forums | blogs | polls | tutorials | downloads | rules | help

Error message

Deprecated function: The each() function is deprecated. This message will be suppressed on further calls in remember_me_form_alter() (line 78 of /var/www/siegetheday.org/sites/all/modules/contrib/remember_me/remember_me.module).

Dungeon Siege Adepts 2 for Broken World

Some of us here at Siegetheday have been working on making an anime version of Dungeon Siege 2 like Dungeon Siege Adepts. This has been made possible by the recent release of the Cat Mansion Boys mod by AlphaDD which ports the models made by Hamcat, back around 2003 for the original dungeon siege, into DS2. This completes the set since the Girls were released in 2011 by DDlullu (AlphaDD former avatar).

An Beta version has just been completed which converts all of the npcs in DS2 and Broken World into Cat Mansion people (including the half-giants and dwarves).

Landing at Greilyn Beach

Assault of Greilyn

Amren deciding whether or not to skewer our hero

Amren talking with Celia

Recruiting Deru

Shopping

Not just a partial conversion replacing all the npcs in the game with Cat Mansion models, DS2BW Adepts is also the largest compilation of mods and new art available for Dungeon Siege 2 with over 1500 new character and npc skins, armor, weapons, spells and gameplay changes from some of the best modders from DS2/DS1 (a lot of DS1 content from 3rd party modders, publically available artpacks, Yesterhaven and Return to Arhok, etc) such as Hamcat, AlphaDD (DDlullu), Phoenix (Volkan), Darkelf, KillerGremal, Theresnothinglft, Lurker, Omniscient_Colossus, Ikkyo and of course GPG themselves. Over 30 mods are incorporated into DS2BW Adepts.

You also have more freedom in playing the campaigns. You have full access to Acts 2 and 3 once you have been cured of the plague in DS2 and in Broken World you can access Part Two straight away if you wish. Note that this really needs the Level Adjustment Mod installed to be viable.

There's also a new town and associated quest needed to unlock it in DS2.

There are two versions of the Mod. A custom folder version which is 166Mb download and requires 876Mb to create the custom folder installation of DS2BW Adepts and a basic version which is a 156Mb download and requires 247Mb to install in your Dungeon Siege 2 Broken World Folder.

Both versions at this stage require the Broken World expansion for Dungeon Siege 2. They are also not very compatible with other mods.

If you choose to install the basic version you will have to manage the conflicts with other mods yourself, saved games will be mixed up with regular saves and there'll be no custom presaves to play Broken World straight away.

*Custom folder version (166Mb download, 876Mb uncompressed).
http://www.siegetheday.org/~iryan/files/DS2BW_Adepts_Beta_1i_Custom_Setup.exe

*Separate Modules.
http://www.siegetheday.org/~iryan/files/Adepts_AL_Beta1/DS2BW_Adepts_Resources_Beta1x.ds2res (245MB)
http://www.siegetheday.org/~iryan/files/Adepts_Beta1x/DS2BW_Adepts_Logic_Beta_1x.ds2res (11.2Mb)

*Aranna Legacy Compatible version
http://www.siegetheday.org/~iryan/files/Adepts_AL_Beta1/DS2BW_Adepts_Aranna_Legacy_Logic_Beta1.ds2res (11.2MB)
Requires DS2BW_Adepts_Resources_Beta_1h.ds2res or DS2BW_Adepts_Resources_Beta1x.ds2res
Readme http://www.siegetheday.org/~iryan/files/Adepts_AL_Beta1/DS2BW_Adepts_Legacy_Beta1.txt

Elys DS2 Broken World All*Saves is required to launch the mod.
http://web.archive.org/web/20120509150740/http://garage.gaspowered.com/?q=node/5394
or DS2 Succubus Manager (with Load Succubus Modlet turned off) http://www.siegetheday.org/?q=node/1290
Note that both installers include options for installing the Broken World All*Saves launcher

*Readme (full of useful information)
http://www.siegetheday.org/~iryan/files/Adepts_Beta1x/DS2BW_Adepts_Beta_1x.txt

The mod is ideally designed to be played with the Monster Level Adjustment Mod
http://siegetheday.org/?q=node/1330 but will function quite happily without it (though certain features will be limited).

Thanks to Techiem2 for hosting the files to spare us having to go through Mediafire.

Remember that this is a Beta and as such is mostly feature complete and stable but expect some imbalances in weapons, armor and spells. Suggestions, bug reports, fixes, new skins, etc very much welcomed.

The first public alpha for DS2 Adepts is now available for those brave souls who wish to try it out.

It comes in two versions, a smaller lite version for those players who already have both Cat Mansion Mods (see links at top of thread) and a larger complete version that doesn't require the separate Cat Mansion Mods.

Both are quite large, even the lite version is 161Mb in size but contain over 1500 new character and npc skins, armor, weapons, spells and optional gameplay changes from some of the most prominent DS1 and DS2 modders around. And of course Techiem2 for hosting the mod without the annoyances of Mediafire, etc. Thank you.

The size would be a lot, lot smaller except for a feature of DS2 that requires a separate texture for every armor for each skin tone of the playable characters! Luckily the Cat mansion Boys only have 1 skin tone or the mod would probably be around 100Mb larger! ecK! (A comparison? There's 362 files totalling 25.6Mb of armor textures for the Boys compared to 2851 files totalling 202Mb for the Girls, just because they have 12 skin tones to his one). Okay Rant over.

The mod is ideally designed to be played with the Monster Level Adjustment Mod
http://siegetheday.org/?q=node/1330 but will function quite happily without it.

Have fun but remember that this is an alpha and very much work in progress. It is primarily designed for DS2 and Broken World maps but will work in the DS1 MapPack however a lot of things there will be broken (work in progress). Suggestions, bug reports, fixes, new skins, etc very much welcomed.

Hi Iryan,
Happy to see you released the public Alpha. I hope people will try it out and let us know what they think, if they find problems or have ideas for improvement. Having a few extra modders to help with the improvements would be most welcome.
Yesterday I installed the newest version of Adepts so that I could have working half giants as I have reached a point where I need Sartan and Lothar to finish a quest or two. When I got them into the game I noted their skin tone did not match the color of their heads. So I decided to fix that. Instead of using the DS2 half-giant skins I got a bit creative. I took the three Legends of Aranna Utraean skins and some hair from DS2 and then messed with the colors. Here is a look at what I have come up with. I will send you a zip file with the skins so you can have a look and use them if you like.


Not sure about the hair or no hair

Elf

Congratulations, this mod looks great! Smile
As soon as my hardware troubles have faded I'm looking forward to try it out!

By the way, I've just uploaded a new release of the Level Adjustment mod (had no chance to do it last week). It picks up some of the suggestions recently posted here.

bare_elf wrote:
Hi Iryan,
Happy to see you released the public Alpha. I hope people will try it out and let us know what they think, if they find problems or have ideas for improvement. Having a few extra modders to help with the improvements would be most welcome.
Yesterday I installed the newest version of Adepts so that I could have working half giants as I have reached a point where I need Sartan and Lothar to finish a quest or two. When I got them into the game I noted their skin tone did not match the color of their heads. So I decided to fix that. Instead of using the DS2 half-giant skins I got a bit creative. I took the three Legends of Aranna Utraean skins and some hair from DS2 and then messed with the colors. Here is a look at what I have come up with. I will send you a zip file with the skins so you can have a look and use them if you like.

Not sure about the hair or no hair

Elf


Looks very nice indeed!

For those types of skins probably no hair would be best unless the hair matches the facial tattoos. I'll send you an updated alpha test map pack that has a dwarves and half-giant map with all the npcs in DS2 and BW. Maybe you might have some ideas about the dwarves too.

KillerGremal wrote:
Congratulations, this mod looks great! Smile
As soon as my hardware troubles have faded I'm looking forward to try it out!

By the way, I've just uploaded a new release of the Level Adjustment mod (had no chance to do it last week). It picks up some of the suggestions recently posted here.


Thanks, I'll try the level adjustment mod out asap.

I'm going to try to make the mod as compatible as possible with Aranna Legacy as well if you have no objections, for maximum fun times. Comparing the folder structure most things are compatible except for the npcs. As soon as I have some spare time I'll be going through the files and see what needs to be adjusted.

Hoping your hardware problems are solved soon.

If you have downloaded the mod please update the DS2BW_Logic_Alpha_1f.ds2res to this one; http://www.siegetheday.org/~iryan/files/DS2BW_Adepts_Logic_Alpha_1g.ds2res The links in the main thread have also been updated.

I discovered a game breaking error with Taar's and Finala,s talk flick which would prevent you talking to them. I can't get the code that enables character levelling to work with their more complex talk flicks (the same for the talk flicks of the hireable characters in the outpost in Broken World). It works quite fine with the other characters like Lothar, Deru and Vix.

Once KillerGremal gets his hardware issues sorted, I hope he might be able to help me fix these talk flicks, maybe also to add equipped gear upgrading as demonstrated in his version of Return to Arhok (I never could get that working in the DS1 MapPack characters).

Hi Iryan,
I think I found a broken quest. I picked up the Family Heirloom Sword and completed the Family Heirloom Quest Part One a while back so since I happened to be in Aman'lu to finish Lothar's Quest I thought I would speak with Athelas in the Aman'lu Inn to start "A Family Heirloom Part Two" Athelas was in the inn and the conversation with him updated the quest log. Knowing that the Demon was in the Small Vai'kesh Prison in the Vai'kesh Forest I went there. Athelas should have been standing to the left of the stairs leading down to the Prison Gate but he was not there to allow the quest to continue but even if he had given me the key there would have been little point breaking the prison with the Heirloom Sword which I had equiped because there was no demon in the prison. No Athelas no Demon in the prison no completion of quest. Could this be a problem with one of the conversation flicks being broken?

Elf

EDIT: I FORGOT TO TELL YOU THIS QUEST WAS BROKEN BEFORE THE LAST UPDATE TO THE LOGIC FILE. I was in that prison several times over the past few weeks but figured the reason the demon was not in his cage was that I did not have the heirloom sword in my hand. I guess I was mistaken.

I thought the sword was suppose to be given to the quest giver in act 1 in azunite desert? then after that u could talk to guy in the aman'lu inn?

Darkelf wrote:

I thought the sword was suppose to be given to the quest giver in act 1 in azunite desert? then after that u could talk to guy in the aman'lu inn?

I picked up the sword in the azunite desert in a crypt where I had to answer a lot of questios that require telling the statue which hero visited first.
Then you find the nasty guy in a tower. If you keep the sword you can talk to Athelas in the Aman'lu Inn to start the second part of the quest. If you have not completed the first quest you can not get the second part from Athelas in the Aman'lu Inn he just stands about. So I finished the family heirloom quest part 1 and had the sword in my inventory when I arrived in Aman'lu picked up the second quest from Athelas and went to the small prison and neither Athelas or the demon where there.

Elf

bare_elf wrote:
Darkelf wrote:

I thought the sword was suppose to be given to the quest giver in act 1 in azunite desert? then after that u could talk to guy in the aman'lu inn?

I picked up the sword in the azunite desert in a crypt where I had to answer a lot of questios that require telling the statue which hero visited first.
Then you find the nasty guy in a tower. If you keep the sword you can talk to Athelas in the Aman'lu Inn to start the second part of the quest. If you have not completed the first quest you can not get the second part from Athelas in the Aman'lu Inn he just stands about. So I finished the family heirloom quest part 1 and had the sword in my inventory when I arrived in Aman'lu picked up the second quest from Athelas and went to the small prison and neither Athelas or the demon where there.

Elf


Hmmm that's very interesting. It appears that there's a couple of ways of progressing through this quest. I always give the sword to the old man (you get a second chant from him if you do that) and then he warns you not to talk to Athelas. Then when I get to Amanlu and talk to Athelas, he basically tells you that you have been fooled and that the Manu Osa is another name for the Vaikesh. If you agree to help him he then runs off and when you reach the prison he'll be there and will open it for you so you can kill the Demon (a beefed up darkling from DS1 fame). I never realised that if you kept the sword the quest will progress but in a different fashion.

My last playthrough I got through these steps with Athelas running off to meet you at the prison but then restarted again to test out something else, so it'll be a while before I can check your problem out.

It's very doubtful that a talk flick is involved more like a quest trigger not activating. I always thought that if you ignored the quest the Demon would still be there but be inaccessible. The fact that it didn't appear for you is strange. I looked in it's instance found in a2_04_04x_sa_demondun and it appears that it's a placed actor. There's a flick (act2_demondun_prison_enter_nis.flick) that runs upon entering the prison with the quest activated. If you kept the sword, you must equip it and break the prison walls yourself. If you gave up the sword, Thestrin instead equips the sword and breaks the prison walls to release the demon or the prison is already open or Athelas gives you the key to open it (I forget what happens).

I'll see what happens when I get there using my method. Maybe we'll get reports from other players as well. Thanks for the bug report, I'll keep it in mind for checking later.

Iryan I think you found a way to complete heirloom that was hidden from most of us. Even those of us that wrote the walkthroughs for DS2. I have a good game memory and do not remember reading your path. I must download a new copy of the two best walkthroughs and see if my memory is as good as I think.
I have never seen this happen before where the demon is not in his glass house. I must have completed this quest at least 10 times over the past 2 years. Yes I have a addiction to the Dungeon Siege line of games. Burp I just swallowed morden. They are tasty but give me gas

Elf

KillerGremal wrote:
Congratulations, this mod looks great! Smile
As soon as my hardware troubles have faded I'm looking forward to try it out!

By the way, I've just uploaded a new release of the Level Adjustment mod (had no chance to do it last week). It picks up some of the suggestions recently posted here.


Happy you think the mod looks great, I am enjoying it for sure. By the way I installed the new version of the level ajustment mod and it appears to be working much better. At least I am not being killed by mobs of weak monsters.

Thank you for the nice comments and the nicer level adjustment

Elf

iryan wrote:
. . . , I hope he might be able to help me fix these talk flicks, maybe also to add equipped gear upgrading as demonstrated in his version of Return to Arhok (I never could get that working in the DS1 MapPack characters).
Copying the old/existing structure of talk flicks did not work anymore?

Concerning equipment, put a cmd_equip_party_member_hired next to the actor, and soon as hired let the hired actor send an activation to it. Basically this should be enough, additional component tunings may be possible/useful though.

	[equip_when_hired]
	{
		alter_amulet = ALTER_MANA_RECOVERY_UNIT;
		alter_body_chest = ALTER_ARMOR_SOURCE_PERCENT;
		alter_body_general = ALTER_ARMOR;
		alter_ring = ALTER_INTELLIGENCE;
		alter_spellbook = ALTER_INTELLIGENCE;
		alter_weapon = ALTER_MANA_STEAL;
	  i potion_amount = 5;
	  i weapon_code = 5;
	}
Tuned here for a mage with optional bonus preferences. The 'weapon_code' has some higher importance, it will tell the component which weapon type to equip.

 

 

bare_elf wrote:
KillerGremal wrote:
Congratulations, this mod looks great! Smile
As soon as my hardware troubles have faded I'm looking forward to try it out!

By the way, I've just uploaded a new release of the Level Adjustment mod (had no chance to do it last week). It picks up some of the suggestions recently posted here.


Happy you think the mod looks great, I am enjoying it for sure. By the way I installed the new version of the level ajustment mod and it appears to be working much better. At least I am not being killed by mobs of weak monsters.

Thank you for the nice comments and the nicer level adjustment

Elf

No problem. Smile
The previous release went probably a bit too far when 'normalizing' tutorial monsters.
Now their health only increases a bit if high-levelled - and even then they have 3x less health than 'normal' monsters.

KillerGremal wrote:
iryan wrote:
. . . , I hope he might be able to help me fix these talk flicks, maybe also to add equipped gear upgrading as demonstrated in his version of Return to Arhok (I never could get that working in the DS1 MapPack characters).
Copying the old/existing structure of talk flicks did not work anymore?


Some talk flicks work great- specifically Deru, Lothar and Amren. Taar & Finala doesn't neither does any of the talk flicks of the characters at the outpost (if you start a new game in Broken World with a premade character).

I just spent a hour with Lothar and Vix in the outpost in Broken World trying various combinations of talk flicks with no success. It hangs on the relevel thread and you can't talk to the character.

I tried following what you did with the talk flicks in Arhok XP as well. So I got no idea what to do next.

been working on trying to balance the summon spells here is example -

[t:template,n:spell_summon_cm_traglok]
{
	category_name = "magic";
	doc = "base spell summon cm_traglok"; //giving its own name for placement with siegeeditor
	specializes = base_spell_nature;

	[common]
	{
		screen_name = "Traglok Grimoire";
		description = "Evoke a Traglok to attack the Caster's enemies.\n";
		
	}
	[gui]
	{
		active_icon = b_gui_ig_i_sp_edm-tg;
		inventory_icon = b_gui_ig_i_sp_edm-tg;
		mini_icon = b_gui_ig_m_chiclet-summon-up;
		item_level = 35; // using level of monster in game
	}
	[magic]
	{
		apply_enchantments = false;
		cast_range = 10;
		cast_reload_delay = 3.0;
		cast_sub_animation = 4;
		caster_state_name = "Controlling";
		effect_duration = 20;  // should be 600 but leaving cause summons sometimes get stuck in walking anim
		is_one_shot = true;
		can_autocast = true;
		mana_cost = 0;
		mana_cost_modifier = ((#clamped_intel * 1.1) - 8) * ((100 - #Decreased_Mana_Cost) * .01);
		requires_line_of_sight = true;
		require_state_check = true;
		use_intel_level = true;
		speed_bias = 1;
		target_type_flags = tt_terrain;
		usage_context_flags = uc_passive;  // uc_aggressive causes damage 1-1 to show in tooltip for spell
		state_name = "spell_summon_cm_traglok";
		required_level = 35;   // using level of monster in game
		max_intel = 500; //using max intelligence	
		max_level = 100; //using max level

		[enchantments]
		{
			[*]
			{
				alteration = alter_monster_level;
				duration = #infinite;
				value = #magic;
				custom_effect = "summon_cm_traglok";
				custom_effect_skrit = world\global\enchantments\actor_enchant.skrit?enchanted_ffx=ffx_spell_summon_creatureFX;
			}
			[cm_traglok_a_life]
			{
				alteration = alter_max_life;
				description = "Life: ";
				duration = #infinite;
				value = 1.2 * (4.53 * #clamped_intel + 14.67) * (1 + (#Increased_Summon_Life * .01));
			}
			[*]
			{
				alteration = alter_life;
				duration = 1.0;
				value = 1.2 * (4.53 * #clamped_intel + 14.67) * (1 + (#Increased_Summon_Life * .01));
			}
			[cm_traglok_b_armor]
			{
				alteration = alter_armor;
				description = "Armor: ";
				duration = #infinite;
				value = (1.98 * #clamped_intel + 2.67) * 1.4;
			}
			[*]
			{
				alteration = alter_life_recovery_unit;
				duration = #infinite;
				multiply_value = true;
				value = (1 + (#Increased_Summon_Regen * .01));
			}
			[*]
			{	// Attack Duration = 3 seconds
				alteration = alter_melee_damage_min;
				duration = #infinite;
				value = (((#clamped_intel * 0.81) + 1.5) * 0.75) * 0.7 * (1 + (#Increased_Summon_Damage * .01));
			}
			[*]
			{
				alteration = alter_melee_damage_max;
				duration = #infinite;
				value = (((#clamped_intel * 0.81) + 1.5) * 1.25) * 0.7 * (1 + (#Increased_Summon_Damage * .01));
			}
			[cm_traglok_c_damage]
			{
				alteration = alter_generic;
				description = "Average Damage per Second: ";
				duration = 0;
				value = ((#clamped_intel * 0.27) + 0.5) * 0.7 * (1 + (#Increased_Summon_Damage * .01));
			}
		}
	}
	[spell_summon_effects]
	{
		charge_ffx			= "ffx_spell_nature_summon_charge";
		start_ffx			= "ffx_spell_nature_summon";
		end_ffx				= "ffx_spell_nature_unsummon";
	}
	[spell_summon]
	{
		template_name		= cm_traglok_summon;
		description			= "Summoned Creature";
		caster_description	= "Controlling Summoned";
		guard_caster		= false;
	}
}

also legend states that a rare Ivory Sangor was seen in Aranna and only certain mages had the power to control them -

Darkelf wrote:
been working on trying to balance the summon spells here is example -

also legend states that a rare Ivory Sangor was seen in Aranna and only certain mages had the power to control them -


Very good work Darkelf! As you would have noticed all the summons have just been copied/pasted from the existing ones. The idea was to get them working in-game and then balance them later. There's also the matter of size, I wasn't sure whether to resize them or not as some of the monsters are very large.

Also don't be afraid to let me know if you think some of them should be culled as excessive, not meeting quality control standards or just not cool enough to bother with. One example is the vulk which for some reason I've not been able to find, just sits around for 15 seconds before waking up and then attacking.

The Sangor looks very cool indeed. Would make an interesting pet as well. I did think about making pets but I'm not sure whether players playing this mod would be interested. Giving the summons new skins would be very nice.

Another idea which I haven't had time to explore would be making the summons (especially the evocations) more spirit like similar to the apparitions in the restored cave region in LOA from the DS1 MapPack. They were based on a monster summons that the Dark Mage uses(Arch Mage? I forget which one) which used an invisible texture but had a special enchantment that made them appear as a spectral form (the one in DS2 was based on a mercrus body). I wonder if it would even be possible to apply a semi-transparent skin to a monster? Could be quite interesting?

Another update to DS2 Adepts Logic ds2res http://www.siegetheday.org/~iryan/files/DS2BW_Adepts_Logic_Alpha_1h.ds2res

Adds another 50 unlocked armors and weapons used by npcs and monsters in DS2 and Broken World. Some of these have been done before like Snowbrook Armor by Volkan (Phoenix) and shield of Azunia but this updates adds not just those but the Archer armor and many weapons used by the monsters such as the Morden Durvla hammer and Blightwalker staff, together with new icons. Also updates some of the generic icons used by therenothinglf's siege weapons.

These are for now just pcontent drops but eventually they'll just drop from the appropriate monsters, i.e. Korven Blightwalkers will drop the Blightwalker staff and sharded snowbrook soldiers will drop the snowbrook gear, etc.

Was also able to get Valdis's armor (body armor, helm, gloves and boots) working but they were very plain with the body armor being type3 mesh which is obviously a lot different from Valdis's own type3 mesh (be interesting to see if the male characters could use this mesh) and there were no textures there for the girls so I scrapped the idea.

Valdis's sword is also unusable as it has a different grip and so looks weird, the same for the Ganth's axe.

I spent most of the day trying to recreate something I thought I had done in the past. I had forgotten that I had used regular DS2 armor and the Cat Mansion Girl to create some custom armor Ornaments. When I tried to add armor ornaments to armor types a6 through a14 (converted ds1 armor types) they did not work. It is to bad that they did not but tonight while watching a television show on bronze age weapons in Ireland I think I discovered a way around the problem. What I wanted to do was to put a quiver and arrows on a type 6 armor. It is so simple I am surprised that it took hours for me to figure it out. I mean just draw it and create the alpha channel. Sometimes I just over think things. I will do it tomorrow if I get a chance.

Elf

As I stated in my last post I was attempting to get the quiver ornament working on cat mansion type6 (ds1 type1) armor then I realized that the ornaments where designed for DS2 armor types. So today I put one of my cat mansion characters in some custom ds2 type 1 armor and tried the quiver listed below. And it did not display at all. So I decided to test all of the DS2 ornaments. The results follow. Now I will have to think of a different path to get a quiver on a cat mansion girl. That is unless someone can make armor ornaments for DS2 Cat Mansion Armor Types. Smile
Do not display on Cat Mansion Girls wearing DS2 type 1 armor
*=type02_quiver_01,b_c_gah_amr_orn_type02_quiver_001;
*=type04_shoulder_a, b_c_gah_amr_orn_type04_shoulder_002;
*=type01_shoulder_05,b_c_gah_amr_orn_type01_shoulder_007;
*=type01_shoulder_06,b_c_gah_amr_orn_type01_shoulder_008;
*=type04_shoulder_02,b_c_gah_amr_orn_type04_shoulder_005;
*=type04_shoulder_a,b_c_gah_amr_orn_type04_shoulder_006;
*=type03_shoulder_01, b_c_gah_amr_orn_type03_shoulder_001;

Display but look different than on a standard character actually they are all the same shape just different colors. Image follows
*=type02_shoulder_03,b_c_gah_amr_orn_type02_shoulder_003;
*=type05_shoulder_02,b_c_gah_amr_orn_type05_shoulder_005;
*=type03_shoulder_02,b_c_gah_amr_orn_type03_shoulder_002;
*=type02_shoulder_04,b_c_gah_amr_orn_type02_shoulder_006;
*=type02_shoulder_04,b_c_gah_amr_orn_type02_shoulder_005;
*=type03_shoulder_03,b_c_gah_amr_orn_type03_shoulder_003;
*=type02_shoulder_03,b_c_gah_amr_orn_type02_shoulder_003;
*=type05_shoulder_03,b_c_gah_amr_orn_type05_shoulder_003;
*=type05_shoulder_03,b_c_gah_amr_orn_type05_shoulder_004;
*=type05_shoulder_02,b_c_gah_amr_orn_type05_shoulder_002;
*=type05_shoulder_02,b_c_gah_amr_orn_type05_shoulder_005;
*=type04_shoulder_02,b_c_gah_amr_orn_type04_shoulder_005;
*=type04_shoulder_02,b_c_gah_amr_orn_type04_shoulder_003;
*=type04_shoulder_02,b_c_gah_amr_orn_type04_shoulder_004;

All the ornaments that display look like this one

Elf

Somehow the cat_update21 include in the ..DS2 Cat Mansion Girls..was not use in adeptsds2. Just add it to your resource, the priority is set to +35 and adepts full resources is set to zero. It should work fine. All the ornaments are there.

Speaking of ... you should try to use the glasses include with the catboy mod. For test, i use the same equipment as the original glasses mod, that's the gauntlet in the ..My test world.. by Sharkull.

template:

Simple enough, you can also change color with bluegau,cyangau,purplegau,redgau,whitegau(black!) or make your own. For armor you can use suit,boots,helmet or gloves.

(It's call type01_glass_green because that was the color choose to make the ornament and i leave it that way.)

AlphaDD wrote:
Somehow the cat_update21 include in the ..DS2 Cat Mansion Girls..was not use in adeptsds2. Just add it to your resource, the priority is set to +35 and adepts full resources is set to zero. It should work fine. All the ornaments are there.


Hi AlphaDD,
I believe we are using the 2.1 version of the mod, are you talking about the Cat_patch1.ds2res not being included in the full resources version? I had a hard day today so may not be understanding your message. I will have to look at this when my mind clears. I would explain but no one wants to hear the day I had.

Hey Iryan,
Did you include all four files from the cat mansion girl mod. Since things appear to be working for you and you are using the small version of adepts with the 4 cat mansion girl files and the one catboy file right? If you did not put in the Cat_patch1.ds2res into the full resources version could you? as it would surly help.

Hugs
Elf

I count five tank(s) here.

cat_bwcore5.ds2res missing data for Broken World
cat_core.ds2res data for DS2
cat_textures.ds2res textures for the catgirl
cat_patch1.ds2res some animations fs0
cat_update21.ds2res some animations and the missing ornaments

You really need the cat_update21.ds2res in the DS2 Cat Mansion Girls(found here in the download section).

AlphaDD wrote:
I count five tank(s) here.

cat_bwcore5.ds2res missing data for Broken World
cat_core.ds2res data for DS2
cat_textures.ds2res textures for the catgirl
cat_patch1.ds2res some animations fs0
cat_update21.ds2res some animations and the missing ornaments

You really need the cat_update21.ds2res in the DS2 Cat Mansion Girls(found here in the download section).


Thank you AlphaDD
I think the version of the mod I was using had
cat_bwcore5.ds2res missing data for Broken World
cat_core.ds2res data for DS2
cat_textures.ds2res textures for the catgirl
cat_patch1.ds2res some animations fs0
However I do not believe it had
cat_update21.ds2res some animations and the missing ornaments
I will check that tomorrow when I am back with my game computer. I feel like the dumbest elf in the world right now because I should have known something was missing since it all worked before. Think I will kick myself into bed.
Elf

bare_elf wrote:
AlphaDD wrote:
Somehow the cat_update21 include in the ..DS2 Cat Mansion Girls..was not use in adeptsds2. Just add it to your resource, the priority is set to +35 and adepts full resources is set to zero. It should work fine. All the ornaments are there.


Hi AlphaDD,
I believe we are using the 2.1 version of the mod, are you talking about the Cat_patch1.ds2res not being included in the full resources version? I had a hard day today so may not be understanding your message. I will have to look at this when my mind clears. I would explain but no one wants to hear the day I had.

Hey Iryan,
Did you include all four files from the cat mansion girl mod. Since things appear to be working for you and you are using the small version of adepts with the 4 cat mansion girl files and the one catboy file right? If you did not put in the Cat_patch1.ds2res into the full resources version could you? as it would surly help.

Hugs
Elf


No the mod doesn't include the patch 2.1 update (wasn't aware there was one). Will update the main files soon but as AlphaDD notices the patch can be used with the full resources version as it has no tanking priority.

And yes you can a lot of good things with ornaments, probably even more so than what GPG have done.

@AlphaDD
Thank you for pointing out that cat_update21.ds2res was not currently part of DS2BW_Adepts_Full_Resources_1d.ds2res. Neither Iryan or I where aware that there was an update.
@iryan
I put the update into the DS2 resources folder and all the ornaments including the quivers are working on Cat Mansion specific armor types. I was just making a note last night that we will have to add update21.ds2res to DS2BW_Adepts_Full_Resources_1d.ds2res before the next major update.

@those that are testing or Playing DS2BW Adepts and using DS2BW_Adepts_Full_Resources_1d.ds2res
Check to make sure that cat_update21.ds2res is in your Dungeon Siege 2 resources directory. If not you can download it here http://www.siegetheday.org/?q=node/1391

@iryan
I am back to testing Adepts 2 and I have finished all the quests primary and secondary up to Zaramoth's Horns. Things are going well have not seen any problems worth noting. I do have a question while running about on the mountain how come there are no Zara Moths Smile We should rename the butterfly monster thingys to Zara Moths and maybe someone could redraw them such that they had horns.

Elf

@ Iryan,

I defeated Valdis in the final battle. Saw some funny things, not really problems but had me confused for a bit. I went into the battle with each of my party members having a cat mansion character summon. As we enterend the room with Valdis it was love at first sight. All the the cat mansion summon characters ran to Valdis and he ran to them. Totally ignoring my party of real characters. Valdis was unable to kill the summoned characters and they where unable to kill him as you would expect. I had to leave the room with my party port back to town and wait for the summoned characters to expire. Where is the spell for releasing summoned characters anyway. Then the battle went as designed and I defeated Valdis with a bit of trickery. By standing my party in front of the big gun, using the hold command and getting Valdis to attack them. Oh sure they all died including Valdis but the object was to win was it not. Then I resurrected them and we are now off to the land of Broken World.
Broken World Adepts
If I recall correctly iryan when playing Vanilla Broken World even when I had a party of six, I had to rehire them from about the dryad outpost. I might be mistaken as it has been a while. When I dropped into the Dryad Outpost this time there was the gang standing at my back getting woken up by Ceilia's argument. I really dislike that silly dryad. So tomorrow we will be off a questing.

Elf

bare_elf wrote:

Where is the spell for releasing summoned characters anyway.

Broken World Adepts
If I recall correctly iryan when playing Vanilla Broken World even when I had a party of six, I had to rehire them from about the dryad outpost. I might be mistaken as it has been a while. When I dropped into the Dryad Outpost this time there was the gang standing at my back getting woken up by Ceilia's argument

Elf

don't need a spell look at portrait icon the summon is unsummonable there

broken world has hirelings in town, but if u have some from ds2 the game uses them, however if u disband them from the inn can hire broken world versions.

I haven't got very far lately. I downloaded version h of the logic and after installing it lothar became a bumble bee so had to quit, I guess I need to re-download the last art version and that will take forever. damn I hate dialup already.

@Dark Elf
I may not have been clear, I was speaking of the summoned characters that iryan added to adepts like the school girl, beach girl, viking, geisha, monk, and so on. They are summoned but are not added to the party. They are a spell and have an inventory icon in your spell book you can not disband them to the inn or return them to the wild. Which is good because each of your party members can have one they are not as powerful as a regular character but a party of twelve is nice. Even though they are not as powerful as a regular character they fear nothing and will fight until they expire or get killed. This takes a bit of pressure off the party members when they encounter a nasty mob. There was a spell that would allow them to be turned off by clicking on them but it was a DS1 spell and I can not remember if it was part of Cat Mansion Adepts, Legends of Utrae, or lived within some other mod. I think I know where it is located but have not had time to look.

Thank You for the tip about sending a party member to the inn and then disbanding them so I could pick up their BW counterpart. Been a while since I took a party from DS2 into Broken World.

@iryan
Strange about the Cat Mansion Monk he comes into being and the casting party member uses up mana like it is going out of style boosting the monk's health which is quite low when he is created. The other summoned characters seem fine. The dispand summoned character spell was part of DS1 adepts right?

Elf

i believe the bw hireling npcs were placed there due to the way the inn was changed in v2.3 causing all the stored inn chars to disappear when importing a v2.2 or earlier party into v2.3.

so to get around this bug gpg added the bw hireling npcs to the bw map so u cud rehire them since u wud lose the ones stored in the inn if they were not an active member in your party during the import.

i believe the above info was discussed to some degree on the gas powered garage.

and darkelf why did u give up ur broadband? u shud know by now dialup is inadequate for ds gaming much less ds beta testing. u just sent yourself into the dark catacombs of the internet...

Pages