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    Warrior Avatar von Czudak
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    [PUBLICATION] Yet Another Unofficial Patch v2.6.8 (for Gothic II NotR/Gold)

    GAME: Gothic II NotR/Gold (any CD/DVD or GOG/Steam in 2.6/2.7 version)
    CURRENT MOD VERSION: v2.6.8.1
    MOD LANGUAGE: [Bild: dp7pspw83vdr9skdj.gif] English only
    COMPATIBILITY WITH: All language versions. (You will have English subtitles/captions/descriptions with the dubbing in the language of the originally installed game.)


    ***

    Yet Another Unofficial Patch (YAUP for short) is a mod you're definitely not going to like because it takes a traditional numerical approach to roleplaying mechanics in NotR that were previously incorporated into the gameplay through player input automatically, subject to the original developers' design choices, while also containing arbitrary reimaginings of these same design choices. It's somewhat biased towards traditional roleplaying aspects where you actually roleplay your character (or at least try) as well. Plus, it certainly will not match your own internal vision of what such a project should be, to boot. If you're looking for a package that is casually friendly and has many quality-of-life features, like most modern ZenGin mods that need to mimic popular MMORPGs, then you might want to look the other way. This is an old-school approach to modding, with all its benefits and drawbacks. That being said, in terms of bug fixing and the restoration of cut content, this mod is second to none in the fandom. All while still adding new content, keeping to the general "feel" and lore of the original game, while still not being afraid to push the envelope every now and then. It comes in two versions:


    - "Regular Customer": this is recommended for those who don't want to experience some of the more advanced new mechanics (especially those related to combat) and dislike traditional roleplaying calculations and numeric formulae commonly found in old roleplaying games
    - "Serious Client": this is recommended for those who like to plan, prepare, and challenge their intellectual capabilities. Not for the faint of heart, as this mode is a serious challenge


    Both versions come in one easy-to-follow and conclusive installer that minimizes any client-side prep work, keeping user convenience in mind. Keep in mind that even in the "RC" version, the vast majority of the information about the new content and mechanics is still externalized (in readmes, quick references, changelogs, and FAQs). It's up to you to read it before launching the mod, but if you decide to skip on that, the mod won't discriminate and will let you succeed and/or fail at your own chosen pace.


    Additionally, this is the father mod that pioneered use of Union (SystemPack v2.0) and its components (patches, plugins) here since late 2018/early 2019, paving the way for all other modifications that nowadays use it too, like L'Hiver(s), The Returning(s), Nostalgic/Atariar/Definitive Edition(s), Odyssee, Legends of Ashun, Othello, and etc.


    ***

    THE SCREENSHOTS:



    ***

    THE INSTALLATION
    GUIDE
    WITH DOWNLOAD LINKS:


    Spoiler:(zum lesen bitte Text markieren)
    The mod is constantly being tested for the best compatibility and performance, with the continously developed and updated Union being its base. If encountered any problems with crashes, lagging, launching, and/or stuttering, refer to the guide of "THE CRASHING, LAGGING, AND STUTTERING" section below.

    At any point, it is strongly recommended to NOT install:

    - any extra script patches (like Fizzban's, Lord Sargon's, Gothic II Gold UnPatch, IronKeep Community Patch, Script Patch, etc.)
    - any extra script extenders (like Ninja/LeGo/Ikarus)
    - any extra non Union plugins/modkits/patches (like Free Aiming, Stamina, Better Torches, Lockpick Helper, First Mage Kit, Mana Regeneration, Item Map, Autosave, Show Game Time, Always Show Important Stats, etc.)
    - any extra various fixes (like Steam Fix, 4GB Patch, LAA Fix, Gothic Report v2.6 Revision 2, Final Gothic II Gold EXE, etc.)
    - any extra variables editor (GVE, manual hacks, etc.)
    - any extra saved games editors/fixers (GIISGE, guides, tutorials, etc.)
    - any extra SystemPacks (of any versions)

    Because none of these are supported in any form, since they are either incompatible/not needed, or are covered/superseded by either the mod or the Union (or Union plugins [or will be by them at some point in future]) and, in some cases, their presence will result in bugs and crashes.

    This also includes the already preinstalled plugins that come with the installer:

    - UnionSneakFix
    - UnionSpellFix
    - zBugFixes
    - zCollideFix
    - zMiscUtils
    - zModelExtender
    - zParserExtender
    - zTorchControl
    - zTrollStoneThrowing

    Due to undocumented installation procedures the well known Spine mod manager is not supported and is discouraged for installation of ANY packages/software/modkits!
    Required package (needed; must be installed before playing the mod):

    Spoiler:(zum lesen bitte Text markieren)
    1. Download the all-in-one installer for Yet Another Unofficial Patch v2.6.8.1 (1 GB), then launch it, and follow the instructions to install.
    2. Launch via the shortcut and play.


    Optional package (can be installed any time):

    Spoiler:(zum lesen bitte Text markieren)
    1. Download Upscaled Gothic II Gold Videos v1.0 (1.35 GB) and unpack it to X:\Gothic II NotR/Gold\ installation directory. //This patch upscales all the English Gothic II Gold videos to 720p resolution with addition of an advanced rescaler for better quality.


    ***

    THE CRASHING, LAGGING, AND STUTTERING:

    Spoiler:(zum lesen bitte Text markieren)
    A compiled list of known causes, fixes, and solutions for the above:

    0. If you experience crashes and/or lagging and/or stuttering, you should change "SaveGameToANSI = 0" to "SaveGameToANSI = 1" and "SaveDATinASCII = 0" to "SaveDATinASCII = 1" in SystemPack.ini (under "[GAME]" section).
    1. If you experience crashes, you should disable Steam's game files auto validation/verification and/or Steam Overlay.

    2. If you experience crashes, you should disable any windowed mode (including borderless).
    3. If you experience crashes and/or lagging and/or stuttering, you should disable (or enable, if it was disabled) Windows' fullscreen optimizations for Gothic2.exe.
    4. If you experience crashes and/or lagging and/or stuttering, you should disable (or enable, if it was disabled) Windows' Game Mode.
    5. If you experience crashes and/or lagging and/or stuttering, you should disable (or enable, if it was disabled) Windows' Hardware Acceleration GPU Scheduling.
    6. If you experience crashes and/or lagging and/or stuttering, you should disable (or enable, if it was disabled) the graphic card's shader cache for Gothic2.exe.
    7. If you experience crashes, you should disable switchable multidisplay configuration and bind Gothic2.exe to only one display.
    89. If you experience crashes, you should disable G-Sync for Gothic2.exe.
    9. If you experience crashes, you should rename the mod archive's extension from .MOD to .VDF and move it to
    X:\Gothic II NotR/Gold\DATA\ installation sub directory, and then launch the game via Gothic2.exe.
    10. If you experience crashes and/or stuttering, you should enable (or disable, if it was enabled) compatibility mode to Windows XP Service Pack 3 for Gothic2.exe.

    11. If you experience crashes and/or lagging and/or stuttering, you should change "High DPI scale override" for Gothic2.exe to "Application".
    12. If you experience stuttering and/or lagging, you should set the View Range and Object Fading settings to 200-220%.


    ***

    THE DEVELOPMENT ROADMAP:

    Spoiler:(zum lesen bitte Text markieren)
    A list of the several fancy enhancement ideas (you might not like).

    1. Introduction of an enhanced stealth mechanic depending on the character's Dexterity attribute (but only for the player to avoid issues with NPCs).
    2. Introduction of fletchery.
    3. Implement the pathfinding system if it would become a proper thing at some point.


    ***

    THE FULL CHANGELOG:

    Spoiler:(zum lesen bitte Text markieren)
    The newest version is always in the newest installer. Download, install, then find it in the main directory.


    ***

    THE FAQ:

    Spoiler:(zum lesen bitte Text markieren)
    - Do I need to start a new game?

    It is required. Applying this patch to an ongoing session of clean Gothic 2 NotR/Gold will result in errors. If you're updating from previous version of YAUP, you can continue as usual until said otherwise.

    - Does this mod make the game harder?

    Most likely. One might realize that the old tricks and exploits don't work anymore, for example. However, the current LP system still allows a rather high degree of random LPs spending like in the vanilla.

    - Does it require a more powerful equipment to run?

    Perhaps. Your NotR with Union runs fine? It shall the same with this unofficial patch. Still, if you're using an ancient rig, then maybe, just maybe, this mod isn't for you, in the end, but it's time for you to upgrade anyway. This mod will definitely not fare well on integrated graphic cards or APUs or anything like that, yet it's the same case for any bigger NotR mod.

    - While we are at improved graphics, what about them?

    One could disable, if it was enabled, antialiasing (AA) and anisotropic filtering (AF) in Gothic.ini and SystemPack.ini (zVidEnableAntiAliasing, zTexAnisotropicFiltering, and AnisotropicFiltering should be set to 0), and enable these in their graphic card's control panel, where they are definitely better optimized for looks and performance. Additionally, enabling the supersampling method for (transparency too) antialiasing will result in even better visuals. And all of that can be done very easy with game profiles, so use them.

    - I want that promised, detailed list of changes in the arsenal, both conventional and magickal, including the new LP values for stuff!

    A very long list ahead:
    Spoiler:(zum lesen bitte Text markieren)
    1) Standard melee weapons (Strength is the main wielding requirement; Strength adds to the total damage output):
    - Club (B 10/10) [1H] {50 reach} <N/A>
    - Poker (B 11/10) [1H] {50 reach} <10 gold>
    - Sickle (S 12/10) [1H] {40 reach} <10 gold>
    - Cudgel (B 13/10) [1H] {60 reach} <10 gold>
    - Walking Stick (B 14/10) [1H] {60 reach} <10 gold>
    - Sturdy Walking Stick (B 14/10) [1H] {65 reach} <10 gold>
    - Pickaxe (B 15/10) [2H] {60 reach} <10 gold>
    - Spiked Club (B 16/10) [1H] {60 reach} <10 gold>
    - Hammer (B 17/13) [1H] {40 reach} <10 gold>
    - Hatchet (S 18/15) [1H] {50 reach} <10 gold>
    - Crude Short Sword (S 19/14) [1H] {50 reach} <240 gold>
    - Stock Short Sword (S 20/10) [1H] {50 reach} <300 gold>
    - Scythe (S 23/16) [1H] {55 reach} <300 gold>
    - Military Scythe (S 29/18) [1H] {55 reach} <400 gold>
    - Dueling Staff (B 30/15) [2H] {120 reach} <450 gold>
    - Rusty Sword (S 30/30) [1H] {60 reach) <N/A gold>
    - Alrik's Sword (S 30/30) [+10% 1H] {60 reach} <450 gold>
    - Wind Baton (B 35/25) [-10% 1H] {85 reach} <200 gold>
    - Baselard (S 40/20) [1H] {50 reach} <600 gold>
    - Rod's Two-Hander (S 40/30) [2H] {130 reach} <500 gold>
    - Barbed Cudgel (B 40/30) [1H] {60 reach} <500 gold>
    - Cracked Axe (S 40/40) [2H] {80 reach} <N/A gold>
    - Broad Sword (S 40/40) [1H] {80 reach} <400 gold>
    - Unfinished Sword (S 40/50) [1H] {60 reach} <300 gold>
    - Obsidian Short Sword (S 45/22) [1H] {50 reach} <680 gold>
    - Bronze Axe (S 45/50) [1H] {70 reach} <400 gold>
    - Masterwork Short Sword (S 50/25) [1H] {50 reach} <750 gold>
    - Glaive (S 50/35) [2H] {110 reach} <650 gold>
    - Combat Cudgel (B 50/50) [1H] {50 reach} <500 gold>
    - Ruined Two-Hander (S 50/50) [2H] {100 reach} <N/A gold>
    - Small Orc Axe (S 50/70) [2H] {100 reach} <N/A gold>
    - Reinforced Axe (S 53/47) [2H] {70 reach} <590 gold>
    - Light Saber (S 54/45) [1H] {70 reach} <630 gold>
    - Bardiche (S 55/51) [2H] {85 reach} <590 gold>
    - Tabar (S 57/57) [1H] {70 reach} <570 gold>
    - Water Truncheon (B 60/30) [2H] {120 reach} <900 gold>
    - Tarnished Machete (S 60/60) [+2% 1H] {70 reach} <750 gold>
    - Saber (S 59/58) [1H] {70 reach} <600 gold>
    - Crusader Sword (S 60/60) [1H] {70 reach} <600 gold>
    - Hefty Cudgel (B 60/60) [1H] {60 reach} <600 gold>
    - Assault Axe (S 62/60) [1H] {70 reach} <640 gold>
    - Orc Axe (S 60/80) [2H] {110 reach} <N/A gold>
    - Improvised Two-Hander (S 60/70) [2H] {130 reach} <500 gold>
    - Cutlass (S 64/63) [1H] {70 reach} <650 gold>
    - Primitive Long Sword (S 65/65) [1H] {90 reach} <650 gold>
    - Orc Bludgeon (B 65/85) [2H] {110 reach} <N/A gold>
    - Kohlaxt (S 65/70) [2H] {80 reach} <600 gold>
    - Weathered Giant Machete (S 70/70) {+2% 2H] {95 reach} <850 gold>
    - Skull Splitter (B 70/70) [1H] {60 reach} <700 gold>
    - Pole Mace (B 70/70) [2H] {130 reach} <700 gold>
    - Falchion (S 70/70) [2H] {120 reach} <700 gold>
    - Grand Orc Axe (S 70/90) [2H] {110 reach} <N/A gold>
    - Plank Breaker (S 74/71) [2H] {80 reach} <770 gold>
    - Flamberge (S 75/75) [2H] {110 reach} <750 gold>
    - Stone Cracker (B 80/80) [1H] {50 reach} <800 gold>
    - Iron Battle Axe (S 80/80) [2H] {70 reach} <800 gold>
    - Crusader Two-Hander (S 85/85) [2H] {110 reach} <850 gold>
    - Enormous Orc Axe (S 80/100) [2H] {130 reach} <10 gold>
    - Long Sword (S 85/85) [1H] {90 reach) <850 gold>
    - Lizard Sword (S 85/100) [2H] {100 reach} <N/A gold>
    - Beard Axe (S 90/90) [1H] {70 reach} <900 gold>
    - Morning Star (B 90/90) [1H] {60 reach} <900 gold>
    - Machete (S 90/90) [+3% 1H] {75 reach} <1050 gold>
    - Unwieldy Bastard Sword (S 90/95) [1H] {105 reach} <850 gold>
    - Steel Battle Axe (S 95/90) [2H] {75 reach} <1000 gold>
    - Feros' Sword (S 100/80) [+10% 1H] {90 reach} <1350 gold>
    - Flanged Mace (B 100/100) [1H] {60 reach} <1000 gold>
    - Orc War Sword (S 100/120) [2H] {140 reach} <N/A gold>
    - Giant Machete (S 100/100) [+3% 2H] {105 reach} <1150 gold>
    - Great Sword (S 105/105) [2H] {100 reach) <1050 gold>
    - Rune Strike (S 105/105) [1H] {90 reach} <1050 gold>
    - Campaign Scepter (B 107/107) [2H] {90 reach} <1070 gold>
    - Falcata (S 108/108) [1H] {80 reach} <1080 gold>
    - Raven Beak (B 110/110) [1H] {60 reach} <1100 gold>
    - Mithral Battle Axe (S 110/110) [2H] {100 reach} <1100 gold>
    - Inquisitor (B 113/112) [1H] {60 reach} <1140 gold>
    - Glyph Power (S 115/115) [2H] {120 reach} <1150 gold>
    - Bastard Sword (S 115/120) [1H] {105 reach} <1100 gold>
    - Storm Maul (B 115/115) [-10% 2H] {130 reach} <800 gold>
    - Torturer Cleaver (S 125/125) [1H] {80 reach) <1250 gold>
    - Orichalcum War Hammer (B 127/123) [1H] {60 reach) <1310 gold>
    - Orc Executor (S 130/130) [1H] {100 reach} <1300 gold>
    - Claymore (S 135/135) [2H] {120 reach} <1350 gold>
    - Crusader Axe (S 140/140) [2H] {100 reach} <1400 gold>
    - Diamond Crusher (B 145/140) [1H] {50 reach) <1500 gold>
    - Scimitar (S 145/145) [2H] {120 reach} <1450 gold>
    - Adamantine Battle Axe (S 150/150) [2H] {90 reach} <1500 gold>
    - Svart Natt (S 150/155) [1H] {105 reach} <1450 gold>
    - Storm Bringer (S 155/155) [2H] {130 reach} <1550 gold>
    - Crimson Stalk (S 165/165) [2H] {120 reach} <1650 gold>
    - Pulverizer (B 170/170) [2H] {90 reach} <1700 gold>
    - Drake Slicer (S 175/175) [2H] {120 reach} <1750 gold>
    - Evening Star (B 183/183) [2H] {60 reach} <1830 gold>
    - Barbarian Voice (S 190/190) [2H] {90 reach} <1900 gold>
    - Zerk Slasher (S 200/200) [2H] {90 reach} <2000 gold>
    - Cold Iron Leaf Sword (S 210/210) [1H] {50 reach} <7100 gold>
    - Crowbill (S 222/222) [2H] {90 reach} <7220 gold>
    - Swift Death (B 238/236) [2H] {130 reach} <7400 gold>
    - Amalgam (S 250/250) [2H] {120 reach} <7500 gold>

    2) Finesse melee weapons (Dexterity is the main wielding requirement; Strength adds to the total damage output):
    - Dagger (S 10/10) [1H] {40 reach} <10 gold>
    - Francis' Stiletto (S 20/10) [+5% 1H] {40 reach} <450 gold>
    - Skinning Knife (S 24/10) [+2% 1H] {40 reach} <530 gold>
    - Bandit Rapier (S 37/22) [1H] {55 reach} <520 gold>
    - Epee (S 45/33) [+3% 1H] {70 reach} <720 gold>
    - Foil (S 62/49) [+4% 1H] {70 reach} <900 gold>
    - Foist (S 77/63) [+5% 1H] {100 reach} <1040 gold>
    - Colichemarde (S 100/75) [+6% 1H] {70 reach} <1400 gold>
    - Koncerz (S 120/90) [+9% 1H] {100 reach} <1650 gold>
    - Betty (S 135/110) [1H] {105 reach} <1600 gold>
    - Quickblade (S 203/201) [1h] {40 reach} <7040 gold>
    - Katana (S 205/205) [2H] {105 reach} <7050 gold>

    3) Strict finesse melee weapons (Dexterity is the main wielding requirement; Dexterity adds to the total damage output):
    - Combat Pick (P 30/10) [1H] {55 reach} <900 gold>
    - Viper (P 80/80) {90 reach} <2400 gold>

    4) Special melee weapons (Strength and Maximum Mana are the main wielding requirements; nothing adds to the total damage output; possibility of setting the target on fire with the second weapon):
    - Timon's Axe (M 120/80-40) [1H] {60 reach} <2500 gold>
    - Sol's Sword (F 180/120-60) [1H] {60 reach} <6000 gold>

    5) Arcane staves (Maximum Mana and Strength are the main wielding requirements; Strength adds to the total damage output):
    - Staff of Sun |+36 to maximum Health| (S 35/34-17) [2H] {110 reach} <660 gold>
    - Staff of Moon |+9 to maximum Mana| (B 43/42-21) [2H] {120 reach} <740 gold>
    - Staff of Tempest (S 51/50-25) [+2% 2H] {110 reach} <820 gold>
    - Staff of Typhoon (B 59/58-29) [+3% 2H] {120 reach} <900 gold>
    - Staff of Equality |+4 to all protections| (S 88/86-43) [2H] {110 reach} <1190 gold>
    - Lajatang (S 140/140-70) [2H] {110 reach} <2200 gold>

    6) Steel forged melee weapons (each piece requires a single "Raw Steel" to be spent, plus possibly extra indegrients):
    - Falx (B 33/25) [2H] {110 reach} <410 gold> |1 Silver Chalice|
    - Exquisite Broad Sword (S 40/30) [+4% 1H] {80 reach} <650 gold> /2 LP/
    - Excellent Sword (S 60/50) (+5% 1H] {70 reach} <850 gold> /4 LP/
    - Fine Long Sword (S 80/70) [+6% 1H] {90 reach} <1050 gold> /6 LP/
    - Ruby Blade (S 100/90) [+7% 1H] {70 reach} <1250 gold> /8 LP/
    - El Bastardo (S 120/110) [+8% 1H] {105 reach} <1450 gold> /10 LP/

    7) Magic ore forged melee weapons (each piece requires a single "Raw Steel" to be spent, a varied amount of "Lump of Magic Ore", plus possibly extra indegrients):
    - Ore Long Sword (S 60/40) [+10% 1H] {90 reach} <950 gold> |1 Lump of Magic Ore| /4 LP/
    - Ore Two-Hander (S 80/60) [+10% 2H] {100 reach} <1150 gold> |2 Lumps of Magic Ore| /4 LP/
    - Ore Bastard Sword (S 100/80) [+10% 1H] {90 reach} <1350 gold> |2 Lumps of Magic Ore| /6 LP/
    - Blitz Ore Axe (S 100/20) [+10% 2H] {70 reach} <2350 gold> |5 Lumps of Magic Ore, 5 Teeth|
    - Enhanced Ore Two-Hander (S 120/100) [+10% 2H] {110 reach} <1550 gold> |3 Lumps of Magic Ore| /6 LP/
    - Ore Battle Blade (S 140/120) [+10% 1H] {110 reach} <1750 gold> |3 Lumps of Magic Ore| /8 LP/
    - Heavy Ore Battle Blade (S 160/140) [+10% 2H] {130 reach} <1950 gold> |4 Lumps of Magic Ore| /8 LP/
    - Ore Dragon Slayer (S 160/140) [+10% 1H] {100 reach} <1950 gold> |4 Lumps of Magic Ore, 5 Vials of Dragon Blood| /10 LP/
    - Large Ore Dragon Slayer (S 180/160) [+10% 2H] {130 reach} <2150 gold> |5 Lumps of Magic Ore, 5 Vials of Dragon Blood| /10 LP/

    8) Knight and Paladin weapons (bought with Harad and enhanced with 5000 gold, then with the "Tears of Innos" as usual):
    - Knight Blade (S 100/100) [1H] {100 reach} <1000 gold>
    - Heavy Knight Blade (S 120/120) [2H] {130 reach} <1200 gold>
    - Paladin Sword (S 120/100) [1H] {100 reach} <1400 gold>
    - Large Paladin Sword (S 140/120) [2H] {130 reach} <1600 gold>
    - Wrath of Innos (S 140/100) [1H] {100 reach} <1800 gold>
    - Holy Executioner (S 160/120) [2H] {130 reach} <2200 gold>

    9) Ranged weapons (all are two-handed and the effective range is based on the player's corresponding weapon skill):

    Bows (Dexterity is the main wielding requirement; Dexterity adds to the total damage output):
    - Maple Bow (P 15/10) <200 gold>
    - Willow Bow (P 25/20) <300 gold>
    - Cedar Bow (P 30/25) <350 gold>
    - Poplar Bow (P 35/30) <400 gold>
    - Marvelous Bow* (P 45/30) <600 gold>
    - Mystic Fire Bow (P 50/25) <900 gold>
    - Elm Bow (P 50/50) <500 gold>
    - Yew Bow (P 65/60) <700 gold>
    - Spruce Bow (P 72/72) <720 gold>
    - Ash Bow (P 80/80) <800 gold>
    - Mahogany Bow (P 95/90) <1000 gold>
    - Enchanted Bow (P 100/50) <1650 gold>
    - Beech Bow (P 110/110) <1100 gold>
    - Walnut Bow (P 125/120) <1300 gold>
    - Oak Bow (P 140/140) <1400 gold>
    - Hickory Bow (P 150/150) <1500 gold>
    - Cebil Bow (P 160/160) <1600 gold>
    - Hornbeam Bow (P 175/175) <1750 gold>
    - Alder Bow (P 195/190) <2000 gold>
    - Windripper (P 270/260) <7800 gold>

    *Bosper's property.

    Crossbows (Strength is the main wielding requirement; Dexterity adds to the total damage output):
    - Training Crossbow (P 30/20) <400 gold>
    - Recruit Crossbow (P 45/30) <600 gold>
    - Sengrath's Crossbow (P 50/30) <700 gold>
    - Soldier Crossbow (P 60/40) <800 gold>
    - Dragomir's Crossbow (P 65/40) <900 gold>
    - Army Crossbow (P 90/60) <1200 gold>
    - Battle Crossbow (P 120/90) <1500 gold>
    - War Crossbow (P 150/120) <1800 gold>
    - Siege Crossbow (P 180/150) <2100 gold>
    - Magical Crossbow (P 200/75) <3400 gold>
    - Bessy Mauler (P 290/260) <8200 gold>

    10) Fire spells (most of them doesn't work when the target is flattened, unconscious, swimming, or diving):

    First Circle of Magic:
    - Cure Light Wounds (200 Health) {Scroll: 5 Mana || Rune: 12 Mana} <Scroll: 70 gold || Rune: 500 gold> /3 LP/
    - Summon Wolf {Scroll: 5 Mana || Rune: 20 Mana} <Scroll: 55 gold || Rune: 500 gold> /3 LP/ [!CD of a Summoned Wolf: 4]
    - Fire Dart* (M 25) {Scroll: 5 Mana || Rune: 5 Mana} <Scroll: 25 gold || Rune: 500 gold> /2 LP/
    - Light (5 minutes) {Scroll: 5 Mana || Rune: 10 Mana} <Scroll: 10 gold || Rune: 500 gold> /2 LP/
    - Spark** (M 35) {Scroll: 5 Mana || Rune: 7 Mana} <Scroll: 35 gold || Rune: 500 gold> /3 LP/

    *Fire Dart causes double damage against ice golems, snow rippers, and the ice dragon; it's halved against fire lizards/golems, spectres, and the fire dragons.
    **Spark won't kill certain targets (like most humans), but will leave them at 1 Health instead (even if they were at 1 Health already).

    Second Circle of Magic:
    - Cold Arrow (M 50) {Scroll: 10 Mana || Rune: 10 Mana} <Scroll: 50 gold || Rune: 1000 gold> /4 LP/
    - Fireball* (M 75) {Scroll: 10 Mana || Rune: 15 Mana} <Scroll: 75 gold || Rune: 1000 gold> /5 LP/
    - Sleep** (30 seconds) {Scroll: 10 Mana || Rune: 25 Mana} <Scroll: 100 gold || Rune: 1000 gold> /4 LP/
    - Create Goblin Skeleton {Scroll: 10 Mana || Rune: 30 Mana} <Scroll: 110 gold || Rune: 1000 gold> /5 LP/ [!CD of a Created Goblin Skeleton: 6]
    - Wind Fist*** (FRC 50/100/150/200) {Scroll: 18/36/54/72 Mana || Rune: 18/36/54/72 Mana} <Scroll: 135 gold || Rune: 1000 gold> /5 LP/

    *Fireball deals double damage against ice golems, snow rippers, and the ice dragon; it's halved against fire lizards/golems, spectres, and the fire dragons.
    **Sleep doesn't work on Fire/Water Mages, paladins, Seekers, most immortal characters, and monsters.
    ***Wind Fist can shove the target back and that can deal some extra damage if they would hit a solid barrier.

    Third Circle of Magic:
    - Ball Lightning* (M 30/60/90/120) {Scroll: 9/18/27/36 Mana || Rune: 9/18/27/36 Mana} <Scroll: 95 gold || Rune: 1500 gold> /7 LP/
    - Create Skeleton {Scroll: 15 Mana || Rune: 60 Mana} <Scroll: 165 gold || Rune: 1500 gold> /9 LP/ [!CD of a Created Skeleton: 12]
    - Cure Moderate Wounds (400 Health) {Scroll: 15 Mana || Rune: 24 Mana} <Scroll: 140 gold || Rune: 1500 gold> /7 LP/
    - Fear** (5 seconds) {Scroll: 15 Mana || Rune: 44 Mana} <Scroll: 125 gold || Rune: 1500 gold> /4 LP/
    - Fiery Flash*** (M 100) {Scroll: 15 Mana || Rune: 27 Mana} <Scroll: 150 gold || Rune: 1500 gold> /9 LP/
    - Ice Block**** (M 60 + 2x20; 20 seconds) {Scroll: 15 Mana || Rune: 55 Mana} <Scroll: 100 gold || Rune: 1500 gold> /8 LP/
    - Oblivion***** {Scroll: 15 Mana || Rune: N/A} <Scroll: 150 gold || Rune: N/A gold>

    *Ball Lightning won't cause death to certain targets (like most humans), but will leave them with 1 Health instead (even if they are at 1 Health already). It also stuns and immobilizes the target for a brief while.
    **Fear doesn't work against all golems, all trolls, all dragons, all undead, Seekers, and Raven.
    ***Fiery Flash's damage is doubled against ice golems, snow rippers, and the ice dragon; it's halved against fire lizards/golems, spectres, and the fire dragons. When cast by Seekers it inflicts no damage to other Seekers.
    ****Ice Block's (initial plus "frozen" over time) damage is doubled against fire lizards/golems, spectres, and the fire dragons; it's halved against ice golems, snow rippers, and the ice dragon.
    *****Oblivion was added to this list for clarification purposes on its price. It's not available in the rune form. It also only works on the victims that are up and conscious.

    Fourth Circle of Magic:
    - Create Stone Golem {Scroll: 20 Mana || Rune: 70 Mana} <Scroll: 220 gold || Rune: 2000 gold> /12 LP/ [!CD of a Created Stone Golem: 14]
    - Greater Fireball* (M 80/160/240/320) {Scroll: 38/76/114/152 Mana || Rune: 38/76/114/152 Mana} <Scroll: 200 gold || Rune: 2000 gold> /9 LP/
    - Lightning** (M 150) {Scroll: 20 Mana || Rune: 33 Mana} <Scroll: 150 gold || Rune: 2000 gold> /8 LP/
    - Dispel Undead*** (M 1000) {Scroll: 20 Mana || Rune: 95 Mana} <Scroll: 100 gold || Rune: 2000 gold> /10 LP/

    *Greater Fireball inflicts double damage against Ice Golems, Snow Rippers, and the Ice Dragon; it's halved against Fire Lizards/Golems, Spectres, and the Fire Dragons.
    **Lightning causes double damage to swimming and diving targets. Lightning cast by Seekers inflicts no damage to other Seekers. It can also stun and immobilize the target for a brief while, inflicting additional (very minor) [MAGIC] damage.
    ***Dispel Undead damages undead only (but it won't work on the Dracolich).

    Fifth Circle of Magic:
    - Inferno* (M 75/150/225/300) {Scroll: 47/94/141/188 Mana || Rune: 47/94/141/188 Mana} <Scroll: 250 gold || Rune: 2500 gold> /13 LP/
    - Ice Ring** (M 60 + M 2x20; 20 seconds) {Scroll: 25 Mana || Rune: 120 Mana} <Scroll: 150 gold || Rune: 2500 gold> /17 LP/
    - Summon Demon {Scroll: 25 Mana || Rune: 110 Mana} <Scroll: 275 gold || Rune: 2500 gold> /16 LP/ [!CD of a Summoned Demon: 17]
    - Cure Serious Wounds (800 Health) {Scroll: 25 Mana || Rune: 48 Mana} <Scroll: 210 gold || Rune: 2500 gold> /11 LP/
    - Shrink Monster**** {Scroll: 25 Mana || Rune: 180 Mana} <Scroll: 250 gold || Rune: 2500 gold> /11 LP/

    *Inferno deals double damage against Ice Golems, Snow Rippers, and the Ice Dragon; it's halved against Fire Lizards/Golems, Spectres, and the Fire Dragons. It can also set the traget(s) on fire, inflicting additional (minor) [FIRE] damage for a brief while.
    **The (initial plus "frozen" over time) damage of Ice Ring is doubled against Fire Lizards/Golems, Spectres, and the Fire Dragons; it's halved against Ice Golems, Snow Rippers, and the Ice Dragon.
    ***Shrink Monster doesn't work against all Dragons, the Black Troll, all undead, and any humans. It also reduces the target's Strength, maximum Health, and armor protections to 10% of their original values.

    Sixth Circle of Magic:
    - Fire Rain* (M 400) {Scroll: 30 Mana || Rune: 125 Mana} <Scroll: 450 gold || Rune: 3000 gold> /18 LP/
    - Breath of Decay** (M 500) {Scroll: 30 Mana || Rune: 100 Mana} <Scroll: 500 gold || Rune: 3000 gold> /14 LP/
    - Wave of Death*** (M 550) {Scroll: 30 Mana || Rune: 175 Mana} <Scroll: 550 gold || Rune: 3000 gold> /20 LP/
    - Create Army of Darkness {Scroll: 30 Mana || Rune: 200 Mana} <Scroll: 330 gold || Rune: 3000 gold> /21 LP/ [No !CD = unlimited amount]
    - Holy Bolt***** (M 325) {Scroll: N/A || Rune: 55 Mana} <Scroll: N/A || Rune: 3000 gold>

    *Fire Rain causes double damage against Ice Golems, Snow Rippers, and the Ice Dragon; it's halved against Fire Lizards/Golems, Spectres, and the Fire Dragons. When cast by Seekers it inflicts nothing to other Seekers.
    **Breath of Decay doesn't impact any undead at all, and inflicts only half of its damage to all dragons. Also, the player receives only half of its damage when hit with it. Additionally, if the spellcaster would move beyond the spell's maximum effective range once it's cast, it would result in half or no damage.
    ***Wave of Death's damage is halved against all Dragons, and it doesn't work against any undead.
    ****Holy Bolt affects only Seekers, all Orcs, all Dragons, Lizard Men, all Demons, and all undead.

    11) Water spells (most of them doesn't work when the target is flattened, unconscious, swimming, or diving):

    Second Circle of Magic:
    - Whirlwind* (M 60; 10 seconds) {Scroll: 10 Mana || Rune: 30 Mana} <Scroll: 100 gold || Rune: 1000 gold> /4 LP/
    - Ice Lance** (M 100) {Scroll: 10 Mana || Rune: 20 Mana} <Scroll: 100 gold || Rune: 1000 gold> /6 LP/

    *Whirlwind doesn't work against all Golems, all Demons, all Dragons, all Trolls, Stone Sentinels, Shadow Beasts, Spectres, and immortal characters. Also, if the spellcaster would move beyond the spell's maximum effective range once it's cast, it would result in no damage.
    **Ice Lance inflicts double damage against Fire Lizards/Golems, Spectres, and the Fire Dragons; it's halved against Ice Golems, Snow Rippers, and the Ice Dragon.

    Third Circle of Magic:
    - Geyser* (M 150) {Scroll: 15 Mana || Rune: 49 Mana} <Scroll: 150 gold || Rune: 1500 gold> /9 LP/
    - Storm** (M 250) {Scroll: 15 Mana || Rune: 95 Mana} <Scroll: 300 gold || Rune: 1500 gold> /10 LP/

    *Geyser doesn't work against all Golems, all Demons, all Trolls, all Dragons, and Stone Sentinels. It also doesn't kill certain targets but leave them flattened at 1 Health instead (even if they were at 1 Health already).
    **Storm causes double damage against Fire Lizards/Golems, Spectres, and the Fire Dragons; it's halved against Ice Golems, Snow Rippers, and the Ice Dragon. Storm cast by Seekers inflicts only half of damage to the player and nothing to other Seekers.

    Fourth Circle of Magic:
    - Water Blast* (M 125) {Scroll: 20 Mana || Rune: 26 Mana} <Scroll: 125 gold || Rune: 2000 gold> /9 LP/

    *Water Blast deals double damage against Fire Lizards/Golems and Spectres; it's halved against all Trolls and all Dragons. It also doesn't kill certain targets but leave them flattened at 1 Health instead (even if they were at 1 Health already).

    12) Beliar's spells (most of them doesn't work when the target is flattened, unconscious, swimming, or diving; the runes are gained by praying and returning "The Claw" to its master at Statue of Beliar, and paying with a permanent maximum Health drain):

    First Circle of Magic:
    - Root Snare* (20 seconds) {Scroll: N/A || Rune: 36 Mana} <Scroll: N/A || Rune: 500 gold>

    *Root Snare doesn't affect Blood Flies, all Demons, all Trolls, all Dragons, Harpies, Skeleton Mages, and Spectres. The spell's effect ends when the affected target receives any damage before the end of the duration.

    Second Circle of Magic:
    - Steal Vitality* (M 100 per second; 7 seconds) {Scroll: N/A || Rune: 32 Mana} <Scroll: N/A || Rune: 1000 gold>

    *Steal Vitality works only against humans (excluding immortal ones); it doesn't steal from Seekers and monsters. It also doesn't kill most of the targets, but leave them depleted at 1 Health instead (but will kill if the target was already at 1 Health). The damage inflicted replenishes Health of the spellcaster, if they are within the spell's focus range. Also, if the spellcaster would move too far from the spell's maximum effective range once it's cast, it would result in no damage. Finally, it effectively disables the target for the duration.

    Third Circle of Magic:
    - Beliar's Wrath* (M 200) {Scroll: N/A || Rune: 75 Mana} <Scroll: N/A || Rune: 1500 gold>
    - Create Stone Sentinel {Scroll: N/A || Rune: 50 Mana} <Scroll: N/A || Rune: 1500 gold> [!CD of a Created Stone Sentinel: 11]

    *Beliar's Wrath imposes only half of its damage to all undead.

    Fourth Circle of Magic:
    - Insect Swarm* (M 80 per second; 6 seconds) {Scroll: N/A || Rune: 22 Mana} <Scroll: N/A || Rune: 2000 gold>
    - Create Zombie {Scroll: N/A || Rune: 70 Mana} <Scroll: N/A || Rune: 2000 gold> [!CD of a Created Zombie: 13]

    *Insect Swarm doesn't influence all Golems, all Demons, all Trolls, Blood Flies, all Dragons, Spectres, Seekers, Stone Sentinels, and all undead. It also doesn't kill certain targets but leave them at 1 Health instead (even if they were at 1 Health already). Finally, it effectively disables the target for the duration.

    Fifth Circle of Magic:
    - Eternal's Shriek* (M 675) {Scroll: N/A || Rune: Min. 240 Mana} <Scroll: N/A || Rune: 2500 gold>

    *Eternal's Shriek doesn't cause any damage to all undead. It also requires minimum 240 Mana to cast, but uses up all of the spellcaster's Mana if they have more available when cast.

    13) Paladin spells:

    The illumination spell:
    - Holy Radiance* (5 minutes) {Scroll: 10 Mana || Rune: 11 Mana} <Scroll: 20 gold || Rune: 500 gold>

    Way of Healing:
    - Innos' Sparkle (180 Health) {Scroll: 5 Mana || Rune: 13 Mana} <Scroll: 75 gold || Rune: 500 gold> /3 LP/
    - Innos' Stream (360 Health) {Scroll: 15 Mana || Rune: 26 Mana} <Scroll: 150 gold || Rune: 1500 gold> /6 LP/
    - Innos' Surge (720 Health) {Scroll: 30 Mana || Rune: 52 Mana} <Scroll: 225 gold || Rune: 3000 gold> /9 LP/

    Way of Battle:
    - Damage Evil*(*) (M 200) {Scroll: 5 Mana || Rune: 15 Mana} <Scroll: 75 gold || Rune: 500 gold> /5 LP/
    - Ravage Evil*(**) (M 400) {Scroll: 15 Mana || Rune: 30 Mana} <Scroll: 150 gold || Rune: 1500 gold> /10 LP/
    - Eradicate Evil*(***) (M 600) {Scroll: 30 Mana || Rune: 60 Mana} <Scroll: 225 gold || Rune: 3000 gold> /15 LP/

    *Paladin combat spells works only on Dragons, Seekers, all Orcs, Lizard Men, all Demons, and all undead.
    (*)Damage Evil causes full damage against all feasible targets.
    (**)Ravage Evil deals only half of its damage against all feasible targets with more than 400 maximum Health.
    (***)Eradicate Evil deals only half of its damage against all feasible targets with more than 600 maximum Health.

    14) Transformation spell scrolls:
    - Sheep Transformation {5 Mana} <25 gold>
    - Giant Rat Transformation {10 Mana} <50 gold>
    - Wolf Transformation {10 Mana} <100 gold>
    - Scavenger Transformation {15 Mana} <75 gold>
    - Field Raider Transformation {15 Mana} <150 gold>
    - Snapper Transformation {20 Mana} <200 gold>
    - Lurker Transformation {20 Mana} <300 gold>
    - Lizard Transformation {20 Mana} <400 gold>
    - Warg Transformation {25 Mana} <650 gold>
    - Shadow Beast Transformation {25 Mana} <900 gold>
    - Fire Lizard Transformation {25 Mana} <1200 gold>
    - Dragon Snapper Transformation {30 Mana} <1500 gold>

    15) Teleport runes are all priced at 500 gold and require 10 Mana per cast.

    16) The Claw of Beliar was slightly nerfed to approximately 4/5 of some of its original values.

    17) Trophy skills (the price paid in gold depends on the particular teacher):
    - Collect dragon blood: /2 LP/
    - Cut off blood fly wings: /1 LP/
    - Cut off mandibles: /1 LP/
    - Detach crawler plates: /2 LP/
    - Dislodge claws: /1 LP/
    - Extract blood fly stinger secretion: /2 LP/
    - Lever shadow beast horns: /2 LP/
    - Pluck out feathers: /1 LP/
    - Pull out teeth and tusks: /21 LP/
    - Remove blood fly stingers: /1 LP/
    - Remove hearts: /2 LP/
    - Separate dragon scales: /2 LP/
    - Sever fire lizard tongues: /2 LP/
    - Skin animals: /4 LP/
    - Skin reptiles: /4 LP/
    - Snap off dragon snapper horns: /1 LP/
    - Squeeze mole rat fat: /1 LP/

    18) Alchemy skills (the gold coins, if any, needed to learn depend on the given teacher):
    - Essence of Healing: /2 LP/
    - Extract of Healing: /3 LP/
    - Elixir of Healing: /4 LP/
    - Essence of Mana: /2 LP/
    - Extract of Mana: /3 LP/
    - Elixir of Mana: /4 LP/
    - Speed Tonic: /5 LP/
    - Elixir of Life: /20 LP/
    - Elixir of Magic: /20 LP/
    - Elixir of Brawn: /30 LP/
    - Elixir of Agility: /30 LP/
    - Elixir of Dominance /50 LP/
    - Green Ether: /1 LP/
    - Leap Roborant: /2 LP/
    - Tincture of Purging: /2 LP/

    ------------------------------------------------------------------

    The letter before the damage value indicates the damage type:
    - S means [SLASHING] damage and is confronted with {SLASHING} protection.
    - B means [BLUDGEONING] damage and is confronted with {BLUDGEONING} protection.
    - P means [PIERCING] damage and is confronted with {PIERCING} protection.
    - F means [FIRE] damage and is confronted with {FIRE} protection.
    - M means [MAGIC] damage and is confronted with {MAGIC} protection.
    - FRC means [FORCE] damage and is confronted with nothing in particular.
    - U means [UNHOLY] and is confronted with nothing in particular.

    ==================================================================

    The pricing for almost everything was based on the secret formula, and then it was readjusted ad hoc for a smoother impression.



    ***

    THE CREDITS:
    Spoiler:(zum lesen bitte Text markieren)
    A Potato (a lot of overall assistance)
    Artemiano
    (a shitload of animations/meshes/textures)
    Atariar (some scripts)
    Blizeo (a lot of support; the very first patron)
    Bonne6 (some assistance)
    Caesum (a bulk of .ZEN edits)
    Catalinux (some scripts)
    CrashMorraKan (a lot of assistance; the very first "Let's Play YAUP Gothic II Gold" on YouTube)
    CooM (one animation)
    Cryp18Struct (some scripts)
    DarkModders (some various meshes/.ZEN edits)
    D36 (a shitload of various scripts/meshes/animations/.ZEN edits)
    Dimus (a buttload of various scripts/animations)
    Efectivo (a wad of scripts/meshes)
    Falugify (several scripts)
    Fizzban (some scripts)
    Franisz (quite a lot of scripts)
    Gratt (absolutely everything)
    Gralliazs (some streaming)
    Gwyn-Deith (some scripts)
    "IronKeep Community Patch" Mod (some scripts)
    JohnnyBoyy (some assistance)
    Kegor-Chik (all upscaled videos)
    Kyojinmaru (some scripts)
    Kvincius (lots of .ZEN edits)
    Landros (a lot of assistance)
    Lord Sargon (several bugs)
    LordRiisis (several textures)
    "L'Hiver" Mod (0.8.2 PL) (some textures)
    "L'Hiver" Mod (1.1.5 ENG) (some meshes/textures)
    M4dJoker (some streaming)
    Marcello (some scripts)
    Masty (a lot of general assistance)
    Mathuin (some assistance)
    Matiszp (a lot of general assistance)
    Milky-Way (some .ZEN edits)
    MłodyŚcierwojad (some meshes/scripts/.ZEN edits)
    Mud-Freak (some scripts)
    Myxomop (some scripts)
    N1kx (some scripts)
    NicoDE (several modding tools)
    Niko5511 (some assistance)
    Nuxemo (a lot of general assistance)
    Panker (several things)
    PowerGamer (some dozen bugs)
    "Requiem" Mod (a few meshes)
    Ska-Ara (some meshes/textures)
    SlaveMaster (a shitload of Union memory patches and plugins)
    SumpfKrautJunkie (two modding tools)
    TheKetrab (some meshes/scripts/.ZEN edits)
    The Whole Kucownia Squad [Bogdan {the Greatest Ever}, Gratt, Halicor, Kruk, Matiszp, Nashadu, Patrix, Profesores, Siemekk, Simen, Splash, Szydlo, TheKetrab] (everything in loads)
    TopLayer (a shitload of Union memory patches and plugins)
    Vurt (a several dozen meshes/textures)
    Xardas Bs (several meshes/textures)
    "Złote Wrota" Mod (a handful of textures)



    Also, feel free to check out my other mod for the other PB game of Risen:

    Elusively Patched Unit (Risen)​
    Geändert von Czudak (30.01.2024 um 13:14 Uhr)

  2. Homepage besuchen Beiträge anzeigen #2 Zitieren
    Clockwork Origins Avatar von Bonne6
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    What files did you change? Then I can create a .mod out of it and add it to Spine Just the raw files are a really bad idea.

    Or better: Did you change

    - dialogs (everything behind AI_Output) or SVMs?
    - particles?
    - music?
    - sounds?
    - fight tactics?
    - camera?

    Gothic.dat is always necessary and Menu.dat will be necessary as far as I read the changelog.

  3. Beiträge anzeigen #3 Zitieren
    Warrior Avatar von Czudak
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    Zitat Zitat von Bonne6 Beitrag anzeigen
    What files did you change? Then I can create a .mod out of it and add it to Spine Just the raw files are a really bad idea.

    Or better: Did you change

    - dialogs (everything behind AI_Output) or SVMs?
    - particles?
    - music?
    - sounds?
    - fight tactics?
    - camera?

    Gothic.dat is always necessary and Menu.dat will be necessary as far as I read the changelog.
    Hi.

    The archive in the download is a .ZIP file of the _WORK directory with the already reparsed/recompiled scripts, .DAT files and output units. Gothic.dat, Menu.dat, Ou.bin/Ou.csl, Ouinfo.inf among them, so it's .MOD-creation ready. I actually wanted to ask someone to create it for me, but I now I don't have to, since you offered to do that. Yes, add it to the multi-mod manager of yours, please.

    But since you certainly want some answer to your question: I didn't touch particles, music, sounds, fight tactics and camera files at all, both in SCRIPTS/CONTENT or SYSTEM folders. I modified only CONTENT\Items files (all of them), some in CONTENT\Story (I can't tell you which ones in any viable way; but the SVM.d was among them for sure and the dialogue files for Bosper/Gaan as I added possibilities of teaching how to skin reptiles/selling their leathers to these; naturally, files for "dialogues" with "mobs" were all changed too, but nothing technical-wise), and all files in the CONTENT\SYSTEM\MENU, of course, as you noticed yourself.

    I hope this is enough information? If not, send me a private message, so I could compile a more detailed info about the altered files. Also, if you're going to create it (a reliable .MOD version), upload it somewhere where I could grab it easily from (without operating Spine, that is), so I could add the GothicStarter method too, to the installation section. I shall mark your username in the Credits as well, then.
    Geändert von Czudak (01.10.2017 um 16:08 Uhr)

  4. Homepage besuchen Beiträge anzeigen #4 Zitieren
    Clockwork Origins Avatar von Bonne6
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    Bonne6 ist offline
    Zitat Zitat von Wacky Beitrag anzeigen
    Hi.

    The archive in the download is a .ZIP file of the _WORK directory with the already reparsed/recompiled scripts, .DAT files and output units. Gothic.dat, Menu.dat, Ou.bin/Ou.csl, Ouinfo.inf among them, so it's .MOD-creation ready. I actually wanted to ask someone to create it for me, but I now I don't have to, since you offered to do that, thank you. Yes, add it to the multi-mod manager of yours, please.

    But since you certainly want some answer to your question: I didn't touch particles, music, sounds, fight tactics and camera files at all, both in SCRIPTS/CONTENT or SYSTEM folders. I modified only CONTENT\Items files (all of them), some in CONTENT\Story (I can't tell you which ones in any viable way; but the SVM.d was among them for sure and dialogue files for Bosper/Gaan, as I added these possibilities of teaching how to skin reptiles/selling their leathers; naturally files for "dialogues" with "mobs" were all changed too, but there only things in quotation marks and nothing technical-wise), and all files in the CONTENT\SYSTEM\MENU, of course, as you noticed yourself.

    I hope this is enough information? If not, send me a private message, so I could compile a more detailed info about the altered files. Also, if you're going to create it (a reliable .MOD version), upload it somewhere where I could grab it easily from (without operating Spine, that is), so I could add the GothicStarter method too, to the installation section. I shall mark your username in the CREDITS as well, then.
    Yes, that's enough. It's just so I can drop stuff that wasn't changed Reduces the size. Doesn't matter for just these few files, but I like to optimize stuff
    Will upload a zip for you in a few minutes with the files.

    EDIT: https://upload.worldofplayers.de/fil...ficalPatch.zip

    EDIT2: Spine uploaded, too
    Geändert von Bonne6 (07.09.2017 um 20:29 Uhr)

  5. Beiträge anzeigen #5 Zitieren
    Warrior Avatar von Czudak
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    Czudak ist offline
    Zitat Zitat von Bonne6 Beitrag anzeigen
    Yes, that's enough. It's just so I can drop stuff that wasn't changed Reduces the size. Doesn't matter for just these few files, but I like to optimize stuff
    Will upload a zip for you in a few minutes with the files.

    EDIT: https://upload.worldofplayers.de/fil...ficalPatch.zip

    EDIT2: Spine uploaded, too
    I appreciate the smooth and quick assistance. I wrapped up the first post, added the regular .MOD installation method and you to the Credits section.
    Geändert von Czudak (01.10.2017 um 16:05 Uhr)

  6. Beiträge anzeigen #6 Zitieren
    Warrior Avatar von Czudak
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    I updated the patch to the newer version (1.1). The changelog is included in the first post.

  7. Beiträge anzeigen #7 Zitieren
    Apprentice
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    Kyojinmaru ist offline
    Zitat Zitat von Wacky Beitrag anzeigen
    I updated the patch to the newer version (1.1). The changelog is included in the first post.
    Thanks! Best path for this game.

  8. Beiträge anzeigen #8 Zitieren
    Apprentice
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    Kyojinmaru ist offline
    Hi again! I've uploaded a modified sfxinst.d for your patch with some restored sounds and voices.

    Changes:
    1. Restored AARGH and DEAD sounds for every voice type
    2. Restored alt. open and close door sounds
    3. Restored alt. bbq scavenger sound
    4. Restored alt. draw sword sound
    5. Restored eagle ambient sounds
    6. Restored crossbow shoot sound

    Download: sfxinst.zip

  9. Beiträge anzeigen #9 Zitieren
    Warrior Avatar von Czudak
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    Czudak ist offline
    Zitat Zitat von Kyojinmaru Beitrag anzeigen
    Hi again! I've uploaded a modified sfxinst.d for your patch with some restored sounds and voices.

    Changes:
    1. Restored AARGH and DEAD sounds for every voice type
    2. Restored alt. open and close door sounds
    3. Restored alt. bbq scavenger sound
    4. Restored alt. draw sword sound
    5. Restored eagle ambient sounds
    6. Restored crossbow shoot sound

    Download: sfxinst.zip
    Awesometastic, my lad! I tested and implemented your fixes, because they work and I like alternative things. This is a milestone of the "Yet Another" - people contributing on their own - so I released a new version (which should be compatible with v1.1 saves) to indicate this is an "achievement". Added your name to the Credits section too.

    Also, you seem to be a swell fellow who's well-versed in the Gothic II NotR's gearing. Would you know how to remove the sound of a scroll being unrolled when reading the regular stone tablets and relics of the Builders, perhaps?
    Geändert von Czudak (01.10.2017 um 16:04 Uhr)

  10. Beiträge anzeigen #10 Zitieren
    Apprentice
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    Kyojinmaru ist offline
    Zitat Zitat von Wacky Beitrag anzeigen
    Awesometastic, my lad! I tested and implemented your fixes, because they work and I like alternative things. This is a milestone of the "Yet Another" - people contributing on their own - so I released a new version (which should be compatible with v1.1 saves) to show this "achievement". Added your name to the Credits section too.
    The alternative sounds aren't a replacement. They have been added to the list, so the normal sounds will still be heard. The only replaced sound is the crossbow shoot, because it had the same sound as the bow. Thanks for adding this to the patch!!

    Zitat Zitat von Wacky Beitrag anzeigen
    Also, you seem to be a swell fellow who's well-versed in the Gothic II NotR's gearing. Would you know how to remove the sound of a scroll being unrolled when reading the regular stone tablets and relics of the Builders, perhaps?
    As far as I know, the stone book mob shares its sounds with the normal book mob, so the devs commented those sounds in the addon. It must be the same case with the stone and normal scrolls, the only difference is that the devs didn't comment the sounds. I would take a look anyways.

    EDIT: Yep, the two items share the same sound.
    Geändert von Kyojinmaru (30.09.2017 um 11:40 Uhr)

  11. Beiträge anzeigen #11 Zitieren
    Ritter Avatar von kAzGuRu
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    Hi

    I assume this is not compatible with the german Version ?
    Der Schläfer war damals auch mal ein Sektenspinner
    [Bild: sigpic90446_34.gif]
    Pimp my Gothic - Eine Anleitung zur Verschönerung des alten Klassikers ~ von Inspirate

  12. Beiträge anzeigen #12 Zitieren
    Apprentice
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    Kyojinmaru ist offline
    Zitat Zitat von Shadow Mabori Beitrag anzeigen
    Hi

    I assume this is not compatible with the german Version ?
    That's right.

  13. Beiträge anzeigen #13 Zitieren
    Apprentice
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    Kyojinmaru ist offline
    Another contribution!

    sfinst.d - Restored bookstand page sounds (if we must swallow the scroll sound in stone tables, I don't see the problem in swallow this also. I prefer a wrong sound in the stone bookstands than no sound in every bookstand)
    menu_opt_controls.d - Overhauled the control options screen. Now all keys are together in the list. Some keys relocated. Potion keys relocated to main screen (usepotionkeys = 1 in gothic.ini). Relocated the "more keys..." button just after the key list.
    menu_opt_ext.d - Relocated all options a bit upwards for better presentation.
    menu_opt_game.d - Restored "Animated Windows" option. Relocated all options a bit upwards for better presentation.
    menu_opt_graphics.d - Restored "Blood Effects" option.

    Download: scripts.zip

    And a personal request. I would like you to keep this patch as what it is, a general bugfixing and polishing patch. I think in its actual state, it should be included in every digital copy of the game. Very good work.
    Geändert von Kyojinmaru (30.09.2017 um 20:56 Uhr)

  14. Beiträge anzeigen #14 Zitieren
    Warrior Avatar von Czudak
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    Zitat Zitat von Shadow Mabori Beitrag anzeigen
    Hi

    I assume this is not compatible with the German Version ?
    Since you need to use the Report Version 2.6 patch, Player Kit v2.8 and System Pack v1.7, it's most likely this mod will be OK with any version of the game. You would just have English texts with the German voice-over.

    Can you operate with something like that? If yes - install the modification and be amazed by its scripting might! And don't forget to lay thick and uncompromising feedback on us. Thanks, I knew you would provide!
    Geändert von Czudak (01.10.2017 um 16:03 Uhr)

  15. Beiträge anzeigen #15 Zitieren
    Ranger Avatar von Marek33
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    Zitat Zitat von Kyojinmaru Beitrag anzeigen
    Another contribution!

    sfinst.d - Restored bookstand page sounds (if we must swallow the scroll sound in stone tables, I don't see the problem in swallow this also. I prefer a wrong sound in the stone bookstands than no sound in every bookstand)
    menu_opt_controls.d - Overhauled the control options screen. Now all keys are together in the list. Some keys relocated. Potion keys relocated to main screen (usepotionkeys = 1 in gothic.ini). Relocated the "more keys..." button just after the key list.
    menu_opt_ext.d - Relocated all options a bit upwards for better presentation.
    menu_opt_game.d - Restored "Animated Windows" option. Relocated all options a bit upwards for better presentation.
    menu_opt_graphics.d - Restored "Blood Effects" option.

    Download: scripts.zip

    And a personal request. I would like you to keep this patch as what it is, a general bugfixing and polishing patch. I think in its actual state, it should be included in every digital copy of the game. Very good work.
    Nice work and I fully agree! I like to see a Vanilla type patch since a lot of mods (not only for Gothic) which fixes stuff add a lot of other things.

    Zitat Zitat von Wacky Beitrag anzeigen
    I updated the patch to the newer version (1.1). The changelog is included in the first post.
    Could you fix the bug with the bandit tower in Jharkendar? I'm responding to this text, since it's not long and I haven't seen that bug fixed by most of the mods, so I would like to see it fixed in your mod.

  16. Beiträge anzeigen #16 Zitieren
    Warrior Avatar von Czudak
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    Zitat Zitat von Kyojinmaru Beitrag anzeigen
    And a personal request. I would like you to keep this patch as what it is, a general bugfixing and polishing patch. I think in its actual state, it should be included in every digital copy of the game. Very good work.
    Zitat Zitat von Marek33 Beitrag anzeigen
    I fully agree! I like to see a Vanilla type patch since a lot of mods (not only for Gothic) which fixes stuff add a lot of other things.

    Could you fix the bug with the bandit tower in Jharkendar? I'm responding to this text, since it's not long and I haven't seen that bug fixed by most of the mods, so I would like to see it fixed in your mod.
    This will stay vanilla, people. Anyway, what's the bug with them bandits?

  17. Beiträge anzeigen #17 Zitieren
    Ranger Avatar von Marek33
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    Zitat Zitat von Wacky Beitrag anzeigen
    This will stay vanilla, people. Anyway, what's the bug with them bandits?
    That's great to hear! And the bug with the bandits with the tower is a strange one. No matter which faction do I use, after I clear the tower from the bandits, I can't tell about it to the Henry which should decrease the price by 100 gold for me. I have also tried to talk with him about the bandits before I attack them, but without any success. Unfortunately, I have no idea why it happened and originally I thought it's probably the problem in the Wasteland mod, but I also had this exact bug in the Vanilla game too.

    This patch only has fixed is, as far as I know: https://forum.worldofplayers.de/foru...ity-Patch-v2-0

  18. Beiträge anzeigen #18 Zitieren
    Warrior Avatar von Czudak
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    Zitat Zitat von Marek33 Beitrag anzeigen
    That's great to hear! And the bug with the bandits with the tower is a strange one. No matter which faction do I use, after I clear the tower from the bandits, I can't tell about it to the Henry which should decrease the price by 100 gold for me. I have also tried to talk with him about the bandits before I attack them, but without any success. Unfortunately, I have no idea why it happened and originally I thought it's probably the problem in the Wasteland mod, but I also had this exact bug in the Vanilla game too.

    This patch only has fixed is, as far as I know: https://forum.worldofplayers.de/foru...ity-Patch-v2-0
    Weird. Everything seems to be fine on this end. I just did the quest before entering the pirate camp and he lowered the entry fee by 200 gold. You ask him what he's doing, Henry tells about the palisade, you ask for the palisade, get the Quest Log entry about the bandits in the tower, you go and cancel them, speak to Henry about it, the quest is resolved now, and the corresponding condition is then set to LOG_SUCCESS, you ask him again on the topic of the fee, and he lowers the amount.

    I'm using Gothic II Gold from GoG and the patch from this thread. But if you could provide me a version that doesn't need installation (because I can't install the one you gave me, nor this one [it's v2.41] I found on Dropbox; I receive some memory error, even in the virtual machine mode) - that would make very easy to compare script files and deduce what went wrong. Alternatively, you can install the patch (the version you supplied in your post or the one I found; but both [one after another with uninstallation between them?] for the best investigation results - I also would like to know what they did to Elite Orc's AI) and then compress it all and upload to some hosting service?
    Geändert von Czudak (03.10.2017 um 13:48 Uhr)

  19. Beiträge anzeigen #19 Zitieren
    Ranger Avatar von Marek33
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    Zitat Zitat von Wacky Beitrag anzeigen
    Weird. Everything seems to be fine on this end. I just did the quest before entering the pirate camp and he lowered the entry fee by 200 gold. You ask him what he's doing, Henry tells about the palisade, you ask for the palisade, get the Quest Log entry about the bandits in the tower, you go and cancel them, speak to Henry about it, the quest is resolved now, and the corresponding condition is then set to LOG_SUCCESS, you ask him again on the topic of the fee, and he lowers the amount.

    I'm using Gothic II Gold from GoG and the patch from this thread. But if you could provide me a version that doesn't need installation (because I can't install the one you gave me, nor this one [it's v2.41] I found on Dropbox; I receive some memory error, even in the virtual machine mode) - that would make very easy to compare script files and deduce what went wrong. Alternatively, you can install the patch (the version you supplied in your post or the one I found; but both [one after another with uninstallation between them?] for the best investigation results - I also would like to know what they did to Elite Orc's AI) and then compress it all and upload to some hosting service?
    That's weird. I'm using the same version as you, but I'm also using a Wasteland mod (a mod which brings Gothic 1 locations, but it doesn't change anything in the Vanilla game as far as I know). Plus, this bug is also in the Vanilla game from what I have seen in the thread which I showed you. Also, I have done everything like you said before, but it didn't work.

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    Warrior Avatar von Czudak
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    I updated the patch to the newer version (1.2). The changelog is included in the first post. This time I will have a short break before releasing the newest version.

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