Platform: Gothic 2 Night of the Raven v2.6 Type of modification: Re-Texture, Re-Model, Re-Balance, Re-World Current Version: 1.1.3
Description: L'Hiver is a mod that significantly improves the graphics of the second chapter of the Gothic saga. It adds new textures, opponents, modifies and add completely new locations such as the destroyed outer ring of the Old Camp in the Valley of Mines, the city of Khorinis with day and night life, the wooded area behind Onar's Farm, or the pirate beach of Jharkendar. The mod significantly increases the difficulty offered in the vanilla version of the game. The monsters stats are increased you'll also see new animations. During the game you will be able to meet some bosses like Lord Amorth. Fighting with them is now a real challenge. Nevertheless, L'Hiver doesn't change the initial plot of the game.
• Added many new objects to Khorinis
• Added some objects to the Valley of Mines
• Changed some houses at Onar's farm
• Added ingredients to enhance the effects of healing and mana potions. These can be acquired from Constantino only by his apprentice after learning the recipes of healing and mana potions. After consuming a healing essence, extract or elixir another half of HP will be restored over time. This effect stacks for up to 60 seconds of healing over time or 30 seconds of mana restoration over time
• Added a few dexterity-based melee weapons
• Added critical damage to attacks that land on enemy's back. Damage depends on NH level and his dexterity. Assassin's Dagger deals additional critical damage
• Armors that can be improved now have an anvil icon in their name
• Many useless items (mostly keys that have already been used) are now automatically deleted from the inventory
• Changed menu fonts
• Fixed some animations
• Fixed/replaced some textures
• Many minor changes and fixes
**********1.0**********
• Added a lot of new objects in Jharkendar, the Valley of Mines and Khorinis
• Added a new "Magic fatigue" parameter: this parameter increases when the hero uses magic and when it reaches 100% the hero dies, it replenishes over time, when sleeping and when drinking special elixirs. This way the hero won't be able to spam mass spells
• Added potions for magic fatigue. They are available for purchase from Constantino if you're his apprentice
• Mage's robes increase magic fatigue regeneration. The amount of regeneration depends on the quality of the robes
• Added hoods to the high mage robe and water mage robe which can be applied on a crafting table
• Changed the animation for 50% two-handed weapons skill. The animation is based on Alex Draven's work
• Added shields (many of which are from the mod "Smith: Unnamed hero"). The animation is based on the animations from Alex Draven's SPMBD. Shields add armor, max hp, block magic damage and a chance to block arrows or animals' attacks completely
• Added 5 shields to learn from Harad and Bennet
• Mercenary's armor from Myrtana is now divided into upgradable phases per chapter, it is the counterpart to the royal armor, but cheaper. You can complete the game with this armor
• Orcs' leaps are now dependent on the hero's level. The higher the hero's level the rarer the orcs' leaps become (this didn't work properly before). Also the the leaps deal less damage if the hero is armed with a shield (depends on the "Critical block" parameter)
• Many smaller fixes
**********0.9.9**********
• Added a large amount of objects in Khorinis and the Valley of Mines
• Small changes in the monastery
• Now the flamberge deals extra damage to heavily armored units (elite orc warrior, ghost warrior, paladins and heavily armored mercenaries)
• Now Bennet's last swords deal extra damage to dragons
• Now the "Justice Bringer" hammer can stun and deal extra damage
• Fixed the dragons
• Now orcs fiercely react to the player's dodges (the higher the player's level the faster they react)
• Slightly rebalanced magic
• A lot of smaller changes
**********0.9.8**********
• Remade the pirate's cove in Jharkendar
• A few changes in Khorinis
• Added a few models and textures from the Gothic Reloaded Mod
• Added a new enemy
• Removed the flaming shadowbeast
• Optimized few models
**********0.9.7**********
• Added a chopping wood animation by Mark56
• Added a large amount of objects into Jharkendar's swamp
• Now orcs can break your block if your fighting skill is lower than 60% (the damage depends on the fighting skill)
• Now the master rapier has a high chance to break a block (the damage depends on dexterity)
• Rebalanced the craftable bows
• Now the heavy steel bow pierces the troll's defense
• Now hunger, thirst and fatigue don't kill you but rather lower your health to 20%
• Now you can buy the light, medium and heavy old camp guard armor from Huno. Removed the heavy old camp guard armor from Bloodwyn's chest
• Now you can buy a water mage robe from Cronos
• Added digger's pants from Gothic
• Fixed a a bug about interacting with objects in the third chapter
• A lot of smaller changes
**********0.9.6**********
• Changed/added a lot of new models
• Added a lot of details in the Valley of Mines and Khorinis and a few objects in Jharkendar
• Completely remade the outer ring of the castle
• Added new animations for certain monsters
• Added a new enemy
• Added new interactive objects
• Now two handed weapons have 4 levels instead of 3. The previous Master animation has been pushed forward to 75%. Current 25% is the old 30%, the 50% has a new animation, based on Alex Draven's work. This was made to make more difficult to train two handed to Master and compensate for radius and damage. And simply because training it to 60% was too easy
• Added new parameters - thirst, hunger, fatigue. The information is displayed only when the value passes 50%. When these parameters are at 100%, the hero starts to lose health. Added barrels with water to deal with thirst. Sleeping is now limited
• Added items weight. A new parameter has been added - maximum carrying capacity. It depends on the hero's strength. When the maximum allowed weight is passed, the hero loses the ability to run and fight effectively. The weight indicator is always displayed. Added a belt that increases maximum carrying capacity
• Remade forging system. Now to make a blade you need to go through Forge -> Anvil -> Bucket -> Crafting table -> Whetstone
• Now you can't craft a sword without crafting the previous one first
• Added improvement for the last swords from Harad ("Fine bastard sword" and "Flamberge") which you can learn from Bennet's and Jan's books
• Special Paladin's weapon now does additional damage to undead
• Added new skill - armor crafting. Now all new armors and armor improvements in the mod depend on armor crafting skills level (Carl teaches the levels as you progress through chapters)
• Added a unique new armor which is based on the temerian armor from The Witcher 2. This is the first unique armor you can wear through the whole game
• Added new skill - leather tanning. Bosper can teach you how to tan skins at special tables after you bring him his skins. The leather is required for forging
• Added new skill - prospecting. Added new iron and magic ore veins in Khorinis and Valley of Mines. The ore can be harvested without the skill, but the amount of harvested ore depends on the skill (the skill is learned from Harad's apprentice, Bennet's apprentice and a miner in the Valley)
• Added new skill - bow crafting. Now Bosper can teach his apprentice in bow crafting (bows are from Returning 2.0). After learning a bow, the arrows are learned automatically
• Added new skill - wood harvesting. Woodcutter Grom can teach you this skill. Now several trees can be cut down to obtain a wood blank for bows and arrows. To craft arrows you will need to cut the blank on the wood saw. The wood can be gathered without the skill, but the gathered amount depends on the skill
• Added new still - enchanting. Available only to mages. Taught by Selivan. Now when mining ore you also get various gems that can be used in enchanting. The higher the mining skill the higher the chance to get more valuable gems. All usual enchantments are learned automatically when learning skill. Special ones are learned separately
• Added some new models from Carnage Graphics Patch (Mark56)
• Added new animation for frying meat on campfires (Mark56)
• Added animated furniture (Mark56)
• You can now fry meat in portions on campfires and stoves (campfire animation is used)
• Added animation for sarcophaguses
• Protection from cutting damage is now displayed (using MARVIN-mode can mess up the proper display)
• Added health regeneration at 160 strength and mana regeneration at 160 mana to compensate for the acrobatics bonus. Regeneration turns off if you have a debuff from thirst, hunger or fatigue
• New areas and implementations of the mod were added onto the maps of Khronis and Valley of Mines
• The hero's starting parameters were lowered because of the large amount of XP overall
• Mages can add/remove the hood on the light robe on the crafting table (thus you won't ask me "where can I find a hooded robe?")
• The Shadows' armor (Diego's clothes) from Gothic is now available
• Restored the teleport rune in the castle, but it has been moved
• If you collected the bounty for Canthar, Sara won't disappear anymore in chapter 3, she'll have a different routine because the citizens don't want to miss her new talent
• The main menu no longer shifts when changing resolution and is positioned how it was intended. Added a background for options menu. Skills menu has been slightly stretched so that the text wouldn't be cut off on wide resolutions
• A few more small changes
• A few fixes and changes for older version problems
Polish version changelogs
Spoiler:(zum lesen bitte Text markieren)
• Added Story Helper (SH).
• Added PC_Itemfeller (IH).
• Several dialogs were corrected.
• Shields - now they have a penalty to fighting skills, they reduce your one-handed skills by a percentage.
• From now on, in the tanning table, you can choose the skin to tan and the amount.
• Added the posibility of frying the whole meat.
• Gothic 3 dubbing has been added to prayers, books, letters, shelves, and a few other things ...
• There is no longer a limit to praying when doing a sacrifice. Bonuses are given randomly.
English version changelogs
Spoiler:(zum lesen bitte Text markieren)
********** 1.1.3 **********
Balanced the Exp and Level Up system. Now it will be a bit harder to level up but for the first 10 levels you get 5 extra LP every level up. (this makes late game harder and early game easier).
Some EXP changes to balance the new level up system.
LP cost for Mana is now fixed, previously it was more expensive than intended.
Enchancer potions recipe changed.
Enchancer potions have now a better explanation.
If NH is a Mage, instead of +5 HP each level up he will receive +2 HP and +3 Mana.
A couple of changes in the graphics of the menu.
********** 1.1.2 **********
Bronko is now always called with his right name (not Bronco).
Fixed dialogue option with general NPCs asking information about the area.
Added missing dialogue option of the left guard of the 3rd entrance of the City of Khorinis (that added by l'hiver)
Leather belt used for enchanting belts is now called Leather strip.
Restored old armor names of Leather armor (sold by Matteo) and Hunter's armor (sold by Orlan).
Master leather armor is now called Thickened leather armor.
Blacksmith and Barkeeper's clothing is now called Apron.
Minor translation changes.
Fixed some missing himself spoken dialogue from G3.
Changed Girion Knight's armor with Paladin's armor.
Fixed dialogue option with Greg, Lares, Thorben and Till.
Added some missing item's name and some interactive entities.
Changed a pirate's weapon in Jharkendar who didn't have enough strength to use it.
Now will be clearly specified when you learn "Skin reptiles".
Grimbald now teaches you how to skin reptiles.
Bosper now buys Reptile and Swampshark skins.
Removed missing spoken dialogues from Carl, Selivan, Jack, Ignaz.
Removed regen of NPCs / Monsters when they cannot see NH.
Fixed mistranslation of "Fried".
Fixed mistranslation of "Dying of fatigue".
Fixed Vanja dialogue.
Hodges and Grimes now both call ORMASTERY as Ore extraction - (Miner|Master|Expert).
"Art of Smith" is now called "Art of Weaponry".
Fixed Rod's two-hander not showing weapon stats.
Fixed value of 'Gold candlesitck'.
Fixed Malcom body and the trigger to complete the quest, now you have to kill the 2 Lurkers in the cave.
Fixed screen text "Learned: Leatherworking" in Bosper dialogue showing up despite no enough LP.
Removed a doubled END option for Lobart showing up in CH3.
Removed a repeated dialogue for Hagen about teleport rune.
Fixed mistranslation of the "Cook".
Fixed mobname Gold vein.
Fixed shields bug that permantely reduced 1h talent bonus at high levels (90+)
Fixed 1h sword fighting talent
Moved the teleport rune 'Pass to Khorinis' which was sold by Engor in the VoM Castle (it didn't make sense with the story), it is now found in the dead body of the paladin near the pass (VoM side).
Increased the Exp received from Bookstands.
Removed 'Survival version' due to lack of time to keep both updated, but it may come back later.
********** 1.1.1 **********
LP cost for stats (Strength, Dex, Mana) scale on the amount of LPs spent for that stat and not on the stat itself.
Any bonuses to attributes/talents can be taken without affecting LP cost (such as Potions, Plants...).
Changed the highlighted background when you're over an equipped item in the inventory (Now it's red).
Added the possibility to sleep for 11 and 12 hours (both with and without survival features).
Fixed wrong translations in Beliar's altar.
Added some missing dialoges causing wrong translations (City Guard in the harbour gate).
Fixed some missing translations (Monsters and some NPCs).
********** 1.1.0 **********
#Restored the following teleport runes:
- Onar's farm - You'll receive it from Lee in Chapter 3.
- Orlan's tavern - Orlan will sell it for 500 in Chapter 3.
- Pass to Khorinis from the Valley of Mines - Moved, now Engor will sell it for 500. #Removed the red/purple effect when interacting with "Beliar's objects/NPCs", such as shrines, seekers and so on (it was the cause of some visual bugs). Now you'll have no problem interacting with this things. #Changes to Enchantmens:
- Enchanted items have now a different name, instead of the same name of their "not-enchanted" versions, so you can distinguish what you just enchanted and what you already had.
- When learning a new level of enchantments, your diary will update with the new enchantments and their respective recipe. You'll never ever find problems seeing the recipes with this new function. You can see it by going in the section "General informations" of your diary. #Minor fixes and changes to translations.
• Download and install GOTHIC FIX 2.6-REV2 + SYSTEMPACK 1.7 + PLAYERKIT 2.8 in the Gothic2 main folder.
• [Optional] Download and extract DIRECTX11 in the GothicII\system folder, then start the game and let it download the DirectX11 normalmaps.
• [Optional] Download CRASH FIX and make a backup of shw32.dll in GothicII\system (just in case something goes wrong), extract 'Gothic_1_2_mem_fix_v06.zip' and move the 2 files 'libhoard.dll' and 'Shw32.dll' in GothicII\system, extract the other .rar file and open '4gb_patch.exe', select the Gothic2.exe (GothicII\system\Gothic2.exe) and press Ok. This fix modifies the .exe file, allowing it to use 4gb of Virtual memory instead of 2, lowering to 0% the crashes. (Even the save-crash-bug). Highly Recommended.
• Download L'HIVER BASE 1.1.3, extract it and move the .vdf file in GothicII\Data.
• Download L'HIVER SCRIPTS 1.1.3 . After you have your .zip file, extract it and put the .vdf file in GothicII\Data.
• [Optional] Download and extract L'HIVER MUSIC in GothicII main folder, if you want L'Hiver musics.
If you want to install and play using GothicStarter, here is a guide that will help you step by step (Thanks to chessdragon136).
Download the LHiver Base and Scripts package, and extract them.
Create a new folder called BUILD somewhere on your computer
Using GothicVDFS in the VIEWER tab, set the FILENAME to the base L'Hiver downloaded, and the ROOT PATH to point into the BUILD folder you created above (So last part of the path includes \BUILD) . Then click EXTRACT VOLUME
Using GothicVDFS in the VIEWER tab, set the FILENAME to the script L'Hiver Download, and leave ROOT PATH as the same BUILD folder. Then click EXTRACT VOLUME
Rename the following files within the BUILD folder:
\_WORK\DATA\SCRIPTS\_COMPILED\
GOTHIC.DAT -> LHIVER.DAT
FIGHT.DAT -> LHIVER_FIGHT.DAT
MENU.DAT -> LHIVER_MENU.DAT
MUSIC.DAT -> LHIVER_MUSIC.DAT
PARTICLEFX.DAT -> LHIVER_PARTICLEFX.DAT
SFX.DAT -> LHIVER_SFX.DAT
VISUALFX.DAT -> LHIVER_VISUALFX.DAT
Using GothicVDFS in the BUILDER tab, set the FILENAME to \GOTHIC2INSTALLDIR\Data\MODVDF\G2_LH_v1.1.3_EN.mod , and the ROOT PATH to your BUILD folder. Use * as the filter (to add all files) in the left "File(mask)(s) to search for" field and press the little + button to the right of the text entry. Then click BUILD VOLUME
Navigate to \GOTHIC2INSTALLDIR\System and copy GothicGame.ini and save it in the same location with the name LHiver_1.1.3.ini - Then edit the contents to match that of the next spoiler in this post
If the game is installed in a Windows protected folder (like the default program files) please remember to run Gothic Starter as administrator!
Note: I don't include the new music as part of this as I think it should be optional if people want it or not..
After you installed L'Hiver, you should go in GothicII\system and modify the following lines in SystemPack.ini :
EnableShields = 0 -----> EnableShields = 1 //This unlocks the shields in the game
Scale = 1 -----> Scale = 0
//This makes the text smaller and easier to read
Thank you guys, this version is sooo much better then 9.6, all my textures flickering in Khorinis are gone now + many new dex based weapons, I really want to play sword/bow hero now :-)
I will wait for LP patch and here we go :-))
Where is Sagrido? He will be very happy I guess....
Guys, you are awesome, thank you very much for your work.
Just for my understanding, what is the D3X11 fix? Is it the optional renderer by Degenerated? I did not have very good experience with it and playing now without it....maybe it got better......
Fjodik I answer you here because this is the official topic of this version.
First thing: before there was a problem with the animation of the dementor, every time you prayed in a Beliar Shrine, talked with an obsessed person or a Seeker, you got stuck in a bugged screen with dialog options which you couldn't see.
Now the animation is removed, you can only hear the sound of the obsession. Maybe in future version we could try to properly fix the animation, but it is more a DX11 problem than the animation...
Sorry for the MIA guys has been ages since i posted, got caught up with University work. With that said I am working to put the updated LP system into 1.1 should be done in next couple days, cheers
Sorry for the MIA guys has been ages since i posted, got caught up with University work. With that said I am working to put the updated LP system into 1.1 should be done in next couple days, cheers
Perfect! i guess I will wait for this update and then install the mod again!
He means the version with the editted Learning/Skill Points system, instead of a flat x2 increase when you reach a certain threshold, it will now increase based on how much you've SPENT training, or something like that if I understood correctly.
Hey, I am having abit of low FPS ingame any way to increase that ? I do have a Titan X previous edition :P but I didnt have this issue at 9.5 Lhiver I have reduced the visual to 200% on both
Interesting script, we will consider it for new versions, thank you so much
Originally Posted by Shadow Mabori
What Mod do you mean with "LP" ?
Exactly what AntonioBarbarian said just after you
Originally Posted by Dalfar
Hey, I am having abit of low FPS ingame any way to increase that ? I do have a Titan X previous edition :P but I didnt have this issue at 9.5 Lhiver I have reduced the visual to 200% on both
If you did that, in the official russian topic it's said this:
Render
▶ modern processors : 280% total / 180% objects
▶ old processors : 240% total / 140% objects
▶ very old processors : 200% total / 100% objects
▶ it is not recommended to play this mode at the maximal drawing parameters.
So try to lower these parameters until your fps is fine.
If you did that, in the official russian topic it's said this:
Render
▶ modern processors : 280% total / 180% objects
▶ old processors : 240% total / 140% objects
▶ very old processors : 200% total / 100% objects
▶ it is not recommended to play this mode at the maximal drawing parameters.
So try to lower these parameters until your fps is fine.[/QUOTE]
Seems better with the Disable thing off . Shields doesnt work btw. ^^ "Its invisible"
If you did that, in the official russian topic it's said this:
Render
▶ modern processors : 280% total / 180% objects
▶ old processors : 240% total / 140% objects
▶ very old processors : 200% total / 100% objects
▶ it is not recommended to play this mode at the maximal drawing parameters.
So try to lower these parameters until your fps is fine.
Seems better with the Disable thing off . Shields doesnt work btw. ^^ "Its invisible"
If you did that, in the official russian topic it's said this:
Render
▶ modern processors : 280% total / 180% objects
▶ old processors : 240% total / 140% objects
▶ very old processors : 200% total / 100% objects
▶ it is not recommended to play this mode at the maximal drawing parameters.
So try to lower these parameters until your fps is fine.
____
Seems better with the Disable thing off . Shields doesnt work btw. ^^ "Its invisible"
You didn't read all the Installation section, you should take a look there, but i'll copy a piece of that just in case, to make it clearly:
RACCOMANDATIONS AFTER THE INSTALLATION:
After you installed L'Hiver, you should go in GothicII\system and modify the following lines in SystemPack.ini :
EnableShields = 0 -----> EnableShields = 1 //This unlocks the shields in the game
Scale = 1 -----> Scale = 0
//This makes the text smaller and easier to read
Thanks to the unknown111 for making this mod and thanks to the whole translation team for the translation! I'm very glad to see it in the English and so far I have noticed only one thing which is not translated. It's the Ice Wolf and I'm using the scripts without primary needs. I have played only a little, but I quickly check the New World and the Old World to see how it looks and plays.