Gorn gets stuck everywhere and he randomly starts to attack me time and time again as well.
I'm no programmer, but I THINK what happens is this:
1) Gorn "locks onto" the first enemy that attacks, and he will charge in a straight line to get them. Since this first target is a shooter, Gorn runs off the bridge and then either climbs the ladder to reach them or spins in circles because there's no clear path.
2) If Gorn takes damage where he can't "detect" who harmed him, like from a crossbow bolt, he will "detect" that you harmed him, and will attack you.
I use marvin mode here to fix his targetting, his getting stuck, his spinning in circles, and other stupidity. I think the real problem here is the fact that this entry isn't level. If it was completely flat, with no pit to jump into, I think Gorn would do a lot better, since he should always be able to reach his target, always be able to detect who wounded him, and not have uneven surfaces to get stuck on.
Perhaps a much simpler solution would be to delete the crossbows from the guards when you enter. All of them would run at you, and Gorn shouldn't charge off the bridge or attack you for no reason. Once the entry is secure you can tell him to wait there and finish the mine on your own.
- all helms and shields protection against values have been lowered;
- you can meet a lonely red scavenger; if you harvest its body you will find a scavenger egg; you can eat the scavenger egg;
- have I previously mentioned the hienas?
- the girl in the painting from the hidden waterfall cave is Joséphine Jobert;
- unrelated to this, you can find (and eat) coconuts;
other NPC , their hp doesn't recover always stay at 1hp :X
but the mod is a masterpiece, I loved the way u added Canthar from gothic 2 to gothic 1 it more believable than before
other NPC , their hp doesn't recover always stay at 1hp :X
Because they have nothing in their inventory to heal, like food or potions, so yeah.. this is normal, not a bug. They will eventually recover their HP if they go to sleep or you leave the area.
On the other hand.. the good news is that I'm still working on it. Right now I'm almost done with creating a new level, it is pretty big, and once filled with content should provide a good couple of hours of entertainment.
It won't be related to the main plot, but I will add eventually a few parallel quests.
You should expect a playable version in a couple of days
Not sure if it's just with unpatch (though I remember it happened once to me I think), but Drake (the guard at the entrance in the Old Mine) has a black body and a white head.
Not sure if it's just with unpatch (though I remember it happened once to me I think), but Drake (the guard at the entrance in the Old Mine) has a black body and a white head.
Unrelated to unpatch.
It has something to do with your render, or videocard, or other patches.
Do you have plans to add more cut content (or create around it if needed), for example something to do around the Chromanin quest or the Bandit's Camp, also populating the outside of the Old Mine and the second pass out of the valley (outside the Mine). Also, the path that the Guards take to reach the Free Mine that we never see.
Not sure if it's just with unpatch (though I remember it happened once to me I think), but Drake (the guard at the entrance in the Old Mine) has a black body and a white head.
Its actually bug present in basic gothic. PB just put wrong texture in his visuals script. Easy to fix.
Do you have plans to add more cut content (or create around it if needed), for example something to do around the Chromanin quest or the Bandit's Camp, also populating the outside of the Old Mine and the second pass out of the valley (outside the Mine). Also, the path that the Guards take to reach the Free Mine that we never see.
Yes, I am planning to add more cut content. It's difficult because I don't have early versions of the game, and I don't want to add something based on my guess. For example, what was the purpose of Quentin's camp? I don't know, and I don't want to add something just for the sake of it.
But yes, as soon as something is clear, I'll add it for sure.
I am also planning to add as more as can be recreated from Gothic Sequel. It will take time, but I will never abandon this project
The second pass out of the valley (outside the Mine) will be there, at some point, it has to be there.
@Demondays - Thanks, I'll look into this. I didn't knew about it, I never had this problem.
An old portal will teleport you to a new world... (coming in a couple of days... always in a couple of days).
Looks very interesting! However, since you can teleport here, why not teleport outside barrier too? This is one of the main reasons why I think that developers doesn't include new areas like these.
Looks very interesting! However, since you can teleport here, why not teleport outside barrier too? This is one of the main reasons why I think that developers doesn't include new areas like these.
Indeed, the barrier is a pain in the ass when using new areas... But I like the barrier visual in the sky, and you don't actually reach it, so I can live with this... as long I can explore a couple of beautiful islands
Indeed, the barrier is a pain in the ass when using new areas... But I like the barrier visual in the sky, and you don't actually reach it, so I can live with this... as long I can explore a couple of beautiful islands
That's good to see. As long as I can't reach the barrier, its fine by me. Also, I'm looking forward to play at those beautiful islands.
Isn't it possible to add a texture to the physical barrier (if there is any), and just disable the effect in the background?
You can change the texture, and also you can disable the effect (in SystemPack.ini). But I don't plan to make a standalone mod, so this would be impractical for UnPatch.