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DS1 Legendary Mod for DS2 Beta Thread

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

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

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

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

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

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

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

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

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

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

Mod Game Manual
DS2_Legendary_Mod_Manual.pdf

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

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

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

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

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

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

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

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

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KillerGremal's picture
Tiny update

There's a little update for my content mod.
So for those who have 'Mod-DS1Content-Alpha11a.ds2res' installed, there is now Alpha 11b.

This update is rather functional, so recommended but not that critical.

Ugh, never mind. I tried

Ugh, never mind. I tried again later on and I was finally able to pick it up. No idea why it worked then but not earlier. I was clicking it from every angle with every character and getting nothing.

I can’t collect Merik’s Staff

I can’t collect Merik’s Staff from the platform after beating the Goblin Robot boss. The game won’t let me continue without it, either. I guess it’s too far away or something, but I don’t know what to do.

All the info you guys will

All the info you guys will need is here !

Steam Group: http://steamcommunity.com/groups/DungeonSiegeOfficialGroup

Guide to Enable Legends of Aranna on Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=1148174213

Guide to Enable Broken World on Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=1165078098

Discord Channel: https://discord.gg/PPsdY3D

DrakeLyon's picture
Discord

Killah wrote:
Irwin Ryan, it's been hard trying to get a hold of you my man.. where have you been? The Steam Community is flooding with vibrance, we've created an Discord Channel, it would be great if all you guys here could join us..
I actively use Discord. How do we find your channel Killah?

Irwin Ryan, it's been hard

Irwin Ryan, it's been hard trying to get a hold of you my man.. where have you been? The Steam Community is flooding with vibrance, we've created an Discord Channel, it would be great if all you guys here could join us..

DrakeLyon's picture
Back on Windows 7

I finally got DS2 and BW (Retail only) running on Windows 7 again to try and see the differences between Windows 10 issues and normal playability and I didn't really notice much difference except for the full screen (yay!) so far. Sadly, the Utraean mod doesn't work whatsoever anymore though for whatever reason just like it didn't in Windows 10. I was assuming that Windows 10 was probably messing up the mod priorities or something but it doesn't seem to be the case. I think this may just be a random bug or perhaps user error on my part, though I can't think of anything I might've done wrong. Anyone else experiencing this issue at all?

The mods I've got together so far are only Aranna Legacy and the Legendary Mod with all files including the Utraean and voice packs. I installed the 2.2 patch for Vanilla DS2 and I haven't touched the .ini files in either game folder. I'm just wondering if anyone else here can replicate this issue or any of the ones I've been having with Aranna Legacy here and this mod?

KillerGremal's picture
Damage depending

Gemeaux333 wrote:
So, eventually, it just affect the speed your "powers" reload ?
Yes, on a general level however because in DS2 the speed of power recharging depends on the damage dealt. So the easier the game becomes, the more damage you can cause, the faster powers will reload.

So, eventually, it just

So, eventually, it just affect the speed your "powers" reload ?

KillerGremal's picture
Steady

Gemeaux333 wrote:
I was wondering, does the difficulty level affect the amount of experience earned ?
In the current release of the Level Adjustment mod the experience does not depend on the difficulty, so even if monsters may have less life points because of a lower difficulty settting, the experience gained will not be affected.

I was wondering, does the

I was wondering, does the difficulty level affect the amount of experience earned ?

Map Mode Unlock now available in Hotfix and Aranna Legacy

iryan wrote:
KillerGremal has discovered how to hack or bypass the hard coded check Dungeon Siege 2 v2.3 (Broken World executable) uses to lock out third party maps using Veteran or Elite modes. DS2X_Mod_Map_Mode_Unlock_v1.ds2res

It allows you to select any map mode from the map difficulty menu - even with a brand new hero. You do need to set the Monster Level Adjustment mode to "All" otherwise the regional level table will set them to mercenary mode level - this doesn't apply to the retail maps, which can also be accessed freely in any map mode you want. Deactivating the MLA mod will set the monsters to their template levels, which hasn't been balanced for veteran or elite modes.

This little mod is for testing purposes at the moment. I think KillerGremal is still looking at what may be possible with this hack but I thought it would be useful to post a version of it. It only works if Broken World is installed (v2.3 executable), even if the same changes are made to the vanilla DS2 file (which is actually used in this mod).

One thing I have noticed is that it is currently possible to recruit your party members again, unlike in DS2 or Broken World where once recruited they can't be recruited again.

Maybe this mod could be refined or even refined so it works as a replacement to the hard coded behaviour in v2.3 (perhaps by adding a Boolean check to the maps which is checked in the load_game.gas?).

Incidentally has anyone ever finished any of the legendary mod maps in vanilla DS2 and been able to access the next map mode?


KillerGremal has made this functionality available in his latest updates to the Hotfix Mod and Aranna Legacy.
Hotfix Mod/Aranna Legacy Thread

I've briefly tested this and confirmed that it works for the Legendary mod maps. Everything is reset. I'll make mention of this in the mod's manual.
In further testing previously I found that even if party members exist in the higher map modes, you can't recruit them if you already have them either in the party or the inn. You would have to disband completely the mercenary character.

Interestingly I've also confirmed that having a player created hero is essential in having map related triggers reset. In one game where I accidentally destroyed my main hero (by temporarily removing the mod that made him exist), I found that while the journal and monsters where reset in a higher made mode, the triggers weren't. Meaning that no quests would be activated, etc.

KillerGremal's picture
Difficult decision

@iryan: I can understand your point of view generally, and it may be that my perspective is rather monster and stats related, simply because with a preset/default of 50% only the player would face a monster (on average) that would have on GPG's maps about 50% more damage and remarkably more life points - that's quite DS2-untypical, the same way propably as DS1-inappropriate it would be when we change the monster density by removing monsters from a map (an additional mod feature could do this easily though, e.g. 10% chance that a monster never appears).

So perhaps a default around 80% would be a useful compromise? - And if too difficult the player still had an option for 50% with a notable impact.

DrakeLyon's picture
Opinion

I have no trouble personally with the difficulty the way it is now. I normally get enough challenge when I set it to monster_adjust_all and I honestly play that way throughout the map. The way things are now I have yet to encounter anything that's too difficult or too easy with it like that. Then again I only always play as a mage so I'm not sure if other classes might make a difference.

State of normality

KillerGremal wrote:
@Iryan: A difficulty default of 50%...!? Shock Hm, I'm wondering a bit how you would handle it if there wouldn't be any (difficulty option in the) Monster Level Adjustment mod at all. Perhaps some players delete that mod anyway because they do not care about the recommendation that the maximum level difference should be of 4 or 5 levels in DS2...

Moreover, when looking at the stats you have posted, let's just remind once, with a party of 2-4 members (has some impact too), in DS2 a level 5 monster has 101 life points if the monster is 'normal' (as GPG has seen this) and 67 life points if it is a 'weak' monster.
The way GPG has designed the maps, the 'weak' monsters would probably be some more appropriate in a an area where the player is still level ~5 (and hence also the Level Adjustment mod tunes 'normal' a bit weaker then, while up-scaling a bit 'weak' or 'trivial' monsters later at high levels).

However when there are complaints about the difficulty on DS1=>DS2 maps we perhaps should consider the monster placement (eg. its density) and the choosen monster type in the templates too.
Difficulty issues may and should be discussed, but focusing here on the Level Adjustment mod alone is not really useful - pushing one auxiliary feature to the extremes while the origin of the matter is possibly caused elsewhere.
 


I'll likely release the maps with 100% difficulty set in the level adjustment config file as standard with a 50% mini-mod for players to change the difficulty if they find the standard too hard.

The monster density is based on the original maps. To change the density and therefore the placement throughout the 3 retail converted maps and Yestehaven would change the reproduction of the originals in this aspect. There have been few complaints over 7 years of the mod about the difficulty of the mod, so to change the monster type in the templates would alter the overall balance in the maps and perhaps then many will start to complain it's too easy (a complaint which many reviewers levelled at DS2 itself). Plus it would take a lot of time playtesting the changes, time I don't have.

So a quick and easy way to change the difficulty for the player to suit their individual preferences is a way to hopefully satisfy everyone.

Debug message

DrakeLyon wrote:
I love the idea of this teleporter being here right at the beginning of KoE. Though I noticed a slight bug when stepping near it. It shows right in the chat bar-- activate_message = we_req_use;

b continual_loop = true;
//event_sound =

What is it supposed to say when stepping near it?


The teleporters in Kingdom of Ehb are different to the direct connection teleports in that they start automatically like the teleporters in DS2 - to help differentiate them from the DCTs which are also found in KOE.

They are suppose to say "Teleporter enabled" through a screen message but apparently screen messages must be set in "instances" in the map not in templates. So a debug message was displayed instead. It has now been fixed.

Debug message

DrakeLyon wrote:
I love the idea of this teleporter being here right at the beginning of KoE. Though I noticed a slight bug when stepping near it. It shows right in the chat bar-- activate_message = we_req_use;

b continual_loop = true;
//event_sound =

What is it supposed to say when stepping near it?


The teleporters in Kingdom of Ehb are different to the direct connection teleports in that they start automatically like the teleporters in DS2 - to help differentiate them from the DCTs which are also found in KOE.

They are suppose to say "Teleporter enabled" through a screen message but apparently screen messages must be set in "instances" in the map not in templates. So a debug message was displayed instead. It has now been fixed.

DrakeLyon's picture
Teleporter in fh1

I love the idea of this teleporter being here right at the beginning of KoE. Though I noticed a slight bug when stepping near it. It shows right in the chat bar--
activate_message = we_req_use;

b continual_loop = true;
//event_sound =

What is it supposed to say when stepping near it?

KillerGremal's picture
Half can be a default !?

@Iryan: A difficulty default of 50%...!? Shock
Hm, I'm wondering a bit how you would handle it if there wouldn't be any (difficulty option in the) Monster Level Adjustment mod at all.
Perhaps some players delete that mod anyway because they do not care about the recommendation that the maximum level difference should be of 4 or 5 levels in DS2...

Moreover, when looking at the stats you have posted, let's just remind once, with a party of 2-4 members (has some impact too), in DS2 a level 5 monster has 101 life points if the monster is 'normal' (as GPG has seen this) and 67 life points if it is a 'weak' monster.
The way GPG has designed the maps, the 'weak' monsters would probably be some more appropriate in a an area where the player is still level ~5 (and hence also the Level Adjustment mod tunes 'normal' a bit weaker then, while up-scaling a bit 'weak' or 'trivial' monsters later at high levels).

However when there are complaints about the difficulty on DS1=>DS2 maps we perhaps should consider the monster placement (eg. its density) and the choosen monster type in the templates too.
Difficulty issues may and should be discussed, but focusing here on the Level Adjustment mod alone is not really useful - pushing one auxiliary feature to the extremes while the origin of the matter is possibly caused elsewhere.
 

Map Difficulty Mini-Mods for the Legendary Mod

I've made several min-mods to change the difficulty level in each map quickly for those who don't want to mess with editing the ini file.
DS1_Mod_Map_Difficulty_100%.ds2res
DS1_Mod_Map_Difficulty_150%.ds2res
DS1_Mod_Map_Difficulty_200%.ds2res

100% also has a respawn rate of 70%, 150% also has a respawn rate of 85% and 200% has a 95% respawn rate - definitely for the masochists I think.

For comparison at the default 50% difficulty level in the maps as they stand now, a level 5 Krug Scout has 43HP, 21 defence and 6-9 damage rate. At 200% he has 97HP, 30 defence and 19-30 damage. A big difference.
Other comparisons, a default level 5 Phrak Piercer has 15HP, 21 defence and 4-6 damage. At 200%, it has 30HP, 29 defence and 11-18 damage.
A default level 5 Krug Scavenger has 29HP, 21 defence and 4-7 damage while a 200% level 5 Krug Scavenger has 71HP, 30 defence and 14-23 damage.

It also seems to scale a lot quicker. At 200% difficulty, a level 4 Krug Dog has 46HP, 26 defence and 13-21 damage. A level 6 Krug Dog has 88HP, 35 defence and 21-34 damage.

Even considering that the MLA mod supports difficulty levels up to 500 (described as quite hard in the mod's txt), I didn't think making any more variations necessary. A level 5 Krug at 500% difficulty would possible have over 200HP, a defence of around 50 and cause 35-50 damage or more.

Armor and Weapon Racks

DrakeLyon wrote:
The armor and weapon stands seem very weird at best and that definitely wouldn't be worth it to go through so many regions just to fix something so small. Though I noticed the armor stand in the basement actually appeared empty anyway, so I'm not sure where that sort of problem may be originating.

There's actually about 5 different models for armor and weapon racks, some have items and are interactive, while some are empty and are just there for decoration (note sometimes even full racks are marked non-interactive and are just there for show - like in shops).

KillerGremal may know why the racks in the mod don't work like in DS1 as he is much more knowledgeable than me with code.

As for the amount of effort it takes, I believe I speak for KillerGremal and all other modders that we do it for the enjoyment. It can be very satisfying to see something you create or modify also being enjoyed by other players.

DrakeLyon's picture
Noice Progress :P

iryan wrote:
Thank you for your feedback. I've implemented some changes as they are fairly basic (still took me about 2 hours to fine tune everything). Remaking the original NIS would be nice but very time intensive. KillerGremal remade the original NIS for KOE otherwise that would be simplified as well. I did manage to make the hero start off without any armor or weapons, you get these from the basement chest (I removed the emitter from the chest). Removing the spells didn't work.

I'm not going to give Moht any quest indicators as I believe it works well enough at the moment. You actually don't start off with any quest at all in the beginning. Moht automatically starts the main quest when you walk towards him (as well as hinting that you look in the basement).

The armor and weapon stands are jarring I admit but I don't know why that's so. The base templates are in KillerGremal's content pack and are exactly like they were in the first Dungeon Siege. So I don't know how the models are switched in DS1. I suppose I could go through every armor & weapon stand in every map and place an empty model in the same position as well, so it would appear the armor or weapon stand just lost it's items but that would be a lot of work for minimal effect.

I fixed the rain and people in the Inn except for the man upstairs.


Awesome! It sucks that you can't be paid for this kind of thing. You guys sure put a lot of work into all of this and honestly it seems deserving of some sort of reward.. That being said, if you ever put something up for donations it might be worthwhile and I'd gladly lend a couple bucks when possible lol. Not trying to over congratulate, I just got to thinking about it all and I never really know how to say how thankful I am for all of this work.

Anyway, the original NIS is a big thing and if anything I think that could be tackled WAY later after the more simpler bugs.
The basement seems fine with/without the emitter on the chest, I never really understood how the SFX was supposed to be perfect anyway but in the original LoA it had no effect at all so with this one it was just kind of an added feat.
I agree with that on Moht when you put it like that as it just makes a lot more sense.
The armor and weapon stands seem very weird at best and that definitely wouldn't be worth it to go through so many regions just to fix something so small. Though I noticed the armor stand in the basement actually appeared empty anyway, so I'm not sure where that sort of problem may be originating.

Thank you for the feedback

DrakeLyon wrote:
So I just started LoA with this mod to check things out and so far it looks great aside from a few minor bugs. For some feedback-- I don't know if you plan to remake the original intro NIS or anything but I think it's fine enough how it is. It would, however, make a great improvement to the map with the original. I was also wondering, is it possible you could start the hero out with the same starting equipment as in KoE (minus the hoe)? Mercenary armor doesn't exactly seem to match the scene of things. Onto some bugs-- 1. In the starting basement (A1_R1A_BASEMENT, 6.237 / -2.000 / -0.146 / 0XEC2F5181), when opening the chest with the glitter sfx, the glitter stays there. 2. The armor stand in that basement disappears when grabbing the armor from it 3. Moht (A1_R1_TOWN, -0.619 / 0.001 / 1.461 / 0XACCB93FC), the guy that tells you about the caravan attack when walking down the slope from your house, should have a gold star on the minimap and a gold question mark above his head. 4. Just in general, it seems in the town of Arhok it's raining. I think that should actually be snow, but memory might be failing me. 5. 3 people sitting in the inn are a little out of place (A1_R1_TOWN, 6.820 / -0.000 / 0.725 / 0X87B550DC). Sorry I don't exactly have a screenshot yet, but you'll see if you check it out. 6. The man in the room upstairs of the inn shouting "kill em' all" should actually be sitting in that chair wigging out unless memory fails me here as well. A1_R1_TOWN, -7.972 / -1.400 / -2.620 / 0X40E42C86)
Thank you for your feedback. I've implemented some changes as they are fairly basic (still took me about 2 hours to fine tune everything). Remaking the original NIS would be nice but very time intensive. KillerGremal remade the original NIS for KOE otherwise that would be simplified as well. I did manage to make the hero start off without any armor or weapons, you get these from the basement chest (I removed the emitter from the chest). Removing the spells didn't work.

I'm not going to give Moht any quest indicators as I believe it works well enough at the moment. You actually don't start off with any quest at all in the beginning. Moht automatically starts the main quest when you walk towards him (as well as hinting that you look in the basement).

The armor and weapon stands are jarring I admit but I don't know why that's so. The base templates are in KillerGremal's content pack and are exactly like they were in the first Dungeon Siege. So I don't know how the models are switched in DS1. I suppose I could go through every armor & weapon stand in every map and place an empty model in the same position as well, so it would appear the armor or weapon stand just lost it's items but that would be a lot of work for minimal effect.

I fixed the rain and people in the Inn except for the man upstairs.

Yesterhaven updated to Beta34b

Yesterhaven has been updated to beta34b.
DS1_Map_Yesterhaven_Beta34b.ds2res

Only 1 significant bug fix but it's a big one. The elevator between the end of Act I and start of Act II was playing up again so I scrapped it and replaced it with a portal. Works flawlessly now. Other than that just a couple of minor tweaks to the moods in Swamp Town Yesterhaven and in the in-game map.
Yesterhaven_Changes_Log_Beta34b.pdf

With the Utraean Peninsula already basically complete (what tweaks made to it not worth uploading yet), the maps are now finished as far as significant changes or bug fixes. I know there's still heaps of minor bugs that could be fixed but I doubt I'll have either the time or energy to fix any but the most serious or interesting bugs. So now I'll mostly be working on getting the mod ready for distribution (installation package, updating the manual, etc). Still let me know of any bugs or things that could be improved as I may find the time to fix them. As always thank you all for your support and help over the years making this mod. Without all of you this project would not have got this far.

KoE unlocks veteran

iryan wrote:
Incidentally has anyone ever finished any of the legendary mod maps in vanilla DS2 and been able to access the next map mode?

Yes. Speaking from unreliable memory, finishing KoE (for one) unlocks veteran mode - not just for KoE but for other mod maps too (but not for the original DS2 map). To access veteran UP (say), you have to take the hero who'd completed KoE, select KoE again, see that veteran mode was available (maybe have to put your cursor over it), back up to map selection menu, THEN choose another map.

I've no record whether completing any of the other maps has the same effect. Testing what happens if one does select veteran went no further than confirming hero's whole party is present at the start - which it should be anyway on mercenary?

DrakeLyon's picture
LoA Feedback/Bug Report

So I just started LoA with this mod to check things out and so far it looks great aside from a few minor bugs.
For some feedback--
I don't know if you plan to remake the original intro NIS or anything but I think it's fine enough how it is. It would, however, make a great improvement to the map with the original.
I was also wondering, is it possible you could start the hero out with the same starting equipment as in KoE (minus the hoe)? Mercenary armor doesn't exactly seem to match the scene of things.
Onto some bugs--
1. In the starting basement (A1_R1A_BASEMENT, 6.237 / -2.000 / -0.146 / 0XEC2F5181), when opening the chest with the glitter sfx, the glitter stays there.
2. The armor stand in that basement disappears when grabbing the armor from it
3. Moht (A1_R1_TOWN, -0.619 / 0.001 / 1.461 / 0XACCB93FC), the guy that tells you about the caravan attack when walking down the slope from your house, should have a gold star on the minimap and a gold question mark above his head.
4. Just in general, it seems in the town of Arhok it's raining. I think that should actually be snow, but memory might be failing me.
5. 3 people sitting in the inn are a little out of place (A1_R1_TOWN, 6.820 / -0.000 / 0.725 / 0X87B550DC). Sorry I don't exactly have a screenshot yet, but you'll see if you check it out.
6. The man in the room upstairs of the inn shouting "kill em' all" should actually be sitting in that chair wigging out unless memory fails me here as well. A1_R1_TOWN, -7.972 / -1.400 / -2.620 / 0X40E42C86)

DrakeLyon's picture
Utraean Hero and Bent Druid Staff

iryan wrote:
Glad you are enjoying the update.

I used a playable BW Utraean character for my KOE playthrough and a dwarf for my LOA playthrough without issues. Will check the dwarf in vanilla DS2 - the assets are ported from BW.

I'm still to test the latest update with steam - the first time I tried I had a crash when fighting the bear early n KOE and then I switched to playing with the retail game.

The bent druid staff is a DS2 item and I believe Aranna Legacy does change both the model (from m_w_staff_311 to m_w_staff_300-112 and textures from b_w_stf_311 to b_w_stf_302) but why that would cause the game to crash I don't know. The Legendary Mod doesn't change any base templates from DS2 or BW.


I'm not sure why the Utraean character model won't show up then, it's a little odd. For the Bent Druid Staff I'll test again by turning off Aranna Legacy as that's most likely what this is.

Re: Lovely

DrakeIsGod wrote:
So I'm playing with the retail DS2 BW again finally and I'm loving the new menu interface (not sure if it was there longer since I've used Steam for a long while.) Smile So far I've only noticed two weird things with the latest files here. The BW Utraean character mod doesn't work at all for some reason, but it works with Steam just fine. I tried in both BW and vanilla resource folders just to confirm my curiosity. Also, the dwarf loading in vanilla DS2 (Retail and Steam) loads with yellow and black pants in character creation. The only other weird thing I experienced was a full crash after fighting the mimic over the Farmlands bridge in KoE when I equipped a bent Druid Staff. I was unable to recreate the issue as I soon went to the regular DS2 map in multiplayer to quickly test if the staff was bugged but it equipped fine. So far, everything else looks great, so I'm going to keep playing on. I'm excited to actually have the time to finally play all the way through and get on to LoA with the rest of you guys. Great work on the completion of KoE iryan!

EDIT: I was able to recreate the crash by equipping a bent Druid Staff in KoE the next time I played. Just picked one up in the Crypts and it crashed when I equipped it. As usual, I'm playing with only the mod and Aranna Legacy. I have all files in the vanilla DS2 resources directory.


Glad you are enjoying the update.

I used a playable BW Utraean character for my KOE playthrough and a dwarf for my LOA playthrough without issues. Will check the dwarf in vanilla DS2 - the assets are ported from BW.

I'm still to test the latest update with steam - the first time I tried I had a crash when fighting the bear early n KOE and then I switched to playing with the retail game.

The bent druid staff is a DS2 item and I believe Aranna Legacy does change both the model (from m_w_staff_311 to m_w_staff_300-112 and textures from b_w_stf_311 to b_w_stf_302) but why that would cause the game to crash I don't know. The Legendary Mod doesn't change any base templates from DS2 or BW.

DrakeIsGod's picture
Lovely :)

So I'm playing with the retail DS2 BW again finally and I'm loving the new menu interface (not sure if it was there longer since I've used Steam for a long while.) Smile So far I've only noticed two weird things with the latest files here. The BW Utraean character mod doesn't work at all for some reason, but it works with Steam just fine. I tried in both BW and vanilla resource folders just to confirm my curiosity. Also, the dwarf loading in vanilla DS2 (Retail and Steam) loads with yellow and black pants in character creation.
The only other weird thing I experienced was a full crash after fighting the mimic over the Farmlands bridge in KoE when I equipped a bent Druid Staff. I was unable to recreate the issue as I soon went to the regular DS2 map in multiplayer to quickly test if the staff was bugged but it equipped fine.
So far, everything else looks great, so I'm going to keep playing on. I'm excited to actually have the time to finally play all the way through and get on to LoA with the rest of you guys. Great work on the completion of KoE iryan!

EDIT: I was able to recreate the crash by equipping a bent Druid Staff in KoE the next time I played. Just picked one up in the Crypts and it crashed when I equipped it. As usual, I'm playing with only the mod and Aranna Legacy. I have all files in the vanilla DS2 resources directory.

bare_elf's picture
great news iryan thanks killer

iryan wrote:
KillerGremal has discovered how to hack or bypass the hard coded check Dungeon Siege 2 v2.3 (Broken World executable) uses to lock out third party maps using Veteran or Elite modes. DS2X_Mod_Map_Mode_Unlock_v1.ds2res

It allows you to select any map mode from the map difficulty menu - even with a brand new hero. You do need to set the Monster Level Adjustment mode to "All" otherwise the regional level table will set them to mercenary mode level - this doesn't apply to the retail maps, which can also be accessed freely in any map mode you want. Deactivating the MLA mod will set the monsters to their template levels, which hasn't been balanced for veteran or elite modes.

This little mod is for testing purposes at the moment. I think KillerGremal is still looking at what may be possible with this hack but I thought it would be useful to post a version of it. It only works if Broken World is installed (v2.3 executable), even if the same changes are made to the vanilla DS2 file (which is actually used in this mod).

One thing I have noticed is that it is currently possible to recruit your party members again, unlike in DS2 or Broken World where once recruited they can't be recruited again.

Maybe this mod could be refined or even refined so it works as a replacement to the hard coded behaviour in v2.3 (perhaps by adding a Boolean check to the maps which is checked in the load_game.gas?).

Incidentally has anyone ever finished any of the legendary mod maps in vanilla DS2 and been able to access the next map mode?

I will down load and install right now. and give it a test.
Elf