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  1. Beiträge anzeigen #1 Zitieren
    Apprentice
    Registriert seit
    Sep 2017
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    Kyojinmaru ist offline

    [RELEASE] G1 Community Mod Patch

    Hi guys. I've finished Gothic 1 for the first time 2 weeks ago and I've saw it's potential, so I started to mod it, mainly with another unofficial patches and mods involving fixes. So here is it, a frankenstein of fixes. It's work in progress, I would want to do more thing.

    Here are all the stuff added, changes and to do list:
    ---------------------------------------
    -GOTHIC COMMUNITY MOD PATCH v0.9-
    ---------------------------------------

    1. BASE
    --------
    Gothic 1.08j English Scripts Rev2 by NicoDE

    2. ADDONS
    -----------
    Unofficial Quick Patch by catalinux
    PG-DB Patch Mod by AndiNo
    3D+ Mesh-Patch v2.0 by davied

    3. SCRIPT CHANGES
    --------------------
    CONTENT/AI/AI_Intern/B_Functions.d // NPCs collect their weapons when they regain conscious after a lost fight
    CONTENT/AI/AI_Intern/B_Functions.d // D_DarfIchOtherBeachten function for better perception if NPC should react to drawn player weapon
    CONTENT/AI/B_Human/B_AssessBody.d // Soundpatch integration
    CONTENT/AI/B_Human/B_AssessFighter.d // The player can no longer pass any guards at any gates just by entering combat mode
    CONTENT/AI/B_Human/B_AssessFightSound.d // Draw weapon only when in PaP (ProclaimAndPunish)
    CONTENT/AI/B_Human/B_AssessTheft.d // Soundpatch integration
    CONTENT/AI/B_Human/B_AssessUseMob.d // Soundpatch integration
    CONTENT/AI/B_Human/B_MoveMob.d // NPCs use doors properly
    CONTENT/AI/B_Human/B_MoveNpc.d // NPCs no longer confront the player when he is standing in the way, if he has before defeated them
    CONTENT/AI/B_Human/B_SelectWeapon.d // NPCs draw the melee weapon when their ranged weapon is weaker than the armor of the enemy
    CONTENT/AI/TEST_SKRIPTS/CharacterHelper.d // Translated dialog to english
    ...............................................................// Stats info is correctly displayed
    ...............................................................// Changed visuals to skeleton and removed voice
    CONTENT/AI/TEST_SKRIPTS/StoryHelper.d // Translated dialog to english
    .........................................................// Changed visuals to skeleton and removed voice
    CONTENT/AI/ZS_Human/ZS_AssessDefeat.d // Draw weapon only when in PaP (ProclaimAndPunish)
    CONTENT/AI/ZS_Human/ZS_AssessEnemy.d // Draw weapon only when in PaP (ProclaimAndPunish)
    CONTENT/AI/ZS_Human/ZS_AssessFighter.d // Better perception if NPC should react to drawn player weapon
    CONTENT/AI/ZS_Human/ZS_AssessMonster.d // Don't draw weapon if monster is already dead
    .............................................................// Soundpatch integration
    CONTENT/AI/ZS_Human/ZS_AssessMurder.d // Draw weapon only when in PaP (ProclaimAndPunish)
    CONTENT/AI/ZS_Human/ZS_Attack.d // Gorn no longer attacks the player on the raid of the Free Mine
    ..................................................// Room perception fixed. NPCs stopped attacking the player if the player entered a room and left immediately
    ..................................................// Soundpatch integration
    CONTENT/AI/ZS_Human/ZS_CallGuards.d // Soundpatch integration
    CONTENT/AI/ZS_Human/ZS_ClearRoom.d // Attackreason is set to INTRUDER so that the fight doesn't end immediately in ZS_Attack
    CONTENT/AI/ZS_Human/ZS_Dead.d // NPCs have all weapons unequip when dead
    ................................................// All dead goblins are displayed without weapons
    CONTENT/AI/ZS_Human/ZS_Flee.d // NPCs don't stand still so often anymore when fleeing
    CONTENT/AI/ZS_Human/ZS_MoveNpc.d // Some fixes when threatening and waiting
    CONTENT/AI/ZS_Human/ZS_ProclaimAndPunish.d // NPC doesn't draw his weapon if he wants to turn away from player if the player beat him before
    ..................................................................// Soundpatch integration
    CONTENT/AI/ZS_Human/ZS_Upset.d // Soundpatch integration
    CONTENT/ITEMS/Food.d // Bugmeat moved to the category FOOD
    CONTENT/ITEMS/MissionItems_1.d // Fixed the key to the smithy's store
    ...............................................// Translated "Marschall des Königs" Sealed Letter and Opened Letter to English
    CONTENT/ITEMS/MissionItems_5.d // Translated "des Alten Lagers" from Dungeon Key to English
    CONTENT/ITEMS/Potions.d // Potion of Velocity and Potion of Haste have now the right value
    CONTENT/ITEMS/Written.d // Reading some books improves player attributes
    .....................................// Some names and descriptions are correctly displayed
    CONTENT/MAGIC/B_AssessMagic.d // Soundpatch integration
    CONTENT/MAGIC/ZS/ZS_Berzerk.d // NPCs can move after being enchanted
    CONTENT/STORY/Startup.d // Restored Grd_250_Gardist, near the winch operating the Old Mine gate
    .....................................// Restored BAU_925_Bauer, standing near the path leading from the New Camp gate to the rice fields
    .....................................// Restored BAU_926_Bauer, standing near the path leading from the New Camp gate to the rice fields
    .....................................// Restored Non_1501_Wegelagerer, in the camp over Cavalorn's hut
    .....................................// Restored Non_1502_Wegelagerer, in the camp over Cavalorn's hut
    .....................................// Restored Non_1503_Wegelagerer, on the way to the Orc Ruin
    .....................................// Restored Non_1504_Wegelagerer, on the way to the Orc Ruin
    .....................................// Restored ORG_888_Erpresser
    .....................................// Restored ORG_889_CoErpresser
    .....................................// 2 Snappers correctly spawned outside the Monastery ruins
    CONTENT/STORY/Story_Globals.d // Added books that improves player attributes
    CONTENT/STORY/Text.d // When learning from teachers, the amount of needed skill points is correctly displayed
    .................................// Added Protection values to High Robe of Fire and High Robe
    .................................// Added names to all MOBs
    CONTENT/STORY/B/B_GiveXP.d // No double experience gain if the NPC was beat down before
    CONTENT/STORY/B/B_SetRoguesToHostile.d // Non_1501_Wegelagerer, Non_1502_Wegelagerer, Non_1503_Wegelagerer and Non_1504_Wegelagerer are now correctly hostyle to the player
    CONTENT/STORY/B/DB_Say.d // Soundpatch integration
    CONTENT/STORY/CHAPTERS/B_Kapitelwechsel.d // Restored In Extremo concert
    CONTENT/STORY/MISSIONS/DIA_BAU_901_Horatio.d // Horatio doesn't make the player to lose STRENGTH if the player has more than 100 STRENGTH
    .......................................................................// Horatio's dialog "Thanks for your help!" is no longer permanent
    .......................................................................// Strength learned from him is correctly displayed
    CONTENT/STORY/MISSIONS/DIA_GRD_200_Thorus.d // Thorus can no longer be bribed if the player has already obtained the permit to an audience with Gomez
    ......................................................................// Corrected the bug when the option to bribe Thorus stays open even after the player already bribed him
    CONTENT/STORY/MISSIONS/DIA_GRD_201_Jackal.d // Jackal no longer harasses the player for protection money after the player has joined any Camp
    CONTENT/STORY/MISSIONS/DIA_GRD_205_Scorpio.d // Scorpio can no longer be asked to teach to fight ("Can you teach me to fight?") after he moves to Cavalorn's, since the dialogue line to get him to teach the player is another one
    CONTENT/STORY/MISSIONS/DIA_GRD_218_GuardPassage.d // Removed duplicate "END" dialogue option
    CONTENT/STORY/MISSIONS/DIA_GRD_233_Bloodwyn.d // Bloodwyn no longer harasses the player for protection money after the player has joined any Camp
    CONTENT/STORY/MISSIONS/DIA_GRD_245_GuardPassage.d // Removed duplicate "END" dialogue option
    CONTENT/STORY/MISSIONS/DIA_GRD_251_Kirgo.d // Kirgo correctly gives a beer
    CONTENT/STORY/MISSIONS/DIA_GRD_255_Fletcher.d // Fletcher no longer reopens the quest "Vanished Guard" if the quest is already completed
    CONTENT/STORY/MISSIONS/DIA_GUR_1200_YBerion.d // Y'Berion says no longer infinitely "Who let you in?" but attacks
    CONTENT/STORY/MISSIONS/DIA_GUR_1201_CorKalom.d // CorKalom correctly closes the "Weed monopoly" quest instead of "Weed delivery" quest
    CONTENT/STORY/MISSIONS/DIA_GUR_1204_BaalNamib.d // BaalNamib sells the Heavy Novice Robe in Chapter 2
    CONTENT/STORY/MISSIONS/DIA_KDW_600_Saturas.d // Saturas no longer offers to sell a second High Robe of Water
    CONTENT/STORY/MISSIONS/DIA_ORG_804_Organisator.d // The bandit before Lares hut says no longer infinitely "Go!" but attacks
    CONTENT/STORY/MISSIONS/DIA_ORG_819_Drax.d // Drax teaches hunting skills only if the player gives him a beer
    CONTENT/STORY/MISSIONS/DIA_ORG_826_Mordrag.d // Mordrag no longer escorts the player to the New Camp if the player forcibly threw him out of the Old Camp
    CONTENT/STORY/MISSIONS/DIA_ORG_833_Buster.d // Buster no longer teaches Acrobatics after the skill is already gained
    CONTENT/STORY/MISSIONS/DIA_ORG_841_Silas.d // Silas trades with the player not only once
    CONTENT/STORY/MISSIONS/DIA_ORG_855_Wolf.d // Wolf can not be offered minecrawlers' armor plates if the player already did so
    CONTENT/STORY/MISSIONS/DIA_PC_Fighter.d // Gorn can be told about Shrike's defeat only if the player knows about the hut, and the quest "Shrike's hut" can be closed even if the player defeats Shrike without knowing from Gorn about the hut
    CONTENT/STORY/MISSIONS/DIA_STT_309_Whistler.d // Whistler gets back 110 ore, if the player had asked for extra 10 ore
    CONTENT/STORY/MISSIONS/DIA_STT_311_Fisk.d // Fisk's quest "New Fence for Fisk" is triggered no matter HOW the player gets Mordrag out of the Old Camp
    CONTENT/STORY/MISSIONS/DIA_STT_331_Fingers.d // Finger's option to teach PICKPOCKET or PICKLOCK Level 2 will appear only after the player learns Level 1
    CONTENT/STORY/MISSIONS/DIA_VLK_564_Jesse.d // Jesse's quest PayForMe has been restored
    CONTENT/STORY/MISSIONS/DIA_VLK_572_Gravo.d // Gravo's notification but no diary entry if no other entries are in "Diary/General info/Merchant in the Old Camp" has been fixed
    CONTENT/STORY/MISSIONS/DIA_VLK_581_Snaf.d // Snaf can be asked about Nek even if the quest "Snaf's Recipe" is closed
    CONTENT/STORY/MISSIONS/DIA_VLK_585_Aleph.d // Aleph no longer offers to sell the key for the chests in the storage shed if the player complains about him to Brandick and has already bought the key
    CONTENT/STORY/NPC/GRD_211_Skip.d // Skip has in his inventory the key to the smithy's store
    CONTENT/STORY/NPC/GUR_1200_YBerion.d // Y'Berion has Stab_des_Lichts in inventory
    CONTENT/STORY/NPC/Non_1501_Wegelagerer.d // Changed NPC type to Rogue
    CONTENT/STORY/NPC/Non_1502_Wegelagerer.d // Changed NPC type to Rogue
    CONTENT/STORY/NPC/Non_1503_Wegelagerer.d // Changed NPC type to Rogue
    CONTENT/STORY/NPC/Non_1504_Wegelagerer.d // Changed NPC type to Rogue
    CONTENT/STORY/NPC/ORG_888_Erpresser.d // Added daily routine and small talk
    CONTENT/STORY/NPC/ORG_889_CoErpresser.d // Added daily routine and small talk
    CONTENT/STORY/NPC/PC_Fighter.d // Gorn now has correct amount of HP
    CONTENT/STORY/NPC/SLD_702_Soeldner.d // Grunt has regained his name, as in Gothic//Demo version 1.04d
    CONTENT/STORY/ZS/ZS_FollowPC.d // Companion walks if the player walks
    CONTENT/STORY/ZS/ZS_PracticeSword.d // NPCs no longer practice sword training without a weapon
    CONTENT/STORY/ZS/ZS_RoastScavenger.d // Fixed RoastScavenger animation for NPCs routine and PC_Hero interaction
    CONTENT/STORY/ZS/ZS_Sleep.d // NPCs sleep through and don't wake up immediately when they have gone to bed
    CONTENT/STORY/ZS/ZS_StandAround.d // NPCs no longer stuck or move in circles when trying to align if another NPC is standing on the FP
    SYSTEM/CAMERA/CamInst.d // Changed camera distance when sitting on bench
    SYSTEM/MENU/Menu_Opt_Controls.d // Added Show Map key, default is M
    SYSTEM/SFX/SFXInst.d // Restored NPC sounds of combat and various situations
    ................................// Restored bird sounds
    ................................// Restored alternative sounds for draw weapon, open door and RoastScavenger
    ................................// Restored crossbow shoot sound
    ................................// Restored object meets level sounds

    4. OTHER CHANGES
    -------------------
    Molerat texture changed to Gothic 2
    Bandit armors textures changed to Gothic 2

    5. TO DO
    ---------
    Restore "Hey, you!" voice before starting conversation
    Make woman killable
    .Velaya (ebr_108_velaya.d)
    .Syra (ebr_109_syra.d)
    .Seraphia (ebr_110_seraphia.d)
    .Chani (gur_1205_chani.d)
    .Natalia (gur_1207_natalia.d)
    Revise mobs names
    Fix magic scrolls textures
    Another sound for chapter start?
    Restore Sleeper Temple map
    Restore Heavy Guard armor
    Change name of summoned creatures
    Revise remaining "B_SayOverlay" entries
    Restore Abandoned Mine
    Download link: https://mega.nz/#!g3JRlYyY!GhXQpH2QY...6JxwH0jT1NLhIo

    Take in mind that I made this without knowing much about Gothic scripting, so report here any issues and let me know how its working.

    Credits:
    NicoDE
    catalinux
    AndiNo
    davied
    Geändert von Kyojinmaru (01.10.2017 um 10:54 Uhr)

  2. Beiträge anzeigen #2 Zitieren
    Knight Avatar von catalinux
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    catalinux ist offline
    I'm glad to see this Community Mod Patch.

    I haven't tested it that much, but I could see that NPCs are sleeping at night (this is the reason I started to mod G1), the Spitroast is working (and I kind of like this name more that what I used, Scavenger on Stick).

    Looks like you did a good work, and I recommend everybody to check it.

    Concerning your TO DO list - to make women killable just delete or uncomment in each babe script file

    Code:
    	flags      	=   NPC_FLAG_IMMORTAL; // wichtig, weil man sie nicht finishen kann!

  3. Beiträge anzeigen #3 Zitieren
    Apprentice
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    Kyojinmaru ist offline
    Zitat Zitat von catalinux Beitrag anzeigen
    I'm glad to see this Community Mod Patch.

    I haven't tested it that much, but I could see that NPCs are sleeping at night (this is the reason I started to mod G1), the Spitroast is working (and I kind of like this name more that what I used, Scavenger on Stick).

    Looks like you did a good work, and I recommend everybody to check it.

    Concerning your TO DO list - to make women killable just delete or uncomment in each babe script file

    Code:
        flags          =   NPC_FLAG_IMMORTAL; // wichtig, weil man sie nicht finishen kann!
    Hi dude! Your patch is my main inspiration, thanks!

    I've tried deleting the immortal flag from the woman NPCs, but when I deplete their health, they keep doing whatever they were doing. Maybe there is something wrong in their anim file.

  4. Beiträge anzeigen #4 Zitieren
    Knight Avatar von catalinux
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    Zitat Zitat von Kyojinmaru Beitrag anzeigen
    I've tried deleting the immortal flag from the woman NPCs, but when I deplete their health, they keep doing whatever they were doing. Maybe there is something wrong in their anim file.
    You are right, I forgot how sparse is the babe.mds...

  5. Beiträge anzeigen #5 Zitieren
    Apprentice
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    Kyojinmaru ist offline
    Zitat Zitat von catalinux Beitrag anzeigen
    You are right, I forgot how sparse is the babe.mds...
    Well, russian mod fix has fixed anims for woman NPCs.

  6. Beiträge anzeigen #6 Zitieren
    Fighter Avatar von Tharr
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    Provide us with a download link please.
    ...They call me The Wanderer...

  7. Beiträge anzeigen #7 Zitieren
    Knight Avatar von catalinux
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    catalinux ist offline
    Zitat Zitat von Tharr Beitrag anzeigen
    Provide us with a download link please.
    Here you go

    https://mega.nz/#!g3JRlYyY!GhXQpH2QY...6JxwH0jT1NLhIo

  8. Beiträge anzeigen #8 Zitieren
    Apprentice
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    Kyojinmaru ist offline
    Thanks buddy! Updated firts post with the link.

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