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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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Trasd's picture
Characters Panel Size

So far, honestly, I've only found the one ini entry (unique to this collection), but I'm still looking.

I do, however, have another question. I'm running a non-standard resolution (except for some business laptops) of 1366 x 786. I want to play on my TV, but I haven't gotten around to testing the font size mod yet (the text is too small for my TV). Anywho, the character control panels on my screen are just too big. It didn't bother me at first, but as I'm up to 5 party members now, the panels take up a good portion of my available screen real estate.

I've seen a lot of screenshots with smaller panels, but I haven't been able to find a mod for this (I don't want anime textures for my toons). I did find a mod that makes much of the panels transparent, and it will work if I cannot find anything else, but I'd like to find a better solution.

Does anyone know where I can find a good mod for making the character panels smaller?

For those interested, I've attached the transparent character panel mod I found, which seems, so far, to work fine. I'd link the site I found it on, but even searching the file's name, I cannot find it again. I did have to use Google translation, if memory serves. I scanned it for viruses and mine says it's clean.

Thanks.

AttachmentSize
Ui_Change_DS2.zip 32.32 KB
Trasd's picture
brkopac wrote:Welcome! I'm

brkopac wrote:
Welcome! I'm not sure if a concise list exists but if you'd like to start to publish it, I'm sure other people will dig in and help. We can then publish it somewhere on the site for easy access.
If I get a good collection together and I can confirm they work, I would be happy to start a "Known Compatible Setting's List!"

List

Hey Trasd,

Welcome! I'm not sure if a concise list exists but if you'd like to start to publish it, I'm sure other people will dig in and help. We can then publish it somewhere on the site for easy access.

bare_elf's picture
Hi Trasd

Trasd wrote:
Hi, gang! I'm new to the community and an old player of DS, though I've never played DS2 before. With this overhaul, I'm really enjoying it. I also generally play highly customized games, as far as camera, regeneration times, etc.. So far, many of my needs have been met, mostly due to this mod collection.

I do have one question I'm having difficulty finding an answer to, though. This suite of mods has some optional settings that are user customizable, such as monster_adjust_difficulty, which can be placed in the DungeonSiege2BrokenWorld ini file.

Does anyone know if there is a all-inclusive list of available customizations for all the included mods? I've tried tracking many of the mods included, but the exact list of mods can be a bit confusing to decipher.

BTW, my Win10 mouse problem was fixed with this mod, am I the only one?

Thanks!

There are several readme files with info on the various mods included. You can also check out Dungeon Siege II - outpost in the project sites area to look into details of the Monster Level Adjustment mod.
Elf

Trasd's picture
List of Customizations

Hi, gang! I'm new to the community and an old player of DS, though I've never played DS2 before. With this overhaul, I'm really enjoying it. I also generally play highly customized games, as far as camera, regeneration times, etc.. So far, many of my needs have been met, mostly due to this mod collection.

I do have one question I'm having difficulty finding an answer to, though. This suite of mods has some optional settings that are user customizable, such as monster_adjust_difficulty, which can be placed in the DungeonSiege2BrokenWorld ini file.

Does anyone know if there is a all-inclusive list of available customizations for all the included mods? I've tried tracking many of the mods included, but the exact list of mods can be a bit confusing to decipher.

BTW, my Win10 mouse problem was fixed with this mod, am I the only one?

Thanks!

I thing its the slowest... I

I thing its the slowest...

I think the average damage per 10 seconds formula should be included in the mod !

DS-LoA

LoA shows 10 second average damage as part of weapon stats (same for spells). Makes it easy to compare weapons of different speeds.

I struggle to remember whether "slower" mean "slower than normal" or "slower than slow".

yes, well

Attack speed is how quickly or slowly a weapon attacks ex. over a 10 sec. period bows will get more attacks then crossbows and while crossbows do more damage per hit. someone did a comparison of attacks while breaking down the avg. damage in a 10 second block. It might still be in the downloads.

Insane Dwarf

Do anyone know the meanings

Do anyone know the meanings of the attack speeds ?

There is an improvement that

There is an improvement that would be welcome :

Like in Diablo 3, the possibility that some consumable objects like potions and regents could be stacked, so instead of having several objects of the same type taking spaces in the backpack, we will have one stack per type of object and so a way smarter and efficient use of the backpack space...

Rune of Mending

Little red and yellow cube sometimes sold at magic shops for thousands of gold. When dropped on the ground, they follow you around. What are they for?

A few issues and oddities

I have nearly completed a playthrough of the DS1 campaign, and thought I might mention a few things I noticed that irked or confused me.

1: In the Ice Caverns, the Ice Warriors and Ice Archers make a "chomp" sound when aggroed until you reach the final section of the cavers where Merik is located, and which point they switch to a far more appropriate-sounding howling cry.

2: There are almost no single-class mage companions. After Ulora and that Nature Mage guy in Stonebridge, all five mage companions I checked were split between Combat magic and Nature magic, with only a few ranks of difference between the two, and I'm not sure those two wouldn't have done the same thing if I had picked them up at a later level. This means that whichever specialty I want to use them for, they will lag farther behind the rest of the party the later I pick them up. And since rank XP is given based on the active spell equipped, there is no way to actually level both schools simultaneously.

3: There are no GobBot weapon drops. I was looking forward to equipping my archer with a minigun or grenade launcher like I did in the original game, but it was unfortunately not to be. Crying

4: There are almost no straight warriors or archers. Aside from Gyorn and Naidi in Stonebridge and that guy just outside Castle Ehb, they were all either Assassins (two) or Fists of Stone (four). I don't like having to balance two different skill trees, so these did not appeal to me at all.
4.5: even without the Broken World expansion, they are all leveled like Assassins and Fists of Stone, despite that being almost completely useless without the dual-class skilltrees.

5: Fortress Kroth does not have a Necromancer, so if you get a TPK and wind up back there, you'd better hope your corpses are within walking distance. It does, however, have a Skill Resetter, which is present nowhere else in the campaign (I feel as though these two facts may be related...). Combined with the Broken Teleporter glitch (which has hit every single town teleporter since Stonebridge), and you have a recipe for frustration.

6: What are Runes of Mending? I've got a small herd of the things following me around and I can't for the life of me figure out what they do.

7: Direct Connection Teleporters. I'm sure you had a good reason for doing it like that instead of the Teleporter network like the DS2 campaign has, but they are next to useless as anything more than overly complicated Save Points. If you want to backtrack, you have to walk. If you wipe ten feet from the next town, you have to either exit and reload, or walk the whole way again. Couple that with the afore-mentioned Broken Teleporter glitch, and guess what you're going to be doing a lot of?

I did enjoy it overall, and it was a definite improvement over the original game, but not quite as much as I feel it could have been.

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