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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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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

Map Mode (Difficulty) Unlock

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?

Maybe a little confusing

sigofmugmort1 wrote:
Since Melee is the most challenging, I decided on a dwarven fist of Stone( I know, real surprise there )

A hoover Bunny Shock , the brown bunny at start does part of a hop then slides along(hoovering)then finishes his hop Laughing out loud

Larry, Moe, and curly did attack Big smile

After helping the Guards at the gate I got Chapter 2 :Travel to Glacern completed Puzzled Puzzled Puzzled I have not yet found wesrin Cross

Insane Dwarf

The quest is working as intended but maybe it's a little confusing unless you look at the summary. The next step to "Find Wesrin Cross" states that "The Northern Outpost Gate is blocked! Now the only way to Glitterdelve Mines is through Wesrin Cross".

Your original intention was to travel directly to Glitterdelve Mines through the Northern Oustpost Gate as it's the quickest route. You wouldn't know at the time that it was blocked.

Maybe the task could have said instead like "Find a Way to Glacern" or suggest that the Northern Outpost Gate is the quickest way to reach Glitterdelve Mines, which will take you to Glacern.

Meandering around

Since Melee is the most challenging, I decided on a dwarven fist of Stone( I know, real surprise there )

A hoover Bunny Shock , the brown bunny at start does part of a hop then slides along(hoovering)then finishes his hop Laughing out loud

Larry, Moe, and curly did attack Big smile

After helping the Guards at the gate I got Chapter 2 :Travel to Glacern completed Puzzled Puzzled Puzzled I have not yet found wesrin Cross

Insane Dwarf

Sarcophagus

iryan wrote:
Did you pick up the elddim stone?
The problem is that the sarcophagus didn't open at all. I've tried several times and despite that every time the character produced an opening animation the sarcophagus still didn't open.

I've started a new party and played it again. This time the sarcophagus did open and dropped coins and Elddim stone. Now the quest is complete. I don't know what happened the first time, but apparently something prevented it from opening and because that event could be triggered only once the quest was stuck.

Elddim Stone Quests is working

vvs wrote:
iryan wrote:
What version of the mod are you playing? Are you using the new logic ds2res just recently updated?
Actually this beta34a version was the first I ever tried Smile All the files were most recent. I've installed DSLOA on a virtual machine with Windows 7 (32-bit) just to use installer there to get all the files, but alas it didn't find the game. So, I've got all individual files and tried Utraean peninsula which I never had a chance to play through before. And the first primary quest was broken right away. Comparing the original and ported map in DS2TK I noticed that both the contents of sarcophagus and trigger actions are missing entirely. Looks like porting of that quest was never finished actually. The gold star on the radar is present though.
I've verified that the quest is working with the current betas of the mod. I've taken screenshots but don't have anywhere to post them at the moment.

You actually won't find any triggers linked to the sarcophagus. Instead it has an unique template; sarcophagus_stone_quest. It drops the elddim stone and picking up the stone both finishes the quest for the elddim stone and opens up a new secondary quest to travel to Crystwind.

Did you pick up the elddim stone? Like in the original multiplayer map you need to keep the stones - all the stones you collect throughout the map. Keep them in the stash until needed late in the game. You'll need them to open the final quest dungeon of the game.

Basically the main quest in the Utraean Peninsula plays like the original multiplayer map. Due to balance issues, it isn't quite as open as the original map though. It strongly encourages you to travel a set route.

bare_elf's picture
Thank You Irwin

iryan wrote:
I've updated Legends of Aranna to Beta34b. DS1_Map_Legends_of_Aranna_Beta34b.ds2res (37.6Mb) DS1_Mod_Logic_Beta_34b.ds2res (8.5Mb)

All outstanding bugs should now be fixed other than Jharmaya's face being screwed up slightly when wearing open helms and a party member (generally the member being controlled by the player) getting stuck at the top of one the stairs in the first interior region of the Death Mountain. I've tried deleting and rebuilding that particular node and placing a blocking object over most of it (can't cover it all or otherwise the player couldn't continue past that point). Neither works, the character just gets stuck on the other side of the node. I think it may be in common with a similar node in Yesterhaven (where Gwendolyn is located in Yesterhaven in her rescue quest) but unfortunately I've forgotten how that particular case was fixed.
LOA Changes Log Beta34b pdf

The Lost Queen still only has half the health she should (maybe because of the difficulty in the map being set to only 50). I will create a selection of mini-mods later on to change the difficulty and respawn rates in the maps so we can see then whether this is the cause of this (this can already be done if players are willing to add some lines to the ini file for Dungeon Siege 2 or Broken World).

Down loaded the files and will check it out as soon as time allows.
Elf

Updated Legends of Aranna map

I've updated Legends of Aranna to Beta34b.
DS1_Map_Legends_of_Aranna_Beta34b.ds2res (37.6Mb)
DS1_Mod_Logic_Beta_34b.ds2res (8.5Mb)

All outstanding bugs should now be fixed other than Jharmaya's face being screwed up slightly when wearing open helms and a party member (generally the member being controlled by the player) getting stuck at the top of one the stairs in the first interior region of the Death Mountain. I've tried deleting and rebuilding that particular node and placing a blocking object over most of it (can't cover it all or otherwise the player couldn't continue past that point). Neither works, the character just gets stuck on the other side of the node. I think it may be in common with a similar node in Yesterhaven (where Gwendolyn is located in Yesterhaven in her rescue quest) but unfortunately I've forgotten how that particular case was fixed.
LOA Changes Log Beta34b pdf

The Lost Queen still only has half the health she should (maybe because of the difficulty in the map being set to only 50). I will create a selection of mini-mods later on to change the difficulty and respawn rates in the maps so we can see then whether this is the cause of this (this can already be done if players are willing to add some lines to the ini file for Dungeon Siege 2 or Broken World).

Version

iryan wrote:
What version of the mod are you playing? Are you using the new logic ds2res just recently updated?
Actually this beta34a version was the first I ever tried Smile All the files were most recent. I've installed DSLOA on a virtual machine with Windows 7 (32-bit) just to use installer there to get all the files, but alas it didn't find the game. So, I've got all individual files and tried Utraean peninsula which I never had a chance to play through before. And the first primary quest was broken right away. Comparing the original and ported map in DS2TK I noticed that both the contents of sarcophagus and trigger actions are missing entirely. Looks like porting of that quest was never finished actually. The gold star on the radar is present though.

Will be checked

vvs wrote:
Elddim townstone quest in Utraean peninsula is broken. DS2TK shows that his sarcophagus misses a contents and required triggers, like it was in DS1 multiplayer map.bd
I will check that out soon as I've basically finished the Legenda of Aranna map. Don't know why that would be happening though. What version of the mod are you playing? Are you using the new logic ds2res just recently updated? The more information that is provided, the more likely that an answer will be found quickly.

Updated French Language Pack

The French Language Pack has been updated and is now approximately 85% translated. I missed some translated files from Gemeaux333, plus some actor files.
DS1_French_Logic_Beta34b_build2.ds2res (144Mb)
French Language Changes Log Beta34b Build 2 pdf

Support has been added for Diabloish & Return to Arhok. I software translated all of Diabloish as there's not a great deal of text in that map. I also added translated templates from KillerGremal's DS1Content Mod which I overlooked before. Despite this the file size has actually decreased as I trimmed all unnecessary files from the Pack.

DrakeIsGod's picture
:P

iryan wrote:
DrakeIsGod wrote:
Woo! This is a nice visit I paid to the site today Smile Thank you iryan. I feel you on the RL though lol, I have another kid on the way. Things just get increasingly difficult as you get older I guess. Dungeon Siege will always be there though lol. I'll give it a good test run when I get the chance.
Congratulations. I actually am on leave at the moment which is why I'm suddenly a lot more active. Dungeon Siege (1 & 2, definitely not 3 - though its not really a bad game but just isn't DS).

Also I'm trying to get as much done before Final Fantasy XII The Zodiac Age is released next month on PC. One of my all time favourites and very much like LOA gameplay with it's gambit system.
http://store.steampowered.com/app/595520/FINAL_FANTASY_XII_THE_ZODIAC_AGE/

I actually got a lot of my inspiration of some of the additions to the Legendary Mod from FFXII. The Hunt Club would have been a great addition as well.

To keep on track with the thread, I've almost finishing testing LOA. Yesterhaven and the Utraean Peninsula shouldn't take too long as the majority of issues have already been fixed from them. I just need to balance the regional levelling system and any other odds n ends.

I love Final Fantasy, I played the original FFXII on PS2 when I was younger.
I actually can't wait to start playing and testing this mod on the norm again. For the longest time I've been thrown off by the Creator's Update honestly, but now that I've at least got a temporary fix I should be in the clear for awhile. Lately I've been testing PC games out with Xpadder and my Xbox One controller and I've been enjoying it a lot. It works so well with almost everything depending on how I can work around the mouse. I was actually curious about doing this with DS2 when I get the chance. I'm just imagining that it'll be pretty fun if I get the controls set up right.

Broken Utraean peninsula quest

Elddim townstone quest in Utraean peninsula is broken. DS2TK shows that his sarcophagus misses a contents and required triggers, like it was in DS1 multiplayer map.bd

KillerGremal's picture
Not playable!?

Gemeaux333 wrote:
Well, I actally wanted to wait until Return to Arhok is fully playable (as are the other maps) before I begin to translate it
This makes sense, however there want change a lot in next future.

One house is not populated I think as it was and there's no intro NIS. But already now you an play the map until the end, at least nobody complaint so far it wasn't.

Well, I actally wanted to

Well, I actally wanted to wait until Return to Arhok is fully playable (as are the other maps) before I begin to translate it

KillerGremal's picture
Bi-Lingual Return to Arhok!?

@Gemeaux333: Well, if you are in the mood to translate the English terms (38kB), you are welcome of course! Smile

Then I would add the translation files directly to the map tank, and as soon French is installed/detected, all the terms would automatically be displayed in French.

Pre DLC Era

Gemeaux333 wrote:
Actually, the point is Yesterhaven and Return to Arhok have never been translated in french or any other languages, it seems that peoples just didn't bother in translating DLC/mod-like contents back then...
That was long before mods were know as DLC. I think they were created by third parties for GPG as some sort of promotion at the time and initially distributed in game magazines?

Return to Arhok can also be supported in the language pack if you want as well as other third party maps. Even if there existed foreign translations for these maps, the Legendary Mod adds quests and extra characters to each map so there would be a lot of new text to translate regardless (note that Return to Arhok was converted to DS2 by KillerGremal).

I have looked at software translation of the text into other languages but I doubt any such translations would be perfect due to the intricacies of language.

Actually Yesterhaven and

Actually, the point is Yesterhaven and Return to Arhok have never been translated in french or any other languages, it seems that peoples just didn't bother in translating DLC/mod-like contents back then...

Congratulations

DrakeIsGod wrote:
Woo! This is a nice visit I paid to the site today Smile Thank you iryan. I feel you on the RL though lol, I have another kid on the way. Things just get increasingly difficult as you get older I guess. Dungeon Siege will always be there though lol. I'll give it a good test run when I get the chance.
Congratulations. I actually am on leave at the moment which is why I'm suddenly a lot more active. Dungeon Siege (1 & 2, definitely not 3 - though its not really a bad game but just isn't DS).

Also I'm trying to get as much done before Final Fantasy XII The Zodiac Age is released next month on PC. One of my all time favourites and very much like LOA gameplay with it's gambit system.
http://store.steampowered.com/app/595520/FINAL_FANTASY_XII_THE_ZODIAC_AGE/

I actually got a lot of my inspiration of some of the additions to the Legendary Mod from FFXII. The Hunt Club would have been a great addition as well.

To keep on track with the thread, I've almost finishing testing LOA. Yesterhaven and the Utraean Peninsula shouldn't take too long as the majority of issues have already been fixed from them. I just need to balance the regional levelling system and any other odds n ends.

French Language Pack Updated

I've just updated the French Language Pack to support Beta34a and incorporate all the hard work Gemeaux333 had put into the Pack over the past year or so.
DS1_Mod_French_Mod_Logic_Beta34a_build_1.ds2res

I estimate that the Language Pack is about 60-65% translated. Details of what's translated and what's not can be found in the log of changes;
Log of Changes for Beta34a build 1 (147Mb)

Works as a patch but can completely replace DS1_Mod_Logic_Beta34a.ds2res. It hasn't been tested very thoroughly but appears to work well and should be able to be used with current saved games without any issues.

I will continue to help Gemeaux333 translate this pack with the existing conversations in Legends of Aranna. New conversations added to LOA and all of Yesterhaven's conversations will have to be handled by Gemeaux333 as there's obviously no existing translations of those in DS1 dscore.txt. The same for the quests, monsterbooks and new lore. For those not familiarly with how DS1/DS2 handles different languages, it appears the game uses the English base and translates foreign text as needed from a text file using hex? addresses through a language dll? If we knew exactly how that was done, we could possibly use the same approach to make creating additional language packs a lot easier but considering that the Legendary Mod adds an awful lot of additional text to the game, this would probably be as laborious as the current practice of translating line by line.

DrakeIsGod's picture
Woo!!

iryan wrote:
After far too long there's finally an update to the mod. I apologize for the situation but RL has taken a toll and my spare time is severely limited. Even this update has taken over 2 months to prepare. Consider it a release candidate beta as the mod works towards the public release of version 1.0.

DS1_Map_World_Beta34a.ds2res (46Mb)
DS1_Mod_Logic_Beta34a.ds2res (3Mb)
Log of Changes Pdf

Any Feedback is welcome but unless there's any serious bugs encountered, they may or may not be fixed. The main addition is a hub system allowing travel between the main towns in the Kingdom of Ehb. The difficulty level has also been lowered to as far as it can go due to feedback from some players that they have become discouraged from playing the mod because of this. I don't know how functional this aspect of the MLA mod actually is because I still died a couple of times during testing. In any regard I intend providing mini-mods with the mod which will allow players to adjust the difficulty level and respawn rates.

From here I will work through Legends of Aranna. Yesterhaven and the Utraean Peninsula has already mostly been attended to though the regional levels still may need adjustments.


Woo! This is a nice visit I paid to the site today Smile Thank you iryan. I feel you on the RL though lol, I have another kid on the way. Things just get increasingly difficult as you get older I guess. Dungeon Siege will always be there though lol.
I'll give it a good test run when I get the chance.

And what about the

And what about the possibility of changing the difficulty level (purcentage) ingame instead of the file DungeonSiege2.ini or DungeonSiege2BrokenWorld.ini ?

I assume you would have to save the game and load it in order to make this setting to take effect

KillerGremal's picture
Side note

Indeed in the Level Adjustment mod difficulty settings/changes are realized widely by damage tunings only.
It's unusal in DS2 to change the armor formula, and changing the life point formula for difficulty customizations is not uncritical either.

 
It may be an interesting fact that in DS2 generally all monsters have almost the same defense, only depending on the monster level.
So in DS2 a hard monster only varies in life points and damage compared to a weak monster, and the armor value is the same eg. for a shield-carrying Morden Warrior and the soft-furry looking Gila (of the same level) next to him.
I guess GPG liked a rather steady, only level-depending armor value to keep the displayed damage numbers within a tighter scope/bandwidth - for a better combat feedback possibly (as the red damage numbers are used for).

 
So changing the armor formula may not really fit to DS2 - a matter of opinion of course, but basically it's not the goal of the Level Adjustment mod to redesign original approaches used for the monster creation.
And also life point formulas do not really change by the mod unless for serious balancing reasons, for example up-scaling a trivial tutorial monsters to level 30 or down-scaling a mighty Kroven Boneslayer to level 1.

By the way, if you would change the life points to eg. 50% as consequence of a difficulty customization it also could affect the way you preceive power recharging - you suddenly would need 2x more monsters since the recharging depends on the damage dealt resp. on the life points eliminated (...and we would need another work-around to face this matter).

 
Finally, difficulty customization via monster's damage output seems a very efficient and transparent manner to me with a minimum of side effects.

Download success I just

Download success Cheer Dance

I just had to use Internet Explorer Shocked

Insane Dwarf

Using Regional Values

KillerGremal wrote:
Why don't you used the monster_adjust_declared option to show you a monster's stats in its label?

So we could compare the indicated stats with the template formulas in order to see if something is mathematically not as it should be.

I was referring to the difficulty under customizable settings in the level_adjustment_config.gas in each map. The notes state that this scalar will multiply monster's damage but only partially affects life and defence.

I had forgotten about monster_adjust_declared and it is very useful in balancing the level set in the templates against what's actually happening in the map. It shows the level set in the template being adjusted both up and down as required by the settings set in the regional table. However it doesn't show how the difficulty set in the level_adjustment_config.gas is affecting the monsters.

At the moment difficulty set at 80 in LOA is a lot easier than difficulty set at 50 in Kingdom of EHb. I guess it will have to be tuned as required for each map.

KillerGremal's picture
Difficult(y) Matter

Why don't you used the monster_adjust_declared option to show you a monster's stats in its label?

So we could compare the indicated stats with the template formulas in order to see if something is mathematically not as it should be.

Left click to download, sig

Left click the link to go to the repository site. Left click the download button there. When the "download complete" box comes up, either select SAVE - which I guess will put file into your default Downloads area - or expand to select SAVE AS. Worked for me with Edge.

By the way, either 1703 feature (of Windows 10) or its April or May maintenance broke my Edge, so like Moros I reverted to IE, but 1709 feature, which I was given in December, got Edge going again.