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  1. View Forum Posts #1 Reply With Quote
    Knight catalinux's Avatar
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    [Release] Gothic 1 UnPatch (English)

    Gothic UnPatch (Gothic Unofficial Patch)

    Bugfixes only.

    1. Requirements
    - Gothic 1.08k
    - PlayerKit (http://www.worldofgothic.com/dl/?go=dlfile&fileid=28)
    - SystemPack (http://forum.worldofplayers.de/forum...-%28ENG-DEU%29)

    2. Install
    - Extract Gothic_UnPatch.7z
    - Copy Gothic_UnPatch.mod to ../Data/ModVDF/
    - Copy Gothic_UnPatch.ini to ../system/

    3. Play
    - Run GothicStarter and choose the entry Gothic UnPatch.

    4. Bugfixes
    4.1. AI
    - NPCs sleep through and don't wake up immediately when they have gone to bed (ZS_Sleep.d)
    - NPCs use doors properly (B_MoveMob.d)
    - NPCs collect their weapons when they regain conscious after a lost fight (B_Functions.d)
    - NPCs no longer confront the player when he is standing in the way, if he has before defeated them (B_MoveNpc.d)
    - NPCs draw the melee weapon when their ranged weapon is weaker than the armor of the enemy (B_SelectWeapon.d)
    - NPCs and monsters have all weapons unequiped when dead (ZS_Dead.d)
    - NPCs no longer practice sword training without a weapon (ZS_PracticeSword.d)
    - NPCs no longer stuck or move in circles when trying to align if another NPC is standing on the FP (ZS_StandAround.d)
    - NPCs don't stand still so often anymore when fleeing (ZS_Flee.d)
    - Companion walks if the player walks (ZS_FollowPC.d)
    - The player can no longer pass the gate guards just by entering combat mode (B_AssessFighter.d)
    - NPCs can move after being enchanted (ZS_Berzerk.d)
    - No double experience gain when killing a NPC with a ranged weapon if the player already beat the NPC in melee combat (B_GiveXP.d)
    - NPCs don't draw weapon if monster is already dead (ZS_AssessMonster.d)
    - The player can no longer run into a room and immediately leave it to cancel a fight (ZS_Attack.d)
    4.2. Quests
    - Horatio doesn't make the player to lose STRENGTH if the player has more than 100 STRENGTH (DIA_BAU_901_Horatio.d)
    - Thorus can no longer be bribed if the player has already obtained the permit to an audience with Gomez; The option to bribe Thorus no longer stays open after the player has already bribed him (DIA_GRD_200_Thorus.d)
    - Jackal no longer harasses the player for protection money after the player has joined one Camp (DIA_GRD_201_Jackal.d)
    - Bloodwyn no longer harasses the player for protection money after the player has joined one Camp (DIA_GRD_233_Bloodwyn.d)
    - Scorpio can no longer be asked "Can you teach me to fight?" after he moves to Cavalorn's, since the dialogue line to get him to teach the player is another one (DIA_GRD_205_Scorpio.d)
    - Kirgo correctly gives a beer if the player agrees not to challenge him to a fight in the arena (DIA_GRD_251_Kirgo.d)
    - Fletcher no longer reopens the quest "Vanished Guard" if the quest is already completed (DIA_GRD_255_Fletcher.d)
    - Y'Berion says no longer infinitely "Who let you in?" but attacks (DIA_GUR_1200_YBerion.d)
    - BaalNamib sells the Heavy Novice Robe in Chapter 2 (DIA_GUR_1204_BaalNamib.d)
    - CorKalom correctly closes the "Weed delivery" quest instead of "Weed monopoly" quest (DIA_GUR_1201_CorKalom.d)
    - Saturas no longer offers to sell a second High Robe of Water (DIA_KDW_600_Saturas.d)
    - The rogue guarding Lares hut says no longer infinitely "Go!" but attacks (DIA_ORG_804_Organisator.d)
    - Drax teaches hunting skills only if the player gives him a beer (DIA_ORG_819_Drax.d)
    - Mordrag no longer escorts the player to the New Camp if the player forcibly threw him out of the Old Camp (DIA_ORG_826_Mordrag.d)
    - Buster no longer teaches Acrobatics if the skill is already gained (DIA_ORG_833_Buster.d)
    - Silas trades with the player not only once (DIA_ORG_841_Silas.d)
    - Wolf can not be offered minecrawlers' armor plates if the player already did so (DIA_ORG_855_Wolf.d)
    - Gorn no longer attacks the player on the raid of the Free Mine (ZS_Attack.d, DIA_PC_FighterFM.d)
    - Gorn can be told about Shrike's defeat only if the player knows about the hut; The quest "Shrike's hut" can be closed even if the player defeats Shrike without knowing from Gorn about the hut (DIA_PC_Fighter.d)
    - Gorn now has correct amount of HP (PC_Fighter.d)
    - Whistler gets back 110 ore, if the player had asked for extra 10 ore (DIA_STT_309_Whistler.d)
    - Fisk's quest "New Fence for Fisk" is triggered no matter HOW the player gets Mordrag out of the Old Camp (DIA_STT_311_Fisk.d)
    - Gravo is listed in "Diary/General info/Merchant in the Old Camp" even if the topic wasn't previously created (DIA_VLK_572_Gravo.d)
    - Snaf can be asked about Nek even if the quest "Snaf's Recipe" is closed (DIA_VLK_581_Snaf.d)
    - Finger's option to teach PICKPOCKET or PICKLOCK Level 2 will appear only after the player learns Level 1 (DIA_STT_331_Fingers.d)
    - Aleph no longer offers to sell the key for the chests in the storage shed if the player has already bought the key (DIA_VLK_585_Aleph.d)
    4.3. Other
    - Potion of Velocity and Potion of Haste have the right ore value (Potions.d)
    - Removed duplicate "END" dialogue option (DIA_GRD_218_GuardPassage.d and DIA_GRD_245_GuardPassage.d)
    - When learning from teachers, the amount of needed skill points is correctly displayed (Text.d)
    - Added Protection values to High Robe of Fire and High Robe (Text.d)
    - Bugmeat was moved to the category FOOD (Food.d)
    - Player and NPCs can interact with BARBQ_SCAV (Scavenger on spit)
    - 2 Snappers correctly spawn outside the Monastery ruins (renamed OW_MONSTER_NAVIGATE02 to OW_MONSTER_NAVIGATE_02) (Startup.d)
    - The key to the smithy's store, ItKe_OB_Smith_01, renamed to ITKEY_OB_SMITH_01 (MissionItems_1.d)
    - Changed camera distance when sitting on bench (CamInst.d)
    - CharacterHelper dialog entries translated to English (CharacterHelper.d)
    - StoryHelper dialog entries translated to English (StoryHelper.d)
    - SoundPatch (B_AssessMagic.d, B_AssessBody.d, B_AssessTheft.d, B_AssessUseMob.d, ZS_AssessMonster.d, ZS_Attack.d, ZS_CallGuards.d, ZS_ProclaimAndPunish.d, ZS_Upset.d, DB_Say.d, SFXInst.d)
    * the variety of hit sounds increased from 3 to 15
    * reactivated NPC sounds of combat and various situations - some NPC dialogues were not played correctly (for example: Diego when killing Scavengers on the way to Old Camp)
    * reactivated sounds for birds and BARBQ_SCAV (Scavenger on spit)

    5. Credits

    - gothic1_scripts-1.08j_enu-rev2 by NicoDE (https://forum.worldofplayers.de/foru...s-%28review%29)
    - Gothic Patch-Mod (PerfectGothic/DunkleBrut) by AndiNo (http://forum.worldofplayers.de/forum...-DunkleBrut%29)
    - Soundpatch für Gothic I by AndiNo (https://www.worldofgothic.de/dl/download_180.htm)
    - Dimus (http://forum.worldofplayers.de/forum...t-To-See-Fixed)
    - petermj
    - Boltfly
    - DarkGoth
    - Kyojinmaru G1 Community Mod Patch (https://forum.worldofplayers.de/foru...nity-Mod-Patch)
    - Inspirate Deutsche Übersetzung von Catalinux's "Gothic I UnPatch Mod" (https://forum.worldofplayers.de/foru...-I-UnPatch-Mod)


    DOWNLOADS

    - Gothic UnPatch version 0.7 (released on 2019.03.08)

    - Deutsche Version (released on 2019.03.08)

    - (optional) textures patch: better textures (and a few models), mostly taken from Gothic Reloaded Mod.
    EN_G1_UnPatch_Textures from Mega

    - sources from Mega

    - old versions can be found on Mega (EN_G1_UnPatch_v06.7z is the last version with RESTORED content)

    Alternative download location - http://www.moddb.com/mods/gothic-unpatch/


    Need Help? Have suggestions? Join GothicUnPatch discord server at https://discord.gg/prs9CAT



    [Bild: attachment.php?s=5749342efbc3f7287e0d48ce1ba1d4c7&attachmentid=44765&d=1472196323&thumb=1]
    Last edited by catalinux; 19.04.2019 at 08:47.

  2. View Forum Posts #2 Reply With Quote
    Knight Commander
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    Hey Catalin, thanks for this.

    I'm surprised that the patching (on such individual scale) continues into mid2010s, would have thought the german community would have dealt with most thing by Risen's release

    I'll definitely mention you patch in other communities when the matter of G1 patching comes up.

    Just to be clear, due to the lack of a good Gothic modding guide out there, could you elaborate on this:
    Quote Originally Posted by catalinux View Post

    2015.03.25 - removed _WORK/DATA/SCRIPTS/_COMPILED/CAMERA.DAT because better results can be achieved by installing Gothic 1 SystemPack

  3. View Forum Posts #3 Reply With Quote
    Sythera Dumpfie's Avatar
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    There's a sticky German / English thread in this Forum with details in the first Post. The gist of it is that the System Pack is a tweak to the .exe that will increase the performance.

  4. View Forum Posts #4 Reply With Quote
    Knight catalinux's Avatar
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    Quote Originally Posted by Kostaz View Post
    Just to be clear, due to the lack of a good Gothic modding guide out there, could you elaborate on this:
    In the first version of my "quick patch" I used a modified CAMERA.DAT (better FOV for widescreen resolutions than the original CAMERA.DAT), but unfortunatelly it wasn't compatible with Gothic 1 SystemPack so I removed it.

    Gothic 1 SystemPack replace Shw32.dll and vdfs32g.dll. I suppose Shw32.dll is the file responsible for the changes for widescreen resolutions. Maybe you can find more about this in the official SystemPack thread?

    Quote Originally Posted by Kostaz View Post
    I'll definitely mention you patch in other communities when the matter of G1 patching comes up.
    Thanks. It's not a big patch, but I believe it makes the game just a bit better.

    I am willing to update this quick patch, so if you can think at other (scripting) bugs, please let me know.

  5. View Forum Posts #5 Reply With Quote
    research NicoDE's Avatar
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    Quote Originally Posted by catalinux View Post
    restored In Extremo concert
    The concert has been disabled by intention (GEMA).

    Quote Originally Posted by catalinux View Post
    I suppose Shw32.dll is the file responsible for the changes for widescreen resolutions.
    It's part of SmartHeap, a commercial memory allocation library.
    "Unter diesen schwierigen Umständen bin ich mir sicher, daß diese guten Menschen meinen augenblicklichen Bedarf an deren Gold verstehen werden." -- Connor

  6. View Forum Posts #6 Reply With Quote
    Knight catalinux's Avatar
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    Quote Originally Posted by NicoDE View Post
    The concert has been disabled by intention (GEMA).
    Thanks for letting me know, and sorry about this, I have updated my patch.

  7. View Forum Posts #7 Reply With Quote
    Knight catalinux's Avatar
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    Small update.
    Code:
    20150627
    _WORK/DATA/SCRIPTS/CONTENT/AI/ZS_Human/ZS_Dead.d // all dead goblins are displayed without weapons (Dimus; http://forum.worldofplayers.de/forum/threads/1070308-G1-MOD-Gothic-Mod-Fix?p=22902309&viewfull=1#post22902309)
    Last edited by catalinux; 09.07.2015 at 17:32.

  8. View Forum Posts #8 Reply With Quote
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    Hi I would like to help

    Hi catalinux
    I am starting a new game of gothic 1 (with Gothic ½ — SystemPack (ENG/DEU) and your patch installed)
    I Found a bug should i post it here?
    I am a java programmer do you think i can help fix bugs?

    The bug i found is when doing the quest snaf's recipe:1- If i tell him "you want me to throw up?"
    After I complete the quest I cannot say "You told me i could have as much stew as i wanted"


    2- If I complete the quest, i can no longer ask him about neck

    I have attached a save game where i am just in front of snaf, you can talk to him to try both bugs
    Attached Files

  9. View Forum Posts #9 Reply With Quote
    Knight catalinux's Avatar
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    Hello petermj, and thanks for the feed-back! I'm sure you could help, do you have the original English scripts? As soon as you find a bug, look inside the scripts, and if you find a solution, let as know.

    Quote Originally Posted by petermj View Post
    Hi catalinux
    The bug i found is when doing the quest snaf's recipe:1- If i tell him "you want me to throw up?"
    After I complete the quest I cannot say "You told me i could have as much stew as i wanted"
    This isn't a bug. It was intended to receive 3 daily free stews only if you choose "Sounds good."

    If you look into the scripts

    Spoiler:(zum lesen bitte Text markieren)
    Code:
    FUNC VOID DIA_Snaf_Zutaten_Info()
    {
    	AI_Output (other, self,"DIA_Snaf_Zutaten_15_00"); //What can I do for you?
    	AI_Output (self, other,"DIA_Snaf_Zutaten_01_01"); //You must be used to good food. I have a new recipe: meatbug ragout à la Snaf with rice and mushrooms.
    	AI_Output (self, other,"DIA_Snaf_Zutaten_01_02"); //You can have as much as you want, but I still need  3 meatbugs and some hell mushrooms - 5 should be enough.
    	
    	Info_ClearChoices(DIA_Snaf_Zutaten);
    	Info_AddChoice	 (DIA_Snaf_Zutaten,"You want me to throw up?",DIA_Snaf_Zutaten_KOTZ);
    	Info_AddChoice	 (DIA_Snaf_Zutaten,"Sounds good.",DIA_Snaf_Zutaten_DoIt);
    };
    
    func void DIA_Snaf_Zutaten_KOTZ()
    {
    	AI_Output (other, self,"DIA_Snaf_Zutaten_KOTZ_15_00"); //You want me to throw up?
    	AI_Output (self, other,"DIA_Snaf_Zutaten_KOTZ_01_01"); //You don't have to eat it, but I think at least you could try! If you happen to get the things, think of me.
    	AI_Output (self, other,"DIA_Snaf_Zutaten_KOTZ_01_02"); //I've already sent somebody but he just hasn't come back - must have deserted to the New Camp.
    	Snaf_Zutaten = LOG_RUNNING;
    	
    	Log_CreateTopic(CH1_SnafsRecipe, LOG_MISSION);
    	Log_SetTopicStatus(CH1_SnafsRecipe, LOG_RUNNING);
    	B_LogEntry( CH1_SnafsRecipe,"Snaf, the cook who lives in the Outer Ring of the Old Camp, sent me to get him 3 meatbugs and 5 hell mushrooms for a new recipe.");
    	
    	Info_ClearChoices(DIA_Snaf_Zutaten);
    };
    
    func void DIA_Snaf_Zutaten_DoIt()
    {
    	AI_Output (other, self,"DIA_Snaf_Zutaten_DoIt_15_00"); //Sounds good.
    	AI_Output (self, other,"DIA_Snaf_Zutaten_DoIt_01_01"); //Then go and see you get me the things.
    	AI_Output (self, other,"DIA_Snaf_Zutaten_DoIt_01_02"); //The last one I sent just hasn't come back - must have deserted to the New Camp.
    	Snaf_Zutaten = LOG_RUNNING;
    	Snaf_FreeMBRagout = TRUE;
    		
        Log_CreateTopic(CH1_SnafsRecipe, LOG_MISSION);
    	Log_SetTopicStatus(CH1_SnafsRecipe, LOG_RUNNING);
    	B_LogEntry( CH1_SnafsRecipe,"Snaf, the cook who lives in the Outer Ring of the Old Camp, sent me to get him 3 meatbugs and 5 hell mushrooms for a new recipe. I can have some when it's finished.");		
    			
    	Info_ClearChoices(DIA_Snaf_Zutaten);	
    };


    Quote Originally Posted by petermj View Post
    2- If I complete the quest, i can no longer ask him about neck
    In this case you are right, the option to ask about Nek should stay open as long as the quest from Sly stays open.

  10. View Forum Posts #10 Reply With Quote
    Rookie Takezow's Avatar
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    Hey catalinux,

    I just created an account on these forums to personally thank you.

    I spent a lot of time trying to apply Andino`s fixes in English but wasn`t successful and then found your post on reddit pointing to this thread.

    Anyways, thanks a lot, you just made this awesome game better.

    I'm starting a new game right now.

    Cheers!
    !

  11. View Forum Posts #11 Reply With Quote
    Knight catalinux's Avatar
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    @Takezow - I never mentioned this patch on reddit, but I'm glad you found it.

    I used a lot of Andino's (PG-DB) solutions, and I still have (to decide) to implement a few of them.

    The good news is that I'm still working on this patch, in my working version I have a quick fix for receiving the heavy novice armor in Chapter 2, but I still have to double check it. Anyway, at some point I will release a new version with a few other minor fixes.

  12. View Forum Posts #12 Reply With Quote
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    Oh... my mistake then. Anyhow, someone on reddit pointed me here and Im glad they did, lol.

    Regarding the patch, let me make a suggetion: make sure to keep bug fixes and custom stuff separated.

    For instance, on PG-DB there were some modifications to the original game made by the author that I did not wanted to install and it was very annoying going through all those files just to remove the files which were not bug fixes (books giving atributes and stuff like that).

    Anyways, keep up the good work.

  13. View Forum Posts #13 Reply With Quote
    Knight catalinux's Avatar
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    Quote Originally Posted by Takezow View Post
    Regarding the patch, let me make a suggetion: make sure to keep bug fixes and custom stuff separated.

    For instance, on PG-DB there were some modifications to the original game made by the author that I did not wanted to install and it was very annoying going through all those files just to remove the files which were not bug fixes (books giving atributes and stuff like that).
    I agree with you, I also didn't like the changes to the original game. This is why this patch contains only bug fixes.
    Last edited by catalinux; 12.10.2015 at 22:51.

  14. View Forum Posts #14 Reply With Quote
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    Hi I would like to help

    Hi catalinux, and thanks for your quick reply!
    Quote Originally Posted by catalinux View Post
    Hello petermj, and thanks for the feed-back! I'm sure you could help, do you have the original English scripts? As soon as you find a bug, look inside the scripts, and if you find a solution, let as know.
    I just downloaded the English scripts, I will use them to make suggestions if i find bugs while playing the game!


    Quote Originally Posted by catalinux View Post
    In this case you are right, the option to ask about Nek should stay open as long as the quest from Sly stays open.
    Ill try to suggest a fix for that

  15. View Forum Posts #15 Reply With Quote
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    2 bugs with proposed solution

    Vanished Guard:
    If I complete the quest "Vanished Guard" before speaking to Fletcher. When I speak to Fletcher he reopens the quest.
    Attached a save game standing next to Fletcher to test this issue.
    Proposed Solution:
    Replace
    Spoiler:(zum lesen bitte Text markieren)
    Code:
    func void  DIA_Fletcher_WoNek_Info()
    {
        AI_Output (other, self,"DIA_Fletcher_WoNek_15_00"); //D'you know where Nek's got to?
        AI_Output (self, other,"DIA_Fletcher_WoNek_06_01"); //No, and I'm not likely to find out.
        AI_Output (self, other,"DIA_Fletcher_WoNek_06_02"); //If anything, the diggers in this district might know something. But diggers don't talk to guards.
        AI_Output (self, other,"DIA_Fletcher_WoNek_06_03"); //Especially not now they know I hate this filthy work. I bet they're laughing behind my back!
        
        Log_CreateTopic        (CH1_LostNek,    LOG_MISSION);
        Log_SetTopicStatus    (CH1_LostNek,    LOG_RUNNING);
        B_LogEntry            (CH1_LostNek,"Maybe the diggers in the arena district know where Nek disappeared to.");
    };

    With
    Spoiler:(zum lesen bitte Text markieren)
    Code:
    func void  DIA_Fletcher_WoNek_Info()
    {
        AI_Output (other, self,"DIA_Fletcher_WoNek_15_00"); //D'you know where Nek's got to?
        AI_Output (self, other,"DIA_Fletcher_WoNek_06_01"); //No, and I'm not likely to find out.
        AI_Output (self, other,"DIA_Fletcher_WoNek_06_02"); //If anything, the diggers in this district might know something. But diggers don't talk to guards.
        AI_Output (self, other,"DIA_Fletcher_WoNek_06_03"); //Especially not now they know I hate this filthy work. I bet they're laughing behind my back!
        
        if    (Sly_LostNek != LOG_SUCCESS)
        &&    (Npc_GetTrueGuild(hero) == GIL_NONE)
        {
            Log_CreateTopic        (CH1_LostNek,    LOG_MISSION);
            Log_SetTopicStatus    (CH1_LostNek,    LOG_RUNNING);
        };
        B_LogEntry            (CH1_LostNek,"Maybe the diggers in the arena district know where Nek disappeared to.");
    };


    Sanf's recipe:
    If I complete the quest, i can no longer ask him about neck
    Proposed Solution:
    Replace
    Spoiler:(zum lesen bitte Text markieren)
    Code:
    FUNC INT DIA_Snaf_WhereNek_Condition()
    {    
        if ( (Snaf_Zutaten==LOG_RUNNING) )
        {
            return 1;
        };
    };

    With
    Spoiler:(zum lesen bitte Text markieren)
    Code:
    FUNC INT DIA_Snaf_WhereNek_Condition()
    {    
        if ( (Snaf_Zutaten==LOG_RUNNING) || (Snaf_Zutaten==LOG_SUCCESS) )
        {
            return 1;
        };
    };


    However I don't know how to test the changes so i am not 100% the 2nd solution is correct! Can you explain to me how to do it if its not difficult?
    Attached Files

  16. View Forum Posts #16 Reply With Quote
    Knight catalinux's Avatar
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    Hi, petermj.

    I like the first solution, it's clean and should work.

    I'm not sure about the second solution. I was thinking at

    Spoiler:(zum lesen bitte Text markieren)
    Code:
    FUNC INT DIA_Snaf_WhereNek_Condition()
    {    
        if ( (Snaf_Zutaten==LOG_RUNNING) || (Sly_LostNek==LOG_RUNNING) )
        {
            return 1;
        };
    };


    or maybe

    Spoiler:(zum lesen bitte Text markieren)
    Code:
    FUNC INT DIA_Snaf_WhereNek_Condition()
    {    
        if ( (Npc_KnowsInfo(hero,DIA_Snaf_Zutaten)) || (Sly_LostNek==LOG_RUNNING) )
        {
            return 1;
        };
    };


    To test the changes you need the Mod Development Kit. Extract it to a fresh copy of Gothic 1, and replace the German script files from the MDK with the English ones. Than you can use the GothicStarter_Mod from PlayerKit to recompile the scripts (check "Reparse Scripts"). And don't forget to check "VDFS Physical First" before compiling.

    Always start a new game after you make changes.

    Let me know if anything goes wrong.

    p.s. I attached the current source files of this quick patch, in case you want to take a look at the changes I made so far.

  17. View Forum Posts #17 Reply With Quote
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    Hi cata!

    When you talk to sly before snaf, adding || (Sly_LostNek==LOG_RUNNING) will enable the option "Who was the guy you sent before me?" before "The last one I sent just hasn't come back - must have deserted to the New Camp."!

    Quote Originally Posted by catalinux View Post
    To test the changes you need the Mod Development Kit. Extract it to a fresh copy of Gothic 1, and replace the German script files from the MDK with the English ones. Than you can use the GothicStarter_Mod from PlayerKit to recompile the scripts (check "Reparse Scripts"). And don't forget to check "VDFS Physical First" before compiling.

    Always start a new game after you make changes.

    Let me know if anything goes wrong.

    p.s. I attached the current source files of this quick patch, in case you want to take a look at the changes I made so far.
    Thanks a lot i will try it tonight!

  18. View Forum Posts #18 Reply With Quote
    Knight catalinux's Avatar
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    @petermj: I tested both your solutions, they work!

  19. View Forum Posts #19 Reply With Quote
    Knight catalinux's Avatar
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    New version:

    * Scorpio - The dialogue line "Can you teach me to fight?" no longer remains in the dialogue menu after Scorpio moves to Cavalorn's, since the dialogue line to get him to teach you is another one
    * Fisk - "New Fence for Fisk" quest is triggered no matter HOW you get Mordrag out of the Old Camp
    * Bloodwyn - Will not harass you for protection money after you join any Camp (Dimus, http://forum.worldofplayers.de/forum...1#post12413644)
    * Jackal - Will not harass you for protection money after you join any Camp
    * Mordrag - It is no longer possible to have Mordrag escort you to the New Camp if you forcibly threw him out of the Old Camp (Dimus, http://forum.worldofplayers.de/forum...1#post12413644)
    * Thorus - Corrected the bug when the option to bribe Thorus stays open even after you already bribed him
    * Fletcher - Will no longer reopen the quest "Vanished Guard" if the quest is already completed (petermj, http://forum.worldofplayers.de/forum...%29?p=24493495)
    * Snaf - The option to ask about Nek stays open even if the quest "Snaf's Recipe" is closed (petermj, http://forum.worldofplayers.de/forum...%29?p=24493495)
    * BaalNamib - You can receive from Baal Namib the heavy novice robe in Chapter 2
    Last edited by catalinux; 08.09.2015 at 22:17.

  20. View Forum Posts #20 Reply With Quote
    Knight catalinux's Avatar
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    New version:

    * Saturas - The player can no longer buy a second High Robe of Water
    * Wolf - The player can no longer offer minecrawlers' armor plates to Wolf if he already did so

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