PDA

Archiv verlassen und diese Seite im Standarddesign anzeigen : [Release] G2NotR - Wasteland Mod



Caesum
11.02.2014, 20:45
http://i.imgur.com/ioETLvx.jpg

What's the Wasteland Mod?

Wasteland Mod is an another try to remake all the missing location from Gothic 1 inside the Gothic 2 version of the Valley of Mines. The modification doesn't offer any sort of plot or quests other than the main one provided by the original copy of the game. It only adds new locations while trying to maintain the vanilla feeling of the Gothic 2 Valley of Mines.

What's so different about the Wasteland Mod?

Other modifications, like G2 Returning or Unnamed, give new plot. There are people though, like me, who prefer playing the original game, but don't like how Piranha Bytes deleted many old locations from the Valley of Mines. This modification restores them while the main plot stays intact.
Also other modifications often fail in making the world feel coherent. For example Unnamed gives a vast, green forest behind the palisade, while the rest of the world is dark and depressing. In Wasteland Mod the forest is as dark as the rest of the valley.

What exactly locations are included in this modification?
For now the Wasteland Mod provides:
- Free Mine Camp and terrains around it
- Orc Town
- The entrance to the Old Mine
- Troll's Canyon
- Quentin's Camp
- The area above the Collapsed Mine
- The inside of the Sunken Xardas' Tower
- The whole area behind the Great Orc Palisade, including the Monastery, the Fog Tower, Psionics Camp and the entrance to the Orc Cemetery.
- Areas around New Camp(Water Mages chambers, inn)
- Orc Graveyard
- Free Mine

What's not included:
- The Old Mine - as it's collapsed
- The Sleeper's Temple - as it's collapsed

Who exactly this mod is made for?

For players and modders, of course. Players may want to see the old valley full once again, but not necessarily with new quests(which would feel out of place without dialogue sounds). The modders can feel free to use this mods resources to base their own modifications on.

What's the exact status of the mod?

This modification is finished.

The Authors

Caesum - level-design, 2D & 3D graphics, scripts
LordKamilVII - level-design
dixie - 2D & 3D graphics(used psicamp resources from her site as a base)
bgb - scripts
Graveir - beta testing

This modification has been in production from 2008 to 2014. It's my first and probably last mod for Gothic.

Screenshots:


http://i.imgur.com/qKactSGl.png (http://imgur.com/qKactSG)

http://i.imgur.com/Qbnv2sxs.png (http://imgur.com/Qbnv2sx) http://i.imgur.com/xTd3AoJs.png (http://imgur.com/xTd3AoJ) http://i.imgur.com/MjA7tpys.png (http://imgur.com/MjA7tpy) http://i.imgur.com/apCwfLos.png (http://imgur.com/apCwfLo) http://i.imgur.com/JFPZ0Pns.png (http://imgur.com/JFPZ0Pn) http://i.imgur.com/5duJfhes.png (http://imgur.com/5duJfhe) http://i.imgur.com/S3hoxDZs.png (http://imgur.com/S3hoxDZ) http://i.imgur.com/L4O4ZJWs.png (http://imgur.com/L4O4ZJW) http://i.imgur.com/D6iC4Mxs.png (http://imgur.com/D6iC4Mx) http://i.imgur.com/gu9C1kOs.png (http://imgur.com/gu9C1kO) http://i.imgur.com/PV4yq2ts.png (http://imgur.com/PV4yq2t) http://i.imgur.com/QoHEudbs.png (http://imgur.com/QoHEudb) http://i.imgur.com/eZ5VkkDs.png (http://imgur.com/eZ5VkkD) http://i.imgur.com/CkhEpsMs.png (http://imgur.com/CkhEpsM) http://i.imgur.com/Tge6YMOs.png (http://imgur.com/Tge6YMO) http://i.imgur.com/aixJk60s.png (http://imgur.com/aixJk60) http://i.imgur.com/bxtvCq8s.png (http://imgur.com/bxtvCq8) http://i.imgur.com/lfVLTO9s.png (http://imgur.com/lfVLTO9) http://i.imgur.com/UL7evhLs.png (http://imgur.com/UL7evhL) http://i.imgur.com/BvPj4Pcs.png (http://imgur.com/BvPj4Pc) http://i.imgur.com/Vfk8c6Gs.png (http://imgur.com/Vfk8c6G) http://i.imgur.com/jGryY28s.png (http://imgur.com/jGryY28) http://i.imgur.com/tOTGXKjs.png (http://imgur.com/tOTGXKj)
As a gallery: http://imgur.com/a/ZMyrr

Download OLD, open-beta version:
POLISH .mod version: http://www.mediafire.com/download/xmivoxffjea5lka/WastelandMod_v10.rar
ENGLISH .mod version: http://www.mediafire.com/download/btp36a2bbmz4p85/Wasteland_Mod_V10_ENGLISH.rar
GERMAN .mod version: http://www.mediafire.com/download/bgd0cnba32jr9bc/Wasteland_Mod_V10_GERMAN2.rar
Resources for modders(optional): http://www.mediafire.com/download/3ypztxp1ib5lfde/WastelandMod_v10_Zasoby.rar

Download version 2:
Wasteland Mod 2 - Polish (http://www.mediafire.com/download/u9w6ueuga0rlcl9/WastelandMod2_PL.rar)
Wasteland Mod 2 - German (http://www.mediafire.com/download/y5xejo0412kd9zt/WastelandMod2_GER.rar)
Wasteland Mod 2 - English (http://www.mediafire.com/download/z0t9jrcraow59dd/WastelandMod2_ENG.rar)
Resources for modders (http://www.mediafire.com/download/lno839c9gfj38e8/WastelandMod2_Resources.rar)

Installation tutorial(click me) (http://www.moddb.com/mods/wasteland-mod/tutorials/wasteland-mod-2-installation-tutorial)

Special thanks to bgb and Graveir for their help in scripts and testing.

.mod version is all you need to play the modification. It can be played using Gothic 2 Mod Starter.

Resources for modders are only for those who want to use this modification as a base for their mods.
IMPORTANT: Forgot to add you can't have .vdf files disabled while playing the game, otherwise it won't have such worlds as Khorinis or Jarkendar.

Moddb site:
http://button.moddb.com/popularity/medium/mods/25357.png (http://www.moddb.com/mods/wasteland-mod)

Please discuss in English, I don't know German language.

Shadowblade
11.02.2014, 22:16
Very good work! I just wanted to start a new round of Gothic 2 and I guess, I'll give your modification a try.
I will look at it ingame in a few days, I've only looked at the screens for now but I really like them.
And I want to thank you for adding the ressources, this is a great idea. I guess you don't mind using it for story-additions?

Caesum
11.02.2014, 22:51
Of course, you can do whatever you want with it. That is - for as long as you include all the authors in credits. :D

Actually there were times when I was thinking myself about using this mod to make another one, with sidequests or even fully developed additional plot to somehow fill the additional space with more gameplay, but eventually dropped that idea because I already had too much to do. :D Still have tbh because of school and other projects(for Tomb Raider). Anyway feel free to use it however you like!

Fisk2033
12.02.2014, 08:06
Wow! The screens are amazing :eek:

Aeterox
12.02.2014, 10:51
The idea behind this project sounds quite cool and I know of a project where these resources might come in quite handy. If that happens you'll be mentioned of course.

I'll take a closer look on the maps later. :)

Object
12.02.2014, 14:59
Was great fun to play your mod. Sure theres no plot, but it was nice to conquer the swampcamp- alone:D
It was a good idea to place a dock in the swampcamp to represent the supply replenishment of the Orcish Army. However, i think it would be better, if you draw it further into open water, because it is not very deep there and larger ships wouldn't be able to dock.

Tyrus
12.02.2014, 19:03
Wow, it looks very nice!

But is it possible to insert Monsters in the new areas`?

edit*
I see...you insert new monsters..thx ^^

lucigoth
12.02.2014, 19:38
Da haben einige Orks aber ganz schön abgenommen:D.
Die Screens sehen klasse aus§wink!
Kann mir jemand das ganze mal in Kurzform auf deutsch erklären?
Lade German mod version runter und dann?
Brauche ich G1 oder G2?

Tyrus
12.02.2014, 19:56
Das ist für gothic 2.
Die mod fügt das Sektenlager und weitere dinge wohl ein
Lade die deutsche version
Info datei kommt in den system ordner
mod datei kommt in den modvbi ordner oder wie der heisst...und dieser ordner befindet sich im data ordner :)

Object
12.02.2014, 19:56
Da haben einige Orks aber ganz schön abgenommen:D.
Die Screens sehen klasse aus§wink!
Kann mir jemand das ganze mal in Kurzform auf deutsch erklären?
Lade German mod version runter und dann?
Brauche ich G1 oder G2?
Gothic 2 dndr
Es liegt eine Readme bei, ist also selbsterklärend.

EDIT: Na das waren aber millisekunden ^^

lucigoth
12.02.2014, 21:15
Habe runtergeladen und entpackt.
Da ist keine Mod bei; nur Readme, Konfigurationseinstellung und ein Clip den ich nicht öffnen kann:dnuhr:.

Atmus
12.02.2014, 21:30
Ich hab das nicht runterladen, aber mein Tipp ist Konfigurationseinstellung ist ini Datei (schiebe nach G2\System), Clip ist mod Datei (schiebe nach Data\ModVDF), und du einfach siehst keine Extensions.:)

Caesum
12.02.2014, 22:24
Habe runtergeladen und entpackt.
Da ist keine Mod bei; nur Readme, Konfigurationseinstellung und ein Clip den ich nicht öffnen kann:dnuhr:.
Ich verwende jetzt google Übersetzer.

Laden Sie diese: http://www.mediafire.com/download/a7dna1fn9u5ddev/Wasteland_Mod_V10_GERMAN.rar

Es gibt zwei Dateien in. WastelandGER.ini und WastelandGER.mod

Kopieren Sie WastelandGER.mod den Ordner Gothic II\Data\modvdf
Kopieren Sie WastelandGER.ini den Ordner Gothic II\System

Verwenden Gothic II\System\GothicStarter.exe zu spielen.

------------------------------------------

Info for English modders. Got scripts thanks to Mark56 so there'll be English version soon.


Was great fun to play your mod. Sure theres no plot, but it was nice to conquer the swampcamp- alone:D
It was a good idea to place a dock in the swampcamp to represent the supply replenishment of the Orcish Army. However, i think it would be better, if you draw it further into open water, because it is not very deep there and larger ships wouldn't be able to dock.
Was going to add wooden parts to make the orcish port longer, but eventually gave up in advance for a more simple version as I don't have much time for myself(or mods) now. I also wanted to add a simple orcish ship in the distance - but yeah, that got cut too.

colaklausi
13.02.2014, 01:39
Mod läuft,habe aber keine Sprache,nur Untertitel ist das normal so Caesum?

Gorilla
13.02.2014, 06:22
Wow, this looks like a great addition to the game. §wink

Caesum
13.02.2014, 11:03
Mod läuft,habe aber keine Sprache,nur Untertitel ist das normal so Caesum?
Mit Google Translator jetzt.

Vielleicht, weil es keine Ou.bin und Ou.csl enthalten in der Mod datei. Daher sollten Sie sie in Ihrem "Gothic II\_work\Data\Scripts\Content\Cutscene" Ordner haben.
Es sei denn, Sie Skripts gereinigt haben.

Wow, this looks like a great addition to the game. §wink
Thank you. :D

colaklausi
13.02.2014, 22:59
Ist beides im Ordner vorhanden Caesum.

Caesum
14.02.2014, 09:37
Wenn jemand schickt mir Ou.bin und Ou.csl kann ich es beheben.

Das Gleiche gilt, um englische Version.
//
If someone sends me Ou.bin and Ou.csl for both English and German version I can fix it.

Caesum
14.02.2014, 16:42
English version uploaded. It has Ou.bin and Ou.csl files so everything should be working just fine.

Still need above files but for German version. If anyone could kindly send them to me I'd be most grateful.

EDIT: If there are any English Gothic communities then please do tell me. I'd like to advertise this mod as much as I can. Do you think it could be advertised on World of Gothic's main page?

Aeterox
14.02.2014, 18:26
Unfortunately WoG's english section (http://forum.worldofplayers.de/forum/forums/209-World-of-Gothic-English-Section-%28Archiv%29) locked its gates last year. I think people there would have been interested in your mod. However some folks from there switched to a new platform called The Old Camp (http://theoldcamp.com/).

OldCoin
14.02.2014, 23:37
Do you think it could be advertised on World of Gothic's main page?

Sure.
Do you plan on building an installer or other changes to the mod?
Otherwise I'll let the Upload start in the next days.

@ by the way: congratulations on the release. :gratz

colaklausi
15.02.2014, 00:39
http://upload.worldofplayers.de/files9/Cutscene.7z

Hier deine Daten Caesum

Caesum
15.02.2014, 10:16
Sure.
Do you plan on building an installer or other changes to the mod?
Otherwise I'll let the Upload start in the next days.

@ by the way: congratulations on the release. :gratz
I might make a patch with additional locations and simple fixes, but that's a distant future as I don't have much time now. Possibly when I'll finish school this year. Until then there'll be no further changes. And about the installer - the whole mod has just two files and a readme, so I don't really think it's needed to add an installer to something like that.

And thank you! :D


http://upload.worldofplayers.de/files9/Cutscene.7z

Hier deine Daten Caesum
Danke! Die aktualisierte Version ist nun auf der Front-Seite hochgeladen. :D

New version of the German modification is added to the front page. This time it has cutscene files so there should be all dialogues in the game.

Caesum
12.05.2014, 17:15
Sorry for double-posting, but I just wanted to say that I've finished my exams and I can continue making my modification now. My goal right now is to fix all the bugs and add back several locations from Gothic I. Hopefully this will be the final release.

For now I have fixed bugged chests, wheel-switches, added several new items and restored some locations in the world mesh. The locations are still in a very early stage, they don't have vobs added yet. While testing I've made screenshots and I thought maybe some of you would like to see what the game looks like now:


http://i.imgur.com/vbRPXg3s.png (http://i.imgur.com/vbRPXg3.png) http://i.imgur.com/VIfak4ys.png (http://i.imgur.com/VIfak4y.png) http://i.imgur.com/el07jxus.png (http://i.imgur.com/el07jxu.png) http://i.imgur.com/FgBPLW5s.png (http://i.imgur.com/FgBPLW5.png) http://i.imgur.com/yojmHtms.png (http://i.imgur.com/yojmHtm.png) http://i.imgur.com/EsmBtRvs.png (http://i.imgur.com/EsmBtRv.png)

Can you guess which places are shown in the above screenshots? :D

Herobrine
14.05.2014, 22:40
I'm maybe a little bit late, but I've to say this is awesome. I'll use the meshes for my mod (its not finished yet but my target is to get as much as possible from Gothic 1 into Gothic 2 like the NPCs, armors, weapons and so on)

Caesum
22.05.2014, 20:00
Thanks and glad you like it. :) The next version is pretty much ready. I've added four new locations - water mages' chambers, new camp inn, free mine and orc cemetery. I've also fixed several bugs, a friend of mine, TuptuS_ from theModders.pl is testing it now. Hopefully I'll release it as a final version, free of most annyoing bugs from open-beta.

I've also started making a new, updated map of the Valley of Mines. It will include most of added locations. I'll make it's .psd project available alongside with the next version.


http://i.imgur.com/yfAgkHF.jpg

What do you think? Do you think it needs some changes?

Fisk2033
23.05.2014, 07:27
Wow! Great! I want to start a extension mod with this world changes - but in the moment i have other projects :(

Thanks for your work :gratz

Caesum
23.06.2014, 19:45
Wasteland Mod 2 DOWNLOAD

Most important changes:
- Added Goblins' cave between Old Camp and PSI Camp
- Added chambers of Water Mages in New Camp
- Added Inn in New Camp
- Added cave near New Camp
- Added Free Mine
- Added Orc Graveyard
- Updated textures in some new locations
- Added pickable items in some new locations*
- Fixed chests and containers
- Fixed gate in the Monastery
- Fixed Winches/Wheels
- Fixed collisions of old and new vobs
- Added and updated monsters in new locations
- Added a borderline on sea water so you can't get across and fall into the abyss
- Fixed Polish scripts
- Fixed HUMANS.MDS. Now interactive objects such as low beds, fireplaces can work fine**
- Added waynet in Old Camp Prison
- Added new map texture for Valley of Mines
* Pickable items are only to make new locations feel more complete. They are similar to other items found in the Valley of Mines
** Interactive fireplaces are known to be broken in Gothic 2. They are fixed now, but some may not need to use TORCH to lit them. Those will be especially visible in NewWorld.zen and AddonWorld.zen, which were not modified by this mod. Thankfully it's only cosmetic and Gothic 1 suffered from the very same problem.

Why version 2, not 1.1? That's because I think changes are too big to be considered a patch. Also version 2 makes it obvious which version is newer.

Download:
Wasteland Mod 2 - Polish (http://www.mediafire.com/download/u9w6ueuga0rlcl9/WastelandMod2_PL.rar)
Wasteland Mod 2 - German (http://www.mediafire.com/download/y5xejo0412kd9zt/WastelandMod2_GER.rar)
Wasteland Mod 2 - English (http://www.mediafire.com/download/z0t9jrcraow59dd/WastelandMod2_ENG.rar)
Resources for modders (http://www.mediafire.com/download/lno839c9gfj38e8/WastelandMod2_Resources.rar)

Special thanks to bgb and Graveir for their help in scripts and testing.

This will be my final and last version. I won't be making any new changes for this mod, but feel free to use its resources in your own modifications(or to make patchs for this one lol). I have checked all version before uploading them, so there shouldn't be any problem with making them work.

I'd also like to add that resources have all interactive objects from G1, even those which were not used in Wasteland Mod. All, which were used by people, were added into HUMANS.MDS, so they should work right away.

Also, I remember someone saying he could add this mod to the news of World of Gothic. I'd be most grateful if he could do this now that the final version is complete.

Hope you like it and, well. Enjoy!

EDIT: I have also added Wasteland Mod 2 to moddb: http://button.moddb.com/popularity/medium/mods/25357.png (http://www.moddb.com/mods/wasteland-mod)

Fisk2033
23.06.2014, 20:32
Thank you very much for the awesome map!!!!! :eek::eek::eek::eek: §wink

Happy1337
27.06.2014, 22:59
That really is awesome :gratz
Thanks alot

Kyle07
28.06.2014, 21:06
Nice, I saw today the Release on moddb.com :)

Ratamahatta
30.12.2014, 12:46
Hi all,

amazing, just spotted this mod and I believe it will really improve my game experience - at least I have big expectations! :) many thanks to mod's developers! Especially when I always was climbing over the great orc fence just to look around and get memories from g1 as well as orc cemetery just to find that the entrance is gone :)

Couple quick questions if folks don't mind:

1. if I install it - will it work with older saved games from G2 NOTR?

2. also is it compatible with with System Pack http://forum.worldofplayers.de/forum/threads/1340357-Release-Gothic-%C2%BD-%C2%97-SystemPack-%28ENG-DEU%29 and Unofficial English Patch?

3. and a question for those who have already played G2NOTR with Wasteland mod - in your opinion does it spoil game's progress in terms of gaining extra experience since seems from screenshots quite a few foes were added, as well as receiving extra gold from collected items?

Vigarde
02.01.2015, 01:06
Looks very damn nice.
I'm glad I decided to take another look into the modifications forum before starting on my next playthrough.

Ratamahatta
09.01.2015, 07:00
hello!

Did anyone try this mod?

I have a few questions - what did i do wrong? As you can see in the uploaded pics I believe I followed instructions (put files from mod v2 in the correct directories) but no results. I started the new game using gothic starter as advised in the description.

BTW - can this mod be used with the old save games?

I am looking forward to hearing from you.

Thanks!


http://s11.postimg.org/p5ykv99hb/image.jpg (http://postimg.org/image/p5ykv99hb/)

http://s11.postimg.org/q5ovqyon3/image.jpg (http://postimg.org/image/q5ovqyon3/)

http://s11.postimg.org/e53fq8h8f/image.jpg (http://postimg.org/image/e53fq8h8f/)

http://s11.postimg.org/dgzn4eou7/image.jpg (http://postimg.org/image/dgzn4eou7/)

http://s11.postimg.org/fa2jsqa0v/orc_cemetery.jpg (http://postimg.org/image/fa2jsqa0v/)

Ratamahatta
16.01.2015, 10:04
Hi there,

so I didn't give up with this issue and finally I think I got it running. This is the sequence of installations I did:

1. installed gothic 2 notr
2. installed gothic2_playerkit-2.6f.exe (run as administrator)
3. installed gothic2_fix-2.6.0.0-rev2.exe (run as administrator)
4. installed a small version of Modkit (from Returning mod 1.1 )
5. I put texture pack (vdf files)
7. Put Unofficial patch ( Changelog here:
1. Fear spell no longer affects dragons.

Dragons were supposed to be immune to Fear spell, but it was possible to make a dragon flee by using a Fear spell. During the fleeing dragon
displayed invalid animation.

Fixed by developers in Gothic 2 Mod Development Kit (G2MDK).

2. Lee sells Medium and Heavy mercenary armor for correct amount of 1000 and 2500 gold (the actual gold value of the item) instead of incorrect
lower amount of 500 and 1000 gold respectively.

Fixed by developers in G2MDK.

3. The "BACK" choice in Bennet's dialog now functions correctly when Bennet is asked to teach player smithing craft in Chapter 6.

Previously the BACK option would disappear without bringing back previous set of dialog options. As a result it was impossible to close the
dialog without learning something from Bennet.

Fixed by developers in G2MDK.

4. Player receives 30 XP per Old stone tablet given to Vatras regardless of how many tablets are given at the same time.

Previously if the player gave N tablets at the same time he received 30 XP instead of 30*N XP.

Fixed by developers in G2MDK.

5. Going with Lares to Onar's farm no longer prevents him from leading player to other places.

Also known as "Lares ornament bug". If the player went with Lares to Onar's farm before bringing Vatras' ornament back to Water Mages further
story progress was blocked.

Fixed by developers in G2MDK.

6. Fixed a bug that often prevented victims of Fear spell to flee from the caster.

One of the possible ways to reliably reproduce the bug: save a game near non-hostile NPC, load the game, cast Fear onto that NPC and don't
attack him, after 5 seconds of fear animation NPC does not proceed to flee.

The bug occured due to the use of uninitialized global variable 'other' within B_StopMagicFlee function. To specify the target the victim of
the Fear spell is supposed to flee from, the 'hero' global variable must be used (it is not possible to determine the actual caster of the
Fear spell but the player is the only one who can use Fear spell in the game).

7. Fixed a bug that prevented Fear spell to affect other targets within range if dragon was focused during the casting of the spell.

This bug was not present in English version of Gothic 2 NotR and was introduced in G2MDK.

8. Lightning spell now applies double damage to swimming and diving targets.

Previously a normal damage was applied to swimming and diving targets from Lightning spell (due to an obviously missing return statement in
the script code).

9. Esteban now carries on him the key to his chest.

It was not possible to open a locked chest inside Esteban's tent because opening the chest required a key missing from the game world.

Instance of the key in the game scripts was renamed from ITKE_Addon_Esteban_01 to ITKE_Addon_Esteban (to match the name specified for the
chest in ADDONWORLD.ZEN). It is highly unlikely that developers intended the game to have a chest impossible to open. Since the chest belongs
to Esteban it is natural for the key to be present in Esteban's inventory. This also provides the player with a path to aquire the key (the
story progression requires player to kill Esteban). Due to these considerations the key was added to Esteban's inventory.

10. One-handed combat bonus is displayed on Alrik's sword.

Previously Alrik's sword provided a hidden +10% bonus to one-handed weapons combat that was applied when equipping the sword but was not
displayed when inspecting the sword in the inventory.

Information about the bonus was added to the sword description to make it more consistent with all other weapons that have such bonuses
displayed in their description.

11. After upgrading the Claw of Beliar player can no longer have more health then his maximum hit points amount.

12. Boar Skins now automatically removed from the inventory of all traders during transition to new Chapter.

It is obvious that developers simply forgot to add Boar Skin (an item introduced in the NotR addon for the first time) to the list of
automatically removed items that already contained other animal trophies.

13. Alchemical ingredients are correctly removed when blending tobbaco.

Previously opening a dialog with the list of tobbaco blends and selecting BACK option removed Apple Tobacco from player inventory. Also a
second ingedient required for tobbaco blend was not removed from player inventory after successfully creating tobacco blend.

14. END dialog option is available only at the first level of dialog choices during interaction with Anvil.

Previously END and BACK were shown at the same time when going into the second level of dialog.

15. Quest 'Joe' will automatically fail at the start of Chapter 6 instead of Chapter 4.

Previuosly if the player did not rescue Joe before the start of Chapter 4 the 'Joe' quest became obsolete and was removed from the journal.
Yet nothing prevented the player from rescuing Joe in Chapter 4 or 5 which would award XP and bring the quest back into Journal as completed.

Two solutions to prevent the quest from 'reanimating' in the journal were possible:
- remove Joe from the game world at the start of Chapter 4 and let the quest fail (Joe died from starvation);
- let the quest remain active and available for completion until player permanently leaves the New World for the Dragon Island (Joe found
some food in the tower and survived).
A second solution was chosen due to the following consideration: if developers intented Joe to survive for the duration of three Chapters he
might as well survive a little longer for another two Chapters.

16. A slave assigned to pick non-existant gold vein was removed from gold mine in the Addon World.

An NPC STRF_1136_Addon_Sklave was assigned to pick a gold vein at ADW_MINE_PICK_05 waypoint that does not exist in the ADDONWORLD.ZEN. All
other gold veins in the mine were either intended to be used at different times by other NPCs or were located in the part of the mine
occupied by monsters. Therefore NPC STRF_1136_Addon_Sklave was completely removed from the game (no longer spawned by the game and no longer
exists in game scripts).

17. All 4 diggers in the gold mine in the Addon World stop resting and proceed to mine gold after the player frees slaves in the mine.

Previously only 2 diggers proceeded to mine the gold.

One of the diggers failed to proceed to mine gold due to being assigned to work at a non-existant waypoint ADW_MINE_PICK_05. His waypoint
was changed to another no longer occupied (since the slaves have left the mine) waypoint near other diggers. Another digger was not assigned
to start working but he had the appropriate working routine specified for him and his dialog available after freeing the slaves implies that
he is mining the ore now in place of the slaves. So this digger was assigned to also to go mining.

18. Praying to a Statue of Adanos and a Statue of Beliar on day 0 gives correct results now.

Previously the statues of Adanos and Beliar would not provide any rewards on day 0.

Bug was caused by the scripts not taking into account that internally the days count in the game starts from 0.

19. If you dismiss Biff and later take him along again he won't request a share of the gold you collected while the Biff was not in your party.

That bug could have been reproduced in the following way. Hire Biff to work for you and agree to divide the spoils fifty-fifty. Dismiss Biff
or refuse to pay him when he demands the payment. Aquire some additional gold. Rehire Biff on fifty-fifty condition again. Biff will immediately
demand a share of the gold player collected while the Biff was not in the party.

20. Player can no longer accuse Bodo of stealing Cipher's package of swampweed and demand to return the package before learning the fact that
the package was stolen from Cipher in the first place.

21. Rosi and Till no longer continue to follow player after being successfully brought to Onar's farm.

This bug happened if the player has joined the mercenaries and brought Rosi close to Onar's farm. The Rosi would thank the player but instead
of staying on the farm she (and Till) would continue to follow the player indefinitely.

22. Hilda informs player that he can get more stew tomorrow (and a corresponding note is written into the journal) when giving the stew to the
player for the first time not only on day 0.

Hilda has two possible responses about stew - one for the first time only (that writes a note into the player's journal) and another for
subsequent player requests. Previously Hilda was incorrectly using the first time response only on day 0 even if player asked about the stew
for the first time on a later day.

23. Juan has correct trade inventory now.

Previously Juan was missing many items he was supposed to have available for trade.

24. Player can no longer demand from the Slave guard to release slaves after Slave guard already released them. Also added a missing player's
phrase to one of the Slave guard dialog branches (when showing him Bloodwyn's head for the second time).

25. It is now possible to successfully finish the quest "Wanted Notes and Bandits" if the player finds out Dexter's name from both the Bandit near
the Lobart's farm and another source (Skip or Cord).

26. Player no longer needs to leave and reenter Addon World to be able to tell Saturas that missing people have been freed.

There were no logical or technical reasons whatsoever for forcing player to leave and reenter Addon World before he could report to Saturas
that missing people have been freed.

27. It is now possible to give Diego gold instead of his leather satchel if player already opened the satchel.

Due to the typo in the scripts code the amount of gold given by the player was always considered by Diego as being less than what was in his
satchel.

28. Fixed gold exploit with Francis' paybook.

29. All gate guards now refuse to talk with player standing without permission on the other side of guarded passage regardless if they can see
the player or not.

It is possible for the player to get through a guarded passage without permission and address the gate guard from the back. In a situation
like this gate guards are meant to refuse speaking to player. This did not work when the guard was not able to see the player (due to the
perception function B_AssessTalk not being called when the guard was facing away from the player).

30. Henry will no longer refuse to talk to player when facing away from the player after giving the player permission to enter the pirates camp.

Incorrect behaviuor (refusal of talking) took place as a side effect of Henry being a gate guard (gate guards do not speak with player
addressing them from behind).

31. Player no longer receives 0 XP when giving Shadowbeast horns to Buster after all Shadowbeasts have been killed in the New World.

XP value was being calculated using an object variable that wasn't initialized in some cases.

32. Corrected misbehaviour of options in Cipher's pickpocketing dialog.

Previously upon successful pickpocketing and selecting BACK option previous set of dialog options would not be displayed.

33. Corrected a bug that prevented Bullco from beating player (for not leaving Onar's farm) once a day until the player defeats Bullco or
threatens to tell Onar about Bullco not protecting Pepe's sheep.

34. Player no longer gives Pardos 3 Essences of Healing when a dialog option to give him 1 Elixir of Healing was selected.

35. When player becomes an apprentice to Harad or Bosper corresponding notes are written into the journal under the "Specials" topic even if
this topic was not present in the journal before.

36. Repeatedly asking Harad and Bosper about becoming apprentice with other master produces a 'New Diary Entry' notification only once.

37. Corrected a situation when a dialog option to give Baltram 10 Hams and 10 Wine to reopen the trading with him again would not appear.

Previously selecting "Show me your wares.", "Couldn't we do business together after all?" (available after joining the mercenaries) and then
again "Show me your wares." in a dialog with Baltram made it impossible to complete Baltram's task and reopen the trade with him.

38. Messages about giving Baltram 10 bottles of Wine and 10 Hams no longer overlap on screen.

39. Bosper will be surprised when player sells him Troll Skin only the very first time. Afterwards he will have a different (previously
unavailable) response.

40. A very old map no longer remains in player's inventory after returning it to Hanna.

Previously player received gold and kept the map which makes no sense taking into account dialog between the player and Hanna.

41. Fixed a bug with Landlord that prevented him from saying one more random phrase. As a result a chance of getting a free Beer from him has
slightly decreased.

42. If Alrik was injured he drinks a healing potion that completely restores his health before starting next arena fight.

With the introduction of NotR addon all NPCs attributes were rebalanced and the same potion that fully restored Alrik's health in Gothic 2
(without addon) became insufficient. So now Alrik drinks ItPo_Health_Addon_04 instead of ItPo_Health_03 before a fight if he is injured.

43. Fixed a bug in Jesper's dialog that allowed a player to learn Sneak skill even if player already knew that skill.

An option to learn Sneak skill in Jesper's dialog was always active taking away player's LPs upon repeated use.

44. Cassia no longer tries to kill the player who already become a member of the thieves guild if the player was given a time to consider his
decision before joining the guild.

When speaking with Cassia player can get 2 days to think about joining the guild. Previously once 2 days have passed Cassia would try to kill
the player even if he alredy joined the thives guild within the alloted 2 days period.

45. When Myxir is back to Khorinis he teaches builder's language even if player never asked Myxir to teach him when Myxir was in the ruins in
the New World.

46. All transformation spell scrolls use 5 mana (as shown on the scroll) instead of 10.

47. It is no longer possible to tell Mika multiple times that bandits are attacking Akil's farm. Prevents XP exploit.

48. During the Test of Fire Agon attacks player to kill (otherwise after regaining contiuosness he repeats the same dialog and attacks again).

Repeat of the Agon's pre-fight dialog makes no sense, Agon has no further role in the game and the only possible 'after-fight' dialog of his
was commented out by the developers and is not included in the final version of the game. These considerations indicate that Agon was not
meant to survive the fight with player.

49. Alchemist's Bench dialog behaves similar to Anvil and Rune Table dialogs (after reusing the Bench the dialog always starts at the beggining).

50. It is no longer posible to report to Garaz that Minecrawlers have been dealt with and summon Bloodwyn prematurely after killing only 9 out
of 10 Minecrawlers in the cave.

51. Body of the dead Bloodwyn no longer teleports by itself to the gold mine if the player kills last Minecrawler in the gold mine after killing
Bloodwyn.

Nothing prevented the player (except the potentially difficult but not impossible fight with temple guards) from killing Bloodwyn early in
the game - even before entering the gold mine for the first time (an outcome foreseen by developers according to Bloodwyn's dialog). Killing
the last Minecrawler after the Bloodwyn was already dead would teleport his body into the gold mine next to Garaz position.

52. Player no longer receives 500 XP for luring Bloodwyn out of the Raven's temple after killing the last Minecrawler in the mine. The XP is
received after speaking with Bloodwyn in the mine.

Originally XP received for luring Bloodwyn out of the temple would overlap on the screen with XP received for killing last Minecrawler. Also
there was no indication what the additional XP was awarded for. Besides, Bloodwyn could have already been dead before the player killed the
last Minecrawler. Due to these considerations the XP is now awarded when the player speaks with Bloodwyn after Bloodwyn appears in the mine.

53. Added missing player phrases when saying "I want to have a look around the farm!" to Raoul a second time and when asking Jergan "What do I
need to know about this area?" a second time.

54. A dialog option to pay Cornelius 2000 gold for the truth about Bennet no longer available after player already paid the gold once.

55. Unnamed Bandits in the bandits camp in Addon World no longer consider Thorus to be dead when he is alive and vice versa when asking them
about leader of the camp.

56. When asking Ulthar about news he no longer considers player to be a novice when player is a mage and vice versa.

57. Options to learn animal processing skills from Alligator Jack no longer appear in the dialog when player already knows corresponding skills.

Change introduced to make teaching dialog behaviour consistent with all other teachers in the game.

58. It is no longer possible to kill Fire Dragon before aquiring Eye of Innos.

59. Unequipping Ring of Enlightenment no longer decreases the current amount of mana beyond the amount specified on the ring.

Previously, equipping the ring would increase current mana amount by 10 points while unequipping it would decrease current mana amount by 30
points.

60. Amount of meat that needs to be given to Engor is calculated correctly in all situations. Also last batch of meat given does not appear in
Engor's trading inventory (since he is supposed to distribute the meat among people of the keep).

Previously Engor would take more meat than he was supposed to, for example: player gives 20 pieces of Raw Meat, then aquires another 10
pieces of Raw Meat. Next time Engor would take all 10 pieces instead of only 4.

61. Cassia and Ramirez no longer attack and kill Jesper if the player attacks Jesper first.

Bug occured due to incorrect guild value set for Jesper in the scripts. Jesper's guild changed from GIL_BDT (bandits, killed on sight by most
members of other guilds) to GIL_OUT (same guild as Cassia and Ramirez).

62. Edda no longer keeps Fish given by the player in her inventory that she was supposed to use to make a Fish Soup. Prevents gold exploit.

63. Extra Lump of Ore is no longer given along with the bag when player returns Cavalorn's leather bag to the owner.

Previously if the player had Cavalorn's leather bag and at least 1 Lump of Ore in the inventory, selecting an option to give the bag to
Cavalorn would also give Cavalorn 1 Lump of Ore.

Such incorrect behaviuor was not caused by an error in the script code but rather by a bug in the Daedalus interpreter (binary operators with
function calls as operands would produce incorrect results in some situations). Affected expression in the script code was rearranged to avoid
the bug.

64. Igaraz will make an attempt to take away the blank Rune from the player during the Test of Fire trial.

Previously Igaraz never attempted to take the Rune because he was directed to non-existant waypoint and as a result his dialog was never
triggered. Invalid waypoint NW_TAVERNE_TROLLAREA_66 was replaced with NW_TROLLAREA_PATH_66.

65. Fixed logical inconsistencies in Igaraz dialog with regard to Babo's documents.

Previously it was possible to stop inquiring Igaraz about Babo documents after asking him "We need to talk about Babo." If the player would
steal the key from Igaraz, open his chest, grab the documents and return them to Babo, an option to further inquire Igaraz about the
documents (and eventually to buy a second instance of his key) would not dissapear.

66. An option to give 5 gold to Buster for his tip about Sentenza is available only when the player has enough money and 5 gold coins are actually
being transferred from player to Buster now.

67. In Chapter 6 Milten can teach player lower circle runes even if the player already learned a higher circle of magic.

68. Dead body of Biff no longer appears in the Old World after player recruited him into his ship crew, left and reentered Old World.

After B_RemoveNpc function kills DJG_713_Biff his body is not completely removed by the engine because he has ITEM_MISSION item in his
inventory. To keep dead body away from player's reach B_RemoveNpc also changes NPC's routine to "TOT". Since DJG_713_Biff did not have "TOT"
routine, his dead body would appear at the waypoint of his previous valid routine. The missing "TOT" routine was added to DJG_713_Biff.

69. Bilgot no longer dies for no apparent reason after being escorted by the player to the exit from Old World.

Cosmetic fixes and improvements.
--------------------------------

1. Translated into English most remains of German text.

2. Many typos, spelling errors and translation inaccuracies were fixed.

3. All items list attribute and protection bonuses in the same order as the character screen.

4. Added description to Keroloth's Leather Satchel to distinguish between full and empty instances of the satchel.

5. Player has to mention to Coragon that he has Lehmar ledger before he can give it to Coragon.

This change has no impact on gameplay and improves the logical structure of the dialog.

6. The "Learning" topic has been removed from player's journal and its content moved into the "Learning in the outer world" topic.


Created by PowerGamer (@ http://forum.worldofplayers.de).

- manually replaced two files to Data folder)
8. start game - GothicStarter.exe

I believe that a System Pack is not compatible with Wasteland mod as after it's installation you cannot run GothicStarter.exe - it freezes and stops working.

I haven't been in all locations yet but so far in goblin's cave, swamp camp, monastery (had to cheat-jump to get there over the ditch) and old tower nearby with all the tunnels. It is really nice to come back to those locations! very good feeling :) So far I didn't find any items or creatures. I thought that there will be woods behind the orc's palisade - but I believe they chopped off all the trees to build it, that is why it is empty wasteland like swamp camp as well :)

In my humble opinion if someone will make an upgrade for this mod - some 'innocent' features could definitely be added:
a) few low value plants/items/bones/extinguished fireplaces etc would make it more natural and interesting.
b) maybe some spooky sounds (like sometimes in woods you can hear some sort of critters/birds making sounds)
b) if it is wasteland - dead trees/ corpses/ stumps / rotten animals and flies (like where you meet Cipther and Rod during a dragon hunt) and non-pickable mushrooms / derelict camps (like the one Dragomir sits in) would improve a view a lot!

Caesum
23.03.2015, 09:06
Hi Ratamhatta, sorry for such a very, very late reply. I've been busy with studies and I thought the modification has been long forgotten since. About your problems, it seems there must be something wrong with your game, since on my PC it works okay with System Pack.

My modifications make changes to both WORLD and SCRIPT files, so you must be sure you don't have other mods installed which change that. Mods with new worlds or which edit or add new story and incompatible with this modification. Same goes to unofficial patches, so if you have a patch from Ironkeep Studios you should unistall that too.

Remember to install the original Mod Development Kit (http://www.worldofgothic.com/dl/?go=dlfile&fileid=87) or Gothic Starter (http://www.bendlins.de/nico/gothic2/gothic2_playerkit-2.6f.exe).

Finally, if you have installed this modification on vanilla version of the game(that is without mods or unofficial patches), you may want to check if your _WORK folder doesn't have files unpacked from .VDF files. It shouldn't make a difference, but you never know how Gothic engine might react to your PC.

If you are still having problems, you might want to delete your Gothic 2 NOTR game and install a clean version, then follow these steps:
1. Make sure your Gothic 2 NOTR installation is complete
2. Download Report ver. 2.6.0.0-rev2 (fix) (http://dl1.worldofplayers.ru/games/gothic/patches/G2/gothic2_fix-2.6.0.0-rev2.exe) and install it.
3. Download Gothic Starter (http://www.bendlins.de/nico/gothic2/gothic2_playerkit-2.6f.exe) and install it.
4. Download g2notr-systempack-1.1.exe (http://dl1.worldofplayers.ru/games/gothic/patches/systempack/g2notr-systempack-1.1.exe) and install it.
5. Test your game. If everything works continue.
6. Download Wasteland Mod 2 (http://www.moddb.com/mods/wasteland-mod/downloads).
7. Put *.mod file in your Gothic II\Data\ModVDF directory.
8. Put *.ini file in your Gothic II\System directory.
9. You should be able now to succesfully run the modification.

If you want to install modifications which change graphics make sure you download only those which don't change anything in WORLD or SCRIPT files.

Kaktusbirne
23.03.2015, 09:19
Sag mal, ist die Mod auf Deutsch?

Caesum
23.03.2015, 09:31
Kaktusbirne - Yes, it is! It's been released in three languages: Polish, English and German. You can download it HERE (http://www.moddb.com/mods/wasteland-mod/downloads).

HERE (http://www.moddb.com/mods/wasteland-mod/tutorials/wasteland-mod-2-installation-tutorial) is the installation tutorial.