SE2Revival/INSTALL.md
DS2Revival c06d0479e6
Some checks failed
build / build (push) Failing after 37s
CI: build on the project's own runner at git.dsii.uk
2026-10-27 22:06:33 -04:00

8.5 KiB

Installing SE2 Revival

SE2 Revival runs GPG's Siege Editor 2 (Dungeon Siege II Tool Kit 1.1, 2005) on the Steam release of Dungeon Siege II, and lets it edit Broken World. It changes nothing in the registry, the game or the tool kit's files: a plugin answers the editor's install-path and settings lookups in memory, and a small DLL lets the editor read Broken World's scripts.

What you need

  • Dungeon Siege II from Steam. The plugin finds it through Steam: the Steam folder named in HKEY_CURRENT_USER\Software\Valve\Steam and every library in steamapps\libraryfolders.vdf, looking for steamapps\common\Dungeon Siege 2 with DungeonSiege2.exe and Resources\Logic.ds2res in it.
  • GPG's Dungeon Siege II Tool Kit 1.1, DS2TK-1.1.zip, free from siegetheday.org (the community site that still hosts it). It is not included here. SE2 Revival is made for the Siege Editor 2 in that kit (SiegeEditor2.exe 2.00.0.3931).
  • innoextract (https://constexpr.org/innoextract/), to unpack the tool kit's installer. The installer itself stops with "Dungeon Siege II does not appear to be installed on this machine!" on a Steam install, so do not run it.
  • Optional: Broken World. The editor looks for it in a Broken World folder inside the Dungeon Siege II folder (the layout DS2 Revival uses to start Broken World from Steam). Elsewhere works too, with BrokenWorldDir= set (see Settings).

Download

Get SE2-Revival.zip from the Releases page, https://git.dsii.uk/dsii/SE2Revival/releases. SE2-Revival.zip.sha256 next to it holds the file's SHA-256; to check it in PowerShell: Get-FileHash SE2-Revival.zip.

The zip contains:

File What it is
version.dll Ultimate ASI Loader (x86, unmodified, renamed). Siege Editor 2 loads version.dll from its own folder, and the loader then loads scripts\*.asi.
scripts\DS2Toolkit.asi the plugin
scripts\DS2Toolkit.ini its settings
bw\BWCompat.ds2dll Broken World script functions for the editor (stubs)
README.txt this guide
THIRD-PARTY-NOTICES.txt licences of the third-party parts

Install

  1. Unpack the tool kit. Unzip DS2TK-1.1.zip, then unpack its installer without running it:

    innoextract DS2TK-1.1.exe
    

    Copy everything in the app folder it creates to a folder of your choice, e.g. C:\Games\DS2Toolkit. Choose a folder you can write to (not under Program Files): the plugin writes its log, and your choice of game if you ask it to remember it, next to itself. If you put the tool kit in a folder inside the Dungeon Siege II folder, the plugin uses that game folder without asking Steam.

    Optional: copy userdocs\My Games\Dungeon Siege 2 Mod into Documents\My Games\ (the editor's favourites and GPG's prefabs).

  2. Extract SE2-Revival.zip into the same folder, so that version.dll sits next to SiegeEditor2.exe and the scripts and bw folders are beside it.

  3. Start SiegeEditor2.exe. When Broken World is found, it first asks which game you want to edit: Dungeon Siege II, or Broken World (the expansion's maps, with both games' content loaded). Tick "Remember my choice" to skip the question next time; hold Shift while the editor starts to be asked again.

  4. First time per game: convert the map to files. Siege Editor 2 edits loose files, not the game's archives. Use File > Convert .ds2map to files, and pick:

    Game Map
    Dungeon Siege II <game folder>\Maps\World.ds2map
    Broken World <game folder>\Broken World\Maps\xDS2XWorld.ds2map

    Not xDS2World.ds2map: that file is Broken World's patch to the Dungeon Siege II world, and converting it overwrites the Dungeon Siege II files. The editor writes the converted files to Documents\My Games\Dungeon Siege 2 Mod\Bits; converting World.ds2map takes about 1.1 GB there.

Broken World in the editor

In Broken World mode the plugin gives the editor:

  • both games' archives and maps: its res_paths and map_paths settings become the Dungeon Siege II folder's Resources / Maps followed by Broken World's, the way Broken World itself loads them;
  • bw\BWCompat.ds2dll as a script extension: stand-ins for 772 script functions that Broken World's game added, so Broken World's scripts compile. They do nothing: game logic does not run in the editor;
  • Broken World's new enum names (the item skill types ist_blood_assassin and ist_fist_of_stone, and 32 new enchantment alteration types), so its content loads without errors;
  • skrit_retry=false, so a script that still does not compile is not retried with a dialog each time.

Whatever the game, when the editor saves a map's info\start_positions.gas the plugin puts back the clothmap_rollover lines (the journal map links of each start group) that the 2005 editor would drop.

Settings: scripts\DS2Toolkit.ini

Key Default What it does
[Toolkit] GameDir= empty The Dungeon Siege II folder (the one with DungeonSiege2.exe). Empty: the folder above the tool kit's if the game is there, else found through Steam.
[Toolkit] BrokenWorldDir= empty The Broken World folder. Empty: Broken World inside the game folder. Broken World counts as installed when Resources\xTerrain.ds2res is in it.
[Toolkit] Game= ask Which game to edit: ask (the question at start-up, when Broken World is installed), ds2 or bw. "Remember my choice" writes ds2 or bw here.
[Toolkit] QuietErrors= 0 Broken World mode only: 1 = no error dialogs (the editor's report_errors=false; errors still go to its log).
[Toolkit] SkipArchives= empty Archives the editor must not load, by file name, separated by ; (e.g. third-party mods in the game's Resources folders).
[Settings] none Any Siege Editor 2 setting, answered for the editor, e.g. bits=D:\MyBits to keep the converted files elsewhere.

Updating: extracting a newer release over the old one replaces scripts\DS2Toolkit.ini. Keep a copy if you changed it.

Troubleshooting

The plugin logs what it finds and every setting it answers in scripts\DS2Toolkit.log (rewritten at each start). The editor's own error log is in Documents\My Games\Dungeon Siege 2 Mod\Logs.

  • The editor stops at start-up (e.g. on "%dstk_path%"), and no DS2Toolkit.log appears. The loader did not run: version.dll must be in the same folder as SiegeEditor2.exe, with scripts\DS2Toolkit.asi below it.
  • The log says "no Dungeon Siege 2 folder found". Steam's registry entry or library list did not lead to the game (e.g. the game was copied elsewhere). Set GameDir= to the folder that contains DungeonSiege2.exe.
  • The log names the wrong game folder. A real registry key always wins over the plugin: if an old retail install left HKLM\Software\Microsoft\Microsoft Games\DungeonSiege2 behind, the editor uses that. GameDir= sets the folder the plugin serves when the key is missing.
  • No question about Broken World at start-up. Broken World was not found (no Resources\xTerrain.ds2res in BrokenWorldDir, by default <game folder>\Broken World), or Game= is set to ds2 or bw: hold Shift while the editor starts, or set Game=ask.
  • "Broken World mode: no Resources\xTerrain.ds2res in ..." in the log. Set BrokenWorldDir= to the Broken World folder.
  • "Duplicate template detected: 'party_humanoid' is already in content database" at every start. A third-party archive in a Resources folder redefines a template; the known case is the Widescreen/FoV mod's Widescreen Fix.ds2res. Set SkipArchives=Widescreen Fix.ds2res; the game still uses the mod, only the editor skips it.
  • "Object on the chopping block: camera_quake" (or camera_stomp). Four Dungeon Siege II regions (a1_05_03_desroadcav, a1_06_03_desruincav, a2_01_01x_sa_winecellar, a3_01_02x_sa_slcav) raise this on purpose: it is GPG's reminder in the retail content, shown by the editor only. Click it away.
  • Too many error dialogs in Broken World. Set QuietErrors=1; the errors then go only to the editor's log.
  • The Dungeon Siege II files were overwritten by Broken World's. xDS2World.ds2map was converted instead of xDS2XWorld.ds2map. Convert World.ds2map again to get them back.

Uninstall

Delete version.dll, the scripts folder and the bw folder from the tool kit's folder. Nothing else was installed: the plugin never writes to the registry, the game folder or the tool kit's files. Your converted and edited maps stay in Documents\My Games\Dungeon Siege 2 Mod\Bits; delete that folder too if you no longer want them.