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zandr
20.04.2014, 22:00
31.12.2017 a new Gothic 3 v1.75 Update Pack v1.04.11 released.

Bug fixes and changes included in this Update Pack:
I. Dll Fix:

Interface and informativeness:

01. Alternative diary mode has been implemented:
- clicking the diary icon on the sidebar for the second time switches the diary to the alternate mode;
- the lists of merchants, teachers and comrades known by the hero are shown in respective tabs in the alternative diary mode;
- the diary tab icon on the sidebar has been replaced by a new icon "Diary/Characters".
02. The quick access to teleportation stones has been added into diary menu:
- double-clicking the enclave icons result in the use of appropriate teleporter stone;
- double-clicking the "Main" ("World") icon results in the use of the teleport to Xardas;
- double-clicking the "All" icon results in the use of the teleport to Al Shedim;
- icons "Main" ("World") and "All" have been changed.
03. The names of items belonging to specific groups are now optionally highlighted with appropriate colors in different cases (*"ColorStrings"):
- gold: yellow;
- the items with permanent bonus and the King's sorrel: green;
- quest items: light yellow;
- armor (except shields): brown;
- magic: blue;
- documents: orange.
04. Displaying messages about received items has been changed:
- the format of the messages about received items has been unified in different situations to dialog messages format;
- the messages about received items are now optionally displayed in some new situations (*"ItemTakenStrings");
- the messages about received items are now optionally displayed on the left side and statically (*"GameMessagesPlugin");
- in messages about received quest items the ratio of the number of available items to the number of required items is optionally shown in brackets (*"QuestItemsPlugin");
- the messages about received items when quicklooting are now displayed in the appropriate order of items sorting.
05. Names of unused lectern and millstones as well as unlooted veins and (theoretically) tombs are shown in orange coloring.
06. The optional inflicting range parameter ("Range") has been added to characteristics of the melee weapons (*"WeaponRangePlugin").
07. The spell damage parameter has been added to characteristics of spells and scrolls (Note that damage of "Flame wave", "Frostwave", "Ice explosion", "Meteor" and "Summon lightning" spells decreases with distance from the spell focus to the target increasing).
08. Errors of interface and game messages have been fixed:
- displaying game message "Item missing: Drum stick" when the hero unsuccessfully tried to interact with an orc drum has been fixed;
- the large "X" symbol after the number of items in messages about received items has been replaced by small "x" symbol.
- needless space symbol after the number of items in messages about its producing has been removed;
- HUD_GoldValue line ("Gold value") has been replaced in the loot menu window by HUD_GoldAmount line ("Gold");
- the quick slot number "10" has been changed to "0".
09. Colors of interface lines and game messages have been changed:
- restored message "Chest is locked!": from white to red;
- messages about the permanently increased attributes: from yellow to green;
- messages about the number of remaining learning points: from green to yellow;
- messages about the missing skill or spell: from yellow to red;
- messages about the lack of sufficient number of attribute points: from yellow to red;
- messages about the lack of learning points: from white to red;
- characteristics of non-permanent bonuses of items: from green to white.
10. More convenient sorting of items for the inventory categories "Weapons", "Armor", "Miscellaneous" and "Documents" as well as recipes has been implemented.
11. More convenient sorting of options in the dialog menu has been implemented.
12. Displaying of protection characteristics has been changed:
- when playing with Alternative Balancing disabled, the percentage of damage absorbed by the hero's armor is displayed in the character menu;
- learning the skills "Resistance to heat/cold" results in a +25 bonus to protection against fire/ice displayed in the character menu;
13. The order of the following characteristics has been inverted for its logical displaying from top to bottom:
- all groups of items characteristics;
- recipe components;
- requirements for skill or spell learning.
14. Mechanisms of stacks and interface elements activization have been reworked:
- when opening inventory or documents tabs stacks are no longer selected automatically, except maps;
- last selected map does not change when reopening the maps tab;
- maps tab is no longer displayed for a moment when opening documents menu with another tab active;
- now texts of books and letters will be shown only when clicking on them;
- now scripts of maps will be executed when single clicking on them instead of double clicking;
- now scripts of books, letters and maps can't be executed again if they had been already read once;
- a sound of useless items will no longer be played when clicking on books, letters and maps.
15. Displaying of recipes has been changed:
- the number of produced items greater than one is shown after its name now;
- the second multiplier, if it is different from one, will also be shown in the menu of produced items number selection;
- required skill is now displayed in blue or red coloring depending on if it was learned by a player or not;
- qualities of produced items with appropriate icons are shown in recipes now;
- "Self-forged" quality is now shown also in smith recipes of staffs, bows, crossbows, arrows and bolts;
- displaying of damage and requirements for produced item now take into consideration the "Self-forged" quality modifier;
- "Self-forged" quality description "+10" replaced by "(+10)";
- spaces between groups of characteristics in recipes have been removed for space economy.
16. Displaying of item qualities has been expanded:
- "Burning", "Frozen" and (theoretically) "Cursed" qualities are also displayed now;
- "Worn" quality now has the description "(-50%)";
- now quality icons can also be imposed onto the item icons in loot and trade menu windows;
- now "Worn" quality icon can also be imposed onto the item icon;
- quality icon imposition priority has been changed to: "Burning", "Frozen", "Poisoned", "Blessed", "Cursed", "Worn", "Sharpened", "Self-forged";
- valuables/trophies are displayed with "Gold coins" overlay icon in the hero's inventory when trading with the fence/hunter;
- not viewed letters and maps are displayed in documents menu with "Exclamation mark" overlay icon.
17. Player's access to documents has been expanded:
- the second click on the "Miscellaneous" inventory tab in loot or trade menu opens the "Documents" tab;
- "Miscellaneous" inventory tab icon has been replaced by new "Miscellaneous/Documents" icon in loot and trade menu;
- in case Stringtable.ini doesn't contain the line "UPD_INV_Written" because of the mods installed, it will be replaced by "HL_Maps" line.
18. Mechanisms of interface hiding have been revised:
- now the "Toggle quickslots" key ("Scroll lock" by default) is four-phase - it hides quickslots panel, compass and status bars successively;
- when opening one of the five main menu windows, the compass and status bars don't appear automatically anymore;
- when opening the loot window, one of the three craft menu windows or one of the four transformation menu windows, the compass and status bars don't hide automatically anymore;
- when the hero transforms, quickslots panel now hide automatically;
- if any menu window is open, pressing the "Toggle quickslots" key now hides the interface background and make it transparent.
19. Now the success messages for report-quest will be displayed after the last dialog statement.
20. The order of some stacks at the game start has been changed (a new game start needed to take effect):
- the skills order in the character menu has been changed: "Teeth, claws, and horns", "Take animal skins", "Take reptile hides"; "Make excuses," "Bargain"; "Brew transformation potions", "Make poison";
- at the game start the torch's quick slot number has been changed from "2" to "0".

Controlling the hero and the camera:

21. The possibility to abort casting spells by pressing the right mouse button has been implemented.
22. The possibility to exit aiming mode by pressing the right mouse button has been implemented.
23. The possibility to "quick loot" items and ore veins by pressing the right mouse button, the hero is not stopped forcibly in this case has been implemented.
24. The backward evade from "Gothic 3: Forsaken Gods" is available now for hero in melee mode by pressing the "Reconverting" button ("Enter" by default).
25. Mechanisms of the hero's space orientation has been changed:
- the hero turns toward the item he is picking up;
- the hero turns toward the NPC when loot menu opening;
- now the hero is always turning toward the NPC when trade menu is open;
- involuntary hero rotation, which happened in different situations with alternative camera enabled, has been removed.
26. Various game mechanisms when opening menu windows have been reorganized:
- the hero control is now optionally available even if any of five main menu windows is open (*"HUDPlugin"):
- the primary and the secondary action are not available on mouse but duplicated by the "Lock target" ("R" by default) and "Take all" ("U" by default) keys respectively;
- movement, sprint, jumping, sneaking and arming are also available;
- quick slots usage is not available.
- when opening the menu windows, NPCs don't stop attacking the hero anymore and can damage him (*"HUDPlugin");
- when any menu window is open, the hero can restore his characteristics again even if Alternative Balancing is enabled (*"HUDPlugin");
- menu windows close automatically in cases of pressing the "Weapon draw" key, entering the swimming, interaction or dialog mode, freezing, losing consciousness or the hero's death (*"HUDPlugin").
- loot menu window as well as craft or transformation menu windows close automatically in case of attack on the hero (*"HUDPlugin");
- when opening the menu windows, the hero exits the sneaking mode automatically if he is armed or the hero control is disabled;
- when opening the menu windows, if the alternative camera is on, the hero doesn't turn his back toward the camera anymore;
- when opening the menu windows, the camera mode doesn't change anymore;
- the camera now remains to be dynamic and available for player control when any menu window is open except for grind, forging, alchemy, cooking, dialog and tip menu window;
- camera behavior when opening and closing the trading menu has been improved.
27. The hero now can use quick slots and inventory items while in sneaking or blocking mode. The hero forcibly stands up then.
28. Ability to sprint in all directions with the alternative camera turned on has been restored.
29. The hero now can "swim sprint".
30. Bugs concerning controlling the hero when armed with fists or in a transformation mode has been fixed:
- the possibility of a double action when clicking the right mouse button has been disabled;
- for an unarmed hero, wolf, boar, shadowbeast, bison, rhino, ripper, lizard, alligator, fire lizard, bloodfly and gargoyle missing quick attack has been replaced by an ordinary attack;
- animals' "jumpback" key moved to the "jump" key.
31. The possibility to jump when drawing the bow, aiming or shooting using a bow or a crossbow has been removed.
32. The hero's interactions with objects have been changed:
- the slowdown when the hero steps to the interactive objects has been removed;
- when the hero interacts with objects, the camera mode doesn't change anymore.

Interactions with the objects:

33. Now the hero can move optionally when using the inventory items (*"ConsumePlugin").
34. The hero is no longer arming automatically his removed weapon or the torch after using items or other actions.
35. The optional hero's interactions with some items by clicking on them in the inventory menu have been implemented (*"ItemInteracts"):
- the hero can play the lute;
- the hero can use a broom for its primary purpose;
- the hero can use a pick for its primary purpose;
- the hero can smoke a joint (Black Rhobar), if a stool/bench/campfire is in focus he takes the appropriate sitting position;
- the hero and NPCs now drop the joint to the ground after its usage;
- a pick, a broom and a joint can be used in original way with quick slots.
36. The optional hero's interactions, previously available for NPCs, as well as settings of available interactions have been implemented (*"NewInteracts"):
- if the hero has the necessary tool he can interact with objects of repairing (with a hammer), felling of trees (with a woodcutter's axe) and breaking piles of stones (with a pickaxe) provided for NPCs;
- previously available useless interactions can be disabled now.
37. Interactions with torches have been enhanced:
- the possibility to drop the torch by pressing the "Reconverting" button has been implemented ("Enter" by default);
- when picking up the burning torch, the hero takes it into his left hand;
- if the hero's left hand is already occupied by another torch or staff, a burning torch in the inventory is replaced by the burnt one;
38. Handling of the hero with staffs and torches has been fixed:
- a staff and a torch do not disappear from the hero's left hand after loading the savegame anymore;
- the hero no longer takes away a staff or a torch when drinking a potion against diseases or an antidote;
- also in this case the inventory window no longer closes automatically if it is open;
- it is possible now to change active arrows and bolts if the hero is equipped with a staff or a torch.
39. In a case the hero is unarmed and he happens to pick up a weapon, he will equip automatically the own weapon if he has dropped it earlier.
40. Interactions with the dialog interactive objects have been fixed:
- when interacting with the "Sacred fire", the hero no longer clips into this object;
- the feature "not during a combat" no longer prevents the hero from opening the door of the Al-Shedim temple.
41. Now the hero no longer steps to the already used lecterns but immediately says "Not interested".
42. The hero's movement, until interaction with bookstands and graves has fully ended, has been disabled.
43. The possibility to rest when interacting with graves has been removed.
44. The possibility of failure when picking doors has been removed.
45. Errors which occur when the hero attempts to interact with objects unsuccessfully have been fixed:
- the hero doesn't exit from the sneaking mode forcibly anymore;
- a twitch of the hero, which happened if alternative camera was off, has been removed;
- at refusal of interaction with the grindstone due to lack of skill, the hero says "I don't have enough experience..." instead of "No!".

Speech:

46. The hero phrases, which have not been used in the original game, have been implemented:
- when looting a grave, the hero says SVM_FoundSomething_00-01;
- while reading a book/note/map that teaches a skill or starts a quest, the hero says SVM_FoundSomething_02 or SVM_OldBook_00;
- when reading a book/note/tablet that increases ancient knowledge/alchemy/smithing, the hero says the appropriate phrase;
- when receiving an item from a book/note/tablet, the hero says SVM_SomethingInTheBook.
47. When using the last lockpick, the hero says SVM_LastOneGone.
48. In some cases NPCs say more appropriate "Refuse" comments:
- NPCs who smoke/drink/eat may say respectively SVM_GotoSmoke/SVM_GotoDrink/SVM_GotoEat;
- thieves (NPCs containing the word "Dieb" in RoleDescription parameter) may say SVM_WatchTheGuards;
- SVM_GuardRefuse may be said only by NPCs guarding;
- now more NPCs comment their interactions.
49. When a human/orc kills an orc/human, in some cases NPCs say the SVM_OrcHunter phrase.
50. The hero's face animation for the non-dialog SVMs has been activated.

The combat system and balance:

51. Calculation of the hero's protection value has been changed:
- now regardless of Alternative Balancing, the "Improve robes" skill doubles protection of the robe only and "Improve armor" increases protection of all equipped armor and artifacts by 25%;
- these skills may now work simultaneously and independently of each other;
- the maximal value of reduced damage has been increased from 80 to 90;
52. Dual wielding has been fixed:
- now one-handed swordfighter skills work also when using two swords;
- when using two swords, the "Master of two blades" skill now serves as the fourth tier of one-handed swordfighting skills.
53. The blocking system has been changed:
- shields block the attacks of animals (except trolls and monsters) and NPCs who are fighting using their fists;
- attacks of minecrawlers can no longer be blocked with weapons;
- attacks of demons and ogres can only be blocked with a "Strong shield parry" skill.
54. With Alternative Balancing or Alternative AI turned on the hero doesn't block attacks in sneak mode anymore.
55. Various situations of pierce attack have been fixed:
- blocking with a weapon when getting up now blocks the pierce attack;
- hero's pierce attacks with a blunt weapon don't pierce the target anymore;
- NPCs now don't use pierce attack with a blunt weapon;
- NPCs now use pierce attack with a not poisoned weapon only against humans and orcs.
56. Now the knockdown falling animation can't be interrupted by another attack.
57. Bugs concerning endurance calculation when trying to perform the whirl attack with a two-handed weapon have been fixed.
58. With Alternative Balancing or Alternative AI turned on more than one NPC can simultaneously attack another NPC again.
59. Some situations, when the hero's attacks didn't hit the doubtless enemies which are not in focus or are attacking another target, have been fixed.
60. AI bugs concerning allies who join the hero in a fight initiated by him have been fixed:
- Diego, Milten, Gorn and Lester don't finish off the defeated NPCs anymore;
- NPCs of friendly enclaves no longer state after a fight "There is no fighting here".
61. The possibility to use "Knock down" skill against the animals has been removed.
62. Cows and pigs are no longer considered as predators but game animals.
63. Lizards and fire lizards as well as lurkers and swamp lurkers are now friendly to each other.
64. Calculation of damage dealt by the worn weapon has been fixed:
- worn bows and crossbows do not deal the full damage anymore;
- actual damage of worn weapon can't be now greater by 1 than the displayed damage.
65. The impact of headknocks in case of sufficient pulling shot as well as the impact of an ordinary attack with melee weapon have been fixed:
- headknock shots damage calculation has been fixed (dexterity, protection and weapon quality modifiers are used), headshots are possible now;
- hostile NPCs now die from headknock shot when losing last hit points;
- the headknock shot can now be blocked by the shield;
- an ordinary attack can no longer knock the opponent off his feet.
66. The experience calculation has been changed:
- the hero gains experience from the friendly NPCs which joined a battle initiated by the hero as well as from friends during the battle in Ardea;
- the hero no longer gains experience for the "drowned ones";
- the hero now can make more than two levelups at once.

Other:

67. The effects when attacking some NPCs have been changed:
- blood drops of zombies and ice golems have been removed;
- blood drops of skeletons, stone golems and fire golems have been replaced by new effects;
- a "metallic" sound when a minecrawler blocks the attack has been replaced by the another effect.
68. Arrows will no longer be generated in the crossbowmen's inventory.
69. The possibility to open the menu window in a state of sitting with a weapon has been removed.
70. The possibility of incorrect item consumption when double-clicking a shortcut has been removed.
71. A cycle bug of companions waiting for the player has been fixed.
72. Companions use sprint in case of big lag from the hero.
73. The ability to set the amount of received experience for the quests has been added (*"QuestXPModifier" similar to known "XPModifier" parameter).
74. In case of texts absence in Stringtable because of the mods installed, texts of lines implemented in Update Pack and beginning with "UPD_" now are generated from its internal names aligned to English localization.
75. Update Pack version is being displayed at the top of the screen in the game main menu now.

For the modders**:

76. The ability to create "universal" info-scripts, which are active in the whole world of the game without contact with NPCs, has been added.
77. The ability to assign some special properties to the quests has been added.
78. The number of commands available to use in info-files has been increased:
- the "SetEnclave" command has been restored and fixed;
- new commands "SetType" and "OpenQuest" have been added.
79. The support of hero's characteristics has been added or enhanced in different cases:
- when quest succeeding, now the following characteristics can be increased: HP, SP, MP, LP;
- when item consuming, now the following characteristics can be increased: XP, LP;
- as a requirement for item usage now can be set: LVL;
- the ability to set the hero's characteristics as condition for the info-file has been added.
80. The number of colors available for messages has been increased from 5 to 19.
81. "SD_Mocking" and "SD_Thankful" gesture commands, which where earlier unused, are now available to use for the new dialog gestures.
82. The ability to activate displaying the names of the different categories of objects has been added.

II. Templates Fix:
- the initial sequence of receiving items from list chests with Alternative Balancing enabled has been restored;
- damage of the fire staff, sharp arrows and explosive arrows has been corrected;
- low price of the meatbug ragout has been corrected;
- now the Irmak's halberd has the same properties and look as the orc halberd;
- now it is impossible to receive with cheats the king's armor from the "Forsaken Gods" add-on;
- now usage of teleporter stones costs 10 mana points (only with Alternative Balancing enabled);
- Milok's old sword is a one-handed weapon now;
- a shovel, a pick and a broom are halberts now;
- it is impossible to assign to a quickslot or eat a King's sorrel now;
- Sigmor's key opens the Sigmor's chest only;
- some values have been added to the templates of some "magic" entities for the correct spells damage displaying;
- the template of the torch has been changed, adapting it to the possibility of dropping down;
- burnt torch now has its own icon;
- Stoneroot now belongs to the "Food and potions" category;
- Herbaceous lobelia can no longer be eaten;
- "Ashton's gold list", "Letter from Sanford", "Surus' Order" and "Ingredients list" are now quest items and can no longer be sold.

III. gui Fix:
- new icons have been added:
- an icon for the burned torch;
- an icon for the switchable inventory tab "Miscellaneous/Documents";
- an icon for the switchable sidebar bookmarks "Diary/Characters";
- icons for the "Cursed" (not used in the game) and "Frozen" qualities;
- icons "Gold coins" and "Exclamation mark";
- all icons of qualities have been reworked in HD;
- all icons of the diary have been reworked in HD;
- diary icons "Main" and "All" have been changed.

IV. _compiledAnimation Fix:
- following animations have been added:
- missing animations for some attacks with the two-handed weapons and staffs;
- sample animations for a SD_Mocking and SD_Thankful dialog gesture commands;
- an animation for MagicPotion-cast of the hero with torch;
- backward evade animation from "Gothic 3: Forsaken Gods";
- animations of the hero's interaction with items in move;
- animations of weapons/items drawing in move have been fixed: the hero's torso turn during strafing with original camera setup has been removed.

V. Stringtable Fix:
- various errors in the in-game texts have been corrected;
- the HUD_ChestLocked line ("Chest is locked!") lost by CPT has been restored;
- new lines have been added:
- UPD_Achievement ("New achievement");
- UPD_Range ("Range");
- UPD_INV_Written ("Documents");
- UPD_NPC_Characters ("Characters"), UPD_NPC_Merchants ("Merchants"), UPD_NPC_Teachers ("Teachers") and UPD_NPC_Comrades ("Comrades").

VI. Infos Fix:
- gesture commands which got lost in CP 1.75 have been restored;
- SVM sequence when learning "Remove teeth, claws, and horns" and "Take reptile skins" skills has been fixed;
- command sequence in BPANKRATZ3490 script has been fixed;
- values of "IDs2" lines for the command "ShowGameMessage" in BPANKRATZ31540 and FILLER369 scripts are set according to standard.

VII. _compiledMaterial Fix:
- Milten's face has been fixed;
- materials of some armors from the "Forsaken Gods" add-on have been replaced with the original materials from CP 1.74 (optional).

VIII. _compiledImage Fix:
- the textures of the armors from the "Forsaken Gods" add-on have been replaced with the original textures from CP 1.74 (optional);

IX. Speech Fix (for the Russian version only):
- slips of the tongue in the speech of Harek, Karlen, Grompel and Xardas have been fixed;
- sharp transitions in some phrases of Hamil, Nefarius, Steynar and Rovold have been smoothed;
- incorrect translation of the hero's answer to Renwick and SVM_Teach_TrophyFur_02, SVM_MobAttack, SVM_Teach_Hunter_2_02, SVM_Teach_Barter_03, SVM_CmdDismiss, SVM_CmdSlaveJoin, SVM_CmdLetsGo, SVM_CmdFollow_00 and SVM_Think has been fixed;
- an incorrect translation of Amul's sermon has been partially fixed;
- missing SVMs for the Ass_Fat_Bearish voice were taken from the Ass_Warrior_Clear voice which looks more suitable than the previously used Ass_Fat_Hectic voice;
- reversed phrases SVM_GotoDrink and SVM_GotoEat for the Hum_Female_Strong, Hum_Old_Weird, Hum_Warrior_Hard and Diego's voices have been fixed;
- speech files for the phrases that aren't being used in a CP 1.75 scripts have been removed.

X. Changelog-112 Fix (for the Russian version only):
- English version of patch 1.12 changelog installed by Community-patch 1.75 has been replaced by the Russian version.

XI. Font Fix (for the Russian version only):
- instead of the Windows x64 unoptimized Gothic3.ttf font, "Comic Sans MS" is now being used as a default font (optional).

XII. A ge3_cp_1_75_up_1_04_backup.ini file has been added as an example of setting new parameters.

* - optional game parameters can be set with a corresponding line value in ge3.ini file, see Gothic_3_v1.75_Update_Pack_v1.04_Ge3IniSetup_En.txt file for details
** - see Gothic_3_v1.75_Update_Pack_v1.04_ForModders_En.txt file for detailsFixed bugs of the previous v1.04.10:- It was impossible to read more than one stone tablet from the inventory menu.
- Graphical glitches in some occasions of armors using.
- Game crash when the hero tries to smoke the joint at the campfire without interaction points nearby.
- When falling into a knockdown damage receiving is possible again, however the falling can't be interrupted.
- The hero could move when approaching and exiting the interaction mode with alchemist's bench, cooking pot, tree felling and repairing.
- The messages about received items, when pressing the "Take all" button or trading, could be displayed in the order inconsistent to the items sorting.
- A pierce attack with a blunt weapon could knock the opponent off his feet.
- Now (when using the "show 1" cheat), NPC' body names are displayed in brown as well as armors.General information:Important notes:

- This is an unofficial Update Pack, therefore you install it at your own risk!
We have no responsibility for potential problems after its installation.

- Update Pack requires Gothic 3 version 1.75.14.

- Previous versions of Update Pack should be uninstalled.

Description:

An unofficial Update Pack for Gothic 3 Enhanced Edition v1.75 (a.k.a. Update
Pack) is an attempt to fix various errors remaining after the release of the last
official patch v1.75 for Gothic 3, as well as to make some improvements for the
players and innovations for modders. For example, the Update Pack added the
ability to block the attacks of various animals, expanded quick loot feature,
improved alternative camera, hero and NPCs can say more SVM phrases, etc. For
those who don't like the armor textures and materials from the "Forsaken Gods"
add-on added by Community Patch Team in v1.75, it is possible to bring back the
original armor textures and materials. For the Russian version game owners there
is also a Russian speech update available, as well as a possibility to replace
the Gothic3.ttf font unoptimized for Windows x64 to the default Comic Sans MS.
A complete list of changes made by this Update Pack described in detail in the
Gothic_3_v1.75_Update_Pack_v1.04_Changelog_En.txt file.

Installation Notes:

Update Pack should be installed after installing the official patch for Gothic 3
v1.75.14 and before the installation of any modifications. To activate all the
changes you need to start a new game.

Compatibility:

Update Pack is fully compatible with the majority of known modifications such as
Questpaket, Content Mod, Consequences, LCTM and others.
Note: Some fixes, especially in stringtable and info-files, may not be available in
modifications because they are overwritten by the modification. Therefore, it is
recommended to install the "UpdatePack_SupportMod" (which you may find in the
installed Update Pack folder) using Mod Starter, having installed the other
modifications before.This Update Pack was created by Dimus, zandr, Guzz aka killer-m & Mechanic.

Big thanks for the help to: Robespier, PontifEx, TiTaN, R4SH, PoliteOrc, MaGoth, OrelImperia, DarviN, CzarnyAfgan, der dicke Rune, Berserk, Φόβος, MadFaTal, George, ksardos877, s1lver, Дедушка, SLiPCoR, Keksinator73, xivragis, Wilder, Vak02, Masonna, CJIabuk, maximkapro, prudik, miky miles, Squerol, Drakon1590.

Download links:

Use download manager if this downloading is blocked by your browser!
Download @ WoG.de
Fanat Games EXtras (http://fgex.ru/files/Gothic_3_EE_v1.75_Int_Update_Pack_v1.04.11.exe)

File attributes:
File name: Gothic_3_EE_v1.75_Int_Update_Pack_v1.04.11.exe
File size: 30 787 357 bytes
CRC32: C1848DB3
MD5: 76d3861c167ae72d57a69e6b30324a12
SHA-1: 20e0a5465933a2cbae3dde45e45da4ab939926c1

zandr
20.04.2014, 22:06
German translation of post №1:

Am 31.12.2017 wurde der neue unoffizielle Gothic 3 v1.75 Update Pack v1.04.11 gekündigt.

Verbesserungen und Änderungen, die dieser Update Pack enthält:
I. Dll fix:

Interface und Information:

01. Implementierung eines neuen Tagebuch-Modus:
- Doppelklick auf das Tagebuch-Icon in der rechten Seitenleiste wechselt zum alternativen Modus;
- Eine Übersicht von bereits getroffenen Händlern, Lehrern und Waffengefährten wird in einem separaten Tab im alternativen Modus angezeigt;
- Das Tagebuch-Icon in der rechten Seitenleiste wurde durch ein neues Icon ersetzt "Tagebuch/Charaktere";
02. Implementierung eines Schnellzugriffes auf die Teleportrunen im Tagebuch-Modus:
- Doppelklick auf ein Siedlungsicon führt die entsprechende Teleportrune aus;
- Doppelklick auf das "Haupt" ("Welt") Icon, führt einen Teleport zu Xardas aus;
- Doppelklick auf das "Alle" Icon, führt einen Teleport nach Al-Shedim aus;
- Icons für "Haupt" ("Welt") und "Alle" wurden geändert.
03. Bunte Meldungen beim Erhalt von speziellen Gegenständen durch Quickloot von Truhen und NPCs eingefügt (*"ColorStrings"):
- Gold: gelb;
- Gegenstände mit Permanentbonus und Kronstöckel: grün;
- Questgegenstände: hellgelb;
- Rüstungen (ausschließlich Schilde): braun;
- Magie: blau;
- Schriftstücke: orange.
04. Meldungen über den Erhalt von Gegenständen wie folgend überarbeitet:
- Formatierung der Meldungen über den Erhalt von Gegenständen angeglichen an die Standardmeldungen in Dialogen;
- Meldungen über den Erhalt von Gegenständen erscheinen in manchen neuen Situationen (*"ItemTakenStrings");
- Spielmeldungen können nun statisch links in manchen Situationen optional dargestellt werden (*"GameMessagesPlugin");
- Meldungen über notwendige und bereits gesammelte Questgegenstände können optional angezeigt werden (optional) (*"QuestItemsPlugin");
- Meldungen über Itemerhaltung beim Quickloot werden nun in der dazugehörigen Sortierreihenfolge angezeigt.
05. Namen der noch nicht benutzten Buchständer/Pulte/Steintafeln sowie noch nicht geplünderten Adern und (theoretisch) Gräbern werden in orange dargestellt.
06. Optionale hinzugefügte Waffenreichweite ("Reichweite") wurde bei den Eigenschaften von Nahkampfwaffen ergänzt (*"WeaponRangePlugin").
07. Im Zauberbuch und zu Spruchrollenbeschreibungen wurde ein Schadenswert hinzugefügt (Es ist zu beachten, dass der Schaden von solchen Zaubersprüchen wie Flammenwelle, Eiswelle, Eisexplosion, Meteor, Blitz bei der Entfernung von Epizentrum sinkt: je größer die Entfernung ist, desto weniger Schaden wird verursacht).
08. Interfacetexte und Fehlermeldungen verbessert:
- Meldung "Fehlender Gegenstand: Schlägel" bei der Interaktion des Helden mit Ork-Trommeln verbessert;
- Symbol "X" nach der Zahl der Gegenstände ersetzt durch "x" in Meldungen über ihren Erhalt;
- Unnötiger Abstand nach der Zahl der Gegenstände in Meldungen über ihre Herstellung entfernt;
- Im Fenster eines geplünderten NPCs ersetzt die Zeile HUD_GoldValue ("Goldwert") durch HUD_GoldAmount ("Gold");
- Nummer "10" in der Schnellauswahlleiste wurde zu Nummer "0" geändert.
09. Veränderte Farben der Interfacezeilen und Spielmeldungen:
- Farbe der Meldung "Truhe verschlossen!" verändert von weiß auf rot;
- Meldung über permanente Steigerung eines Heldenparameters: von gelb auf grün;
- Meldung über restliche Lernpunkte: von grün auf gelb;
- Meldung über erforderliche Fertigkeit oder Zauber: von gelb auf rot;
- Meldung über Höhe von nötiger Attribut: von gelb auf rot;
- Meldung über fehlende Lernpunkte: von weiß auf rot;
- Parameter von nichtpermanenten Bonussen: von grün auf weiß.
10. Implementierung einer passenderen Sortierreihenfolge für Items in den Inventarkategorien "Waffen", "Rüstungen", "Verschiedenes" und "Dokumente" sowie "Rezepte".
11. Neue, sinnvollere Sortierung der Optionen (Antwortmöglichkeiten) im Dialogmenü.
12. Darstellung von Schutzwerten verändert:
- ohne AB (Alternatives Balancing) wird Schadenprozent im Parametermenü dargestellt, der mit dem Schutz des Helden gleicht;
- im Attributmenü des Helden wird Bonus +25 zum Schutz vor Feuer/Kälte dargestellt, wenn die Talente "Resistenz gegen Hitze/Kälte" gelernt sind.
13. Invertierte Ordnung der Darstellung von folgenden Parametern zur logischen Darstellung von oben nach unten:
- alle Gruppen der Gegenstandsparameter;
- Komponente der Rezepte;
- Voraussetzungen zum Erlernen der Fertigkeiten und Zauber.
14. Stapelmechaniken und Aktivierung von Interfaceelementen wurden überarbeitet:
- beim Öffnen des Inventars oder der Dokumente werden die Tabs nicht länger automatisch ausgewählt, außer bei Karten;
- zuletzt ausgewählte Karte bleibt aktiv, wenn das Inventar erneut geöffnet wird;
- der Kartentab wird nicht mehr kurzzeitig eingeblendet, wenn man einen anderen Tab im Dokumentenmenü öffnet;
- Bücher und Briefe werden nur angezeigt, wenn man die anklickt;
- Karteneinträge werden nun durch einen einfachen Klick ausgewählt, statt einen Doppelklicks;
- Tagebucheinträge von Büchern, Briefen und Karten können nach einmaliger Aktivierung nicht erneut aktiviert werden;
- der Ton bei Büchern, Briefen oder Karten ohne Tagebucheinträge wird nicht mehr abgespielt.
15. Veränderte Darstellung der Rezepte:
- Zur Meldung über Herstellung von mehr als einem Stück der Gegenstände hinzugefügt ihre Zahl vor ihren Namen;
- ein zweiter Faktor wird ebenfalls im Menü für produzierbare Gegenstände angezeigt, wenn er sich vom ersten unterscheidet;
- Erforderliche Fertigkeit wird nun blau oder rot dargestellt, abhängig von ihrem (Nicht)Erlernen beim Helden;
- Qualität von herstellbaren Items wird nun mit entsprechenden Icons im Rezept angezeigt;
- Fähigkeit "Selbst geschmiedet" wird nun auch in Schmiederezepten der Stäbe, Bögen, Armbrüste, Pfeile und Bolzen dargestellt;
- Darstellung vom Schaden und Voraussetzungen des zu erhaltenden Gegenstandes berücksichtigen nun Modifikatoren der Fähigkeit "Selbst geschmiedet";
- Kommentar "+10" der Fähigkeit "Selbst geschmiedet" ersetzt durch "(+10)";
- Zum Platzsparen, in Rezepten, Zeilenabstände zwischen Gruppen mit Gegenstandsparametern entfernt.
16. Erweiterte Darstellung der Sonderfähigkeiten der Gegenstände:
- Nun werden auch Fähigkeiten "Brennend", "Vereist" und (theoretisch) "Verflucht" dargestellt;
- Fähigkeit "Abgenutzt" hat nun Kommentar "(-50%)";
- Icons der Fähigkeiten sind direkt an Bildern von Gegenständen sowohl im Lootmenü als auch im Handelsmenü angeheftet;
- Icon der Fähigkeit "Abgenutzt" ist ebenfalls direkt am Bild des Gegenstandes angeheftet;
- Priorität der Anlegung der Icons der Fähigkeiten ans Bild des Gegenstandes verändert: "Brennend", "Vereist", "Vergiftet", "Gesegnet", "Verflucht", "Abgenutzt", "Geschärft", "Selbst geschmiedet";
- Wertgegenstände/Trophäen werden nun mit einem "Goldmünzenicon" im eigenen Inventar gekennzeichnet, wenn man bei einem Hehler/Jäger Waren handelt;
- noch nicht angesehene Briefe und Karten werden im Dokumententab mit einem "Ausrufezeichen" gekennzeichnet.
17. Erweiterter Zugang des Helden zu Dokumenten:
- Zweites Klick auf die Inventarkategorie "Sonstiges" im Handel- oder Lootmenü öffnet die Kategorie "Dokumente";
- Im Handel- und Lootmenü ersetzt Icon der Kategorie "Sonstiges" durch ein neues Icon "Sonstiges/Dokumente";
- Wenn es keine Zeile UPD_INV_Written in Stringtable.ini wegen installierten Mods gibt, wird stattdessen die Zeile HL_Maps dargestellt.
18. Veränderte Mechanismen des Interfaceausblendens:
- Schalter der Taste "Quickslots ein-/ausblenden" hat nun vier Phasen - blendet konsequent aus: Quickslots, Kompass, Statusbars;
- Bei Öffnung der 5 Hauptfenster werden der Kompass und die Statusbars automatisch nicht mehr eingeblendet;
- Bei Öffnung der 3 Craftingfenster, 4 Umwandlungsfenster und Lootfenster werden der Kompass und die Statusbars automatisch nicht mehr ausgeblendet;
- Quickslots werden bei der Umwandlung des Helden automatisch ausgeblendet;
- Bei geöffneten Menüfenstern blendet die Taste "Quickslots ein-/ausblenden" ein Hintergrundbild des Interface aus und macht es transparent.
19. Die Meldung über den erfolgreichen Abschluss der Report-Quests erscheint jetzt nach der letzten Dialogphrase.
20. Die Reiehenfolge mancher Stapel hat sich beim Spielstart geändert (neues Spiel muss dafür gestartet werden):
- Talentreihenfolge im Charaktermenü hat sich geändert: "Zähne, Krallen und Hörner", "Tierfelle nehmen", "Reptilienhäute nehmen", "Rausreden", "Feilschen", "Verwandlungstränke brauen", "Heiltränke brauen";
- Beim Spielstart wurde die Fackel aus Quicksloot "2" in "0" übertragen.

Steuerung des Helden und der Kamera:

21. Möglichkeit der Spellcastunterbrechung mit Rechtsklick.
22. Möglichkeit der Zielfokussierungsunterbrechung mit rechtklick.
23. Gegenstände und Adern kann man nun mit Rechtsklick per Quickloot plündern, der Held muss dabei nicht zwingend stehen bleiben.
24. Die Rückwärtsausweichbewegung von "Gothic 3: Götterdämmerung" ist nun für den Helden im Nahkampmodus durch Drücken der Taste für "Rückverwandlung" möglich (Standard: "Enter").
25. Überarbeitete Mechanismen der Orientierung des Helden im Raum:
- Held dreht sich zum aufgehobenen Gegenstand um;
- Bei Öffnung des Plünderungsmenüs dreht sich der Held zum NPC um;
- Beim geöffnetem Handelsmenü richtet der Held sein Gesicht immer zum NPC;
- Zufällige Umdrehungen des Helden in verschiedenen Situationen bei Alternativer Kamera beseitigt.
26. Überarbeitete Spielmechanismen bei Öffnung der Menüfenster:
- Die Bewegung des Helden ist nun optional möglich, wenn eines der fünf Menüs im Spiel geöffnet ist (*"HUDPlugin"):
- Primäre und sekundäre Aktionen der Maus sind nicht verfügbar, aber dupliziert mit Tasten "Ziel fixieren" (default "R") und "Alles nehmen" (default "U") entsprechend;
- Auch möglich sind: Sprint, Sprung, Schleichen, Waffenziehen;
- Nutzung der Quickslots blockiert.
- Bei geöffneten Menüfenstern können NPCs nun den Helden angreifen und Schaden verursachen (*"HUDPlugin");
- Bei geöffneten Menüfenstern können Parameter des Helden wieder auch beim aktiven AB regeneriert werden (*"HUDPlugin");
- Menüfenster schließen sich automatisch durch die Taste "Waffe ziehen", beim Übergang zum Schwimmen, Interaktion oder Dialoge, bei der Vereisung, K.O. oder Tod des Helden (*"HUDPlugin");
- Plünderungsfenster sowie Crafting- und Umwandlungsfenster schließen sich automatisch im Falle einer Attacke des Helden (*"HUDPlugin");
- Bei Öffnung der Menüfenster verlässt der Held zwingend den Schleichmodus, wenn er bewaffnet ist oder die Heldensteuerung aus ist;
- Bei Öffnung der Menüfenster bei der aktiven Alternativen Kamera kehrt sich der Held mit dem Rücken zur Kamera nicht mehr um;
- Kameramodus ändert sich nun nicht bei Öffnung der Menüfenster;
- Kamera ist dynamisch und steuerbar für alle Menüfenster außer Fenstern von Schleifen, Schmieden, Alchemie, Kochen, Dialogen und Hinweisen;
- Verbesserte Kamerabewegung bei Öffnung und Schließung des Handelsmenüs.
27. Held kann nun Quickslots und Gegenstände im Inventar im Schleich- und Blockmodus nutzen, dies beendet aber die Modi.
28. Möglichkeit bei Alternativer Kamera in alle Richtungen zu Sprinten ist wiederhergestellt.
29. Held hat nun "Sprint beim Schwimmen".
30. Behobene Fehler in Steuerung des Helden, wenn er mit Fäusten kämpft oder in Verwandlung ist:
- keine Möglichkeit von "Doppelschlägen" beim Rechtsklick;
- fehlender schneller Angriff für unbewaffneten Helden, Wolf, Wildschwein, Schattenläufer, Bison, Nashorn, Ripper, Waran, Alligator, Feuerwaran, Blutfliege und Gargoyle wurde durch den einfachen Angriff ersetzt;
- Rücksprung in Verwandlung übertragen zur Taste "Springen".
31. Springen während des Bogenspannens, Zielfokussierung und des Bogen- oder Armbrustschusses ist abgeschaltet.
32. Veränderte Interaktion des Helden mit interaktiven Objekten:
- Verlangsamung des Helden beim Gehen zu interaktiven Objekten abgeschaltet;
- Bei Interaktion des Helden mit interaktiven Objekten ändert sich der Kameramodus nicht mehr.

Interaktion mit Objekten:

33. Der Held kann sich nun optional bewegen, wenn er ein Inventaritem benutzt (*"ConsumePlugin").
34. Der Held rüstet sich nicht automatisch mit seiner weggelegten Waffe oder Fakel aus, nachdem er ein Item benutzt oder andere Interaktionen ausgeführt hat.
35. Implementierung von optionalen Heldeninteraktionen mit bestimmten Items durch Anklicken im Inventar (*"ItemInteracts"):
- Held kann Laute spielen;
- Held kann mit Besen Fußboden fegen;
- Held kann mit Harke graben;
- Held kann Stängel (Schwarzer Rhobar) dauernd rauchen. Wenn ein Stuhl, eine Bank oder ein Lagerfeuer in Fokus ist, nimmt er eine entsprechende sitzende Lage ein;
- Held und NPCs lassen Stängel nach Gebrauch auf Boden fallen;
- Harke, Besen und Stängel kann man wie vorher durch Quickslots nutzen.
36. Implementierung von optionalen Heldeninteraktionen, welche vorher nur für NPCs möglich waren sowie Einstellung dieser neuen Interaktionen (*"NewInteracts"):
- Beim Vorhandensein der erforderlichen Instrumente kann der Held mit den für NPCs vorgesehenen Punkten zusammenwirken: Reparatur (Hammer), Holzfallen (Holzfälleraxt) und Steinhaufenzerschlagen (Spitzhacke);
- Früher verfügbare nutzlose Interaktionen kann man abschalten.
37. Interaktion mit Fackeln erweitert:
- Möglichkeit eine Fackel mit Taste "Rückverwandlung" fallen zu lassen (default "Enter");
- beim Aufheben einer brennenden Fackel nimmt der Held sie in die linke Hand;
- wenn es in der linken Hand schon eine Fackel oder einen Stab gibt, wird die brennende Fackel im Inventar als abgebrannt bezeichnet.
38. Verbesserte Zusammenwirkung des Helden mit Stäben und Fackeln:
- Ein Stab oder eine Fackel verschwindet aus der linken Hand des Helden nach Spielladen nicht mehr;
- Held steckt den Stab oder die Fackel nicht weg, wenn er einen Trank gegen Krankheiten oder Gegengift trinkt;
- In diesem Fall schließt sich auch Inventarfenster automatisch nicht mehr, wenn es geöffnet ist;
- es ist nun Möglich, die aktive Pfeilart bzw. den aktiven Bolzen zu ändern, wenn der Held einen Stab oder eine Fackel in der Hand hält.
39. Unbewaffneter Held legt nach einem Knockout nur die eigene verlorene Waffe an beim automatischen Aufheben.
40. Interaktion mit interaktiven Dialogobjekten verbessert:
- Interaktion mit dem Erzofen verändert, Held steigt nicht mehr so tief ein;
- trotz des Features "Nicht während eines Kampfes!" kann der Held die Tempeltür in Al-Shedim öffnen.
41. Held geht nicht mehr zu bereits gelesen Buchständern, sondern sagt sofort "uninteressant".
42. Bewegung des Helden ist nicht möglich bis die Interaktion mit den Buchständern und Gräben abgeschlossen ist.
43. Held regeneriert nicht mehr während der Interaktion mit einem der Gräber.
44. Möglichkeit des Scheitern beim Türknacken abgeschaltet.
45. Fehler in der Unterbrechung der Interaktion behoben:
- Held verlässt den Schleichmodus nicht mehr zwingend;
- eine "Zuckung" des Helden mit ausgeschalteter Alternativer Kamera entfernt;
- im Durchfall von der Interaktion mit Schleifstein durchs ungelernte Talent sagt der Held: "Nein!" anstatt "Mir fehlt die nötige Erfahrung...".

Vertonung:

46. Ins Spiel wurden die früher unbenutzten Phrasen des Helden eingefügt:
- wenn er ein Grab ausbuddelt sagt der Held: SVM_FoundSomething_00-01;
- beim Lesen der Steintafel/Notiz/Karte sagt der Held: SVM_FoundSomething_02 oder SVM_OldBook_00;
- beim Lesen eines Buches/Schriftstückes/Steintafel, bei dem altes Wissen/Alchemie/Schmiedetalent erlernt wird oder ein Quest anfängt, sagt der Held: SVM_FoundSomething_02 oder SVM_OldBook_00;
- beim Erhalt eines Gegenstandes aus dem Buch/Schriftstück/Steintafel sagt der Held SVM_SomethingInTheBook.
47. Beim Gebrauch des letzten Dietriches sagt der Held SVM_LastOneGone.
48. In einigen Fällen machen NPCs besser passende "Antwort"-Kommentare:
- rauchende/trinkende/essende NPCs können jetzt entsprechend SVM_GotoSmoke/SVM_GotoDrink/SVM_GotoEat sagen;
- Diebe (NPCs mit dem das Wort "Dieb" enthaltenen RoleDescription) können jetzt SVM_WatchTheGuards sagen;
- nur die Wache-NPCs sagen SVM_GuardRefuse;
- mehr NPCs kommentieren ihre Bewegungen/Aktionen.
49. Wenn ein Mensch/Ork einen Ork/Menschen tötet, sagen einige NPCs: SVM_OrcHunter.
50. Die Gesichtsanimation des Helden beim Dialog "nichts sagen" (dialog-SVMs) aktiviert.

Kampfsystem und Balancing:

51. Veränderte Schutzkalkulation:
- das Talent "Roben verbessern" erhöht nur den Schutz der Robe, unabhängig von AB und "Rüstungen verbessern", es erhöht den Schutz von allen Rüstungen/Gegenständen und Artefakten um 25%;
- die beiden Talente können jetzt gleichzeitig und unabhängig voneinander wirken;
- der Grenzwert der Schadensreduzierung ist von 80 auf 90 gestiegen.
52. Kampf mit zwei Klingen verbessert:
- "Einhändertalente" (starker Schwertkämpfer/Schwertmeister) wirken jetzt auch beim Kampf mit zwei Klingen;
- das Talent "Meister der zwei Klingen" wirkt beim Kampf mit zwei Klingen jetzt als vierte Ebene des Einhänders.
53. Verändertes Blocksystem:
- Tierangriffe lassen sich jetzt mit dem Schild blocken (außer bei Trollen und Urviechern und NPCs, die mit Fäusten kämpfen);
- Angriffe von Mine-/Sandcrawlern kann man mit der Waffe nicht mehr blockieren;
- Angriffe von Dämonen und Oger kann man nur mit gelerntem Talenten "Starke Schildparade" blocken;
54. Beim aktivierten AB und KI blockiert der Held Angriffe nicht mehr, wenn er schleicht.
55. Verschiedene Fälle der Anwendung eines Stichschlages verbessert:
- Waffenblock beim Aufstehen blockt den Stichschlag;
- Stichschlag des Helden mit Stumpfwaffe sticht das Ziel nicht mehr durch;
- NPCs machen keine Stichschläge mit Stumpfwaffe mehr;
- NPCs machen Stichschläge mit einer nicht vergifteten Waffe nur gegen Menschen und Orks.
56. "Knockdownanimation" kann jetzt nicht mehr durch weitere Angriffe unterbrochen werden.
57. Fehler in der Ausdauerkalkulation beim Wirbelangriff mit dem Zweihänder behoben.
58. Mit AB und KI können NPCs jetzt von mehr als einem NPC gleichzeitig angegriffen werden.
59. Verbessert sind einige Situationen, wenn Attacken des Helden den eigentlichen Feinden keinen Schaden verursachten, da sie nicht in Fokus waren oder sie anderes Ziel angriffen.
60. Fehler in KI behoben, wenn Begleiter des Helden in Kämpfe einmischen, welche vom Helden initiiert wurden:
- Diego, Milten, Gorn und Lester führen keine tödlichen Attacken mehr aus;
- NPCs aus einer freundlichen Enklave sagen nach dem Kampf nicht mehr "Unruhestifter können wir hier nicht gebrauchen!".
61. Es ist nun unmöglich, Tiere mithilfe des Talenten "Niederschlagen" k.o. zu schlagen.
62. Kühe und Schweine gehören jetzt nicht mehr zu den Großwildtieren, sondern zu den Wildtieren.
63. Warane und Feuerwarane sowie Lurker und Sumpflurker sind freundlich zueinander.
64. Verbesserte Schadenskalkulation der abgenutzten Waffe:
- Abgenutzte Bögen und Armbrüste verursachen nicht mehr den vollen Schaden;
- Aktueller Schaden der abgenutzten Waffe kann nicht ein Punkt mehr sein als der dargestellte Schaden.
65. Anpassung der Auswirkungen von Kopftreffern im Falle von Schusswaffen und normalen Nahkampfwaffen:
- Schaden einer Kopfnuss wurde neu berechnet (Geschicklichkeit, Schutz und Waffenqualität haben darauf Einfluss), Kopfschüsse sind nun möglich;
- feindliche NPCs sterben nun von einer Kopfnuss, wenn sie dadurch ihre letzte Lebensenergie verlieren;
- ein Kopfnussschuss kann nun mit dem Schild geblockt werden;
- Eine normale Attake kann den Gegener nicht mehr zu Boden hauen.
66. Veränderte Erfahrung:
- Held bekommt die Erfahrung von allen freundlichen NPCs, wenn diese in einen Kampf einmischen, der vom Helden initiiert wurde, sowie von den Freunden während der Revolution in Ardea;
- Held bekommt keine Erfahrung für "Ertrunkene" mehr;
- Held kann nun mehr als zwei Level Ups gleichzeitig erhalten.

Sonstiges:

67. Veränderte Effekte bei Angriffen auf einige NPCs:
- keine Blutstropfen bei Zombies und Eisgolems;
- Blutstropfen bei Skeletten, Golems und Feuergolems ersetzt durch neue Effekte;
- "Metalleffekt" beim Minecrawlerblock ersetzt durch anderen Effekt.
68. Keine Pfeile mehr in den Inventaren von Armbrustschützen.
69. Möglichkeit sitzend mit einer Waffe in der Hand ein Menü zu öffnen ist abgeschaltet.
70. Behebung von falschem Itemverbrauch beim Doppelklick in der Schnellauswahllleiste.
71. Fehler des Zyklus von auf den Helden wartenden Begleitern behoben.
72. Wenn Begleiter des Helden weit zurückbleiben, sprinten sie.
73. Implementierung der Möglichkeit um Erfahrungspunkte für Quests festzulegen (*"QuestXPModifier" ähnlich den bekannten "XPModifier" parameter).
74. Im Falle von fehlende Texteinträgen in der stringtable aufgrund von installierten Mods, werden Textstellen vom Update Pack nun anhand der englischen Lokalisation mit "UPD_" generiert.
75. Im Hauptspielmenü wird die Version des installierten Update Packs dargestellt.

Für Modder**:

76. Es ist nun möglich "universale" Skripte zu erstellen, die irgendwo in der Spielwelt ohne Kontakt mit NPCs wirken.
77. Es ist nun möglich, spezielle Eigenschaften für Quests zu setzen.
78. Es wurden weitere Kommandos bereitgestellt, welche in Info-Dateien zur Verfügung stehen:
- das Kommando "SetEnclave" wieder eingebaut und verbessert;
- neue Kommandos "SetType" und "OpenQuest" implementiert.
79. In vielen Fällen implementiert oder erweitert die Unterstützung der Parameter des Helden:
- Beim Questerfolg können nur folgende Parameter erhöht werden: HP, SP, MP, LP;
- Beim Gegenstandsgebrauch können nur folgende Parameter erhöht werden: XP, LP;
- Die Anforderung zur Gegenstandnutzung kann nun sein: LVL;
- Es ist nun möglich, bei der Info-Datei das Attributniveau des Helden als Bedingung zu setzen.
80. Die Anzahl der vorhandenen Farben für Meldungen steigt von 5 auf 19.
81. Die früher unbenutzten Kommandos "SD_Mocking" und "SD_Thankful" kann man jetzt für die neuen Dialoganimationen benutzen.
82. Nun ist die Darstellung der Namen von verschieden Objektkategorien möglich.

II. Templates Fix:
- originale Reihenfolge des Itemerhaltens aus Aktionstruhen bei dem aktiven Alternativen Balancing wiederhergestellt;
- Schaden des "Stabs des Feuers", der scharfen Pfeile und der Sprengpfeile korrigiert;
- niedriger Preis des Fleischwanzenragouts korrigiert;
- Irmaks Hellebarde hat jetzt dieselben Attribute und Aussehen wie Krush Tarach;
- unmöglich per Cheat die "Königrüstung" aus Götterdämmerung zu erhalten;
- jetzt 10 Manapunkte bei der Nutzung der Teleportsteine verbraucht (nur mit AB);
- Milok's altes Schwert ist jetzt ein Einhänder;
- Schaufel, Harke und Besen sind keine Hellebarden mehr;
- es ist nun möglich die "Kronstöckel" zu essen oder in die Quickslots zu packen;
- Sigmors Schlüssel öffnet nur Sigmors Truhe;
- in die Templates von einigen "magischen" Objekten wurden die Werte eingefügt, welche für die richtige Zauberschadendarstellung nötig sind;
- das Template der Fackel verändert, so dass sie in die Spielwelt gelegt werden kann;
- die abgebrannte Fackel hat nun ein eigenes Icon;
- Steinwurzel gehört nun zur Kategorie "Tränke und Nahrung";
- Man kann Staudenlobelie nicht mehr essen;
- "Ashtons Goldliste", "Brief von Sanford", "Surus' Order" und "Zutatenliste" sind nun Questgegenstände und können nicht verkauft werden.

III. gui Fix:
- neues Icons hinzugefügt:
- Icon für abgebrannte Fackel;
- Icon für umschaltbare Inventarkategorie "Sonstiges/Urkunden";
- Icon für umschaltbare Seitenleistenkategorie "Tagebuch/Charaktere";
- Icons für Eigenschaften "Verflucht" (noch nicht genutzt im Spiel) und "Gefroren";
- Icons "Goldmünzen" und "Ausrufezeichen";
- alle Icons der Eigenschaften wurden in HD-Auflösung überarbeitet;
- alle Icons im Tagebuch wurden in HD-Auflösung überarbeitet;
- die Icons "Haupt" und "Alle" im Tagebuch wurden geändert.

IV. _compiledAnimation Fix:
- Animationen hinzugefügt:
- fehlende Animationen für einige Angriffe mit Zweihänder und Stab;
- Animationsbeispiele für Dialoggestenkommandos "SD_Mocking" und "SD_Thankful";
- Animation für Cast MagicPotion für den Helden mit der Fackel;
- Rückwärtsausweichenanimation aus "Gothic 3: Götterdämmerung";
- Animation für Benutzung von Items, während sich der Held bewegt;
- Behebung eines Animationsfehlers bei Waffen/Items beim Ziehen während des Laufens: Drehuhng des Heldentorsos beim Seitwärtsbewegen mit der Originalkamera entfernt.

V. Stringtable Fix:
- verschiedene Fehler in den Stringtables beseitigt;
- die vom CPT vergessene Zeile "HUD_ChestLocked" wieder implementiert;
- neue Zeilen hinzugefügt:
- Zeile "UPD_Achievement";
- Zeile UPD_Range ("Reichweite");
- Zeile UPD_INV_Written ("Schriftstücke");
- Zeilen UPD_NPC_Characters ("Charaktere"), UPD_NPC_Merchants ("Händler"), UPD_NPC_Teachers ("Lehrer") и UPD_NPC_Comrades ("Waffengefährten").

VI. Infos Fix:
- die in CP 1.75 gelöschten Gestenkommandos wiederhergestellt;
- die SVM-Sequence während Erlernens der Talente "Zähne, Krallen und Hörner nehmen" und "Reptilienhäute nehmen" verbessert;
- die Kommandofolge des Scripts "BPANKRATZ3490" verbessert;
- für Skripte "BPANKRATZ31540" und "FILLER369" der Zeilen "IDs2" für das Kommando "ShowGameMessage" gesetzt zum Standardwert.

VII. _compiledMaterial Fix:
- der Fehler in Miltens Gesicht wurde gefixt;
- einige Rüstungsmaterialien aus "Götterdämmerung" ersetzt durch originale Rüstungsmaterialien aus dem CP 1.74 (optional).

VIII. _compiledImage Fix:
- einige Rüstungstexturen aus "Götterdämmerung" ersetzt durch originale Rüstungstexturen aus dem CP 1.74 (optional);

IX. Speech Fix (nur für die russische Version des Spieles):
- die Versprecher in einigen Dialogen von Harek, Karlen, Grompel und Xardas beseitigt;
- schrille Übergänge in Sätzen von Hamil, Nefarius, Stejnar und Rovold glatt gemacht;
- die falsche Übersetzung für die Antwort des Helden zu Renvick und auch für SVM_Teach_TrophyFur_02, SVM_MobAttack, SVM_Teach_Hunter_2_02, SVM_Teach_Barter_03, SVM_CmdDismiss, SVM_CmdSlaveJoin, SVM_CmdLetsGo, SVM_CmdFollow_00, SVM_Think verbessert;
- die falsche Übersetzung in Amuls Monolog in seiner Predigt wurde teilweise verbessert;
- die an der Stimme "Ass_Fat_Bearish" fehlenden SVMs wurde aus "Ass_Warrior_Clear" übernommen, die dazu besser passen als die bis jetzt verwendete Stimme "Ass_Fat_Hectic";
- umgekehrt Sätze SVM_GotoDrink und SVM_GotoEat für die Stimmen "Hum_Female_Strong", "Hum_Old_Weird", "Hum_Warrior_Hard" und Diegos verbessert;
- die Sprachdateien für die jetzt in Strings nicht benutzten Phrasen des CP 1.75 entfernt.

X. Changelog-112 Fix (nur für die russische Version des Spieles):
- Englischer Changelog vom Patch 1.12, welcher durch den Community-Patch 1.75 erstellt wird, wurde durch die russiche Version ersetzt.

XI. Font Fix (nur für die russische Version des Spieles):
- für Windows x64 unoptimierte Schrift Gothic3.ttf ersetzt durch den standardmäßigen Comic Sans MS (optional).

XII. Eine Datei ge3_cp_1_75_up_1_04_backup.ini hinzugefügt als Beispiel der Einstellung neuer Parameter.

* - optionale Spielparameter können in der jeweiligen Zeile in der ge3.ini Datei eingestellt werden, die ausführliche Beschreibung ist in folgender Datei zu sehen: Gothic_3_v1.75_Update_Pack_v1.04_Ge3IniSetup_De.txt
** - die ausführliche Beschreibung ist in folgender Datei zu sehen: Gothic_3_v1.75_Update_Pack_v1.04_ForModders_De.txt

Allgemeine Information:Wichtige Meldung:

- Das ist ein unoffizielles Update Paсk, und Sie installieren es auf eigene
Gefahr! Wir sind nicht verantwortlich für mögliche Probleme nach der
Installation.

- Update Pack erfordert Gothic 3 Version 1.75.14.

- Die vorigen Versionen des Update Packs müssen deinstalliert sein.

Beschreibung:

Das inoffizielle Update Pack für Gothic 3 Enhanced Edition v1.75 (kurz Update
Pack) ist die Bemühung verbliebene Fehler im offiziellen Gothic3 Patch 1.75 zu
beseitigen. Ebenso wurden Verbesserungen des Spielerlebnisses für Spieler und
Neuerungen für Modder eingebracht. Zum Beispiel können Angriffe von Tieren
geblockt werden, quick loot wurde erweitert, eine verbesserte alternative Kamera
eingeführt, Held und NPC sagen mehr SVM Phrasen, und vieles mehr. Wer die vom
Community Patch Team in v1.75 ergänzten Rüstungstexturen vom Add-On
Götterdämmerung nicht mag, kann optional die originalen Texturen herstellen
lassen.

Installationshinweise:

Das Update Pack sollte direkt nach dem offiziellen Patch für Gothic 3 v1.75.14
und vor der Installation von Modifikationen installiert werden. Es muss ein neues
Spiel gestartet werden, damit alle Neuerungen und Fehlerbeseitigungen wirken.

Kompatibilität:

Das Update Pack ist kompatibel zu den meisten bekannten Modifikationen wie
Questpaket, Content Mod, Consequences, LCTM und anderen.
Hinweis: Einige Verbesserungen stehen in Modifikationen möglicherweise nicht
zur Verfügung, weil diese durch die Modifikation überschrieben werden,
insbesondere Verbesserungen an info-Dateien und stringtable. Deswegen soll man
mit Modstarter die UpdatePack_SupportMod über die installierten Modifikationen
installieren, welche im Ordner des installierten Update Packs vorhanden ist.Dieses Update Pack wurde von Dimus, zandr, Guzz aka killer-m & Mechanic erstellt.

Vielen Dank für die Hilfe an: Robespier, PontifEx, TiTaN, R4SH, PoliteOrc, MaGoth, OrelImperia, DarviN, CzarnyAfgan, der dicke Rune, Berserk, Φόβος, MadFaTal, George, ksardos877, s1lver, Дедушка, SLiPCoR, Keksinator73, xivragis, Wilder, Vak02, Masonna, CJIabuk, maximkapro, prudik, miky miles, Squerol, Drakon1590.

Download links:

Use download manager if this downloading is blocked by your browser!
Download @ WoG.de
Fanat Games EXtras (http://fgex.ru/files/Gothic_3_EE_v1.75_Int_Update_Pack_v1.04.11.exe)

File attributes:
File name: Gothic_3_EE_v1.75_Int_Update_Pack_v1.04.11.exe
File size: 30 787 357 bytes
CRC32: C1848DB3
MD5: 76d3861c167ae72d57a69e6b30324a12
SHA-1: 20e0a5465933a2cbae3dde45e45da4ab939926c1

königsgardist
28.04.2014, 10:12
Hey, that's great that you've managed to implement blocking for animal attacks :). Well, I'll go and test it. Thank you for your efforts! :)

greez königsgardist

contra
04.05.2014, 17:53
Is there an non-self extracting archive available? When I choose the directory, I can't confirm. The same happens with the QP Update but I managed to get the files.

Beppo
06.05.2014, 01:06
The log seems nice! It will take some time till I play G3 the next time, but what I read seems to be a great improvement! :gratz

zandr
06.05.2014, 19:00
Is there an non-self extracting archive available? When I choose the directory, I can't confirm. The same happens with the QP Update but I managed to get the files.
Please, check version of your Gothic 3 Game. It should be 1.75.20108.14 to proceed installation.

contra
07.05.2014, 14:29
I have 1.75.12 with updated the pak to have the latest 1.75.14 features. Do I really have download 1.5GB to updated the number from 12 to 14?

George
07.05.2014, 14:53
I uploaded the CP 1.75.14 binaries for you, i hope this solves you problem.

Edit:
Deleted download link for Gothic3 binaries.

zandr
07.05.2014, 20:47
Thanks, George!

Actually, Gothic3.exe file is enough.

Edit:
Deleted download link for Gothic3.exe

MadFaTal
07.05.2014, 21:27
I uploaded the CP 1.75.14 binaries for you, i hope this solves you problem.


Thanks, George!

Actually, Gothic3.exe file is enough.
Please guys, dont share the original game executables!
The official Patch 1.75.14 (http://www.worldofgothic.de/dl/download_478.htm) can be donloaded at our site.
Yes it's huge, but so is life.

MadFaTal
07.05.2014, 21:32
I have 1.75.12 with updated the pak to have the latest 1.75.14 features. Do I really have download 1.5GB to updated the number from 12 to 14?
Sorry, yes you have to install the latest patch 1.75.14 (http://www.worldofgothic.de/dl/download_478.htm)even it's huge.

contra
08.05.2014, 10:04
Well, ok.

Btw, how did you implement these changes? Are there some more things possible? I'm thinking of the render distance for trees, which are not within DistanceHigh.fFarClippingPlane radius? With the changed shader calculation, you can have good view from ardea to nordmar, but the trees are missing.

zandr
08.05.2014, 10:37
Btw, how did you implement these changes?
Using Debugger, if you mean dll-editing.

Are there some more things possible?
Yes, and I hope to make some more things in future, both in patch- and mod- styles. Now I am trying to modify G3 combat system.

I'm thinking of the render distance for trees, which are not within DistanceHigh.fFarClippingPlane radius? With the changed shader calculation, you can have good view from ardea to nordmar, but the trees are missing.
Sadly, I am really weak hacker comparing to the authors of G1/2 SystemPack, so graphical engine editing may be too difficult for me.

der dicke Rune
15.05.2014, 18:31
Hi !
Can i run your update pack along with the LCTM v1.2.5 Mod i've istalled?

zandr
16.05.2014, 06:26
Hi !
Can i run your update pack along with the LCTM v1.2.5 Mod i've istalled?
All the mods are compatible with the Update Pack.

der dicke Rune
16.05.2014, 11:20
All the mods are compatible with the Update Pack.

Thanks zandr for the info, i just installed it, read the read-me file.
Am i allowed to correct the geraman translation?

zandr
16.05.2014, 13:25
Am i allowed to correct the geraman translation?
Yes, of course! If German Community will make corrections, we may include it in the next version of Update Pack. I belive Dimus (http://forum.worldofplayers.de/forum/members/111254-Dimus) will not mind, please contact him in that case.
P.s.: I think you know, that after installation of any mod except mods for Mod Starter you will lose all string corrections. So I only hope authors of the mods will update their strings-packs in future versions.

Squerol
19.05.2014, 17:34
Yes, and I hope to make some more things in future, both in patch- and mod- styles. Now I am trying to modify G3 combat system.


Nice that you guys still trying to shape Gothic 3, and more and more possibilities You are showing off... Haha Zandr what do you trying to make with combat system, I'm just courious ;D That combat system is piece of shit totally, there is no single good element in it, so there are many thing to do with it, but that technically barriers, hard to breach...

zandr
19.05.2014, 20:14
... Haha Zandr what do you trying to make with combat system, I'm just courious ;D That combat system is piece of shit totally, there is no single good element in it, so there are many thing to do with it, but that technically barriers, hard to breach...

I have just released G3_CombatSystemMod_v0.1 (http://forum.worldofplayers.de/forum/threads/1348466-G3-%D0%9A%D0%B0%D0%BA-%D1%83%D0%BB%D1%83%D1%87%D1%88%D0%B8%D1%82%D1%8C-%D0%B1%D0%BE%D0%B5%D0%B2%D0%BA%D1%83?p=22840682&viewfull=1#post22840682) This is the very first attempt. Sorry, description is only in Russian for now.

Squerol
19.05.2014, 21:23
Wow, Im very impressed! Congratulations for finally successfull attempt to editing game mechanics :) I played some minutes on hard with AB and SI, all that things, and.... It plays fights great! Biggest thing, and the best is that You finally removed that freakin stunlock animatons hehe Thanks man, and good luck with crackin that creepy system of gothic 3 hehe And how about somehow removing that NPC/Monsters "freeze" while accessing to inventory and other like that menus? To delete freeze, or make inventory like in Risen 1, where you can move with it opened, or adding "script(???)" unable while fighting (you know, when tryin to sleep in battle or interact with something else)? Because that system sucks deeply....

Kostaz
30.05.2014, 23:51
Is the Gothic 3 modding/patching scene dead? This looks way too interesting to have just 20 posts :confused:

Natac
02.06.2014, 09:07
Is the Gothic 3 modding/patching scene dead? This looks way too interesting to have just 20 posts :confused:This topic has 2k hits. So there seems to be a lot of people interested in. ;)

zandr
22.08.2014, 14:34
Some news for German & English Community. We are preparing to release a new version of Gothic 3 v1.75 Update Pack. It will contain about 30 new dll-fixes and -features. Two of them you may see in this video.



https://www.youtube.com/watch?v=IEfG_QIdjpE

Aronir
31.08.2014, 13:20
Some news for German & English Community. We are preparing to release a new version of Gothic 3 v1.75 Update Pack. It will contain about 30 new dll-fixes and -features. Two of them you may see in this video.



https://www.youtube.com/watch?v=IEfG_QIdjpE


You can't hold your torch anymore.That's not a feature that's shit.
I would prefer to let it be how it is with the torches okay.
However I'm proud for your support to improve this game.

Squerol
03.09.2014, 19:18
So what was that 2 features shown on videos? Erased fighting with torch? Well, its not looking as future hehe Maybe some changelog, please , cause Im really interested whats happening in Gothic 3 modding...

zandr
03.09.2014, 20:39
So what was that 2 features shown on videos? Erased fighting with torch? Well, its not looking as future hehe Maybe some changelog, please , cause Im really interested whats happening in Gothic 3 modding...

"Drop-torch-feature" is known from Risen 1, I like it very much. Another feature is disabled back turn while opening menu windows (it works with Alternative Camera only). Sorry, the full changelog have not been translated in English yet. May be I'll create one more demo video soon. But everybody is welcome to help us as tester and may play the current test version of Update Pack.

KapitanArmagedon
26.10.2014, 13:18
Witam
Na wstępie gratuluję moda. Pograłem chwilę i na prawdę podobają mi się zmiany, są to małe, wielkie zmiany które sprawiają że walka w gothic 3 jest nieco bardziej znośna. :)Wiadomo coś o kolejnych zmianach?
Życzę udanej dalszej pracy.
Pozdrowienia z Polski D

Robespier
26.10.2014, 17:14
Witam
Na wstępie gratuluję moda. Pograłem chwilę i na prawdę podobają mi się zmiany, są to małe, wielkie zmiany które sprawiają że walka w gothic 3 jest nieco bardziej znośna. :)Wiadomo coś o kolejnych zmianach?
Życzę udanej dalszej pracy.
Pozdrowienia z Polski D
Для начала поздравляю с выходом мода. Немного поиграл и мне, на самом деле, нравятся изменения, как мелкие, так и крупные, касающиеся боя в "Готике 3", которая теперь более или менее терпима. Что-то известно о новых изменениях?
Желаю удачной дальнейшей работы.
Поздравления из Польши.

Panu KapitanArmagedon należy się dodać angielskie tłumaczenie następnie.

zandr
26.10.2014, 21:56
Witam
Na wstępie gratuluję moda. Pograłem chwilę i na prawdę podobają mi się zmiany, są to małe, wielkie zmiany które sprawiają że walka w gothic 3 jest nieco bardziej znośna. :)Wiadomo coś o kolejnych zmianach?
Życzę udanej dalszej pracy.
Pozdrowienia z Polski D

Thank you. I am working very hard on Update Pack, planning to release it soon and to have some rest after that. New versions of CombatSystem Mod and QuestFix Mod are in my future plans. Sorry, nothing more I can say for now. Good luck!

zandr
26.11.2014, 07:49
26.11.2014 a new Gothic 3 Enhanced Edition v1.75 Update Pack (International) released.

Bug Fixes included in this Update Pack:
I. Dll fix:

New features and enhancements:

01. Implemented possibility to abort casting spells by pressing the right mouse button.
02. Implemented possibility to exit aiming mode by pressing the right mouse button.
03. Implemented possibility to drop the torch by pressing the right mouse button.
04. Implemented possibility to "quick loot" items and ore veins by pressing the right mouse button.
05. The hero turns toward the item he is picking up.
06. When quick looting chests and unconscious NPCs, coloured messages will appear when receiving
special items:
- gold: yellow;
- items with a permanent bonus: purple;
- quest items: green;
- documents: orange;
- magic: blue;
- armor (except shields): grey.
07. Implemented item sorting for the inventory category "Miscellaneous".
08. Implemented more convenient sorting of options in the dialog menu.
09. Changed calculation of the hero's protection value and its depiction in the character menu:
- now regardless of AB, the "Improve robes" skill doubles protection of the robe only and "Improve
armor" increases protection of all equipped armor and artifacts by 25%;
- these skills may now work simultaneously and independently of each other;
- when playing without AB, the percentage of the damage cancelled out by the hero's armour is
displayed in the character menu;
- the maximal value of reduced damage has been increased from 80 to 90;
- learning the skills "Resistance to heat/cold" results in a +25 bonus to protection against fire/ice
displayed in the character menu.

The combat system:

10. Fixed dual wielding:
- now one-handed swordfighter skills work also when using two swords;
- when using two swords the "Master of two blades" skill now serves as the fourth tier of one-handed
swordfighting skills.
11. The blocking system has been changed:
- shields block the attacks of animals (except Trolls and Monsters) and NPCs that are fighting with
their fists;
- attacks of minecrawlers can no longer be blocked with weapons;
- attacks of demons and ogres can only be blocked with "Strong shield parry".
12. Blocking with a weapon when getting up now blocks the pierce attack.
13. With AB or AAI turned on the hero does not block attacks in sneak mode anymore.
14. Now the knockdown falling animation can't be interrupted by another attack.
15. Fixed bugs concerning endurance calculation when trying to perform the whirle attack with a
two-handed weapon.
16. Removed possibility to perform a pierce attack with blunt weapons.

AI and speech:

17. With AB or AAI turned on again more than one NPC can simultaneously attack another NPC.
18. NPCs now use pierce attack only against humans and orcs.
19. Fixed AI bugs concerning allies who join the hero in a fight initiated by him:
- Diego, Milten, Gorn and Lester do not finish off the deafeated NPC anymore;
- NPCs of friendly enclaves no longer state after a fight "There is no fighting here".
20. Implemented phrases of the hero which have not been used before:
- when looting a grave the hero says SVM_FoundSomething_00-01;
- when reading stone tablets the hero says SVM_OldBook_01-02;
- when reading а book/note that teaches a skills or starts a quest the hero says SVM_FoundSomething_02
or SVM_OldBook_00.
21. In some cases NPCs utter more appropriate "Refuse" comments:
- NPCs who smoke may say SVM_GotoSmoke;
- SVM_GuardRefuse may be said only by NPCs standing guard;
- more NPCs now comment on their interactions.
22. When a human/orc kills an orc/human in some cases NPCs utter the phrase SVM_OrcHunter.

Interactions with objects:

23. Shovel, rake and broom can be added to the quick access toolbar and used in combat.
24. Removed slowdown when hero is nearing interactive objects.
25. Fixed interactions with dialog interactive objects:
- when interacting with the "Sacred fire" the hero no longer clips into this object;
- the feature "not during a combat" no longer prevents the hero to open the door of the temple of
Al-Shedim.
26. The hero now no longer steps to already used lecterns but immediately says "Not interested".
27. Disabled hero's movement until interaction with bookstands and graves has fully ended.
28. Removed possibility to rest when interacting with graves.
29. Removed possibility of failure when picking doors.
30. Errors of in-games messages have been fixed:
- fixed display of in-game message "Item missing: Drum stick" when hero attempts to interact with
orc drum unsuccessfully;
- the color of restored message "Chest is locked!" has been changed from white to red.
31. Fixed errors which occur when the hero attempts to interact objects unsuccessfully:
- the hero doesn't exit from the sneaking mode forcibly anymore;
- removed a twitch of the hero what happened if alternative camera was off.

Bug fixes:

32. Changed effects when attacking some NPCs:
- removed blood drops of zombies and ice golems;
- blood drops of skeletons, stone and fire golems replaced by new effects;
- "metallic" sound when minecrawler blocks attack replaced by another effect.
33. Fixed bugs concerning controlling the hero when armed with fists or in a state of transformation:
- disabled possible "double" actions when clicking the right mouse button;
- for an unarmed hero, wolf, boar, shadowbeast, bison, rhino, ripper, lizard, alligator, fire lizard,
bloodfly and gargoyle missing quick attack replaced by ordinary attack;
- animals' "jumpback" key moved to the "jump" key.
34. Fixed inability to sprint in all directions with the alternative camera turned on.
35. No longer will arrows be generated in the crossbowmen's inventory.
36. Activated hero's face animation for the non-dialog SVMs.
37. Now the hero is forced to exit from the sneak or blocking modes when opening the menu windows.
38. Removed possibility to open the menu window in the state of sitting with a weapon.
39. Removed possibility to use "Knock down" skill against animals.
40. Removed possibility to jump when drawing the bow, aiming and shooting from a bow or crossbow.

Other:

41. The camera control has been changed:
- removed a twitch of the screen when closing menu windows;
- the hero doesn't turn his back toward the camera when opening the menu windows anymore if
alternative camera is on;
- the camera doesn't come closer to the hero when interacting with objects anymore if alternative
camera is on.
42. In case the hero is unarmed and he happens to pick up a weapon, he will only automatically equip
said weapon if he himself has dropped it earlier.
43. Cows and pigs are no longer considered predators, but wildlife.
44. Now report-quest success message will be displayed after the last dialogue statement.
45. At the game's start the torch's quick slot number has been changed from "2" to "0".
46. The hero gains experience from friendly NPCs which joined a battle initiated by the hero, as
well as from friends during the battle in Ardea.
47. The hero no longer gains experience for "drowned ones".
48. When sitting near campfire with frying meat menu opened the hero can restore his characteristics
also with AB activated.
49. Fixed a cycle bug of companions waiting for player.

For modders:

50. Implemented possibility to create "universal" info-scripts, which are active everywhere in the
world without contact with NPCs.
51. Implemented possibility to assign quests certain special properties.
52. Increased number of commands available to use in info-files:
- restored and fixed the "SetEnclave" command;
- implemented new commands "SetType" and "OpenQuest".
53. Implemented possibility to set the hero's characteristics as condition for the info-file.
54. The number of colors available for messages has been increased from 5 to 19.
55. Unused earlier "SD_Mocking" and "SD_Thankful" gesture commands are now available to use for the
new dialog gestures.
56. Modified formula how quest experience is calculated that allows to edit it by changing only one
byte.

II. Templates Fix:
- restored the initial sequence of receiving items from list chests with Alternate Balancing enabled;
- corrected damage of fire staff, sharp and explosive arrows;
- corrected low price of meatbug ragout;
- now the Irmak's halberd has the same properties and look as the orc halberd;
- now it is impossible to receive the king's armor from the "Forsaken Gods" with cheats;
- now usage of teleporter stones costs 10 mana points (only with Alternate Balancing enabled);
- Milok's old sword is a one-handed weapon now;
- shovel, Ben's shovel, rake and broom now belongs to the "Weapon" category and have an appropriate
damage types;
- it is impossible to assign to a quickslot or to eat a king's sorrel now.

III. Stringtable Fix:
- corrected various errors in the in-game texts;
- restored the line "HUD_ChestLocked" lost by CPT;
- added the line "GO_Achievement".

IV. Infos Fix:
- restored gesture commands which got lost in CP 1.75;
- fixed SVM sequence when learning skills "Remove teeth, claws, and horns" and "Take reptile skins";
- fixed command sequence in BPANKRATZ3490 script;
- values of "IDs2" lines for the command "ShowGameMessage" in BPANKRATZ31540 and FILLER369 scripts
are set according to standard.

V. _compiledAnimation Fix:
- added missing animations for some attacks with two-handed weapons and staffs;
- added animation samples for a SD_Mocking and SD_Thankful dialog gesture commands.

VI. _compiledMaterial Fix:
- fixed Milten's face;
- materials of some armors from the "Forsaken Gods" add-on were replaced with the original materials
from CP 1.74 (optional).

VII. _compiledImage Fix:
- the textures of the armors from the "Forsaken Gods" add-on were replaced with the original textures
from CP 1.74 (optional).

VIII. Speech Fix (for the Russian version only):
- fixed slips of the tongue in the speech of Harek, Karlen and Grompel;
- smoothed sharp transitions in some phrases of Hamil, Nefarius, Steynar and Rovold;
- fixed incorrect translation of hero's answer to Renwick and SVM_xxx_Teach_TrophyFur_02,
SVM_xxx_MobAttack, SVM_xxx_Teach_Hunter_2_02, SVM_xxx_Teach_Barter_03, SVM_xxx_CmdDismiss,
SVM_xxx_CmdSlaveJoin, SVM_xxx_CmdLetsGo and SVM_xxx_CmdFollow_00;
- partially fixed an incorrect translation of Amul's sermon;
- SVMs missing for the Ass_Fat_Bearish voice were taken from the Ass_Warrior_Clear voice which looks
more suitable than the previously used Ass_Fat_Hectic voice;
- removed speech files for phrases that are not being used in a CP 1.75 scripts.

IX. Font Fix (for the Russian version only):
- instead of the windows x64 unoptimized font Gothic3.ttf, "Comic Sans MS" is now being used as
default font (optional).
Innovations description for modders:
50. Implemented possibility to create "universal" info-scripts, which are active everywhere in the world without contact with NPCs.

You can create the info files that when the specified conditions are fulfilled will be activated
regardless of the hero's location. In a contrast to the "ghost objects" (see para. 1.7.1 Manual
Addendum for Modders), the range of a such script is not limited.
To do this, the script should contain the following lines:

Owner=World_MCP
InfoType=1

51. Implemented possibility to assign quests certain special properties.

You can set new properties of the quests by setting the values of 101 to 104 in any of the
following lines:

PoliticalSuccess=
PoliticalSuccessAmount=
PoliticalFailure=
PoliticalFailureAmount=

101 - Quest can be succeeded only if it was pre-launched [gEQuestStatus = 1 - Running].

102 - Hidden quest. This quest does not appear in a quest log, and will not be any reports about
the quest starting, completion, cancellation, failure and the time allowed for its completion.

103 - Achievement. Report on the implementation of this quest will begin with a GO_Achievement
("New achievement") instead of GO_QuestSuccess ("Quest success").

104 - The quest will be canceled in a case of failure.

You can specify the multiple quest properties simultaneously, for example:

PoliticalFailure=101
PoliticalFailureAmount=103

52. Increased number of commands available to use in info-files:
- restored and fixed the "SetEnclave" command;
- implemented new commands "SetType" and "OpenQuest".

You can assign an NPC belonging to the certain enclave and change its "Type" parameter, for example:

InfoScript_Commands=SetEnclave;SetType
InfoScript_Entities1=npc;Hamlar
InfoScript_Entities2=Reddock;
InfoScript_IDs1=;3

Possible values of "Type" parameter:

0 - Personal
1 - Enclave
2 - Political
3 - Friend

- OpenQuest command allows you to "reset" the quest status even if it has been already completed,
canceled or failed. This will not show any message. For example, you can do the following chain of
commands:

InfoScript_Commands=RunQuest;FailQuest;OpenQuest;SucceedQuest
InfoScript_Entities1=;;;
InfoScript_Entities2=;;;
InfoScript_IDs1=Abbas_Artefakt;Abbas_Artefakt;Abbas_Artefakt;Abbas_Artefakt

53. Implemented possibility to set the hero's characteristics as condition for the info-file.

Using the CondReputGroup, CondReputAmount and CondReputRelation parameters (see para. 1.2.5 Manual
Addendum for Modders), now you can also check the level of the following hero's characteristics:

LVL
STR
DEX
INT
SMT
THF
ALC
HP
SP
MP
PROT_BLADE
PROT_IMPACT
PROT_MISSILE
PROT_FIRE
PROT_ICE
PROT_LIGHTNING

For example, this script will be available to the hero with a 5th level and 120 strength at least:

CondReputGroup=LVL;LVL;STR
CondReputAmount=5;5;120
CondReputRelation=MIN;MAX;MIN

54. The number of colors available for messages has been increased from 5 to 19.

The set of available colors for the ShowGameMessage command (see para. 1.2.15 Manual Addenum for
modders):
0 - yellow (original);
1 - light yellow;
2 - White (original);
3 - light white;
4 - light green;
5 - green (original);
6 - dark green;
7 - dark blue;
8 - blue;
9 - light blue;
10 - purple;
11 - light orange;
12 - orange (original);
13 - red (original);
14 - dark red;
15 - dark brown;
16 - light brown;
17 - light gray;
18 - dark gray.

55. Unused earlier "SD_Mocking" and "SD_Thankful" gesture commands are now available to use for the
new dialog gestures.

You can use the new dialogue animations (see para. 1.2.23 Manual Addendum for Modders), for example:

InfoScript_Commands=Say;SaySVM
InfoScript_Entities1=player;npc
InfoScript_Entities2=;
InfoScript_IDs1=;Sure
InfoScript_IDs2=SD_Mocking;SD_Thankful
InfoScript_Texts=INFO_BPANKRATZ31;

Added by us to _compiledAnimation.p00 package an exemplary animations can be replaced by suitable
to you.

56. Modified formula how quest experience is calculated that allows to edit it by changing only one
byte.

You can change the amount of experience obtained for quests completion and during the dialogues,
ranging from 0% to 255% by editing a single byte in the Script_Game.dll file at the address 4E37D.
The initial value of the byte is 64 hex (100 dec).
This Update Pack was created by Dimus, zandr & Guzz aka killer-m.

Big thanks for the help to: Robespier, PontifEx, TiTaN, R4SH, PoliteOrc, MaGoth, OrelImperia,
DarviN, CzarnyAfgan, der dicke Rune, Berserk.

Download link:
FTP Fanat Games EXtras (http://fgex.ru/files/Gothic_3_EE_v1.75_Int_Update_Pack.exe)

File attributes:
File name: Gothic_3_EE_v1.75_Int_Update_Pack.exe
File size: 27 156 416 bytes
CRC32: 54B92C78
MD5: b0729cc7fa6681cbac92ae7b640de29f
SHA-1: a8d9de2382fcc7db930b3550b7876174f27d18f6

Robespier
26.11.2014, 10:11
Sei gegrüßt! Tolle Nachricht! Viel Spaß mit weiteren Entwicklungen!

ZixZax
26.11.2014, 14:33
Sounds very interesting, especially the combat changes and improvements for modder. :gratz
I will have a closer look when i am back next month.

zandr
27.11.2014, 19:27
Sounds very interesting, especially the combat changes and improvements for modder. :gratz
I will have a closer look when i am back next month.
Here is (http://upload.worldofplayers.de/files9/shTestMod.rar) a little "shTestMod" which I used during creations of some features for modders. May be it can be usefull for somebody:
http://upload.worldofplayers.de/files9/shTestMod.jpg

P.s.: German description (http://forum.worldofplayers.de/forum/threads/1347969-Release-Gothic-3-v1-75-Update-Pack?p=22705574&viewfull=1#post22705574) has been updated.

Lina
30.11.2014, 07:36
Kann ich das auch nutzen mit dem QP 4.2 und der CM 2.6.2 :dnuhr: Ich würde es ja gerne mal versuchen aber vielleicht hat es ja schon wer anderes getestet $ausheck

KapitanArmagedon
30.11.2014, 12:20
Gram na Gothic 3 + quest pack + content mod + consequences + update patch ( wszystko najnowsze) i z grą nie mam problemów, jedynie mam problem z zadaniem dotyczącym "łopaty Bena" gdyż nie mogę jej podnieść. :)


Ich spiele Gothic 3 + quest pack + content mod + consequences + update patch (die letzten) und das Spiel nicht ein Problem haben, ich habe nur ein Problem mit der Aufgabe auf "Schaufel Ben", weil ich nicht abholen. :)

zandr
02.12.2014, 11:05
Kann ich das auch nutzen mit dem QP 4.2 und der CM 2.6.2 :dnuhr: Ich würde es ja gerne mal versuchen aber vielleicht hat es ja schon wer anderes getestet $ausheck
Yes, you may play with these mods. New Update Pack should be compatible with any known mod except of my CombatSystem Mod 0.1.


... jedynie mam problem z zadaniem dotyczącym "łopaty Bena" gdyż nie mogę jej podnieść. :)

... ich habe nur ein Problem mit der Aufgabe auf "Schaufel Ben", weil ich nicht abholen. :)

That's our bug, we are very sorry. So I think we'll release fixed version soon but it will take some time at least because we need to be sure that players will not find any other bugs.

You may use this temporary solution:

1. Type "marvin" very quickly - it should activate the test mode.
2. Press "`" to open cheat-console, type "give It_Bens_Shovel", press "Enter" and "`" to close the console.
3. Type "marvin" very quickly again to deactivate the test mode.

Marcello
09.12.2014, 22:44
zandr, this update-packege looks really great! thanks for ya work. endorsed :gratz

zandr
02.01.2015, 20:49
We are planning to release fixed and slightly enhanced version of Update Pack very soon.

Differences between the new version and the previous one:
Fixes of the previous version content:
- The hero can take Ben's Shovel again, but it can't be used as a weapon anymore;
- Sorting of inventory category "Miscellaneous" fixed;
- Fixed game crash if NPC says story SVM-comment without opening the dialog window;
- Optimized hero turn to the item he is picking up with alternative camera;
- Now it is possible to drop the torch also if quickloot is off;
- Fixed some interactions with shovel, rake and broom, e.g. the hero now can make twirl attack with these weapon;
- New color tones for game messages slightly changed (for modders).

New content:
- Spell damage parameter added to the spell book and to the scroll's characteristics window;
- When picking up the burning torch the hero takes it into his left hand;
- If the hero's left hand is already occupied by another torch or staff, a burning torch in the inventory is replaced by the burnt one;
- Names of unused veins and bookshelves/lecterns/stone tablets are shown in orange coloring.;
- Protection parameters in the inventory are now displayed in the same order as in the character menu;
- NPCs who smoke/drink/eat may say respectively SVM_GotoSmoke/SVM_GotoDrink/SVM_GotoEat;
- Thieves (NPC containing the word "Dieb" in RoleDescription parameter) may say SVM_WatchTheGuards;
- Implemented also more convenient sorting of inventory categories "Weapons" and "Armor".
- At refusal of interaction with the grindstone due to lack of skill, the hero says "I don't have enough experience..." instead of "No!".
- Sigmor's key opens the Sigmor's chest only;
- Some values has been added to the templates of some "magic" entities for the correct spells damage displaying;
- The template of the torch was changed, adapting it to the possibility of dropping;
- Burnt torch now has its own icon;
+ Some corrections of stringtable and Russian Speech.

miky miles
06.01.2015, 17:40
Hey, first great work! :D
And it sounds good you're planning to release an update version.
Will it be released in January? ;)
I'm happy if the new version is done. :D

zandr
07.01.2015, 19:59
Hey, first great work! :D
And it sounds good you're planning to release an update version.
Will it be released in January? ;)
I'm happy if the new version is done. :D
It has just been released (http://forum.worldofplayers.de/forum/threads/1347955-Release-Gothic-3-v1-75-Update-Pack?p=23884167&viewfull=1#post23884167) in Russian section. I am sorry for delay. English and German description will appear in this thread as soon as download page on WOG.de server will be ready.

SkullX
10.01.2015, 16:49
Hey guys, great work on this :)
I actually want to start a new Gothic 3 run but the download here on this post doesn't work anymore, it gives 404 error
I tried downloading the Russian Updated patch but that gives a error for damaged file and what not...
Where can i download the patch :o?

zandr
10.01.2015, 17:17
Hey guys, great work on this :)
I actually want to start a new Gothic 3 run but the download here on this post doesn't work anymore, it gives 404 error
I tried downloading the Russian Updated patch but that gives a error for damaged file and what not...
Where can i download the patch :o?

You may find download link for the newest Gothic 3 v1.75 Update Pack v1.02 (09.01.2015) in Russian section (http://forum.worldofplayers.de/forum/threads/1347955-Release-Gothic-3-v1-75-Update-Pack?p=23884167&viewfull=1#post23884167). English and German description will be published here as soon as download page on WOG.de become available. I am very sorry for delay, that's my personal fault.

CzarnyAfgan
23.01.2015, 09:26
Am I dreaming or someone already has implemented new animations into the engine ?

https://www.youtube.com/watch?x-yt-ts=1421914688&v=QB3253gXGLc&x-yt-cl=84503534

zandr
23.01.2015, 13:40
Am I dreaming or someone already has implemented new animations into the engine ?
Sorry, this is my video from G3a and R1. May be evade-animations will be transfered to G3 in Update Pack or CombatSystem Mod projects later.

Some news about Update Pack. I have free time in next days to fix some bugs that was found in v1.02. So I hope that fixed v1.03 will be published soon. If somebody have additional remarks or any feedback please, report me as soon as possible. Thanks!

miky miles
25.01.2015, 18:02
Nice!
Good to know there's coming an update although I haven't really found bugs.
But nice that you will fix it. :)

The only thing I was found is that I can't drop the torch with quickloot is off.
Abort casting spells works by pressing the right mouse button.
But it's not a problem for me. :D
I like that spells damage paramter now visible in spell book and
the orange color of unused bookshelves etc. :D

Simple it's great work. :D

miky miles
04.02.2015, 20:31
Sorry, this is my video from G3a and R1. May be evade-animations will be transfered to G3 in Update Pack or CombatSystem Mod projects later.

Some news about Update Pack. I have free time in next days to fix some bugs that was found in v1.02. So I hope that fixed v1.03 will be published soon. If somebody have additional remarks or any feedback please, report me as soon as possible. Thanks!

Hey there,
is there any release date for the fixed v1.03 or will it need more time?
Thank you for that great work :D

zandr
05.02.2015, 01:31
Hey there,
is there any release date for the fixed v1.03 or will it need more time?
Thank you for that great work :D
It will take some time because we want to add also some new content. This month is probably enough period for v1.03 release.

miky miles
05.02.2015, 17:48
It will take some time because we want to add also some new content. This month is probably enough period for v1.03 release.

Ok, thanks. That sounds great. :D

szmotsu
06.02.2015, 19:01
Is this compatibile with other mods as QP4 CM2.6? And how about compatibility with other language versions for example Polish?

zandr
06.02.2015, 19:27
Is this compatibile with other mods as QP4 CM2.6?
Yes.


And how about compatibility with other language versions for example Polish?
It is international Update Pack. So it is fully compatible ingame but installer is only in English, German and Russian.

szmotsu
06.02.2015, 19:39
Thank You for fast answer :) I really appreciate work, You have done :D Its great to play bug-free gothic 3 with addicional content

miky miles
04.03.2015, 09:22
Hey zandr,
can you give some informations about v1.03 release?
Thank you and great work! :D

zandr
04.03.2015, 10:17
Hey zandr,
can you give some informations about v1.03 release?
Thank you and great work! :D

Thank you. We are working on v1.03. Our testers made big job, so we may be almost sure that current test version is stable and without bugs. Also George helps me to implement an interesting new feature, thank to him. But there are still many things I want to do before release. Unfortunately these days I have really not much free time, I still hope for release during this month but can't promise anything. Also you may find some more news in Russian section (http://forum.worldofplayers.de/forum/threads/1347955-Release-Gothic-3-v1-75-Update-Pack?p=23987903&viewfull=1#post23987903).

miky miles
04.03.2015, 14:23
Thank you. We are working on v1.03. Our testers made big job, so we may be almost sure that current test version is stable and without bugs. Also George helps me to implement an interesting new feature, thank to him. But there are still many things I want to do before release. Unfortunately these days I have really not much free time, I still hope for release during this month but can't promise anything. Also you may find some more news in Russian section (http://forum.worldofplayers.de/forum/threads/1347955-Release-Gothic-3-v1-75-Update-Pack?p=23987903&viewfull=1#post23987903).

Nice, sounds great.
Take your time with your team to have a nice release. :)
Thanks for that great work!
I'm looking forward to it. :D

pawbuj
13.05.2015, 08:24
Hi, any news about this project? it is so silent from March.

zandr
13.05.2015, 09:01
Some news about the project "Update Pack".

The release of version 1.03 is delayed again, do not wait it in May.

This is a small hotfix for Update Pack 1.02:

- Correct weapon damage and shield protections displaying depending on their qualities restored.
- Damage parameter is now shown in the spell book after the requirements, not before of them.
- Cancellation of spell casting fixed, magic shield restored.
- Fixed possible crash when trying to interact with dialog objects.

G3_UpdatePack_1.02_HotFix (http://rghost.ru/6CSMvkG22)
Please check it. We also invite testers to help us in our work on the new version.

You may find some additional information in Russian section (http://forum.worldofplayers.de/forum/threads/1347955-Release-Gothic-3-v1-75-Update-Pack?p=23987903&viewfull=1#post23987903). Some more news are coming soon.

zandr
15.05.2015, 17:12
A new video showing features which are under development now.


https://www.youtube.com/watch?v=4Fd9Yf5f_BA

Robespier
15.05.2015, 20:57
A new video showing features which are under development now.


https://www.youtube.com/watch?v=4Fd9Yf5f_BA

Great work again!

RogerAXS
12.06.2015, 10:59
Some news about the project "Update Pack".

The release of version 1.03 is delayed again, do not wait it in May.

This is a small hotfix for Update Pack 1.02:


G3_UpdatePack_1.02_HotFix (http://rghost.ru/6CSMvkG22)
Please check it. We also invite testers to help us in our work on the new version.

You may find some additional information in Russian section (http://forum.worldofplayers.de/forum/threads/1347955-Release-Gothic-3-v1-75-Update-Pack?p=23987903&viewfull=1#post23987903). Some more news are coming soon.

This patch can't be installed on my GOG version of Gothic 3 because there is no script_game.dlll

zandr
12.06.2015, 14:12
This patch can't be installed on my GOG version of Gothic 3 because there is no script_game.dlll
If you can't find this file try "already patched (http://forum.worldofplayers.de/forum/threads/1347955-Release-Gothic-3-v1-75-Update-Pack?p=24362637&viewfull=1#post24362637)" version instead.

Ska-Ara
07.07.2015, 16:11
download link dead

zandr
07.07.2015, 18:24
download link dead
Here (http://www.worldofgothic.de/dl/download_523.htm) is "official" mirror for Update Pack v1.02. But from today the final test version 1.03.09 is available. If anybody wants to try it - just ask me in private message. The coming 1.03.10 should be release version.

Raz198
07.07.2015, 21:43
Here (http://www.worldofgothic.de/dl/download_523.htm) is "official" mirror for Update Pack v1.02. But from today the final test version 1.03.09 is available. If anybody wants to try it - just ask me in private message. The coming 1.03.10 should be release version.

It sounds great! When can we expect release version?

zandr
08.07.2015, 04:23
It sounds great! When can we expect release version?
I hope in this month. New features and bugfixes are ready, but we need to check all of them once again and make documentation on three languages. Usually it takes few weeks. But we always may face with unexpected additional problems of different difficulty. So I can't promise anything.

PnCIa
12.07.2015, 10:31
Thank you for your hard work :)
I appreciate it a lot that you are actually touching some of the core issues of this broken game by making animal attacks blockable!
A question...do you plan to modify the close combat system even further by changing animations or shortening their duration?

zandr
12.07.2015, 12:51
A question...do you plan to modify the close combat system even further by changing animations or shortening their duration?
Not in Update Pack project. Of cause we are planning to fix some bugs, but for rebuilding the whole Gothic 3 combat system I have another project - G3 CombatSystem Mod (http://forum.worldofplayers.de/forum/threads/1348466-G3-%D0%9A%D0%B0%D0%BA-%D1%83%D0%BB%D1%83%D1%87%D1%88%D0%B8%D1%82%D1%8C-%D0%B1%D0%BE%D0%B5%D0%B2%D0%BA%D1%83).

Some new demo videos from v1.03:


https://www.youtube.com/watch?v=ZpBH2MEKmDQ

https://www.youtube.com/watch?v=XAfskS4Fmlk

rksp
27.07.2015, 10:03
Зарегился, чтоб сказать:
zandr, спасибо вам огромное за ваш труд!
уверен, многие почти старпёры, вроде меня, играющие до сих пор во всякое старьё типа третьих героев или готики вместо современных игр, только потому, что дико впечатлились ими ещё тогда, и до сих пор на крючке, сидят здесь, следят за новостями и как дети радуются новым патчам :D

пс: отдельное спасибо за квиклут - это просто революция! благодаря такой простой фиче можно полностью сконцентрироваться на приключениях, пейзажах и мясорубке $§p4

на последних двух видео готика выглядит каким-то сказочным миром, и хотя я играл на оч. высоких настройках, у меня всё как-то проще было (с патчем 1,75 и контентМодом последним). Это какие-то кастомные текстуры? Хотя может я просто траву отключал, чтбо не мешала видеть спец.растения издалека, и из-за этого всё так выглядело :D
вас не затруднит приложить к этим видео ini-файлы настроек игры?

ппс

zandr
27.07.2015, 14:37
Зарегился, чтоб сказать:
zandr, спасибо вам огромное за ваш труд!
...
Ответил (http://forum.worldofplayers.de/forum/threads/1347955-Release-Gothic-3-v1-75-Update-Pack?p=24483594&viewfull=1#post24483594) на русском форуме.
[A new video with some new content under development is available in link above.]

Raz198
22.08.2015, 16:46
How goes work on the project?

zandr
22.08.2015, 16:58
How goes work on the project?
Almost everything is ready for v1.03 release except of English and German documentation.

Keksinator73
25.08.2015, 17:46
Almost everything is ready for v1.03 release except of English and German documentation.

1. Do you have a release date for this update yet? Because my fingers are tingling to try it out.
2. Is it necessary to start a new game with the upcoming update?

zandr
25.08.2015, 21:36
1. Do you have a release date for this update yet? Because my fingers are tingling to try it out.
I still don't know the release date but hope for this or the next week. You may try current test version without waiting.

2. Is it necessary to start a new game with the upcoming update?
I think starting a new game is not necessary.

Keksinator73
25.08.2015, 21:56
Thats very good news, I'm really looking forward to this and I would be glad to test your early version :gratz

PnCIa
28.08.2015, 20:10
Zandr, a question, is it possible to implement movement while drinking a potion? Like in Risen? :)

zandr
28.08.2015, 20:53
Zandr, a question, is it possible to implement movement while drinking a potion? Like in Risen? :)
This is one of the most wished features. Is it possible - I don't know. It depends on animation system. I am planning to try it during the working on 1.04 version.

PnCIa
28.08.2015, 23:53
This is one of the most wished features. Is it possible - I don't know. It depends on animation system. I am planning to try it during the working on 1.04 version.
Awesome! :gratz
I really appreciate the work you are doing :)

svenrx8
03.09.2015, 23:08
Hey the link is dead can you Post it again

xivragis
07.09.2015, 11:52
need new link, all are dead, pls rehost ;)

already found it in russian section // just 4 other seekers ;)

if its 1.03 v already released ?

zandr
07.09.2015, 20:53
if its 1.03 v already released ?
Sorry, not yet. But everybody may test final v1.03, just ask me in private message.

Hendi99999
08.09.2015, 01:53
Can u Send me the Update Pack? I Really want it and ALL Links are dead. :mad:

Shadaia
08.09.2015, 15:31
Could you please send me testing version on priv? I tried to PM you twice, but it didn't work for some reason.

zandr
08.09.2015, 16:54
Hey the link is dead can you Post it again


Can u Send me the Update Pack? I Really want it and ALL Links are dead. :mad:


Could you please send me testing version on priv? I tried to PM you twice, but it didn't work for some reason.

Update Pack v1.02 is available here (http://fgex.ru/files/Gothic_3_EE_v1.75_Int_Update_Pack_v1.02.exe). I also sent private messages with download link for 1.03 final version to Shadaia, xivragis and Hendi99999. Sorry and please ask me again if I have forgotten somebody. English changelog is still "in progress", but German version fully updated by Robespier is here:

Die behobenen Fehler, neu in dieser Version:

I. Dll fix:

Interface und Information:

01. Bunte Meldungen beim Erhalt von speziellen Gegenständen durch Quickloot von Truhen und NPCs eingefügt:
- Gold - gelb;
- Gegenstände mit Permanentbonus und Kronstöckel - grün;
- Questgegenstände - hellgrün;
- Schriftstücke - orange;
- Spruchrollen - blau;
- Rüstungen (ausschließlich Schilde) - grau.
+ Farbung der Namen von Sondergegenständen kann durch die Editierung der Werte in der Zeile "ColorStrings" in ge3.ini verändert werden*.
+02. Meldungen über den Erhalt von Gegenständen wie folgend überarbeitet:
- Format der Meldungen über den Erhalt von Gegenständen unifiziert gemäß der Standard der Meldungen in Dialogen.
- Meldungen über den Erhalt von Gegenständen erscheinen in manchen neuen Situationen.
- Situationen mit Darstellung der Meldungen über den Erhalt von Gegenständen können durch die Editierung der Werte in der Zeile "ItemTakenStrings" in ge3.ini eingestellt werden*.
- Spielmeldungen können nun statisch links in manchen Situationen dargestellt werden.
- Meldungsdarstellung kann durch die Editierung der Werte in der Zeile "GameMessagesPlugin" in ge3.ini eingestellt werden*.
03. Namen der noch nicht benutzten Buchständer/Pulte/Steintafeln sowie noch nicht geplünderten Adern und (theoretisch) Graben werden in orange dargestellt.
+04. Zu Parametern der Nahkampfwaffen wurde ein Parameter der Schadenweite ("Reichweite") hinzugefügt.
- Darstellung des Parameters "Reichweite" kann durch eine der drei Werte der Zeile "WeaponRangePlugin" in ge3.ini eingestellt werden*.
05. Im Zauberbuch und zu Spruchrollenbeschreibungen ein Schadenswert hinzugefügt (Es ist zu beachten, dass der Schaden von solchen Zaubersprüchen wie Flammenwelle, Eiswelle, Eisexplosion, Meteor, Blitz bei der Entfernung von Epizentrum sinkt: je größer die Entfernung ist, desto weniger Schaden wird verursacht).
=06. Interfacetexte und Fehlermeldungen verbessert:
- Meldung "Fehlender Gegenstand: Schlägel" bei der Interaktion des Helden mit Ork-Trommeln verbessert;
+ Symbol "X" nach der Zahl der Gegenstände ersetzt durch "x" in Meldungen über ihren Erhalt;
+ Unnötiger Abstand nach der Zahl der Gegenstände in Meldungen über ihre Herstellung entfernt;
+ Im Fenster eines geplünderten NPCs ersetzt die Zeile HUD_GoldValue ("Preis im Gold") durch HUD_GoldAmount ("Gold");
+ Im Zauberbuch ersetzt die Zeile HUD_Req_Skill ("Fertigkeit erfordert") im Falle einer erforderten Zauber durch HUD_Req_Knowledge ("Kenntnisse erfordert").
=07. Veränderte Farben der Interfacezeilen und Spielmeldungen:
- Farbe der Meldung "Truhe verschlossen!" verändert von weiß auf rot;
+ Meldung über permanente Steigerung eines Heldenparameters: von gelb auf grün;
+ Meldung über restliche Lernpunkte: von grün auf gelb;
+ Meldung über erforderliche Fertigkeit oder Zauber: von gelb auf rot;
+ Meldung über Höhe von nötiger Attribut: von gelb auf rot;
+ Meldung über Mangelhaftigkeit der Lernpunkte: von weiß auf rot;
+ Parameter von nichtpermanenten Bonussen: von grün auf weiß.
08. Die Gegenstände aus den Inventarkategorien "Waffen", "Rüstung" und "Sonstiges" sind neu angeordnet.
09. Neue, sinnvollere Sortierung der Optionen (Antwortmöglichkeiten) im Dialogmenü.
10. Darstellung von Schutzwerten verändert:
- ohne AB (Alternative Balance) wird Schadenprozent im Parametermenü dargestellt, der mit dem Schutz des Helden gleicht;
- im Attributmenü des Helden wird Bonus +25 zum Schutz vor Feuer/Kälte dargestellt, wenn die Talente "Resistenz gegen Hitze/Kälte" gelernt sind.
+11. Inventierte Ordnung der Darstellung von folgenden Parametern zur logischen Darstellung von oben nach unten:
- alle Gruppen der Gegenstandsparameter;
- Komponente der Rezepte;
- Voraussetzungen zum Erlernen der Fertigkeiten und Zauber.
+12. Veränderte Darstellung der Rezepte:
- Zur Meldung über Herstellung von mehr als ein Stück der Gegenstände hinzugefügt ihre Zahl vor ihren Namen;
- Erforderliche Fertigkeit wird nun blau oder rot dargestellt, abhängig von ihrem (Nicht)Erlernen beim Helden;
- In Rezepten werden die Fähigkeiten des zu erhaltenden Gegenstandes dargestellt;
- Fähigkeit "Selbst geschmiedet" wird nun auch in Schmiederezepten der Stäbe, Bögen, Armbrüste, Pfeile und Bolzen dargestellt;
- Darstellung vom Schaden und Voraussetzungen des zu erhaltenden Gegenstandes berücksichtigen nun Modifikatoren der Fähigkeit "Selbst geschmiedet";
- Kommentar "+10" der Fähigkeit "Selbst geschmiedet" ersetzt durch "(+10)";
- Zum Platzsparen entfernt in Rezepten Abstände zwischen Gruppen der Zeilen mit Gegenstandsparametern.
+13. Erweiterte Darstellung der Sonderfähigkeiten der Gegenstände:
- Nun werden auch Fähigkeiten "Flammend", "Vereist" und (theoretisch) "Verflucht" dargestellt.
- Fähigkeit "Abgenutzt" hat nun Kommentar "(-50%)";
- Icons der Fähigkeiten sind an Bildern von Gegenständen sowohl im Lootmenü als auch im Handelsmenü angelegt;
- Icon der Fähigkeit "Abgenutzt" ist ebenfalls am Bild des Gegenstandes angelegt;
- Priorität der Anlegung der Icons der Fähigkeiten ans Bild des Gegenstandes verändert: "Flammend", "Vereist", "Vergiftet", "Gesegnet", "Verflucht", "Abgenutzt", "Geschärft", "Selbst geschmiedet".
+14. Erweiterter Zugang des Helden zu Dokumenten:
- Zweites Klick auf die Inventarkategorie "Sonstiges" im Handel- oder Lootmenü eröffnet die Kategorie "Dokumente";
- Im Handel- und Lootmenü ersetzt Icon der Kategorie "Sonstiges" durch ein neues Icon "Sonstiges/Dokumente";
- Wenn es keine Zeile HL_INV_Written ("Dokumente") in Stringtable.ini wegen installierten Mods gibt, wird stattdessen die Zeile HL_Maps ("Landkarten") dargestellt.
+15. Veränderte Mechanismen des Interfaceausblendens:
- Schalter der Taste "Quickslots ein-/ausblenden" hat nun vier Phasen - blendet konsequent aus: Quickslots, Kompass, Statusbars;
- Bei Öffnung der 5 Hauptfenster werden der Kompass und die Statusbars automatisch nicht mehr eingeblendet;
- Bei Öffnung der 3 Craftingfenster, 4 Umwandlungsfenster und Lootfenster werden der Kompass und die Statusbars automatisch nicht mehr ausgeblendet;
- Quickslots werden bei der Umwandlung des Helden automatisch ausgeblendet;
- Bei eröffneten Menüfenstern blendet die Taste "Quickslots ein-/ausblenden" ein Hintergrundbild des Interface aus und macht es transparent.
16. Die Meldung über den erfolgreichen Abschluss der Report-Quests erscheint jetzt nach der letzten Dialogphrase.


Steuerung des Helden und der Kamera:

17. Möglichkeit der Spellcastunterbrechung mit rechtsklick.
18. Möglichkeit der Zielfokussierungsunterbrechung mit rechtklick.
=19. Gegenstände und Adern kann man nun mit rechtsklick per Quickloot plündern, der Held bleibt dabei nicht zwingend stehen.
=20. Überarbeitete Mechanismen der Orientierung des Helden im Raum:
- Held dreht sich zum aufgehobenen Gegenstand um;
+ Bei Eröffnung des Plünderungsmenüs dreht sich der Held zum NPC um;
+ Beim eröffneten Handelsmenü richtet der Held sein Gesicht immer zum NPC;
+ Zufällige Umdrehungen des Helden in verschiedenen Situationen bei Alternativer Kamera beseitigt.
+21. Überarbeitete Spielmechanismen bei Eröffnung der Menüfenster:
- Bei Eröffnung der 5 Hauptmenüfenster kann man nun den Helden steuern:
Primäre und sekundäre Aktionen der Maus sind nicht verfügbar, aber dupliziert mit Tasten "Ziel fixieren" (default "R") und "Alles nehmen" (default "F") entsprechend;
Auch sind möglich Bewegungen, Sprint, Sprung, Schleichen, Waffenziehen;
Nutzung der Quickslots blockiert;
- Bei eröffneten Menüfenstern können NPCs nun den Helden angreifen und Schaden verursachen;
- Bei eröffneten Menüfenstern können Parameter des Helden wieder auch beim aktiven AB regeneriert werden;
- Menüfenster schließen sich automatisch durch die Taste "Waffe ziehen", beim Übergang zum Schwimmen, Iteration oder Dialoge, bei der Vereisung, K.O. oder Tod des Helden;
- Plünderungsfenster sowie Crafting- und Umwandlungsfenster schließen sich automatisch im Falle einer Attacke des Helden;
- Bei eröffneten Menüfenstern kann man den Helden steuern (5 vorige Änderungspunkte), das kann man mit einem der Werte der Zeile "HUDPlugin" in ge3.ini ändern*;
- Bei Eröffnung der Menüfenster verlässt der Held zwingend die Schleichenregime, wenn er bewaffnet ist oder die Heldensteuerung aus ist;
- Bei Eröffnung der Menüfenster bei der aktiven Alternativen Kamera kehrt sich der Held mit dem Rücken zur Kamera nicht mehr.
- Kameraregime ändert sich nun nicht bei Eröffnung der Menüfenster;
- Kamera ist dynamisch und steuerbar für alle Menüfenster außer Fenstern von Schleifen, Schmieden, Alchemie, Kochen, Dialogen und Hinweisen;
- Verbesserte Kamerabewegung bei Eröffnung und Schließung des Handelsmenüs.
+22. Held kann nun Quickslots und Gegenstände im Inventar in der Schleichen- und Blockenregime nutzen, zwingend aufzustehen.
=23. Möglichkeit bei Alternativer Kamera in alle Richtungen zu sprinten ist wiederhergestellt.
+24. Held hat nun "Sprint beim Schwimmen".
25. Behobene Fehler in Steuerung des Helden, der mit Fäusten kämpft oder in Verwandlung ist:
- keine Möglichkeit von "Doppelschlägen" beim rechtsklick;
- fehlender schneller Angriff für unbewaffneten Helden, Wolf, Wildschwein, Schattenläufer, Bison, Nashorn, Ripper, Waran, Alligator, Feuerwaran, Blutfliege und Gargoyle wurde durch den einfachen Angriff ersetzt;
- Rücksprung in Verwandlung übertragen zur Taste "Springen".
26. Springen während des Bogenspannens, Zielfokussierung und des Bogen- oder Armbrustschusses ist abgeschaltet.
27. Veränderte Interaktion des Helden mit interaktiven Objekten:
- Verlangsamung des Helden beim Gehen zu interaktiven Objekten abgeschaltet.
= Bei Interaktion des Helden mit interaktiven Objekten ändert sich die Kameraregime nicht mehr.


Interaktion mit Objekten:

+28. Held kann nun folgende Gegenstände aus Inventar nutzen:
- Held kann Laute spielen;
- Held kann mit Besen Fußboden fegen;
- Held kann mit Harke graben;
- Held kann Stängel (Schwarzer Rhobar) dauernd rauchen. Wenn ein Stuhl, eine Bank oder ein Lagerfeuer in Fokus ist, nimmt er eine entsprechende sitzende Lage ein;
- Held und NPCs lassen Stängel nach Gebrauch auf Boden fallen;
- Neue Interaktionen mit Gegenständen können durch einen der Werte der Zeile "ItemInteracts" in ge3.ini eingestellt sein*;
- Harke, Besen und Stängel kann man wie vorher durch Quickslots nutzen.
29. Eingefügte Iterationen des Helden, die früher für NPCs verfügbar waren, und die Einstellungen der verfügbaren Iterationen:
- Beim Vorhandensein der erforderlichen Instrumente kann der Held mit den für NPCs vorgesehenen Punkten zusammenwirken: Reparatur (Hammer), Holzfallen (Holzfälleraxt) und Steinhaufenzerschlagen (Spitzhacke);
- Früher verfügbare nutzlose Iterationen kann man abschalten;
- Darstellung in Fokus und Nutzung mancher interaktiver Objekte kann durch einen der Werte der Zeile "NewInteracts" in ge3.ini eingestellt*.
=30. Interaktion mit Fackeln erweitert:
= Möglichkeit eine Fackel mit Taste "Rückverwandlung" fallen zu lassen (default "Enter");
- Möglichkeit eine Fackel mit rechtsklick fallen zu lassen;
- beim Aufheben einer flammenden Fackel nimmt der Held sie in die linke Hand;
- wenn es in der linken Hand schon eine Fackel oder einen Stab gibt, wird die flammende Fackel im Inventar als abgebrannt bezeichnet.
+31. Verbesserte Zusammenwirkung des Helden mit Stäben und Fackeln:
- Ein Stab oder eine Fackel verschwindet aus der linken Hand des Helden nach Spielladen nicht mehr;
- Held steckt den Stab oder die Fackel nicht, wenn er einen Trank gegen Krankheiten oder Gegengift trinkt;
- In diesem Fall schließt sich auch Inventarfenster automatisch nicht mehr, wenn er eröffnet ist.
32. Unbewaffneter Held legt nach einem Knockout nur die eigene verlorene Waffe an beim automatischen Aufheben.
33. Interaktion mit interaktiven Dialogobjekten verbessert:
- Interaktion mit dem Erzofen verändert, Held steigt nicht mehr so tief ein;
- trotz des Feature "Nicht während eines Kampfes!" kann der Held die Tempeltür in Al-Shedim eröffnen.
34. Held geht nicht mehr zu bereits gelesen Buchständern, sondern sagt sofort "uninteressant".
35. Bewegung des Helden ist nicht möglich bis die Interaktion mit den Buchständern und Gräben
abgeschlossen ist.
36. Held regeneriert nicht mehr während der Interaktion mit einem der Gräber.
37. Möglichkeit des Scheitern beim Türknacken abgeschaltet.
38. Fehler im Durchfall der Iteration behoben:
- Held verlässt die Schleichenregime zwingend nicht mehr;
- eine "Zuckung" des Helden mit ausgeschalteter Alternativen Kamera entfernt.


Vertonung:

=39. Ins Spiel wurden die früher unbenutzten Phrasen des Helden eingefügt:
- wenn er ein Grab ausbuddelt sagt der Held: SVM_FoundSomething_00-01;
- beim Lesen von Steintafeln sagt der Held: SVM_FoundSomething_02 oder SVM_OldBook_00;
= beim Lesen eines Buches/Schriftstückes/Steintafel, bei dem altes Wissen/Alchemie/Schmiedentalent erlernt wird oder ein Quest anfängt, sagt der Held: SVM_FoundSomething_02 oder SVM_OldBook_00;
+ beim Erhalt eines Gegenstandes aus dem Buch/Schriftstück/Steintafel sagt der Held SVM_SomethingInTheBook.
+40. Beim Gebrauch des letzten Dietriches sagt der Held SVM_LastOneGone.
41. In einigen Fällen machen NPCs besser passende "Antwort"-Kommentare:
- rauchende/trinkende/essende NPCs können jetzt entsprechend SVM_GotoSmoke/SVM_GotoDrink/SVM_GotoEat sagen;
- Diebe (NPCs mit dem das Wort "Dieb" enthaltenen RoleDescription) können jetzt SVM_WatchTheGuards sagen;
- nur die Wache-NPCs sagen SVM_GuardRefuse;
- mehr NPCs kommentieren ihre Bewegungen/Aktionen.
42. Wenn ein Mensch/Ork einen Ork/Menschen tötet, sagen einige NPCs: SVM_OrcHunter.
43. Die Gesichtsanimation des Helden beim Dialog "nichts sagen" (dialog-SVMs) aktiviert.


Kampfsystem und Balancing:

44. Veränderte Schutzkalkulation:
- das Talent "Roben verbessern" erhöht nur den Schutz der Robe unabhängig von AB und "Rüstungen
verbessern" erhöht den Schutz von allen Rüstungen/Gegenständen und Artefakten um 25%;
- die beiden Talente können jetzt gleichzeitig und unabhängig voneinander wirken;
- der Grenzwert der Schadensreduzierung ist von 80 auf 90 gestiegen.
45. Kampf mit zwei Klingen verbessert:
- "Einhändertalente" (starker Schwertkämpfer/Schwertmeister) wirken jetzt auch beim Kampf mit zwei Klingen;
- das Talent "Meister der zwei Klingen" wirkt beim Kampf mit zwei Klingen jetzt als vierte Ebene des Einhänders.
46. Verändertes Blocksystem:
- Tierangriffe lassen sich jetzt mit dem Schild blocken (außer bei Trollen und Urviechern und NPCs, die mit Fäusten kämpfen);
- Angriffe von Mine-/Sandcrawlern kann man mit der Waffe nicht mehr blockieren;
- Angriffe von Dämonen und Oger kann man nur mit gelerntem Talenten "Starke Schildparade" blocken;
47. Beim aktivierten AB und KI blockiert der Held Angriffe nicht mehr, wenn er schleicht.
48. Verschiedene Fälle der Anwendung eines Stechschlages verbessert:
- Waffenblock beim Aufstehen blockt den Stechschlag;
- Stechschlag des Helden mit Stumpfwaffe stecht das Ziel nicht mehr durch;
- NPCs machen keine Stechschläge mit Stumpfwaffe mehr;
- NPCs machen Stechschläge mit einer nicht vergifteten Waffe nur gegen Menschen und Orks.
49. "Knockdownanimation" kann jetzt nicht mehr durch weitere Angriffe unterbrochen werden.
50. Fehler in der Ausdauerkalkulation beim Wirbelangriff mit dem Zweihänder behoben.
51. Mit AB und KI können NPCs jetzt von mehr als einem NPC gleichzeitig angegriffen werden.
+52. Verbessert sind einige Situationen, wenn Attacke des Helden den eigentlichen Feinden keinen Schaden verursachten, die nicht in Fokus waren oder anderes Ziel angriffen.
53. Fehler in KI behoben, wenn Begleiter des Helden in Kämpfe einmischen, welche vom Helden initiiert wurden:
- Diego, Milten, Gorn und Lester führen keine tödlichen Attacken mehr aus;
- NPCs aus einer freundlichen Enklave sagen nach dem Kampf nicht mehr "Unruhe Stifter können wir hier nicht gebrauchen!".
54. Unmöglich ist, Tiere mithilfe des Talenten "Niederschlagen" k.o. zu schlagen.
55. Kühe und Schweine gehören jetzt nicht mehr zu den Großwildtieren, sondern zu den Wildtieren.
+56. Warane und Feuerwarane sowie Lurker und Sumpflurker sind freundlich zueinander.
+57. Verbesserte Schadenkalkulation der abgenutzten Waffe:
- Abgenutzte Bögen und Armbrüste verursachen den vollen Schaden nicht mehr;
- Aktueller Schaden der abgenutzten Waffe kann nicht ein Punkt mehr sein als der dargestellte Schaden.
+58. Verbesserte Wirkung der Kopfnuss bei Schüssen mit genügender Spannung:
- Verbesserte Schadenkalkulation (einschließlich Modifikatoren der Geschicklichkeit, Rüstung und Waffenfähigkeiten, Headshots sind möglich);
- Feindliche NPCs sterben nun nach dem vollen Gesundheitsverlust;
- Schuss kann nun mit dem Schild blockiert werden.
=59. Veränderte Erfahrung:
- Held bekommt die Erfahrung von allen freundlichen NPCs, wenn diese in einen Kampf einmischen, der vom Helden initiiert wurde, sowie von den Freunden während der Revolution in Ardea.
- Held bekommt keine Erfahrung für die "Ertrunkenen" mehr.
+ Held kann nun mehr als zwei Level Ups einzeitig erhalten.


Sonstiges:

60. Veränderte Effekte bei Angriffen auf einige NPCs:
- keine Blutstropfen bei Zombies und Eisgolems;
- Blutstropfen bei Skeletten, Golems und Feuergolems ersetzt durch neue Effekte;
- "Metalleffekt" beim Minecrawlersblock ersetzt durch anderen Effekt.
61. Keine Pfeile mehr in den Inventaren von Armbrustschützen.
62. Möglichkeit sitzend mit einer Waffe in der Hand ein Menü zu eröffnen ist abgeschaltet.
63. Fehler des Zyklus von den auf den Helden wartenden Begleitern behoben.
+64. Wenn Begleiter des Helden weit zurückbleiben, sprinten sie.
65. Beim Spielstart wurde die Fackel aus Quicksloot "2" in "0" übertragen.
=66. Neue Möglichkeit der Veränderung der Questerfahrung mithilfe eines Parameters "QuestXPModifier" in ge3.ini (analog zu "XPModifier")*.
+67. Im Hauptspielmenü wird die Version des installierten Update Packets dargestellt.


Für Modder:

68. Es ist nun möglich "universale" Skripte zu erstellen, die irgendwo in der Spielwelt
ohne Kontakt mit NPC wirken.
69. Es ist nun möglich, spezielle Eigenschaften für Quests zu setzen.
70. Es wurden weitere Kommandos bereitgestellt, welche in Info-Dateien zur Verfügung stehen:
- das Kommando "SetEnclave" wieder eingebaut und verbessert;
- neue Kommandos "SetType" und "OpenQuest" implementiert.
=71. In vielen Fällen implementiert oder erweitert die Unterstützung der Parameter des Helden.
72. Die Anzahl der vorhandenen Farben für Meldungen steigt von 5 auf 19.
73. Die früher unbenutzten Kommandos "SD_Mocking" und "SD_Thankful" kann man jetzt für die neuen Dialoganimationen benutzen.
+74. Nun ist die Darstellung der Namen von verschieden Objektkategorien möglich.




II. Templates Fix:
- originale Reihenfolge des Itemerhaltens aus Aktionstruhen bei dem aktiven Alternativen Balancing wiederhergestellt;
- Schaden des "Stabs des Feuers", der scharfen Pfeile und der Sprengpfeile korrigiert;
- niedriger Preis des Fleischwanzenragouts korrigiert;
- Irmaks Hellebarde hat jetzt dieselben Attribute und Aussehen wie Krush Tarach;
- unmöglich per Cheats die "Königrüstung" aus Götterdämmerung zu erhalten;
- jetzt 10 Manapunkte bei der Nutzung der Teleportsteine verbraucht (nur mit AB);
- Milok's altes Schwert ist jetzt ein Einhänder;
= Schaufel, Harke und Besen sind keine Hellebarden mehr;
- es ist nun möglich die "Kronstöckel" zu essen oder in die Quickslots zu packen;
- Sigmors Schlüssel öffnet nur Sigmors Truhe;
- in die Templates von einigen "magischen" Objekten wurden die Werte eingefügt, welche für die
richtige Zauberschadendarstellung nötig sind;
- das Template der Fackel verändert, so dass sie in die Spielwelt gelegt werden kann;
- die abgebrannte Fackel hat nun ein eigenes Icon;
+ Steinwurzel gehört nun zur Kategorie "Tränke und Nahrung";
+ Man kann Staudenlobelie nicht mehr essen;
+ "Ashtons Goldliste", "Brief von Sanford", "Surus' Order" und "Zutatenliste" sind nun Questgegenstände und können nicht verkauft werden.


III. Stringtable Fix:
- verschiedene Fehler in den Stringtables beseitigt;
- die vom CPT vergessene Zeile "HUD_ChestLocked" wieder implementiert;
- die Zeile "GO_Achievement" hinzugefügt;
+ neue Zeile HUD_Range ("Rechtweite") hinzugefügt;
+ neue Zeile HL_INV_Written ("Urkunden") hinzugefügt.

IV. Infos Fix:
- die in CP 1.75 gelöschten Gestenkommandos wiederhergestellt;
- die SVM-Sequence während Erlernens der Talente "Zähne, Krallen und Hörner nehmen" und
"Reptilienhäute nehmen" verbessert;
- die Kommandofolge des Scripts "BPANKRATZ3490" verbessert;
- für Skripte "BPANKRATZ31540" und "FILLER369" der Zeilen "IDs2" für das Kommando "ShowGameMessage" gesetzt zum Standardwert.

V. _compiledAnimation Fix:
- fehlende Animationen für einige Angriffe mit Zweihänder und Stab hinzugefügt;
- Animationbeispiele für Dialoggestenkommandos "SD_Mocking" und "SD_Thankful" hinzugefügt;
+ Animation für Cast MagicPotion für den Helden mit Fackel hinzugefügt.

VI. _compiledMaterial Fix:
- der Fehler in Miltens Gesicht wurde gefixt;
- einige Rüstungsmaterialien aus "Götterdämmerung" ersetzt durch originale Rüstungsmaterialien aus dem CP 1.74 (optional).

VII. _compiledImage Fix:
- einige Rüstungstexturen aus "Götterdämmerung" ersetzt durch originale Rüstungstexturen aus dem CP 1.74 (optional);
= Neues Icon für abgebrannte Fackel;
+ Neues Icon für umschaltbare Inventarkategorie "Sonstiges/Urkunden";
+ Neues Icon für Fähigkeit "Vereist";
+ Neues Icon für Fähigkeit "Verflucht" (noch nicht genutzt im Spiel).

VIII. Speech Fix (nur für die russische Version des Spieles):
- die Versprecher in einigen Dialogen von Harek, Karlen und Grompel beseitigt;
- schrille Übergänge in Sätzen von Hamil, Nefarius, Stejnar und Rovold glatt gemacht;
- die falsche Übersetzung für die Antwort des Helden zu Renvick und auch für
SVM_Teach_TrophyFur_02, SVM_MobAttack, SVM_Teach_Hunter_2_02, SVM_Teach_Barter_03,
SVM_CmdDismiss, SVM_CmdSlaveJoin, SVM_CmdLetsGo, SVM_CmdFollow_00, SVM_Think verbessert;
- die falsche Übersetzung in Amuls Monolog in seiner Predigt wurde teilweise verbessert;
- die an der Stimme "Ass_Fat_Bearish" fehlenden SVMs wurde aus "Ass_Warrior_Clear" übernommen,
die dazu besser passen als die bis jetzt verwendete Stimme "Ass_Fat_Hectic";
- umgekehrt Sätze SVM_GotoDrink und SVM_GotoEat für die Stimmen "Hum_Female_Strong", "Hum_Old_Weird",
"Hum_Warrior_Hard" und Diegos verbessert;
- die Sprachdateien für die jetzt in Strings nicht benutzten Phrasen des CP 1.75 entfernt.

IX. Font Fix (nur für die russische Version des Spieles):
- für Windows x64 unoptimierte Schrift Gothic3.ttf ersetzt durch den standardmäßigen Comic Sans MS (optional).

+X. Eine Datei ge3_cp_1_75_up_1_03_backup.ini hinzugefügt als Beispiel der Einstellung neuer Parameter.

zandr
14.09.2015, 22:53
14.09.2015 a new Gothic 3 v1.75 Update Pack v1.03.12 released (http://forum.worldofplayers.de/forum/threads/1347969-Release-Gothic-3-v1-75-Update-Pack?p=22705533&viewfull=1#post22705533).

Robespier
15.09.2015, 12:19
14.09.2015 a new Gothic 3 v1.75 Update Pack v1.03.12 released (http://forum.worldofplayers.de/forum/threads/1347969-Release-Gothic-3-v1-75-Update-Pack?p=22705533&viewfull=1#post22705533).

Gratulieren zum Release!

miky miles
15.09.2015, 15:03
14.09.2015 a new Gothic 3 v1.75 Update Pack v1.03.12 released (http://forum.worldofplayers.de/forum/threads/1347969-Release-Gothic-3-v1-75-Update-Pack?p=22705533&viewfull=1#post22705533).

Thank you and all your team for that great work :gratz

Keksinator73
15.09.2015, 17:22
Congratulations for the release :gratz

xivragis
15.09.2015, 19:53
$§p4 thx

PnCIa
16.09.2015, 16:59
14.09.2015 a new Gothic 3 v1.75 Update Pack v1.03.12 released (http://forum.worldofplayers.de/forum/threads/1347969-Release-Gothic-3-v1-75-Update-Pack?p=22705533&viewfull=1#post22705533).
YES! :)

Rhobar III
16.09.2015, 19:06
Ist die neue Version auch auf Deutsch? §wink

zandr
16.09.2015, 19:43
Ist die neue Version auch auf Deutsch? §wink
Here (http://forum.worldofplayers.de/forum/threads/1347969-Release-Gothic-3-v1-75-Update-Pack?p=22705574&viewfull=1#post22705574) it is, sorry for delay. All thanks to translators.

zandr
19.09.2015, 19:05
Unfortunately installing the "UpdatePack_SupportMod" in Update Pack v1.03.12 have not provided the full compability with mods. Sorry for that.

19.09.2015 fixed Gothic 3 v1.75 Update Pack v1.03.13 released (http://forum.worldofplayers.de/forum/threads/1347969-Release-Gothic-3-v1-75-Update-Pack?p=22705533&viewfull=1#post22705533).

ModRes
24.09.2015, 19:51
19.09.2015 fixed Gothic 3 v1.75 Update Pack v1.03.13 released (http://forum.worldofplayers.de/forum/threads/1347969-Release-Gothic-3-v1-75-Update-Pack?p=22705533&viewfull=1#post22705533).

@Info:
Download @ WoG.de (http://www.worldofgothic.de/dl/download_523.htm) also now available. :)

zandr
27.09.2015, 09:11
@Info:
Download @ WoG.de (http://www.worldofgothic.de/dl/download_523.htm) also now available. :)

Thank you! Link added to header. Please, make some text corrections:1. Update description using Readme files of current version.
2. Gothic_Gothic_3_v1.75_Update_Pack_v1.03_Readme_En.txt
Gothic_3_Gothic_3_v1.75_Update_Pack_v1.03_Readme_Ru.txt

Squerol
28.09.2015, 14:39
Congratulations for release! New inventory system rules and fast swimming are impressive changes made to game engine. Awesome job, keep it up!

ModRes
28.09.2015, 17:16
[...]
Please, make some text corrections:1. Update description using Readme files of current version.
2. Gothic_Gothic_3_v1.75_Update_Pack_v1.03_Readme_En.txt
Gothic_3_Gothic_3_v1.75_Update_Pack_v1.03_Readme_Ru.txt

Done.

LuG
30.09.2015, 09:19
I installed the Update Pack (download from WoG) and just after the installation McAfee found W32/Patcher (http://www.mcafee.com/threat-intelligence/malware/default.aspx?id=153528) in Script.dll. Is this a real threat or a false alert? Does the Update Pack contain a virus?

The file is in quarantine for now.

xivragis
30.09.2015, 09:23
facepalm

uninstal those stupid antivirus, or teach how to use them

LuG
30.09.2015, 09:32
facepalm

uninstal those stupid antivirus, or teach how to use them

Thanks, you're very helpful. :rolleyes:

zandr
30.09.2015, 09:45
I installed the Update Pack (download from WoG) and just after the installation McAfee found W32/Patcher (http://www.mcafee.com/threat-intelligence/malware/default.aspx?id=153528) in Script.dll. Is this a real threat or a false alert? Does the Update Pack contain a virus?

The file is in quarantine for now.

I confirm that there are some problems with antiviruses. Sorry, I can do nothing with that. Just believe me that Update Pack is 100% safe or don't install it.

LuG
30.09.2015, 10:34
So it's false alarm. Good to know. :)

If I didn't trust you, I wouldn't have installed it in the first place. The alleged risk is minimal anyway.

SkullX
02.10.2015, 14:29
So I have a question
Install order is:
CP 1.75
then Quest Packet
Then CP 1.75 Update patch :D?

zandr
02.10.2015, 14:55
So I have a question
Install order is:
CP 1.75
then Quest Packet
Then CP 1.75 Update patch :D?
No, but:
Installation Notes:

Update Pack should be installed after installing the official patch for Gothic 3 v1.75.14 and before the installation of any modifications.

zandr
16.10.2015, 13:22
Fixed Update Pack v.1.03.14 will be published very soon. Bugs of previous version fixed:

- Game crash in case of summoned creatures death when the hero went far from them.
- Blocking has always been successful.
- The hero interacted with the objects in focus when double-clicking the consuming item in inventory.
- If Questpaket installed incorrect qualities icons applied to armor icons in trade and loot menu.
- Displaying of resulting items amount in recipes have not worked.
- Skill learned by reading a book ("Make sharp arrows") incorrectly displayed in red color in recipes.
- Previously displayed colored skill name in recipe caused color skill name in character menu.

Please let me know if we need to improve something else. Thanks!

Higor
20.10.2015, 01:19
About the tossed joints:
- They accumulate over time, and still have physics being processed on them (never stops apparently).
- They are loaded on save games.

They should ideally be purged to not waste resources and save times, also I started a new game after the UP update and I noticed some towns become unplayable after staying on them for a few days, going out of ROI range and coming back doesn't solve it, saving and loading doesn't solve it either.
The problem started with this new version.

Greetings from a fellow modder (totally Gothic unrelated, sadly).

zandr
20.10.2015, 09:17
About the tossed joints:
- They accumulate over time, and still have physics being processed on them (never stops apparently).
- They are loaded on save games.

Thank you! I knew about it but I fully realized this problem just few days ago when looking a youtube-walkthrough (physics processing joint (https://www.youtube.com/watch?v=G-UBn6sdLY8&t=07m37s), too many joints (https://www.youtube.com/watch?v=Z5B1vBe6eU4&t=19m59s)).


...also I started a new game after the UP update and I noticed some towns become unplayable after staying on them for a few days...

Please, explain what do you mean: "towns become unplayable".

Higor
21.10.2015, 01:42
Well, the more time I stay in some towns, the worse the stuttering gets. It's like it's something that builds up over the game days and I don't think it's AI related (I had many NPC's killed by rebels/rangers to reduce town population lol)

Points where it happens the most:
- Montera: near inner gate.
- Silden: anywhere near the slave camp.
- Mora Sul: inner ring.
- Hammer clan: anywhere near the smiths's houses.
Haven't gotten into Ishtar yet and some other locations like Trelis don't lag at all, even though the hero has hanged around there for over a game week.
I suspect the joints thing has something to do with it because the orcs at Trelis don't smoke those (and they're majority).

I tried the profiler graphs from TestMode and they don't show a single thing bottlenecking.
I tried all detail settings on minimum, stuttering didn't change at all.

EDIT:
My ROI range is 5700.
The easiest method to see if it's true is to stand near one of those spots and leave the game running for a couple of hours, it's not energy efficient but it's the closest to reproducing it.

Trolleule
24.10.2015, 14:50
Yeah it's nice to read, that this bug


- Game crash in case of summoned creatures death when the hero went far from them.

is already known. It might be the only reason for crashing since playing -.-

I noticed, that it is still possible to block attacks from mine crawler,


- Blocking has always been successful.

but i think this will fix it.

EDIT: There is something, that i noticed really often: When i fight in caves, the creatures go through the wall, disappear or suddenly arised behind me. For example there is a cave near "Runak" (the Druide near Geldern) and inside this cave is a gargoyle. I summon a Demon and he was fighting against this gargoyle by pushing him near the wall since the garg disappeared for a moment :(


And another problem: In Kap Dun i hired Cyrus to follow me and while i was walking up to the arena he fall through the ground and died. I think this bug is rare and difficult to reproduce.


And the last one, which might be easy to solve: When i have a NPC and a summoned creature in my party, if one of him gets hit by each other in a fight, they are fighting against each other. :S


Do you think you can fix these bugs or is that too complicated?

@zandr Thanks for the work! How long we have to wait for this new update? :)

zandr
24.10.2015, 17:16
Well, the more time I stay in some towns, the worse the stuttering gets. It's like it's something that builds up over the game days and I don't think it's AI related (I had many NPC's killed by rebels/rangers to reduce town population lol)...
Ok, now dropped joints will be removed after reentering the processing area. Please check does it fix the problem.


EDIT: There is something, that i noticed really often: When i fight in caves, the creatures go through the wall, disappear or suddenly arised behind me. For example there is a cave near "Runak" (the Druide near Geldern) and inside this cave is a gargoyle. I summon a Demon and he was fighting against this gargoyle by pushing him near the wall since the garg disappeared for a moment :(
This is well known bug of original game. I am not sure if we can do anything with it.


And another problem: In Kap Dun i hired Cyrus to follow me and while i was walking up to the arena he fall through the ground and died. I think this bug is rare and difficult to reproduce.
Seems like the same thing.


And the last one, which might be easy to solve: When i have a NPC and a summoned creature in my party, if one of him gets hit by each other in a fight, they are fighting against each other. :S

Do you think you can fix these bugs or is that too complicated?
This bug should be nod difficult to fix. Thanks for information!


@zandr Thanks for the work! How long we have to wait for this new update? :)

24.10.2015 a new Gothic 3 v1.75 Update Pack v1.03.14 released. :)

Updated list of fixed bugs:
- Game crash in case of summoned creatures death when the hero went far from them.
- Game crash in case of clicking on a drum (It_Drum) in inventory menu.
- The hero was able to harm himself by equiped torch after the game loading.
- Blocking has always been successful.
- Joints dropped by characteres have not been removed and accumulated.
- The hero interacted with the objects in focus when double-clicking the consuming item in inventory.
- If Questpaket installed incorrect qualities icons applied to armor icons in trade and loot menu.
- Displaying of resulting items amount in recipes have not worked.
- Skill learned by reading a book ("Make sharp arrows") incorrectly displayed in red color in recipes.
- Previously displayed colored skill name in recipe caused color skill name in character menu.

Trolleule
24.10.2015, 18:30
http://forum.worldofplayers.de/layouts/wop_vB4/misc/quote_icon.png Zitat von Trolleule http://forum.worldofplayers.de/layouts/gothicneu/viewpost.gif (http://forum.worldofplayers.de/forum/showthread.php?p=24593981#post24593981)
@zandr Thanks for the work! How long we have to wait for this new update? :)


24.10.2015 a new Gothic 3 v1.75 Update Pack v1.03.14 released.

wow, you are great man!! §knuff

Does it include this one:

And the last one, which might be easy to solve: When i have a NPC and a summoned creature in my party, if one of him gets hit by each other in a fight, they are fighting against each other. :S

zandr
24.10.2015, 18:56
Does it include this one:
"And the last one, which might be easy to solve: When i have a NPC and a summoned creature in my party, if one of him gets hit by each other in a fight, they are fighting against each other. :S
There are no new bugfixes and features in v1.03.14, only fixes of v1.03.12-13 bugs. I hope to start working on new content for v1.04 soon. But I can't say what things will be finally prepared for any coming version. So that's all what we have for today.

Higor
25.10.2015, 08:52
Arena fights aren't as impossible now and I can enter Silden §danke (I have the nasty habit on never playing on anything other than max difficulty, even made my first playthrough Risen 3 in ultra)

Now for some silly ideas, animal stuff in Gothic 3 was always kinda useless since 1.12 I believe, sure the handicap NPC's have over animals helps making "follow X" quests possible to finish, but that also makes slaves able 1v1 trolls and other big monsters, and transformation spells only useful for getting past other animals/monsters undetected lol.

Maybe said handicap can be adjusted a bit like this (0%=1.0 G3, 100%=1.12 G3):
- NPC is on your party > 100%
- Animal is on your party (vs NPC) > 50%
- NPC gives quest/is merchant > 100%
- Animal vs NPC > 70%
- PC_Hero transformed > 50% ****

****
Maybe add 1 level to the animal for every 5 PC_Hero levels? (stronger hero = stronger animal)
Transfer health and mana regen abilities to animal if hero has them.
That would totally make the 'Druid' way of playing G3 possible without the 1.0's bugs lol

Didn't Gothic 1 NPC's get angry at you for bringing monsters at them?
That could be useful to balance the above ideas out.

Some interesting info:
I spawned a Snapper and changed it's political assignment to 'Slave', city and other political NPC's ignore them but NPC's without enclave/political alignment will attack them.

zandr
25.10.2015, 09:00
...Now for some silly ideas...
...That could be useful to balance the above ideas out...
Thank you for your ideas. We don't touch the balance in our work till today, but maybe it will be possible to change something in future.

Higor
26.10.2015, 23:09
Alright, now for and actually serious idea.

I main UT99 so I'm VERY used at this kind of games, and nothing has bothered me more in G3 than being unable to properly aim with a bow in first person mode due to artificially accelerated camera.
And last time I played the Risen games aiming with the weapons wasn't as horrible either.

So, is it possible to get rid of mouse filtering when trying to hit something with a bow (and crossbow since we're at it) in first person camera?

I also noticed (by perception, I don't have access to the actual code obviously) that the hero turns toward the camera's direction one frame late, which possibly indicates that the processing order in a frame is this: Hero update, Camera update.
If I'm wrong about this, then ignore this paragraph, otherwise making the hero rotate AFTER the camera is updated in first person mode will also mean a huge improvement to aiming, and i'm not even suggesting making the hero's turn rate instant (that would be bad, and should be kept as it is).

George
26.10.2015, 23:20
I main UT99 so I'm VERY used at this kind of games, and nothing has bothered me more in G3 than being unable to properly aim with a bow in first person mode due to artificially accelerated camera.
And last time I played the Risen games aiming with the weapons wasn't as horrible either.

So, is it possible to get rid of mouse filtering when trying to hit something with a bow (and crossbow since we're at it) in first person camera?
Have you tried to experiment with intertia and sensibility sliders in the mouse controls menu?

Higor
27.10.2015, 03:08
I did, smoothing on -99% and X=30%, Y=60% and still feels like first person camera has some 'weight' put into it, especially with Y axis on first person mode.
It kinda feels like the camera code is taking something else into account when rotating, and not simply the player's input.
Maybe it's just me nitpicking and the camera is actually supposed to follow certain rules.

(just for curiosity) Is G3 using DirectInput for mouse capture? I noticed it's not centering the mouse pointer in Windowed mode, so it's either DirectInput or some form of raw input.
Speaking of which, mouse capture in windowed mode is kinda funky.
You open the program, when it goes in front of the windows it takes an extra mouse click into the render area to capture otherwise the pointer is able to go outside of the window.
Same rules apply when alt-tabbing out of the game, mouse stays captured into the window area until you alt-tab a second time.
This basically tells me pointer capturing for windowed mode is one step behind, perhaps it's an OS compatibility issue? I ask because I'm running the game in Windows Server 2012 and funky stuff is expected to happen in these kind of OS's.

zandr
27.10.2015, 17:36
...So, is it possible to get rid of mouse filtering when trying to hit something with a bow (and crossbow since we're at it) in first person camera?...
I tried to use bows in the first person mode and it seems that all works fine in my computer. So I can't check this problem. The only problem I know is that wrong auto-aiming sometimes don't let shoot visual target:
http://upload.worldofplayers.de/files10/G3_AimBug.jpg

Higor
28.10.2015, 01:41
Well at least the aim thing isn't game breaking.

Some more ideas/bugs:
- Ranged NPC's could stop the firing animation if their target dies... or switch to another enemy while firing.
- NPC arrow or bolt shots could be adjusted to aim a little ahead... or simply make their projectiles a bit faster.
** The NPC doesn't have to aim ahead, simply correcting the projectile fire direction is enough. (that's what old Unreal bots do)
** A simple: [AimXYZ = ENEMY.XYZ + ENEMY.XYZVel * Distance / Proj.speed] would do just fine.
- Undead High Priests should play the proper healing animation when using the heal spell, with the proper cast time as well. These annoying zombies in robes heal themselves way too fast (maybe it's a QP issue?).
- When you tell Thorald to go to the meeting point, he goes to Hammer clan instead (maybe it's a QP issue?).
- I was following Graypelt to Xardas' tower and I tamed an Ice Wolf to easily stunlock the golems, as soon as I finished following Graypelt he started attacking the Ice Wolf.

Wanderer5
29.10.2015, 17:03
I dont know if this has mentioned before somewhere.
But, i got the steam version of Gothic 3 and i cant install the latest update.
I can install the one before, but if i choose the destination folder, the setup wont recognize it.
Is there a work around?

zandr
29.10.2015, 17:14
I dont know if this has mentioned before somewhere.
But, i got the steam version of Gothic 3 and i cant install the latest update.
I can install the one before, but if i choose the destination folder, the setup wont recognize it.
Is there a work around?
You should install Community Patch v1.75.14 (http://www.worldofgothic.de/dl/download_478.htm) first.


Well at least the aim thing isn't game breaking...
I'll check these things when I'll have some time.

|Lorn|
30.10.2015, 01:48
Just for the record: Could you also deactivate SVMs altogether?

George
30.10.2015, 07:42
Just for the record: Could you also deactivate SVMs altogether?
It should be possible, but why would you want to do this?

|Lorn|
30.10.2015, 12:32
I'd actually want this for Forsaken Gods:

They used different voice actors but didn't record new SVMs, so most of the npcs run around with two different voices (using random old ones).

Also, the CPT deactivated LipSync for SVMs (to prevent some random crashes afair) and now it just looks stupid.

If a deactivation was possible, it would of course be great if there could be on screen messages for some instead, e.g. when you unsheath your weapon in public (so the player knows that he shouldn't). I don't think a lot of others would be necessary.

zandr
30.10.2015, 17:30
If a deactivation was possible, it would of course be great if there could be on screen messages for some instead, e.g. when you unsheath your weapon in public (so the player knows that he shouldn't). I don't think a lot of others would be necessary.
I want to help you but can't find any reason to waste time on G3a. You may try this file (http://rghost.ru/7fZgCNGKp) (1 byte changed) - No SVMs but also no screen messages, sorry. Also you may try another way: Unpack all SVMs speech files, copy this two files (http://rghost.ru/7yvtXqsFD) to the folder, run bat-file, pack back new "deleted" files.

|Lorn|
30.10.2015, 18:10
I know what you mean. I've spent hours on modding/fixing this game.

Your modified Script_Game.dll works, as far as I can see. What does it do in detail?

Would it even be possible to add new screen messages?

George
30.10.2015, 18:12
I know what you mean. I've spent hours on modding/fixing this game.

Is there no other way to prevent npcs from saying SVM stuff?
What is the problem with this way?

|Lorn|
30.10.2015, 18:25
Edited my post. It's not a problem per se, but this way the hero doesn't say anything as well (which is ok because there are messages for stuff like "I need a lockpick" etc.).

The other thing: You get no warning when you draw your sword etc., because there are no subtitles for that :rolleyes: Therefore, game messages would be the perfect way to go (e.g. "You should not draw your weapon here").

zandr
30.10.2015, 18:39
Would it even be possible to add new screen messages?
Yes, it is possible, but should take much much than one minute. Also there are some problems may appear e.g. more than one NPC can say SVMs at the same time. I am sorry, but there are to much bugs left in original Gothic 3 to fix.

|Lorn|
30.10.2015, 19:02
If I knew how to do it, I'd do it myself. Thank you anyway. I understand :)

George
30.10.2015, 19:52
Like I promised, it is possible and I have something for you. Just copy the files to your G3 GD folder.

In addition you can configure, if only the weapon warning messages should be shown, or if every svm should be displayed as a message.
This can be done in Ini/nosvm.ini by setting Game.OnlyWeaponWarning to true or false.

|Lorn|
30.10.2015, 22:53
Well George, this is truly amazing! Thank you!

It works really well. Just one or two things I've noticed:

When "Game.OnlyWeaponWarning" is set to "false", SVMs like Smalltalk are not shown. Is that by design (so that only stuff directed at the player is on screen)?
And I was wondering if there was the possibility of showing SVMs as a dialog overlay (at the top of the screen, like used in Infos) instead of a message?
Also, Player SVMs are not played as well. Is there a chance of allowing them and only preventing those of NPCs?

Nevertheless, this is an amazing feat. I can't even imagine how you did this :gratz

zandr
31.10.2015, 09:21
Nevertheless, this is an amazing feat. I can't even imagine how you did this :gratz
I have to notice that George's modification seems like absolutely professional programming, while my works are dilettante's efforts to make something useful for the game using OllyDbg only.

George
31.10.2015, 12:29
I have to notice that George's modification seems like absolutely professional programming, while my works are dilettante's efforts to make something useful for the game using OllyDbg only.
I have to admit it's an unfair comparision. You can't compare working with an high level language like C++ and assembler/OllyDbg. The latter is more complicated and time consuming.

I wouldn't call your Update Pack the work of an amateur, it is amazing what you have done, while just using OllyDbg, how you managed to put all these changes together. I know what I'm talking about, because i started engine modding just like you, using only an OllyDbg. To be honest, you were my motiviation to start engine modding.

And it wasn't easy at the beginning, but in the end I managed to overcome the obstacles After doing a lot of modifications I got frustrated, because managing/changing/undoing all these changes was a total mess. Inspired by NicoDE's RisenSDK (http://forum.worldofplayers.de/forum/threads/886883-release-RisenSDK) and despite being a c++ newbie, I created a Gothic 3 SDK. Everything got so much easier, it was a great feeling.

The SDK will be released in the near future, so that everyone who wants can use it. (and because the license of the RisenSDK demands it :p)

zandr
31.10.2015, 21:14
...To be honest, you were my motiviation to start engine modding...

The SDK will released in the near future, so that everyone who wants can use it...
Great news for the G3-modding! Now you have powerful possibilities of engine editing. I guess my "mission" may be considered as successfully completed. I only wanted Gothic 3 to become better, so it's very good if somebody can do this job better than me. I hope coming CSP will be really great game. But tell me if my experience also can be useful.

P.s: WoG.de (http://www.worldofgothic.de/dl/download_523.htm) download link updated and added to header. Thanks to MadFaTal!

George
31.10.2015, 23:06
Great news for the G3-modding! Now you have powerful possibilities of engine editing. I guess my "mission" may be considered as successfully completed. I only wanted Gothic 3 to become better, so it's very good if somebody can do this job better than me. I hope coming CSP will be really great game. But tell me if my experience also can be useful.
Maybe you missunderstood me, I have no plans to release something similiar to your Update Pack, working on the CSP takes more than enough time.
The SDK on its own doesn't change anything, it just extends the modding possibilities.

Your experience can be useful. The Update Pack and the CSP will be incompatible. So if we want to use some cool feature/bugifx from the Update Pack, we have to reimplement it. In this situation your advice would be really appreciated.

|Lorn|
31.10.2015, 23:41
Oh wow, an SDK. Sounds great :D

Now, any chance of implementing some of the changes I've mentioned concerning the SVMs? :)

Aztec2012
03.11.2015, 17:51
Any modifikazion to fix worn weapons?

xivragis
22.12.2015, 20:14
hio, zandr i have question 4 you.

youve added real dmg to spells , it is possible to add such dmg to weapons dependings on STR adn DEX mean swords, helbards, bows and crossbows ?

usually people does not know how its calculate( as far as i read on som topis it was STR/5 DEX/5)

if it is could you add this to your patch
and if its possible it is necessery to start new game to make it working ?


@update
and one more thing it is possible to stop orcs running from conquered cities eg when there is only few orcs left in some city they are running, and sometimes it happens situation that important orc with som item to quest run and disapear and we have problem. Do you have knowledge how to stopp this runing ?

zandr
24.12.2015, 18:23
youve added real dmg to spells
Only basic damage displaying has been added, not depending on INT.


it is possible to add such dmg to weapons dependings on STR adn DEX mean swords, helbards, bows and crossbows ?

...if it is could you add this to your patch
Of cause it is possible. But I don't like the idea to replace completely basic damage values displaying by "corrected" damage values. I have in my wishlist some other ideas:
1. Displaying of "composite" damage, e.g. "50+75+25=150" [50 (basic damage) + 75 (150 STR/2) + 25 ("Strong swordfighter" skill bonus]. I don't like this idea to much so it only can be implemented as optional feature.
2. Displaying of damage values of every hit (symbols dynamically rising from NPC like in Arcania/Dragon Age 2 etc). This feature should be also optional.
3. The most difficult feature - to add new window to character menu with some summary information e.g.:
- hero's "mannequin" with all equipped stuff like in many RPG games including Risen 1
- some additional parameters like "composite" damage.


usually people does not know how its calculate
I don't sure that every player wants to know all these calculations.


( as far as i read on som topis it was STR/5 DEX/5)
Real damage in fact depends on [basic damage] + [STR/DEX divided by 2 or INT] + [skill bonus] +/- [many other modificators].


and if its possible it is necessery to start new game to make it working ?
Majority of dll-modifications don't require new game start.


@update
and one more thing it is possible to stop orcs running from conquered cities eg when there is only few orcs left in some city they are running, and sometimes it happens situation that important orc with som item to quest run and disapear and we have problem. Do you have knowledge how to stopp this runing ?
I like this idea and already created such "patch (http://upload.worldofplayers.de/files10/NoPanicNPCs.rar)" 1,5 year ago.

xivragis
24.12.2015, 19:17
nice, those patch is incompatible with smthng ? or just change in actual using dll some bytes ?

dmg calculation is like on this site ?:
http://forum.worldofplayers.de/forum/threads/614999-Detaillierte-Schadenberechnung-in-Gothic-3

about your 3 ways - i think every is good. but to minimize amount of info to non interested people the best options seems to be 1 st and 3rd. 2nd its more for h&s and mmo games here it could interupt rpg feelings.

its a problem to add this feature 4 you ? im actually far behinde from using debuger ;(

zandr
24.02.2016, 17:19
24.02.2016 a new Gothic 3 v1.75 Update Pack v1.03.15 released.

Changelog comparing to version 1.03.14:
Bugs of previous version fixed:

- Game crash when the hero falls into the lava.
- Game crash on Windows XP when selecting items in sharpening and frying menu.
- Restored correct working of "Large weapons III" and "Staff fighting III" skills.
- Incorrect properties in some armor recipes can not be displayed anymore.
- The hero does not stop playing the lute prematurely anymore.
+ Fixed stringtable error of rotten beast fur name displaying.

ModRes
10.03.2016, 17:49
After changelog translating in english, v1.03.15 is now also available @ worldofgothic.de


Hit me! (http://www.worldofgothic.de/dl/download_523.htm)

Vigarde
11.03.2016, 22:36
Awesome.
Thanks a ton, guys.
This patch fixed most of the things I had issues with and even added nice to have features to boot!

Wish you could've gotten rid of the clipping problems when wearing certain armors in combination with shields and crossbows as well but I'm guessing it's not that simple to do.

zandr
12.03.2016, 09:41
After changelog translating in english, v1.03.15 is now also available @ worldofgothic.de

Hit me! (http://www.worldofgothic.de/dl/download_523.htm)

Thank you, ModRes!


Wish you could've gotten rid of the clipping problems when wearing certain armors in combination with shields and crossbows as well but I'm guessing it's not that simple to do.
You are right, we have no task to fix that.

We continue to work on 1.04 version development, Update Pack v1.04.02 beta is ready. Please write me if somebody wants to help us and to take part in testing.

Drakon1590
12.03.2016, 18:37
What is the installation order when you want to play Gothic 3 with QP and your UP, but without CM or any other mod? What should I install first, QP, or UP?

How long will it take to version 1.04? Approximately, what changes will introduce this version, compared to the previous? And finally, is it or will be possible to turn off the color names of objects?

Could you share with me the sample images, showing the difference between the objects from G3 and those from FG, which have been changed in CP? I've never played G3 without CP 1.75 with AB and these changes, so I do not know what objects you mention in the changelog, and I would like to choose what I want to see in the game.

zandr
12.03.2016, 19:17
What is the installation order when you want to play Gothic 3 with QP and your UP, but without CM or any other mod?
1. Gothic 3
2. CP 1.75
3. Update Pack
4. Questpaket
5. Questpaket Update for CP 1.75
6. UpdatePack_SupportMod


How long will it take to version 1.04?
Version 1.04 is under development until the end of this spring, then it's time for release. Testers may play in current version today.


And finally, is it or will be possible to turn off the color names of objects?
What objects do you mean? Lectern and veins or items? If items, just read the Update Pack documentations to learn how to turn it off.


Could you share with me the sample images, showing the difference between the objects from G3 and those from FG, which have been changed in CP?
All comparative screens are here (http://forum.worldofplayers.de/forum/threads/1168155-G3-CP-1-75-%D0%9A%D0%B0%D0%BA-%D0%B2%D0%B5%D1%80%D0%BD%D1%83%D1%82%D1%8C-%D0%BE%D1%80%D0%B8%D0%B3%D0%B8%D0%BD%D0%B0%D0%BB%D1%8C%D0%BD%D1%8B%D0%B5-%D1%82%D0%B5%D0%BA%D1%81%D1%82%D1%83%D1%80%D1%8B?p=19362456&viewfull=1#post19362456).

TheDovahkiin97
21.04.2016, 21:27
hi guys,

I wanted to play g3 and now I saw there is coming a new release by the end of this spring but I wanted to ask if it is still possible to become a beta tester?
And if not: are there any significant changes in the next version? Because I want to play g3 now and I dont have the patience to wait one more month :o
And will the 1.03 savegames be compatible with 1.04?

greets

HAL8K
22.04.2016, 15:03
Hi,

sorry for my bad english, but i've got one problem with this mod and I don't know what to do. Don't know if this "problem" was mentioned before but after I've installed this pack, XP points for killed enemies are gained even if I don't fight with them. I noticed that right after I've started a new game in Ardea, when I got XP for orcs killed by npc's fighting with them. I went to the place where orcs couldn't reach me and just watched the bettle between citizens, my companions and the orcs and still was getting XP points for doing nothing. Similar situation was when I met a hunter fighting with some wolves. Tried to help him, but he finished one wolf and I got xp, then he fought another one, now without my help and still I got xp for wolf he killed. Haven't check another places but i bet this situation would repeat. I did many reinstalls, installed mod in different order (after CP 1.75.14, after CP+QP 4.2, then after CP+QP+CM 2.6.3) but this "error" still occurs. Still, I would really like to play the game with your Update Pack because I really like what you did here and I think it's a great job after all. But this one little bug ruins my gameplay. So, is there any solution for this situation ?

TheDovahkiin97
22.04.2016, 19:43
Hi,

sorry for my bad english, but i've got one problem with this mod and I don't know what to do. Don't know if this "problem" was mentioned before but after I've installed this pack, XP points for killed enemies are gained even if I don't fight with them. I noticed that right after I've started a new game in Ardea, when I got XP for orcs killed by npc's fighting with them. I went to the place where orcs couldn't reach me and just watched the bettle between citizens, my companions and the orcs and still was getting XP points for doing nothing. Similar situation was when I met a hunter fighting with some wolves. Tried to help him, but he finished one wolf and I got xp, then he fought another one, now without my help and still I got xp for wolf he killed. Haven't check another places but i bet this situation would repeat. I did many reinstalls, installed mod in different order (after CP 1.75.14, after CP+QP 4.2, then after CP+QP+CM 2.6.3) but this "error" still occurs. Still, I would really like to play the game with your Update Pack because I really like what you did here and I think it's a great job after all. But this one little bug ruins my gameplay. So, is there any solution for this situation ?

I guess when milten, gorn and diego kill orcs you get the xp because they are your companions at this point. and I dont understand how this could ruin your gameplay, i mean i would be angry if some hunters grind my xp :p

HAL8K
22.04.2016, 21:22
Hi,

if it was the case it wouldn't be much problem to me, but it also happened with hunter Jens, which is not one of my companions. Gothic 3 is quite large and long game to finish and i'd like to have the best possible "experience" (and demanding too), so I consider this kind of bug (i guess) some kind of cheat, that makes some fights extremely easy, especially when someone else is doing hard work defeating monsters and I'm the one who gets free XP's (hmm...it sounds kinda familiar :D ). Game without Update Pack installed behave normally, that means I have to kill enemy myself to get XP. But MAYBE it's not a bug, just a FEATURE ? :D Just asking :)
--------------
Allright, I've made some other tries and it seems there could be problem with my installation. Still getting free XP's in Ardea (from companions maybe) but in other places, such as Cape Dun and with hunter Jens everything seems to be allright again. So, yeah, my bad :)

zandr
23.04.2016, 17:59
...I wanted to ask if it is still possible to become a beta tester?
Of cause it is possible. I send PM for you. I am sorry for my late reply.


...are there any significant changes in the next version?
I think some new features will be significant and very usefull.


And will the 1.03 savegames be compatible with 1.04?
I believe it will be no problems with compatibility.


...XP points for killed enemies are gained even if I don't fight with them... Still, I would really like to play the game with your Update Pack because I really like what you did here and I think it's a great job after all. But this one little bug ruins my gameplay. So, is there any solution for this situation ?
"There is not bug but feature":

59. The experience calculation has been changed:
- the hero gains experience from the friendly NPCs which joined a battle initiated by the hero as well as from friends during the battle in Ardea;
But I can make "downgrade patcher" for this feature if you really want it.

Squerol
21.05.2016, 07:59
Great job with updates §wink

Anyway, I have two questions to You:

1.) Is it possible to disable "worn" weapons status? Half damage of worn weapons It's just stupid idea in my opinion, in Gothic 1/2 Risen 1 it was made better - you could get weapons with normal damage from your enemies. I saw in changelog that you've messed with worn bows and crossbow, so I think you know how to do it :)

2.) Do you know how to change your character attack animation speed? Is there multiplier of attack speed of hero anywhere? I've looked in player hero (forget how it is named) templates, but there were only movement speed multipliers. I just want it to manipulate game speed - speed up everything with speedhack in Cheat Engine, and then slow down player hero a bit t0o, in result, make enemies faster and our hero only bit faster too, I've completed Dark Souls with modification like that last time and it was very enjoyable expierience (video that I've recorded from my playtrough, you will see how my idea on speedhacking looks like https://youtu.be/wn-VsSzFolE), so I want to try that with Gothic 3 too :)

Thanks for still messing with Gothic 3, keep it up and good luck §wink

zandr
22.05.2016, 11:56
Is it possible to disable "worn" weapons status?
Of cause it is possible. But we don't like the idea to make it so easy - just disable it from the beginning. Maybe possibility to repair worn weapon will be implemented in future Update Pack versions.


Do you know how to change your character attack animation speed?
Yes, and I have already tested such things. It needs some engine modifications.


Thanks for still messing with Gothic 3, keep it up and good luck §wink
Update Pack v1.04 will be published very soon. Please write me if somebody may help us with English, German and Polish documentation translation, or if you want to test pre-final version. Thank you!

Robespier
22.05.2016, 12:12
Of cause it is possible. But we don't like the idea to make it so easy - just disable it from the beginning. Maybe possibility to repair worn weapon will be implemented in future Update Pack versions.
Maybe it could be realized through adding dialogs for repairing that will cost a 100% price of a weapon you want to repair.

Update Pack v1.04 will be published very soon. Please write me if somebody may help us with English, German and Polish documentation translation, or if you want to test pre-final version. Thank you!
Me.

Squerol
23.05.2016, 10:02
Of cause it is possible. But we don't like the idea to make it so easy - just disable it from the beginning. Maybe possibility to repair worn weapon will be implemented in future Update Pack versions.

That sounds great! Robespier idea about that is very good too, would be nice to see that stuff in game.



Yes, and I have already tested such things. It needs some engine modifications.


Damn man, sounds awesome! Could you give any tips how to change hero combat animation speed so? But I guess it will be impossible to make by completly newb in terms of modding like me :(

But I've tested already which speed of enemies and players will be perfect in my opinion to make combat more dynamic, enjoyable and challenging. For enemies, their speed perfect is if they are 100% faster (2x speed), and for hero best control and feel of combat is when hero is 40% faster (1.4x speed). So, If You raise whole game speed with global speedhack in Cheat Engine (hero, enemies, everything) by 100% (2x), then You need to change hero speed value like that - for example "x" is value of hero speed, so - x/2 (/2 because we speed up whole game x2 with CE, so we need /2 to achieve normal speed of hero) and then x*1,4 to make hero 40% faster, while everything else is 100% faster. So if value of hero speed is just simple "1", it should be 0,7 now to achieve that speed. I dont know what value determines hero attack animation speed, so You just need to make those simple calculations on it.

Thanks again man for modding §wink

Sagrido
23.05.2016, 15:46
Update Pack v1.04 will be published very soon.

Yay!!! This plus new CM will be great! Time to do another Gothic 3 playthrough soon then

Drakon1590
03.06.2016, 11:45
Please write me if somebody may help us with English, German and Polish documentation translation

If you still need help with translation documentation, then I can help with translation from English to Polish.

zandr
06.06.2016, 07:47
English documentation is ready. If somebody wants to help us, please download this (http://rgho.st/7KFt6NBTf) and inform me that you may check English /complete German / complete Polish. New lines marked with "+", edited lines marked with "=".


If you still need help with translation documentation, then I can help with translation from English to Polish.
Thank you! Please, confirm if you still have some free time for that.

Drakon1590
07.06.2016, 17:55
I have plenty of free time.

zandr
08.06.2016, 12:59
I have plenty of free time.
Thank you! Polish is covered.

Dear gothic fans, we still need to find a person who may help us with German translation.

Some screens from coming 1.04 version:

http://upload.worldofplayers.de/files10/G3UP104_Diary.jpg



http://upload.worldofplayers.de/files10/G3UP104_QuestItemReceived.jpg


http://upload.worldofplayers.de/files10/G3UP104_ColdCoinsIcon.jpg


http://upload.worldofplayers.de/files10/G3UP104_NewLetters.jpg



http://upload.worldofplayers.de/files10/G3UP104_EvadeBackward.jpg


http://upload.worldofplayers.de/files10/G3UP104_ConsumePlugin.jpg

Drakon1590
08.06.2016, 15:14
Yesterday, when translating Polish list of changes, I noticed that the English version of it needs improvement (examples below). Therefore, I will check the English list of changes and improves what will be needed to improve. However, to make sure that my work is not in vain, so I need to install the latest version of Update Pack to have an insight into some changes. So please send me the version 1.04.

examples of text lines, which, in my opinion, should be corrected in the English changelog:

"03. The special items names in different cases are optionally highlighted with appropriate color"
it should be
"03. The names of items, belonging to specific groups, are now, optionally, highlighted with appropriate colour in different cases"

"04. Displaying of receiving items messages revised"
it should be
"04. Displaying information about received items"

As soon as I install UP 1.04, I'll check and improve the English list of changes, and translate the Polish changelog. But I do not know how long it will take, so please be patient.

zandr
08.06.2016, 18:13
...I noticed that the English version of it needs improvement...
Yes, please fix it where needed. My English is not enough good.

"03. The special items names in different cases are optionally highlighted with appropriate color"
it should be
"03. The names of items, belonging to specific groups, are now, optionally, highlighted with appropriate colour in different cases"
Certainly you are right, but I only doubt about commas.


"04. Displaying of receiving items messages revised"
it should be
"04. Displaying information about received items"
I am not 100% sure about that, both seems to me not very clear. Maybe you'd better to try Russian-to-Polish google translation sometimes to understand what was my original meaning?

...so I need to install the latest version of Update Pack to have an insight into some changes. So please send me the version 1.04.
I sent a PM to you.

Drakon1590
08.06.2016, 19:16
I am not 100% sure about that, both seems to me not very clear. Maybe you'd better to try Russian-to-Polish google translation sometimes to understand what was my original meaning?

When I started yesterday translate the Polish changelog and started translate one of these sentences, I couldn't even understand it, so I took the google translator to translate it from Russian. That's why I know that these sentences have been badly translated into English.


I sent a PM to you.

Thanks a lot.:D

Sagrido
09.06.2016, 12:59
Waiting for this new release before I jump into new Gothic 3 with CM 3.0 ^^ Cannot wait! Keep up the great work :gratz

Drakon1590
09.06.2016, 14:30
You should improve the Polish name of one of the tabs in the alternative diary mode, from "Nauczycieli" to "Nauczyciele".

If I find something else to improve, then I will let you know.

Squerol
15.06.2016, 21:59
I've managed to speed up enemies a bit - I've just catched disease status from Lizard monster with Hero character and then changed value of current Stamina in Cheat Engine to -1 - it slows down my character attack speed permamently. Then, I've speed up whole game in Cheat Engine to get faster attack speed of my character, but increasing enemies speed too at same time. Effect is that nameless hero is slower, enemies are faster $§p4 Something like challenge run is now, I need try playing it, can be interesting. And because -1 value of current stamina, I can't run, so fleeing from danger is bad idea now, but It's cool feature hehe But after speedhacking my character normal jog speed is in near same speed like run speed from non-speedhacked game, so It's not disturbing exploration.I've observed that after speedhacking game, block holding timer changed too - normally is 3 seconds I guess, at 45% faster game there is no more turtling behiund block too :p

But still I have question about human/orc AI - I've already sent You Private Message about that, you know, AI of enemies on arena is totally diffirent than outside arena fights, would be awesome to all enemies have that AI model (but no speed-up from arena, just AI), fights could be more interesting. I've messed with templates, but didn't saw any stuff with combat AI... Dunno how It is even done, creators of Community Patch implemented that AI model into game, with EE of Forsaken Gods Expansion, and then into 1.75 Patch of standard Gothic 3.

Sorry for possible spam, just after release CM 3.0 and your Update Packs Gothic 3 feels interesting again, but I'm trying to find a way to make combat system more interesting, one unusual way to do that I've already found (speed changing I mean)

George
16.06.2016, 19:06
But still I have question about human/orc AI - I've already sent You Private Message about that, you know, AI of enemies on arena is totally diffirent than outside arena fights, would be awesome to all enemies have that AI model (but no speed-up from arena, just AI), fights could be more interesting. I've messed with templates, but didn't saw any stuff with combat AI... Dunno how It is even done, creators of Community Patch implemented that AI model into game, with EE of Forsaken Gods Expansion, and then into 1.75 Patch of standard Gothic 3.

What are the differences you observed between arena and normal combat AI, besides the speed-up on hard difficulty? Specific information would be helpful to solve this problem.

Squerol
16.06.2016, 22:03
What are the differences you observed between arena and normal combat AI, besides the speed-up on hard difficulty? Specific information would be helpful to solve this problem.

Every Human/Orc outside arena have the same predictable AI - perform 1 hit -> strafe or block -> perform 1 hit -> strafe or block -> perform 1 hit -> and so on, they can't do combo....

On arena, besides speed-up, they can link combo sequences, they are more aggressive but still can block with their weapon/shield - and because that, opponents are less predictable there. Try looking on Zombies with melee weapons AI too - they are very aggressive, something like dudes from arena, but block attacks less likely,

Offtopic, I've made short video how my cheat-engine speed-up works https://youtu.be/4qz0FDrUtUM

EDIT: I've solved Arena AI outside it, link to topic http://forum.worldofplayers.de/forum/threads/1469182-ge3-ini-EDITING-Very-simple-method-to-make-enemies-AI-more-aggressive?p=24947446#post24947446

MonsterMMORPG
19.06.2016, 20:07
can we somehow improve the game loading speed and fluency?

i have 32gb ram memory and i want game engine to use it fully

also i have ssd disks as raid 0

MadFaTal
19.06.2016, 20:40
can we somehow improve the game loading speed and fluency?

i have 32gb ram memory and i want game engine to use it fully

also i have ssd disks as raid 0
4GB are maximum for Gothic3, because it's a 32 bit game software.
Take a look here (http://forum.worldofplayers.de/forum/threads/1225965-Ankündigung-Beta-Release-Gothic3-Clean-Up) at G3CU (http://www.worldofgothic.de/dl/download_498.htm) to improve loading speed. Sorry, no English manual so far, but interface supports English.

PnCIa
19.06.2016, 21:52
Thank you! Polish is covered.

Dear gothic fans, we still need to find a person who may help us with German translation.

Some screens from coming 1.04 version:



http://upload.worldofplayers.de/files10/G3UP104_EvadeBackward.jpg


http://upload.worldofplayers.de/files10/G3UP104_ConsumePlugin.jpg

Holy sh*t...you can now consume a health potion while running? Like in Risen? :eek:
And its possible to evade in some way? Sidesteping?

oldfarmer
20.06.2016, 12:30
Hi guys, I'm new here and I got a question. I installed Gothic 3 Enhanced Edition from my physical of the game. The game .exe version is 1.75.20108.12. Do I need to install the 1.75.14 Community patch or it looks like it was installed by default?
Also, any news on the Version 1.04 of the Update Pack? I was hit by the Gothic 3 fever and I don't want to start a new game again in a few weeks.
Have a good day!

MonsterMMORPG
20.06.2016, 21:16
hello where can i download 1.04?

i want to test it ty

please someone reply link ty

MonsterMMORPG
21.06.2016, 16:48
@zandr can you please send me v 1.04 link

i am looking forward to it ty

zandr
21.06.2016, 17:56
Do I need to install the 1.75.14 Community patch... ?
Yes, CP 1.75.14 is required.


Also, any news on the Version 1.04 of the Update Pack?
Everything was ready few weeks ago except of German and Polish documentation. Sorry, no public release before somebody will help us with it.

Squerol
21.06.2016, 22:30
Yes, CP 1.75.14 is required.


Everything was ready few weeks ago except of German and Polish documentation. Sorry, no public release before somebody will help us with it.

Hello zandr. You still want Polish documentation translated?

Here, I've translated documentation to Polish language - translated new entries and corrected the old ones

http://www.mediafire.com/download/skrvnralsrh7du9/Polish_documentation_translated.rar

Drakon1590
21.06.2016, 23:27
You should improve the Polish name of one of the tabs in the alternative diary mode, from "Nauczycieli" to "Nauczyciele".

If I find something else to improve, then I will let you know.
I have found a few things that need correcting:


The message "Item missing: Drum stick" displayed when the player unsuccessfully tries to interact with Orkish drum should be translated into Polish as follows "Brakujący przedmiot: Pałka perkusyjna", but in the Polish version of the game the name of this item has been mistranslated ("Patyk", English "Stick"), the result of which is the fact that this message has also been mistranslated, more precisely in such a manner "Brakujący przedmiot: Patyk". So both the name of the item and the displayed message should be changed. Once again, the correct translation:

Item:

"Drum stick" - "Pałka perkusyjna"
message:

"Item missing: Drum stick" - "Brakujący przedmiot: Pałka perkusyjna"


Next problem:

English line:

"- the line "HUD_Req_Skill ("Requirement")" in the spellbook, in case of spells that require to learn another spell first, now has been replaced by line HUD_Req_Knowledge ("Required knowledge");"
Polish line:

"- linia HUD_Req_Skill ("Wymagane") w księdze czarów, w przypadku czarów, które wymagają nauczenia się wpierw innego czaru, została zastąpiona linią HUD_Req_Knowledge ("Wiedza");"

The fix from the line above forces making corrections in the Polish version of the game and consequently making similar corrections in the English version as well. Polish expression "Wymagane" should be necessarily changed into "Wymagana zdolność" and expression "Wiedza" into "Wymagana wiedza" and hence it would be good to change English expression "Requirement" into "Required skill".
http://i.imgur.com/Yf7RtLo.png
If you make it correct, I have a new line both in English and Polish.

In English:

"- the line "HUD_Req_Skill ("Requirement")" in the spellbook, in case of spells that require to learn another spell first, now has been replaced by line HUD_Req_Knowledge ("Required knowledge"), and in case of spells that require to learn the skill first, the expression in this line has been changed from "Requirement" to "Required skill";"
In Polish:

"- linia HUD_Req_Skill ("Wymagane") w księdze czarów w przypadku czarów, które wymagają nauczenia się wpierw innego czaru, została zastąpiona linią HUD_Req_Knowledge ("Wymagana wiedza"), zaś w przypadku czarów, które wymagają nauczenia się wpierw danej umiejętności, wyrażenie w tej linii zostało zmienione z "Wymagane" na "Wymagana zdolność";"


Next problem:
In my opinion undermentioned change should be recalled or made available as optional because it is the number of a slot that is all about, not the corresponding key.

"+the number of the Quick Access slot no.10, has been changed from "10" to "0"."


Next problem:
When praying to Innos by his shrine we can choose from one of two spell lists which spell we want to learn. There's a spell "Word of dominance" among them the Polish name of which is "Słowo dominacji" but the Polish name displayed in this place is "Polecenie". The name of the mentioned spell should thus be changed from "Polecenie" into "Słowo dominacji"
http://i.imgur.com/rPYvWk3.png


Next problem:
These two icons should be replaced with each other because they have been matched with the inappropriate skills.
http://i.imgur.com/SrhKZZh.png


Next problem:
I suggest you to correct a few things in the Polish version of the UP Installer:

1. I think that it's a good idea to change - if it's possible - the name of the mod in the Polish version of the installer from "Update Pack" to "Pakiet Aktualizacyjny".

2. In the undermentioned screenshot you can see the first page of the installer with the highlighted description, in which there are a few important comments.
http://i.imgur.com/GHHewaP.png
The description should be replaced by this - corrected one:

"Przedstawiamy "Gothic 3 Edycja Rozszerzona v1.75 Pakiet Aktualizacyjny v(...)".

Ważne uwagi:
- Jest to nieoficjalny Pakiet Aktualizacyjny, więc instalujesz go na własne ryzyko! Nie ponosimy odpowiedzialności za ewentualne problemy wynikające z jego instalacji.
- Pakiet Aktualizacyjny wymaga Gothic 3 w wersji 1.75.14.
- Poprzednie wersje Pakietu Aktualizacyjnego należy odinstalować.

Kontynuując instalację Pakietu Aktualizacyjnego, akceptujesz tę umowę automatycznie!"

3. In the undermentioned screenshot you can see the second page of the installer with the highlighted text:
http://i.imgur.com/tcJasdX.png
The text should be replaced by this - corrected one:

"Instalator zainstaluje program Gothic 3 v.1.75 Pakiet Aktualizacyjny w podanym niżej folderze. Proszę wybrać folder, w którym jest zainstalowana gra Gothic 3 v.1.75 kikając przycisk "Przeglądaj...". Kliknij przycisk "Dalej", by kontynuować."

miky miles
22.06.2016, 00:49
Hello zandr,

if I understand right, you need to translate the new "v1.04 changelog" and "v1.04 G3IniSetup" into German?
So I can help with this. §wink

Drakon1590
23.06.2016, 01:39
In the Polish version of the game after installing the Quest Pack probably all new lines/names added by UP are displayed in English. Below you can see some screenshots that illustrate what I wrote:
http://i.imgur.com/Jn6pTsJ.png
http://i.imgur.com/qzsMnEL.png
http://i.imgur.com/8WleTy9.png

EDIT:
I checked the "ge3.ini" file before and after installing the Quest Pack and noticed that the language section has been changed slightly.
before installing the Quest Pack:

[Language]
Text=Polish
Audio=Polish
ShowSubtitle=true
Subtitle.SupportedCount=10
Subtitle.Entry_0=English
Subtitle.Entry_1=Italian
Subtitle.Entry_2=French
Subtitle.Entry_3=German
Subtitle.Entry_4=Spanish
Subtitle.Entry_5=Czech
Subtitle.Entry_6=Hungarian
Subtitle.Entry_7=Polish
Subtitle.Entry_8=Russian
Subtitle.Entry_9=TRC
after installing the Quest Pack:

[Language]
Text=Polish
Audio=Polish
ShowSubtitle=true
Subtitle.SupportedCount=2
Subtitle.Entry_0=Polish
;Subtitle.Entry_1=Italian
;Subtitle.Entry_2=French
;Subtitle.Entry_3=German
;Subtitle.Entry_4=Spanish
;Subtitle.Entry_5=Czech
;Subtitle.Entry_6=Hungarian
;Subtitle.Entry_7=Polish
;Subtitle.Entry_8=Russian
;Subtitle.Entry_9=TRC

zandr
24.06.2016, 14:39
if I understand right, you need to translate the new "v1.04 changelog" and "v1.04 G3IniSetup" into German?
So I can help with this. §wink


Here, I've translated documentation to Polish language - translated new entries and corrected the old ones

Thank you, comrades! I've got your translations.


I have found a few things that need correcting:
...
Two fixes of Polish stringtable implemented: "Patyk" -> "Pałka perkusyjna", "Polecenie" -> "Słowo dominacji". But these fixes like many other text corrections will be not available with mods installed.


Next problem:
These two icons should be replaced with each other because they have been matched with the inappropriate skills.
http://i.imgur.com/SrhKZZh.png
I can't agree, Zuben armor is appropriate icon for "Dark Mage" skill.


Next problem:...

"- the line "HUD_Req_Skill ("Requirement")" in the spellbook, in case of spells that require to learn another spell first, now has been replaced by line HUD_Req_Knowledge ("Required knowledge");"
...
I think it would be better to remove this minor change from Update Pack. We have also a problems with it in Russian version with mods installed. Also I have to note that HUD_Req_Knowledge line originally used in recipes menu.


Next problem:
In my opinion undermentioned change should be recalled or made available as optional because it is the number of a slot that is all about, not the corresponding key.

"+the number of the Quick Access slot no.10, has been changed from "10" to "0"."
I don't want to make it optional because Piranhas did the same thing in Risen 1:
http://upload.worldofplayers.de/files10/R1_QuickSlot0.jpg
Also I can't see what's wrong with my simple translation: <the quick slot number "10" changed to "0">.


1. I think that it's a good idea to change - if it's possible - the name of the mod in the Polish version of the installer from "Update Pack" to "Pakiet Aktualizacyjny".

2. In the undermentioned screenshot you can see the first page of the installer with the highlighted description, in which there are a few important comments.

Ok, I replaced text "Update Pack" in most cases, but not in headers. Also I suggest "pakiet aktualizacji" instead of "Pakiet Aktualizacyjny" which seems to me more similar to original Russian name of our project: "пакет обновлений".


In the Polish version of the game after installing the Quest Pack probably all new lines/names added by UP are displayed in English.
This is our new feature:

"74. In case of texts absence in Stringtable because of the mods installed, texts of lines implemented in Update Pack and beginning with "UPD_" now are generated from its internal names aligned to English localization."

I think it is better to have English text than empty lines. Your problem is that newest version of "UpdatePack_SupportMod" is not installed.


EDIT:
I checked the "ge3.ini" file before and after installing the Quest Pack and noticed that the language section has been changed slightly...
This doesn't change anything in game in fact.

All new documentation for v1.04 is here (http://rgho.st/6zVKSz24f). German updated by miky miles, Polish updated by Squerol, some corrections was added by me. I remember that Drakon1590 is also working on Polish version, so if you both want, please compare your different versions and give me "combined" or improved one. Also it would be great to have Polish documentation for modders, because now English document installed during Polish Installation. Thank you once again for all, comrades. Sorry for my late reply. I had not enough time for Gothic last weeks, but at last release day is coming.

Drakon1590
25.06.2016, 13:21
I can't agree, Zuben armor is appropriate icon for "Dark Mage" skill.
And I can not agree with you, Zuben's armor represents only himself, and eventually a great power, and in my opinion, the icon assigned to the Dark Mag skill, should be general and represent all of the Dark Mages, as is in case of the other two skills - Water Mag and Fire Mage.



I think it would be better to remove this minor change from Update Pack. We have also a problems with it in Russian version with mods installed. Also I have to note that HUD_Req_Knowledge line originally used in recipes menu.
If so, then I will remove this line from the Polish and English changelog.



I don't want to make it optional because Piranhas did the same thing in Risen 1:
http://upload.worldofplayers.de/files10/R1_QuickSlot0.jpg
Okay, in the end it's nothing important.



Also I can't see what's wrong with my simple translation: <the quick slot number "10" changed to "0">.
In my opinion, your simple translation is inaccurate.



Ok, I replaced text "Update Pack" in most cases, but not in headers. Also I suggest "pakiet aktualizacji" instead of "Pakiet Aktualizacyjny" which seems to me more similar to original Russian name of our project: "пакет обновлений".
In that case, here's the corrected text for the Polish version of the UP installer.
first page:

"Przedstawiamy "Gothic 3 Edycja Rozszerzona v1.75 Pakiet Aktualizacji v(...)".

Ważne uwagi:
- Jest to nieoficjalny Pakiet Aktualizacji, więc instalujesz go na własne ryzyko! Nie ponosimy odpowiedzialności za ewentualne problemy wynikające z jego instalacji.
- Pakiet Aktualizacyjny wymaga Gothic 3 w wersji 1.75.14.
- Poprzednie wersje Pakietu Aktualizacji należy odinstalować.

Kontynuując instalację Pakietu Aktualizacji, akceptujesz tę umowę automatycznie!"
second page:

"Instalator zainstaluje program Gothic 3 v.1.75 Pakiet Aktualizacji w podanym niżej folderze. Proszę wybrać folder, w którym jest zainstalowana gra Gothic 3 v.1.75 kikając przycisk "Przeglądaj...". Kliknij przycisk "Dalej", by kontynuować."



I think it is better to have English text than empty lines.
Then tell me, how can I translate the texts of the game?



All new documentation for v1.04 is here (http://rgho.st/6zVKSz24f). German updated by miky miles, Polish updated by Squerol, some corrections was added by me. I remember that Drakon1590 is also working on Polish version, so if you both want, please compare your different versions and give me "combined" or improved one. Also it would be great to have Polish documentation for modders, because now English document installed during Polish Installation. Thank you once again for all, comrades. Sorry for my late reply. I had not enough time for Gothic last weeks, but at last release day is coming.
I will finish in the next few days, so please be patient.

kAzGuRu
25.06.2016, 21:43
Huh, warum gibt's das nicht auf Deutsch?

George
25.06.2016, 23:05
Huh, warum gibt's das nicht auf Deutsch?
Mhm, vielleicht weil es keiner übersetzt hat? :dnuhr:

kAzGuRu
26.06.2016, 09:44
Mhm, vielleicht weil es keiner übersetzt hat? :dnuhr:

Würde es sich den Lohnen?
Hat jemand kurz eine Auflistung, oder ein Changelog?

Was ist den das jetzt? (http://www.worldofgothic.de/dl/download_523.htm) *Verwirrt* Ist das nicht einfach das Pack und zwar auf Deutsch ;P

giraffe
28.06.2016, 22:11
Hey Gothic-Fans and Creators of the great Update Pack,
I installed Gothic 3 only with Community Patch 1.75.14 and YOUR Update Pack 1.03.15 and I have an irritating bug, which produces a Textur-Cube, which gets bigger and bigger if I change my armor and go around.

FOR THE GERMAN READERS CLICK THE LINK BELOW:
http://forum.worldofplayers.de/forum/threads/1469830-Grafikfehler-beim-R%C3%BCstungswechsel?p=24970028&viewfull=1#post24970028
___________________________________
I installed Gothic 3 in the following order:
- Gothic 3 STEAM -Edition (GERMAN)
- CP 1.75.14
- Update Pack 1.03.15

Of course, I installed all Parts as Admin.
I am playing with AB, but without alternative KI.
____________________________________

EDIT 1: Here are two screenshots of the Texture-Cube:

44538

44539

____________________________________

Description of the BUG:
First of all, I have tested really much cases out and I made some interesting experiences till now, which one of the creators of the Update Pack 1.03.15 certainly use to solve my problem. I would be really happy about this.

BUG: "I get a huge Textur-Cube, if I change my armor in the game."
Detail 1: "The Bug only occurs, if I change my armor sometime after I was damaged by an enemy."
Detail 2: "It also seems, as if the huge Texture-Cube gets out of the face of the hero."
Detail 3: "If I have the Texture-Cube and i reload my savegame, it disappears automatically."
Detail 4: "If I talk to a NPC, where the Hero has an Dialog-Option, the Bug disappears, after the camera showed the talking hero." (thanks to -In Extrem0-)
Detail 5: "The point, where the Bug begins is the starting point of the Texture-Cube and the face of the Hero the Endpoint. The more the hero goes away from the Cube-Starting-Point, the bigger gets the cube.
____________________________________

An example situation, where I get the Bug and where not (in steps):

1) Gothic 3 started on windows and a new game gets started in Ardea, where the people are figthing.
2) Cheat idkfa to get armors
3) Hero change multiple armors and there is no problem.
4) Hero runs into an attack of an orc (opponent) and gets damaged
5) Hero change his armor again and there is the texture bug, how you see on the picture.
____________________________________

My Conclusion

The Texture-Cube occurs first, if I get damaged and the hero shut "urgh" and I change my armor in the further game. So a new function with the face must be the problem. So I really think, it has something to do with the function, where the hero turns to the item when he picks it up is my problem I think.
The mysterious Texture-Cube gets out of the face of the hero and then the cube follows the hero's face and gets bigger and bigger, because it starts, where the bug(armor swap) beginned and ends in hero's face. Then, if I talk to somebody and the camera swaps, when the hero says something, the texture cube disappears. It's like a reset of the hero's face ^^.

Maybe anybody has an idea to solve my Problem? I want to play as soon as possible, because I finite want to play the game further without bugs.



EDIT: I've read the hole thread now and I recognized, that you still need somebody for German translations. I could try to help you, if you still need help with the translations.

Greetings
Giraffe


EDIT : I found another Bug. If I put Two torches on the floor and use one new in the hand, then the new torch generates no light.

Drakon1590
08.07.2016, 01:26
I have wonderful news for you guys. Finally I finished the improvement and translation of Polish and English documentation. Here is the link to download:
https://mega.nz/#!49AQhDxK!0M6aM2W_56jVOW-eoZtogRs-VfrwsksZu0mH8-UHuhw




Here, I've translated documentation to Polish language - translated new entries and corrected the old ones

http://www.mediafire.com/download/skrvnralsrh7du9/Polish_documentation_translated.rar
I compared my documents with documents from Squerol, and saying briefly, his documentation is hopeless.

So I apologise for expressing, but:

Screw you Squerol with your documentation!!

zandr
08.07.2016, 07:33
Hey Gothic-Fans and Creators of the great Update Pack,
I installed Gothic 3 only with Community Patch 1.75.14 and YOUR Update Pack 1.03.15 and I have an irritating bug, which produces a Textur-Cube, which gets bigger and bigger if I change my armor and go around.
...
I am sorry for my late answer. This bug happens with mods installed, it is very rare in original game. Thank you for detailed analysis! It may help me to fix the bug in future.


I found another Bug. If I put Two torches on the floor and use one new in the hand, then the new torch generates no light.
Maybe it's happened that you use "Burnt torch" instead of "Torch"?


I have wonderful news for you guys. Finally I finished the improvement and translation of Polish and English documentation. Here is the link to download:
https://mega.nz/#!E1w0QCgL!ZkJrEuoD_AdRV8OGZ6qLaoMFbWaKAA_tkuqYWOQswjw
Sadly, I can't unzip this file. May you please use any other pack-methods (7z, rar...)?


I compared my documents with documents from Squerol...
Dear Polish comrades xivragis, Squerol & Drakon1590, thank you all for your work.

Lius
08.07.2016, 08:40
@zandr

Here is the Polish and English documentation 7z, archive of Drakon1590 repackaged into other format - http://www.fast-files.com/getfile.aspx?file=116892 ,nothing moves.When you spend officially UP 1.04 ? The waiting time is very long,I hope that I will play with the latest UP and CM.. Please answer §wink

Drakon1590
08.07.2016, 12:49
Sadly, I can't unzip this file. May you please use any other pack-methods (7z, rar...)?
Here you go:
https://mega.nz/#!49AQhDxK!0M6aM2W_56jVOW-eoZtogRs-VfrwsksZu0mH8-UHuhw


Dear Polish comrades xivragis, Squerol & Drakon1590, thank you all for your work.
You're welcome




Here is the Polish and English documentation 7z, archive of Drakon1590 repackaged into other format - http://www.fast-files.com/getfile.aspx?file=116892 ,nothing moves.When you spend officially UP 1.04 ? The waiting time is very long,I hope that I will play with the latest UP and CM.. Please answer §wink
Thanks, but it was unnecessary.

Lius
08.07.2016, 13:00
@Drakon1590 Ok,chciałem tylko pomóc i przyśpieszyć prace,nie mogę się doczekać :D / Ok, I just wanted to help,and speed up the work,I can not wait :D

Drakon1590
08.07.2016, 13:44
@Lius

Wiem i dlatego nie robię z tego problemu. / I know and therefore I'm not making a fuss about it.

zandr
08.07.2016, 20:11
When you spend officially UP 1.04 ?
...
Please wait for few more days.

Lius
09.07.2016, 11:31
Please wait for few more days.Of course,I'm looking forward,it will be great playing.

giraffe
09.07.2016, 13:00
I am sorry for my late answer. This bug happens with mods installed, it is very rare in original game. Thank you for detailed analysis! It may help me to fix the bug in future.

Yes, you're welcome. I Hope you will also find a Solution for this problem :).


Maybe it's happened that you use "Burnt torch" instead of "torch"?

Maybe thats the problem. I will Test it.

greetings
Giraffe

Squerol
10.07.2016, 20:23
I'm hyped about Your patch too. Already reinstalled Gothic 3, it waits for action on HDD with only patch 1.75.14 installed$§p4$§p4$§p4§wink§wink§wink:):):)$§p4$§p4$§p4

Dodan
15.07.2016, 12:43
It's very cool that there are still people out there who are working on making Gothic 3 a better game!
I'm going to play Gothic 3 with the new Update Pack.

I hope the waiting time will be over soon §wink

zandr
22.07.2016, 18:09
22.07.2016 a new Gothic 3 v1.75 Update Pack v1.04.10 released.

Lius
22.07.2016, 18:41
22.07.2016 a new Gothic 3 v1.75 Update Pack v1.04.10 released.


Fantastic news , big thanks to everyone involved in the creation of the new version,especially for you zandr. §knuff:gratz

Squerol
22.07.2016, 19:23
22.07.2016 a new Gothic 3 v1.75 Update Pack v1.04.10 released.

That's music to my ears, Thank You Zandr :)

miky miles
22.07.2016, 21:50
Wonderful! :gratz
Thank you for that great work and release, zandr! §knuff

Rhobar III
22.07.2016, 22:11
compatible with Content Mod 3.0? How is the Installation Order?

ETPC
23.07.2016, 01:17
22.07.2016 a new Gothic 3 v1.75 Update Pack v1.04.10 released.

Amazing! Is this planned to be the last patch?

zandr
23.07.2016, 22:30
Is this planned to be the last patch?I don't know what to say. I'd like to hope for v1.05 in future, but right now I have no any plans.

ETPC
24.07.2016, 05:13
I don't know what to say. I'd like to hope for v1.05 in future, but right now I have no any plans.

Ah, ok! I hope I didn't come off as rude, I meant to ask in a way that was like "if I play now, will I have to worry about anymore bugs?"

zandr
24.07.2016, 10:21
... "if I play now, will I have to worry about anymore bugs?"
There are some rare bugs in Gothic 3 which still have not been fixed, but don't worry about them.

iGom
24.07.2016, 22:52
Viruses. :/


https://www.virustotal.com/pl/file/7edd5c3f4a6813b910c11e2dc72dd57ebaceb4805a4f367c890f9c26dc893741/analysis/

Robespier
25.07.2016, 17:44
Viruses. :/
https://www.virustotal.com/pl/file/7edd5c3f4a6813b910c11e2dc72dd57ebaceb4805a4f367c890f9c26dc893741/analysis/
There are no viruses but patcher for dll-files.

emperorsfist
31.07.2016, 18:14
Thank you for your hard work. It~s great to see Gothic 3 being still polished into a great game. If I may have a question, since you touched up the combat system and made 'swim sprinting' a thing, would you consider at some point tweaking the skills for bows and crossbows so that they speed up your reload (if such thing is even possible)? It would make ranged weapons into more viable options, since now the crossbows are quite slow to use (and the aiming does not help).

ETPC
02.08.2016, 04:14
Is there a bug in Mora Sul when killing Orknarok that you can't report his death to Masil after being told to escort him to the Temple? Masil won't speak to me and the only option that come up is the option to pickpocket him. I know you are supposed to be able to tell him there was an accident, is that right? I only know about this way through a walkthrough but it could be totally making things up.

Beatart
03.08.2016, 09:56
Can you please also do the same changes for G3 Forsaken Gods Patch v2.01?
Just only a "quick loot" will be very helpfull.

Squerol
05.08.2016, 17:09
Hey zandr, I've encountered a problem with Your new evade system - it's glitched when player character is inside any cave in game world (even under that half-cave spot with wolves, near monastery). In caves, evade animation is playing, but hero is not jumping backwards + you can freely float around when You hold movement keys when evade animation is playing.

Second thing, I saw that single one-handed weapons and one-handed+shield have strange way to break NPC's shield/weapon block - if we spam combination : RMB (right mouse button) + LMB (left mouse button) + RMB + LMB + RMB + LMB + RMB + LMB and so on... we can endlessly break any NPC/Orc block without possibility of spammed enemy to fight back. It's ridiculous - especially that two-handed weapons don't have such ability. Would be cool if that block breaking effect of attacks spam would be disabled by You in next Update Pack (of course if You will make that one). Dual-wield whirlwind attack (RMB hold) is overpowered too - would be better if NPCs or hero could block that attack with any weapon, like whirlwind of two-handed orc/humans weapons.

Thanks §wink

ETPC
24.08.2016, 22:24
Thank you so much again. I'm so glad I got to experience this game with all these amazing fixes and enhancements. Gothic 3 is still amazing in 2016!

milfhunt3r
13.09.2016, 08:44
Thank you for this amazing update zandr and your team. But after I updated this pack, especially try to play Adrenaline mode 3.2 my game does not load and I get the message of "microsoft visual c++ r6025 pure virtual function call". Whatever I do I cannot get rid of it. Any have same problem or idea what should I do ? I make tons of installs and have a new insane gamer PC. I have this message just when my upload bar in the end first I get message of Scripted script is not registered: Onllit! . But if I remove your update or reinstall w/o it everything works fine

Vaana
01.10.2016, 18:18
Hi
After playing Gothic 3 with your update pack, I decided to play G3FG. After starting a new game I realized how unplayable the game was for me. I was missing lot of features that the update pack introduced. For example: Being able to run while your inventory is open, Unused things like bookshelfs show up orange until you read them, being to teleport by double clicking on the icon of the city, ect... . So why am I writing this ? I would like to give you some suggestions that I would like to see in the update pack. I would also like to ask you if you will make something similar to the update pack for G3FG aswell. If so I have also made a list for that.

G3
- Falling damage seems to be calculated based on the time spent falling not the vertical distance fallen. This wouldnt be a problem but sometimes you can easily get killed just by being in the air for too long. example: Try to jump on a back of a cow. You will float over it and if you can balance it well you can float for a long time. But after you fall down it will instantly kill you even you have fallen just a half a meter
- You can easily climb mountains by jumping again and again when you start falling. example: https://youtu.be/OtG4SivNdAk?t=5m18s . This can be fixed by disabling jump when you start falling.
- I think it would be really nice if city icons would change color based on the side. example : This is how the maps looks like when you start the game http://www.jpeg.cz/images/2016/10/01/rbisK.png . This is how it could look like when you liberate Varant and Myrtana http://www.jpeg.cz/images/2016/10/01/2lBAL.png .
- Everybody knows that you can hold CTRL and pickup Items quicker. If there would be a delay between every item it would be the same as just grabbing it
- The take all option when looting chests or bodies is very annoying. Why ? Because the position of the cursor changes when you move your mouse even if you are not in the menu. This is fixed in Risen because when you click on the take all button and move mouse however you want it will still be on the take all button when you go loot another body/chest.
- In both G3 and G3A I had the "slow motion" problem. I fixed it in the ge3.ini
By changing this
Timer.ThreadSafe=true
To this
Timer.ThreadSafe=false
I think it would be better having an option in the settings to turn this on/off


If you are going to make a G3FG version here is a list of my suggestions. If not than the rest of this is useless
G3FG
- Include the update pack changes
- HUD is made for 4:3 and because of that its strected on my 16:9 monitor. example: 4:3 http://www.jpeg.cz/images/2016/10/01/A9MjC.png 16:9 http://www.jpeg.cz/images/2016/10/01/vY19x.png
- Teleport stones dont take any mana. In G3 they do take mana.
- You can still use the Beliar/Innos statues to pray even if the gods were banished. (If you decide to destroy the artefacts of Adanos in G3 and try to use one of the statues hero will just say "NO")
- Add abillity to change the key for the quick side jumps. I dont see a use for them. I cant count on my fingers how many times have I accidentaly jumped out of the arena because i doublepressed S.
- 4 Passes to Nordmar are still open.
- Add more language options to the menu. example: Czech language is already included in the Enhanced Editon. But if I want to use it I have to edit a line in ge3.ini
I changed this
Subtitle.SupportedCount=5
Subtitle.Entry_0=English
Subtitle.Entry_1=Italian
Subtitle.Entry_2=French
Subtitle.Entry_3=German
Subtitle.Entry_4=Spanish


To this
Subtitle.SupportedCount=5
Subtitle.Entry_0=English
Subtitle.Entry_1=Czech
Subtitle.Entry_2=French
Subtitle.Entry_3=German
Subtitle.Entry_4=Spanish


When it could be like this from the start
Subtitle.SupportedCount=6
Subtitle.Entry_0=English
Subtitle.Entry_1=Italian
Subtitle.Entry_2=French
Subtitle.Entry_3=German
Subtitle.Entry_4=Spanish
Subtitle.Entry_5=Czech
- Add an option to change the FG hero model to the G3 hero model

That should be all. Thanks for reading and potentially responding.

Ishmael2379
02.10.2016, 14:11
I can't install the Update Pack. I installed the game through Steam and applied the Community Patch, so the version of Gothic3Final.exe is 1.75.20108.14, which is the version the Update Pack requires. But when prompted to 'Select the folder to install Gothic 3 v1.75 Update Pack in', I browse to the folder where G3 is installed but I can't click the 'OK' button to confirm. So the Update Pack installer doesn't recognize that I have the correct version of G3, although I do. How can I fix this?

zandr
03.10.2016, 12:29
...would you consider at some point tweaking the skills for bows and crossbows so that they speed up your reload (if such thing is even possible)? It would make ranged weapons into more viable options, since now the crossbows are quite slow to use (and the aiming does not help).
In fact Crossbow II and Crossbow III perks increase reload speed in original game.


Can you please also do the same changes for G3 Forsaken Gods Patch v2.01?
Just only a "quick loot" will be very helpfull.
Sorry, I have no time for G3a.


Hey zandr, I've encountered a problem with Your new evade system - it's glitched when player character is inside any cave in game world (even under that half-cave spot with wolves, near monastery). In caves, evade animation is playing, but hero is not jumping backwards + you can freely float around when You hold movement keys when evade animation is playing.
Thanks. I know about this problem and hope to fix it in future.


...I would also like to ask you if you will make something similar to the update pack for G3FG aswell.
No, sorry.


...I would like to give you some suggestions that I would like to see in the update pack...

G3
- Falling damage seems to be calculated based on the time spent falling not the vertical distance fallen. This wouldnt be a problem but sometimes you can easily get killed just by being in the air for too long. example: Try to jump on a back of a cow. You will float over it and if you can balance it well you can float for a long time. But after you fall down it will instantly kill you even you have fallen just a half a meter
- You can easily climb mountains by jumping again and again when you start falling. example: https://youtu.be/OtG4SivNdAk?t=5m18s . This can be fixed by disabling jump when you start falling.
- I think it would be really nice if city icons would change color based on the side. example : This is how the maps looks like when you start the game http://www.jpeg.cz/images/2016/10/01/rbisK.png . This is how it could look like when you liberate Varant and Myrtana http://www.jpeg.cz/images/2016/10/01/2lBAL.png .
- Everybody knows that you can hold CTRL and pickup Items quicker. If there would be a delay between every item it would be the same as just grabbing it
- The take all option when looting chests or bodies is very annoying. Why ? Because the position of the cursor changes when you move your mouse even if you are not in the menu. This is fixed in Risen because when you click on the take all button and move mouse however you want it will still be on the take all button when you go loot another body/chest.
- In both G3 and G3A I had the "slow motion" problem. I fixed it in the ge3.ini
By changing this
Timer.ThreadSafe=true
To this
Timer.ThreadSafe=false
I think it would be better having an option in the settings to turn this on/off
Thank you! I will think about these features together with many others in my list.


I can't install the Update Pack. I installed the game through Steam and applied the Community Patch, so the version of Gothic3Final.exe is 1.75.20108.14, which is the version the Update Pack requires. But when prompted to 'Select the folder to install Gothic 3 v1.75 Update Pack in', I browse to the folder where G3 is installed but I can't click the 'OK' button to confirm. So the Update Pack installer doesn't recognize that I have the correct version of G3, although I do. How can I fix this?
Please check everything once again, because there are no other requirements:
- You should have "Gothic3.exe" in your destination folder.
- It's version should be "1.75.20108.14" [size = 196.608, md5 = b163c1a067f858c3af97ebcf91eb3a34]

Ishmael2379
03.10.2016, 19:46
Yeah... the problem is that Steam updates the file Gothic3Final.exe to 1.75.20108.14 but not Gothic3.exe. So manually downloading and installing the (very same) community patch again fixes this problem because then Gothic3.exe gets updated to 1.75.20108.14.

Knowing this, maybe a simple renaming of the file 'Gothic3Final.exe' to 'Gothic3.exe' may fix it, too, but I didn't get to try that so I can't say for sure.

Ah well, this may be interesting information for future Steam users who run into the same problem. Anyway, thanks for your reply ;)

Squerol
12.11.2016, 23:15
Hey zandr.

I've modified Your dodging system - not much, just changed animation.
Right now our character is rolling and we can change direction during roll §wink

Download
http://www.mediafire.com/file/19k19617hluhaci/_compiledAnimation.rar
(http://www.mediafire.com/file/19k19617hluhaci/_compiledAnimation.rar)
Just copy "_compiledAnimation" folder to Gothic 3 "Data" folder

Short video:

http://www.youtube.com/watch?v=QFSLbl0icDI

zandr
13.11.2016, 13:03
I've modified Your dodging system - not much, just changed animation.
Right now our character is rolling and we can change direction during roll §wink
I offered to our testers to try this animation in one of of 1.04 beta versions last spring. In fact the hero does not perform any movement, but stay at the same place. So I decided to left implementation of rolling for future, because it need some additional engine modifications.

Squerol
14.11.2016, 17:36
I offered to our testers to try this animation in one of of 1.04 beta versions last spring. In fact the hero does not perform any movement, but stay at the same place. So I decided to left implementation of rolling for future, because it need some additional engine modifications.

Oh, sorry so zandr. I thought You've didn't messed with acrobatics animation before.
Anyway, for me that rolling it's cool even with that movement problem - at least when moving with character it works without any problems §wink

Trolleule
26.11.2016, 01:14
hi guys,
still nice work zandr! Ive a question, maybe a suggestion. It is currently possible to highlight all items on the ground near u by pressing a key, if not u will implement it in next update maybe? :)

zandr
29.11.2016, 07:37
Ive a question, maybe a suggestion. It is currently possible to highlight all items on the ground near u by pressing a key, if not u will implement it in next update maybe?
Yes, it is possible using cheat "show 1", see documentation for details.

I am currently working on fixes for v1.04.11 and new content for v1.05. Our project is open for suggestions from community, although I have a huge list with hundreds of ideas and possibility to implement only a few of them in the next version.

Der andere Milten
04.12.2016, 20:42
There seems to be a problem involving stone tablets. Once you have 2 or more of those in your inventory you may select one of them and get the 3 aw bonus, but the rest becomes unusable (for good).

I reinstalled g3 with just cp 1.75.14 and it works fine, but when you add this patch it gets screwy. Btw the bug is persistent, reloading does not help.

zandr
05.12.2016, 05:26
There seems to be a problem involving stone tablets. Once you have 2 or more of those in your inventory you may select one of them and get the 3 aw bonus, but the rest becomes unusable (for good).

I reinstalled g3 with just cp 1.75.14 and it works fine, but when you add this patch it gets screwy. Btw the bug is persistent, reloading does not help.

I know about this bug and I am sorry for such a pity mistake. A bugfix has been prepared few months ago, but I'd like to make some more things for v1.04.11 before it will be published. Nevertheless this bug is not critical, please use quickslots to read stone tablets.

Der andere Milten
09.12.2016, 18:51
Thanks, I have a few suggestions for future updates.

1. Vendors for stone tablets should spawn a fixed amount of tablets. 4 Seems to be the limit, with 13 vendors in game that's a difference of 156 ak merely due to random chance. If it's anyway possible set a fixed amount of 3 or 4 per vendor.

2. Graves (marked by a skull, requiring a showel to dig) should work more like regular containers, i.e. generate contents upon reload, rather then restarting the game; and provide a one time loot (rather then unlimited refills upon save/restart).

zandr
09.12.2016, 19:04
1. Vendors for stone tablets should spawn a fixed amount of tablets. 4 Seems to be the limit, with 13 vendors in game that's a difference of 156 ak merely due to random chance. If it's anyway possible set a fixed amount of 3 or 4 per vendor.
This is easy task for modders.


2. Graves (marked by a skull, requiring a showel to dig) should work more like regular containers, i.e. generate contents upon reload, rather then restarting the game; and provide a one time loot (rather then unlimited refills upon save/restart).
I have already tried to fix this bug and I want to make another attempt for v1.05. The problem is that G3 engine doesn't correctly save changed parameters of graves.

Trolleule
25.12.2016, 01:28
Yes, it is possible using cheat "show 1", see documentation for details.
....

Hi zandr,
i used this "cheat" since i've asked for it and currently after having a short break of 2 days my Gothic 3 freezes every time when i write "show 1" in the console. I tried a early save game but the same. Immediately after typing "show 1" Gothic 3 freezes, one time with "Wheres the Guru" window and then iam not even able to kill the process so i've to log out from system to get control :D

Do u have an idea what happened here?

Sagrido
21.04.2017, 12:52
How's this update coming along, is 1.04.11 done anytime soon?

PnCIa
03.05.2017, 15:33
There is a bug that i have since upgrading to .10...hitting zombies does not make any sound. The impact sound on the zombie and the "kill sound" that plays sometimes is missing.
No other creature or NPC seems to be affected by this.

zandr
04.05.2017, 13:03
Sorry for very late answers, comrades.


...Immediately after typing "show 1" Gothic 3 freezes, one time with "Wheres the Guru" window and then iam not even able to kill the process so i've to log out from system to get control :D

Do u have an idea what happened here?

This new type of cheats may increase lags (especially "show 12345678"), but does not cause any critical problem on my PC. So for now I have no ideas how to fix that.


How's this update coming along, is 1.04.11 done anytime soon?

I don't know that, sorry. Maybe few weeks, maybe few months.


There is a bug that i have since upgrading to .10...hitting zombies does not make any sound. The impact sound on the zombie and the "kill sound" that plays sometimes is missing.
No other creature or NPC seems to be affected by this.

I know about it, the same thing happens with ice golems. I'll try to remake this feature.

PnCIa
05.05.2017, 10:16
I know about it, the same thing happens with ice golems. I'll try to remake this feature.
Cool :):gratz

Now...if anyone could take a couple of years off work and create a new combat system xD

mybad
03.06.2017, 16:59
thank you for making this, it makes the game much more fluid, i can't believe i could watch that many item pickup animations before.


I never played g3 without the community patch, so i don't know if this issue was in the original game, but whenever i disable shadows, torch and light spell dynamic shadows remain. This sucks because of the performance impact, and running with a torch in a cave is like a disco.

Would it be possible to fix this?

George
04.06.2017, 00:10
Would it be possible to fix this?
Yes, it is possible, though I am not sure that it will cure cure the performance issuses.
I disabled the CastShadows property in the torch and light spell templates.

Copy the content of the attached archive into the Data directory located in your Gothic 3 install folder.

mybad
04.06.2017, 18:30
Yes, it is possible, though I am not sure that it will cure cure the performance issuses.
I disabled the CastShadows property in the torch and light spell templates.

Copy the content of the attached archive into the Data directory located in your Gothic 3 install folder.

you're amazing, it works! thank you very much :dup:

Aztec2012
29.07.2017, 11:42
Please make a worn weapons repair option. No repair is so stupid.

zandr
29.07.2017, 16:31
Please make a worn weapons repair option. No repair is so stupid.Probably it will be done for v1.05. Some other long-awaited features are also in progress, e.g.:

https://upload.worldofplayers.de/files10/G3_OpenLocksTest2.jpg

Aztec2012
30.07.2017, 19:19
Probably it will be done for v1.05. Some other long-awaited features are also in progress, e.g.:

https://upload.worldofplayers.de/files10/G3_OpenLocksTest2.jpg


It will be cool. Any probably release date v1.05?

zandr
30.07.2017, 21:15
It will be cool. Any probably release date v1.05?
Maybe this year.

Jogos
07.09.2017, 09:15
Hello @zandr I have three questions to you. The first question, is what important changes and new features will be in the final version of the Update Pack ? Two, what is the progress of the final version of Update Pack ? Three, when is the final version of the Update Pack most likely to be released ?

Thank you in advance for your replies, and I look forward to it :gratz

zandr
07.09.2017, 21:10
...what important changes and new features will be in the final version of the Update Pack ?
I have no ideas about "final version". I hope for further development of our project. Take part in beta-testing if you want to know more about new features on which we are currently working. This is one new screenshot for you:
https://upload.worldofplayers.de/files10/1sdh1drlhzVgdIeaTCG3_PoliticalIcons.jpg


Two, what is the progress of the final version of Update Pack ? Three, when is the final version of the Update Pack most likely to be released ?
Sorry, I really don't know. Maybe in 2017, but most likely in 2018. Progress grows slowly, maybe about 50% is ready.

Jogos
08.09.2017, 09:35
I have no ideas about "final version". I hope for further development of our project. Take part in beta-testing if you want to know more about new features on which we are currently working. This is one new screenshot for you:<br>
<img src="https://upload.worldofplayers.de/files10/1sdh1drlhzVgdIeaTCG3_PoliticalIcons.jpg" border="0" alt=""><br>
<br>
<br>
Sorry, I really don't know. Maybe in 2017, but most likely in 2018. Progress grows slowly, maybe about 50% is ready.

I also hope that the project will be further developed, you are doing a good job. Is it possible to improve the combat system? I think this is the main problem of G3. And maybe some new things from Risen ?. When I have any new ideas, I'll let you know :gratz.

kAzGuRu
14.09.2017, 11:37
Wie was wää:dnuhr: das Update Pack wird Weiterentwickelt ?? :gratz

zandr
14.09.2017, 13:48
Wie was wää:dnuhr: das Update Pack wird Weiterentwickelt ?? :gratz
We are planning some new useful features and bugfixes as usual.

Robespier
18.09.2017, 06:53
Alles Gute zum Geburtstag von einem der größten Gothic-Freunde auf der Welt.
Es lebe zandr! Lass dich für mehrere Jahrzehnte nicht fertig machen, Morra! Klar?

Jogos
26.11.2017, 11:12
@zandr

What a progress ? What new features will be available in 1.05 ?

Jogos
17.12.2017, 10:05
@zandr where are you ? :dnuhr:

zandr
17.12.2017, 12:43
Sorry, comrades. There is no progress since last summer. I'll inform you when it happen. There are two screens which have not been published before:https://upload.worldofplayers.de/files10/G3_NewSavegameFormat.jpghttps://upload.worldofplayers.de/files10/G3_TradeQualityIcon.jpg

miky miles
19.12.2017, 12:49
@zandr: Is there any chance of releasing new UpdatePack with current features in near future? Thanks for your effort! :gratz

Barracuss
19.12.2017, 23:42
I would like to know if it is possible to scale the names of NPC's that appear above their heads when facing them, when play at a high screen resolution as part of the update. At the moment the names above their heads do not scale to the correct size at higher resolutions.

Jogos
23.12.2017, 13:07
@zandr

I was hoping that you would release a new version after the new year :(

zandr
01.01.2018, 14:17
I was hoping that you would release a new version after the new year :(
31.12.2017 a new Gothic 3 v1.75 Update Pack v1.04.11 released (https://forum.worldofplayers.de/forum/threads/1347969-Release-Gothic-3-v1-75-Update-Pack?p=22705533&viewfull=1#post22705533).

Fixed bugs of the previous v1.04.10:- It was impossible to read more than one stone tablet from the inventory menu.
- Graphical glitches in some occasions of armors using.
- Game crash when the hero tries to smoke the joint at the campfire without interaction points nearby.
- When falling into a knockdown damage receiving is possible again, however the falling can't be interrupted.
- The hero could move when approaching and exiting the interaction mode with alchemist's bench, cooking pot, tree felling and repairing.
- The messages about received items, when pressing the "Take all" button or trading, could be displayed in the order inconsistent to the items sorting.
- A pierce attack with a blunt weapon could knock the opponent off his feet.
- Now (when using the "show 1" cheat), NPC' body names are displayed in brown as well as armors.