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DS1 Legendary Mod for DS2 Beta Thread

This thread is devoted to comments, bug reports and fixes and discussion about the DS1 Legendary Mod for Dungeon Siege 2 and Dungeon Siege 2: Broken World.

Full version Installer version
DS2 Legendary Mod v1.01 Full Setup (1.18 GB)
Hosted on Goggle Drive.

DS2 Legendary Mod v1.01 at MODDB
DS2 Legendary Mod at Nexus Mods

Split version Installer version
DS2 Legendary Mod v1.01 installer (410Mb)
DS2 Legendary Mod v1.01 part two (410Mb)
DS2 Legendary Mod v1.10 part three (387Mb)
Download all three parts to the same location and run DS2_Legendary_Mod_v1.01_Setup.exe.
Thanks to MEGA Limited for hosting the file. The link goes to a separate page where the mod can be downloaded. I recommend right clicking and opening in a new tab or window.

Hotfix for fades issue in Kingdom of Ehb v1.01
Hotfix v1.01

Please note that the mod must be installed in the Dungeon Siege 2 resources folder even if you own Broken World. Unexpected glitches will occur if you don't.

The installer version also includes a number of min-mods and a simple mod manager to enable them, which isn't available if you download the mod as separate modules below.

Here's the links of all required files for the full version as separate modules;
Thanks to MEGA Limited for hosting the files. Each link goes to a separate page where the module can be downloaded.

DS1_Map_Legends_of_Aranna_Beta_v1.01.ds2res (37Mb)
DS1_Map_World_v1.01.ds2res (46Mb)
DS1_Map_Utraean_Peninsula_v1.01.ds2res (74Mb)
DS1_Map_Yesterhaven_v1.01.ds2res (20Mb)
DS1_Mod_Content_v1.01.ds2res (314Mb)
DS1_Mod_Logic_v1.01.ds2res (2.6Mb)
DS1_Mod_Sounds_v1.01.ds2res (343Mb)
DS1_Mod_Terrain_v1.01.ds2res (123Mb)
DS1_Mod_Voices_v1.01.ds2res (240Mb)
Mod-DS1Map-ArhokXP-Beta5.ds2res (30.2 Mb)
Diabloish Map for DS2 Beta 2e (15.5 Mb)
Level Adjustment Mod, Beta 5t (0.8 Mb)

Please note that the DS1 Content Pack is included within the mod but for reference here's the separate download link;
DS1 Content Pack, Alpha11b (19.2Mb)

Mod Game Manual
DS2_Legendary_Mod_Manual.pdf

Current Readme for KillerGremal Mods
DS1 Content Pack Readme: http://ds2.bplaced.net/getfile.php?redict=173&type=.txt
Level Adjustment Mod Readme: http://ds2.bplaced.net/getfile.php?redict=107&type=.txt
Diabloish for DS2 Readme: http://ds2.bplaced.net/getfile.php?redict=189&type=.txt

This mod allows players the opportunity to play Kingdom of Ehb, Utraean Peninsula, Legends of Aranna and Yesterhaven from the original Dungeon Siege in Dungeon Siege 2 and it's expansion, with all the benefits that provides. Think of it as more of a remastered version of the original Dungeon Siege than a mere port to a newer engine.

The mod is based on Killergremal's original work on the Utraean Peninsula, Kingdom of Ehb and Yesterhaven, found at this thread; https://siegetheday.org/?q=node/1330

Elys All*Saves or Elys' Succubus Manager is recommended to play the mod, which most users of this site probably already use. However either use v1 of All*Saves or turn off the seefar option in the launcher as the mod incorporates seefar moods directly in the maps for better balance without the glitches and distortions caused by using a too high a level of seefar in the launcher. Version 1 of Elys All*Saves is distributed in the installer version in original DS2 (v2.2), Broken World (v2.3) and Steam versions.

Partial Language Translations
French https://www.siegetheday.org/~iryan/files/Language_Packs/DS1_Mod_French_Language_Pack_Alpha_3.ds2res (138 Mb)

Forum Threads for KillerGremal's Mods
DS1 Content Pack & Diabloish https://siegetheday.org/?q=node/1330
Return to Arhok https://siegetheday.org/?q=node/1289

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Link to thread containing user made maps from DS1 that have started being converted to DS2.
https://www.siegetheday.org/?q=node/1916

Please put any comments, suggestions, reports, etc. about user made maps into that thread rather than here. All maps should be fully playable from start to finish but please expect bugs as they are still only alpha versions.

KillerGremal wrote:
@bare_elf: The Utraean characters look interesting. Smile
Supposed that the giant textures (often) fit so well, did you already consider it once to use generally the half-giant model and half-giant textures for the human body/model for males!?
Honestly I've lost a bit the context so i'm not sure if this would cover all intentions but it could save some work.

I may be losing my memory, but I thought the half-giant was the same mesh, with just a scale change. In which case, you're already doing so.

ghastley wrote:
KillerGremal wrote:
@bare_elf: The Utraean characters look interesting. Smile
Supposed that the giant textures (often) fit so well, did you already consider it once to use generally the half-giant model and half-giant textures for the human body/model for males!?
Honestly I've lost a bit the context so i'm not sure if this would cover all intentions but it could save some work.

I may be losing my memory, but I thought the half-giant was the same mesh, with just a scale change. In which case, you're already doing so.

You are correct ghastley the half giant uses the same mesh as the other male characters in DS2 and the larger size is just a scale change, The dwarf, half-giant, human male and elf male all use the same mesh. The dwarf is just a scale change to a smaller size and the half-giant to a larger size or maybe not according to Dark_Elf. I do not really care since it fits. Sorry I am in a bit of a bad mood right now.

Elf

@Iryan
Since these maps are from DS1 I really do not think you need to have any of the DS2 Characters in the recruitable list. For Kingdom of Ehb, you should leave it be with the characters you have and the Same with Utraean Peninsula as there appears to be enough helping hands for each map. For Legends of Aranna it might be nice to have one or two more recruitable female characters like you had in Legends of Utrea 3.2 maybe one in the cabin down the hill from Arhok and one in the Giant's camp. It would be nice to have two or three recruitable characters in the Yesterhaven map so you do not have to bring a party from another map I guess you could use a female that is ranger and combat magic skilled, A nature mage of either sex, and a melee fighter of either sex.

Elf

iryan wrote:
Thanks everyone for their help with the Utraean race, they're looking great!!!

Now that we're polishing the characters in the mod now, I thought we'd think about the various recruitable characters and ways they may be able to be improved, like the Utraeans. After all they have a prominent place in the game as they're in your party and you interact with them in the world, hiring and firing as you meet them, etc.

There's now 35 recruitable characters in the game, including the 11 from DS2 and BW. Here's a rtf containing basic info about them all; http://www.siegetheday.org/~iryan/files/Characters.rtf

One issue we have that the inn won't hold that many characters. I think PhoeniX looked at the issue but couldn't find a workaround. At the moment you have to permanently disband characters to recruit new ones once you reach the limit (I think it's 30 or so). So what's the ideal number of characters?

Also can some of them be revised or even replaced? Is there characters not there that you think should be? For Ehb and LOA I used most of the more prominent characters but about 12 aren't recruitable any more (DS1 allowed you to have 8 characters in your party). The Utraean Peninsula is different as they're all my own making, being a mixture of revamped original LOU characters and DS2 characters (like Drevin, Drianjul, Tanzi, Magentus and Arinth). So these could be radically revamped if necessary. Even Drakelf's new Dark Elf race could be incorporated if he agrees and would like them included (the original LOU if you remember had several races to recruit such as Ghastley's Naja, DS revived'd Gargoyle and skeleton).

Their specialities could also be refined a bit as well as any secondary disciplines as I included a lot of dual class characters inline with BW. I'm also refining their starting gear but the problem here is that I can't predict what level the character may be when recruited as the order the player plays the maps could be completely different. In one game Ulora for example could be level 8 but another could be level 60. KillerGremal's excellent code will automatically raise the level of the recruitable characters so they'll never be obsolete when encountered but this doesn't work with their starting gear.

So suggestions on improving the recruitable characters in the mod are welcomed.

i haven't played but the ehb map so far consistently, so can't really say what u need, but i would say without looking that the microsoft free maps probably need a bunch of mercs, i know i will play those maps with new characters and wont be making my old mercs travel far from their wives, husbands, and children Tongue

what i saw of ehb mercs they are nice, i beleive the mages need more starter spells, perhaps similar to what deru, taar, lothar get. maybe give the highers some stuff like the higher mercs in ds2 get, but it should be based on what there real level is, if one starts at level 60 they can always goto shop and buy what they need.

for weapons could make templates and give mercs their own branded weapons, like drevin had with his hammer and shield and his precious medalion, and not make them pcontent allowed that way they wont be in shops and maybe have them with damage (character_level *1) + 1 or whatever the progressive code is...
ds2 has flick to give the mercs armor, weapons and spells for merc, vet and elite not sure that flick would work with this map project, as those limits dont seem to apply.

Phoenix wrote:

Don't forget the recruitable characters from Hotfix/Aranna Legacy, Erthos, Sharkull's Test Map, and my 2 mods. The hireable characters from all mods I can think of pushes the total to almost 50.

The Inn storage is a hard code issue I am afraid. Enough so that it is included in the Dungeon Siege II Readme File located in the main Dungeon Siege 2 folder.

more like 100+ if u counted 40 some pets lol but i wouldnt bring any of my modded crap to ds1 maps, nor would i suggest using a pet shop to hire mercs but that works too. lol anyways... this inn is a problem, esp with the 3 pages, i suspect not all code is in gas, some was even in conversations, while others are in the ui. i wish if true they hadn't hardcoded it. this game would be like the paris hilton holding 200 characters lol
-------------

So it has been written, and so it shall cometh to pass! Quothe The Darkelf, forevermore!

@ Dark_Elf and KillerGremal
I just wanted to say that even if the different male characters in DS2 have different meshes and are of different sizes the pattern for the male armor is the same for each type and each race also armor is very stretchy. So all I can say is if the skin fits wear it. I will have to adjust the skin tones a touch, but as yet have not discovered a window where I have time to do such.

@Iryan
I think it would be a real good idea that each major city or stopping point have a link to all other major cities and stopping points. The reason being would be to go back to pick up a secondary quest or find a missed area or just to explore. In DS2 and Broken World both there was always a link between acts and a link to major locations that was really the only thing in my mind that made travel in DS2 better than in DS1. I sometimes get tired of walking and since there would be little reason to go after a secondary quest if one had to walk hours and fight monsters over again just for the pleasure of finishing a secondary quest that has no affect on the outcome of the game other than to say hey look I got them all!! By the way I have arrived at the Cliff City in Legends of Aranna.

Elf

If what I said above makes little sense it is because I am tired from a very long day. I will look at the post and fix it when I can see straight

I've updated the Utraean Race test resources and tried it in a saved game and was surprised that the recruitable characters converted almost without flaw (this was with changing their template dependencies).

Th only glitch is that the armor textures aren't showing properly (they're correct as I checked them) as you can see with Nardulo and the tribal armor. Yet the armor textures show up properly in a new game with a hero character. Possibily this is because the armor is saved with the saved game with the reference texture of the existing character (in this case it was a human_male not an utraean_male).

So here's the tanked resource file; http://www.siegetheday.org/~iryan/files/Utraeans.ds2res (7.87 Mb) which you can pop in and start testing even if you have recruited the Utraeans in LOA. Should be perfectly compatible with the Cat Mansion Girls and includes a fixed test map that works in BW. This is for BW only.

What other playable races are there that should have entries in the ui, faces.gas and character_camera.gas for compatibility reasons?

Iryan,
Does the utraeans.ds2res go in the broken world resources directory since this is for broken world only.
Elf

bare_elf wrote:
Iryan,
Does the utraeans.ds2res go in the broken world resources directory since this is for broken world only.
Elf

Sorry for not being more clear about it but yes you put it into the broken world resources directory (as it would muck up the main character portrait for anyone playing vanilla DS2 if it was located there).

For the main release I'll release the resources with DS1_Content.ds2res with two minimods for either DS2 or BW to enable the playable hero form of the Utraeans. I'm already testing this out now and the changes in the recruitable Utraeans work just like the mod I posted but there's no playable hero form unless you enable them with a minimod (for compatibility reasons).

By the way I've discovered another glitch. The old heads are still there despite being replaced in the updated templates (starting a new game should fix this). For Nardulo and Algher this isn't apparent but don't go removing Jharmaya's helmet, it's not pretty!!

bare_elf wrote:
@Iryan
Since these maps are from DS1 I really do not think you need to have any of the DS2 Characters in the recruitable list. For Kingdom of Ehb, you should leave it be with the characters you have and the Same with Utraean Peninsula as there appears to be enough helping hands for each map. For Legends of Aranna it might be nice to have one or two more recruitable female characters like you had in Legends of Utrea 3.2 maybe one in the cabin down the hill from Arhok and one in the Giant's camp. It would be nice to have two or three recruitable characters in the Yesterhaven map so you do not have to bring a party from another map I guess you could use a female that is ranger and combat magic skilled, A nature mage of either sex, and a melee fighter of either sex.

Elf

The DS2 characters are listed because once I've finished the DS1 MapPack I want to extend the Monster LevelAdjust Mod to both DS2 and BW. So a player could possibly get to level 100 or close to it without ever leaving Mercenary Level!

It's not so much to do with filling the map but having interesting characters the player really wants to play with. Some of the Utraean Peninsula ones don't fit this bill. Should Dreven, etc, even be there?

There'll be another dwarf in LOA (probably Kronus reenabled), Mheagan in the Giant's Camp reenabled again and another Utraean female. For Yesterhaven, it'll be easy to add another 2-3 though I quite enjoyed playing through it with the pets as it was quite different to my usual playing style and if you use Custom Pets Reloaded you can hire characters as pets who then act just like regular recruitable characters.

I think Ehb is fine as I used the most prominent of the old characters anyhow.

bare_elf wrote:
ghastley wrote:
KillerGremal wrote:
@bare_elf: The Utraean characters look interesting. Smile
Supposed that the giant textures (often) fit so well, did you already consider it once to use generally the half-giant model and half-giant textures for the human body/model for males!?
Honestly I've lost a bit the context so i'm not sure if this would cover all intentions but it could save some work.

I may be losing my memory, but I thought the half-giant was the same mesh, with just a scale change. In which case, you're already doing so.

You are correct ghastley the half giant uses the same mesh as the other male characters in DS2 and the larger size is just a scale change, The dwarf, half-giant, human male and elf male all use the same mesh. The dwarf is just a scale change to a smaller size and the half-giant to a larger size or maybe not according to Dark_Elf. I do not really care since it fits. Sorry I am in a bit of a bad mood right now.

Elf


Well, half-giants and human/elf males have the same number of bones (in the same order, so you can use animations of human males for giant too and vice-versa). However if you consider 'mesh' as net of polygons then it doesn't look the same for half-giant human/elf males (although the difference isn't that big):

About dwarve i can't say a lot expect of that the dwarf from DS1 are quite different than those from DS2, and in both cases you can't use animations from humans or half-giants.

 

 

iryan wrote:
. . . once I've finished the DS1 MapPack I want to extend the Monster LevelAdjust Mod to both DS2 and BW. So a player could possibly get to level 100 or close to it without ever leaving Mercenary Level!
. . .

That's not that difficult. Wink
There's already an *.ini option, so 'monster_adjust_world = ds2_world,ds2x_world' would enable the LevelAdjustment mod for the official maps (or simply 'monster_adjust_world = all').

Besides of this, the guy next to the teleporter at Erulan is selling the Rune of Mending which will adjust all nearby monsters (it works without special activation, originally intended for quests initially skipped).

KillerGremal wrote:

iryan wrote:
. . . once I've finished the DS1 MapPack I want to extend the Monster LevelAdjust Mod to both DS2 and BW. So a player could possibly get to level 100 or close to it without ever leaving Mercenary Level!
. . .

That's not that difficult. Wink
There's already an *.ini option, so 'monster_adjust_world = ds2_world,ds2x_world' would enable the LevelAdjustment mod for the official maps (or simply 'monster_adjust_world = all').

Besides of this, the guy next to the teleporter at Erulan is selling the Rune of Mending which will adjust all nearby monsters (it works without special activation, originally intended for quests initially skipped).

I know but as you comment in your notes, the quest bosses will be broken somewhat as they have set health and attack values, so will end up vastly underpowered. So all of these will need to be adjusted, probably like what I did with the DS1 bosses, so they can level up with you.

And I may also have some of the more prominent DS1 monsters running around as well. This is actually how I originally started modding the DS1 monsters in DS2, if anyone remembers those first pics I posted.

KillerGremal Wrote:
@bare_elf: The Utraean characters look interesting. Smiling Supposed that the giant textures (often) fit so well, did you already consider it once to use generally the half-giant model and half-giant textures for the human body/model for males!? Honestly I've lost a bit the context so i'm not sure if this would cover all intentions but it could save some work.

@KillerGremal

I just wanted to explain again as I must not have been clear. I am using the half-giant #11 skin color and the the male armor pattern to make the Utraean armor drawings. I am not using the mesh or making a new one that is beyond my skill set, what I am using is the pattern, the drawings for the armor are all the same size and for males of any race the pattern for each type is the same for each race. In reality it is a cross between sewing a new dress from a pattern and painting by numbers. Hope that is clearer Smile

Elf

Here is a custom armor that might work for the Utraean Males :jawdrop:

:goofy:

Elf

Valleypeek ds2 alpha1
thanks to Arendo for original version

http://www.mediafire.com/?tlg6ihvj7vqxg1y

currently has no radar and the rock beasts kill me instantly lol,

requires ds1 map resources from this project, unfortunately the level adjuster dont work yet.

place in bw resources folder... may work in ds2 resources but too lazy to test there

this is alpha 1, just to get it working with ds2/bw

Darkelf wrote:
Valleypeek ds2 alpha1
thanks to Arendo for original version

currently has no radar and the rock beasts kill me instantly lol,

requires ds1 map resources from this project, unfortunately the level adjuster dont work yet.

place in bw resources folder... may work in ds2 resources but too lazy to test there

this is alpha 1, just to get it working with ds2/bw

Looks good so far Dark_Elf. :thumbup1: I killed all the rock beasts for you so it should be easier to work on the map now. :fishslap:

Elf

Had not used the "override fog and frustum" settings for some time now, but found that the setting also affects the monster_level_adjust moods.

Set it for 60 and the monsters gained 60 levels. Smile

PhoeniX wrote:
Had not used the "override fog and frustum" settings for some time now, but found that the setting also affects the monster_level_adjust moods.

Set it for 60 and the monsters gained 60 levels. Smile


That's a nice catch! Smile / Sad
So I should probably rethink the 'mood tweak'. Initially it was ok, meanwhile it's pretty overloaded anyway.

For the time being I recommend not to overwrite fog/frustum settings with the All*Saves loader since custom maps are using more comfortable camera/fog settings compared to GPG's maps.

KillerGremal wrote:

That's a nice catch! Smile / Sad
So I should probably rethink the 'mood tweak'. Initially it was ok, meanwhile it's pretty overloaded anyway.

For the time being I recommend not to overwrite fog/frustum settings with the All*Saves loader since custom maps are using more comfortable camera/fog settings compared to GPG's maps.

Everything now becomes clear, thanks PhoeniX for finding that!

That's why when I downloaded KillerGremal's Return to Arhok and played it, all the monsters were way higher level than my party. I play using the lowest setting on the All*Saves Loader of 50 as it makes a dramatic improvement to the game's appearance (I hate Fog).

With the DS1 Maps I disabled the fog block in moods_monsterlevel_adjustment.gas because of this bug but of course the fog block is present in Return to Arhok. I've actually reported this to you a while ago but I didn't mention that I used the overwrite fog/frustrum setting on the launcher. Otherwise you'd probably picked this up a long time ago. Sorry.

So if the mood tweak or even all the settings in moods_monsterlevel_adjustment.gas were moved to a ini file that probably would be best for compatibility reasons.

Darkelf wrote:
Valleypeek ds2 alpha1
thanks to Arendo for original version

currently has no radar and the rock beasts kill me instantly lol,

requires ds1 map resources from this project, unfortunately the level adjuster dont work yet.

place in bw resources folder... may work in ds2 resources but too lazy to test there

this is alpha 1, just to get it working with ds2/bw

Great stuff Darkelf. There's a goldmine of old DS1 maps that could be converted and played in DS2. I've mucked around with a couple, Diabloish, Loridan and Realms of Kings and got them to a playable state and I know KillerGremal has been mucking around with Diabloish as well. Of these Realms of Kings is the most finished state and if you want I could post it for you.

Currently KillerGremal's Mod-DS1Content-Alpha10h overwrites the original DS1 templates so you get a lot of DS2 monsters (apart from the DS1 ones he converted)(you may also prefer this as well) and Loridan and Realms of Kings further confuses things by using 2W_ and 3W_ monster templates in their maps.

For the DS1 official maps I renamed all of the instances and templates to different formats so they wouldn't appear as DS2 monsters. It also has the advantage that the bestiary will work properly for each individual map.

We've been talking about reinstating the original DS1 template names but KillerGremal would need to change his Mod-DS1Content for that to work. Trying to overwrite his template names doesn't always work as some DS2 monsters still appear. I could disable the master file (as all of the DS1 to DS2 monster template conversions are in 1 gas file) but it would still be good to have the option of playing the DS1 maps with just DS2 monsters (or a mixture) for those interested.

Another hitch is getting permission from the original authors for releasing their old maps. I've tried contacting the original authors with assistance from bare_elf but after all of this time it's pretty hopeless. Though unless the map is protected and there's a prohibition in any readme against modifying the map, it should be fine if credit is given to the original author.

iryan wrote:
. . .
Currently KillerGremal's Mod-DS1Content-Alpha10h overwrites the original DS1 templates so you get a lot of DS2 monsters (apart from the DS1 ones he converted)(you may also prefer this as well) and Loridan and Realms of Kings further confuses things by using 2W_ and 3W_ monster templates in their maps.

. . .

We've been talking about reinstating the original DS1 template names but KillerGremal would need to change his Mod-DS1Content for that to work. Trying to overwrite his template names doesn't always work as some DS2 monsters still appear. I could disable the master file (as all of the DS1 to DS2 monster template conversions are in 1 gas file) but it would still be good to have the option of playing the DS1 maps with just DS2 monsters (or a mixture) for those interested.

Indeed we had some problems to sync our path structures, but I don't think my content mod (still) overwrites your monsters - because, let's assume once you would disable that 'master file', where would the template 'krug_scout' come form for example? Does your logic/content mod provide it?

As pointed in one of my recent PMs, keep the gas files for monster templates in the folder/path where they are now and try to maintain the original template name from DS1.
I'm pretty sure your monster templates (using the DS1 template names) will overwrite then my auxiliary ones, and like this players could enjoy your great work on other DS1=>DS2 maps as well.

 

iryan wrote:
. . .
For the DS1 official maps I renamed all of the instances and templates to different formats so they wouldn't appear as DS2 monsters. It also has the advantage that the bestiary will work properly for each individual map.
. . .
That might be, unfortunately other DS1=>DS2 maps still use the originally named generators and monster instances...

However, concerning the bestiary you could simply add missing 'stats' that are needed for the bestiary.
There are only 1-2 dozens of DS1 monsters in my content mod, and assumed you want to use/keep 'spider_ado_ds1_stats' for 'spider_adolescent' but 'spider_adolescent_stats' isn't there to support the bestiary, then you could add:

[t:template,n:spider_adolescent_stats]
{
	specializes = spider_ado_ds1_stats;
}
The bestiary shouldn't become aware of this redirection. Of course you could use this opportunity to edit/add other damage/defense/life stats too, that's on to you then.
 

KillerGremal wrote:
Indeed we had some problems to sync our path structures, but I don't think my content mod (still) overwrites your monsters - because, let's assume once you would disable that 'master file', where would the template 'krug_scout' come form for example? Does your logic/content mod provide it?

As pointed in one of my recent PMs, keep the gas files for monster templates in the folder/path where they are now and try to maintain the original template name from DS1.
I'm pretty sure your monster templates (using the DS1 template names) will overwrite then my auxiliary ones, and like this players could enjoy your great work on other DS1=>DS2 maps as well.

 

That might be, unfortunately other DS1=>DS2 maps still use the originally named generators and monster instances...

I've made an Alpha version of an auxillary DS1 monster map support ds2res for anyone whose interested in trying to convert any of their old maps or other 3rd party maps from DS1 to DS2.
http://www.siegetheday.org/~iryan/files/DS1_Mod_Monster_Map_Support.ds2res

Here's an alpha version of the Realms of Kings (33 Mb)to try it on;
http://www.siegetheday.org/~iryan/files/DS1_Realms_of_Kings.ds2res

All credit to the original author daocvet. If anyone wants to continue converting this map feel free to continue as I don't have time with all the testing of the DS1 Map Pack.

Both files go into the DS2 resources folder but will work in BW as well.

The DS1 monster map support ds2res contains all of the original DS1 monster template names and it appears to overwrite KillerGremal's content mod templates. It also contains veteran and elite named templates. However it's quite untested and will probably require some adjustments, as for instance the DS1 scorpion has the same template name as the DS2 scorpion so I renamed it to scorpion_ds.

NPCs aren't changed but most of them have already been converted in the Map Pack and the others will need to be edited by hand (ie. Realms of Kings uses quite a few 2W_ and even 3W_ npcs for some obscure reason).

#Update: Generators have now been uploaded into the mod

iryan wrote:
. . .
I've made an Alpha version of an auxillary DS1 monster map support ds2res for anyone whose interested in trying to convert any of their old maps or other 3rd party maps from DS1 to DS2.
http://www.siegetheday.org/~iryan/files/DS1_Mod_Monster_Map_Support.ds2res

. . .

The DS1 monster map support ds2res contains all of the original DS1 monster template names and it appears to overwrite KillerGremal's content mod templates. It also contains veteran and elite named templates. However it's quite untested and will probably require some adjustments, as for instance the DS1 scorpion has the same template name as the DS2 scorpion so I renamed it to scorpion_ds.

. . .

That's great, as far as tested it works very well! Smile

 

Sadly I hadn't have the time to check out 'Valleypeek' or 'Realm of Kings'. I'm curiou though, but right now I'm working on an alternate way for the Level Adjustment mod to configure it for each map individually.

@Iryan,
I was thinking about the teleport system as I walked about Aranna and discovered there is no teleporting from some locations to others. I would not advocate a teleport to a location ahead of where I had not walked but to be able to return to previous locations to pick up missed secondary quests or to visit a town in another act would be quite useful. Like being able to jump from Illcor to Arhok, from the Dig Site to Illcor (which I believe is already possible), from the Giant's Camp to either the Dig Site or Illcor. Kind of like in DS2 where you could always jump back from where ever you where to a previous act in the game or how they worked in the DS1 version of Legends of Aranna or Legends of Utrae 3.2. I guess I am just a lazy elf not willing to walk back to the start of the map to look for something I missed.

Elf

bare_elf wrote:
@Iryan,
I was thinking about the teleport system as I walked about Aranna and discovered there is no teleporting from some locations to others. I would not advocate a teleport to a location ahead of where I had not walked but to be able to return to previous locations to pick up missed secondary quests or to visit a town in another act would be quite useful. Like being able to jump from Illcor to Arhok, from the Dig Site to Illcor (which I believe is already possible), from the Giant's Camp to either the Dig Site or Illcor. Kind of like in DS2 where you could always jump back from where ever you where to a previous act in the game or how they worked in the DS1 version of Legends of Aranna or Legends of Utrae 3.2. I guess I am just a lazy elf not willing to walk back to the start of the map to look for something I missed.

Elf

I left the teleporter system in LOA like the original where you had limited access to just the regional area via the displacer pads.

I can easily link the hub regions together just like DS2 and I'll try to come up with a test version for you to try tonight. If everyone likes it that way I'll keep it in the release version.

#Update: This mod will unlock the main town portals (Arhok, Illicor, Tradercamp and Xulphae's Cove)so you can reach the other towns once you reach them. Should be fully compatible with your existing saved games as it worked for mine.
http://www.siegetheday.org/~iryan/files/DS1_Mod_LOA_Teleporters_Unlocked.ds2res

Place it in your DS2 resources folder.

It works exactly how I saw it in my mind the other night. Nice little unlock Iryan. Thank You
Elf

I have arrived at Demlock's Cut with several Utraean's in my party. They are working quite nicely. The teleporter unlock has been very useful. KillerGremal's Level Adjustment Mod, Beta 5 appears to be functioning as advertised. There are a few things that Iryan and I are working on that have not been released yet and all is going for the most part very well in that area too. I hope to look at the additions to the Yesterhaven map very soon also.

Elf

Almost to the end of this test run of the DS2 Legends of Aranna Map. Once again I am lost in the tunnels of the clock. This has happened for years, every time I get here I forget where I am going. Maybe it is the ticking of the clock, could be a goblin curse. Also I can not find the switch to open this door. Yes I know it is to big to be an important door and the radar shows that it goes no where. However when I see a door I have to open it, its an elf thing.

Elf

bare_elf wrote:
Almost to the end of this test run of the DS2 Legends of Aranna Map. Once again I am lost in the tunnels of the clock. This has happened for years, every time I get here I forget where I am going. Maybe it is the ticking of the clock, could be a goblin curse. Also I can not find the switch to open this door. Yes I know it is to big to be an important door and the radar shows that it goes no where. However when I see a door I have to open it, its an elf thing.

Elf

That door actually goes to the Mad Doc secret room and only opens when you defeated the Shadowjumper.

It was a pain in the original map as you had to walk back to the door. I actually never did.

Now however if you cast town portal after Mr SJ is history and go back to Ciff City, you can use the teleporter there to go back to the teleporter that,s located not far from the door, which should now be opened. If you ever found the secret area in the original map, you know what to expect.

Found the Great Clock and the Shadow Jumper. Now it is time to party.

Map Looks ready to go Iryan

Elf

Congratulations to You and Iryan, for all the commitment you have shown! Smile

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