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LMP - KOE - Standard

Since I have finished most of the maps in the Legendary Map Pack while using the Adepts Mod (Cat Mansion Characters). I thought it would be a good idea to run all the maps at least once with standard characters.

So I am back in EHB somewhere in the depths of Wesrin Cross. So far I have not found any errors with quests, characters, and other things. It is a bit weird playing with standard characters because I hate the way they run with a bow or a staff. If real people ran that way they would fall over their weapons. Anyway here are a few screen shots.

Elf

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If you and Iryan need another viewpoint, I can give Ehb a run through with the regular characters. I'm a bit iffy on what I need as the stuff I have I got ages ago.

Let me know what you guys need. Smile

kathycf wrote:
If you and Iryan need another viewpoint, I can give Ehb a run through with the regular characters. I'm a bit iffy on what I need as the stuff I have I got ages ago.

Let me know what you guys need. Smile


Basicly we are testing the Legendary Map Pack for DS2 which has the ehb, yesterhaven, LoA and Utraean Peninsula maps from ds1. Iryan has an installer for it now so it does all the conversions for you. just go to this link http://www.moddb.com/downloads/dungeon-siege-legendary-mod-beta-14
and let the installer do the work. Would recommend you check for old versions of the mod as stated in the readme.

Elf

I am in the snow highlands just down the road from Glacern. Other than the weapon grip for a duel wielding Dwarf, I have encountered no issues playing with a standard party.

Elf

Into the Goblin Warrens. When I hit the Bandits, some of them(appeared to be the Thugs) had the little blue item icon on the compass map in the lower corner. the dots moved with the monsters and stayed on the bodies when they died. In the swamp after the first encounter with the swamp flies I ran into nothing, completed the Purify the Temple quest but encountered no creatures until near Verma's . I like the Lurker monster btw. In the Goble Warren so far, the Goblin Corporal mini-boss, and the Killbot mini-boss where black and yellow, as was the copter's rotors. Found a good aqua robe, the image on the ground was black and yellow but when put on, Ulara turned transparent. I am enjoying the mod, but some of the weapons need level minimums(ie, seck bow, battle bow, Basher bow, Seck sword etc.)

I am looking forward to playing Cat Mansion/Adepts.

sigofmugmort wrote:
Into the Goblin Warrens. When I hit the Bandits, some of them(appeared to be the Thugs) had the little blue item icon on the compass map in the lower corner. the dots moved with the monsters and stayed on the bodies when they died. In the swamp after the first encounter with the swamp flies I ran into nothing, completed the Purify the Temple quest but encountered no creatures until near Verma's . I like the Lurker monster btw. In the Goble Warren so far, the Goblin Corporal mini-boss, and the Killbot mini-boss where black and yellow, as was the copter's rotors. Found a good aqua robe, the image on the ground was black and yellow but when put on, Ulara turned transparent. I am enjoying the mod, but some of the weapons need level minimums(ie, seck bow, battle bow, Basher bow, Seck sword etc.)

I am looking forward to playing Cat Mansion/Adepts.


Most of these problems should not be occurring, so could you please tell us the following:
1. The version number of Dungeon Siege
2. The version number of Dungeon Siege Legends of Aranna
3. The version of Dungeon Siege 2
4. The version of Broken World
I believe you may be missing one of the official patches most likely the one for Dungeon Siege 1. After you tell me what your revisions are I will advise on what should be done.
Elf

I have made it as far as the Traveler Camp without encountering any problems. Moving on to purify the temple. I will let you know about a possible lack of monsters as reported by sigofmugmort. I have not seen any of the other problems sigofmugmort reported. Such as black and yellow armor and monsters. I have also not found the Aqua Robe to see if it makes the character icon disappear.

Elf

sigofmugmort wrote:
Into the Goblin Warrens. When I hit the Bandits, some of them(appeared to be the Thugs) had the little blue item icon on the compass map in the lower corner. the dots moved with the monsters and stayed on the bodies when they died. In the swamp after the first encounter with the swamp flies I ran into nothing, completed the Purify the Temple quest but encountered no creatures until near Verma's . I like the Lurker monster btw. In the Goble Warren so far, the Goblin Corporal mini-boss, and the Killbot mini-boss where black and yellow, as was the copter's rotors. Found a good aqua robe, the image on the ground was black and yellow but when put on, Ulara turned transparent. I am enjoying the mod, but some of the weapons need level minimums(ie, seck bow, battle bow, Basher bow, Seck sword etc.)

I am looking forward to playing Cat Mansion/Adepts.

Thank you for the report. It helps a lot to get as many details as possible.

1. Not sure of the blue items from the Thug bandits appearing on the map radar. I'll have to investigate this one more.

2. This bug isn't present in the current map.

However that description is exactly what occurred when I was testing the Purify Temple Quest out - since I didn't want to have to fight my way out to the temple from the nearest starting point (next to the old guy who gives you the quest) every time in testing it, I temporarily removed all the actors except for the first swamp flies encounter as they actually belong in a different region.

Maybe there was a mix-up with a patch or map upload? Anyhow I'll upload the map again tonight or tomorrow to be certain.

3. The min-bosses appear fine when checked in the Editor but there is a problem with the Copter's rotors! The texture for them isn't appearing so they're black and yellow as you say. Will have to fix this.

4. There was a problem with the aqua robe ground texture but I've just fixed that. As for the armor appearing invisible on your character, I couldn't duplicate that in the current files.

So again maybe a mixup with a previous version?

5. The weapon's minimum levels have been fixed. A couple of versions ago I added quite a few more DS1 weapons and forgot to add the equip requirements.

After I test out the bandits and fix the missing Copter textures I'll upload the fixed files. I suggest that anyone experiencing un-verified problems like sigofmugmort that they remove all DS1_ prefixed files (keep the converted files) and reinstall the individual modules until a new version of the installer to ready. Thanks.

Hi Irwin,
You forgot to re-enable the monsters around the temple "purify temple quest" on the last version of the uploaded map.
as after the flys there is nothing around.

I think the blue dots on the radar screen might be the items that the bandits dropped when they were killed. Picking up all the items makes the blue radar dots go away.

About the quest to purify the temple. I forgot to remove the test patch. After taking it out things where back to normal for the latest map you uploaded a few days ago v15?

Elf

My Standard Party has just defeated the pirates in the cove. So far all appears to be working correctly as I have not seen any problems with characters, armor, weapons or quests. That is once I removed the temple test patch. I was unable to duplicate the aqua robe problem. If it where Adepts I would believe that the alpha channel for the robe is messed up. However this would be unlikely since neither iryan or I can reproduce it.

Elf

I've update some files to beta 16 status.

http://www.siegetheday.org/~iryan/files/DS1_Map_World_Beta_16.ds2res
http://www.siegetheday.org/~iryan/files/DS1_Mod_Content_Beta_17.ds2res
http://www.siegetheday.org/~iryan/files/DS1_Mod_Logic_Beta_16.ds2res

Fixes a couple of issues that sigofmugmort reported.

The Copter was missing an alpha channel. Took a little while to track down as it actually uses the Proxo textures instead of having it own dedicated texture as most monsters do. The weapons equip levels should also be fixed as well as the aqua robe's ground texture.

With the Thug bandits, I did wonder if it may have something to do with their weapons but in the Editor they appear okay (they use cestus weapons).

I recommend removing all old beta files before using these ones and check that they match the individual modules.

So, do I just delete the three old versions of these and copy the new ones into the folder?

Also I discovered a brain malfunction on my part. The computer I have "Siege " on is no longer connected to the internet, the hard drive crashed, when I replaced it I made it my games computer and reloaded DS1 V 1.0, LOA V 1.5, DS@ V 2.0, BW V2.3 but FORGOT to download and add the patches

So, what patches do I need, should I re-instal Legends. Also, I removed LOA because I got a SmartSecure stopped an illegal operation error, will a patch change this or do I need to change or delete something

Please have patience if I sometimes give incomplete answers. Either the Alpralozam(Xanex) is causing occasional confusion and/or memory loss or I'm having a mild panic attack , this will improve as I interact longer(this is why I usually lurk instead of commenting)

sigofmugmort wrote:
So, do I just delete the three old versions of these and copy the new ones into the folder?

Also I discovered a brain malfunction on my part. The computer I have "Siege " on is no longer connected to the internet, the hard drive crashed, when I replaced it I made it my games computer and reloaded DS1 V 1.0, LOA V 1.5, DS@ V 2.0, BW V2.3 but FORGOT to download and add the patches

So, what patches do I need, should I re-instal Legends. Also, I removed LOA because I got a SmartSecure stopped an illegal operation error, will a patch change this or do I need to change or delete something

Please have patience if I sometimes give incomplete answers. Either the Alpralozam(Xanex) is causing occasional confusion and/or memory loss or I'm having a mild panic attack , this will improve as I interact longer(this is why I usually lurk instead of commenting)

1. What you do is first patch dungeon siege 1 to version 1.11.1462 patch can be found in this download folder http://www.siegetheday.org/?q=taxonomy/term/121
2. Then you patch Dungeon Siege 2 to version 2.2 patch can be found here http://www.siegetheday.org/?q=taxonomy/term/122
3. Next delete the following files from your DungeonSiege 2 resources folder. Objects_DS1, DS1_Voices, DS1_Sound, DS1_ExpVoices, DS1_Expansion.
4. If you do not have the lastest installer version for the Legendary Map Pack Download it and run it so that the files in step 3 are properly created.
5. Next verify that what is in your resources folder matches the latest files in the DS1 Legendary Map Pack Thread. If not download the newer files and replace the older versions by deleting the older versions.

Elf

I will load the patches and reinstall legends with the three newest beta_16 files from iryan as well as reload Legend of Aranna 1.5

We are at the cliffs of fire, having a rest and a bowl of dragon soup. Heated by dragon, but not containing dragon.
Everything so far is working fine. no issues with standard characters. All quests, doors, and things working just fine.

Elf

Is it essential to play these maps with the monster adjustment mod? Not to be rude, but I *really* dislike that style of gameplay. It makes me feel as if my character never gets any stronger or more powerful and turns a fun experience into an annoying and frustrating one.

kathycf wrote:
Is it essential to play these maps with the monster adjustment mod? Not to be rude, but I *really* dislike that style of gameplay. It makes me feel as if my character never gets any stronger or more powerful and turns a fun experience into an annoying and frustrating one.

The level adjustment is no glorious enrichment, it's a work-around, one that you can deactivate anytime. To do this there should be a button on the right side of your tresor vault, and the game should even stand it if you would remove the mod file itself I think.

Nonetheless, what level do you think the monsters will have then?
With some luck you actually will find monsters that 'fit' to your party's average level, but most probably they won't.
 

kathycf wrote:
Is it essential to play these maps with the monster adjustment mod? Not to be rude, but I *really* dislike that style of gameplay. It makes me feel as if my character never gets any stronger or more powerful and turns a fun experience into an annoying and frustrating one.

Although not essential, it is very useful when your party is at a very low level since most if not all of the monsters will be close to your level. When my party or character is below level 30 I leave the mod on. Just so I do not get killed as often. For higher levels you can turn it off or on depending on what you are doing. When I am quickly testing a map with a high level party I turn it off just so I can move quicker. On the other hand I leave it on, when I am playing a game since the monsters tend to be close to your party's average rating. As an example if my party is made up of level 90 archers and mages I get to fight monsters between 80 and 100 a bit of fair play really.
Elf

kathycf wrote:
Is it essential to play these maps with the monster adjustment mod? Not to be rude, but I *really* dislike that style of gameplay. It makes me feel as if my character never gets any stronger or more powerful and turns a fun experience into an annoying and frustrating one.

As KillerGremal mentions it's certainly not essential as the maps will play quite happily without it but all the monsters will have randomized levels depending on what's defined in their templates.

We could have made the maps with a defined level progression and if there's enough demand for that feature I'll look into it. However you would have to start with a new party for each map, just like with DS1. Should you attempt to play such a map without the monster level adjustment mod turned on then it would be exceedingly boring as all the monsters would be 30 or 40 levels below you.

In any case DS2 itself imposes an arbitrary level progression system onto you. Should you get too far ahead of the experience versus level ratio, all the monsters start becoming blue or green coded and the amount of experience received is drastically cut! This is very much apparent in many of the secondary quests where you return to previously visited areas only to find all the monsters are blue or green and serve no useful purpose other than slowing you down if you choose to fight them.

I actually prefer to play DS2 and Broken World with the Monster Level Adjustment mod through a mini-mod I made for those two maps. Often you get more valuable loot and gold from the monsters you fight than you do from the quest reward itself! Not all monsters respawn so it's still quite easy playing through those long, boring secondary quests but you receive full value in experience and quality of loot.

Still all of this is personal preference and everyone's different in that regards. Perhaps bare_elf could have a poll to see if there's any interest in having a linear level progression for the maps? Would be interesting to see the results and certainly would be useful for a map like the Utraean Peninsula which would play out more like LOU from DS1 (remember that you wouldn't dream of venturing into the Great Northern Forest too early in case you were stomped like a bug by the nasty high level monsters?).

iryan wrote:
kathycf wrote:
Is it essential to play these maps with the monster adjustment mod? Not to be rude, but I *really* dislike that style of gameplay. It makes me feel as if my character never gets any stronger or more powerful and turns a fun experience into an annoying and frustrating one.

Still all of this is personal preference and everyone's different in that regards. Perhaps bare_elf could have a poll to see if there's any interest in having a linear level progression for the maps? Would be interesting to see the results and certainly would be useful for a map like the Utraean Peninsula which would play out more like LOU from DS1 (remember that you wouldn't dream of venturing into the Great Northern Forest too early in case you were stomped like a bug by the nasty high level monsters?).

but I am not exactly sure what the questions should be. There are advantages to the monster level adjustment mod and disadvantages. With a low experence party it prevents the monsters from becoming to powerful. Some would say advantage some would say I am not getting killed enough. The reverse would therefore be true for a high level party. That swarm of level 100 krug did my party in. I like the monster level on when I add a new member to my party because I have notice that they level up more quickly in skills they did not come with like a combat mage I wish to convert to a ranger. I prefer it off when I am doing a quick run to a place for testing. So I use it as the whim dictates. Tell me what you want in a poll and I will put it up.

I know these are not the poles you where looking for Iryan but I just can not figure out what questions I should ask to find the answer you desire. But anyway

Added the patches and the newest updates from Iryan. The Aqua robe looks great. When Gyorn talks he has no Icon in the corner of the dialog box. Just before the end of the Goblin Warrens Gloern's dialog starts "yeh much longer" and your reply starts "Your guest is as good as mine"

Remember, spells like Frost beam, Jolt, Grave Beam, and Drown are not blocked by walls and such so use then to kill all those monsters that like to cluster on the other side of doors.

Btw, I have started a list of weapons that should have level minimums and compared them with the Strategy Guide to find the level equivalents. If anyone wants me to post them let me know

Played to the end of the game with a party of standard characters. I did not encounter any problems. So from that I must believe that Kingdom of Ehb Map, functions correctly with and without Adepts. Now on to another map with standard characters.

Elf

iryan wrote:
the monsters will have randomized levels depending on what's defined in their templates.

I started a new game after disabling the monster mod. My level one character was quickly squished by the level 30 krug running around. I did the invincible cheat mode just so I could run down the path a ways to see if that level difference continued and all the monsters I saw were much higher in level than my guy.

I then loaded my previous game and was quickly shot down by a level 33 phrak by the path to the crypts. Once I re-enabled the monster adjust mod, the creature levels returned to "normal", in this case being a bit higher level than my character. So, monster adjust mod it is. Smile It would be impossible to progress at all with that much of a level difference.

I think I assumed a linear progression DS1 style would take over after disabling the mod...I did not realize about the random nature of the monsters.

I must say that the way DS2 handles death sucks. I died in the crypts to the Ruby Gargoyle at the end (It killed my dog first)and re-spawned at the little camp by the bridge. No armor, not even my spellbook, which was pretty frustrating since I made a nature mage. Ah well.

bare_elf wrote:
I know these are not the poles you where looking for Iryan but I just can not figure out what questions I should ask to find the answer you desire. But anyway


..never mind the weather, just as long as we're together!

- now that's what I call a post..!! :woot: