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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:
As approach to create a Fire rain, you could just start with a 'Firedrop' - as a Firebolt travelling now vertically instead of horizontally (simply with a new caster-point above target).
Then try to add a looping timer to create additional Firedrops, and check if damage will accounted multiple times too (this could be a problem).
However should this be ok, add random ground offsets and tune the firebolt effect to look smaller or more drop-like.

Meteor could be a combination of the 'Ripple' spell (damage/shacking), any explosion, and a coming-down effect (a larger firedrop, or the 'light ball' from Aeather Blast).
Note maybe, there are some unused effect emitter templates (emt_...), perhaps it's possible to copy the explosion from there without much changes.

It might be possible without creating a loop. You could edit the number property and set delay to true in the launch block. I edited Fireball to shoot 3x fireballs.

[t:template,n:spell_fireball_test_1] { category_name = "magic"; doc = "spell lesser fireball"; specializes = base_spell_fireball;

[common]
{
screen_name = "Lesser Fireball";
}
[gui]
{
item_level =0;
}
[magic]
{
required_level = 0;
max_intel = 246; // 154 * 1.6
}
[spell_launch]
{
cast_ffx = "ffx_spell_fireball_charge";
launch_ffx = "ffx_spell_fireball";
hit_ffx = "ffx_spell_fireball_splash";
number = 3;//5;
delay_between_shots = true;
launch_freq_min = 0.5;
launch_freq_max = 0.2;
fan_shots = true;
randomize_fan_angle = false;
shoot_one_straight = true;
fan_angle = 15;//0.52;
randomvertical = true;
// cast_sound = "spell_firespray_cast";
}
}

Tinkering a bit more I've managed to get some more spells made to represent the old DS1 spells in DS2, including the elusive Meteor!

Here we have flame blades, incinerate, cluster bomb, meteor, implosion and dragon fire.

These spells were relatively simple to do as I just needed to make a simple flick to get them running, just needed plenty of testing to see what ones worked and what didn't. There's numerous effects that could potentially be used for making spells, such as efct_env_lavadrops, env_light_beam, env_light_ray, env_rocks_fall, sky_fireball_med and env_dungeon_rocks that need modification so that the game knows where they're being casted from and what the target is.

There's now over 150 spells from DS1 with new iterations in DS2 as well as over 200 odd unique and set weapons, shields and armor that will make it into the next version of the mod.

Iryan this is great, flame blades is one of my favorite DS1 spells. I will enjoy having it for DS2. I also like dragon fire. What about cyclone of fire, that would be nice. giggle krug bar-b-que giggle

Elf

Wyvante wrote:
KillerGremal wrote:
As approach to create a Fire rain, you could just start with a 'Firedrop' - as a Firebolt travelling now vertically instead of horizontally (simply with a new caster-point above target).
Then try to add a looping timer to create additional Firedrops, and check if damage will accounted multiple times too (this could be a problem).
However should this be ok, add random ground offsets and tune the firebolt effect to look smaller or more drop-like.

Meteor could be a combination of the 'Ripple' spell (damage/shacking), any explosion, and a coming-down effect (a larger firedrop, or the 'light ball' from Aeather Blast).
Note maybe, there are some unused effect emitter templates (emt_...), perhaps it's possible to copy the explosion from there without much changes.

It might be possible without creating a loop. You could edit the number property and set delay to true in the launch block. I edited Fireball to shoot 3x fireballs.

Edit: That's funny Iryan. Darkelf and I were messing around with sky_fireball_med to see how GPG made it vertical. It didn't help use much because it used an event state for its location. However, the effects look really cool.

[t:template,n:spell_fireball_test_1]
{
	category_name = "magic";
	doc = "spell lesser fireball";
	specializes = base_spell_fireball;

	[common]
	{
		screen_name = "Lesser Fireball";
	}
	[gui]
	{
		item_level =0;
	}
	[magic]
	{
		required_level = 0;
		max_intel = 246;	// 154 * 1.6
	}
	[spell_launch]
	{
		cast_ffx			= "ffx_spell_fireball_charge";
		launch_ffx			= "ffx_spell_fireball";
		hit_ffx				= "ffx_spell_fireball_splash";
		number				= 3;//5;
		delay_between_shots = true;
		launch_freq_min = 0.5;
		launch_freq_max = 0.2;
		fan_shots			= true;
		randomize_fan_angle	= false;
		shoot_one_straight	= true;
		fan_angle			= 15;//0.52;
		randomvertical		= true;
	//	cast_sound			= "spell_firespray_cast";
	}
}


That's very good input, perhaps spells like Firespray can be tuned to launch the fire projectiles in a sequence (with delay_between_shots = true and corresponding launch frequency), so the effect part itself only had to care about the direction and the random position.

KillerGremal wrote:
Wyvante wrote:
KillerGremal wrote:
As approach to create a Fire rain, you could just start with a 'Firedrop' - as a Firebolt travelling now vertically instead of horizontally (simply with a new caster-point above target).
Then try to add a looping timer to create additional Firedrops, and check if damage will accounted multiple times too (this could be a problem).
However should this be ok, add random ground offsets and tune the firebolt effect to look smaller or more drop-like.

Meteor could be a combination of the 'Ripple' spell (damage/shacking), any explosion, and a coming-down effect (a larger firedrop, or the 'light ball' from Aeather Blast).
Note maybe, there are some unused effect emitter templates (emt_...), perhaps it's possible to copy the explosion from there without much changes.

It might be possible without creating a loop. You could edit the number property and set delay to true in the launch block. I edited Fireball to shoot 3x fireballs.

[t:template,n:spell_fireball_test_1]
{
	category_name = "magic";
	doc = "spell lesser fireball";
	specializes = base_spell_fireball;

	[common]
	{
		screen_name = "Lesser Fireball";
	}
	[gui]
	{
		item_level =0;
	}
	[magic]
	{
		required_level = 0;
		max_intel = 246;	// 154 * 1.6
	}
	[spell_launch]
	{
		cast_ffx			= "ffx_spell_fireball_charge";
		launch_ffx			= "ffx_spell_fireball";
		hit_ffx				= "ffx_spell_fireball_splash";
		number				= 3;//5;
		delay_between_shots = true;
		launch_freq_min = 0.5;
		launch_freq_max = 0.2;
		fan_shots			= true;
		randomize_fan_angle	= false;
		shoot_one_straight	= true;
		fan_angle			= 15;//0.52;
		randomvertical		= true;
	//	cast_sound			= "spell_firespray_cast";
	}
}


That's very good input, perhaps spells like Firespray can be tuned to launch the fire projectiles in a sequence (with delay_between_shots = true and corresponding launch frequency), so the effect part itself only had to care about the direction and the random position.

Making firespray vertical has Darkelf and me scratching our heads. Have you tried making any fire spells vertical? I was thinking it might be useful to create a timer for the vertical missile. The launch block with a delay should work out of the rest. You can even set a delay time. Firespray's missile is also highly moddable (it's all particles). I was hoping to figure out how to get the missile vertical and give the code to this project, but I couldn't figure it out Sad . This thread got me wanting more vertical spells for my own mod too, lol.

Edit: That's funny Iryan. Darkelf and I were messing around with sky_fireball to see how GPG made it vertical. It didn't help use much because it used an event state for its location. However, the effects look really cool.

Edit again: Iryan, the second missile in the pic is perfect for a meteor spell! What is that missile from?

bare_elf wrote:
Iryan this is great, flame blades is one of my favorite DS1 spells. I will enjoy having it for DS2. I also like dragon fire. What about cyclone of fire, that would be nice. giggle krug bar-b-que giggle

Elf


This flame blade is based on a boss spell where a giant blade erupts out of the ground, impaling the victim in a gush of fire. So it doesn't look like the original at all. That why I said updated iterations of the originals.

There is another spell used by Valdis I think which sees a massive circular blade impale the victim which works but I couldn't get it to appear as a projectile. Otherwise it would be very nice indeed. Maybe someone else could make it work as it would need reworking of the spell effect in order to make it appear as a projectile.

Cyclone of fire would be great but the closest is one of the many fire effects which I'm using for pillar of fire. One of these fire effects would have to be have to be coded so it randomly roams a small area rather than being locked to a target. Again this is a little bit beyond my abilities.

Wyvante wrote:

Edit again: Iryan, the second missile in the pic is perfect for a meteor spell! What is that missile from?

It's from one of Valdis's spells used in the final battle if I remember correctly. It looks even better in action! What I can do is put all the spells I've got working into a pack and post them so that you, Darkelf and Killergremal can play around with them and use whatever you want in your own projects. You'll undoubtably improve them and that'll help me too if you let me use some of the improvements in this mod.

From this meteor spell you may get a clue to how to make other spell effects start out vertically so Firerain or fireball rain could be made. Even add flame effects to this meteor spell to make it even better or making multiple meteors appear like in Meteor Storm.

As you noted there are many effects that use event states to tell the effect where to start and/or finish and these are usually set in the map. Maybe it would be possible to replace the code for the event state with code used in existing spell effects?

iryan wrote:
bare_elf wrote:
Iryan this is great, flame blades is one of my favorite DS1 spells. I will enjoy having it for DS2. I also like dragon fire. What about cyclone of fire, that would be nice. giggle krug bar-b-que giggle

Elf


This flame blade is based on a boss spell where a giant blade erupts out of the ground, impaling the victim in a gush of fire. So it doesn't look like the original at all. That why I said updated iterations of the originals.

There is another spell used by Valdis I think which sees a massive circular blade impale the victim which works but I couldn't get it to appear as a projectile. Otherwise it would be very nice indeed. Maybe someone else could make it work as it would need reworking of the spell effect in order to make it appear as a projectile.

Cyclone of fire would be great but the closest is one of the many fire effects which I'm using for pillar of fire. One of these fire effects would have to be have to be coded so it randomly roams a small area rather than being locked to a target. Again this is a little bit beyond my abilities.

I understand that it might be a problem to get the pillar of fire spell to move about like the cyclone of fire spell did, but I thought I would suggest it. I just wish I had as much skill as you when it comes to making things. About flame blades, could you not use a throwing weapon and add an effect that puts flames on it. I know I can add flames to weapons like the war fans and swords. Not sure how you would make them into a spell after that however.

Elf

bare_elf wrote:

I understand that it might be a problem to get the pillar of fire spell to move about like the cyclone of fire spell did, but I thought I would suggest it. I just wish I had as much skill as you when it comes to making things. About flame blades, could you not use a throwing weapon and add an effect that puts flames on it. I know I can add flames to weapons like the war fans and swords. Not sure how you would make them into a spell after that however.

Elf


My skill is tinkering. I tinker and change things to see what possibilities there are, I only have a basic ability with coding. Killergremal, Darkelf and Wyvante, etc. are far more skillfull and knowledgeable than me.

I would love to see something like cyclone of fire. There are effects that randomly move around that could possibly be adapted with some effort. In DS1 you could easily add weapon effects to spells but the current engine doesn't seem to support that anymore, at least it didn't work for me and I tried quite a bit. For instance explosive powder used a code block to add a grenade model and the physics to make it work as a spell. That approach didn't work for me in DS2 (though flame blades actually was a spell effect and not a weapon effect like explosive powder in DS1). I couldn't find any templates either in DS2 that would suggest a way of duplicating the effect.

This doesn't mean it can't be done. It could be used for explosive powder, bomb, cluster bomb and metal shards (as I think that uses a model too), etc.

It would seem to get the effect going vertically you would have to make the adjustments in the effect.gas file.

The application of gravity there should make the effect move on a vertical plane.

WorldFXMgr.AttachSimulation( effect$, "ApplyGravity( 0.1, 0.0, 5.0, 0.0)", 0.0);

And you may have to adjust the velocity there as well.

WorldFXMgr.AttachSimulation( effect$, "MoveWithVelocity()", 0.0 );

In the effect code of Firespray/efct_spell_firespray (very similar in Firebolt/ffx_spell_firebolt) look for the following rows:

	startup state Go$
	{
		shoot$ at (0.0)
		{

Replace that part by the following part to let the fire projectile fall down.

	startup state Go$
	{
		event OnEnterState$
		{
			float rain_radius$ = 4.0;		// ASSUMPTION, SO HERE AN AREA DIAMETER OF 8m.
			
			// MOVING THE STARTING POINT sfx_target1$ TO THE POSITION OF sfx_target2$:
			WorldFXMgr.SetTargetPosition( sfx_target1$, WorldFXMgr.GetTargetPosition(sfx_target2$) );

			// ADDING A RANDOM OFFSET FOR X/Z COORDINATES (ROTATING IT A VECTOR OF RANDOM RADIUS):
			my vector vec$;
			vec$.x = Math.RandomFloat( rain_radius$ );
			vec$.z = 0.0;
			vec$.RotateY( Math.RandomFloat( Math.Pi * 2.0 ) );

			// ADDING OFFSET VECTOR vec$ TO TARGET POINT sfx_target2$:
			WorldFXMgr.SetTargetOffset( sfx_target2$, vec$ );

			// LIFTING THE OFFET VECTOR ~15 METERS INTO THE SKY BEFORE ADDING IT THE sfx_target1$:
			vec$.y = 17.5;
			WorldFXMgr.SetTargetOffset( sfx_target1$, vec$ );
		}

		shoot$ at (0.0)
		{

This however doesn't tell anything about the number of drops. I've taken Wyvante's input to let [spell_launch] handle it from inside the template:

	[magic]
	{
		attack_damage_modifier_max	= 0.35 * ((0.45 + 0.22 * #clamped_intel) * 1.1) * (1 + (#Increased_Combat_Damage * .01)) * (1 + (#Increased_Fire_Damage * .01));
		attack_damage_modifier_min	= 0.35 * ((0.45 + 0.22 * #clamped_intel) * 0.9) * (1 + (#Increased_Combat_Damage * .01)) * (1 + (#Increased_Fire_Damage * .01));

		cast_range 		= 12;

	//	RATHER SLOW TO HAVE TIME TO LET THE RAIN DROPS COME DOWN (DON'T FORGET 'QUICKENED CASTING' SKILL).
		cast_reload_delay 	= 2.29; 	// AVERAGE OF 'Impale' AND 'Skull Spray'
		cast_sub_animation	= 4;  		// SAME AS 'Impale'

		mana_cost 			= 0;
		mana_cost_modifier 		= (0.31 * #clamped_intel - 0.5) * ((100 - #Decreased_Mana_Cost) * .01) * 1.5;

		requires_line_of_sight 		= true;
		use_intel_level 		= true;
		speed_bias 		= 1;
		target_type_flags 	= tt_conscious_enemy | tt_unconscious_enemy | tt_breakable | tt_terrain;	// tt_terrain ADDED
		usage_context_flags 	= uc_offensive;
		damage_type 		= dmt_fire;
	}

	[spell_launch]
	{
		cast_ffx	= "ffx_spell_firespray_charge";
		launch_ffx	= "ffx_spell_firespray";
		hit_ffx		= "ffx_spell_firespray_hit";

		number	= 45;			// NUMBER OF FIRE-DROPS

		delay_between_shots	= true;
		launch_freq_min		= 0.02;
		launch_freq_max		= 0.06;
		
		fan_shots		= false;
		randomize_fan_angle	= false;
		shoot_one_straight	= false;

		cast_sound	= "spell_firespray_cast";
	}

That's just a test setup based on the Firespray spell.
The total damage possible here is quite extreme, however gameplay-wise it's a bit uncommon that you don't hit the monsters automatically. You actially have to predict it where the monster will be in 2-3s, and being able to cast this spell onto ground is very useful for this. So this spell may be a bit demanding to balance... Wink

 

By the way: It would be cool to get rid of these code-posting problems. The <code> tag seems to be pretty useless (just different font style), with [code] however the readability is some better but it will stretch the forum width... Sad

KillerGremal wrote:
In the effect code of Firespray/efct_spell_firespray (very similar in Firebolt/ffx_spell_firebolt) look for the following rows:
	startup state Go$
	{
		shoot$ at (0.0)
		{

Replace that part by the following part to let the fire projectile fall down.

	startup state Go$
	{
		event OnEnterState$
		{
			float rain_radius$ = 4.0;		// ASSUMPTION, SO HERE AN AREA DIAMETER OF 8m.
			
			// MOVING THE STARTING POINT sfx_target1$ TO THE POSITION OF sfx_target2$:
			WorldFXMgr.SetTargetPosition( sfx_target1$, WorldFXMgr.GetTargetPosition(sfx_target2$) );

			// ADDING A RANDOM OFFSET FOR X/Z COORDINATES (ROTATING IT A VECTOR OF RANDOM RADIUS):
			my vector vec$;
			vec$.x = Math.RandomFloat( rain_radius$ );
			vec$.z = 0.0;
			vec$.RotateY( Math.RandomFloat( Math.Pi * 2.0 ) );

			// ADDING OFFSET VECTOR vec$ TO TARGET POINT sfx_target2$:
			WorldFXMgr.SetTargetOffset( sfx_target2$, vec$ );

			// LIFTING THE OFFET VECTOR ~15 METERS INTO THE SKY BEFORE ADDING IT THE sfx_target1$:
			vec$.y = 17.5;
			WorldFXMgr.SetTargetOffset( sfx_target1$, vec$ );
		}

		shoot$ at (0.0)
		{

This however doesn't tell anything about the number of drops. I've taken Wyvante's input to let [spell_launch] handle it from inside the template:

	[magic]
	{
		attack_damage_modifier_max	= 0.35 * ((0.45 + 0.22 * #clamped_intel) * 1.1) * (1 + (#Increased_Combat_Damage * .01)) * (1 + (#Increased_Fire_Damage * .01));
		attack_damage_modifier_min	= 0.35 * ((0.45 + 0.22 * #clamped_intel) * 0.9) * (1 + (#Increased_Combat_Damage * .01)) * (1 + (#Increased_Fire_Damage * .01));

		cast_range 		= 12;

	//	RATHER SLOW TO HAVE TIME TO LET THE RAIN DROPS COME DOWN (DON'T FORGET 'QUICKENED CASTING' SKILL).
		cast_reload_delay 	= 2.29; 	// AVERAGE OF 'Impale' AND 'Skull Spray'
		cast_sub_animation	= 4;  		// SAME AS 'Impale'

		mana_cost 			= 0;
		mana_cost_modifier 		= (0.31 * #clamped_intel - 0.5) * ((100 - #Decreased_Mana_Cost) * .01) * 1.5;

		requires_line_of_sight 		= true;
		use_intel_level 		= true;
		speed_bias 		= 1;
		target_type_flags 	= tt_conscious_enemy | tt_unconscious_enemy | tt_breakable | tt_terrain;	// tt_terrain ADDED
		usage_context_flags 	= uc_offensive;
		damage_type 		= dmt_fire;
	}

	[spell_launch]
	{
		cast_ffx	= "ffx_spell_firespray_charge";
		launch_ffx	= "ffx_spell_firespray";
		hit_ffx		= "ffx_spell_firespray_hit";

		number	= 45;			// NUMBER OF FIRE-DROPS

		delay_between_shots	= true;
		launch_freq_min		= 0.02;
		launch_freq_max		= 0.06;
		
		fan_shots		= false;
		randomize_fan_angle	= false;
		shoot_one_straight	= false;

		cast_sound	= "spell_firespray_cast";
	}

That's just a test setup based on the Firespray spell.
The total damage possible here is quite extreme, however gameplay-wise it's a bit uncommon that you don't hit the monsters automatically. You actially have to predict it where the monster will be in 2-3s, and being able to cast this spell onto ground is very useful for this. So this spell may be a bit demanding to balance... Wink

 

By the way: It would be cool to get rid of these code-posting problems. The <code> tag seems to be pretty useless (just different font style), with [code] however the readability is some better but it will stretch the forum width... Sad

Wow! That's awesome Gremal. Thanks a bunch. This will be an awesome fire rain/meteor spell.

One of the unsatisfying things with this Fire Rain is that the player probably wouldn't be happy if AI-controlled party members would use this spell because they can't get any benefit from casting this spell on the ground (in front of the monster).

To face this matter I've played around a bit and made a more tuned drop effect.
While the random offset is an intended handicap of a rain effect, each rain drop has the ability now to check where the monster it is looking at - so it will move itself a bit to this direction. :P
There are pros+cons how far to use this, I've left some comments about it inside the code.

The offset form the original target is calculated now in a slightly different manner too because the point 'sfx_target2' doesn't always represent the position of a moving monster.
Like this it was also possible to avoid all these (undocumented) offset commands from WorldFXMgr, they are sometimes tricky to use if a vector lead from one node to another one.

Beside of this, several parameters have changed too (about 2/3) to make fire projectiles from Firespray smaller to look more like drops.

Here's 100 or so test spells I've been working on for the mod. Some are just renamed and slightly beefed DS2 equivalents (ie. Firebolt = Fireshot) but most have new effects either from Darkelf, Lurker or some I've stumbled on. http://www.siegetheday.org/~iryan/files/spell_test_map.ds2res

Load the test map in Broken World (should work in vanilla DS2 but some spells probably won't work) and buy the spells from the merchant (don't worry the spells only cost 2 gold each). There's 3 uber haku to beat up on as well but if you want to try them in the game proper, just save your game after obtaining the spells, quit and then load up one of the DS2 or BW maps.

The summons depend on the DS1 map mod to work but the others should work regardless.

None of the spells are balanced and I've noticed testing the spells with the Haku in this map that some of the spells behave oddly because of the way I coded them. i.e. If there's only 1 monster present then Meteor only spawns one meteor to donk them on the head with. But multiple enemies in the spawn range causes the spell to spawn multiple meteors just like Meteor Storm in DS1 (so I tried to make 2 variants of the spell).

There's also a fair few defensive of buff spells, some of which hopefully will make dual class characters like the Blood Assassin or Fist of Stone Happy. As such some of the spells have been moved from nature to combat magic and vice versa (in DS1 ranged spells were in the Nature School of Magic). Also Nature Mages now have access to lightning spells as per DS1 but it may be hard to buff them up as in DS2 because the modifiers are Combat Magic based.

Also none of these spells should pollute your DS2 or BW game as they've made to be unique and not part of the pccontent system.

I like the converted spells Iryan, I will have to do a little more testing with them to give any comments.
I did not that the spell test map does not always load, get a message that says map can not be loaded, this is not really a problem since it works most of the time

Elf

In the light of other threads, it seems the one major omission from the spell cornucopia is one to inflict baldness on the victim.

We have the technology!

ghastley wrote:
In the light of other threads, it seems the one major omission from the spell cornucopia is one to inflict baldness on the victim.

We have the technology!

At least we had the technology in DS1! Remember the transformation spells from LOA? We could have duplicate models of every monster in the game that has had baldness added to it (don't know what we gonna do about those that already have no hair?). Then the spell could transform the poor monster into the bald equivalent and then it would run away in shame.

It's a pity that DS2 downgraded so many wonderfull spells from DS1 and LOA.

bare_elf wrote:
I like the converted spells Iryan, I will have to do a little more testing with them to give any comments.
I did not that the spell test map does not always load, get a message that says map can not be loaded, this is not really a problem since it works most of the time

Elf

I had quite a time getting the map to work. I found the problem was that I didn't have enough starting positions. It would actually crash the game until I added enough starting positions for every member of a party to appear. Strange that this phenonomen occurred in this map but not in the Utraean Peninsula before it was fixed (remember that early versions didn't have enough starting positions so only 2 members of a party would spawn when the map was first started. Yet there's a merchant right next to the starting positions).

I suspect it's probably some sort of synch error with one or more of the spells. They are very experimental and untested, which is where you and other intrepid explorers come into it. You're venturing into uncharted and untested waters (spell wise that is).

KillerGremal wrote:
One of the unsatisfying things with this Fire Rain is that the player probably wouldn't be happy if AI-controlled party members would use this spell because they can't get any benefit from casting this spell on the ground (in front of the monster).

To face this matter I've played around a bit and made a more tuned drop effect.
While the random offset is an intended handicap of a rain effect, each rain drop has the ability now to check where the monster it is looking at - so it will move itself a bit to this direction. :P
There are pros+cons how far to use this, I've left some comments about it inside the code.

The offset form the original target is calculated now in a slightly different manner too because the point 'sfx_target2' doesn't always represent the position of a moving monster.
Like this it was also possible to avoid all these (undocumented) offset commands from WorldFXMgr, they are sometimes tricky to use if a vector lead from one node to another one.

Beside of this, several parameters have changed too (about 2/3) to make fire projectiles from Firespray smaller to look more like drops.

Thanks again Gremal. You're right about autocast being an issue. I'll have to test this out after I get back from a long trip to my hometown.

I would like to play Dungeon siege campaigns on Dungeon Siege 2 Broken World, but all these things seems teddious to me...

Can someone possibly bring me all the necessary stuffs in a single file with all the instructions ?

Gemeaux333 wrote:
I would like to play Dungeon siege campaigns on Dungeon Siege 2 Broken World, but all these things seems teddious to me...

Can someone possibly bring me all the necessary stuffs in a single file with all the instructions ?


At the present time all of this is still in development so there is no installer, once we have finished all the work maybe someone here will be able to come up with an installer. The files from DS1 will still need to be converted however. The install may appear to be tedious but it really is not. it takes time yes, but the result is quite nice. The read me file here explains how to install the mods quite will too. http://www.siegetheday.org/~iryan/files/DS1_Map_Pack_for_Dungeon_Siege_2_Beta_9c.txt

Elf

UPDATE: I have followed all the instructions to make these mods working, but with the mods the game doesn't even start, where's the problem ?

p.s: I use the french versions of both Dungeon Siege 2 and Broken World, and I've used Hex editor for DS1 files !

Gemeaux333 wrote:
UPDATE: I have followed all the instructions to make these mods working, but with the mods the game doesn't even start, where's the problem ?

p.s: I use the french versions of both Dungeon Siege 2 and Broken World, and I've used Hex editor for DS1 files !

Please post a list of all the files you currently have installed in both your DS2 resources folder and Broken World resource Folder. Not just the ones for this mod but all of them. that way we can check that everything is all in place correctly and that there are no other mods that might cause a conflict.

Elf

I have only all the mods listed above for playing DS1 maps/campaigns and nothing else, the "Ressources" files are in the Ds2 Ressource Folder (given the same result when they where in the Broken World Ressource Folder) !

Gemeaux333 wrote:
I have only all the mods listed above for playing DS1 maps/campaigns and nothing else, the "Ressources" files are in the Ds2 Ressource Folder (given the same result when they where in the Broken World Ressource Folder) !

There is no need to get angry. I am trying to help. The reason I asked for what files where in your DS2 resources folder was so that I could verify that the French version of DS2 and BW contain all the same files as the other versions such as the USA version which I use and the Australian Version that Iryan uses. Sorry you are having a problem.
Elf

I wasn't angry !

I wondered, have the language.dsres (I have converted this DS1 file as well) anything to do here ?

But yes, the french version of DS1 use language.dsres, logic.dsres, objects.dsres, sound.dsres, terrain.dsres, voices.dsres
and expansion.dsmap, expansion.dsres and expvoices.dsres for LOA

Gemeaux333 wrote:
I wasn't angry !

I wondered, have the language.dsres (I have converted this DS1 file as well) anything to do here ?

But yes, the french version of DS1 use language.dsres, logic.dsres, objects.dsres, sound.dsres, terrain.dsres, voices.dsres
and expansion.dsmap, expansion.dsres and expvoices.dsres for LOA



Okay but normally when someone puts !!! after a comment they are either very excited or angry.
There are some posts in this forum back a few pages that talk about what files are needed and what their names are. For some reason I am at present not able to link them to this post.
Not sure where the issues are but I will keep thinking on it on my way home from work. I am sure when Iryan drops in he will have a solution. not sure when he will be here since it is Saturday in Australia and only Friday here in the USA.
Take Care
Elf

Should I use the batch converter for DS1 files instead of Hex editor ?

Shadow Watcher's picture

Hello Gemeaux333 I am just wondering if you are using the standard start for DS2 or Broken World.
If you are that may be where the problem is. These mods do require that you use Elys' AllSaves for DS2 or Broken World or her Succubus Manager if you like to move back and forth from DS2 to Broken World.
Links to these files are in the thread and can be found also in the download area.

Shadow Watcher

Shadow Watcher's picture

Gemeaux333 wrote:
Should I use the batch converter for DS1 files instead of Hex editor ?

yes you might wish to do that since when I installed it using hex editor nothing worked.

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