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

Thank You KillerGremal, we could not have done it without you. Cheer
After spending the night in the disco with Disco Krug and his friends :dance1: :dance2: :dance3: I think it is time to visit Yesterhaven one more time to see what is new, well I know what is new but I need to see if it works.

Elf

I finally made it to the halls of winter, those evil Krug came in waves as thick as molasses. With only myself and one NPC it was shoot a few then run like the wind until they stopped following, sneak back and shoot a few more. I do believe the Krug are in my relative's house pretending to be my relatives Smile While there I never even got out of the town of Yesterhaven. However thinking ahead, both the system in my apartment and at my relative's home have exactly the same DS2 and Broken World resources. So all I need to do is put my character's saved game folder on one of my flash drives and remember to put it in my pocket before leaving my apartment or returning to my apartment. So Far I have not found any problems or oddities.

Elf

bare_elf wrote:
KillerGremal wrote:
Congratulations to You and Iryan, for all the commitment you have shown! Smile

Thank You KillerGremal, we could not have done it without you. Cheer
After spending the night in the disco with Disco Krug and his friends :dance1: :dance2: :dance3: I think it is time to visit Yesterhaven one more time to see what is new, well I know what is new but I need to see if it works.

Elf

Yes without KillerGremal the mod wouldn't even exist and his work with the MonsterLevelAdjust Mod made playing the maps more balanced as otherwise it would be a nightmare.

bare_elf wrote:
I finally made it to the halls of winter, those evil Krug came in waves as thick as molasses. With only myself and one NPC it was shoot a few then run like the wind until they stopped following, sneak back and shoot a few more. I do believe the Krug are in my relative's house pretending to be my relatives Smile While there I never even got out of the town of Yesterhaven. However thinking ahead, both the system in my apartment and at my relative's home have exactly the same DS2 and Broken World resources. So all I need to do is put my character's saved game folder on one of my flash drives and remember to put it in my pocket before leaving my apartment or returning to my apartment. So Far I have not found any problems or oddities.

Elf

Yesterhaven seems quite stable even with that version. Don't forget you can recruit pets to help you (one is even free!).

The main differences between that one and the next version is support for KillerGremal's new ini for the MonsterLevelAdjust Mod rather than using a mood (which caused incompatibilities with the launcher if you changed the default settings in certain maps). There will also be mana and health bushes, clean up of broken triggers and 3 new recruitable characters. I didn't find any terrain that needed fixing (ie you can see the edge of the world) but if you spot any post a pic so I can find it in the editor.

The ini setting seems to work quite fine and everything seems more balanced. I have also adjusted the difficulty back to 100% and normal monsters are easy enough to kill but the minibosses are a lot tougher and can easily wipe out an unprepared party if you're careless. So I adjusted the random chance of a monster popping out of generators to zero as I thought it was quite unrealistic for so many minibosses to appear (a couple of times I had 3 pop out in quick succession, arghhhhhhhhhhhhhhh).

Continuing on with the test of the New Yesterhaven Map. Act 1 and act 2 are complete. I found the second NPC a Giant and purchased a pet. No problems with the map so far; very stable, Now it is on to Act 3 and the Fire King.

Elf

I'm trying to remember how the original DS1 version worked, but I seem to remember that the Snow Queen in town used a regular NPC model, rather than the same enemy character one you defeat in Act 1.

Has that part been changed for this, as I see she has the floating aspect and the "Boss mob" flaming ring?

I get a crit error when I try to start a new character with LoA. However, my level 133 party starts okay from clockroom but when I teleport back to Arhok I get the crit error.

All other maps load and play as intended. I must have something missing or something still installed that is no longer necessary. :?

PhoeniX wrote:
I get a crit error when I try to start a new character with LoA. However, my level 133 party starts okay from clockroom but when I teleport back to Arhok I get the crit error.

All other maps load and play as intended. I must have something missing or something still installed that is no longer necessary. :?

Hi Phoenix,

I do not see two files the first being the conversion of two of the LoA files the first is Expansion_DS1.ds2res which is the conversion of the Expansion.Map from the DSLOA map folder The second is ExpVoices_DS1.ds2res which is the conversion of the DSLoA expvoices.dsres.

That might help with the problem. I am also not running the ArhokXP mod you might try removing it if the two files listed above do not fix problem

Elf

The conversion of those 2 files did the trick.

I extend my gratitude to the Lady of Nekkidness. (bows gallantly)

@Iryan

Yesterhaven map working great. The new NPCs where very useful. The Citadel of Ash rooms above character's location no longer block the view. Map is solid and I consider it ready for release. However I am only an elf who needs glasses.

Elf

PhoeniX wrote:
The conversion of those 2 files did the trick.

I extend my gratitude to the Lady of Nekkidness. (bows gallantly)

You are very welcome Good Sir. Elf bows at the bird of fire.

Elf

bare_elf wrote:
@Iryan

Yesterhaven map working great. The new NPCs where very useful. The Citadel of Ash rooms above character's location no longer block the view. Map is solid and I consider it ready for release. However I am only an elf who needs glasses.

Elf

Great, thanks for your hard work.

It must be some of KillerGremal's magic coding in his latest content pack that fixed the fading of the Citadel of Ash as I didn't change anything there. I also noticed in Yesterhaven that the graphics on the pulley wheels that lower you down next to Yesterhaven are also correctly scaled and in the Crystwind Winds the gears on the big door at the end that leads out to Fallraen Forest no longer lower themselves to the ground as the door lowers. Interesting how we notice little things like that.

ghastley wrote:
I'm trying to remember how the original DS1 version worked, but I seem to remember that the Snow Queen in town used a regular NPC model, rather than the same enemy character one you defeat in Act 1.

Has that part been changed for this, as I see she has the floating aspect and the "Boss mob" flaming ring?

You're probably correct about that, it's been years since I last played the DS1 version of Yesterhaven.

In the first beta build she didn't even exist as the defeated Snow Queen. I just inherited her from the boss template for convenience. I could remove the ring but otherwise I think she's okay.

There's also extra unused templates for the 3 main bosses that are meant for the skrev defeated boss sequences that the original Yesterhaven used. Someone really good with the flick code could hook them up as per the original effect. It's a bit over my head I'm afraid, so I have them going into their defeated conversations almost straight away after defeat, except for the Lich King.

@Iryan
As you asked I am running through the newest version of the Utraean Peninsula so that you can get on with the work on Kingdom of Ehb. I have just finished hunting down Lord Hovart. He was a real tough pile of bones and his minions where legion but we prevailed and are currently re-supplying in Elddim before we venture into the Crystwind mines. I have as yet not found any problems with, quests, monsters or other things. Things look great so far, I really like the ambient characters and animals. The old man and his mule walking about Elddim is great, the animal sounds are also cool, every time I walk past the church in Elddim and the cat meows Dog jumps up and looks for the cat. I even looked out the door once thinking it was Dog's friend Squeaky the Cat. I will post again once I am in Crystwind or if I discover a problem.

Elf

Was shooting at a Krug just outside of the Miners' Haven, he was standing in front of the blocked passage to Fallerin. In the process of killing him the wall blew up and I was able to pass into the Old Mines without going through the Haven. This should not be so. Should only be able to open the passage from the Fallerin side.
Image follows:
http://www.siegetheday.org/?q=node/1921&size=_original

The Utraean Peninsula test goes on, The crew is currently in Fallraen. So far all quests are working, all hireable characters can be hired, enjoying all the extra ambient people and animals places now look like real towns, well except for the fact that there should be more drunk members of the 10th Legion in the Inn.
No problems at all Iryan, things look great, off to look for the Fallraen town stone (yes I know where it is) just being dramatic. I should be able to reach the next town before I fall asleep tonight.

Elf

bare_elf wrote:
Was shooting at a Krug just outside of the Miners' Haven,
he was standing in front of the blocked passage to Fallerin. In the process
of killing him the wall blew up and I was able to pass into the Old Mines
without going through the Haven. This should not be so. Should only be able
to open the passage from the Fallerin side.
Image follows:

You normally can't do that as you can't target the powder kegs. However it's
obvious what happened, an arrow either missed the Krug, penetrated the Krug
(however you probably wouldn't have that skill yet) or the Krug died just as
your archer shot at him causing the arrow to continue on its merry way, and
hitting the powder keg exploding the wall. Lucky shot!

All I can do is move the Krugs away from the wall to minimize the chances of a lucky hit.

I remember that passage because I haven't found myself a (fast) way to solve the matter with the powder kegs and the rocks - and if it hasn't changed yet I think it's possibly to pass it with several spells or powers.

I will recheck it, in Arhok XP there was a similar situation.

 

Edit 1/2/3:
Due to problems posting code with [code] or <code> here now the work-around in a text file for Iryan (or everybody else interested to know the evil side of 'cmd_change_property').

I have tested up to Lang, hired a new party member and sent a few
to the Inn for a drink. Will dive into the Goblin Warrens later today.
So far Iryan things are going good.

Elf

We are out of the Fury's Den, it took some work because the wraith
archers and mages are still difficult but jumping back to Lang for
more mana potions and moving slowly works quite well. 42 Miles from
Quillrabe hunting above ground again. Maybe I would like the caves
better if I where a dwarf or goblin, but being an elf I like open
spaces. Insane

Elf

@ KillerGremal,
I guess I will just have to except that when a person posts code it will make the screen so wide
that I can not see any post in the forum the code is in without having to scroll left and right
and makes things very difficult to monitor, it is not your fault it is something in how the site
handles things.
@ everyone else
So until this problem is fixed I will just make sure I do not allow the lines of
my posts to get to long. I really do not feel like going back and redoing the previous ones so
people live with it and please stop emailing me with questions like why are the screens so wide.

Elf

Iryan,
The Inn Keeper has no candle and he does not allow you to pick up an old party member
You get the first screen but when you click on recruit party member.

You get the following screen.

Elf

bare_elf wrote:
Iryan,
The Inn Keeper has no candle and he does not allow you to pick up an old party member

Elf

Thanks for the error report. Congratulations on finding it as it's been around since the very first beta (obviously nobody ever uses the Inn at that point in the game including me).

Was easy to fix as the template was lacking a store block (basically was lacking everything as was just a regular DS2 npc). Probably was a npc from the original version posted by KillerGremal that was never fully finished and I missed him because he seemed to have the proper responses. Incidentally he was originally located behind the counter but I moved him and replaced him behind the counter with a waitress due to the bug reported by Darkelf of party members getting stuck behind the counter if you recalled them from the Inn.

We have arrived in Grescal after a fun time hunting ants.

After visiting the shops in Grescal we where off to the crypts to rescue the town-stone and look
around for other interesting things. However we have encountered a stumbling block. The Naji are
almost totally immune to both melee weapons, ranged weapons, combat magic and nature magic. I really
do not think it is something in the Monster_Adjust mod, as all the other monsters are working how I
would expect level 99 to 101 monsters to react. Hard but not totally impossible. They are acting
as if they took lessons from the Wraith Mages and Archers and advanced past them.

oh yes the test of the cat mansion summon mod moves on as well.

Elf

Using the button on the trunk in Grescal I was able to defeat the Naji and now I am off to the great northern forest to hunt the Hiroth town-stone, find the island in the desert and maybe the pyramids too.

Elf

Update:
Have the Hiroth town-stone. I next went to the tower on Eastern Island and down the elevator to the island in the desert to complete the quest. Next I walked up a tower to take the elevator to the bottom floor.
There I encountered a pack of nasty wraith archers. I had re-enabled the monster adjust mod so they where as nasty as the Naji. I was going to pop back to Elddim to disable the mod, when one of the people I take care of called me. Actually quite lucky, because my party was wiped out and I was given the option to re-spawn. which I did and here is where things get weird. As expected my party popped back into Elddim, however their armor weapons and spells where scattered all over the town. I thought to myself that's weird its like they had died back in DS1 and their inventory was dropped. I wanted to see if the undertaker would reconstruct the corps of my party but when that happened they had totally off the wall and odd ball items that I had never and would never buy for them. So after correcting who belonged to what I went to the trunk to push the button to once again disable the monster adjust mod and guess what the trunk had no button!! so I exited the game to the desk top just to be sure and then came back in and all was as it should be.

Okay I have all the town-stones, completed all the quests save the last act 3 primary quest. We found the 10 Stone, opened the door and the dude that was there in the DS1 Game is not there so I looked for something to blow up or a hidden door. Let me guess this is a trick and the weapon is really hidden some place else Smile I know the third step of the quest says put the ten-stone in the Utraean Circle Vault I do not think I missed an inch of the floor after picking up the ten-stone from the place where it opened the door to the circle vault, drop ten-stone, pick up ten-stone over and over again. I think I will go take a walk in Ehb

bare_elf wrote:
Okay I have all the town-stones, completed all the quests save the last act 3 primary quest. We found the 10 Stone, opened the door and the dude that was there in the DS1 Game is not there so I looked for something to blow up or a hidden door. Let me guess this is a trick and the weapon is really hidden some place else Smile I know the third step of the quest says put the ten-stone in the Utraean Circle Vault I do not think I missed an inch of the floor after picking up the ten-stone from the place where it opened the door to the circle vault, drop ten-stone, pick up ten-stone over and over again. I think I will go take a walk in Ehb

Something not right here for sure.

What should happen is when you drop the Ten Stone on the pedestal you get the end game nis sequence and the door to the treasure room opens. This also completes the quest. There's no dude anymore congratulating you on finishing the game as you should get a NIS instead (he didn't exist in the original DS1 map either, only in LOU).

So you've got the Ten Stone and opened the door to the Treasure Room but the quest didn't complete and the end game nis sequence didn't play.

Did you get the Ten Stone entry in your journal?

In the original DS1 map (both multiplayer version and LOU) the Red Sky effect was triggered by opening the Vault (and releasing the Maljin) and defeating the Maljin and placing the Ten Stone on the pedestal stopped the Red Sky Effect. This was beyond my ability to replicate so instead I added the ending NIS sequence to explain that once again the Hero has stopped the evil and saved the land.

The good news is that I've basically finished the rest of the maps so I'll be able to concentrate on fixing this ending. Trying to replicate that scenario won't be easy so it'll take me a little while.

*EDIT* Oh the weapon you're looking for is actually the Maljin. Remember the Utraeans are use to creating biological weapons like the Zaurask and Hassat. Maybe we need a npc or something down there just near the entrance to clarify this further for the player. Have to think about it a little.

iryan wrote:

Something not right here for sure.

What should happen is when you drop the Ten Stone on the pedestal you get the end game nis sequence and the door to the treasure room opens. This also completes the quest. There's no dude anymore congratulating you on finishing the game as you should get a NIS instead (he didn't exist in the original DS1 map either, only in LOU).

So you've got the Ten Stone and opened the door to the Treasure Room but the quest didn't complete and the end game nis sequence didn't play.

Did you get the Ten Stone entry in your journal?

In the original DS1 map (both multiplayer version and LOU) the Red Sky effect was triggered by opening the Vault (and releasing the Maljin) and defeating the Maljin and placing the Ten Stone on the pedestal stopped the Red Sky Effect. This was beyond my ability to replicate so instead I added the ending NIS sequence to explain that once again the Hero has stopped the evil and saved the land.

The good news is that I've basically finished the rest of the maps so I'll be able to concentrate on fixing this ending. Trying to replicate that scenario won't be easy so it'll take me a little while.

*EDIT* Oh the weapon you're looking for is actually the Maljin. Remember the Utraeans are use to creating biological weapons like the Zaurask and Hassat. Maybe we need a npc or something down there just near the entrance to clarify this further for the player. Have to think about it a little.

I never played the original multiplayer map only LoU so always thought there would be a person waiting.

When I put the ten stone on the pedestal the door opened but no NIS occurred.

I should have realized that the Utraean weapon would be biological, think that may be do to the fact that I played way to much DS2 and DS2BW between the original DS1 maps and the new maps.

I do not think it is necessary for you to add a person to explain what is going on, because if the NIS sequence runs and the game completes one should realize what has happened.

I did get the ten-stone reference in the Journal.

Now back to hunting Krug in Ehb since the 10th Legion seems to have wandered off to Aranna again.

Elf

I've played through the end dungeon 3 times now and always get the endgame NIS sequence

Volkor is standing on where the Tenstone should be placed (if you look carefully you can even see it at his feet). The first run through the Maljin Assassin died on the pedestal and I didn't even have to pick up the Tenstone!

However this is with a new character hacked to already have the stones and recruited Volkor at Hiroth Inn.

I ended up putting in another reference at the start of the dungeon explaining a bit more about the 'weapon' and I think it fits quite nicely. I also fixed the unopenable chest.

I guess there's nothing else to do but put up the maps and resources and see if it works for bare_elf and other players.

iryan wrote:
I've played through the end dungeon 3 times now and always get the endgame NIS sequence
I ended up putting in another reference at the start of the dungeon explaining a bit more about the 'weapon' and I think it fits quite nicely. I also fixed the unopenable chest.

I guess there's nothing else to do but put up the maps and resources and see if it works for bare_elf and other players.

Sounds like a good idea to me Iryan

Elf

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