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I played now since 17 minutes
I have following problem:
Often when I want to save or reload a save the game crashes with the error "Out of Memory"
How can I solve this?
I've installed l'hiver and all utilities like described in the start post.
Thanks in advance!
"Drachen?!....eine ganze Armee?!"
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Zitat von Jarkhendar Gardist
I played now since 17 minutes
I have following problem:
Often when I want to save or reload a save the game crashes with the error "Out of Memory"
How can I solve this?
I've installed l'hiver and all utilities like described in the start post.
Thanks in advance!
are you using quick save and quick load?
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No i saved normal.
But now i reinstalled the 4gb Patch and started trough the replaced Gothic2.exe and not via the ModStarter.
Now it works fine
But one new question: I found my first Shield i can wear it, but the hero does not take it from his back while fighting.
The animation of blocking is fine, but shield stays on his back
"Drachen?!....eine ganze Armee?!"
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Zitat von Jarkhendar Gardist
No i saved normal.
But now i reinstalled the 4gb Patch and started trough the replaced Gothic2.exe and not via the ModStarter.
Now it works fine
But one new question: I found my first Shield i can wear it, but the hero does not take it from his back while fighting.
The animation of blocking is fine, but shield stays on his back
Have you done this?
After you installed L'Hiver, you should go in GothicII\system and modify the following lines in SystemPack.ini :
EnableShields = 0 -----> EnableShields = 1
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Zitat von Jarkhendar Gardist
I played now since 17 minutes
I have following problem:
Often when I want to save or reload a save the game crashes with the error "Out of Memory"
How can I solve this?
I've installed l'hiver and all utilities like described in the start post.
Thanks in advance!
This happen to me with D3D11 patch, I had to give up on it unfortunately .
...They call me The Wanderer...
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Apprentice
Zitat von chessdragon136
Had an odd issue today where as Samuel (Pirate Camp Booze guy) was missing. I don't know what happened, and sadly i mistakenly saved over the save game.. But my only fix was to console insert him back in. I suspect the re-design caused an issue and he either fell off the game / died somehow. Not expecting any fixes for this but only posting in case others see the same.
If so, open console ("bmarvinb" and then F2, and "insert PIR_1351_Addon_Samuel") Do this somewhere near his cave.
Do you edited the Gothic.ini without starting a new game? In more specific do you edited this lines:
zTexCacheOutTimeMSec=240000
zTexCacheSizeMaxBytes=100000000
zSndCacheOutTimeMSec=10000
zSndCacheSizeMaxBytes=20000000
This also happened to me but many NPCs where missing, the only way I found to fix this was to restore the Gothic.ini and reload an older save. Luckly I stored any saves in a .7z so I could go back like 20 hours but not waste everything.
Zitat von chessdragon136
Secondly, may I trouble you and ask for which files were modified in order to add (and since remove for the next version) the NPC health regen? I'd like to take a look and I must be tired as I'm not seeing it. I'd like to tinker with this as I like the concept and don't want to see it removed entirely if it can be fixed.
As you say we decided to remove it completly but if you would restore it by yourself you can take a look on our github project.
I linked you the commit where the regen was removed for NW script, just change branch to see the equivalent for the Survival.
Zitat von Jarkhendar Gardist
I played now since 17 minutes
I have following problem:
Often when I want to save or reload a save the game crashes with the error "Out of Memory"
How can I solve this?
For "out of memory" crashes follow Tentarr guide. Not a single crash since I did it.
EDIT: I also use Directx11
Geändert von granregon (09.10.2017 um 20:58 Uhr)
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Zitat von granregon
Do you edited the Gothic.ini without starting a new game? In more specific do you edited this lines:
zTexCacheOutTimeMSec=240000
zTexCacheSizeMaxBytes=100000000
zSndCacheOutTimeMSec=10000
zSndCacheSizeMaxBytes=20000000
This also happened to me but many NPCs where missing, the only way I found to fix this was to restore the Gothic.ini and reload an older save. Luckly I stored any saves in a .7z so I could go back like 20 hours but not waste everything.
Is nice to know I'm not the only one, but no I haven't modified Gothic.ini at al except setting up my initial game options.
Zitat von granregon
As you say we decided to remove it completly but if you would restore it by yourself you can take a look on our github project.
I linked you the commit where the regen was removed for NW script, just change branch to see the equivalent for the Survival.
Thanks for the link. I looked in those files but totally missed those lines! I have a partial script for vanilla NOTR where NPC's will drink potions during a fight if there is enough distance between NPC and Hero, but it is still rather temperamental.
Finally, with the changes to the LP made in the recent patch, can you please change some trainers to teach higher skills (most cases > 90) Playing a Dex build, I hit 90 in CH1 and killed Cassia
for fun. Sadly, this leaves me with 0 trainers as Diego is still in VoM, and I don;t think anyone else teaches > 90.. This is based on vanilla NotR.
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Zitat von granregon
For "out of memory" crashes follow Tentarr guide. Not a single crash since I did it.
EDIT: I also use Directx11
I've played now for about 1,5h without any Crash.
The only Things I've done were:
- Reinstalling the System-Pack
- Reinstalling the 4gB Patch
- Crash-Fix (replacing the two .dll files)
I am starting the game via the replaced Gothic2.exe and no longer via the Starter.
After that everything worked perfect! (except there is a Version Warning at the start of the game.(Checksum xxxx) But until now there were no issues.
PS: Shield carrying Animation is also working now. sometimes I Need to reload a savegame that the anim is properly shown.
"Drachen?!....eine ganze Armee?!"
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Another bugfix:
When learning Leatherworking from Bosper with no LP, the "Learned Leatherworking" text is still displayed.
Proposed fix:
Move from DIA_VLK_413_Bosper.d Line 562
AI_PrintScreen(PRINT_LEARNLEATHER,-1,52,FONT_SCREENBRIGHTLARGE,3);
To b_teachplayertalentleather.d Line 16
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Zitat von chessdragon136
Is nice to know I'm not the only one, but no I haven't modified Gothic.ini at al except setting up my initial game options.
Haven't seen this issue come up myself but i know that missing NPC's can occur from a corrupted save file.
Thanks for the link. I looked in those files but totally missed those lines! I have a partial script for vanilla NOTR where NPC's will drink potions during a fight if there is enough distance between NPC and Hero, but it is still rather temperamental.
Finally, with the changes to the LP made in the recent patch, can you please change some trainers to teach higher skills (most cases > 90) Playing a Dex build, I hit 90 in CH1 and killed Cassia
for fun. Sadly, this leaves me with 0 trainers as Diego is still in VoM, and I don;t think anyone else teaches > 90.. This is based on vanilla NotR.
Then go to Diego? The only teachers who can teach to 160 are Diego, Ferros and Cassia
Zitat von chessdragon136
Another bugfix:
When learning Leatherworking from Bosper with no LP, the "Learned Leatherworking" text is still displayed.
Proposed fix:
Move from DIA_VLK_413_Bosper.d Line 562
AI_PrintScreen(PRINT_LEARNLEATHER,-1,52,FONT_SCREENBRIGHTLARGE,3);
To b_teachplayertalentleather.d Line 16
Thanks for the suggestion would be best if you could post a list of bugs instead of a single bug/bugfix after playing for a while thanks just makes things easier for us
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Zitat von Gwyn-Deith
Then go to Diego? The only teachers who can teach to 160 are Diego, Ferros and Cassia
But he is in VoM and i'm in CH1.. Also, I think many people after completing CH1 go to Jharkendar before VoM, which has 0 trainers for >90.. It is a lot to ask that on levelling up to expect players to leave Jharkendar, get into VoM and then get to Diego in his hideout. As it is, you may as well complete VoM and go to Jharkendar in CH3.
All I ask is for some consideration for some other trainers to be classified as T_HIGH and thus train to 120. With the new LP system players hitting 90 in base attributes in CH1 is relatively easy, and access to trainers becomes a pain.
Zitat von Gwyn-Deith
Thanks for the suggestion would be best if you could post a list of bugs instead of a single bug/bugfix after playing for a while thanks just makes things easier for us
Ok I'll try keep a list but I've never been that good - Can i not post issues on Github? Or if you really want to be trusting I'm happy to fix issues on Github and document.
Thanks for the great work.
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Ok double post, sorry.
May I ask, the fix for the Bosper issue on GitHub currently has an if to check against:
B_TeachPlayerTalentTakeAnimalTrophy passing through LEATHERFUSE_1 (const 0)
I think this is wrong, as it will be treated as Trophy Teeth (also const 0) and teach the wrong talent.
May i suggest to change (all in Bosper DIA)
b_TeachPlayerTalentTakeAnimalTrophy
to
b_teachplayertalentleather
and then remove
b_teachplayertalentleather(self,other,LEATHERFASE_1);
The above info is based on commit id 73d791e116e9c12edde915891f50989134706494
Thanks
Geändert von chessdragon136 (10.10.2017 um 12:54 Uhr)
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Zitat von chessdragon136
Ok double post, sorry.
May I ask, the fix for the Bosper issue on GitHub currently has an if to check against:
B_TeachPlayerTalentTakeAnimalTrophy passing through LEATHERFUSE_1 (const 0)
I think this is wrong, as it will be treated as Trophy Teeth (also const 0) and teach the wrong talent.
May i suggest to change (all in Bosper DIA)
b_TeachPlayerTalentTakeAnimalTrophy
to
b_teachplayertalentleather
and then remove
b_teachplayertalentleather(self,other,LEATHERFASE_1);
The above info is based on commit id 73d791e116e9c12edde915891f50989134706494
Thanks
Thanks i fixed it up
We are ok with coders for now imo atm not that much to do besides very small bug fixes so best not to have to many people coding, although this may change in the future with the maany things we want to add. People focusing of testing and reporting bug lists is much more needed .
EDIT: oh i get your issue with a DEX trainer that early, we can change a couple other NPCs as a > 90 dex trainer in NW Chap1
Geändert von Gwyn-Deith (10.10.2017 um 13:35 Uhr)
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Thanks for the swift response as ever. Is useful given that I am in Asia and the time zone differences can make conversations last for days instead of minutes sometimes..
I may reach out to you guys in the future as for a while I have been working on a Mod but given the direction you are taking L'hiver in it is more tempting to modify it into L'hiver. Essentially, my mod is a quest pack for apprentices, using the skills learned from whomever you signed up with and they continue throughout the game.. As you can imagine using L'hiver can create more varied questlines..
Good luck, and I'll no doubt be on here once and again - I have missed modding Gothic!
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Zitat von chessdragon136
Thanks for the swift response as ever. Is useful given that I am in Asia and the time zone differences can make conversations last for days instead of minutes sometimes..
I may reach out to you guys in the future as for a while I have been working on a Mod but given the direction you are taking L'hiver in it is more tempting to modify it into L'hiver. Essentially, my mod is a quest pack for apprentices, using the skills learned from whomever you signed up with and they continue throughout the game.. As you can imagine using L'hiver can create more varied questlines..
Good luck, and I'll no doubt be on here once and again - I have missed modding Gothic!
Sounds interesting, ofc can't make too many promises about modding for questlines but yes absolutely we could use help in the future when we start to add many other features, esp. a game world (zen/spacer) editor.
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Rookie
I still have no idea if this is an overhaul or bugfixes or just improves graphics, but it sounds AWESOME! Good job you Gothic Gods!
Couple of questions though:
- When is 1.1.2 due to be released, because if I read the thread right it will break savegames. Should I hold off on a new playthrough and wait for the new version...
- Also, is it compatible with Yet Another Unofficial Patch? Will those fixes be implemented here, or are they the same fixes?
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Zitat von Canes
I still have no idea if this is an overhaul or bugfixes or just improves graphics, but it sounds AWESOME! Good job you Gothic Gods!
Couple of questions though:
- When is 1.1.2 due to be released, because if I read the thread right it will break savegames. Should I hold off on a new playthrough and wait for the new version...
- Also, is it compatible with Yet Another Unofficial Patch? Will those fixes be implemented here, or are they the same fixes?
- I think it won't take too much for the 1.1.2 to be released, but we're still not sure. (if it was me i would wait 1 week or even more since the modifications are important and changes the game a lot )
- Something has already changed and we'll bring some features for sure, since lot of them seems good, but it'll take a while
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Rookie
Zitat von Masty
- I think it won't take too much for the 1.1.2 to be released, but we're still not sure. (if it was me i would wait 1 week or even more since the modifications are important and changes the game a lot )
- Something has already changed and we'll bring some features for sure, since lot of them seems good, but it'll take a while
Thank you very much for the fast response. I guess I'll hold off replaying Gothic 2 for now until version 1.1.2 is out -- no rush. Waited 5-something years to replay, I can wait another week or two.
Also, wanted to make a note here to anyone who gets the checksum mismatch error. It's caused by the 4gb_patch, the one we use to allocate more memory to the executable. Since it's a patch it changes the checksum.But it can be safely ignored, it should not affect the game if you have everything installed correctly, or you can install version DX11_17.5_Liker that does not display the notification. 17.5 Liker also fixes the hang/freeze when exiting the game.
Naturally, this is for users that use D3D11.
Geändert von Canes (10.10.2017 um 20:59 Uhr)
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Zitat von Canes
I still have no idea if this is an overhaul or bugfixes or just improves graphics, but it sounds AWESOME! Good job you Gothic Gods!
Couple of questions though:
- When is 1.1.2 due to be released, because if I read the thread right it will break savegames. Should I hold off on a new playthrough and wait for the new version...
- Also, is it compatible with Yet Another Unofficial Patch? Will those fixes be implemented here, or are they the same fixes?
- Mod adds new interactions, survival mechanics (optional), new locations, new talents e.g. armour crafting, bow crafting. You can read the main page for a better description and the changelog.
- If you haven't started yet, yes might as well wait
- No it is not compatible since it modifies the scripts, there are many fixes that are the same but we may add some from there as Masty said
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