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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; http://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 http://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 http://siegetheday.org/?q=node/1330
Return to Arhok http://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.

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Quote: Never really had

Quote:
Never really had problems with chests not opening, except when they are blocked by something like being to close to a wall. The major issues I had (Playing with Cat Mansion Characters) is they where to short to reach some things Wink

Concerning chests, I don't worry anymore since I understood they don't contain important items. All quests can be achieved without them opening.
The black curtain and the not clickable town teleporters were more annoying but it can be avoided by traveling from another teleporter.
It's worth it for all the pleasure and comfort provided with this mod.

We can play Dungeon Siege, Legends of Aranna and the Utrean Peninsula with the Dungeon Siege II engine, with the same characters, keeping their items and levels.
We don't have to install these old games anymore and we get rid of all instabilities they suffered (Gathering data exception error...)
My characters gained levels they never gained before, I can now enjoy more powerful spells and items.
My wizards follow the same progression than the others characters in terms of levels, I didn't manage to do it with the original games.
I literaly rediscovered Legends of Aranna, I realise I forgot most of the parts of the game and this time I really appreciated it.
The original game crashed too often and my characters were not progressing enough, forcing me to hire all the new characters I encountered.
Many, many, many thanks for all the work put in this mod.

Quote:
There are some things that might not work, but a lot of things that do not work are conflicts with other mods. Iryan and I put together a list of those conflicts. I think it is in one of the read me files. If not I can try to find it on one of my computers.

Concerning mods, I don't use them, but as I said before, I'm curious to try the mod on another PC, older than this one, to see if it changes anything.

Anyway, all the people who worked on this mod can be proud, you gave us a wonderful gift.
I started to play at the end of august and I'm still playing...

Quote:
I think I have at least 3 times the number of hours testing the various versions of the mod than Sigofmugmort1 has. I also have at least two years of converting DS1 weapons and armor for the mod. It took a good deal of work because DS1 armor has only one image file and DS2 has about 23. Also the sizing of the weapons was totally wrong and sometimes how they where held was wrong too, between DS1 and DS2. I could tell you stories of the days and nights I spent trying to fix things only to create other problems Wink

It's always interesting to read things like that, especialy for us who don't know how mods work.

bare_elf's picture
Years of time...

SlamSte@m wrote:
Yes I can easily imagine the amount of time you all passed working on this (really legendary) mod : doing or testing it...

There are some things that might not work, but a lot of things that do not work are conflicts with other mods. Iryan and I put together a list of those conflicts. I think it is in one of the read me files. If not I can try to find it on one of my computers.
Never really had problems with chests not opening, except when they are blocked by something like being to close to a wall. The major issues I had (Playing with Cat Mansion Characters) is they where to short to reach some things Wink I think I have at least 3 times the number of hours testing the various versions of the mod than Sigofmugmort1 has. I also have at least two years of converting DS1 weapons and armor for the mod. It took a good deal of work because DS1 armor has only one image file and DS2 has about 23. Also the sizing of the weapons was totally wrong and sometimes how they where held was wrong too, between DS1 and DS2. I could tell you stories of the days and nights I spent trying to fix things only to create other problems Wink

Yes i can easily imagine the

Yes I can easily imagine the amount of time you all passed working on this (really legendary) mod : doing or testing it...

A few things may have been

A few things may have been missed given the size and amount of time involved I have over 1000hrs just playtesting Shock ). Also, Iryan hit the point where fixing one item could break SEVERAL things and the chests are picky abought any changes

Dwarf

Personally I apreciate not

Personally I apreciate not knowing what are the differences between the vanilla games and the Dungeon Siege Legendary Mod.
But I must admit that I regret there is no walkthrough to know what I missed.
I played the Dungeon Siege adventure two times, one after the other, and I missed some maps and items each time, and maybe some secrets areas too.
The fact all glittering chests didn't work was perturbing.
I took several screenshots of the Dungeon Siege adventure, to report any secret areas or hidden paths I found, I will share them in the future and maybe other players will be able to help if I missed others.

Finally reporting back in

Finally reporting back in after playing a bit of the DS1 port and the LoA port - so far, a ton of fun! but some of the unexpected changes were a bit confusing (companions being non-humans is a nice, if a bit disorientating, change) and some were fairly disappointing (mostly in LoA) - a few named items being completely missing (I liked collecting them, even if only as mementos), and my boy Kraal Yellowtalon strangely becoming a potion vendor instead of my main tank! Sad

Is there a guide anywhere of all the changes between the Legendary mod and OG DS1? I still prefer this so far over the clunky original engine, but I'd like to be prepared for any more surprises...

Ely's Succubus mod is not necessarily faulty

Arcane Howitzer wrote:
For reasons unknown to me, while playing the remastered DS1 Ehb campaign from this here Legendary mod, using Elys' Succubus mod (from the v10 loader), once I get to Glaciern, save, exit, and reload the save, the in-town teleporter ceases to function. It is still there, but only as part of the scenery, not an intractable object. This doesn't happen until after reloading the save; when I first arrived at Glaciern it still worked normally. Afterwards, the teleporter at Stonebridge still works (assuming you're willing to walk the whole way there), and can even still teleport you to Glaciern, but the one at the Travelers' Camp does not.

This has happened on two different saves using the Succubus mod, but did not happen in a save made using just the Legendary mod. I haven't tried any of the other campaigns, nor have I gone past the Travelers' Camp to check teleporters farther into the Ehb campaign. I do not have any other mods that would affect the map itself, as far as I know.

Hi, I had the same problem with my first game, without Ely's Succubus Mod.
Glacern and the Droog Village teleporters were concerned. They worked well at the beginning but for some reason, they didn't work anymore since that.
I started a second game and, this time, it was the Fort Kroth teleporter which was concerned.

bare_elf's picture
You must turn off the...

If you are playing with the succubus characters turned on it can cause problems. I can not remember exactly how I set up the Succubus mod to work with the Legendary Mod, but I had the same issues until I found the correct setup. Been quit some time since I have had time to play any computer game.
Elf

Legendary + Succubus = Broken Teleporters?

For reasons unknown to me, while playing the remastered DS1 Ehb campaign from this here Legendary mod, using Elys' Succubus mod (from the v10 loader), once I get to Glaciern, save, exit, and reload the save, the in-town teleporter ceases to function. It is still there, but only as part of the scenery, not an intractable object. This doesn't happen until after reloading the save; when I first arrived at Glaciern it still worked normally. Afterwards, the teleporter at Stonebridge still works (assuming you're willing to walk the whole way there), and can even still teleport you to Glaciern, but the one at the Travelers' Camp does not.

This has happened on two different saves using the Succubus mod, but did not happen in a save made using just the Legendary mod. I haven't tried any of the other campaigns, nor have I gone past the Travelers' Camp to check teleporters farther into the Ehb campaign. I do not have any other mods that would affect the map itself, as far as I know.

bare_elf's picture
direct connect teleporter works like this

Andy wrote:
Sorry, I cannot find this readme which details EXACTLY how to get back to your save position on the DS1 map or which advises when to save.

I have the legendary manual but its not helping with the DS1 map.

Can someone explicitly tell me how to save a game (well I know that) but, more specifically, how to get back to the save position on restarting the game on DS1 map.

From the Legendary Mod Manual
Most features in the mod are the same as found in Dungeon Siege 2 except for the following.1.Teleporters.Teleporters operate differently in the original Dungeon Siege 1 maps (Kingdom of Ehb and the Utraean Peninsula). Instead of the traditional DS2 Teleporters, there's Direct Connecting Teleporters which operate similarly to the summon teleporter spell, except in reverse. Click on one to activate it (which releases a ray of light designating that the D.C. Teleporter is nowactive), and games saved from that point will cause a portal to appear near the player's starting position when they restart the game. This portal has a violet-green colour while a normal Town portal is green brown plus the mouse cursor will say Portal and the name of the destination. Clicking this portal will transport the player to the position of the last Direct Connecting Teleporter they activated.

You will find these direct connect teleporters on the map at reasonable intervals You click on them and then do a quick save. If you get killed or quit the game or something else happens when you restart you click on the portal icon which is violet-green in color and it will take your party back to your last save location.

It is quite simple try it.
Elf

Save games on DS1 map

Sorry, I cannot find this readme which details EXACTLY how to get back to your save position on the DS1 map or which advises when to save.

I have the legendary manual but its not helping with the DS1 map.

Can someone explicitly tell me how to save a game (well I know that) but, more specifically, how to get back to the save position on restarting the game on DS1 map.

After the enemies of the NPC

After the enemies of the NPC hit, the game freezes (version DS1_Map_World_v1.01 +hotfix, there was no bug on beta 33)

Please send a bug fix.

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bare_elf's picture
Gary read the read me File!!!

Gary Since the legendary mod is DS2 and not DS1 you need to use a different system to get back to where you where. The read me file explains how this works and where and when you should save. If you follow the directions you will end up right back where you where when you saved the game. Elf

I installed the Legendary Mod

I installed the Legendary Mod and tried both the DS1 Ehb campaign and the LOA campaign. The problem is I advance however far and save the game and when I return to it i'm right back at the beginning, although the maps shows the progress I made before. Any help would be appreciated.

Simply: the appearance of the

Simply: the appearance of the undefined item either wasn't included in the mod (but the "idea"/data of it was) or a different mod put something in the same spot. My case turned out to be the latter, due to a mod conflict!

I'm not sure where you'd look for that, beyond somewhere in the mod data files, due to not being a mod expert. But it absolutely could be a spell or a ingame terrain prop/doodad (like a farmhouse); all it means is something wasn't where it should be.

on undefined

I think the colors (Black and yellow or black and grey checkered) relate the objects appearance with a Black and yellow Octagon is the item itself

maybe but then, zombies would find no brains of mine to eat Insane Tongue

and bland girls i have found, know the best blond jokes Wink Big smile

Insane Dwarf

ordering pizza

So I've had this advertising flyer for pizzas I can order online for home delivery. One of the menu choices is "NEW! South Carolina: BBQ sauce, pulled pork, ham, crispy bacon, sweetcorn, finished with a South Carolina BBQ drizzle". Imagine I order a small, classic crust, South Carolina and the guy in the kitchen who is given that order (maybe he is new too) looks up "South Carolina" on his list and says "Pork I understand, but pulled pork? Never heard of that, I don't know how to do it".

Undefined items in DS mods can be like that, Moros - the recipe looks good until the game engine tries to find the ingredients.

bare_elf's picture
undefined items

Moros wrote:
The last two or three posts went over my head by quite some way, so as I'm a curious so and so I have a few questions that you two seem to know the answer to. what is an undefined item? Which file would you need to look for it in? And lastly could an undefined item be a spell a monster or even a farm house?.

Questions, questions questions, I got my Phd in stupidity by not asking any you know, maybe by picking your brains I'll redeem myself some day.

An undefined item is an item that does not exist within a specific mod because it is not defined in the specific folder, or template for whatever it might be. It can also be when one mod defines an object differently or does not define it and it conflicts with another mod like in this case.
An undefined item could be anything at all a character, a skin, a weapon, armor etc. There is always something wrong in the template or the artwork related to that template. Where the problem is really depends on the item.

I know that really does not answer your question, because it is a very hard question and I also have a degree in Stupid because my hair is blonde Smile I tried drinking lots of Smart Water and as far as I can tell it has not helped even a little.

Elf

undefined item

The last two or three posts went over my head by quite some way, so as I'm a curious so and so I have a few questions that you two seem to know the answer to.
what is an undefined item?
Which file would you need to look for it in?
And lastly could an undefined item be a spell a monster or even a farm house?.

Questions, questions questions, I got my Phd in stupidity by not asking any you know, maybe by picking your brains I'll redeem myself some day.

That was it, yep - I checked

That was it, yep - I checked and re-checked mods individually and the conflict was with the Utrean Seizure mod - so heads up for anyone else who makes my mistake in future!

Probably items are undefined

Probably items are undefined and/or priority problems with the additional mods

Dwarf

Running into a texture issue

Running into a texture issue - DS2-imported armour is fine, but anything (presumably) using a DS1 model turns up nothing but black/white checkered (or yellow/black striped) textures. I used the Full Setup installer on a Steam copy of base game DS2 (don't own Broken World), if that helps. Installed mods are mostly KillerGremals stuff - the "Utrean Seizure", "Hotfix", Storage Vault increase, War Hound Pet, Ring Removal by omicrom, and of course AllSaves.

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It took me a long time to

It took me a long time to appreciate it !

I actually rather love Homm3, and more especially Homm6 !

DrakeLyon's picture
H4

Gemeaux333 wrote:
I have the feeling that the map of Yesterhaven have been created with the map editor of Heroes of Might and Magic 4
Ah dude I love Heroes 4!

On Axeoth ?

On Axeoth ?

Yep, I noted that a looong

Yep, I noted that a looong time ago in a realm fa far away Big smile Tongue

Insane Elf

I have the feeling that the

I have the feeling that the map of Yesterhaven have been created with the map editor of Heroes of Might and Magic 4

Try reverting to an earlier save

Donar wrote:
I tried the fix but it didn't work for me ,However thanks you for your help!

I guess it wouldn't from the post on Steam. Saved Games save the current fade settings for every region and node. You can try reverting to an earlier saved game found in \Documents\My Games\Dungeon Siege 2\Save\SinglePlayer\xxx or \Documents\My Games\Dungeon Siege 2 Broken World\Save\SinglePlayer\xxx where xxx is the name of your character. Delete xxx.ds2party & xxx.ds2radar and rename one of the other saves to xxx.ds2party & xxx.ds2radar. This will only work of course if you have an earlier saved game from before you entered the second entrance to the secret area.

Otherwise you can just continue the game by moving along the main path in the Alpine Caverns to the exit, where you can also recruit Merik. https://ibb.co/nHxhDn

The fix will work by preventing this glitch from appearing in a new game but this is the only option to continue with the current game. You don't miss much in the secret area apart from one good chest.

Rarely the end of the Alpine Caverns can also glitch out, preventing progress.

I tried the fix but it didn't

I tried the fix but it didn't work for me ,However thanks you for your help!

Good to Know

KrugLover wrote:
Running it as administrator fixed it, thanks guys. I've never had to run anything as administrator but apparently the resource folder has different permissions. I discovered this when I tried to directly download files into the resource folder which wasn't possible.

So yea, the installer works fine, apologies.


Glad it works for you and no apologies needed. In any future installer I'll make a note in the readme or manual that maybe administrator privileges may be required to install the mod.

It wouldn't be so much that the resources folder required you to be an administrator as the fact that Windows doesn't like files being downloaded to the Program Files(x86) folder as well as the Windows folder. So I like to install games to a custom folder to make life simpler.