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How's it going Rata? Did you try again? So far it seems that Ratamahatta and SuperQuail are the only ones that got this bug. Fjodik, Gwyn and me have not encountered anything thus far, though im not sure if Fjodik is still on chapter 1 like me or not. I guess Demondays might also have the bug with display that might be linked to interacting bug, he didnt say. Anyway. It seems this bug is acknowledged by Unknown but not encountered by everyone playing. Very strange indeed. I wonder what could set it off.
If Unknown did indeed fix the issue with his latest scripts, then maybe someone can ask him directly on russian forums what exactly was the issue and what needs to be done? Seems far easier than to test every part of the game out ourselves to find the exact trigger, when he knows the answer, no?
Gwyn-Deith
13.12.2016, 06:07
Ahh yes your right a few new files where added and some of the ZEN files seem to be bigger too. I cannot speak Russian so someone else will need to get in contact with him :dnuhr:.
Ratamahatta
13.12.2016, 11:48
How's it going Rata? Did you try again?
Hi fellas,
yes I did try as you suggested with BASE file from unknown's fix instead of Dark.vdf - just loading screen and some fonts were changed but everything was the same unfortunately. I also tried to enter VoM before going to visit Jharkendar (I usually go to Jharkendar in the first place) to check previously mentioned theory ''Chapter in the meantime' - still the same. no difference if everything happens in chapter 2 or 3.
well, looks like I simply will have to ignore this bug, a bit of inconvenience but whatever :) atm I'm clearing Jharkendar and gathering my own list of suggestions and small bugs :)
Ratamahatta
13.12.2016, 12:30
Ahh yes your right a few new files where added and some of the ZEN files seem to be bigger too. I cannot speak Russian so someone else will need to get in contact with him :dnuhr:.
here is the list of all changes that were done in his last fix (for all to be applied correctly a new game is needed):
▶ Fixed problem with interactive objects in chapter 3 (those who have a problem with that, you can continue the game without starting a new game)
▶ Now, hunger, thirst and fatigue do not kill, but health is lowered to 20%
▶ rebalanced crafting bows
▶ Added a few sawing planks in the Valley of Mines
▶ You can no longer get armour crafting blueprints from Carl if you knock him down.
▶ Added ability to buy Light, Medium and Heavy guardian armor from Huno. Removed heavy armor from the Bloodwyn's chest - it is available to by from Huno after you deal with Bloodwyn (too good to be freebie)
▶ Added ability to buy Watermages robe from Cronos (only for the magician)
▶ Added miner's trousers from G1
▶ Fixed a quest for mercenaries with militia
▶ A number of other minor changes ...
Regarding contacting unknown111 in Russian forum - there is no problem to ask a question in English and address it to him directly - he will respond most likely in Russian language, but it is no problem I could help you to translate what he says. Or maybe we could kindly ask Magoth to be our medium in this technical conversation? :gratz
Well. I guess the question that needs to be asked is rather simple: What exactly was changed in the scripts to fix the bug mentioned here: "Fixed problem with interactive objects in chapter 3"
Thats it. If he can provide more info on this then maybe Gwyn can make a quick fix to the english scripts 0.9.6.1 and we are all good to go :)
(Also the passive NPC's issue! I have no idea if its related to this or not, so better ask that too while you're at it!)
Well. I guess the question that needs to be asked is rather simple: What exactly was changed in the scripts to fix the bug mentioned here: "Fixed problem with interactive objects in chapter 3".
Hi, Sagrido :)
It has been changed, it is: ↓↓↓
var C_Npc her;
her = Hlp_GetNpc(PC_Hero);
if(Hlp_GetInstanceID(self) == Hlp_GetInstanceID(her))
{
self.aivar[AIV_INVINCIBLE] = TRUE;
PLAYER_MOBSI_PRODUCTION = MOBSI_SmithWeapon;
AI_ProcessInfos(her);
};
on this: ↓↓↓
if(Hlp_GetInstanceID(self) == Hlp_GetInstanceID(hero))
{
self.aivar[AIV_INVINCIBLE] = TRUE;
PLAYER_MOBSI_PRODUCTION = MOBSI_SmithWeapon;
AI_ProcessInfos(hero);
};
in all the MOBSI.
Ps, Is possible before the Christmas holidays will be another small update.
MfG MaGoth, :gratz
Gwyn-Deith
14.12.2016, 04:27
Haha wow i actually saw that change in the scripts and wasn't sure if that was it, its such a minor change, thanks!!! Not to mention since i couldn't replicate the bug in my game so i had no way to test it. I will quickly patch in the fix by tonight and let me know if it fixed the issue for those who ran into it. §wink
Gwyn-Deith
14.12.2016, 10:31
Quickfix for L'hiver 0.96.1 scripts (both v1 and v2):
Quick little update to (hopefully) fix bug after the transition between chapter 2 and 3. MAINLY for those already using the new 0.96.1 scripts to check if it fixes the bug.You should be able to continue from current save game.
Instructions: Just copy the desired version v1 (survival) or v2 (non-survival) scripts into the Gothic II data folder.
Download: https://www.dropbox.com/s/t1l558qw1bkicac/L%27hiver_0.9.6.1_quickfix.rar?dl=0
Note: The main update post for L'hiver 0.96.1 i made will be updated as well later.
Ratamahatta
14.12.2016, 16:20
Quickfix for L'hiver 0.96.1 scripts (both v1 and v2):
Quick little update to (hopefully) fix bug after the transition between chapter 2 and 3. MAINLY for those already using the new 0.96.1 scripts to check if it fixes the bug.You should be able to continue from current save game.
Instructions: Just copy the desired version v1 (survival) or v2 (non-survival) scripts into the Gothic II data folder.
Download: https://www.dropbox.com/s/t1l558qw1bkicac/L%27hiver_0.9.6.1_quickfix.rar?dl=0
Note: The main update post for L'hiver 0.96.1 i made will be updated as well later.
$§p4 tested, all good - all objects are working again and foes reconise NH as an enemy! thanks a lot for all of you guys!
btw - once in Jharkendar, go to the pub in bandit's camp. on the upper floor there is a nice addition. with even nicer purpose - just wait for the right moment in the evening :gratz
SuperQuail
14.12.2016, 17:21
Quickfix for L'hiver 0.96.1 scripts (both v1 and v2):
Quick little update to (hopefully) fix bug after the transition between chapter 2 and 3.
Also tested. Also good.
Thanks to everyone who helped.
Quickfix for L'hiver 0.96.1 scripts (both v1 and v2):
Quick little update to (hopefully) fix bug after the transition between chapter 2 and 3. MAINLY for those already using the new 0.96.1 scripts to check if it fixes the bug.You should be able to continue from current save game.
Instructions: Just copy the desired version v1 (survival) or v2 (non-survival) scripts into the Gothic II data folder.
Download: https://www.dropbox.com/s/t1l558qw1bkicac/L%27hiver_0.9.6.1_quickfix.rar?dl=0
Note: The main update post for L'hiver 0.96.1 i made will be updated as well later.
This is awesome! Thank you so much for the quick fix!
Where is the "main update post" you mention? Did you make your own thread? If not, then maybe you should since most new people coming here wont search through all the pages but just download Matteo's first OP, which is kinda broken, so maybe make a new thread dedicated to 0.96.1?
Anyway, thanks again! Now I can continue my journey ^^
Ratamahatta
14.12.2016, 21:45
maybe you should since most new people coming here wont search through all the pages but just download Matteo's first OP, which is kinda broken, so maybe make a new thread dedicated to 0.96.1?
Gwyn, I think this is a good idea since Mateo is gone atm somewhere. Make a new thread so you could keep updates in the front page and manage it, and we will share our experience and feedbacks :) thanks again for taking care and being really pro-active!
Does anyone know what was actually changed in the latest big BASE file? It was 781 mb and the old was 775 mb. I have tried both and all I can see is that there is a new startmenu background picture and new text font for all text (which is really bad! Very difficult to read). So I am thinking of just running with the original 0.9.6 Green BASE, unless there was something important added with the "fix"?
Ratamahatta
15.12.2016, 12:41
Does anyone know what was actually changed in the latest big BASE file? It was 781 mb and the old was 775 mb. I have tried both and all I can see is that there is a new startmenu background picture and new text font for all text (which is really bad! Very difficult to read). So I am thinking of just running with the original 0.9.6 Green BASE, unless there was something important added with the "fix"?
as I wrote before - here is the list of all changes that were done in unknown111's latest fix:
▶ Fixed problem with interactive objects in chapter 3 (those who have a problem with that, you can continue the game without starting a new game)
▶ Now, hunger, thirst and fatigue do not kill, but health is lowered to 20%
▶ rebalanced crafting bows
▶ Added a few sawing planks in the Valley of Mines
▶ You can no longer get armour crafting blueprints from Carl if you knock him down.
▶ Added ability to buy Light, Medium and Heavy guardian armor from Huno. Removed heavy armor from the Bloodwyn's chest - it is available to by from Huno after you deal with Bloodwyn (too good to be freebie)
▶ Added ability to buy Watermages robe from Cronos (only for the magician)
▶ Added miner's trousers from G1
▶ Fixed a quest for mercenaries with militia
▶ A number of other minor changes ...
as I wrote before - here is the list of all changes that were done in unknown111's latest fix:
▶ Fixed problem with interactive objects in chapter 3 (those who have a problem with that, you can continue the game without starting a new game)
▶ Now, hunger, thirst and fatigue do not kill, but health is lowered to 20%
▶ rebalanced crafting bows
▶ Added a few sawing planks in the Valley of Mines
▶ You can no longer get armour crafting blueprints from Carl if you knock him down.
▶ Added ability to buy Light, Medium and Heavy guardian armor from Huno. Removed heavy armor from the Bloodwyn's chest - it is available to by from Huno after you deal with Bloodwyn (too good to be freebie)
▶ Added ability to buy Watermages robe from Cronos (only for the magician)
▶ Added miner's trousers from G1
▶ Fixed a quest for mercenaries with militia
▶ A number of other minor changes ...
Ye I know this, but this doesnt help me narrowing it down to what was changed in the BASE file specifically. I guess "Added a few sawing planks in the Valley of Mines" has to do with the BASE file, but stuff like fixed quest and other is script related.
Gwyn-Deith
16.12.2016, 03:28
I want to make a new post for the scripts but i am concerned that it will split the L'hiver ENG mod thread into two which also might confuse people. I am leaning towards just creating a new thread though since making a new post in this every time the scripts are updated is a bit silly.
Ye I know this, but this doesnt help me narrowing it down to what was changed in the BASE file specifically. I guess "Added a few sawing planks in the Valley of Mines" has to do with the BASE file, but stuff like fixed quest and other is script related.
Dont worry about missing out on anything major its only a few new animation files and meshes added (i suspect its the g1 trousers) however I have NOT changed the ENG scripts to account for the new changes.
The base file whether it be Green or Dark version just store the assets the mod/game uses while the scripts handle most of the game logic e.g. quests, dialogue, items if you where still wondering.
Ratamahatta
16.12.2016, 10:38
I am leaning towards just creating a new thread though since making a new post in this every time the scripts are updated is a bit silly .
Yes, do so- it wll allow you to properly administrate thread as well. Just make a final post here that all info is moved to another thread and should be ok for people not to get confused :) and if none of us will post replies here anymore this thread will be burried soon enough...
SuperQuail
16.12.2016, 14:36
Yes, do so- it wll allow you to properly administrate thread as well. Just make a final post here that all info is moved to another thread and should be ok for people not to get confused :) and if none of us will post replies here anymore this thread will be burried soon enough...
I agree, your work would benefit from a 'clean' thread. I'm going to make a video covering this mod translation so that more people become aware of it and I'll link the new thread to the video.
To who should credits be given, other than unknown111?
Ratamahatta
16.12.2016, 14:57
To who should credits be given, other than unknown111?
Gwyn-Deith and mat-th-ew?
BTW - how on earth did this guy managed to get that far? :)
https://s24.postimg.org/6jjw51g5h/deaddh.jpg
I want to make a new post for the scripts but i am concerned that it will split the L'hiver ENG mod thread into two which also might confuse people. I am leaning towards just creating a new thread though since making a new post in this every time the scripts are updated is a bit silly.
Dont worry about missing out on anything major its only a few new animation files and meshes added (i suspect its the g1 trousers) however I have NOT changed the ENG scripts to account for the new changes.
The base file whether it be Green or Dark version just store the assets the mod/game uses while the scripts handle most of the game logic e.g. quests, dialogue, items if you where still wondering.
Ok thanks for clearing that up! I will just stick to the 0.9.6 Base green then, because I did not like the messed up Font of the fixed Base.
About a new thread. Why only take the Scripts? You could take both script and base file and create a new "ultimate thread" where people get everything they need in the OP, and just give credit to Matteos work. He used Unknowns file to make it into english 0.9.6, you use his file to make it into 0.9.6.1 and perhaps even 0.9.7 when that comes out. As long as credit is given for previous work I think its fine to build upon others :) Many people does this already in the community.
0.9.7 released..
Notes are with Google Translate:
▶ Added animation chopping firewood from Mark56
▶ Added a large number of objects in the swamp Yarkendara
▶ Now orcs can punch your block, if the skill of gun ownership is less than 60%. The power of penetration depends on the weapon skill
▶ Now sword master is likely to hit the block. Damage caused when punching depends on the dexterity
▶ Heavy steel bow (Kraft) is now protected against knocks arrows trolls
▶ A few minor edits
http://worldofplayers.ru/threads/36390/page-62#post-907791
Ratamahatta
21.12.2016, 18:48
0.9.7 released..
Notes are with Google Translate:
▶ Added animation chopping firewood from Mark56
▶ Added a large number of objects in the swamp Yarkendara
▶ Now orcs can punch your block, if the skill of gun ownership is less than 60%. The power of penetration depends on the weapon skill
▶ Now sword master is likely to hit the block. Damage caused when punching depends on the dexterity
▶ Heavy steel bow (Kraft) is now protected against knocks arrows trolls
▶ A few minor edits
http://worldofplayers.ru/threads/36390/page-62#post-907791
IMHO nothing too much noticeable or different to stop you playing the currently uploaded version in this thread - 0.9.6.1
I am finishing my gameplay soon as had some spare time recently - will give the whole list of my comments and remarks from my own point of view :) $§p4
Plasquar
22.12.2016, 11:40
Is Gwyn now the only developing mod for english Lhiver?
I haven't seen Matthew for quite some time? :dnuhr:
Ratamahatta
22.12.2016, 13:07
Is Gwyn now the only developing mod for english Lhiver?
I haven't seen Matthew for quite some time? :dnuhr:
yes, that is why asked Gwyn to start a new thread so he could properly administrate it :)
Is Gwyn now the only developing mod for english Lhiver?
I haven't seen Matthew for quite some time? :dnuhr:
I think that Matt is abroad until February or something.
yes, that is why asked Gwyn to start a new thread so he could properly administrate it :)
Will you also give a link here, so I can follow it when it will be created?
golden333
26.12.2016, 07:31
Hy !if anyone knows a solution for this problem it would be greatly apreciated ! I can;t finish crafting sword of truth, when i got to workbench to assemble it it says insufficient resources, although i have the steel bar and the textile to finish crafting it...this is a game breaking problem because it forbids me from crafting any other weapon even if i throw the blade or sell it...any ideas ?
I'm abroad, guys, but I don't think it's a good idea to open a new thread, it can lead to confusion. We can ask some moderator or some admin to give Gwyn-Deith some kind of permission to edit my OP.
SuperQuail
26.12.2016, 16:29
Hy !if anyone knows a solution for this problem it would be greatly apreciated ! I can;t finish crafting sword of truth, when i got to workbench to assemble it it says insufficient resources, although i have the steel bar and the textile to finish crafting it...this is a game breaking problem because it forbids me from crafting any other weapon even if i throw the blade or sell it...any ideas ?
I think this might be due to the crafting dialogue giving the wrong materials for crafting. I've noticed that on some weapons it says you need textile, when you really need leather and also weapons say they have a higher STR requirement until you actually craft them.
golden333
26.12.2016, 22:59
I think this might be due to the crafting dialogue giving the wrong materials for crafting. I've noticed that on some weapons it says you need textile, when you really need leather and also weapons say they have a higher STR requirement until you actually craft them.
thank you!iwill try that right away,and post the results!
Yep ! sword of truth req leather ! thank you very much for your reply :D !
Gwyn-Deith
27.12.2016, 05:23
I'm abroad, guys, but I don't think it's a good idea to open a new thread, it can lead to confusion. We can ask some moderator or some admin to give Gwyn-Deith some kind of permission to edit my OP.
Ya fair enough I had the same concerns, I'll try contact a moderator to possible give me permission to edit this thread.
Is Gwyn now the only developing mod for english Lhiver?
I haven't seen Matthew for quite some time? :dnuhr:
As mentioned above, he is abroad till Feb so till then I'm the only one working on this mod (my main focus is the Scripts though).
Sternchenfarbe
27.12.2016, 09:39
Ya fair enough I had the same concerns, I'll try contact a moderator to possible give me permission to edit this thread.
That's not possible, sorry:gratz
Plasquar
27.12.2016, 14:48
So either open a new thread or link your fixes in your signature §wink
So either open a new thread or link your fixes in your signature §wink
My thoughts exactly! It would be best to open a new thread, but just fixing the links to the latest versions would be definitely good enough for me and probably for most of the other people as well.
I think a new thread is good as well. Unless Matteo is planning on modding again when he comes back in February? I dont see a reason to still be in this thread if you are the only one working on the mod from now on. It only causes confusion to new players. As long as credit is given to Matteo for his base work with 0.9.6, you make thread named say 0.9.6.1 (or 0.9.7 if you include the latest changes made by Unknown) with base file reuploaded based on previous work, like was originally done with Unknown111's files. This is how modding usually goes, right? People leave and others can take over and gives credit etc :)
In my opinion, what is mostly needed with this mod now is bug & script fixing, not new content. I already noticed quite a few bugs in my playthrough so I paused it until another fix is out, might have to start over anyway.
Gwyn-Deith
28.12.2016, 03:26
That's not possible, sorry:gratz
Damn, thanks for letting me know though might have to start a new thread after all.
I think a new thread is good as well. Unless Matteo is planning on modding again when he comes back in February? I dont see a reason to still be in this thread if you are the only one working on the mod from now on. It only causes confusion to new players. As long as credit is given to Matteo for his base work with 0.9.6, you make thread named say 0.9.6.1 (or 0.9.7 if you include the latest changes made by Unknown) with base file reuploaded based on previous work, like was originally done with Unknown111's files. This is how modding usually goes, right? People leave and others can take over and gives credit etc :)
In my opinion, what is mostly needed with this mod now is bug & script fixing, not new content. I already noticed quite a few bugs in my playthrough so I paused it until another fix is out, might have to start over anyway.
I believe Mat-th-ew will help me out when he returns from his trip e.g. I can focus on the scripting of Eng L'hiver and he can incorporate any new content changes in the base file from the original L'hiver. Either way that is a while away so starting a new thread may be the best option for now.
Also if you can PM any of those bugs you found so I can look into fixing them that would be great thanks.
Ratamahatta
04.01.2017, 14:04
Here is my lengthy review. I played as DH, Bosper's apprentice, focused on 1H fighting. It will contain spoilers so read responsibly ;)
Here is NH's stats straight after Undead Dragon's defeat.
https://s23.postimg.org/p418f26aj/DHgameplay2016.jpg
Please note – as I went DH path, had option for 2x Embarla Firgasto potions (+30str), also as an additional 3x str potions were available in Irdorath as well as 2(?) perm mana potions. I spent LPs straight away, learnt prospecting (Master), woodcutting (1lvl only), take trophies (furs, shadowbeast horns, reptile skin, bloodflies stings), taught my Will-o-Wisp few things; to tan leather; get meat; all armourer skills; all 1H weapons from Bennet; brew Dexterity and Strength potions.
Most likely some bugs and suggestions mentioned below are now rectified in the current version 0.9.7 but I will still list my own findings and thoughts how to improve this excellent mod further.
BUGS (kind of):
Only very minor and very few.
1. All dialogue options with Grimbald are in polish language
2. Bennet's chest contains Raw steel instead of Steel Bars. Also there is one Raw Steel bar in the derelicted tower near Swamp Dragon.
3. Not sure if anyone else experienced the same but Fester during the quest to clear Field Raiders nest does not go depper to the cave, but runs in circles on top of the rock even after NH exterminates all of them.
4. For certain dialogues with NCPs all options are given straight away. E.g. first time NH meets Milten in VoM and both options straight away:
a) Where are Gorn and Diego now?
b) Let's go and free Gorn!
Or dialogue with Bennet – all options given to NH straight away: a) Can you repair the jewelry? b) Can you have a look to this amulet? c) Here is the amulet!
5. Quest 'Meat' with Engor – NH's inventory is not deducted after you choose option to give two dozens of raw meat. Also Engor does not mind if NH is scavenging wardrobes (which are really nicely designed!!!) and shelves and food nearby Engor. I think this should be treated as theft. Same goes for Scatty's chest in Jharkendar, Coragon's and Braga's chest in Khorinis, some NCP's houses as well..
6. NCPs leave doors open when entering rooms in the buildings
7. In Jharkendar when NH comes back from Pirate camp and speaks to Owen at woodcutters camp – NH reports immediately 'Your pal Malcolm is dead' even he hasn't been in the cave yet! And when he jumps in that crevice behind Owen – there is no Malcolm's body..
8. Whenever NH uses a pickaxe to dig out the treasure – additional pickaxe appears in inventory.
9. After 160+STR is acquired – NH receives Health regeneration bonus. But it is a cursed gift as well. NH cannot be killed but once knocked down will suffer eternal torture – enemies will continuously attack fallen hero. On the other hand – NH won't die from Tears of Innos potion – that painful scream in agony is great! :)
10. If NH appears near the windows in Garond's hall in the castle in VoM – Orcs outside will start attacking, shamans will throw fireballs, etc.
11. Commander Garond never sits in his throne.
12. Orcs most of the time get stuck on the log bridge in front of the entrance to the castle.
13. Harpies most of the time attacked NH and were flying a bit 'too much above' the NH and did no damage – therefore were easy target to shoot with a bow/crossbow.
14. During my gameplay when I approached a field with lurkers in front of th cave with two diggers (one of them asks NH to exterminate all lurkers) – lurkers were attacking NH but for some reason stopped after few steps towards NH and kind of frozen. I could kill them with a bow without being attacked, but if went closer for melee attacks – lurkers attacked NH when he approached them.
15. Probably it is impossible to change but I always get a bit annoyed when foes like goblins/skeletons/ orcs do not run around the obstacle and just keep running in one spot, especially if they are coming out of he cave. Easy targets. Quite a few times I noticed this issue with orc trying to attack NH in outer ring of the castle in VoM.
16. Stone golems in the cave near Pyramid are named in German – 'Steingolem'.
17. Cronos equips the best weapon after the first conversation in Jharkendar. Same did Martin in Khorinis.
18. Girion is a Paladin, but wears Knight's armor.
19. During any conversation with Lee message 'I came from the valley of mines' hasn't dissapear till the 6th Chapter.
20. When buying medium DH armour from Bennet and Jan – dialogue shows wrong armour defensive properties.
21. No ambient music in ice region. Or is it left so creepy on purpose? :)
22. Just before Ch5 talbin stands near snapper in front of the abandoned mine in VoM. If NH does not rush it kills him. Same goes after NH appears in Khorinis – he stands near sheep in front of the gate to the Passage to VoM – to lurkers and bloodflies attack him instantly. I managed to save him only after potion of speed was used.
23. When NH attacked any dragon with crossbow from bit longer distance (few steps back after conversation) – dragons didn't attack at all or threw fireballs somewhere else, didn't fly away.
24. Cannot remember how was it in original NOTR but Bennet knew how to forge a special sword using Dragon's blood – in the very beginning of CH5 – way before NH read about this method in almanac in Monastery's dungeon.
25. There are few doors in the upper Khorinis that 'will never open'. Behind them there is small balcony that connects houses (handy for thievs!). Also that stubborn chest 'will never open' in the castle's courtyard in VoM. :)
26. I'm not sure if is on purpose – but War crossbow, Heavy crossbow, DH crossbow and Magic crossbow (except blue spark effect) had same design..
SUGGESTIONS:
This is more like suggestions to improve aesthetics and immersion of the environment in the game itself, things that Gothic veteran gamers will notice – when you have played this incredible game so many times – little features that were not important earlier – now are indeed an amazing addition! And my suggestions are merely of 'cosmetic value', just enhancing the game experience itself.
1. Magic tablets are removed from game (naturally option to learn languages from Myxir and Hermit in Jharkendar were ripped off as well). I believe initially magic tablets removed by mod's developer as it made game too easy, but I think it should be left as it was – with drastically reduced values so the impact to game's progress would be minimal (e.g. 1-2-3 instead of 2-4-6 for str and dex, and similarly reduced for mana and hp) and since there are few so beautiful new territories – why not to scatter them to different places – much more fun to explore! Now imho new caves and areas in VoM feels a bit dull and meaningless..
Other option – to replace them with old stone tablets?
2. I really hope developers of this mod in next versions will re-introduce some more areas in VoM – especially forests behind the orc fence, orc graveyard, sect camp and new camp's mine. I mean it should be different and severely affected by barrier's explosion, but not the barred earth – E.G.:
a) Orc Graveyard: probably just the first room left with the rest part blocked by fallen rocks. Some undead orcs or orc skeletons http://www.worldofgothic.de/?go=moddb&action=view&fileID=1055&cat=0&page=25&order=0 or even the undead shaman (G1) as a mini-boss would be great.
b) Afaik Ur-Shack mentions that orcs came from mountains and others by ships – the area behind the fence just below the tower with undead (from G1) and small beach could serve as dock for orcish ship (modified Paladin Galley?) and fortified orc camp (supplies, orcish weapon racks, human slaves, etc.).
c) Forests could be filled with some monsters from current locations (e.g. Two spawned shadowbeasts in chapter 4 in the small woodland near the castle are always attacked and killed by also re-spawned orcs, Ghost-lights are looking much nicer in forests that in the ice region, etc..
There is Wasteland MOD created, maybe something could be borrowed? http://www.moddb.com/mods/wasteland-mod
3. What is the point to spend Lps to learn to remove claws, teeth and some other trophies? I would suggest to make it available to learn these abilities for money or from books? And someone in the game could buy them for a bit more than regular price.
4. Bosper could buy reptile and swamp shark's skins for a better price like he does for wolf hides, etc..
5. IMHO there is no point to become Harad's apprentice – very low prices to sell crafted weapons. It should be something similar like being Bosper's apprentice.
6. Caskets should open – some gold/old coins, other random loot inside.
7. Onar's and Sekob's fields are really empty.. I know that some parts of crops were destroyed by Field raiders but those parts where laborers are working could be full of rye, or some cabbages like in Lobard's farm.
8. There could be an apple tree in each world – NH could shake it for some tasty fruits (I think I saw something like that in Velaya or it is implemented in this MOD: [/URL] http://forum.worldofplayers.de/forum/threads/1481107-RELEASE-G2-High-Vegetation-Mod [/URL] )
9. Some recipes for cooking could be added to the game as well as some extra ingredients.
Ingredients (salt, pepper, rosemary, bag of spice mix, also healing plants and meadow berries, etc.) could available from merchants and to steal from town houses, also found in some chests in outer ring around the castle in VoM. I could help to create recipes :)
a) Cooked Ham (Edda could give it after NH returns her Statue of Innos. Could require wine as one of ingredients)
b) Digger meat stew
c) Meatbug ragout (recipe bought from Snaf. Could require beer as one of ingredients)
d) Talbin (Hunter in VoM) mentions that he was eating Lurker meat for days. He could teach NH to get meat from lurkers (2 pieces) and also NH could find a recipe in one of his chests how to cook it
e) What is the purpose of Double Hammer drink?
Stews and ragout could be cooked on upgraded cauldrons! http://www.worldofgothic.de/?go=moddb&action=view&fileID=1160&cat=0&page=15&order=0
10. Why on earth rat has 2x meat and Boar only 1?? Boars should have E.G. 2x Ham, scavengers 2x meat, wolves and rats – 1x meat.
11. Someone in Thieves guild should give a hint about a 'secret' Bromor's room and mention that the key he always keeps with him and NH must be quite dexterous.
12. Halvor currently buys only sliver plates and chalices. I suggest he should buy all silver goodies: candle sticks, dishes and even silver necklaces and rings for a little better price than market value. And same would go for golden jewelry and dishes – but another buyer - Crimson in Jharkendar could buy them – after all he melts down nuggets and counterfeits golden coins – so it would really make much sense to introduce this option.
13. Hanna the innkeeper sounds like older lady therefore I find it bizarre to wear such a revealing clothes ;)
14. C'mon – put on Nadja some sexy lingerie! She should change into the current revealing outfit only after NH paid Bromor :)
15. Beasts should be able to attack while swimming (literally bite NH's butt ;) )
16. Some abandoned mines in Jharkendar could have Iron/Ore veins.
17. Diego's gold should be relocated – I think he mentions to NH that his satchel with gold must be right above the trading square. And this place is near the bonfire and barrel, small area on the rock above the pond. Now it is a bit weird when you take him for nostalgia bonus and he simply passes by that satchel.
18. For more adventurous atmosphere interiors of all temples in Jharkendar (healers, priests, warriors etc) should be completely dark – so NH would be forced to properly use torches! Also in the dungeon below the Khorinis – part of it could probably be pitch dark as well – members of thieves guild have their own entrance through the hotel.
19. Scatty asks for a beer, how silly when there is one jug just next to him! Although he mentions special brew that Lucia is making in the camp! So maybe there should be some special, more expensive kind of beer available only from Lucia?
20. I don't know if it is even possible to make, but enemies like archers or magicians should go around and attack NH when he hides behind the tree or other obstacle. Now they simply stand behind the tree/etc and wait till NH reveals himself. And also gives plenty of time to restore health/mana...
21. Zombies shouldn't have that step-back effect after they are attacked – too easy foes. Unless it wouldn't be able to lure them one by one – one attacked zombie should trigger other nearby zombies to attack instantly as well. Same should go with swamp sharks – they perform that 'step-back' move as well.. Snappers should hunt in packs (e.g. Wolves – I believe you cannot lure them one by one).
22. NH could be able to set on fire all defeated zombies – like he can do with rotting corpses scattered in worlds. You know – just in case they won't rise again :)
23. Bloodwyn was such an easy opponent to defeat! Maybe he should be provided with better armor and his 2H skill should be 90%.
24. Raven should be immune to Ice block and Fear spell. If there is such an option – would be great to make it impossible to attack him unless NH had conversation with him.
25. NCP routines. Probably it is quite a pain in the ass to make it, but would be great to update some NCP behavior. E.G.:
a) Edda cooks soup 24/7. Carl the smith seems to like her – why not to couple them and put in a same house for night?
b) Attila (if left alive) could join Nagur in the tavern for a drink or return to the Thieve's headquarters
c) Diego, when in Khorinis, stands near his house in the upper quarter 24/7. He could spend some time in Bromor's brothel (as in the end of the game he mentions that he woud like to take over his business)
d) all NCPs saved from slavery in Jharkendar are coming back to various locations, but field workers (Tonak and Telbor) are breaking their backs 24/7 in fields, Patrick stands outside 24/7. Also Bronko is quite a good worker too – works all night after NH teaches him a lesson. BTW – new stuff for farms is here: http://www.worldofgothic.de/?go=moddb&action=view&fileID=1303&cat=0&page=1&order=0
d) After NH takes Bilgot (CH2) and Talbin (CH4) across the pass – they should appear somewhere in Khorinis. E.G. Bilgot in the tavern and Talbin in that abandoned but intact hunter's camp in woods behind Onar's farm. Also Bartok's missing friend Trokar could be allocated there as well (let's say after that heavy night with Bartok he wanted to abandon city's life or good :) )
e) Jorgen – once he is in the Monastry – does not work in that small field and does not wear novice's robe (cannot remember if he had to work that field in order to become novice or was already one? :) )
f) Saggita and Dragomir have no beds to sleep. Dragomir could have one in a tent. Saggita from time to time does brew some potions but Dragomir could cook something on a fire or tan some hides from time to time.
g) City guards / Guards in VoM / knights near the passage to VoM, some NCPs in Onar's farm could have torches at night time when patrolling or standing.
h) Make more NCPs to play Lutes or other instruments while enjoying the evening (like that militia guy in VoM!). In Onar's farm some NCPs could come around the bonfire to chat and eat before going to bed, while others could gather in Thekla's kitchen – it looks a bit like a pub, so Hodges could play a Lute for fun, mercenaries drink some gin and smoke some reefers! Near Sekob's farm all workers gather near bonfire, but sit on a ground – Till could make some benches for them :)
I mean more sociable actions could be implemented into daily NCPs routine – e.g. I was so excited to see guys chilling out in Corragon's tavern watching Sarah! :) Or what a treat to see Lucia bathing ;)
i) lots of mercenaries do not go to sleep at night, Raoul and Sentenza are like sentinels – stand in same spot overnight, Dar smokes swampweed 24/7. They all could go and spend night sitting next to bonfire near Sentenza, have some beer, roast some meet – some benches and shed to hide from the rain could also help.
j) Orcs in VoM could have a little patrolling routine. I remember in G1 (or Dark Mystery mod?) orc camps had shamans with drums and also were dancing near bonfires. This could happen at some orc camps to increase variety!
k) I would suggest that Angar in CH5 should go to Dead harpy Inn rather to Bengars farm as now he just stands in fields 24/7..
l) Fisherman Farrim stands in the sea till his knees 24/7. He could go to the pub in the evening, he also has his bed, could go and sell his caught fish to Halvor on daily basis.
m) new activities for certain NCPs, eg woodsplitting: http://www.worldofgothic.de/?go=moddb&action=view&fileID=1316&cat=0&page=1&order=0
n) Field labourers or even some mercenaries could have a nap on straw packs: http://www.worldofgothic.de/?go=moddb&action=view&fileID=906&cat=0&page=38&order=0
o) Nicklas could have a small camp up the hill near the King Sorrel. But during the day he could sit on the current bench for few hours, tan some leathers, make arrows, etc. also he should look more like a hunter - maybe Troll's armour on him would suit perfectly?
p) Lester should join Xardas in Tower and do some alchemy/cooking/reading scriptures in late CH1 or beginning of CH2? (that is what he originally intends to do during the first conversation with NH)
q) Pirate camp: some pirates could visit Samuel daily for their grog portions, go pee into the sea (Hmm, Khorinis guards could go and do the same from the city walls near Braga!),
r) Sekob sits 24/7 in his armchair - maybe he could go and have a chat with his son Till, have a drink near the table in the kitchen, come out and watch over the fieldworkers.
s) Mika stands in front of the gates 24/7 - let him sleep in barracks, and before he could enjoy some cold beer in Coragon's pub.
26. Prison in Khorinis could have some wooden beds for prisoners to sleep – maybe something similar like in the dungeon where you can find Ore barons armour in VoM: http://www.worldofgothic.de/?go=moddb&action=view&fileID=907&cat=0&page=38&order=0
27. Something has to be done about the 'Safe zone' where NH enters the castle in VoM and foes simply do not attack NH and let themselves to be easily killed. Maybe some kind of a curb to climb on so at least NH would no be able to use sword, only arrows.
28. NH can tan Swamp shark's skin but cannot do anything with Reptile skin.
29. Why knights are immune to sleep scrolls? I know they are quite blind and deaf (no alarm triggered when sneaking next to them in the castle in VoM) but this strange feature disables thieving fun in the castle.. Also I don't understand how NH can be spotted (Garond and other knights are alarmed!) if he sneaks into that storage room where skeleton spawns..
30. If NH is spotted stealing anything in the castle in VoM or sneaking in rooms he cannot enter – guards will attack and knock him down, but they do not confiscate his gold or weapon as it used to be and no penalty from Garond afterwards (like it would be from lee in Onar's farm). BTW – impressive pictures are hanging in those rooms where Garond sleeps and where the recipe to extract bloodflies sting's secretion is! :)
31. In books it was writen that monks in Monastery of fire a making wine. Some small wineyard could be made inside, like in this Atariar edition MOD
http://forum.worldofplayers.de/forum/attachment.php?attachmentid=45161&d=1483403724
32. For immersion I would suggest making some random notes (I could really help with creating these - something very similar and inspired by the letter from Gilbert ;) ), pictures (something like the Babo's treasure and the one found in hut in outer ring of castle in VoM), pieces of maps (hmm, pointing to some hidden treasure in woods, etc?) on bodies of zombies, killed bandits and near some found bones. More traps and surprises like the one to get Diego's armour in VoM (my hero was smashed by that anvil! :) Also shipwrecks are quite dull now.. maybe a zombie or two could help? Some low value loot/treasures could improve situation as well. I would suggest to implement some treasure hunt on a sea bed - there are quite a few sunken ships, therefore some goodies on the bottom of the sea would be awesome to find! :)
Just more fun when exploring new areas and woods! AFAIK in the Returning mod creators managed to implement 'huntable' rabbits running around in woods:
http://savepic.ru/9249458.png
33. Some inspiration to upgrade some books from here: http://forum.worldofplayers.de/forum/threads/1479527-RELEASE-Gothic-II-DNdR-Kalligraphie
34. Some newly designed clothes for nobles in the upper quarter in Khorinis; http://www.worldofgothic.de/?go=moddb&action=view&fileID=1209&cat=0&page=0&order=0&searchkey=noble&searchcat=0
35. More spooky sounds while venturing deep into forests. Boy was I surprised to see crows in the sky croaking in the new beach with a shipwreck! Also sound and effect of swarming flies near dead bodies/bones of unfortunate hikers in woods, etc.
36. I believe some teleportation runes could be re-introduced. Especially to travel to Onar's farm and to the Pass to VoM (the one that could be found on a dead knight).
37. Elixir of life potion – somehow during my numerous gameplays I've never learned to brew this kind of permanent potion. I always spent King's sorrels elsewhere. Since this modification significantly reduced the armours' properties – extra Hps would be really handy. Maybe it would be an option to make this potion available to brew without King's sorrel. 20LPs to learn it and ingredients: lab bottle+honey+2x meadow knotweeds + 20 Healing roots (I found ~80 of them and probably about 10 could be bought from merchants – so about 4-5 Life elixirs could be brewed throughout the game – nothing too OP).
38. Weapons and their properties. Similar like with some armours – some weapons could be found a bit 'too late', when NH crafted, found or purchased much better weapons already!
a) Ruby blade – should be somewhere in Khorinis available in CH1 rather than in Jharkendar.
b) I would suggest that weapons made for mages and sold by Cronos and Gorax could have mana bonus rather than 2H bonus.
c) Master sword – range is ridiculous – like two hander's! I believe it should have smaller Damage (95) and range of 90 with same DEX requirement.
d) El Bastardo – quite difficult to get it, but stats are worse that easily acquired fine bastard sword.
e) Orc slayer – such a nicely designed sword, but now it's stats are weird: str requirement is 15 pts bigger than it's damage!
f) Blunt weapons and axes – since these weapons have big weakness against swords – their range is significantly smaller they IMHO should have bigger damage than STR requirement. Now for example – why on earth should NH wield newly introduced 2H Hammer of Justice when it has 120 DMG, only 90 range and 140(!!) STR requirement? Raven's beak – 85 DMG, only 60 range and STR requirement 90. Similarly goes for axes.
What I really liked about axes is that STR requirments varies in non-standard numbers. E.G. Beard axe – 83 STR requirement; Double bladed axe – 81 STR. I believe it is pain in the ass to play with scripting/programming, but would be really nice surprise to sometimes find a standard weapon like rusty axe or sword with 32DMG not 30 and same old STR requirement. Some extra variety does a trick ;)
39. Armours. Since in this MOD armours protective stats are drastically decreased and attack power of enemies increased it is quite important attribute in game. When I am looking into stats of each armour available for NH (DH path) it seems that creators really tried to make it that every next armour available for NH should have a bit better stats, or significant difference in certain type of defensive stat. Still I believe some changes could be done in sequence how armours are acquired by NH, because quite a few of them when you are able to get your hands on – have lower stats than your previously accuired armour.
a) Crawler plate armour – location where Gestath is camping doesn't make much sense. Armour is great but not superb and IMHO if one hasn't played G2 before – you would never discover Gestath before CH4 – to fight your way there in CH2 is quite a mission. (I used transformation spell to get there). I would put Gestath in that small plateu behind Dragon snapper and deceased Oric's brother and make this armour available in late CH2 or right before CH3 when NH comes back from VoM after proof from Garond accuired. Small tent for him to sleep, a cart to carry trophies and would be great addition as well. Since he teaches how to take off dragon snapper's horn and fire lizard's tongue – he could buy them for a fair price as well (let's say he knows the same merchant in town that buys shadowbeast horns from Buster :) )
b) Troll's armour – ridiculous amount of troll's hides is required since Trolls ar made not that stupid opponents as before! For stats it provides I would recommend max 2 troll hides. Then it would be good 1st and mid 2nd chapter armour. It is much easier to get Assasins Armour from Casia, so IMHO Troll armour's stats could be a bit better than upgraded Assassin's armour.
c) Black ore armour. IMHO it should require 5 not 4 Black ore nuggets. This way NH should do a small mission before forging it – clear out the spooky crypt near Onar's farm :)
d) Ore barons armour – depends where NH goes first – to clear Jharkendar of get proof from Garond in VoM. If you get it in Ch3 – it has now use.
e) Battle mage armour – it is quite difficult to get the blue print of this armour and NH normally would get it in mid.CH4 only. Stats are weak (except protection from magic), upgrade makes only slight difference. I thinks it is obsolete by the time NH can craft it. Since it is Battle mage armour I would suggest to put some mana bonus.
f) Myrtana Mercenary armour – great addition, but imho shouldn't be available in CH1 and CH2 as it has really good stats. It is possible to acquire all necessary gold coins to buy it in chapter 1 and invest Lps to craft it. Then only Black ore armour will replace it in later chapters. Probably it should be available in CH3 only
40. From all people NH brings to Irdorath probably only Angar is valuable (well Vatras can heal and sell King Sorrel, same as Milten – some plants for perm potions). But he is the only one that can offer actual help! Gorn constantly repeats 'I want to see some action!' but only patrols in the ship.. I would suggest each true NH's friends could help in certain stages – Diego maybe in the Key master's chambers? Gorn to bash through the first front lines. But I personally would mostly enjoy to have 5-6 companions to help NH till the first dragon – would be nice fight! With two mages, archers and heavy tanks (Lee, Gorn, Angar) beside NH!!
41. 2H Master swings – a bit awkward animation and I found it quite difficult to fight. I wanted to get the next stage immediately :)
42. Gaan is looking like a farmer - he is a hunter, so why not to put Troll's armour on him like I suggested to do for Nicklas as well?
43. Textures. Some textures could be changed. Especially food imho - I found this mod, and all textures for bottles, beer etc looks really great! http://forum.worldofplayers.de/forum/threads/1348272-Ank%C3%BCndigung-Gothic_2-Reworked-Mod
That is it for now, if I'll come up to any other ideas will update here. Please feel free to comment and criticize my post ;)
P.S. Gwyn - maybe some useful information could be found in this patch here? Although I believe everything might be implemented already in System pack, etc. :)
https://forum.worldofplayers.de/forum/threads/1486808-Release-Gothic-2-Gold-UnPatch
https://s27.postimg.org/lmc8x248z/finale.jpg
Gwyn-Deith
05.01.2017, 04:51
Here is my lengthy review. I played as DH, Bosper's apprentice, focused on 1H fighting. It will contain spoilers so read responsibly ;) ...
Nice!! , I've done most of a Paladin and DGH run so i've noted several of those bugs (overall nothing game-breaking) as well. However there are many of them that are from the vanilla game but I may try fix as many as I can regardless. As far as your suggestions list goes I will have to go over them with Mat-the-ew and see what is feasible to try adding to this mod, currently this is mainly a translation of the original Russian L'hiver to English but I wouldn't mind trying to add other things as well.
Haha also a few of your suggestions, I'm pretty sure are jokes made by the original developers. Diego sayings he "thinks" bag of gold is above the trading place even though you clearly pass by it which he comments on later in Khorinis saying not to laugh and just get it for him
Ratamahatta
05.01.2017, 12:36
Nice!! , I've done most of a Paladin and DGH run so i've noted several of those bugs (overall nothing game-breaking) as well. However there are many of them that are from the vanilla game but I may try fix as many as I can regardless. As far as your suggestions list goes I will have to go over them with Mat-the-ew and see what is feasible to try adding to this mod, currently this is mainly a translation of the original Russian L'hiver to English but I wouldn't mind trying to add other things as well.
Haha also a few of your suggestions, I'm pretty sure are jokes made by the original developers. Diego sayings he "thinks" bag of gold is above the trading place even though you clearly pass by it which he comments on later in Khorinis saying not to laugh and just get it for him
Cool! I will keep updating that list if more ideas will come up to my mind! :) $§p4
SuperQuail
05.01.2017, 14:16
Here is my lengthy review. I played as DH, Bosper's apprentice, focused on 1H fighting. It will contain spoilers so read responsibly ;)
Here's what I've got to add so far from my own experience:
[Enemies]
1) Molerats and Swamp Rats have an A.I. issue where they will charge towards the NH but stop just out of attack range and do nothing. Despite this, they can be very dangerous enemies because their attack animation resets almost immediately so they can drain your HP incredibly quickly.
2) Giant Rats and Desert Rats are now really aggressive and quite deadly. It's an interesting change but are they supposed to be quite this dangerous? Giant Rats can be found in many low level areas in groups.
3) Trolls are now the unstoppable hulks they should be. No more bum-slashing for easy EXP. There's only one little thing - the Troll Leather Armour is really hard to get and not really worth it, as by the time you've killed enough Trolls and taken their skins, you'll already be wearing much better armour.
4) Low Level Enemies (Small Bloodflies, Young Wolves, etc) should have a shorter aggro range to avoid new players getting into overwhelming group fights early on.
[Skills]
1) Harad's Apprenticeship is a giant LP and cash sink with very little monetary return, but the crafted swords are all nice. I would suggest that the weapons require fewer Steel Bars to craft, maybe remove Steel Bars from the 'Assemble Weapons' step. (Small Error: During crafting, nearly all the new Swords from Harad say they require a higher STR value than they really do.)
2) Mining is a nice addition but I still don't know what to actually do with my Iron Ore - have I missed something? Also, several of the Ore Veins will say 'Someone has already been here' - is this intentional?
3) Armourer is my favourite new skill but I have one little niggle - why do I need to learn how to craft Swords before I can learn how to make Armour? They are two totally different skills.
4) I think Acrobatics should be a taught skill as opposed to being given from Dexterity. It doesn't make sense- Dexterity and Agility are not the same thing. Maybe about 10LP from Theives Guild or Pirates?
[Combat]
1) Two-Handed Combat is now weaker than it was, in my experience. The new animations are too slow to deal with the more aggressive enemy A.I. such as Wolves and Wargs.
2) Is there anything we can do for Ranged Combat? I replayed Gothic 1 recently and the archery in that game works so much better. Could the accurate range of bows and crossbows be increased as well as their hit chance? The problem with Ranged Combat currently is that you need to level it up to about 60% for it to be remotely viable, whereas Melee Combat is useful from the start. Let's not forget that Arrows now cost 10 Gold each and most of them will miss their target until very late game.
Demondays
05.01.2017, 18:19
Here's what I've got to add so far from my own experience:
1) Harad's Apprenticeship is a giant LP and cash sink with very little monetary return, but the crafted swords are all nice. I would suggest that the weapons require fewer Steel Bars to craft, maybe remove Steel Bars from the 'Assemble Weapons' step. (Small Error: During crafting, nearly all the new Swords from Harad say they require a higher STR value than they really do.)
2) Mining is a nice addition but I still don't know what to actually do with my Iron Ore - have I missed something? Also, several of the Ore Veins will say 'Someone has already been here' - is this intentional?
I think you should be able to create steel bars from iron ore.
Ratamahatta
05.01.2017, 19:00
Here's what I've got to add so far from my own experience:
1) Molerats and Swamp Rats have an A.I. issue where they will charge towards the NH but stop just out of attack range and do nothing. Despite this, they can be very dangerous enemies because their attack animation resets almost immediately so they can drain your HP incredibly quickly.
2) Trolls are now the unstoppable hulks they should be. No more bum-slashing for easy EXP. There's only one little thing - the Troll Leather Armour is really hard to get and not really worth it, as by the time you've killed enough Trolls and taken their skins, you'll already be wearing much better armour.
3) Harad's Apprenticeship is a giant LP and cash sink with very little monetary return, but the crafted swords are all nice. I would suggest that the weapons require fewer Steel Bars to craft, maybe remove Steel Bars from the 'Assemble Weapons' step. (Small Error: During crafting, nearly all the new Swords from Harad say they require a higher STR value than they really do.)
4) Mining is a nice addition but I still don't know what to actually do with my Iron Ore - have I missed something? Also, several of the Ore Veins will say 'Someone has already been here' - is this intentional?
5) Armourer is my favourite new skill but I have one little niggle - why do I need to learn how to craft Swords before I can learn how to make Armour? They are two totally different skills.
6) I think Acrobatics should be a taught skill as opposed to being given from Dexterity. It doesn't make sense- Dexterity and Agility are not the same thing. Maybe about 10LP from Theives Guild or Pirates?
7) Two-Handed Combat is now weaker than it was, in my experience. The new animations are too slow to deal with the more aggressive enemy A.I. such as Wolves and Wargs.
1) Have experienced something like that with lurkers in VoM near the cave with diggers
2) Mentioned same stuff in my review as well - required skins should be less, I would suggest max 2
3) That is true, if you require gold coins - better to become Bosper's apprentice. I would suggest decrease requirement for 3+ steel bars to craft a sword and increase price Harad is buying weapons.
4) 20 iron ore could be melted to 10 steel bars as far as I remember. ( I would also recommend to require coal as an ingredient to perform this action)
5) I totally agree here.
6) Good point. 20lps to learn it straight away or when DEX stat reaches 100 (without rings/amulets/belts) as in original NOTR (might be 120 DEX can't remember)
7) Yep, as mentioned in my post - after reaching Master at 2H wanted to go to Expert level immediately (which is old animation for Master). It could stay as is but maybe with shorter intervals - 0-20 rookie/ 21-35 fighter/ 36-59 expert/ 60-100 Master or something like that (I also think that Master is higher ranking than Expert in hierarchy.)
SuperQuail
08.01.2017, 15:53
1) Have experienced something like that with lurkers in VoM near the cave with diggers
Haha. I just found them. The 'convicts on the lam' camp, right?
As soon as I spoke to one of them he mentioned how much he hates lurkers, then immediately runs into a group of 4 of them and dies. Classic.
Also as a side note:
All dialogue options with Grimbald are in polish language
This wasn't the case for me as I started a new game after installing the recent fix.
golden333
08.01.2017, 16:35
Hey guys! Do you know where there is a armorsmith teacher,besides carl he teaches only basic.
Ratamahatta
08.01.2017, 18:14
Hey guys! Do you know where there is a armorsmith teacher,besides carl he teaches only basic.
Hmm, afaik I was able to learn from him all 3 stages of armourer.
Haha. I just found them. The 'convicts on the lam' camp, right?
As soon as I spoke to one of them he mentioned how much he hates lurkers, then immediately runs into a group of 4 of them and dies. Classic.
wow, strange - in my gameplay both diggers stayed in the cave. :dnuhr:
golden333
08.01.2017, 19:19
whenever i try to select teach me crafting he closes the conversation !and my armourer trained status is "learner" is this a bug?Or there is a prerequisite for the learning..i have the last update,even tried starting a new game 2 see if the bug persists there..but it's all the same.Any workarround for this ?
SuperQuail
08.01.2017, 21:22
whenever i try to select teach me crafting he closes the conversation !and my armourer trained status is "learner" is this a bug?Or there is a prerequisite for the learning..i have the last update,even tried starting a new game 2 see if the bug persists there..but it's all the same.Any workarround for this ?
What chapter are you at? I thought I read on the Russian page that the subsequent levels get unlocked each chapter.
I wouldn't know for sure as I learned Armourer during Chapter 3 but I was able to pick up all 3 levels by talking to him.
wow, strange - in my gameplay both diggers stayed in the cave. :dnuhr:
It was because the Lurkers came close and he became aggressive. They were too much for him.
golden333
09.01.2017, 04:54
What chapter are you at? I thought I read on the Russian page that the subsequent levels get unlocked each chapter.
I wouldn't know for sure as I learned Armourer during Chapter 3 but I was able to pick up all 3 levels by talking to him.
It was because the Lurkers came close and he became aggressive. They were too much for him.
thank you for your reply !I am in chapter one,but once i get to chapter 2 i will return with a comment.
Gwyn-Deith
09.01.2017, 11:31
I think you should be able to create steel bars from iron ore.
Its currently 2 iron ore -> 1 steel bar and 1 ore + 1 iron ore -> 1 ore bar at any smelter.
Hey guys! Do you know where there is a armorsmith teacher,besides carl he teaches only basic. You can only be taught one level each Chapter until you reach master i.e. Chapter 3. That way you can't craft the stronger diagrams too early.
KamiTika
09.01.2017, 18:50
Can anyone help me? I have installed l'hiver and it made things out of houses floating, most of beds are outside, lots of trees in the air.. Why is that?
Can anyone help me? I have installed l'hiver and it made things out of houses floating, most of beds are outside, lots of trees in the air.. Why is that?
That's probably because you didn't start a new game. I have this problem too, but when I start a new game that fix it. It's because it's not just a texture pack, but a total conversion mod and it also, adds a lot of new things into the game plus it changes the world so it doesn't work with the Vanilla saves.
Ratamahatta
10.01.2017, 12:45
Can anyone help me? I have installed l'hiver and it made things out of houses floating, most of beds are outside, lots of trees in the air.. Why is that?
was it a fresh installation of this mod? if there are any other mods installed previously this issue might occur.
was it a fresh installation of this mod? if there are any other mods installed previously this issue might occur.
I have also installed other mods, but it works fine for me. There is a very high change that he doesn't start a new game and that's why he has problems. Maybe some leftovers from other mods can cause this, but unless he has some other mod which change the world he shouldn't have this problem.
KamiTika
10.01.2017, 20:50
I have also installed other mods, but it works fine for me. There is a very high change that he doesn't start a new game and that's why he has problems. Maybe some leftovers from other mods can cause this, but unless he has some other mod which change the world he shouldn't have this problem. I'm she, and thanks, yeah I haven't started new game :)
I'm she, and thanks, yeah I haven't started new game :)
I understand and my mistake. I was guessing that you are a male since most of the Gothic players are males and also I wasn't expecting a woman Gothic player to be here. However, I'm also a new here so there are still a lot of things which I will learn here.
I see, then it was definitely that.
SuperQuail
11.01.2017, 22:18
I understand and my mistake. I was guessing that you are a male since most of the Gothic players are males and also I wasn't expecting a woman Gothic player to be here. However, I'm also a new here so there are still a lot of things which I will learn here.
The island of Khorinis is a bit of a sausage fest now that I think about it. I heard that Piranha Bytes were afraid that their female NPCs would cause performance issues due to a high polygon count. Does anyone know if this is true or just a story?
The island of Khorinis is a bit of a sausage fest now that I think about it. I heard that Piranha Bytes were afraid that their female NPCs would cause performance issues due to a high polygon count. Does anyone know if this is true or just a story?
Performance issues? I have never heard about it and it sounds weird. Why would the women in Gothic 2 cause performance issues in a first place? I think that they don't have enough women actors, so they don't want to add more of them. However, I'm sure that they are much more than in the Gothic 3. Since in Gothic 2 you have some actual quests with women, but not in the G3 or maybe very few. But when I think about it that was with the modded version of the game and it was added by some mod.
SuperQuail
12.01.2017, 04:49
Why would the women in Gothic 2 cause performance issues in a first place?
Like I said, a higher polygon count. Basically, being more curvaceous than the male models requires more detail, which takes up more memory. Therefore it would be logical from a performance perspective to have more men than women on the island.
Ratamahatta
12.01.2017, 12:00
The island of Khorinis is a bit of a sausage fest now that I think about it.
Malak in Bengar's farm explained everything! §wink
Like I said, a higher polygon count. Basically, being more curvaceous than the male models requires more detail, which takes up more memory. Therefore it would be logical from a performance perspective to have more men than women on the island.
I see. However, it still sounds strange. I never had any lower framerate problems when I was close to the woman in neither of the Gothic games. My theory is that they either doesn't have enough time (since the game came out not even a year after Gothic 1) or they just don't have enough actors.
Up.. LH-0.9.8 (http://worldofplayers.ru/threads/36390/page-67#post-916498)
MfG MaGoth, :gratz
Up.. LH-0.9.8 (http://worldofplayers.ru/threads/36390/page-67#post-916498)
MfG MaGoth, :gratz
Nice! I tested the version 0.9.7 only about a week ago and now there is another one.
I knew that there will be textures from the Gothic Reloaded Mod (since some things in the L'Hiver were still Vanilla and GRM has a lot of amazing objects).
Btw: Is there a chance for the L'Hiver to have a Wasteland Mod included one day? L'Hiver would definitely benefit from the old locations like the Sect camp, Orc Cementery or the Monastery and it would improve the Gothic feeling much more. Also, the ground in the monastery (and shrines) could use some new textures like the ones in the Vurt Graphic Overhaul mod. I know about an older version (0.91) on the Moddb which have it, but that's outdated and there has been a lot of new things in the latest versions.
I use 0.9.6 eng version and "sleep in bed" function not work, even if i sleep in some free bed, i can see animation when player go to sleeping but in dialog is no option like i have in original game, only what i see in dialog window is "END". How i can fix this, i also install update 0.9.6.1 but i still have problem? Also there no watterfall close to Xaradax tower.
I just solved problem. Problem appear beacuse after i update to 0.9.6 (from 0.9.1) i use old save state. Now when i start a new game everthing work perfect.
Plasquar
29.01.2017, 17:40
May I ask if there are any updates on the way? Haven't seen Matthew or Gwyn for quite some time.
Gwyn-Deith
02.02.2017, 04:22
May I ask if there are any updates on the way? Haven't seen Matthew or Gwyn for quite some time.
I'm still here and i think Matthew is still overseas, but another update (add stuff from the recent L'hiver update on the russian forums and fix as many listed issues) may come after he returns in February :A .
Did anyone else have problem with spider web texture, it's to bright at night?
Here is a picture:
http://i.imgur.com/diArfZF.jpg
By the beginning of march, I'll start to work again on the project, along with Gwyn if he wants to.
Gwyn-Deith
10.02.2017, 03:05
By the beginning of march, I'll start to work again on the project, along with Gwyn if he wants to.
Ya I'm keen on working on the project more no worries there. Two people working on this mod will be very nice.
Ratamahatta
10.02.2017, 10:55
Ya I'm keen on working on the project more no worries there. Two people working on this mod will be very nice.
I'm really glad to hear that! $§p4
Ya I'm keen on working on the project more no worries there. Two people working on this mod will be very nice.
That's good that both of you will be working on this mod, but I have a question. Will it be like the original Russian version by the unknown111 or it will have some different things like changing textures, meshes, lighting or removed some content? I'm asking since I would want to have a version which is just the same with the English subtitles. For example in the previous version there was removed the lights in the monastery, which wasn't much realistic, but I don't care since it was nice. And If I want reality I can go outside to the nature or If I want a realistic mod I would play a mod like the Project Reality, Forgotten Hope 2 and so on.
Chulainn
12.02.2017, 13:13
I have been playing this mod since the release of version 0.9 and despite some bugs and illogically spiked up difficulty I have been enjoying this mod immensely. Combine that with dx11 and we have an artwork here. Nevertheless, there are some ground breaking things that really hinders the play of this game. I know that you are not the original authors of this mod, but maybe still you will know the answers.
First of all, my game almost always crashes when I load the save. I mean I play the game, do something stupid and try to load the last save. And boom. It crashes. Then I have to reload the game and only then can I load my last save. Why is that? This version of the game is excruciatingly hard and I have to reload my saves often. But when the game crashes every time, it really gets on my nerves.
Also, sometimes I get an error "out of memory". I have 32gb of ram and hard drives are full of empty space. What memory do I lack?
Lastly, I wonder if the scaling of the bows and crossbows have been fixed in this mod. I mean in vanilla NotR, although crossbows required strength, they scaled with dexterity. Swords, that required dexterity scaled with strength. I wonder if that has been fixed?
I would really appreciate the answers.
I have been playing this mod since the release of version 0.9 and despite some bugs and illogically spiked up difficulty I have been enjoying this mod immensely. Combine that with dx11 and we have an artwork here. Nevertheless, there are some ground breaking things that really hinders the play of this game. I know that you are not the original authors of this mod, but maybe still you will know the answers.
First of all, my game almost always crashes when I load the save. I mean I play the game, do something stupid and try to load the last save. And boom. It crashes. Then I have to reload the game and only then can I load my last save. Why is that? This version of the game is excruciatingly hard and I have to reload my saves often. But when the game crashes every time, it really gets on my nerves.
Also, sometimes I get an error "out of memory". I have 32gb of ram and hard drives are full of empty space. What memory do I lack?
Lastly, I wonder if the scaling of the bows and crossbows have been fixed in this mod. I mean in vanilla NotR, although crossbows required strength, they scaled with dexterity. Swords, that required dexterity scaled with strength. I wonder if that has been fixed?
I would really appreciate the answers.
That's because this is not only a new texture (+ meshes and sound) mod, but also a difficultly mod because unknown111 likes higher difficultly and he said that there will be no version with lower difficultly which is good since I like the challenge and its definitely nowhere that hard like the Returning.
I can't help you with that since I'm waiting for a new version (and I haven't played much this mod, except the very old version 09.3 where I never had this problem).
Of course and its because the game uses only 2GB ram since its old. You should use NTCore or the CFF Explorer to increase the ram to 4GB. There are a lot of tutorials on YouTube how doing that.
I don't know about that, but I hope it will be fixed.
That's good that both of you will be working on this mod, but I have a question. Will it be like the original Russian version by the unknown111 or it will have some different things like changing textures, meshes, lighting or removed some content? I'm asking since I would want to have a version which is just the same with the English subtitles. For example in the previous version there was removed the lights in the monastery, which wasn't much realistic, but I don't care since it was nice. And If I want reality I can go outside to the nature or If I want a realistic mod I would play a mod like the Project Reality, Forgotten Hope 2 and so on.
My 'original' version has always been like the Russian, especially 'cause I don't know that much about textures, I don't know exactly which changes Gwyn-Deith made since he took in charge the project. I only proposed a green and a dark version. But as concerns everything else, it's the same as the Russian's.
My 'original' version has always been like the Russian, especially 'cause I don't know that much about textures, I don't know exactly which changes Gwyn-Deith made since he took in charge the project. I only proposed a green and a dark version. But as concerns everything else, it's the same as the Russian's.
That's great! It doesn't need any changes and its better when its like the original since then I don't need to compare what the original house and what has the English version.
Also, is he will be the only one, or you will help him when you return?
Up.. LH-0.9.9 (http://worldofplayers.ru/threads/36390/page-74#post-924781)
MfG MaGoth, :gratz
Ratamahatta
28.02.2017, 14:35
Up.. LH-0.9.9 (http://worldofplayers.ru/threads/36390/page-74#post-924781)
MfG MaGoth, :gratz
cool! this projects goes on! I saw creator of the mod uploaded scripts for translators as well on Russian forum.
I was just wondering if there will be some major changes for version 1.0 since recent ones contained quite minor improvements. I really hope unknown111 will change his mind and re-introduce some territories from G1 world (whole area behind orc's palisade, orc graveyard, etc.), orc patrols in VoM and etc.
I sent him my previously posted suggestion list: https://forum.worldofplayers.de/forum/threads/1450267-Release-L-Hiver-Edition-ENG-0-9-6/page15?p=25254273&viewfull=1#post25254273 who knows, maybe he will decide to pick up some of them :)
cool! this projects goes on! I saw creator of the mod uploaded scripts for translators as well on Russian forum.
I was just wondering if there will be some major changes for version 1.0 since recent ones contained quite minor improvements. I really hope unknown111 will change his mind and re-introduce some territories from G1 world (whole area behind orc's palisade, orc graveyard, etc.), orc patrols in VoM and etc.
I sent him my previously posted suggestion list: https://forum.worldofplayers.de/forum/threads/1450267-Release-L-Hiver-Edition-ENG-0-9-6/page15?p=25254273&viewfull=1#post25254273 who knows, maybe he will decide to pick up some of them :)
I fully agree with you, but unfortunately unknown111 doesn't plan to add it since I asked him. However, I was using a translator so I'm not sure if he completely understands me and he is still continuing in this great mod, so hopefully one day he will add the rest of the Valley of Mines. :) He could use the resources from the Wasteland mod which adds every location which was missing.
It has original G1 textures so it would be great if he would use the GRM textures, if he plans to add it, but I think he would since he already has some textures from the GRM.
Ratamahatta
28.02.2017, 18:38
I fully agree with you, but unfortunately unknown111 doesn't plan to add it since I asked him. However, I was using a translator so I'm not sure if he completely understands me and he is still continuing in this great mod, so hopefully one day he will add the rest of the Valley of Mines. :) He could use the resources from the Wasteland mod which adds every location which was missing.
It has original G1 textures so it would be great if he would use the GRM textures, if he plans to add it, but I think he would since he already has some textures from the GRM.
Regarding those extra areas in VoM - here is another sort of patch which ads all of them, not sure if they are completely empty or have some foes, as it does a lot of other fixes (already implemented in system pack and l'hiver mod I believe) : https://forum.worldofplayers.de/forum/threads/1486808-Release-Gothic-2-Gold-UnPatch
If you will contact unknown again - don't use google translator, just write everything in English - in private message probably better option, but l'hiver main forum should also do. If he will respond - his answer will be in Russian language, so my advice is better translate an answer than a question in this situation :)
BTW - did anyone meet this cutie in your last gameplay or does it appear in the recent version only?
http://worldofplayers.ru/attachments/51595/
Regarding those extra areas in VoM - here is another sort of patch which ads all of them, not sure if they are completely empty or have some foes, as it does a lot of other fixes (already implemented in system pack and l'hiver mod I believe) : https://forum.worldofplayers.de/forum/threads/1486808-Release-Gothic-2-Gold-UnPatch
If you will contact unknown again - don't use google translator, just write everything in English - in private message probably better option, but l'hiver main forum should also do. If he will respond - his answer will be in Russian language, so my advice is better translate an answer than a question in this situation :)
BTW - did anyone meet this cutie in your last gameplay or does it appear in the recent version only?
I know about that patch, but I haven't played it so I don't know about the other parts of the Valley, too.
I know, but I send him text in both languages (so the English and also Russian).
Well, I haven't much played the latest version (just used cheats to quickly check the new stuff) and I have seen them in some places in the Jharkendar (for example in the Library temple near the Orks).
Hey guys, new version up 0.9.9, made quick googe translate, see below (last two versions changelog), really wondering how the version 1.0 will look like :-)
**************************** 0.9.9 ******************* *********************
▶ A large number of objects have been added to Khorinis and to the Valley of Rudniki
▶ Minor changes in the monastery
▶ Now Flamberberg deals additional damage to enemies in heavy armor (Elite Orc, Warrior Ghost, Paladins and mercenaries in heavy armor)
▶ Now Bennett's last swords inflict additional damage to dragons
▶ Now the "Executor of Justice" (two-handed hammer) can take the person / orc / lizard man out of balance and inflict additional damage
▶ Fixed dragons.
▶ Orcs are now fiercely responding to bounces backward (the higher the player's level and the less often their reaction)
▶ Easy re-balance of magic
▶ Many small changes
**************************** 0.9.8 ******************* *********************
▶ Recycled pirate bay in Yarkendar
▶ Several improvements / changes in Khorinis
▶ Added some models and textures from Gothic Reloaded Mod
▶ Added new enemy
▶ Fire monkoris removed
▶ Some models are optimized
Ratamahatta
14.03.2017, 15:54
really wondering how the version 1.0 will look like :-)
Somehow I feel that unknown111 has no intentions to make any significant changes in 1.0 version (compared to 0.9.9) - just more aesthetics, a bit more details/textures, new bug fixes, etc. And since I don't know if there are more people apart him working on this mod - it became massive already and you can't wish for more - but hope dies last doesn't it? :)
I just read last pages in Russian forum - unknown111 rejected (with proper arguments) ideas of introducing shields, bringing back magic stone tablets, re-introduce old areas in VoM, changing NCP routes, etc.
But who knows - maybe we'll be surprised! $§p4
Somehow I feel that unknown111 has no intentions to make any significant changes in 1.0 version (compared to 0.9.9) - just more aesthetics, a bit more details/textures, new bug fixes, etc. And since I don't know if there are more people apart him working on this mod - it became massive already and you can't wish for more - but hope dies last doesn't it? :)
I just read last pages in Russian forum - unknown111 rejected (with proper arguments) ideas of introducing shields, bringing back magic stone tablets, re-introduce old areas in VoM, changing NCP routes, etc.
But who knows - maybe we'll be surprised! $§p4
I hope that you are right with the re-introduce old areas in VoM since that would be one of the best things which could be added into the L'Hiver mod. Also, I hope that the fake trees (at the high mountains) will be removed and there will be the normal trees since they are in very bad quality (even the Vanilla trees are much better).
Ratamahatta
17.03.2017, 10:46
Also, I hope that the fake trees (at the high mountains) will be removed and there will be the normal trees since they are in very bad quality (even the Vanilla trees are much better).
I think someone was complaining about this already in Russian forum, hopefully he will remove them due to bad quality as you mentioned
TheChrone
17.03.2017, 19:06
Hi,
where can I get 9.9 ENG version? I couldn't find anywhere.
Hi,
where can I get 9.9 ENG version? I couldn't find anywhere.
The latest version is 0.9.6 because the latest ones haven't been translated yet.
We're currently working on it.
Ratamahatta
25.03.2017, 19:00
Seems like it is quite worthy to wait for 1.0 :)
http://worldofplayers.ru/attachments/53621/
NineInchNail
27.03.2017, 12:37
Wow, the armor and shield really look great. Is the armor also available in previous versions of the mod or will it be a feature of 1.0?
Chulainn
27.03.2017, 15:28
Wow, the armor and shield really look great. Is the armor also available in previous versions of the mod or will it be a feature of 1.0?
Looks like the armor is mercenary's armor from gothic 3. It was already available in verslon 0.9.6.
Xardas III
27.03.2017, 18:19
Will there also be a german version of 1.0?
Will there also be a german version of 1.0?
I honestly think Marcello is not going to do it, so unless you want to do it, I guess no.
Xardas III
27.03.2017, 21:56
Well, since there are no new NPC's or quests, it wouldn't be that much to translate I guess?
And I think translating something from english to german, which is often very similar, is a lot easier than translating something from russian to english or german.
So the amount of work should be rather small.
And yeah, if I find some free time, maybe I could do it.
NineInchNail
28.03.2017, 09:43
I would do the translation (EN -> DE).
However, I have no experience in modding at all. If somebody could provide the files I have to translate in a way I can work with, I would do it.
Is there any way to play this mod in english without the hunger/thirst/weight/fatigue mechanics? I love this mod and its awesome to see someone translating it to english, but those mechanics ruin the game for me :(
graffikbv
30.03.2017, 23:59
Hi,
I just tested this 0.96 lhiver version, even 0.9.1 version with all the required stuff and scripts , with D3D 17.1 and also 17.5, now my question is :
Does anyone else has problems with the renderer ? After I load a savegame or make a new game it runs ok, smooth, but after like 5 minutes when more things are loading up it gets me into BLACK SCREEN , and I can only open the menus with F11 or ctrl+11. In the menu if I disable draw VOBS I have image again but it doesn't show me all the items, grass, fences etc....
I must say this is the D3D renderer at fault but i'm not sure...
PS: With 17.1 it is more stable, meaning I can get like 10 minutes of gameplay before I need to retart the game.... but with 17.5 it takes like 1 min lel xD.
Im running on radeon 290 with i5 4690k, win 10, latest radeon driver, It can be the issue that it doesn't work well with this driver or card.. dunno. Maybe someone helps or knows something.
Ratamahatta
31.03.2017, 17:31
Hi,
I just tested this 0.96 lhiver version, even 0.9.1 version with all the required stuff and scripts , with D3D 17.1 and also 17.5, now my question is :
Does anyone else has problems with the renderer ? After I load a savegame or make a new game it runs ok, smooth, but after like 5 minutes when more things are loading up it gets me into BLACK SCREEN , and I can only open the menus with F11 or ctrl+11. In the menu if I disable draw VOBS I have image again but it doesn't show me all the items, grass, fences etc....
I must say this is the D3D renderer at fault but i'm not sure...
PS: With 17.1 it is more stable, meaning I can get like 10 minutes of gameplay before I need to retart the game.... but with 17.5 it takes like 1 min lel xD.
Im running on radeon 290 with i5 4690k, win 10, latest radeon driver, It can be the issue that it doesn't work well with this driver or card.. dunno. Maybe someone helps or knows something.
Best thing would be posting this issue directly in D3D11-Renderer für Gothic 2 (alpha) thread in Editing section. I tried with the renderer 9.6 version worked well but some lagging.
Is there any way to play this mod in english without the hunger/thirst/weight/fatigue mechanics? I love this mod and its awesome to see someone translating it to english, but those mechanics ruin the game for me :(
You can - but at the moment only 0.9.6 version, installation files are in this thread's pages 8 and 13.
graffikbv
31.03.2017, 21:36
Best thing would be posting this issue directly in D3D11-Renderer für Gothic 2 (alpha) thread in Editing section. I tried with the renderer 9.6 version worked well but some lagging. .
Yep I posted there too, but I thought maybe someone else was having the save problem sice it occurred only with the heavy modded vegetation of lhiver, I think it draws too many VOBS and the renderer crashes but it can still pick up some of the objects. Anyway, I'm waiting for version 9.9 or 1.0, maybe that one will be better but I doubt it would fix my problem since Degenerated doesn't work on D3D primary anymore :( .
Well, since there are no new NPC's or quests, it wouldn't be that much to translate I guess?
And I think translating something from english to german, which is often very similar, is a lot easier than translating something from russian to english or german.
So the amount of work should be rather small.
And yeah, if I find some free time, maybe I could do it.
I would do the translation (EN -> DE).
However, I have no experience in modding at all. If somebody could provide the files I have to translate in a way I can work with, I would do it.
I can help both of you, asap I'll show you how you can translate, it's not that difficult.
Yep I posted there too, but I thought maybe someone else was having the save problem sice it occurred only with the heavy modded vegetation of lhiver, I think it draws too many VOBS and the renderer crashes but it can still pick up some of the objects. Anyway, I'm waiting for version 9.9 or 1.0, maybe that one will be better but I doubt it would fix my problem since Degenerated doesn't work on D3D primary anymore :( .
Just play L'Hiver without renderer, there's nothing more we can do if Degenerated doesn't want to improve his work anymore.
Btw, what the fuck happened to the forum? All these colours and those dancing avatars...§kratz
Btw, what the fuck happened to the forum? All these colours and those dancing avatars...§kratz
Look at the date of your post.
NineInchNail
03.04.2017, 15:06
I can help both of you, asap I'll show you how you can translate, it's not that difficult.
Would be great, justsend me a PM as soon as you find the time §wink
Hello
I play the 0.9.6.1 version and I stumble upon this bugs:
In chapter 2 on the character stats it is shown 0 protection for blade,dragon fire and magic, only for blunt and projectile shows the value of armor you wear. Is this for real(0 protection) or just shows zero?
The price for arrows and bolts jumped from 1 gold to 10/15 golds.
SuperQuail
16.04.2017, 09:24
Hello
I play the 0.9.6.1 version and I stumble upon this bugs:
In chapter 2 on the character stats it is shown 0 protection for blade,dragon fire and magic, only for blunt and projectile shows the value of armor you wear. Is this for real(0 protection) or just shows zero?
The price for arrows and bolts jumped from 1 gold to 10/15 golds.
I noticed the same thing with armour values, I think it's just a menu glitch.
As for the arrows, does somebody know if this is intentional?
TheChrone
16.04.2017, 17:28
Hi,
I already asked like a month ago, when the new 9.9. version is gonna be released in ENG. Could you guys give me some approximation of when it is gonna be up? I am really looking forward to it! :D
Ratamahatta
18.04.2017, 14:21
Hi,
I already asked like a month ago, when the new 9.9. version is gonna be released in ENG. Could you guys give me some approximation of when it is gonna be up? I am really looking forward to it! :D
Everyone probably is waiting for 1.0 version :dnuhr:
So, is Matteo planning to continue to develop and translate this mod once version 1.0 releases? Will we even get a English v1.0?
Also will you use Gwyn's version without Hunger/Thirst and add that to the main post so we can more easily find it, just give credit and should be fine right? :)
If any updates are made to our current 0.9.6, please include and make use of Gwyns no scripts version which also has some bugfixes.
I still havent commited to one playthrough past Act 1 yet because of the potentially new updates and bugfixes coming out.
Have any of you guys had a stable playthrough and completed the game in 0.9.6 without much issue?
Ratamahatta
22.04.2017, 19:14
I still havent commited to one playthrough past Act 1 yet because of the potentially new updates and bugfixes coming out.
Have any of you guys had a stable playthrough and completed the game in 0.9.6 without much issue?
yes, I can confirm that 0.9.6 is completely playable, no game-breaking issues. I played Gwyn's no hunger etc version. here is my feedback:
https://forum.worldofplayers.de/forum/threads/1450267-Release-L-Hiver-Edition-ENG-0-9-6/page15?p=25254273&viewfull=1#post25254273
Would definitely recommend to go for it if you have some spare time now rather than waiting for updates like 1.0 version - which release date is not confirmed yet - unknown mentioned in Russian forum it varies from few months to never :gratz
yes, I can confirm that 0.9.6 is completely playable, no game-breaking issues. I played Gwyn's no hunger etc version. here is my feedback:
https://forum.worldofplayers.de/forum/threads/1450267-Release-L-Hiver-Edition-ENG-0-9-6/page15?p=25254273&viewfull=1#post25254273
Would definitely recommend to go for it if you have some spare time now rather than waiting for updates like 1.0 version - which release date is not confirmed yet - unknown mentioned in Russian forum it varies from few months to never :gratz
Thanks mate. Alright so lets forget about version 1.0 then, too far off.
But will there be any more bugfixes made by Gwyn or anything added from 0.9.7-0.9.9 by Matteo? Have any of the bugs you mentioned in your post been fixed? Like all dialogues available immediately and that polish ones with Grimbald?
Did you play the game with D3D11 renderer? Is it even possible anymore? I hear alot of people having issues with it now.
Ratamahatta
24.04.2017, 07:40
Thanks mate. Alright so lets forget about version 1.0 then, too far off.
But will there be any more bugfixes made by Gwyn or anything added from 0.9.7-0.9.9 by Matteo? Have any of the bugs you mentioned in your post been fixed? Like all dialogues available immediately and that polish ones with Grimbald?
Did you play the game with D3D11 renderer? Is it even possible anymore? I hear a lot of people having issues with it now.
well as I mentioned before - my listed 'bugs' are not serious or game breaking-more like aesthetic issues of the game, so shouldn't bother you much while playing it :)
regarding d3d11 I tried it, it was playable, but most likely my pc is too weak for it as the view is a bit twitching when moving around in Khorinis or dense woods. but I just tried this renderer, haven't played thoroughly, like in VoM or Jharkendar, or fighting packs of enemies so cannot confirm/deny any issues..
EDIT - if i am not mistaken, unknown111 just released 1.0 version!
Wow!! 1.0 Released. So many cool additions. Shields are finally added and they look awesome!
Sooo excited for 1.0 english version in future! Who will work on this?
http://worldofplayers.ru/threads/36390/page-84#post-934864 (http://http://worldofplayers.ru/threads/36390/page-84#post-934864)
Just finished translating some Gothic stuff for an Italian's board, sorry, guys, time is always less and sometimes there's not even that much will. I'll take in charge the translation of 1.0, however I can't guarantee you anything.
Perturbator
27.04.2017, 17:46
Just finished translating some Gothic stuff for an Italian's board, sorry, guys, time is always less and sometimes there's not even that much will. I'll take in charge the translation of 1.0, however I can't guarantee you anything.
No worries!
The things you have accomplished are already insane, just don't pressure yourself to any work.
I love your work as it is right now, maybe sometime we will be able to play version 1.0.
:gratz
Just finished translating some Gothic stuff for an Italian's board, sorry, guys, time is always less and sometimes there's not even that much will. I'll take in charge the translation of 1.0, however I can't guarantee you anything.
Thats ok. Maybe you and Gwyn can cooperate with 1.0? Is it much translation required to update from 0.9.6?
Btw. Nice to hear from ya again! :gratz $§p4
Ratamahatta
29.04.2017, 13:00
Thats ok. Maybe you and Gwyn can cooperate with 1.0? Is it much translation required to update from 0.9.6?
Btw. Nice to hear from ya again! :gratz $§p4
since it there are no extra quests in this modification, just 'cosmetic' additions I suspect there should be too much - new objects, items, maybe NPCs, etc. :dnuhr:
Indeed there is new stuff, I'm trying to put all my efforts into 1.0, however if things already start up like this...
http://worldofplayers.ru/threads/36390/page-86
... maybe he just ignored my post 'cause I'm not Russian?
Plus, as you can see always from the last page, a Polish user reported several issues regarding balance and bugs related to script errors. I mean, the guy is definitely saying to him "copy and paste, trust me", I guess unknown messed up a bit with 1.0 version.
Btw. Nice to hear from ya again! :gratz $§p4
Thanks, man, hope you're doing good.:)
Indeed there is new stuff, I'm trying to put all my efforts into 1.0, however if things already start up like this...
http://worldofplayers.ru/threads/36390/page-86
... maybe he just ignored my post 'cause I'm not Russian?
Plus, as you can see always from the last page, a Polish user reported several issues regarding balance and bugs related to script errors. I mean, the guy is definitely saying to him "copy and paste, trust me", I guess unknown messed up a bit with 1.0 version.
I don't think that he would ignore you because of that since I get a response almost immediately when I ask him a few questions about his mod. However, I also sent him Russian text so I would my response faster.
Ratamahatta
02.05.2017, 11:51
I guess unknown messed up a bit with 1.0 version.
looks like he announced it a bit too early, although on 27/04/2017 at 20:43 he posted a new update with minor fixes:
▶ Fixed a glitch because of which Cantar did not start a dialogue about the omission if YY wearing miner pants
▶ Added a missing weight of some subjects
▶ Added more textiles in the sale (to create a mercenary armor of Myrtana in the first chapter )
▶ Fixed missing shield bandits near the dead harpy
▶ Fixed several unidentified flying objects
▶ A couple of minor changes
I guess after a week or so when more players tested this version there will be more bug reports and another update with fixes :dnuhr:
Indeed there is new stuff, I'm trying to put all my efforts into 1.0, however if things already start up like this...
http://worldofplayers.ru/threads/36390/page-86
... maybe he just ignored my post 'cause I'm not Russian?
Plus, as you can see always from the last page, a Polish user reported several issues regarding balance and bugs related to script errors. I mean, the guy is definitely saying to him "copy and paste, trust me", I guess unknown messed up a bit with 1.0 version.
Thanks, man, hope you're doing good.:)
Aw that's awesome man! So glad to hear that you still try to work on and update this mod! I hope it will work out with the fixes. I've always wanted to play with shields in Gothic so im really excited for this one.
Ratamahatta
10.05.2017, 08:16
ok, at the moment unknown111 has release the update - current version 1.0f. recent changes (rough google translation):
▶ Fixed location icons exhaustion
▶ Fixed Vatras' striptease
▶ Fixed a conflict in the schedule of some the NPC
▶ Fixed orcs' attack at the window in the Garond's hall
▶ Fixed several bugs text output
▶ Fixed magicians reaction to hooded robe
▶ Fixed description of some items
▶ Sprint is no longer activated when reloading
▶ Fixed 10% weapon bonus
▶ A few minor edits
Plasquar
11.05.2017, 20:47
Damn, an english v1.0 of this would be awesome. §gnah
Are there any info to share with us as of now? Any progress :)
Is Gwyn still around to help btw?
Yeah yeah, Gwyn is always around, don't worry. I'm working on it but not putting enough time into it, I'm sorry, this period is crucial for university students (exams). I'll keep you updated.
Ratamahatta
16.05.2017, 17:17
Yeah yeah, Gwyn is always around, don't worry. I'm working on it but not putting enough time into it, I'm sorry, this period is crucial for university students (exams). I'll keep you updated.
dude, take care of your exams first!!!
unless your overwhelmed and heated brain will need to get away from day-to-day preparation tasks for uni - taking care of this mod is a good thing to do!!! :) :gratz
let me know if some help will be needed with simple translation!!!!
Hello. I play version 0.9.6.1 and the armours seems to offer 0 protection against blade damage or against monsters. So far I've tried with the farmer clothing , the citizen clothing , the leather armour from Matteo and from Orlan. All of those display 0 protection to blade damage . At level 5 NH is killed by a molerat with 5 hits , no matter if he is naked or he is wearing lord Andre's armour. Is this intended in order to make the game more difficult? Because , if that's the case , what is the point of chasing better armours?
What is wrong with the attacks from the giant rats? They can attack NH from like 2m away, beyond the reach of my melee weapons. Did they developed some invisible shadowbeast claws?
And one more thing: the bonus from wearing a leather belt together with a leather armour is not applied when NH wears the leather armour from Orlan.
P.S. Just in case the thing with armours protection is a bug , I also have installed Velaya and Golden gate mods. Could be that one of those is responsible for this bug?
Ratamahatta
01.06.2017, 19:09
Hello. I play version 0.9.6.1 and the armours seems to offer 0 protection against blade damage or against monsters. So far I've tried with the farmer clothing , the citizen clothing , the leather armour from Matteo and from Orlan. All of those display 0 protection to blade damage . At level 5 NH is killed by a molerat with 5 hits , no matter if he is naked or he is wearing lord Andre's armour. Is this intended in order to make the game more difficult? Because , if that's the case , what is the point of chasing better armours?
What is wrong with the attacks from the giant rats? They can attack NH from like 2m away, beyond the reach of my melee weapons. Did they developed some invisible shadowbeast claws?
And one more thing: the bonus from wearing a leather belt together with a leather armour is not applied when NH wears the leather armour from Orlan.
P.S. Just in case the thing with armours protection is a bug , I also have installed Velaya and Golden gate mods. Could be that one of those is responsible for this bug?
Regarding 0 protection - I had the same issue, as far as I remember I was assured by someone this is just a graphic glitch, armours do have protection values even it does show 0 in the menu. But since you mentioned that you've tested with and without armour to get killed by molerat - I am not sure anymore, although I don't think i had this problem during my gameplay - all better armours did help a lot.
ya man, rats are now a thing - very dangerous even in the mid game :) just find a ledge, lure them closer and use your bow.
regarding the bonus from leather belt and orlan's leather armour - I guess it is a bug.
I believe most of the mentioned issues are rectified in the 1.0 version. :gratz
After some testing, using different armours and comparing damage taken from same monsters when using those armours , it looks like only 20% of the protection value of armour is taken into consideration when damage is calculated. If this was intended in order to make the game more difficult , it also raises a problem: this nerf to protection is not limited to NH , but also to NPC. That's why I had Lares killed by 3 goblins on the way to pyramid, or Cord killed by 2 scavengers on the way to the Ring of Water meeting at Orlan's tavern. It also means that armour like the paladin one , end-game armour in original game , it offers now only 20 real protection , just like the starter armour ( the leather one) in the original game. IMHO , is too much.
So , my question is: is it possible to revert the damage calculation to be like in the original game? Could be done by replacing some file(s) from the mod with coresponding files from a normal installation of the game?
Also, the prices for arrows and bolts should be decreased , otherwise the path of a archer/crossbowman is prohibitive for someone new to Gothic game.
Also, the prices for arrows and bolts should be decreased , otherwise the path of a archer/crossbowman is prohibitive for someone new to Gothic game.
For a beginner, yes, but this mod is not supposed to be for the beginners. When someone is new to the Franchise (like you probably) he should complete the Vanilla games first. Then he should play with the mods.
Ratamahatta
03.06.2017, 16:11
Also, the prices for arrows and bolts should be decreased , otherwise the path of a archer/crossbowman is prohibitive for someone new to Gothic game.
Maybe in the beginning, but later on NH will acquire enough of free arrows and bolts - from bandits. Also archers afaik can learn how to make arrows/bolts from Bosper?
And as Marek mentioned - this mod is a little bit towards advanced difficulty - very welcomed by experienced Gothic players who find vanilla Gothic games already too easy difficulty whatever path is chosen for NH :gratz
Well, I am not "new to the franchise", but I think there may be some players who would like to try this mod even if they haven't played the vanilla game. Besides, for an veteran of the Gothic games , not the price of arrows/bolts should be the element of difficulty.
About that bug with the protection values, when it displays 0 protection : it looks like the bug occurs when NH enters in Khorinis from Jharkendar or from VoM. When he goes from Khorinis into VoM or Jharkendar everything is o.k. In order to avoid the bug ( or to fix it), NH should unequip all gear, go through portal , then reequip his gear. After that everything works as intended. Also , the bug occurs when , in Marvin mode, you take possession of another NPC.
In vanilla game, the minimal damage from a successful hit was 1. It looks like the creator of the mod has raised this minimal damage to 25. This makes a group of weak monsters like bloodflies or goblins more dangerous than a sigle very powerful monster , like the dragon snapper. I think that's the real reason for the deaths of Lares and Cord in my playthrough, they where overwhelmed by packs of goblins (Lares) or scavengers (Cord). I think Lares should be invincible in first chapters. .
About that bug with the protection values, when it displays 0 protection : it looks like the bug occurs when NH enters in Khorinis from Jharkendar or from VoM. When he goes from Khorinis into VoM or Jharkendar everything is o.k. In order to avoid the bug ( or to fix it), NH should unequip all gear, go through portal , then reequip his gear. After that everything works as intended. Also , the bug occurs when , in Marvin mode, you take possession of another NPC.
In vanilla game, the minimal damage from a successful hit was 1. It looks like the creator of the mod has raised this minimal damage to 25. This makes a group of weak monsters like bloodflies or goblins more dangerous than a sigle very powerful monster , like the dragon snapper. I think that's the real reason for the deaths of Lares and Cord in my playthrough, they where overwhelmed by packs of goblins (Lares) or scavengers (Cord). I think Lares should be invincible in first chapters. .
Thanks for this info and tip! I will make sure to unequip everything when I change world zone :)
Too bad the minimum damage is so high, but guess we gotta be extra careful now. But its rather silly that a pack of lowly goblins or molerats are more dangerous than a single dragon snapper because of this..
Also, Matteo: Is there any news on the 1.0? Can we perhaps expect it to be ready sometime during this summer? :rolleyes:
Ratamahatta
05.06.2017, 16:56
But its rather silly that a pack of lowly goblins or molerats are more dangerous than a single dragon snapper because of this..
Also, Matteo: Is there any news on the 1.0? Can we perhaps expect it to be ready sometime during this summer? :rolleyes:
About increased damage - it is annoying but imho manageable (although in this mod I always had problems with fighting against 3 and more lizard men/orcs at once even in the last chapter $§p4
regaeding 1.0f version of this mod - hopefully Matteo and Gwyn will find some time to put everything in one place - in Russian forum there were no more bugs reported after latest update to 1.0f version so hopefully it is pretty much stable release the moment :dnuhr:
I'm translating the shields related file and here I am:
instance ITSH_W2_E4(C_Item)
{
name = "Боевой щит";
mainflag = ITEM_KAT_NF;
flags = ITEM_SHIELD;
value = 600;
protection[PROT_EDGE] = 35;
protection[PROT_BLUNT] = 25;
protection[PROT_POINT] = 45;
protection[PROT_FIRE] = 10;
protection[PROT_MAGIC] = 5;
visual = "ItSh_W2_E4.3ds";
material = MAT_WOOD;
on_equip = equip_w2_e4;
on_unequip = unequip_w2_e4;
cond_atr[1] = ATR_STRENGTH;
cond_value[1] = 60;
description = name;
text[0] = "Защита: Р.+35 / Д.+25 / С.+45 / О.+10 / М.+5";
text[1] = NAME_Str_needed;
count[1] = cond_value[1];
text[2] = NAME_ADDON_MALUS_1H;
count[2] = 7;
text[3] = NAME_Bonus_HpMax;
count[3] = 60;
text[4] = NAME_SH_B_CHANCE_35;
text[5] = NAME_3P5KG;
count[5] = value;
};
Well, I guess the name would be Shield, what about the content of the line text[0]? Защита means protection, those following values I guess are fire, magic and so on, aren't they?
Ratamahatta, could you help me? And, by the way, my invitation to cooperate is always valid, if you managed to get Skype meanwhile.
Ratamahatta
07.06.2017, 22:05
Hey fella!
I'm translating the shields related file and here I am:
instance ITSH_W2_E4(C_Item)
{
name = "Боевой щит";
mainflag = ITEM_KAT_NF;
flags = ITEM_SHIELD;
value = 600;
protection[PROT_EDGE] = 35;
protection[PROT_BLUNT] = 25;
protection[PROT_POINT] = 45;
protection[PROT_FIRE] = 10;
protection[PROT_MAGIC] = 5;
visual = "ItSh_W2_E4.3ds";
material = MAT_WOOD;
on_equip = equip_w2_e4;
on_unequip = unequip_w2_e4;
cond_atr[1] = ATR_STRENGTH;
cond_value[1] = 60;
description = name;
text[0] = "Защита: Р.+35 / Д.+25 / С.+45 / О.+10 / М.+5";
text[1] = NAME_Str_needed;
count[1] = cond_value[1];
text[2] = NAME_ADDON_MALUS_1H;
count[2] = 7;
text[3] = NAME_Bonus_HpMax;
count[3] = 60;
text[4] = NAME_SH_B_CHANCE_35;
text[5] = NAME_3P5KG;
count[5] = value;
};
.
Боевой щит - Battle Shield
Защита - Protection
EDGE - I would probably translate as Blade damage
POINT - most likely is Piercing (Arrow) damage
Let me know if you'll find any other Russian words/ slang that needs to be translated §wink
I'm translating the shields related file and here I am:
instance ITSH_W2_E4(C_Item)
{
name = "Боевой щит";
mainflag = ITEM_KAT_NF;
flags = ITEM_SHIELD;
value = 600;
protection[PROT_EDGE] = 35;
protection[PROT_BLUNT] = 25;
protection[PROT_POINT] = 45;
protection[PROT_FIRE] = 10;
protection[PROT_MAGIC] = 5;
visual = "ItSh_W2_E4.3ds";
material = MAT_WOOD;
on_equip = equip_w2_e4;
on_unequip = unequip_w2_e4;
cond_atr[1] = ATR_STRENGTH;
cond_value[1] = 60;
description = name;
text[0] = "Защита: Р.+35 / Д.+25 / С.+45 / О.+10 / М.+5";
text[1] = NAME_Str_needed;
count[1] = cond_value[1];
text[2] = NAME_ADDON_MALUS_1H;
count[2] = 7;
text[3] = NAME_Bonus_HpMax;
count[3] = 60;
text[4] = NAME_SH_B_CHANCE_35;
text[5] = NAME_3P5KG;
count[5] = value;
};
Well, I guess the name would be Shield, what about the content of the line text[0]? Защита means protection, those following values I guess are fire, magic and so on, aren't they?
Ratamahatta, could you help me? And, by the way, my invitation to cooperate is always valid, if you managed to get Skype meanwhile.
Woo! Awesome! Nice to see you are working on it mate! Looking forward to this final version! :rolleyes:
Yeah, man, and if everything runs smoothly I hope to release it before the end of this summer. And I announce as of now that it'll be probably the last version I'm releasing, unknown goes too fast and I can't nor I want to stay everytime on him, time is always less and less. Of course I'll give you the best final version possible, and if you report any bugs I'll gladly fix them with the help of Gwyn.:)
Ratamahatta
10.06.2017, 16:59
Yeah, man, and if everything runs smoothly I hope to release it before the end of this summer. And I announce as of now that it'll be probably the last version I'm releasing, unknown goes too fast and I can't nor I want to stay everytime on him, time is always less and less. Of course I'll give you the best final version possible, and if you report any bugs I'll gladly fix them with the help of Gwyn.:)
cool! hopefully you'll finish earlier.
meanwhile I guess I'll try Returning 2.0 with 'hard' difficulty $§p4
Yeah, man, and if everything runs smoothly I hope to release it before the end of this summer. And I announce as of now that it'll be probably the last version I'm releasing, unknown goes too fast and I can't nor I want to stay everytime on him, time is always less and less. Of course I'll give you the best final version possible, and if you report any bugs I'll gladly fix them with the help of Gwyn.:)
Thats great man! I really appreciate all your work! You've been great and cant wait for the finale. Im totally fine with this next release being the last and final version in english. I am really excited to play with shields and all the other additions that's been added since 0.9.6. Its going to be my last big playthrough in Gothic 2 probably as well.
Ratamahatta
13.06.2017, 20:31
Its going to be my last big playthrough in Gothic 2 probably as well.
Nah, it is not :gratz
eventually you will come back after a while :P
kingnero
29.06.2017, 19:45
im tired of waiting :D
please work faster :)
TheChrone
10.07.2017, 18:45
Hi,
just wanted to ask, how's the translation going?
Thank you for doing this! :D
SuperQuail
11.07.2017, 20:16
Has anyone played the latest Russian version yet?
How do the shields work out?
Ratamahatta
16.07.2017, 12:20
Has anyone played the latest Russian version yet?
How do the shields work out?
I believe this feature was adopted returning 2.0 mod - if yes, than 1st stance shields animation I didn't like, but later it improves to much better imho
SuperQuail
17.07.2017, 20:56
I believe this feature was adopted returning 2.0 mod - if yes, than 1st stance shields animation I didn't like, but later it improves to much better imho
So do they replace the parry move? Are there any penalties for using a shield, etc?
kingnero
30.07.2017, 10:53
i have been checking this forum page every single day for like 2 months now :)
TheChrone
30.07.2017, 17:39
Lol and I thought I am the only no-lifer who's been doing it. :DDDDD
AntonioBarbarian
31.07.2017, 02:12
Heh, I thought (and AM one though) I was the no-lifer too, been also checking it every day in the last few weeks, hope it doesn't take too long for the translation to come.
Ratamahatta
31.07.2017, 09:55
So do they replace the parry move? Are there any penalties for using a shield, etc?
penalties to endurance.
i have been checking this forum page every single day for like 2 months now :)
Lol and I thought I am the only no-lifer who's been doing it. :DDDDD
Heh, I thought (and AM one though) I was the no-lifer too, been also checking it every day in the last few weeks, hope it doesn't take too long for the translation to come.
Oh, we are all here lurking still and waiting for this glorious final release!
On the Official russian Lhiver Forum Unknown changed status to "version 1.1 FINAL 18.07.17" So I guess the mod finally is completed!
http://worldofplayers.ru/threads/36390/page-90#post-947375
Now all we need is the english version and its done :)
kingnero
03.08.2017, 18:45
Oh, we are all here lurking still and waiting for this glorious final release!
On the Official russian Lhiver Forum Unknown changed status to "version 1.1 FINAL 18.07.17" So I guess the mod finally is completed!
http://worldofplayers.ru/threads/36390/page-90#post-947375
Now all we need is the english version and its done :)
good :) where is our lazy english translator? :)
shame i dont know how to do this...
Good for him if he's finished. I'm sorry for everyone, but I can't find any will to continue with this project, I'm translating something like three sentences per day, and now I do have time. Guess I don't have anymore that interest I started with.
Killerenn
05.08.2017, 08:10
Good for him if he's finished. I'm sorry for everyone, but I can't find any will to continue with this project, I'm translating something like three sentences per day, and now I do have time. Guess I don't have anymore that interest I started with.
That's sad :c how much left to finish this project tho? is there any way that we could help you? i bet there is alot ppl waiting this to be finished and they would gladly land a hand to finish this.
Good for him if he's finished. I'm sorry for everyone, but I can't find any will to continue with this project, I'm translating something like three sentences per day, and now I do have time. Guess I don't have anymore that interest I started with.
Oh, Nooo! Disapointing Mat.
SuperQuail
06.08.2017, 06:36
Good for him if he's finished. I'm sorry for everyone, but I can't find any will to continue with this project, I'm translating something like three sentences per day, and now I do have time. Guess I don't have anymore that interest I started with.
This news is like an arrow which pierces my heart. I will seek new strength in prayer.
kingnero
06.08.2017, 08:51
This news is like an arrow which pierces my heart. I will seek new strength in prayer.
beast :D
Good for him if he's finished. I'm sorry for everyone, but I can't find any will to continue with this project, I'm translating something like three sentences per day, and now I do have time. Guess I don't have anymore that interest I started with.
Thats too bad :( Hopefully someone else can maybe pick up and finish it for the community? What about Gwyn? Havent seen him here for awhile. How much work is left?
TheChrone
06.08.2017, 19:27
After all those years it is understandable you are worn out. The thing I am interested in is, whenever you will finish the translation (how much time it takes is not important). Because if not then we really need someone to finish the translation. Since the last version is 9.6. and there is no equivalent existing. The 1.1. has been released and it is the final version. So whoever finishes it is, just has to do the one translation of the final version. Then again I would like to thank you for doing so much for the community!
Good for him if he's finished. I'm sorry for everyone, but I can't find any will to continue with this project, I'm translating something like three sentences per day, and now I do have time. Guess I don't have anymore that interest I started with.
This is a very sad thing to hear since I was looking forward to playing this mod a lot. However, I strongly believe that someone else will continue with this mod since it probably will not have any future updates.
I wish you well with your future and hopefully one day someone else will translate the final version.
If this is indeed the end for you, could you please upload the scripts and base VDF files in the state your work has left them in? That way, someone else could take over and perhaps finish it up, for the benefit of the community :) It seems we are quite a few people around who were waiting for this mod in english. Since 0.9.6 version was completely translated, I would take even simple google translate for the rest of the stuff that was added with 1.0 just to play this. Most of the work is done, right?
If this is indeed the end for you, could you please upload the scripts and base VDF files in the state your work has left them in? That way, someone else could take over and perhaps finish it up, for the benefit of the community :) It seems we are quite a few people around who were waiting for this mod in english. Since 0.9.6 version was completely translated, I would take even simple google translate for the rest of the stuff that was added with 1.0 just to play this. Most of the work is done, right?
I fully agree with this! Please mathúin, upload those files so that someone else could finish this. I would do it if I have some time for it, but I'm helping with translation for the other mod teams as well.
I don't know if anyone is still watching this thread, but im a big fan too, and was looking for a translation to the v1.1 and came across something that i like to share maybe it can help some people:
make sure you know how to use this or already used L'Hiver so that your familiar with how to use this.
here is mega link sorry for wait: https://mega.nz/#!CMIiVKjB!cLyBDqUvZ__VrAwhqxagQ6G7zcuJwMqzwK4Mk9Mx-LI
1. place G2_LH_Edit_BASE_v1.1.vdf in your Data Folder. this is the russian v1.1
2. place G2_LH_Edit_ENG_Override.vdf in your Data Folder. this is the English v1.0
Screenshot's in 3840 x 2160 Resolution in VSR:
https://gyazo.com/555e07d0b0e9796d7f0397350491fd0f
https://gyazo.com/6ef793dfd174e25045c90b3db51e104a
https://gyazo.com/20b054cf897f7be507c29b0e9b46c4ec
https://gyazo.com/58ccb000d339414d48da9ed49a3c597a
https://gyazo.com/6294263d926e5ce04b6bb9307fef479f
https://gyazo.com/f8afde616f4ea950e0c28e1c7492af82
I don't know if anyone is still watching this thread, but im a big fan too, and was looking for a translation to the v1.1 and came across something that i like to share maybe it can help some people:
make sure you know how to use this or already used L'Hiver so that your familiar with how to use this.
here is mega link sorry for wait: https://mega.nz/#!CMIiVKjB!cLyBDqUvZ__VrAwhqxagQ6G7zcuJwMqzwK4Mk9Mx-LI
1. place G2_LH_Edit_BASE_v1.1.vdf in your Data Folder. this is the russian v1.1
2. place G2_LH_Edit_ENG_Override.vdf in your Data Folder. this is the English v1.0
Screenshot's in 3840 x 2160 Resolution in VSR:
https://gyazo.com/555e07d0b0e9796d7f0397350491fd0f
https://gyazo.com/6ef793dfd174e25045c90b3db51e104a
https://gyazo.com/20b054cf897f7be507c29b0e9b46c4ec
https://gyazo.com/58ccb000d339414d48da9ed49a3c597a
https://gyazo.com/6294263d926e5ce04b6bb9307fef479f
https://gyazo.com/f8afde616f4ea950e0c28e1c7492af82
Has anyone try it? I play Returning, now...
i played a bit with it, all the texts is english,very interesting, the model is from the russian version, the inventory is also from the russian version, item in the begin cave convict armor is also from the russian version, i noticed icould not find shields, seems some features stayed and some features got overridden, tho this actually shows you could override the langauge of a mod .vdf file, with a other .vdf only containing dialogs in english, this could be usefull or save some work atleast for modders. (since here i used the mod from this topic with the russian mod), thoughts anyone ?
Think about it Small vdf's with only dialogs in chosen langauge could give support to all mods and modders to have all languages for each mod.
Has anyone try it? I play Returning, now...
Well, It does look like the latest version, but it's buggy. Really buggy. For example: the mage which should guard the other place in the monastery is not there, there is no fancy lighting in the monastery/castle, the beginning is different and it has none of the special effects in the Russian version, there are missing some NPCs, there are no guards at the third entrance to the city, some NPCs are not doing anything like the Bennet since the something is broken and many more.
Totally true, its really just for the langauge and thought maybe it can help someone. ;)
Ratamahatta
14.08.2017, 16:27
I play Returning, now...
me too. on medium difficulty there is enough challenge for me :D
Totally true, its really just for the langauge and thought maybe it can help someone. ;)
Well, the English 1.0 or 1.1 version is very buggy, so I wouldn't much recommend it and I would either get an original Russian version or just translate it myself since a lot of amazing stuff is missing from the English version.
I will wait for the Polish version (which is similar to my language) and if it will be the latest version I will get it. Unfortunately, I don't know Polish so well that I could translate it and I don't have much time for it anyway.
kingnero
14.08.2017, 23:35
Well, the English 1.0 or 1.1 version is very buggy, so I wouldn't much recommend it and I would either get an original Russian version or just translate it myself since a lot of amazing stuff is missing from the English version.
I will wait for the Polish version (which is similar to my language) and if it will be the latest version I will get it. Unfortunately, I don't know Polish so well that I could translate it and I don't have much time for it anyway.
but where are the scripts... ofc things arent going to be on place withouth scripts... where are russian scripts?
but where are the scripts... ofc things arent going to be on place withouth scripts... where are russian scripts?
Well, you have posted that file, so why you are asking me? They are in the Russian release here: https://yadi.sk/d/J_j4dmOv3LArPr
kingnero
16.08.2017, 19:34
Well, you have posted that file, so why you are asking me? They are in the Russian release here: https://yadi.sk/d/J_j4dmOv3LArPr
i posted it? :D
where? :)
btw ty for the link.
kingnero
16.08.2017, 20:25
okey so basicly everything works... npc are on place... creatures are at their place... i see new stuff, BUT:
its great that they still speak english, but the answers i give i cant see what they mean since they are still in russian... after i press some dialog i hear in english what i said, but ye... if there is some line to repair in the scrips so it would also be english that would be great.
btw i noticed that elite orc healing like the dragons do... intended? fuck it will be hard to kill them :D (as soon as they move they start healing, but if they stand still no healing)
Sorry, I meant the Abunai. I mostly recognize people here by their avatars since the names are much smaller than the ones at the Moddb, which I'm used to. And you are welcome!
i posted it? :D
where? :)
btw ty for the link.
TheChrone
22.08.2017, 17:36
Hi, I've decided to play 9.6. that is here uploaded and it works fine except I feel like some features are missing... for example:
Added new skill - leather tanning. Bosper can teach you how to tan skins at special tables after you bring him his skins. The leather is required for forging
• Added new skill - bow crafting. Now Bosper can teach his apprentice in bow crafting (bows are from Returning 2.0). After learning a bow, the arrows are learned automatically
• Added new skill - wood harvesting. Woodcutter Grom can teach you this skill. Now several trees can be cut down to obtain a wood blank for bows and arrows. To craft arrows, you will need to cut the blank on the wood saw. The wood can be gathered without the skill, but the gathered amount depends on the skill
I went to the Grom, I've finished his quest and still, the only thing he teaches is hunt related. At the same time, I am the apprentice of Bosper and he doesn't teach anything about Bow making. I am in the 1st chapter so maybe that's the problem? I fact is I would like to play hunter this playthrough and not being able to make arrows makes the build unplayable.
Thank you for an answer. :D
kingnero
22.08.2017, 18:39
Hi, I've decided to play 9.6. that is here uploaded and it works fine except I feel like some features are missing... for example:
Added new skill - leather tanning. Bosper can teach you how to tan skins at special tables after you bring him his skins. The leather is required for forging
• Added new skill - bow crafting. Now Bosper can teach his apprentice in bow crafting (bows are from Returning 2.0). After learning a bow, the arrows are learned automatically
• Added new skill - wood harvesting. Woodcutter Grom can teach you this skill. Now several trees can be cut down to obtain a wood blank for bows and arrows. To craft arrows, you will need to cut the blank on the wood saw. The wood can be gathered without the skill, but the gathered amount depends on the skill
I went to the Grom, I've finished his quest and still, the only thing he teaches is hunt related. At the same time, I am the apprentice of Bosper and he doesn't teach anything about Bow making. I am in the 1st chapter so maybe that's the problem? I fact is I would like to play hunter this playthrough and not being able to make arrows makes the build unplayable.
Thank you for an answer. :D
umm... well... :)... you miss alot more then what you wrote... you probably also miss ALOT of creatures from all new areas... because you are missing the SCRIPTS!!! the most important thing... SCRIPS gives creatures/new stuff to learn... not to mention most important thing---> to make game harder :D
btw i dont know if you got to start game again, but ye :)
i got a guide on how to instal gothic 2 lhiver 0.961 version on discord, but you got to follow it step by step in order to work (from basic gothic 2 night of the raven)
https://discord.gg/rJS4cY
from reading your thing... you only miss scrips... so you can jump to final step/download basicly, cya :)
TheChrone
22.08.2017, 19:06
I had my Gothic 9.0a working just fine with the DirectX mode and all. So I just switched the versions.... to 9.6 alongside with the scripts (the game doesn't work w/o them). I used the manual from the 1st page of the mode here -> I put the file and the scripts into the Data folder... Since the folder has been modified from the previous version I thought it should work just fine and yes, some features do work... like weight system, hunger, fatigue, thirst... new objects are present! I can even use them but it seems NPCs are missing the features...
TheChrone
22.08.2017, 20:10
Ok, so I checked your link and installed those scripts you have there and when I started the new game it worked, including tree cutting etc. The only thing that sucks is that I lost about 7 hours of progression but that's still serviceable. Now the question is why are the scripts for 9.6. on this website faulty? Anyway, thank you for your advice.
kingnero
22.08.2017, 21:07
Ok, so I checked your link and installed those scripts you have there and when I started the new game it worked, including tree cutting etc. The only thing that sucks is that I lost about 7 hours of progression but that's still serviceable. Now the question is why are the scripts for 9.6. on this website faulty? Anyway, thank you for your advice.
ye i lost 2 days of playtime also when i heard about mod :) (like 14 hours of playtime)... np, happy to help... i was also like how the hell do you install this mod first time (lost like 1 hour just trying to install)
Now the question is why are the scripts for 9.6. on this website faulty? Anyway, thank you for your advice.
They are fine. The problem is that you replaced the scripts, which aren't compatible to your Gothic vanilla savegames.
Gothic .vdf and .mod files may contain textures, meshes, animations, scripts and so on. Now, instead of overriding files, Gothic checks the timestamp of each .vdf and .mod file it finds and loads the "newest" of them. That's the L'Hiver .mod file in your case. So Gothic preferred the newer scripts, that aren't compatible to your save games. You have to start a new game.
umm... well... :)... you miss alot more then what you wrote... you probably also miss ALOT of creatures from all new areas... because you are missing the SCRIPTS!!! the most important thing... SCRIPS gives creatures/new stuff to learn... not to mention most important thing---> to make game harder :D
btw i dont know if you got to start game again, but ye :)
i got a guide on how to instal gothic 2 lhiver 0.961 version on discord, but you got to follow it step by step in order to work (from basic gothic 2 night of the raven)
https://discord.gg/rJS4cY
from reading your thing... you only miss scrips... so you can jump to final step/download basicly, cya :)
Hey man, can i have that guide too? I have the same problem..
kingnero
26.08.2017, 06:25
https://www.youtube.com/watch?v=AIH-mWx7-zg&feature=youtu.be
i made a youtube video in case someone has problem understanding what i wrote in guide on discord-> https://discord.gg/u5phjFc
SinclairDante
01.09.2017, 03:14
I'm having problems with wood harvesting. I'm currently playing L'Hiver Edition 0.9.6 with the Scripts without hunger/weight/fatigue features. Also using G3D11-X17.3 if that makes any difference. I went to Grom to learn Wood Harvesting, but I don't know how to harvest the wood. I first try using a basic axe and swing at some tree trunks but nothing happpen. I don't see what I need to do to interact with the trees to start chopping wood. I became Bosper's apprentice and I learn how to craft a bow and arrows. I'm also having trouble creating a wood billet when I use the saw. I get the message missing billet!
TheChrone
01.09.2017, 11:51
Go through woods and look for young trees - you can tell these were not in the original game. Some of these trees have a name like herbs do. Simply just press action key and if you have an axe you will start cutting the tree and after some time you get billets. One of the trees, for example, is in the area where you go with the hunter Bartok (so I think) to hunt - it is the forest in front of Lobarts farm. It is near the rock near the edge of the forest towards the sea.
SinclairDante
01.09.2017, 14:02
I found one young mapple tree behind the house of Onar's farm. I was able to chop wood. I just though there be a lot more trees that I could cut down. You said there is one near the forest where I go hunting with Bartok. Are there very few trees all over Korinnos that I can actually cut down? I just learned the 1st level of woodcutting. Should I max out my woodcutting skill before I chop any other trees? I'm doing a dex build, and I'm running out of arrows, and buying arrows is too expensive!!
TheChrone
01.09.2017, 20:44
Well, you don't actually need to cut trees to make arrows. For arrows, you don't need billets but bars or planks (not sure about the name :D). You make them by sawing billets. However, you can buy these at smiths and people who work with wood like Thorben for example. They cost 5 gold so it is easier to buy them then look for trees. Also, I am not sure about it but I hope the trees will respawn every chapter...
Yea I also had different expectations about the tree cutting but that's what we got. I am also going only dex build and so far it is playable. Not sure about later chapters though. Right now to make 25 arrows you need 2 planks and 2 iron bars. Iron bars are 65 gold so I think and planks are 5. So that makes it 140 gold for 25 arrows. You save 110 gold... Still, that's quite expensive not because of the tree part but because of the iron. I hope you can mine and smelt the iron ore (didn't try that yet).
kingnero
02.09.2017, 10:40
Well, you don't actually need to cut trees to make arrows. For arrows, you don't need billets but bars or planks (not sure about the name :D). You make them by sawing billets. However, you can buy these at smiths and people who work with wood like Thorben for example. They cost 5 gold so it is easier to buy them then look for trees. Also, I am not sure about it but I hope the trees will respawn every chapter...
Yea I also had different expectations about the tree cutting but that's what we got. I am also going only dex build and so far it is playable. Not sure about later chapters though. Right now to make 25 arrows you need 2 planks and 2 iron bars. Iron bars are 65 gold so I think and planks are 5. So that makes it 140 gold for 25 arrows. You save 110 gold... Still, that's quite expensive not because of the tree part but because of the iron. I hope you can mine and smelt the iron ore (didn't try that yet).
its good that it is expensive... archery is to cheezy in gothic 2... as a mage you at least run out of power and damage is limited, but as archer you just keep shooting and you just go up and up with dex until its OP... anyway melee is the most fair way :D
I would pay to get this mod finished. :P how far is it now?
kingnero
03.09.2017, 16:15
I would pay to get this mod finished. :P how far is it now?
i also pay 20€ for someone to finish :)
Downloaded yesterday Russian 1.1, already on it with translation... yeah, I'm back.
Downloaded yesterday Russian 1.1, already on it with translation... yeah, I'm back.
It's great to see you back! I hope that you will make it and I wish you a good luck!
Downloaded yesterday Russian 1.1, already on it with translation... yeah, I'm back.
Ill def donate if thats needed! Gothic 2 is my youth having more content in this would def be worth it!
PS possible to get a youtube video or live twitch stream of when you are working on the translation :D? really want to learn it
Hello.
I just wanted to say Thank you so very much for your work in translating these updates Mathúin!!
Im a big fan of the Gothic games and Im really looking forward to an English version of 1.1
Im currently playing 0.96 and It is amazing. But I have a bug thats pretty consistent. I often get this bug where the character bugs and continues to run, run and run. I can only control which direction he is going. And the only thing my computer responds to is ctrl+alt+delete and bringing up the task manager. Then if the game doesn't crash, (which it does half the time when I do that) then I can alt+tab in again and continue playing normally.
I was just wondering if anyone else have experienced this? Im playing on a laptop from 2008 with Windows 7 Ultimate.
Im also known as AnotherExample/Xylitol
Again, I want to thank everyone who have helped made this game and the mods so great. Im also looking forward to "History of Khorinis"
It's great to see you back! I hope that you will make it and I wish you a good luck!
Thanks, I'll try my best this time.
Ill def donate if thats needed! Gothic 2 is my youth having more content in this would def be worth it!
PS possible to get a youtube video or live twitch stream of when you are working on the translation :D? really want to learn it
I'm not on YouTube and I don't do this kind of things, sorry. If you want to learn, you could add me on Skype, but at the moment I'm kind of busy with the translation.
Hello.
I just wanted to say Thank you so very much for your work in translating these updates Mathúin!!
Im a big fan of the Gothic games and Im really looking forward to an English version of 1.1
Im currently playing 0.96 and It is amazing. But I have a bug thats pretty consistent. I often get this bug where the character bugs and continues to run, run and run. I can only control which direction he is going. And the only thing my computer responds to is ctrl+alt+delete and bringing up the task manager. Then if the game doesn't crash, (which it does half the time when I do that) then I can alt+tab in again and continue playing normally.
I was just wondering if anyone else have experienced this? Im playing on a laptop from 2008 with Windows 7 Ultimate.
Im also known as AnotherExample/Xylitol
Again, I want to thank everyone who have helped made this game and the mods so great. Im also looking forward to "History of Khorinis"
AnotherExample/Xylitol? You have three different accounts on this board?:D
I don't know where your issue may come from... are you using the SystemPack and DX11 renderer with L'Hiver?
A question for everybody: I need the file SmithWeapon_0, I don't know what's happened to my scripts but I don't have it anymore, I've already tried to decompile 0.9.6 scripts and it doesn't show up. I do remember I had already translated it, so if anybody has it, please post over here.
Hello again.
It's just my online names, don't have other accounts here :P
I'am using systempack, but not the DX11(if thats what enhances the graphics)
Do you have an ETA of the translated patch? Can't decide if Im to continue my current game or wait for it ^^
But most importantly. Is there a way to edit/change the rate at which the hero goes hungry and thirsty? I have played it a lot and I've grown a bit annoyed at how fast the NH grows hungry and thirsty. I'd like to lower the rate by 50%. It takes a bit from the immersion having to eat n drink so often. I mean gosh, cant he survive on 1 liter of water and 1-2 fish a day? :D
Thanks for your time.
granregon
08.09.2017, 00:06
A question for everybody: I need the file SmithWeapon_0, I don't know what's happened to my scripts but I don't have it anymore, I've already tried to decompile 0.9.6 scripts and it doesn't show up. I do remember I had already translated it, so if anybody has it, please post over here.
Hi, here's the missing file.
I found it in in the GOTHIC.dat script and then in the path: Story\Dialog_Mobsis\SmithWeapon_0.d
I hope it can be useful and if you need help with the translation I am available.
SmithWeapon_0.d:
- version 0.9.6 translated by you (https://drive.google.com/open?id=0B9T_Z2cmcArAOU5HaTRpMk9jbTA)
- version 1.1 in polish (https://drive.google.com/open?id=0B9T_Z2cmcArAdDRJN1VleS1sV1k)
Ratamahatta
12.09.2017, 12:04
mathúin -
When you say тряпичный материал (file B_TeachPlayerTalentSmith) to be used to forge weapons what do you mean? Because in the items file I didn't find it.
I believe it might be 'textile' or 'cotton cloth'.
mathúin -
I believe it might be 'textile' or 'cotton cloth'.
Thanks Rata, you saw my post on WoP... then I guess it's "textile", but if I'm not wrong I've seen he added "wool" as item too.
That's incredible though, a board of thousand members and nobody's been able to reply me, unknown ignores me, it's a fact by now.:D
Ratamahatta
12.09.2017, 21:40
Thanks Rata, you saw my post on WoP... then I guess it's "textile", but if I'm not wrong I've seen he added "wool" as item too.
That's incredible though, a board of thousand members and nobody's been able to reply me, unknown ignores me, it's a fact by now.:D
Yep, it is quite difficult to communicate with that fella. My guess with 'wool' would be a material for making/improving armors. :dnuhr:
Thanks Rata, you saw my post on WoP... then I guess it's "textile", but if I'm not wrong I've seen he added "wool" as item too.
That's incredible though, a board of thousand members and nobody's been able to reply me, unknown ignores me, it's a fact by now.:D
Well, I don't have a problem with him since he almost always responded in the PM, but I have also written the Russian text as well. The only thing which I can suggest you for talking with him is to write a Russian text. It would be best to try the best combination of English words which Google/Yandex translators say that they have the meaning in Russian which you mean.
However, when I have asked him about the Gothic 1 version of his mod, he doesn't respond. I was hoping that after four years (yes, I have asked him back then too) he would change his mind, but unfortunately no.
Hey,
thanks for translating the modification.
I assume, Gothic 2 will now be harder than the original, due to the hunger, thirst etc system. Has the the minimum damage been increased? In an older version, it seems to be so. Can this be altered, to have the original minimum damge?
Hey,
thanks for translating the modification.
I assume, Gothic 2 will now be harder than the original, due to the hunger, thirst etc system. Has the the minimum damage been increased? In an older version, it seems to be so. Can this be altered, to have the original minimum damge?
Yes it is harder but i don't think they changed the default values, pretty sure that the values haven't been touched, the things changed are just the prices of items/new features. I'm not 100% sure tho.
Btw we're translating the 1.1 version now and we're almost finished so if you are planning to play the mod i'd suggest you to wait a few more days for the new version :)
TheChrone
13.09.2017, 14:19
Are you gonna also translate the scripts with no hunger/thirst/fatigue? I didn't enjoy the weight limit that comes with it at all.
Are you gonna also translate the scripts with no hunger/thirst/fatigue? I didn't enjoy the weight limit that comes with it at all.
Sure, but we'll need a couple more days. Also we're planning to make some changes to improve L'Hiver, but they will come even after the no hunger/thirst/fatigue scripts.
We'll talk about those changes later, at the moment they're just thoughts :)
TheChrone
13.09.2017, 21:13
Great. Thanks.
graffikbv
15.09.2017, 02:50
Sure, but we'll need a couple more days. Also we're planning to make some changes to improve L'Hiver, but they will come even after the no hunger/thirst/fatigue scripts.
We'll talk about those changes later, at the moment they're just thoughts :)
Hey, thanks for doing this for us, if you need any help with future modification of l'hiver in the future I can be of assistance, i'm a quick learner, pm me if you do :) , also, what I truly need is a freaking level of difficulty feature of this mod, for me, even though i'm a veteran at this games and played it 20 times, it's a bit too much and it's not so enjoyable when u die 24/7, I don't really like darksouls type games, and yeah, I died a lot playing l'hiver for the first 2 hours lol :D .
Ratamahatta
15.09.2017, 10:39
I died a lot playing l'hiver for the first 2 hours lol :D .
I don't know for me difficulty is quite balanced in this mod, and yes if is quite hard in the beginning but later on it evens out more or less. just makes you think a lot about various trategies, using scrolls etc. :dnuhr:
Hey, thanks for doing this for us, if you need any help with future modification of l'hiver in the future I can be of assistance, i'm a quick learner, pm me if you do :) , also, what I truly need is a freaking level of difficulty feature of this mod, for me, even though i'm a veteran at this games and played it 20 times, it's a bit too much and it's not so enjoyable when u die 24/7, I don't really like darksouls type games, and yeah, I died a lot playing l'hiver for the first 2 hours lol :D .
Hi, thanks for your support, for the moment we don't need help but if you have any idea (but don't ask me to make an easy version of gothic please :() of possible changes, just write them here and we'll think about it.
The translation of the version without the survival mechanics is completed, we're testing and fixing minor bugs or wrong translations and studying the script to make some little changes, here is a list of the changes we had in mind:
Running animation (the one you have when you drink a speed potion) when you unluck the "Acrobatic" skill, we think that makes sense and in any case it will take a lot to reach 160 dex (chapter 3/4), this will make Bow-build way more viable (since you can kite easier) and more fun in general for those who want to invest in dex (which got a decent buff in this version). We think it balances the fact that dex weapons are less powerful late game.
Restore teleport runes , not sure if it was a bug (we doubt) but a lot of teleport runes were deleted (the most important, the one that Lee gives you for Onar's farm)
The LP system made by Gwyn-deith some pages ago for the 0.9.6.1, we found it really well balanced, since starting with 10 LP = 5 Stat were really frustrating early game (even tho the original l'hiver LP system is more efficent as much as you progress into the game), but the most important thing of his system, is this (- modifyied LP system for both versions, now any bonuses to attributes/talents can be taken without affecting LP cost)
Let us know what do you think about this changes!
Hi, thanks for your support, for the moment we don't need help but if you have any idea (but don't ask me to make an easy version of gothic please :() of possible changes, just write them here and we'll think about it.
The translation of the version without the survival mechanics is completed, we're testing and fixing minor bugs or wrong translations and studying the script to make some little changes, here is a list of the changes we had in mind:
Running animation (the one you have when you drink a speed potion) when you unluck the "Acrobatic" skill, we think that makes sense and in any case it will take a lot to reach 160 dex (chapter 3/4), this will make Bow-build way more viable (since you can kite easier) and more fun in general for those who want to invest in dex (which got a decent buff in this version). We think it balances the fact that dex weapons are less powerful late game.
Restore teleport runes , not sure if it was a bug (we doubt) but a lot of teleport runes were deleted (the most important, the one that Lee gives you for Onar's farm)
The LP system made by Gwyn-deith some pages ago for the 0.9.6.1, we found it really well balanced, since starting with 10 LP = 5 Stat were really frustrating early game (even tho the original l'hiver LP system is more efficent as much as you progress into the game), but the most important thing of his system, is this (- modifyied LP system for both versions, now any bonuses to attributes/talents can be taken without affecting LP cost)
Let us know what do you think about this changes!
Hi guys, honestly I have lost my faith that the translation will be ever completed so let me express my thanks to the translation team.
As for the list of possible changes, thumbs up for all of them especially teleport runes and LP system.
I remember that Rata also mentioned a couple of bugs in his last playthrough so I dunno if something can be done here but nothing game breaking I think.
kingnero
15.09.2017, 22:08
The LP system made by Gwyn-deith some pages ago for the 0.9.6.1, we found it really well balanced, since starting with 10 LP = 5 Stat were really frustrating early game (even tho the original l'hiver LP system is more efficent as much as you progress into the game), but the most important thing of his system, is this (- modifyied LP system for both versions, now any bonuses to attributes/talents can be taken without affecting LP cost)
Let us know what do you think about this changes!
i got a question about LP :)... so if i pray to innoss... i drink dex potions on start... i wear items and lets say i got 50 dex but withouth any praying/drinking/wearing i would have 25 dex... if i go to trainer will he cost me 10 LP or 5 LP?
I remember that Rata also mentioned a couple of bugs in his last playthrough so I dunno if something can be done here but nothing game breaking I think.
I think that the 1.1 has every old bug fixed, but we'll check for them if you quote the post here (i can't find it :()
i got a question about LP :)... so if i pray to innoss... i drink dex potions on start... i wear items and lets say i got 50 dex but withouth any praying/drinking/wearing i would have 25 dex... if i go to trainer will he cost me 10 LP or 5 LP?
It will cost only 5 LPs since it scales in how many LPs you spent for that stat and not the value of your stat, that's exactly why this LP system is gorgeous.
chessdragon136
16.09.2017, 04:58
First of all thank you for your hard work on this.
Secondly, are the proposed changes (To LP, running..) optional? I am skeptical about the LP changes in particular..
Finally, can enchanting be modified slightly so that the trader sells a series of books which contain the enchantments, enhancements and materials required. Currently this is done at the enchanting bench and the texts are way too long to see on screen (i play at 1440 res on a laptop). I am a modder so I can help out if you need.
Thanks
Secondly, are the proposed changes (To LP, running..) optional? I am skeptical about the LP changes in particular..
Yes we'll make 2 different versions (4 considering both will have its survival / no survival features)
Finally, can enchanting be modified slightly so that the trader sells a series of books which contain the enchantments, enhancements and materials required. Currently this is done at the enchanting bench and the texts are way too long to see on screen (i play at 1440 res on a laptop). I am a modder so I can help out if you need.
Thanks
Yes we think it is possible and we'll probably do this, thanks for the idea, as a mage in the previous run i did with the 0.9.6.1 version, i know how frustrating and bad-done is enchanting ;)
chessdragon136
16.09.2017, 14:04
Yes we think it is possible and we'll probably do this, thanks for the idea, as a mage in the previous run i did with the 0.9.6.1 version, i know how frustrating and bad-done is enchanting ;)
Yeah, I actually modded it in 0.9.6.1 to use a bookstand in his shop but even that was a tight squeeze for all the texts! So changing it to be a book series would make the most sense. Once you release 1.1 I may look into it myself again to look at book series for all the trades (armorer, enchanting...)
Guys, who is actually working on translation? Matt, Gwyn and Masty? Once again many thanks for your work.
Yeah, I actually modded it in 0.9.6.1 to use a bookstand in his shop but even that was a tight squeeze for all the texts! So changing it to be a book series would make the most sense. Once you release 1.1 I may look into it myself again to look at book series for all the trades (armorer, enchanting...)
We added to the hero's diary every single item you get from enchanting, with the respective recipe. You'll find it in 'General Information'.
Making books out of that was kinda hard and ridicolous (it would've been like 10+ tomes), this way is better-looking and efficient. :)
Guys, who is actually working on translation? Matt, Gwyn and Masty? Once again many thanks for your work.
Me and Granregon are working on the translation and the other changes, Gwyn will probably help us soon with new scripts (we're still fixing some translations we forgot in dialogs, every day we find some so we decided to check once again every single file and every single dialog of NPCs)
Matt in the meanwhile is working on the "vanilla" version of the 1.1, with 0 changes. So if you want to play the original hiver you'll have to wait for him, but he's working on it.
We're probably gonna make a new topic to make this difference more clear.
Ratamahatta
18.09.2017, 19:06
Hi, thanks for your support, for the moment we don't need help but if you have any idea (but don't ask me to make an easy version of gothic please :() of possible changes, just write them here and we'll think about it.
The translation of the version without the survival mechanics is completed, we're testing and fixing minor bugs or wrong translations and studying the script to make some little changes, here is a list of the changes we had in mind:
Running animation (the one you have when you drink a speed potion) when you unluck the "Acrobatic" skill, we think that makes sense and in any case it will take a lot to reach 160 dex (chapter 3/4), this will make Bow-build way more viable (since you can kite easier) and more fun in general for those who want to invest in dex (which got a decent buff in this version). We think it balances the fact that dex weapons are less powerful late game.
Let us know what do you think about this changes!
I personally think this feature should be excluded from the changes you gonna make. This would eliminate the whole purpose of speed potions and part of alchemy (if needed). IMHO the best solution was implemented in the latest Returning mod - where there is 'sprint' function based on stamina usage. Dexterity based characters executed this with much higher efficiency compared to strenght based chars. Either could use speed potion. But always be able to sprint without consequences makes a bit 'out of boundaries' (i understand that is fantesy world but still :gratz )
LP system, introduced by Gwyn, was good addition in my opinion, I liked it in the last gameplay. And definitely Yes to resurection of those few teleporter runes! :A
I really hope that unknown111 managed to improve a lot since last version (released in English) and some known and mentioned bugs were fixed in current version! Since this mod is more like aestetics features etc, I wished it would evolve into more 'immersed' game with the good old same Gothic feeling - with more active NPCs with their improved and changed daily routines, reactions, smarter foes, 'enriched' environment and surroundings, surprises etc. Well here are my old notes about my experience while playing previously realeased English l'Hivers MOD version (if you guys (Masty, Granregon, Gwyn, Matthew..) who are planing to release the update would be interested):
Here is NH's stats straight after Undead Dragon's defeat.
https://s23.postimg.org/p418f26aj/DHgameplay2016.jpg
Please note – as I went DH path, had option for 2x Embarla Firgasto potions (+30str), also as an additional 3x str potions were available in Irdorath as well as 2(?) perm mana potions. I spent LPs straight away, learnt prospecting (Master), woodcutting (1lvl only), take trophies (furs, shadowbeast horns, reptile skin, bloodflies stings), taught my Will-o-Wisp few things; to tan leather; get meat; all armourer skills; all 1H weapons from Bennet; brew Dexterity and Strength potions.
Most likely some bugs and suggestions mentioned below are now rectified in the current version 0.9.7 but I will still list my own findings and thoughts how to improve this excellent mod further.
BUGS (kind of):
Only very minor and very few.
1. All dialogue options with Grimbald are in polish language
2. Bennet's chest contains Raw steel instead of Steel Bars. Also there is one Raw Steel bar in the derelict tower near Swamp Dragon.
3. Not sure if anyone else experienced the same but Fester during the quest to clear Field Raiders nest does not go deeper to the cave, but runs in circles on top of the rock even after NH exterminates all of them.
4. For certain dialogues with NCPs all options are given straight away. E.g. first time NH meets Milten in VoM and both options straight away:
a) Where are Gorn and Diego now?
b) Let's go and free Gorn!
Or dialogue with Bennet – all options given to NH straight away: a) Can you repair the jewelry? b) Can you have a look to this amulet? c) Here is the amulet!
5. Quest 'Meat' with Engor – NH's inventory is not deducted after you choose option to give two dozens of raw meat. Also Engor does not mind if NH is scavenging wardrobes (which are really nicely designed!!!) and shelves and food nearby Engor. I think this should be treated as theft. Same goes for Scatty's chest in Jharkendar, Coragon's and Braga's chest in Khorinis, some NCP's houses as well..
6. NCPs leave doors open when entering rooms in the buildings
7. In Jharkendar when NH comes back from Pirate camp and speaks to Owen at woodcutters camp – NH reports immediately 'Your pal Malcolm is dead' even he hasn't been in the cave yet! And when he jumps in that crevice behind Owen – there is no Malcolm's body..
8. Whenever NH uses a pickaxe to dig out the treasure – additional pickaxe appears in inventory.
9. After 160+STR is acquired – NH receives Health regeneration bonus. But it is a cursed gift as well. NH cannot be killed but once knocked down will suffer eternal torture – enemies will continuously attack fallen hero. On the other hand – NH won't die from Tears of Innos potion – that painful scream in agony is great! :)
10. If NH appears near the windows in Garond's hall in the castle in VoM – Orcs outside will start attacking, shamans will throw fireballs, etc.
11. Commander Garond never sits in his throne.
12. Orcs most of the time get stuck on the log bridge in front of the entrance to the castle.
13. Harpies most of the time attacked NH and were flying a bit 'too much above' the NH and did no damage – therefore were easy target to shoot with a bow/crossbow.
14. During my gameplay when I approached a field with lurkers in front of th cave with two diggers (one of them asks NH to exterminate all lurkers) – lurkers were attacking NH but for some reason stopped after few steps towards NH and kind of frozen. I could kill them with a bow without being attacked, but if went closer for melee attacks – lurkers attacked NH when he approached them.
15. Probably it is impossible to change but I always get a bit annoyed when foes like goblins/skeletons/ orcs do not run around the obstacle and just keep running in one spot, especially if they are coming out of he cave. Easy targets. Quite a few times I noticed this issue with orc trying to attack NH in outer ring of the castle in VoM.
16. Stone golems in the cave near Pyramid are named in German – 'Steingolem'.
17. Cronos equips the best weapon after the first conversation in Jharkendar. Same did Martin in Khorinis.
18. Girion is a Paladin, but wears Knight's armor.
19. During any conversation with Lee message 'I came from the valley of mines' hasn't dissapear till the 6th Chapter.
20. When buying medium DH armour from Bennet and Jan – dialogue shows wrong armour defensive properties.
21. No ambient music in ice region. Or is it left so creepy on purpose? :)
22. Just before Ch5 talbin stands near snapper in front of the abandoned mine in VoM. If NH does not rush it kills him. Same goes after NH appears in Khorinis – he stands near sheep in front of the gate to the Passage to VoM – to lurkers and bloodflies attack him instantly. I managed to save him only after potion of speed was used.
23. When NH attacked any dragon with crossbow from bit longer distance (few steps back after conversation) – dragons didn't attack at all or threw fireballs somewhere else, didn't fly away.
24. Cannot remember how was it in original NOTR but Bennet knew how to forge a special sword using Dragon's blood – in the very beginning of CH5 – way before NH read about this method in almanac in Monastery's dungeon.
25. There are few doors in the upper Khorinis that 'will never open'. Behind them there is small balcony that connects houses (handy for thievs!). Also that stubborn chest 'will never open' in the castle's courtyard in VoM. :)
26. I'm not sure if is on purpose – but War crossbow, Heavy crossbow, DH crossbow and Magic crossbow (except blue spark effect) had same design..
SUGGESTIONS:
This is more like suggestions to improve aesthetics and immersion of the environment in the game itself, things that Gothic veteran gamers will notice – when you have played this incredible game so many times – little features that were not important earlier – now are indeed an amazing addition! And my suggestions are merely of 'cosmetic value', just enhancing the game experience itself.
1. Magic tablets are removed from game (naturally option to learn languages from Myxir and Hermit in Jharkendar were ripped off as well). I believe initially magic tablets removed by mod's developer as it made game too easy, but I think it should be left as it was – with drastically reduced values so the impact to game's progress would be minimal (e.g. 1-2-3 instead of 2-4-6 for str and dex, and similarly reduced for mana and hp) and since there are few so beautiful new territories – why not to scatter them to different places – much more fun to explore! Now imho new caves and areas in VoM feels a bit dull and meaningless..
Other option – to replace them with old stone tablets?
2. I really hope developers of this mod in next versions will re-introduce some more areas in VoM – especially forests behind the orc fence, orc graveyard, sect camp and new camp's mine. I mean it should be different and severely affected by barrier's explosion, but not the barred earth – E.G.:
a) Orc Graveyard: probably just the first room left with the rest part blocked by fallen rocks. Some undead orcs or orc skeletons http://www.worldofgothic.de/?go=moddb&action=view&fileID=1055&cat=0&page=25&order=0 or even the undead shaman (G1) as a mini-boss would be great.
b) Afaik Ur-Shack mentions that orcs came from mountains and others by ships – the area behind the fence just below the tower with undead (from G1) and small beach could serve as dock for orcish ship (modified Paladin Galley?) and fortified orc camp (supplies, orcish weapon racks, human slaves, etc.).
c) Forests could be filled with some monsters from current locations (e.g. Two spawned shadowbeasts in chapter 4 in the small woodland near the castle are always attacked and killed by also re-spawned orcs, Ghost-lights are looking much nicer in forests that in the ice region, etc..
There is Wasteland MOD created, maybe something could be borrowed? http://www.moddb.com/mods/wasteland-mod
3. What is the point to spend Lps to learn to remove claws, teeth and some other trophies? I would suggest to make it available to learn these abilities for money or from books? And someone in the game could buy them for a bit more than regular price.
4. Bosper could buy reptile and swamp shark's skins for a better price like he does for wolf hides, etc..
5. IMHO there is no point to become Harad's apprentice – very low prices to sell crafted weapons. It should be something similar like being Bosper's apprentice.
6. Caskets should open – some gold/old coins, other random loot inside.
7. Onar's and Sekob's fields are really empty.. I know that some parts of crops were destroyed by Field raiders but those parts where laborers are working could be full of rye, or some cabbages like in Lobard's farm.
8. There could be an apple tree in each world – NH could shake it for some tasty fruits (I think I saw something like that in Velaya or it is implemented in this MOD: [/URL] http://forum.worldofplayers.de/forum/threads/1481107-RELEASE-G2-High-Vegetation-Mod [/URL] )
9. Some recipes for cooking could be added to the game as well as some extra ingredients.
Ingredients (salt, pepper, rosemary, bag of spice mix, also healing plants and meadow berries, etc.) could available from merchants and to steal from town houses, also found in some chests in outer ring around the castle in VoM. I could help to create recipes :)
a) Cooked Ham (Edda could give it after NH returns her Statue of Innos. Could require wine as one of ingredients)
b) Digger meat stew
c) Meatbug ragout (recipe bought from Snaf. Could require beer as one of ingredients)
d) Talbin (Hunter in VoM) mentions that he was eating Lurker meat for days. He could teach NH to get meat from lurkers (2 pieces) and also NH could find a recipe in one of his chests how to cook it
e) What is the purpose of Double Hammer drink?
Stews and ragout could be cooked on upgraded cauldrons! http://www.worldofgothic.de/?go=moddb&action=view&fileID=1160&cat=0&page=15&order=0
10. Why on earth rat has 2x meat and Boar only 1?? Boars should have E.G. 2x Ham, scavengers 2x meat, wolves and rats – 1x meat.
11. Someone in Thieves guild should give a hint about a 'secret' Bromor's room and mention that the key he always keeps with him and NH must be quite dexterous.
12. Halvor currently buys only sliver plates and chalices. I suggest he should buy all silver goodies: candle sticks, dishes and even silver necklaces and rings for a little better price than market value. And same would go for golden jewelry and dishes – but another buyer - Crimson in Jharkendar could buy them – after all he melts down nuggets and counterfeits golden coins – so it would really make much sense to introduce this option.
13. Hanna the innkeeper sounds like older lady therefore I find it bizarre to wear such a revealing clothes ;)
14. C'mon – put on Nadja some sexy lingerie! She should change into the current revealing outfit only after NH paid Bromor :)
15. Beasts should be able to attack while swimming (literally bite NH's butt ;) )
16. Some abandoned mines in Jharkendar could have Iron/Ore veins.
17. Diego's gold should be relocated – I think he mentions to NH that his satchel with gold must be right above the trading square. And this place is near the bonfire and barrel, small area on the rock above the pond. Now it is a bit weird when you take him for nostalgia bonus and he simply passes by that satchel.
18. For more adventurous atmosphere interiors of all temples in Jharkendar (healers, priests, warriors etc) should be completely dark – so NH would be forced to properly use torches! Also in the dungeon below the Khorinis – part of it could probably be pitch dark as well – members of thieves guild have their own entrance through the hotel.
19. Scatty asks for a beer, how silly when there is one jug just next to him! Although he mentions special brew that Lucia is making in the camp! So maybe there should be some special, more expensive kind of beer available only from Lucia?
20. I don't know if it is even possible to make, but enemies like archers or magicians should go around and attack NH when he hides behind the tree or other obstacle. Now they simply stand behind the tree/etc and wait till NH reveals himself. And also gives plenty of time to restore health/mana...
21. Zombies shouldn't have that step-back effect after they are attacked – too easy foes. Unless it wouldn't be able to lure them one by one – one attacked zombie should trigger other nearby zombies to attack instantly as well. Same should go with swamp sharks – they perform that 'step-back' move as well.. Snappers should hunt in packs (e.g. Wolves – I believe you cannot lure them one by one).
22. NH could be able to set on fire all defeated zombies – like he can do with rotting corpses scattered in worlds. You know – just in case they won't rise again :)
23. Bloodwyn was such an easy opponent to defeat! Maybe he should be provided with better armor and his 2H skill should be 90%.
24. Raven should be immune to Ice block and Fear spell. If there is such an option – would be great to make it impossible to attack him unless NH had conversation with him.
25. NCP routines. Probably it is quite a pain in the ass to make it, but would be great to update some NCP behavior. E.G.:
a) Edda cooks soup 24/7. Carl the smith seems to like her – why not to couple them and put in a same house for night?
b) Attila (if left alive) could join Nagur in the tavern for a drink or return to the Thieve's headquarters
c) Diego, when in Khorinis, stands near his house in the upper quarter 24/7. He could spend some time in Bromor's brothel (as in the end of the game he mentions that he woud like to take over his business)
d) all NCPs saved from slavery in Jharkendar are coming back to various locations, but field workers (Tonak and Telbor) are breaking their backs 24/7 in fields, Patrick stands outside 24/7. Also Bronko is quite a good worker too – works all night after NH teaches him a lesson. BTW – new stuff for farms is here: http://www.worldofgothic.de/?go=moddb&action=view&fileID=1303&cat=0&page=1&order=0
d) After NH takes Bilgot (CH2) and Talbin (CH4) across the pass – they should appear somewhere in Khorinis. E.G. Bilgot in the tavern and Talbin in that abandoned but intact hunter's camp in woods behind Onar's farm. Also Bartok's missing friend Trokar could be allocated there as well (let's say after that heavy night with Bartok he wanted to abandon city's life or good :) )
e) Jorgen – once he is in the Monastry – does not work in that small field and does not wear novice's robe (cannot remember if he had to work that field in order to become novice or was already one? :) )
f) Saggita and Dragomir have no beds to sleep. Dragomir could have one in a tent. Saggita from time to time does brew some potions but Dragomir could cook something on a fire or tan some hides from time to time.
g) City guards / Guards in VoM / knights near the passage to VoM, some NCPs in Onar's farm could have torches at night time when patrolling or standing.
h) Make more NCPs to play Lutes or other instruments while enjoying the evening (like that militia guy in VoM!). In Onar's farm some NCPs could come around the bonfire to chat and eat before going to bed, while others could gather in Thekla's kitchen – it looks a bit like a pub, so Hodges could play a Lute for fun, mercenaries drink some gin and smoke some reefers! Near Sekob's farm all workers gather near bonfire, but sit on a ground – Till could make some benches for them :)
I mean more sociable actions could be implemented into daily NCPs routine – e.g. I was so excited to see guys chilling out in Corragon's tavern watching Sarah! :) Or what a treat to see Lucia bathing ;)
i) lots of mercenaries do not go to sleep at night, Raoul and Sentenza are like sentinels – stand in same spot overnight, Dar smokes swampweed 24/7. They all could go and spend night sitting next to bonfire near Sentenza, have some beer, roast some meet – some benches and shed to hide from the rain could also help.
j) Orcs in VoM could have a little patrolling routine. I remember in G1 (or Dark Mystery mod?) orc camps had shamans with drums and also were dancing near bonfires. This could happen at some orc camps to increase variety!
k) I would suggest that Angar in CH5 should go to Dead harpy Inn rather to Bengars farm as now he just stands in fields 24/7..
l) Fisherman Farrim stands in the sea till his knees 24/7. He could go to the pub in the evening, he also has his bed, could go and sell his caught fish to Halvor on daily basis.
m) new activities for certain NCPs, eg woodsplitting: http://www.worldofgothic.de/?go=moddb&action=view&fileID=1316&cat=0&page=1&order=0
n) Field labourers or even some mercenaries could have a nap on straw packs: http://www.worldofgothic.de/?go=moddb&action=view&fileID=906&cat=0&page=38&order=0
o) Nicklas could have a small camp up the hill near the King Sorrel. But during the day he could sit on the current bench for few hours, tan some leathers, make arrows, etc. also he should look more like a hunter - maybe Troll's armour on him would suit perfectly?
p) Lester should join Xardas in Tower and do some alchemy/cooking/reading scriptures in late CH1 or beginning of CH2? (that is what he originally intends to do during the first conversation with NH)
q) Pirate camp: some pirates could visit Samuel daily for their grog portions, go pee into the sea (Hmm, Khorinis guards could go and do the same from the city walls near Braga!),
r) Sekob sits 24/7 in his armchair - maybe he could go and have a chat with his son Till, have a drink near the table in the kitchen, come out and watch over the fieldworkers.
s) Mika stands in front of the gates 24/7 - let him sleep in barracks, and before he could enjoy some cold beer in Coragon's pub.
26. Prison in Khorinis could have some wooden beds for prisoners to sleep – maybe something similar like in the dungeon where you can find Ore barons armour in VoM: http://www.worldofgothic.de/?go=moddb&action=view&fileID=907&cat=0&page=38&order=0
27. Something has to be done about the 'Safe zone' where NH enters the castle in VoM and foes simply do not attack NH and let themselves to be easily killed. Maybe some kind of a curb to climb on so at least NH would no be able to use sword, only arrows.
28. NH can tan Swamp shark's skin but cannot do anything with Reptile skin.
29. Why knights are immune to sleep scrolls? I know they are quite blind and deaf (no alarm triggered when sneaking next to them in the castle in VoM) but this strange feature disables thieving fun in the castle.. Also I don't understand how NH can be spotted (Garond and other knights are alarmed!) if he sneaks into that storage room where skeleton spawns..
30. If NH is spotted stealing anything in the castle in VoM or sneaking in rooms he cannot enter – guards will attack and knock him down, but they do not confiscate his gold or weapon as it used to be and no penalty from Garond afterwards (like it would be from lee in Onar's farm). BTW – impressive pictures are hanging in those rooms where Garond sleeps and where the recipe to extract bloodflies sting's secretion is! :)
31. In books it was writen that monks in Monastery of fire a making wine. Some small wineyard could be made inside, like in this Atariar edition MOD
http://forum.worldofplayers.de/forum/attachment.php?attachmentid=45161&d=1483403724
32. For immersion I would suggest making some random notes (I could really help with creating these - something very similar and inspired by the letter from Gilbert ;) ), pictures (something like the Babo's treasure and the one found in hut in outer ring of castle in VoM), pieces of maps (hmm, pointing to some hidden treasure in woods, etc?) on bodies of zombies, killed bandits and near some found bones. More traps and surprises like the one to get Diego's armour in VoM (my hero was smashed by that anvil! :) Also shipwrecks are quite dull now.. maybe a zombie or two could help? Some low value loot/treasures could improve situation as well. I would suggest to implement some treasure hunt on a sea bed - there are quite a few sunken ships, therefore some goodies on the bottom of the sea would be awesome to find! :)
Just more fun when exploring new areas and woods! AFAIK in the Returning mod creators managed to implement 'huntable' rabbits running around in woods:
http://savepic.ru/9249458.png
33. Some inspiration to upgrade some books from here: http://forum.worldofplayers.de/forum/threads/1479527-RELEASE-Gothic-II-DNdR-Kalligraphie
34. Some newly designed clothes for nobles in the upper quarter in Khorinis; http://www.worldofgothic.de/?go=moddb&action=view&fileID=1209&cat=0&page=0&order=0&searchkey=noble&searchcat=0
35. More spooky sounds while venturing deep into forests. Boy was I surprised to see crows in the sky croaking in the new beach with a shipwreck! Also sound and effect of swarming flies near dead bodies/bones of unfortunate hikers in woods, etc.
36. I believe some teleportation runes could be re-introduced. Especially to travel to Onar's farm and to the Pass to VoM (the one that could be found on a dead knight).
37. Elixir of life potion – somehow during my numerous gameplays I've never learned to brew this kind of permanent potion. I always spent King's sorrels elsewhere. Since this modification significantly reduced the armours' properties – extra Hps would be really handy. Maybe it would be an option to make this potion available to brew without King's sorrel. 20LPs to learn it and ingredients: lab bottle+honey+2x meadow knotweeds + 20 Healing roots (I found ~80 of them and probably about 10 could be bought from merchants – so about 4-5 Life elixirs could be brewed throughout the game – nothing too OP).
38. Weapons and their properties. Similar like with some armours – some weapons could be found a bit 'too late', when NH crafted, found or purchased much better weapons already!
a) Ruby blade – should be somewhere in Khorinis available in CH1 rather than in Jharkendar.
b) I would suggest that weapons made for mages and sold by Cronos and Gorax could have mana bonus rather than 2H bonus.
c) Master sword – range is ridiculous – like two hander's! I believe it should have smaller Damage (95) and range of 90 with same DEX requirement.
d) El Bastardo – quite difficult to get it, but stats are worse that easily acquired fine bastard sword.
e) Orc slayer – such a nicely designed sword, but now it's stats are weird: str requirement is 15 pts bigger than it's damage!
f) Blunt weapons and axes – since these weapons have big weakness against swords – their range is significantly smaller they IMHO should have bigger damage than STR requirement. Now for example – why on earth should NH wield newly introduced 2H Hammer of Justice when it has 120 DMG, only 90 range and 140(!!) STR requirement? Raven's beak – 85 DMG, only 60 range and STR requirement 90. Similarly goes for axes.
What I really liked about axes is that STR requirments varies in non-standard numbers. E.G. Beard axe – 83 STR requirement; Double bladed axe – 81 STR. I believe it is pain in the ass to play with scripting/programming, but would be really nice surprise to sometimes find a standard weapon like rusty axe or sword with 32DMG not 30 and same old STR requirement. Some extra variety does a trick ;)
39. Armours. Since in this MOD armours protective stats are drastically decreased and attack power of enemies increased it is quite important attribute in game. When I am looking into stats of each armour available for NH (DH path) it seems that creators really tried to make it that every next armour available for NH should have a bit better stats, or significant difference in certain type of defensive stat. Still I believe some changes could be done in sequence how armours are acquired by NH, because quite a few of them when you are able to get your hands on – have lower stats than your previously accuired armour.
a) Crawler plate armour – location where Gestath is camping doesn't make much sense. Armour is great but not superb and IMHO if one hasn't played G2 before – you would never discover Gestath before CH4 – to fight your way there in CH2 is quite a mission. (I used transformation spell to get there). I would put Gestath in that small plateu behind Dragon snapper and deceased Oric's brother and make this armour available in late CH2 or right before CH3 when NH comes back from VoM after proof from Garond accuired. Small tent for him to sleep, a cart to carry trophies and would be great addition as well. Since he teaches how to take off dragon snapper's horn and fire lizard's tongue – he could buy them for a fair price as well (let's say he knows the same merchant in town that buys shadowbeast horns from Buster :) )
b) Troll's armour – ridiculous amount of troll's hides is required since Trolls ar made not that stupid opponents as before! For stats it provides I would recommend max 2 troll hides. Then it would be good 1st and mid 2nd chapter armour. It is much easier to get Assasins Armour from Casia, so IMHO Troll armour's stats could be a bit better than upgraded Assassin's armour.
c) Black ore armour. IMHO it should require 5 not 4 Black ore nuggets. This way NH should do a small mission before forging it – clear out the spooky crypt near Onar's farm :)
d) Ore barons armour – depends where NH goes first – to clear Jharkendar of get proof from Garond in VoM. If you get it in Ch3 – it has now use.
e) Battle mage armour – it is quite difficult to get the blue print of this armour and NH normally would get it in mid.CH4 only. Stats are weak (except protection from magic), upgrade makes only slight difference. I thinks it is obsolete by the time NH can craft it. Since it is Battle mage armour I would suggest to put some mana bonus.
f) Myrtana Mercenary armour – great addition, but imho shouldn't be available in CH1 and CH2 as it has really good stats. It is possible to acquire all necessary gold coins to buy it in chapter 1 and invest Lps to craft it. Then only Black ore armour will replace it in later chapters. Probably it should be available in CH3 only
40. From all people NH brings to Irdorath probably only Angar is valuable (well Vatras can heal and sell King Sorrel, same as Milten – some plants for perm potions). But he is the only one that can offer actual help! Gorn constantly repeats 'I want to see some action!' but only patrols in the ship.. I would suggest each true NH's friends could help in certain stages – Diego maybe in the Key master's chambers? Gorn to bash through the first front lines. But I personally would mostly enjoy to have 5-6 companions to help NH till the first dragon – would be nice fight! With two mages, archers and heavy tanks (Lee, Gorn, Angar) beside NH!!
41. 2H Master swings – a bit awkward animation and I found it quite difficult to fight. I wanted to get the next stage immediately :)
42. Gaan is looking like a farmer - he is a hunter, so why not to put Troll's armour on him like I suggested to do for Nicklas as well?
43. Textures. Some textures could be changed. Especially food imho - I found this mod, and all textures for bottles, beer etc looks really great! http://forum.worldofplayers.de/forum/threads/1348272-Ank%C3%BCndigung-Gothic_2-Reworked-Mod
That is it for now, if I'll come up to any other ideas will update here. Please feel free to comment and criticize my post ;)
P.S. Gwyn - maybe some useful information could be found in this patch here? Although I believe everything might be implemented already in System pack, etc. :)
https://forum.worldofplayers.de/forum/threads/1486808-Release-Gothic-2-Gold-UnPatch
https://s27.postimg.org/lmc8x248z/finale.jpg
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I personally think this feature should be excluded from the changes you gonna make. This would eliminate the whole purpose of speed potions and part of alchemy (if needed). IMHO the best solution was implemented in the latest Returning mod - where there is 'sprint' function based on stamina usage. Dexterity based characters executed this with much higher efficiency compared to strenght based chars. Either could use speed potion. But always be able to sprint without consequences makes a bit 'out of boundaries' (i understand that is fantesy world but still :gratz )
LP system, introduced by Gwyn, was good addition in my opinion, I liked it in the last gameplay. And definitely Yes to resurection of those few teleporter runes! :A
I really hope that unknown111 managed to improve a lot since last version (released in English) and some known and mentioned bugs were fixed in current version! Since this mod is more like aestetics features etc, I wished it would evolve into more 'immersed' game with the good old same Gothic feeling - with more active NPCs with their improved and changed daily routines, reactions, smarter foes, 'enriched' environment and surroundings, surprises etc. Well here are my old notes about my experience while playing previously realeased English l'Hivers MOD version (if you guys (Masty, Granregon, Gwyn, Matthew..) who are planing to release the update would be interested):
Here is NH's stats straight after Undead Dragon's defeat.
https://s23.postimg.org/p418f26aj/DHgameplay2016.jpg
Please note – as I went DH path, had option for 2x Embarla Firgasto potions (+30str), also as an additional 3x str potions were available in Irdorath as well as 2(?) perm mana potions. I spent LPs straight away, learnt prospecting (Master), woodcutting (1lvl only), take trophies (furs, shadowbeast horns, reptile skin, bloodflies stings), taught my Will-o-Wisp few things; to tan leather; get meat; all armourer skills; all 1H weapons from Bennet; brew Dexterity and Strength potions.
Most likely some bugs and suggestions mentioned below are now rectified in the current version 0.9.7 but I will still list my own findings and thoughts how to improve this excellent mod further.
BUGS (kind of):
Only very minor and very few.
1. All dialogue options with Grimbald are in polish language
2. Bennet's chest contains Raw steel instead of Steel Bars. Also there is one Raw Steel bar in the derelict tower near Swamp Dragon.
3. Not sure if anyone else experienced the same but Fester during the quest to clear Field Raiders nest does not go deeper to the cave, but runs in circles on top of the rock even after NH exterminates all of them.
4. For certain dialogues with NCPs all options are given straight away. E.g. first time NH meets Milten in VoM and both options straight away:
a) Where are Gorn and Diego now?
b) Let's go and free Gorn!
Or dialogue with Bennet – all options given to NH straight away: a) Can you repair the jewelry? b) Can you have a look to this amulet? c) Here is the amulet!
5. Quest 'Meat' with Engor – NH's inventory is not deducted after you choose option to give two dozens of raw meat. Also Engor does not mind if NH is scavenging wardrobes (which are really nicely designed!!!) and shelves and food nearby Engor. I think this should be treated as theft. Same goes for Scatty's chest in Jharkendar, Coragon's and Braga's chest in Khorinis, some NCP's houses as well..
6. NCPs leave doors open when entering rooms in the buildings
7. In Jharkendar when NH comes back from Pirate camp and speaks to Owen at woodcutters camp – NH reports immediately 'Your pal Malcolm is dead' even he hasn't been in the cave yet! And when he jumps in that crevice behind Owen – there is no Malcolm's body..
8. Whenever NH uses a pickaxe to dig out the treasure – additional pickaxe appears in inventory.
9. After 160+STR is acquired – NH receives Health regeneration bonus. But it is a cursed gift as well. NH cannot be killed but once knocked down will suffer eternal torture – enemies will continuously attack fallen hero. On the other hand – NH won't die from Tears of Innos potion – that painful scream in agony is great! :)
10. If NH appears near the windows in Garond's hall in the castle in VoM – Orcs outside will start attacking, shamans will throw fireballs, etc.
11. Commander Garond never sits in his throne.
12. Orcs most of the time get stuck on the log bridge in front of the entrance to the castle.
13. Harpies most of the time attacked NH and were flying a bit 'too much above' the NH and did no damage – therefore were easy target to shoot with a bow/crossbow.
14. During my gameplay when I approached a field with lurkers in front of th cave with two diggers (one of them asks NH to exterminate all lurkers) – lurkers were attacking NH but for some reason stopped after few steps towards NH and kind of frozen. I could kill them with a bow without being attacked, but if went closer for melee attacks – lurkers attacked NH when he approached them.
15. Probably it is impossible to change but I always get a bit annoyed when foes like goblins/skeletons/ orcs do not run around the obstacle and just keep running in one spot, especially if they are coming out of he cave. Easy targets. Quite a few times I noticed this issue with orc trying to attack NH in outer ring of the castle in VoM.
16. Stone golems in the cave near Pyramid are named in German – 'Steingolem'.
17. Cronos equips the best weapon after the first conversation in Jharkendar. Same did Martin in Khorinis.
18. Girion is a Paladin, but wears Knight's armor.
19. During any conversation with Lee message 'I came from the valley of mines' hasn't dissapear till the 6th Chapter.
20. When buying medium DH armour from Bennet and Jan – dialogue shows wrong armour defensive properties.
21. No ambient music in ice region. Or is it left so creepy on purpose? :)
22. Just before Ch5 talbin stands near snapper in front of the abandoned mine in VoM. If NH does not rush it kills him. Same goes after NH appears in Khorinis – he stands near sheep in front of the gate to the Passage to VoM – to lurkers and bloodflies attack him instantly. I managed to save him only after potion of speed was used.
23. When NH attacked any dragon with crossbow from bit longer distance (few steps back after conversation) – dragons didn't attack at all or threw fireballs somewhere else, didn't fly away.
24. Cannot remember how was it in original NOTR but Bennet knew how to forge a special sword using Dragon's blood – in the very beginning of CH5 – way before NH read about this method in almanac in Monastery's dungeon.
25. There are few doors in the upper Khorinis that 'will never open'. Behind them there is small balcony that connects houses (handy for thievs!). Also that stubborn chest 'will never open' in the castle's courtyard in VoM. :)
26. I'm not sure if is on purpose – but War crossbow, Heavy crossbow, DH crossbow and Magic crossbow (except blue spark effect) had same design..
SUGGESTIONS:
This is more like suggestions to improve aesthetics and immersion of the environment in the game itself, things that Gothic veteran gamers will notice – when you have played this incredible game so many times – little features that were not important earlier – now are indeed an amazing addition! And my suggestions are merely of 'cosmetic value', just enhancing the game experience itself.
1. Magic tablets are removed from game (naturally option to learn languages from Myxir and Hermit in Jharkendar were ripped off as well). I believe initially magic tablets removed by mod's developer as it made game too easy, but I think it should be left as it was – with drastically reduced values so the impact to game's progress would be minimal (e.g. 1-2-3 instead of 2-4-6 for str and dex, and similarly reduced for mana and hp) and since there are few so beautiful new territories – why not to scatter them to different places – much more fun to explore! Now imho new caves and areas in VoM feels a bit dull and meaningless..
Other option – to replace them with old stone tablets?
2. I really hope developers of this mod in next versions will re-introduce some more areas in VoM – especially forests behind the orc fence, orc graveyard, sect camp and new camp's mine. I mean it should be different and severely affected by barrier's explosion, but not the barred earth – E.G.:
a) Orc Graveyard: probably just the first room left with the rest part blocked by fallen rocks. Some undead orcs or orc skeletons http://www.worldofgothic.de/?go=moddb&action=view&fileID=1055&cat=0&page=25&order=0 (http://www.worldofgothic.de/?go=moddb&action=view&fileID=1055&cat=0&page=25&order=0) or even the undead shaman (G1) as a mini-boss would be great.
b) Afaik Ur-Shack mentions that orcs came from mountains and others by ships – the area behind the fence just below the tower with undead (from G1) and small beach could serve as dock for orcish ship (modified Paladin Galley?) and fortified orc camp (supplies, orcish weapon racks, human slaves, etc.).
c) Forests could be filled with some monsters from current locations (e.g. Two spawned shadowbeasts in chapter 4 in the small woodland near the castle are always attacked and killed by also re-spawned orcs, Ghost-lights are looking much nicer in forests that in the ice region, etc..
There is Wasteland MOD created, maybe something could be borrowed? http://www.moddb.com/mods/wasteland-mod (http://www.moddb.com/mods/wasteland-mod)
3. What is the point to spend Lps to learn to remove claws, teeth and some other trophies? I would suggest to make it available to learn these abilities for money or from books? And someone in the game could buy them for a bit more than regular price.
4. Bosper could buy reptile and swamp shark's skins for a better price like he does for wolf hides, etc..
5. IMHO there is no point to become Harad's apprentice – very low prices to sell crafted weapons. It should be something similar like being Bosper's apprentice.
6. Caskets should open – some gold/old coins, other random loot inside.
7. Onar's and Sekob's fields are really empty.. I know that some parts of crops were destroyed by Field raiders but those parts where laborers are working could be full of rye, or some cabbages like in Lobard's farm.
8. There could be an apple tree in each world – NH could shake it for some tasty fruits (I think I saw something like that in Velaya or it is implemented in this MOD: [/URL] http://forum.worldofplayers.de/forum/threads/1481107-RELEASE-G2-High-Vegetation-Mod [/URL] )
9. Some recipes for cooking could be added to the game as well as some extra ingredients.
Ingredients (salt, pepper, rosemary, bag of spice mix, also healing plants and meadow berries, etc.) could available from merchants and to steal from town houses, also found in some chests in outer ring around the castle in VoM. I could help to create recipes :)
a) Cooked Ham (Edda could give it after NH returns her Statue of Innos. Could require wine as one of ingredients)
b) Digger meat stew
c) Meatbug ragout (recipe bought from Snaf. Could require beer as one of ingredients)
d) Talbin (Hunter in VoM) mentions that he was eating Lurker meat for days. He could teach NH to get meat from lurkers (2 pieces) and also NH could find a recipe in one of his chests how to cook it
e) What is the purpose of Double Hammer drink?
Stews and ragout could be cooked on upgraded cauldrons! http://www.worldofgothic.de/?go=moddb&action=view&fileID=1160&cat=0&page=15&order=0 (http://www.worldofgothic.de/?go=moddb&action=view&fileID=1160&cat=0&page=15&order=0)
10. Why on earth rat has 2x meat and Boar only 1?? Boars should have E.G. 2x Ham, scavengers 2x meat, wolves and rats – 1x meat.
11. Someone in Thieves guild should give a hint about a 'secret' Bromor's room and mention that the key he always keeps with him and NH must be quite dexterous.
12. Halvor currently buys only sliver plates and chalices. I suggest he should buy all silver goodies: candle sticks, dishes and even silver necklaces and rings for a little better price than market value. And same would go for golden jewelry and dishes – but another buyer - Crimson in Jharkendar could buy them – after all he melts down nuggets and counterfeits golden coins – so it would really make much sense to introduce this option.
13. Hanna the innkeeper sounds like older lady therefore I find it bizarre to wear such a revealing clothes ;)
14. C'mon – put on Nadja some sexy lingerie! She should change into the current revealing outfit only after NH paid Bromor :)
15. Beasts should be able to attack while swimming (literally bite NH's butt ;) )
16. Some abandoned mines in Jharkendar could have Iron/Ore veins.
17. Diego's gold should be relocated – I think he mentions to NH that his satchel with gold must be right above the trading square. And this place is near the bonfire and barrel, small area on the rock above the pond. Now it is a bit weird when you take him for nostalgia bonus and he simply passes by that satchel.
18. For more adventurous atmosphere interiors of all temples in Jharkendar (healers, priests, warriors etc) should be completely dark – so NH would be forced to properly use torches! Also in the dungeon below the Khorinis – part of it could probably be pitch dark as well – members of thieves guild have their own entrance through the hotel.
19. Scatty asks for a beer, how silly when there is one jug just next to him! Although he mentions special brew that Lucia is making in the camp! So maybe there should be some special, more expensive kind of beer available only from Lucia?
20. I don't know if it is even possible to make, but enemies like archers or magicians should go around and attack NH when he hides behind the tree or other obstacle. Now they simply stand behind the tree/etc and wait till NH reveals himself. And also gives plenty of time to restore health/mana...
21. Zombies shouldn't have that step-back effect after they are attacked – too easy foes. Unless it wouldn't be able to lure them one by one – one attacked zombie should trigger other nearby zombies to attack instantly as well. Same should go with swamp sharks – they perform that 'step-back' move as well.. Snappers should hunt in packs (e.g. Wolves – I believe you cannot lure them one by one).
22. NH could be able to set on fire all defeated zombies – like he can do with rotting corpses scattered in worlds. You know – just in case they won't rise again :)
23. Bloodwyn was such an easy opponent to defeat! Maybe he should be provided with better armor and his 2H skill should be 90%.
24. Raven should be immune to Ice block and Fear spell. If there is such an option – would be great to make it impossible to attack him unless NH had conversation with him.
25. NCP routines. Probably it is quite a pain in the ass to make it, but would be great to update some NCP behavior. E.G.:
a) Edda cooks soup 24/7. Carl the smith seems to like her – why not to couple them and put in a same house for night?
b) Attila (if left alive) could join Nagur in the tavern for a drink or return to the Thieve's headquarters
c) Diego, when in Khorinis, stands near his house in the upper quarter 24/7. He could spend some time in Bromor's brothel (as in the end of the game he mentions that he woud like to take over his business)
d) all NCPs saved from slavery in Jharkendar are coming back to various locations, but field workers (Tonak and Telbor) are breaking their backs 24/7 in fields, Patrick stands outside 24/7. Also Bronko is quite a good worker too – works all night after NH teaches him a lesson. BTW – new stuff for farms is here: http://www.worldofgothic.de/?go=moddb&action=view&fileID=1303&cat=0&page=1&order=0 (http://www.worldofgothic.de/?go=moddb&action=view&fileID=1303&cat=0&page=1&order=0)
d) After NH takes Bilgot (CH2) and Talbin (CH4) across the pass – they should appear somewhere in Khorinis. E.G. Bilgot in the tavern and Talbin in that abandoned but intact hunter's camp in woods behind Onar's farm. Also Bartok's missing friend Trokar could be allocated there as well (let's say after that heavy night with Bartok he wanted to abandon city's life or good :) )
e) Jorgen – once he is in the Monastry – does not work in that small field and does not wear novice's robe (cannot remember if he had to work that field in order to become novice or was already one? :) )
f) Saggita and Dragomir have no beds to sleep. Dragomir could have one in a tent. Saggita from time to time does brew some potions but Dragomir could cook something on a fire or tan some hides from time to time.
g) City guards / Guards in VoM / knights near the passage to VoM, some NCPs in Onar's farm could have torches at night time when patrolling or standing.
h) Make more NCPs to play Lutes or other instruments while enjoying the evening (like that militia guy in VoM!). In Onar's farm some NCPs could come around the bonfire to chat and eat before going to bed, while others could gather in Thekla's kitchen – it looks a bit like a pub, so Hodges could play a Lute for fun, mercenaries drink some gin and smoke some reefers! Near Sekob's farm all workers gather near bonfire, but sit on a ground – Till could make some benches for them :)
I mean more sociable actions could be implemented into daily NCPs routine – e.g. I was so excited to see guys chilling out in Corragon's tavern watching Sarah! :) Or what a treat to see Lucia bathing ;)
i) lots of mercenaries do not go to sleep at night, Raoul and Sentenza are like sentinels – stand in same spot overnight, Dar smokes swampweed 24/7. They all could go and spend night sitting next to bonfire near Sentenza, have some beer, roast some meet – some benches and shed to hide from the rain could also help.
j) Orcs in VoM could have a little patrolling routine. I remember in G1 (or Dark Mystery mod?) orc camps had shamans with drums and also were dancing near bonfires. This could happen at some orc camps to increase variety!
k) I would suggest that Angar in CH5 should go to Dead harpy Inn rather to Bengars farm as now he just stands in fields 24/7..
l) Fisherman Farrim stands in the sea till his knees 24/7. He could go to the pub in the evening, he also has his bed, could go and sell his caught fish to Halvor on daily basis.
m) new activities for certain NCPs, eg woodsplitting: http://www.worldofgothic.de/?go=moddb&action=view&fileID=1316&cat=0&page=1&order=0 (http://www.worldofgothic.de/?go=moddb&action=view&fileID=1316&cat=0&page=1&order=0)
n) Field labourers or even some mercenaries could have a nap on straw packs: http://www.worldofgothic.de/?go=moddb&action=view&fileID=906&cat=0&page=38&order=0 (http://www.worldofgothic.de/?go=moddb&action=view&fileID=906&cat=0&page=38&order=0)
o) Nicklas could have a small camp up the hill near the King Sorrel. But during the day he could sit on the current bench for few hours, tan some leathers, make arrows, etc. also he should look more like a hunter - maybe Troll's armour on him would suit perfectly?
p) Lester should join Xardas in Tower and do some alchemy/cooking/reading scriptures in late CH1 or beginning of CH2? (that is what he originally intends to do during the first conversation with NH)
q) Pirate camp: some pirates could visit Samuel daily for their grog portions, go pee into the sea (Hmm, Khorinis guards could go and do the same from the city walls near Braga!),
r) Sekob sits 24/7 in his armchair - maybe he could go and have a chat with his son Till, have a drink near the table in the kitchen, come out and watch over the fieldworkers.
s) Mika stands in front of the gates 24/7 - let him sleep in barracks, and before he could enjoy some cold beer in Coragon's pub.
26. Prison in Khorinis could have some wooden beds for prisoners to sleep – maybe something similar like in the dungeon where you can find Ore barons armour in VoM: http://www.worldofgothic.de/?go=moddb&action=view&fileID=907&cat=0&page=38&order=0 (http://www.worldofgothic.de/?go=moddb&action=view&fileID=907&cat=0&page=38&order=0)
27. Something has to be done about the 'Safe zone' where NH enters the castle in VoM and foes simply do not attack NH and let themselves to be easily killed. Maybe some kind of a curb to climb on so at least NH would no be able to use sword, only arrows.
28. NH can tan Swamp shark's skin but cannot do anything with Reptile skin.
29. Why knights are immune to sleep scrolls? I know they are quite blind and deaf (no alarm triggered when sneaking next to them in the castle in VoM) but this strange feature disables thieving fun in the castle.. Also I don't understand how NH can be spotted (Garond and other knights are alarmed!) if he sneaks into that storage room where skeleton spawns..
30. If NH is spotted stealing anything in the castle in VoM or sneaking in rooms he cannot enter – guards will attack and knock him down, but they do not confiscate his gold or weapon as it used to be and no penalty from Garond afterwards (like it would be from lee in Onar's farm). BTW – impressive pictures are hanging in those rooms where Garond sleeps and where the recipe to extract bloodflies sting's secretion is! :)
31. In books it was writen that monks in Monastery of fire a making wine. Some small wineyard could be made inside, like in this Atariar edition MOD
http://forum.worldofplayers.de/forum/attachment.php?attachmentid=45161&d=1483403724
32. For immersion I would suggest making some random notes (I could really help with creating these - something very similar and inspired by the letter from Gilbert ;) ), pictures (something like the Babo's treasure and the one found in hut in outer ring of castle in VoM), pieces of maps (hmm, pointing to some hidden treasure in woods, etc?) on bodies of zombies, killed bandits and near some found bones. More traps and surprises like the one to get Diego's armour in VoM (my hero was smashed by that anvil! :) Also shipwrecks are quite dull now.. maybe a zombie or two could help? Some low value loot/treasures could improve situation as well. I would suggest to implement some treasure hunt on a sea bed - there are quite a few sunken ships, therefore some goodies on the bottom of the sea would be awesome to find! :)
Just more fun when exploring new areas and woods! AFAIK in the Returning mod creators managed to implement 'huntable' rabbits running around in woods:
http://savepic.ru/9249458.png
33. Some inspiration to upgrade some books from here: http://forum.worldofplayers.de/forum/threads/1479527-RELEASE-Gothic-II-DNdR-Kalligraphie (http://forum.worldofplayers.de/forum/threads/1479527-RELEASE-Gothic-II-DNdR-Kalligraphie)
34. Some newly designed clothes for nobles in the upper quarter in Khorinis; http://www.worldofgothic.de/?go=moddb&action=view&fileID=1209&cat=0&page=0&order=0&searchkey=noble&searchcat=0 (http://www.worldofgothic.de/?go=moddb&action=view&fileID=1209&cat=0&page=0&order=0&searchkey=noble&searchcat=0)
35. More spooky sounds while venturing deep into forests. Boy was I surprised to see crows in the sky croaking in the new beach with a shipwreck! Also sound and effect of swarming flies near dead bodies/bones of unfortunate hikers in woods, etc.
36. I believe some teleportation runes could be re-introduced. Especially to travel to Onar's farm and to the Pass to VoM (the one that could be found on a dead knight).
37. Elixir of life potion – somehow during my numerous gameplays I've never learned to brew this kind of permanent potion. I always spent King's sorrels elsewhere. Since this modification significantly reduced the armours' properties – extra Hps would be really handy. Maybe it would be an option to make this potion available to brew without King's sorrel. 20LPs to learn it and ingredients: lab bottle+honey+2x meadow knotweeds + 20 Healing roots (I found ~80 of them and probably about 10 could be bought from merchants – so about 4-5 Life elixirs could be brewed throughout the game – nothing too OP).
38. Weapons and their properties. Similar like with some armours – some weapons could be found a bit 'too late', when NH crafted, found or purchased much better weapons already!
a) Ruby blade – should be somewhere in Khorinis available in CH1 rather than in Jharkendar.
b) I would suggest that weapons made for mages and sold by Cronos and Gorax could have mana bonus rather than 2H bonus.
c) Master sword – range is ridiculous – like two hander's! I believe it should have smaller Damage (95) and range of 90 with same DEX requirement.
d) El Bastardo – quite difficult to get it, but stats are worse that easily acquired fine bastard sword.
e) Orc slayer – such a nicely designed sword, but now it's stats are weird: str requirement is 15 pts bigger than it's damage!
f) Blunt weapons and axes – since these weapons have big weakness against swords – their range is significantly smaller they IMHO should have bigger damage than STR requirement. Now for example – why on earth should NH wield newly introduced 2H Hammer of Justice when it has 120 DMG, only 90 range and 140(!!) STR requirement? Raven's beak – 85 DMG, only 60 range and STR requirement 90. Similarly goes for axes.
What I really liked about axes is that STR requirments varies in non-standard numbers. E.G. Beard axe – 83 STR requirement; Double bladed axe – 81 STR. I believe it is pain in the ass to play with scripting/programming, but would be really nice surprise to sometimes find a standard weapon like rusty axe or sword with 32DMG not 30 and same old STR requirement. Some extra variety does a trick ;)
39. Armours. Since in this MOD armours protective stats are drastically decreased and attack power of enemies increased it is quite important attribute in game. When I am looking into stats of each armour available for NH (DH path) it seems that creators really tried to make it that every next armour available for NH should have a bit better stats, or significant difference in certain type of defensive stat. Still I believe some changes could be done in sequence how armours are acquired by NH, because quite a few of them when you are able to get your hands on – have lower stats than your previously accuired armour.
a) Crawler plate armour – location where Gestath is camping doesn't make much sense. Armour is great but not superb and IMHO if one hasn't played G2 before – you would never discover Gestath before CH4 – to fight your way there in CH2 is quite a mission. (I used transformation spell to get there). I would put Gestath in that small plateu behind Dragon snapper and deceased Oric's brother and make this armour available in late CH2 or right before CH3 when NH comes back from VoM after proof from Garond accuired. Small tent for him to sleep, a cart to carry trophies and would be great addition as well. Since he teaches how to take off dragon snapper's horn and fire lizard's tongue – he could buy them for a fair price as well (let's say he knows the same merchant in town that buys shadowbeast horns from Buster :) )
b) Troll's armour – ridiculous amount of troll's hides is required since Trolls ar made not that stupid opponents as before! For stats it provides I would recommend max 2 troll hides. Then it would be good 1st and mid 2nd chapter armour. It is much easier to get Assasins Armour from Casia, so IMHO Troll armour's stats could be a bit better than upgraded Assassin's armour.
c) Black ore armour. IMHO it should require 5 not 4 Black ore nuggets. This way NH should do a small mission before forging it – clear out the spooky crypt near Onar's farm :)
d) Ore barons armour – depends where NH goes first – to clear Jharkendar of get proof from Garond in VoM. If you get it in Ch3 – it has now use.
e) Battle mage armour – it is quite difficult to get the blue print of this armour and NH normally would get it in mid.CH4 only. Stats are weak (except protection from magic), upgrade makes only slight difference. I thinks it is obsolete by the time NH can craft it. Since it is Battle mage armour I would suggest to put some mana bonus.
f) Myrtana Mercenary armour – great addition, but imho shouldn't be available in CH1 and CH2 as it has really good stats. It is possible to acquire all necessary gold coins to buy it in chapter 1 and invest Lps to craft it. Then only Black ore armour will replace it in later chapters. Probably it should be available in CH3 only
40. From all people NH brings to Irdorath probably only Angar is valuable (well Vatras can heal and sell King Sorrel, same as Milten – some plants for perm potions). But he is the only one that can offer actual help! Gorn constantly repeats 'I want to see some action!' but only patrols in the ship.. I would suggest each true NH's friends could help in certain stages – Diego maybe in the Key master's chambers? Gorn to bash through the first front lines. But I personally would mostly enjoy to have 5-6 companions to help NH till the first dragon – would be nice fight! With two mages, archers and heavy tanks (Lee, Gorn, Angar) beside NH!!
41. 2H Master swings – a bit awkward animation and I found it quite difficult to fight. I wanted to get the next stage immediately :)
42. Gaan is looking like a farmer - he is a hunter, so why not to put Troll's armour on him like I suggested to do for Nicklas as well?
43. Textures. Some textures could be changed. Especially food imho - I found this mod, and all textures for bottles, beer etc looks really great! http://forum.worldofplayers.de/forum/threads/1348272-Ank%C3%BCndigung-Gothic_2-Reworked-Mod (http://forum.worldofplayers.de/forum/threads/1348272-Ank%C3%BCndigung-Gothic_2-Reworked-Mod)
That is it for now, if I'll come up to any other ideas will update here. Please feel free to comment and criticize my post ;)
P.S. Gwyn - maybe some useful information could be found in this patch here? Although I believe everything might be implemented already in System pack, etc. :)
https://forum.worldofplayers.de/forum/threads/1486808-Release-Gothic-2-Gold-UnPatch (https://forum.worldofplayers.de/forum/threads/1486808-Release-Gothic-2-Gold-UnPatch)
https://s27.postimg.org/lmc8x248z/finale.jpg
That's a lot of notes :D, i think at least half of the bugs are fixed in this version. About the suggestions, there are a lot of good ideas, we gonna consider them after we release the first 1.1 version, if we keep adding stuff we won't be able to publish the 1.1 in the next days :). About the running animations with acrobatics, you all seem to hate it, so we probably won't put it in the 1.1. Thanks for the notes tho, they'll be very helpfull!
Ratamahatta
19.09.2017, 12:37
Thanks for the notes tho, they'll be very helpfull!
You're very welcome! If you would wish me to participate in extending/improving them - please let me know! Would be my pleasure to help you guys! $§p4
You're very welcome! If you would wish me to participate in extending/improving them - please let me know! Would be my pleasure to help you guys! $§p4
Sure man, we would love a reworked version of those notes after our first release :)
Masty, can you please estimate the release date of the translation? Are we talking about days, weeks or?
One more question to more experienced players here, what is the balance of masters in LHiver? Has anything changed in this regards in latest updates? I have always worked for Bosper so I am thinking about change to Harad or Constantino. Does any of you have some experience with them? Thank you.
Masty, can you please estimate the release date of the translation? Are we talking about days, weeks or?
As i said before we're actually checking every single dialog of NPCs (365 files, about 1000 lines each, a lot) then we'll need some more time to implement Gwyn's LP system. I think 1 week will be enough or pretty close.
One more question to more experienced players here, what is the balance of masters in LHiver? Has anything changed in this regards in latest updates? I have always worked for Bosper so I am thinking about change to Harad or Constantino. Does any of you have some experience with them? Thank you.
About this, Harad is a smith, if you go for a paladin he's the only option you have to get the strongest weapons, but if you're a mercenary, you don't need him at all. Selling crafted weapons to him is bad, so don't think about it.
Bosper is amazing, a lot of gold (even tho you may not need it).
Costantino has some new potions, which makes him viable. If you play with the survival version as a magician, you'll 100% need his anti-mana exhaustion potions, i'm pretty sure he's the only one who teaches it. Plus he has a 'healing potion enchancer' which makes you receive more health from healing potions, same goes for mana potions.
So yeah make your choice, i think the best options would be: Paladin = Harad, Mercenary = Bosper, Magician = Costantino
But ofc it's gothic so, you're free to change everything :D
Thank you for a quick reply. I will stick most likely with Bosper or Constantino, no survival features for me.
Last time I played as a mage with dex based master sword so now I definitely want to play as a mercenary with 2H sword with some bow support or fully dex based hunter with bow and sword but I am not sure whether this is viable at all. I just saw that some dex based weapons were added in the last version so maybe....
As for the release date, definitely take your time, no rush, everyone here is so happy that the translation is on a horizon.
Ratamahatta
19.09.2017, 18:17
One more question to more experienced players here, what is the balance of masters in LHiver? Has anything changed in this regards in latest updates? I have always worked for Bosper so I am thinking about change to Harad or Constantino. Does any of you have some experience with them? Thank you.
In previous version that I played (0.9.3??) I chose Harad, to check all the weapons etc, but doing business from crafting swords was total crap.
but as it was mentioned above - money in this mod is not a problem whatever master you choose. I think Constantino is quite interesting character now for whatever path. Personally, I would probably choose him for my next gameplay since I've never chosen him before :)
unless I would go for archery.
Thank you Rata, I am also leaning to Constantino.
Am I right that skinning animals from Bosper could be taught regardless if I become his apprentice? The only difference is the fact that he buys the furs for a full price, right?
OMG, I have started watching LHiver lets plays in ENG on youtube, I really love this game so much :-)
Ratamahatta
20.09.2017, 15:29
Am I right that skinning animals from Bosper could be taught regardless if I become his apprentice? The only difference is the fact that he buys the furs for a full price, right?
yes, correct. you can learn to skin animals, tan hides (for making armors) and be Harad's / Constantino's apprentice.
granregon
20.09.2017, 20:10
We (I and Masty) have it almost done, just a bit of testing and tomorrow morning you should have both survival and not.
We'll open a new post for our version. We'll also provide a changelog with the modifcations/fixes.
For next version we have a couple of ideas:
1 - with the help of Gwyn-Deith, change the LP system;
2 - add a D3X11 version like russian one;
3 - consider the huge list of fix/changes of Ratamahatta. Really man you did a great job find everything.
See ya
Granregon
Ratamahatta
21.09.2017, 10:46
We (I and Masty) have it almost done, just a bit of testing and tomorrow morning you should have both survival and not.
We'll open a new post for our version. We'll also provide a changelog with the modifcations/fixes.
For next version we have a couple of ideas:
1 - with the help of Gwyn-Deith, change the LP system;
2 - add a D3X11 version like russian one;
3 - consider the huge list of fix/changes of Ratamahatta. Really man you did a great job find everything.
See ya
Granregon
well done! looking forward to see the new thread! :A
So excited for the patch :) so much to explore and just forget yourself in the world :)). I always test my strength to not use any LP untill or continue in the chapter before I have cleared the whole map :) hoping for some secrets to find XD
granregon
21.09.2017, 18:39
We finally did it.
[Release] Gothic 2 - L'Hiver 1.1 English Edition (https://forum.worldofplayers.de/forum/threads/1501530-Release-Gothic-2-L-Hiver-1-1-English-Edition?p=25586493&viewfull=1#post25586493)
This version is already with the D3X11 Dementor fix but without the Gwyn-Deith's changes.
Is fully playable but uses the normal LP system.
We released this version for let you play while Gwyn is working with the implementation of the code.
Anyway sorry for the delay...
Granregon
Guys, you are awesome, thank you very much for your work.
Just for my understanding, what is the D3X11 fix? Is it the optional renderer by Degenerated? I did not have very good experience with it and playing now without it....maybe it got better......
SinclairDante
23.09.2017, 16:52
I been playing a dex based mercenary, and I cut every tree I could find in chapter one to make a whole bunch of arrows. Eventually I just bough 1k arrows from the vendors because I kept running low on arrows. The problem is I don't have the wood billet to craft the warbow I learned from Bosper. Those anyone know the insert code to spawn 3 pieces of wood billet:dnuhr:?
I'm using L'Hiver 0.9.6 English edition with the scripts without hunger/weight/fatigue features!
I been playing a dex based mercenary, and I cut every tree I could find in chapter one to make a whole bunch of arrows. Eventually I just bough 1k arrows from the vendors because I kept running low on arrows. The problem is I don't have the wood billet to craft the warbow I learned from Bosper. Those anyone know the insert code to spawn 3 pieces of wood billet:dnuhr:?
I'm using L'Hiver 0.9.6 English edition with the scripts without hunger/weight/fatigue features!
It should be: ItRw_Bow_H_03 for the bow, just get it directly i guess:D
But if you prefer the wood billets: ITMI_WOODBAR_BIG
Hi guys, there are only dialogues left to check, but basically I'm done with translating L'Hiver. I know, I'm late, two other Italian guys anticipated me, however their version, as many might've already noticed, is slightly different from the original Russian. They took some things from the Polish version, modified the LP system, restored some teleport runes and so on... mine is exactly the same as the Russian's, with hunger/thirst and all the other features, but I'll release a feature-less version as well, always following the Russian's.
I spent time in this work, so at some point, even when I saw there was already an English translation, it seemed to me it would've been a pity not to release it. If anyone wants the challenging experience, here you have it. My congrats to my compatriots for their work.
§wink
SinclairDante
25.09.2017, 20:38
It should be: ItRw_Bow_H_03 for the bow, just get it directly i guess:D
But if you prefer the wood billets: ITMI_WOODBAR_BIG
Thank you Masty, I did find one tree somewhere deep in the woods that I overlook in the past chapter. The codes will come in handy when I want to craft the last bow from Bosper list:)!
graffikbv
25.09.2017, 21:12
Hi guys, there are only dialogues left to check, but basically I'm done with translating L'Hiver. I know, I'm late, two other Italian guys anticipated me, however their version, as many might've already noticed, is slightly different from the original Russian. They took some things from the Polish version, modified the LP system, restored some teleport runes and so on... mine is exactly the same as the Russian's, with hunger/thirst and all the other features, but I'll release a feature-less version as well, always following the Russian's.
I spent time in this work, so at some point, even when I saw there was already an English translation, it seemed to me it would've been a pity not to release it. If anyone wants the challenging experience, here you have it. My congrats to my compatriots for their work.
§wink
Thanks for the work man ! Keep it up. Also when u release the featureless version, what kind of things will you remove / add ? Can't wait to play your version till Elex comes :D.
Hi guys, there are only dialogues left to check, but basically I'm done with translating L'Hiver. I know, I'm late, two other Italian guys anticipated me, however their version, as many might've already noticed, is slightly different from the original Russian. They took some things from the Polish version, modified the LP system, restored some teleport runes and so on... mine is exactly the same as the Russian's, with hunger/thirst and all the other features, but I'll release a feature-less version as well, always following the Russian's.
I spent time in this work, so at some point, even when I saw there was already an English translation, it seemed to me it would've been a pity not to release it. If anyone wants the challenging experience, here you have it. My congrats to my compatriots for their work.
§wink
Thank you for all your work man! Really appreciate all you done for us! :)
Thanks for the work man ! Keep it up. Also when u release the featureless version, what kind of things will you remove / add ? Can't wait to play your version till Elex comes :D.
Hi homeboy, except for known bugs that the Russian author forgot to fix, I guess nothing, I'll simply follow the Russian version. If you want something more particular, you should take a look at the other version.
https://forum.worldofplayers.de/forum/threads/1501530-Release-Gothic-2-L-Hiver-1-1-English-Edition
Thank you for all your work man! Really appreciate all you done for us! :)
Hey man, nice to see you again, sorry for having disappointed you, in the end somebody else anticipated me and finished the work, sorry to have kept you waiting for so long.
Ratamahatta
27.09.2017, 12:14
Hi guys, there are only dialogues left to check, but basically I'm done with translating L'Hiver. I know, I'm late, two other Italian guys anticipated me, however their version, as many might've already noticed, is slightly different from the original Russian. They took some things from the Polish version, modified the LP system, restored some teleport runes and so on... mine is exactly the same as the Russian's, with hunger/thirst and all the other features, but I'll release a feature-less version as well, always following the Russian's.
I spent time in this work, so at some point, even when I saw there was already an English translation, it seemed to me it would've been a pity not to release it. If anyone wants the challenging experience, here you have it. My congrats to my compatriots for their work.
§wink
thanks dude for all your work for English Gothic community! :gratz
Hello,
My questions are not entirely in connection with the "normal" L'Hiver mod, but I did not find a better place to ask them.
I am playing with the L'hiver Edition Graphics & World + Vurt v0.9.1 edition.
My problems are, that at least two Goblin Berries and (at least) one Dragonroots are missing. Also all the teleport runes for the old valley.
In theory, this version should be graphics + world only, and should not change any of the contents to this degree.
*Is it normal, that theese items are missing if I use the world+graphics only mod?
*What about the normal version? I did not see any removed teleport runes and "bonus giver plants" in the changelog.
*Can I still find them anywhere, or should I use the console to spawn them, because they are not available anymore?
AntonioBarbarian
27.11.2017, 16:15
Hello,
My questions are not entirely in connection with the "normal" L'Hiver mod, but I did not find a better place to ask them.
I am playing with the L'hiver Edition Graphics & World + Vurt v0.9.1 edition.
My problems are, that at least two Goblin Berries and (at least) one Dragonroots are missing. Also all the teleport runes for the old valley.
In theory, this version should be graphics + world only, and should not change any of the contents to this degree.
*Is it normal, that theese items are missing if I use the world+graphics only mod?
*What about the normal version? I did not see any removed teleport runes and "bonus giver plants" in the changelog.
*Can I still find them anywhere, or should I use the console to spawn them, because they are not available anymore?
Yes the mod does make some changes to the world and some item placements, including the removal of some runes (to up the challenge, though I digress). But yes, the only way to get the runes is to spawn them, as they have been removed.
Ratamahatta
27.11.2017, 18:53
Hello,
My questions are not entirely in connection with the "normal" L'Hiver mod, but I did not find a better place to ask them.
I am playing with the L'hiver Edition Graphics & World + Vurt v0.9.1 edition.
My problems are, that at least two Goblin Berries and (at least) one Dragonroots are missing. Also all the teleport runes for the old valley.
In theory, this version should be graphics + world only, and should not change any of the contents to this degree.
*Is it normal, that theese items are missing if I use the world+graphics only mod?
*What about the normal version? I did not see any removed teleport runes and "bonus giver plants" in the changelog.
*Can I still find them anywhere, or should I use the console to spawn them, because they are not available anymore?
check this patch fella - https://forum.worldofplayers.de/forum/threads/1501530-Release-Gothic-2-L-Hiver-1-1-English-Edition
some of the teleport runes are being brought back to the game, and regarding perm plants - yes some are relocated to different places since the world has expanded quite a lot :)
Thank you for your answers :)
It seems then, if even the graphics only version changes the game this much, there is no reason not to use the full version.
Could you please tell me, where can I find my missing plants then?
http://www.worldofgothic.com/images/g2karten/newworld_herbs.jpg
3. Dragonroot
2. and 10. Goblin Berry
Ratamahatta
01.12.2017, 11:39
3. Dragonroot - far in the woods behind landlord's farm on a hill near abandoned chappel/graveyard, 'guarded' by Elite Orc.
2. and 10. Goblin Berry - I think this one is somewhere nearby the new goblin's cave next to the pond but not sure.
Hi community im new here ,im fan gothic series,i try this mod l'hiver i made all steps from page 24,but when i try to run the game i got this message
:Your Gothic-Executabile does not match the checksum for this version of GD3D11
This DLL only works for Gothic 2 NOTR Version 2.6 or SysPack
U can continue and try wanyways but the game will most likely crash.
well the game is working fine,i play like 1h,but i hope there will not be game crash or smthing like that late in the game and ai can;t play anymore.
Thank you.
Ratamahatta
11.02.2018, 16:13
Hi community im new here ,im fan gothic series,i try this mod l'hiver i made all steps from page 24,but when i try to run the game i got this message
:Your Gothic-Executabile does not match the checksum for this version of GD3D11
This DLL only works for Gothic 2 NOTR Version 2.6 or SysPack
U can continue and try wanyways but the game will most likely crash.
well the game is working fine,i play like 1h,but i hope there will not be game crash or smthing like that late in the game and ai can;t play anymore.
Thank you.
maybe try i out without GD3D11? have you installed system pack?
Hi community im new here ,im fan gothic series,i try this mod l'hiver i made all steps from page 24,but when i try to run the game i got this message
:Your Gothic-Executabile does not match the checksum for this version of GD3D11
This DLL only works for Gothic 2 NOTR Version 2.6 or SysPack
U can continue and try wanyways but the game will most likely crash.
well the game is working fine,i play like 1h,but i hope there will not be game crash or smthing like that late in the game and ai can;t play anymore.
Thank you.
You can play it without any problems. You0ll get this message on every start-up, but it won't crash your game. Be sure to install the 4Gb Patch and the crashfixer and you'll be fine
You can play it without any problems. You0ll get this message on every start-up, but it won't crash your game. Be sure to install the 4Gb Patch and the crashfixer and you'll be fine
Thank you for the answers guys,and yes i did all stepts postet by 'granregon' + crashfixer,the game seems to work fine only camera speed i think is so low,my mose sens. is at max but still is moveing slow,i have good fps in game ,anyway, I was worried about the error when starting the game.
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