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rafaelbelo
24.10.2010, 14:47
Hello,

After years playing Morrowind and a huge disappointment with Arcania, I've read around the net and decided do try Gothic 3.
I have installed Comminity Patch 1.74 and so far I am liking the game a lot.
I think this is a common question but i've not found the answer anywhere around.
1. Do plants / alchemical ingredients respawn after some time like in Morrowind?
2. Also, I've read in the CP manual that there is a slight probability of monsters respawning too.... is that still true in the 1.74 version?

I ask those questions because I think respawning adds a lot to the lifetime of the game to me, since I do have a reason the get back to an area after i've cleaned it, and once the game ends, I still have things to do and monsters to kill.

Thanks.

Dimus
24.10.2010, 14:54
Welcome to the forum, newcomer!§wink

1. Unfortunately, plants respawn (like in Morrowind) not implemented in Gothic 3.
2. Yes, it's true for versions 1.70-1.74.

rafaelbelo
24.10.2010, 14:59
Thank you.
Do you know of any mod that implements respawning to plants?

Thanks.

Dimus
24.10.2010, 15:19
Sorry, I don't know about any mod, which allows plants respawn because in the all Gothic series games this feature was unnecessary.

rafaelbelo
24.10.2010, 15:24
Well, in that case, I have noticed that some plants adds permanently to an attribute, and found out that if you make potions with them, they add even more than simply eating them.
So, if I may ask for a little spoiler here, do you advise to save them for when I have the prerequisites to make a potion with them, or just eating them away will turn things a lot easier?

Thanks.

Windmacht
24.10.2010, 15:31
You should save the plants, which will increase your chosen main attribute(s). The other you can eat directly

innubis
27.10.2010, 00:30
I have a question about qp 4.2

where can it be dowloaded?

what requiements do i need to run it?

is it in english?

Onisuzume
27.10.2010, 10:54
I have a question about qp 4.2

where can it be dowloaded?

what requiements do i need to run it?

is it in english?
*point to http://forum.worldofplayers.de/layouts/wog-en/leiste_08.gif at the top of the page*

mdahm
28.10.2010, 21:04
Do you know of any mod that implements respawning to plants?
This will never happen, simply because it's not possible in the given game framework. :)
If you pick up a plant, there's no trace left in the world that there has ever been a plant at this particular place. So the engine has no information whatsoever about where to put a "renewed" plant.

It's different with the monsters. As long as their dead bodies lie around in the world, they can be brought to life again.

Dimus
30.10.2010, 15:08
@ mdahm:

If you pick up a plant, there's no trace left in the world that there has ever been a plant at this particular place. So the engine has no information whatsoever about where to put a "renewed" plant.
Basically, if in Gothic 3 impossible to implement plants respawn on the former places, but possible to simulate respawn of rare plants at least, sometimes inserting them via 'spawn' commands. Certainly that it won't be a random process. Or it possible to be limited by respawn of quest plants only, for example, required by alchemist Renvik the 'king's sorrel' plant can be found near the abandoned mine not from the game beginning, and will appear after corresponding dialogue with Renvik only.


It's different with the monsters. As long as their dead bodies lie around in the world, they can be brought to life again.
Hmm, it's interesting. And with this method CPT implemented monster respawn in CP v1.7x?

mdahm
31.10.2010, 10:53
Basically, if in Gothic 3 impossible to implement plants respawn on the former places, but possible to simulate respawn of rare plants at least, sometimes inserting them via 'spawn' commands.
Please feel free to do so! You just have to edit the dialog files (info.pak) and include spawn commands. (Or find someone to do that for you.)


Hmm, it's interesting. And with this method CPT implemented monster respawn in CP v1.7x?
Yes. We didn't develop the method itself, it was already implemented by Piranha Bytes. Trouble was that it was very buggy before (unter certain circumstances the monsters didn't respawn at their actual starting points, but instead were moved to a hilltop between Porgan's cave and Montera).
At the beginning, we didn't find a quick way to fix this, so we switched off these respawn mechanics in CP 1.6, and fixed (and overworked) the whole thing in CP 1.70.