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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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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.

Hotfix tried

iryan wrote:
Feedback would be appreciated as I can then upload the fix to Moddb & Nexus Files. It's hard for me to check as the problem didn't manifest itself to me during testing.
I never had the problem either.

Just been through the whole of the Caverns, including all side areas not just the secret trio, with Hotfix installed. DS 2.2 via All*Saves v2 with SeeFar hack OFF. I started from a Beta33 party saved at the portal before the caverns entrance. Noticed nothing amiss except the old problems of the radar black-out spot (AC_R5 -1.394/0.001/-0.422/ 0xA98A0E81) and the crazy radar going to the 3rd head in AC_R2A.

Yes it was a bit foggy out there as intended; nice. Beyond Merik it wasn't dark INITIALLY, I could see the miniboss drake and all the ice warriors, then while talking to him it WENT black there. (I'd stopped short of him, by the way, sent Gloern my melee fighter in alone to break the ice, then selected my lead character again to talk from the foot of the steps.)

KrugLover's picture
It works just fine

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.

Hotfix available for the fades issue in the Alpine Caverns

There's a Hotfix available for the fades issue in the Alpine Caverns of Kingdom of Ehb.

Download it or move it to the Dungeon Siege 2 Resources folder.

It should be compatible with saved games as I left some triggers in to fade in AC-R2a if they have been faded out in a save game. Feedback would be appreciated as I can then upload the fix to Moddb & Nexus Files. It's hard for me to check as the problem didn't manifest itself to me during testing.

As a bonus, the chest now gives a lot better reward for your effort.

KillerGremal wrote:
@RSimpkinuk57: Thanks for the map data!

Bascially this is a region with a very winding shape, and already minor frustum expansions can have some strange (visual) impacts.
I have to rethink about a more appropriate manner to generically/automatically expand sight/fog ranges - ...as region-shape-depending such tunings are (should be).

However most things worked quite fine during my recent test (with me only node 0x80536929 at the right/southern side of the 1st monkey-head-building showed parts of a remote area you shouldn't see).
So for the moment I have not clear idea why the region on the opposite side of the elevator/platform doesn't load... Sad

 

KillerGremal is correct about the cause of the issue. Due to the shape of those regions of the map, GPG included triggers to fade out certain regions so they wouldn't appear during the game and cause weird visual glitches. Unfortunately these triggers are a little unstable in DS2, perhaps because they often use occupant groups in the trigger to detect when the party enters and exits the trigger and adjust the fading of the region accordingly. Basically using one trigger to do the job of two.

During testing I found out that these fades actually aren't necessary if the frustrum and by association fog, was adjusted carefully. I was able to remove all fades throughout the Alpine Caverns so disappearing terrain should never occur again. The secret outside area is now quite foggy but manageable and the area where Merik is located is a bit darker than the rest of the caverns but I think it suits it as it uses a more suspenseful music anyhow. You can still see a hint of visual glitch in the secret area when you enter but it quickly disappears.

In the hotfix I still kept some triggers to try to fade in the secret area if the player had already been there and found it faded out.

KillerGremal wrote:
@KrugLover: This is an all-inclusive installer Iryan made, no need anymore to deal around with a hex editor. Now, what the correct installation path is - this you must find out yourself, it's simply the folder where 'dungeonsiege2.exe' is. Actually I had the impression the installer itself isn't restricted by the existence of this file/exe, so perhaps you should try to install it with a right-click => 'Run as administrator'!?

The installer should install the mod even if DS2 isn't installed and/or you select the wrong folder. It doesn't check for any pre-requisites but maybe there may be an option to do so, I'll investigate what available in the setup program I'm using.

If you use a shortcut the run the games, you can find out the location of DS2 by right clicking the shortcut used to run it (not the shortcut for Broken World), selecting properties and then the shortcut tab. The Start in: box will tell you where the game is installed. You are right about the default location of DS2 but only if you haven't used a custom installation path like I do.

KillerGremal's picture
About locations

@RSimpkinuk57: Thanks for the map data!

Bascially this is a region with a very winding shape, and already minor frustum expansions can have some strange (visual) impacts.
I have to rethink about a more appropriate manner to generically/automatically expand sight/fog ranges - ...as region-shape-depending such tunings are (should be).

However most things worked quite fine during my recent test (with me only node 0x80536929 at the right/southern side of the 1st monkey-head-building showed parts of a remote area you shouldn't see).
So for the moment I have not clear idea why the region on the opposite side of the elevator/platform doesn't load... Sad

 

@KrugLover: This is an all-inclusive installer Iryan made, no need anymore to deal around with a hex editor.
Now, what the correct installation path is - this you must find out yourself, it's simply the folder where 'dungeonsiege2.exe' is.
Actually I had the impression the installer itself isn't restricted by the existence of this file/exe, so perhaps you should try to install it with a right-click => 'Run as administrator'!?

KrugLover's picture
Sorry for my stupidity

I'm just going to do a manual install again because I ran into some issues. (sorry I know you guys work hard on this)

So the installer doesn't seem to work for me. I patched the original game despite having Broken World and I also tried it with the steam version. It keeps telling me to choose a different path. This is correct one right? C:\Program Files (x86)\Microsoft Games\Dungeon Siege 2.

Maybe a small question, do I still need the old games for a manual install?
I remember using a hex editor (Frhed I think) and needing resource files from the first games.

Anyway, I'm going to try it by downloading those dozen seperate modules + AllSaves and pray/play whilst refreshing this page every 15 minutes.

Good to be back again, I have to play this game every year.

I know where

Donar's problem is trying to leave KoEhb AC_R3 at about 1.817/0.151/1.814/ 0x61B4C8A4. It is not an elevator but a door (one where an archway is plugged by a piece of cavern wall that descends into the ground, then sections of floor come from the sides to bridge the resulting gap). Beyond is supposed to be AC_R2A 0.339/0.000/-0.251/ 0x191C110F. AC_R2A must already have been visited twice by other entrances.

Donar wrote:
I wanted to try the suggestion from KillerGremal but I didn't find the otpion. I don't change the view distance ... I use the steam version, but with enabled Broken World so I have the DS2BW_AllSaves_v1 version for Broken World.
Donar, as Iryan wrote, SeeFar Hack distance is for AllSaves_v2 only, so is not contributing to your problem. Which from Moros' report could be from an unlucky corruption of the game's memory.

Iryan's difficulties here (especially with the radar map) were due to GPG's original being a bodge-up: their distances for the circuit around the secret outdoors almost, but not quite added up correctly.

KillerGremal's picture
Tell where you are

Hm, I have no real clue.
...and actually I can't remember every elevator, sorry.

Generally, it would be nice to know (exactly) there you are. So for this you may... open your hero's inventory, keep Alt+Ctrl pressed, then left-click on a health potion (to drop it). Its label will change displaying some coordinates most - important is the last part, showing the node resp. piece of ground where you are.

Also insightful would be some information if this happens all the time, independing on the party choosen at the beginning or the session time played so far.

 
Perhaps be aware too, there are no modding tools that directly support the Broken World addon. So when testing mods/maps there it's really tricky/dangerous to conlude that everything is OK based on you current on-game experience - but why spending (much) more time in this then it looks fine right from the start...!?

me too

I once had the same problem as you've now got, my remedy for it was to delete my latest Suki.ds2party and Suki.ds2radar saves, and then rename Suki.ds2party.ds2bak1 and Suki.ds2radar.ds2bak1 to Suki.ds2party and Suki.ds2radar. I had to go back to my Suki.ds2party.ds2bak3 and Suki.ds2radar.ds2bak3 before I could get it to finally work. Big smile

Hi there, thanks for your

Hi there, thanks for your repy.

I wanted to try the suggestion from KillerGremal but I didn't find the otpion. I don't change the view distance I've only changed the starting options to width=1366 height=768 fullscreen=true vsync=false maxfps=120 bitonly=true. I use the steam version, but with enabled Broken World so I have the DS2BW_AllSaves_v1 version for Broken World. The Legendary Mod version is the latest version from Moddb.

Maybe it's good to know that I start the game with Steam.

Here is another Screenshot: https://imgur.com/a/iD0iULx

A never ending journey

KillerGremal wrote:
I still have items on my to-do-lists... - and even considering the state now, any (testing) feedback would be insightful.

Personally, right now i prefer modding matters that rather seem to require less than 10 hours, and not ~100 or more.

 
However, if you are bored anyhow and visited already all of the maps shipped with the Legendary Mod
then you possibly may like to try out one of these maps too:
- Dawn of Aranna: https://www.siegetheday.org/?q=node/3582#comment-48145
- Erthos Struggle: https://www.siegetheday.org/?q=node/583

I quite agree and things may pop up that wasn't picked in the last play tests of the Legendary Mod and I suspect that bringing DS2 Adepts up to date will be more of a 100 hour job than 10 hours.

I also recommend that everyone try out Dawn of Aranna, it is quite a feat of mapping and caused me to delay releasing the Legendary Mod as I tweaked the frustrums and view distances to similar values used in that map. And of course the Erthos Struggle Map was where the MLA mod originated from.

Rare bug

Donar wrote:
Hi i need help i have a bug on the ice cave i wont to go to the last secret for the chest but there is the Terrain missing so i cant go there https://imgur.com/a/AY14tuf

Have you tried what KillerGremal suggested?

This particular area in the Alpine Caverns is extremely sensitive to changes in the view distance caused by the All*Saves v2 or Succubus Manager. You haven't mentioned whether you're using these or not so we can only speculate.

In earlier betas there has been a few reports of missing terrain caused by the engine not loading regions that are faded out (many regions are faded out by default and have to be loaded through triggers as otherwise they would overlap the region you're currently in).

I have tweaked the frustrum and view distances in that area to be as stable as possible and I personally didn't encounter any problems even after at least 6 playthroughs using the default launcher. If you are still experiencing problems, could you please give us as much information as possible, i.e. are you using the latest version, where did you download it from, are you using the launcher supplied in the installation program, etc.

KillerGremal's picture
Probably never ends...

I still have items on my to-do-lists... - and even considering the state now, any (testing) feedback would be insightful.

Personally, right now i prefer modding matters that rather seem to require less than 10 hours, and not ~100 or more.

 
However, if you are bored anyhow and visited already all of the maps shipped with the Legendary Mod
then you possibly may like to try out one of these maps too:
- Dawn of Aranna: https://www.siegetheday.org/?q=node/3582#comment-48145
- Erthos Struggle: https://www.siegetheday.org/?q=node/583

 
 

@Donar: Hi there. After a closer look it seems a piece of an icy dungeon wall sticks right in the elevator platform!?
An incorrectly loading map may be caused by other reasons that possibly are not map related at all.
However, should you have boosted/tweaked the sight range, try disabling this and revisit this area again.

Hi i need help i have a bug

Hi i need help i have a bug on the ice cave i wont to go to the last secret for the chest but there is the Terrain missing so i cant go there https://imgur.com/a/AY14tuf

bare_elf's picture
Will be ready to test when ready

iryan wrote:
bare_elf wrote:
sigofmugmort1 wrote:
Happy it's done Dance Cheer Dance Big smile

sad the playtesting is over Sad(

I really have over 500 posts on this Puzzled Shock with over 400 screenshots Shock Shock

Insane Dwarf

I might miss getting run-over by a certain Elf

I will still run you over my lovable Dwarf also throwing pies will not stop

Elf

Thank you very much everyone, the mod would never have got to this point without your support and perseverance. It ended up much more than a mere port of the old maps to DS2.

Off topic but there'll still be things to test sometime in the future. Now the Legendary Mod is basically done and dusted, I can move onto finishing Adepts. There is also third party maps for the Legendary Mod which probably could do with finalizing. However I can't even guess when I'll be able to get around to all of this.


We will still be here no matter how long it takes for you to get to Adepts and the third party maps Smile It will give me something to do when I am old and gray Tongue
Elf

Still things to test

bare_elf wrote:
sigofmugmort1 wrote:
Happy it's done Dance Cheer Dance Big smile

sad the playtesting is over Sad(

I really have over 500 posts on this Puzzled Shock with over 400 screenshots Shock Shock

Insane Dwarf

I might miss getting run-over by a certain Elf

I will still run you over my lovable Dwarf also throwing pies will not stop

Elf

Thank you very much everyone, the mod would never have got to this point without your support and perseverance. It ended up much more than a mere port of the old maps to DS2.

Off topic but there'll still be things to test sometime in the future. Now the Legendary Mod is basically done and dusted, I can move onto finishing Adepts. There is also third party maps for the Legendary Mod which probably could do with finalizing. However I can't even guess when I'll be able to get around to all of this.

bare_elf's picture
I will miss running over dwarves

sigofmugmort1 wrote:
Happy it's done Dance Cheer Dance Big smile

sad the playtesting is over Sad(

I really have over 500 posts on this Puzzled Shock with over 400 screenshots Shock Shock

Insane Dwarf

I might miss getting run-over by a certain Elf

I will still run you over my lovable Dwarf also throwing pies will not stop

Elf

KillerGremal's picture
Great Achievement

That's a really splendid installer! Cool
I just check out today the maps and everythings seems to work well!

Thanks for all the outstanding efforts! Smile

Happy and Sad

Happy it's done Dance Cheer Dance Big smile

sad the playtesting is over Sad(

I really have over 500 posts on this Puzzled Shock with over 400 screenshots Shock Shock

Insane Dwarf

I might miss getting run-over by a certain Elf

kathycf's picture
Congratulations

Congratulations to you both!

This has been an interesting project to follow these last few years. It also reflects a major investment in both time and modding talent. Kudos for all your hard work and dedication. Smile

kathy

Thank you iryan ...

.. and KillerGremal for giving us so much to get our teeth into. Stupendous achievement.

I've been amusing myself the last two-and-a-half weeks by playing LoA, the one map I never got round to testing before. I've just arrived on Mount Kretch through the portal after killing Nosirrom the lizard king.

On MODDB and Nexus Mods

The mod is now on both MODDB and Nexus Mods.
We'll see how it goes.

Thanks once again for the tremendous help I've received from everyone here in getting the mod to this point. It wouldn't be possible without you all. I've tried to credit everyone who helped with the mod but if I've overlooked you, please accept my apology.

Version 1.01 Released

Version 1.01 of the DS2 Legendary Mod has been released. This is the final public release version of the mod. You can download it either as an installer version (split into 3 due to recalcitrant rules of MEGA NZ, which would otherwise require people to install their desktop app) or as separate modular files.

The installer also includes some mini-mods which can alter behaviour of the mod or includes DS1 style additions. There's a simple preconfigured mod manager to help manage these small mods. It's nothing like the mod managers available for DS1 but its the best I could find.

I plan on putting the mod on Nexus Mods and Moddb at least. It'll probably find its way to other sites as well, if the betas are anything to go by.

So after 8 years since its inception by KillerGremal and 6 years since I became involved, the end of the road is upon us. It would have undoubtable been completed earlier except I had to take a break twice due to modding fatigue, for which I apologise.

So what now for the Dungeon Siege series (not mentioning DS3 as that was just a console derived ripoff)? I still believe that there's untapped potential in the DS2 engine but for some unfortunate mistakes by GPG held it back from every achieving anything like the modding success of DS1. Not understanding your target audience for a game you're making has to be the biggest mistake of all but GPG did it by including the ridiculous CRC check in saved games which inhibited modding. They attempted to target the multiplayer audience while not understanding the importance of supporting modding for the game. This lack of insight would prove to be the downfall of the company, Wildman anybody?

Anyhow I hope everyone enjoys the mod.

KillerGremal's picture
Better Monster Amounts

There is now a little update of the (Monster) Level Adjustment mod available (actually by the same link as before).
 
Luckily Iryan pointed me recently on a (little) bug that kept as floating intended monster levels too limited.
This bug is fixed now, and there is also now the 'monster_base_density' option - combined with the existing 'monster_bonus_per_member' option it attempts to offer more flexibility concerning varying resp. hardly unpredictable party sizes.

The current default of the 'monster_base_density' is 85% (hence trying to eliminate 15% of the common monsters) while the 'monster_bonus_per_member' is 7% now (recently 6%).
These defaults will become effective as soon as this mod is downloaded+activated for the map you are playing currently.

In theory however a lower base density and a larger addition per member is well imaginable, but as risk-reduction I hesitated a bit because it's not always easy to say (to technically detect) whether a monster is just here to provide fun/loot/exp/... or if this monster possilby has some quest relevance no other monster can perfom.

Positional aspect bug indeed

KillerGremal wrote:
iryan wrote:
. . . The bug with the doors is associated with those reported with the sanctuary doors, tables and similar furniture. Frequently the game ignores the blocking aspect of these objects, so you can walk through them. Why I don't know, probably for the same reason some triggers fail to work in one position but move them slightly and they suddenly work. So a positional aspect type of bug? I'm sure if I knew beforehand how troublesome this aspect of modding would be and how much of my life would be sucked into trying to fix them, the mod would never have been created.
Perhaps a positional matter indded, so could this happen because these objects do not touch exactly the ground!? And while some vertical offsets was accepted in DS1, in DS2 it's not for some reasons (remember the lever placement issue, also not that logical).

For an good/automatic work-around however screen-shots would be helpful, or the position data reported by a Ctrl-Alt-dropped health potion.

 
 

You were correct as always, it is indisputably a positional aspect misalignment bug that causes doors or other blocking type objects to suddenly become non-blocking. I made a simply test placing a number of doors and then blocking objects (the tables from the castle set) in a map so that they should block all movement through them.

I then deliberately raised a couple of them slightly above the ground and they became non-blocking. A final test of placing them back on the ground in the Editor then solved the issue and they became blocking again.

So a simple bug which can simply be fixed, assuming all such occurrences of this type can be reported for investigation and bug eradication. So thanks Eksevis for highlighting the issue once again and KillerGremal for the subtle hint which proved very easy to prove.

I know now it's my fault that many sanctuary doors became non-blocking as they often had to be shrunk in order to fit in the passage-ways. However very few doors were altered in the conversion so maybe a few doors have modified meshes in DS2. It may surprise many people that DS2 still has a lot of DS1 meshes in it's assets, though many/most are unused. Some have been modified and re-used, which is why the infamous lever bug first occurred (for those unaware, there's a lever from DS1 that is used in DS2 but has been modified in some way so that it becomes misaligned in DS1 maps. Replacing it with the original DS1 mesh fixes the problem in DS1 maps but causes the lever to sink into the ground in DS2 and so become unusable. The only true fix is to manually re-align every single lever in DS1 maps so they appear floating in mid air in the Editor but are actually touching the wall inside the game).