manager, and the content of the Succubus Mod should widely be compatible with the Hotfix mod.
However a final risk remains, so it would be a good idea to make a manual backup of you savegames.

Installed the hotfix, so far there hasn't been any problems. Thanks for the response KillerGremal.

Hi!

I've just installed Aranna Legacy, and the rending aura descriptions are in Latin, without any understandable description. Is this intentional, or this is a bug? If it's a bug how can I solve it? Thanks in advance (hope the forum isnt dead Smile )

Pages