@blackpirate
Nun gut dann schau ich nochmal genauer nach
Eine Tür bekomme ich aber nicht auf , da mir der entsprechende Schlüssel fehlt und zwar in einem Zimmer eines ehemaligen Erzbaron
MSI MPG 321URX QD-OLED
Roccat Kone Aimo
Logitech G11
Sharkoon Skiller Pro
Gigabyte Z790 D DDR 4 Ultra Durable
Intel(R) Core(TM) i7-14700KF 3.40 GHz
Gainward RTX 4070 Super Ti
32 GB Speicher DDR4-Ram Kingston Fury
Windows 10 Professional 64 bit
@blackpirate
Nun gut dann schau ich nochmal genauer nach
Eine Tür bekomme ich aber nicht auf , da mir der entsprechende Schlüssel fehlt und zwar in einem Zimmer eines ehemaligen Erzbaron
Dahinter ist kein Ork. Die Tür bekommt man erst bei einer Quest
Bei Said, dem Nomaden, kann ich gerade die Wilderjäger und Meisterschütze Fertigkeit erlernen. Bringen diese Fähigkeiten auch für's Armbrustschiessen Vorteile ?
Said erzählt mir nämlich bloß was vom Bogenschiessen.
Bei Said, dem Nomaden, kann ich gerade die Wilderjäger und Meisterschütze Fertigkeit erlernen. Bringen diese Fähigkeiten auch für's Armbrustschiessen Vorteile ?
Said erzählt mir nämlich bloß was vom Bogenschiessen.
Danke !
Und es klemmt schon wieder.
Laut Torrez hab ich jetzt genug Ansehen in Ugar und Tartaron will mit mir sprechen. Aber er spricht nicht mit mir...
Woran könnte es noch hängen ? Sollte ich's vieleicht mal bei Vollmond, nach Mitternacht versuchen ?
Danke !
Und es klemmt schon wieder.
Laut Torrez hab ich jetzt genug Ansehen in Ugar und Tartaron will mit mir sprechen. Aber er spricht nicht mit mir...
Woran könnte es noch hängen ? Sollte ich's vieleicht mal bei Vollmond, nach Mitternacht versuchen ?
Das sollte eigentlich im Tagebuch der Quest stehen. Aber unsere Komplettlösung kann dir da weiterhelfen. Du findest sie unten auf dieser Seite: https://www.worldofgothic.de/dl/download_522.htm
Hallo
ich habe Probleme mit folgende Quest zu beenden:
1.Erzversteck: Torsten nicht mehr auffindbar ist.
2.Überlebende in Vengard: da fehlt mir der Dialog da zu mit König Rhobar
3.Das Lager der Waldläufer: da fehlt mir der Dialog da zu mit König Rhobar
4.Die Rebellen von Farring: da fehlt mir der Dialog da zu mit König Rhobar
5.Die Suche nach Ritter Hector: da fehlt mir der Dialog da zu mit König Rhobar
6.der Clan der Berserker
7.Orkbesatzung von Gotha
Des weiteren kann ich auch nicht Vengard verlasen, wenn ich Lord Baldwin darauf anspreche passiert nichts.
Also komme ich auch nicht in Minental
Hallo
ich habe Probleme mit folgende Quest zu beenden:
1.Erzversteck: Torsten nicht mehr auffindbar ist.
2.Überlebende in Vengard: da fehlt mir der Dialog da zu mit König Rhobar
3.Das Lager der Waldläufer: da fehlt mir der Dialog da zu mit König Rhobar
4.Die Rebellen von Farring: da fehlt mir der Dialog da zu mit König Rhobar
5.Die Suche nach Ritter Hector: da fehlt mir der Dialog da zu mit König Rhobar
6.der Clan der Berserker
7.Orkbesatzung von Gotha
Des weiteren kann ich auch nicht Vengard verlasen, wenn ich Lord Baldwin darauf anspreche passiert nichts.
Also komme ich auch nicht in Minental
Habe Version 2.5.4
1. Es gibt in der Erzversteck-Höhle (da wo die Truhe ist) einen Bereich, wo man hochklettern muss. Du gelangst in eine größere Höhle mit Erzvorkommen. Dort sollte Torsten zu finden sein.
2. Bei dieser Quest musst du nicht mit Rhobar sprechen. Lies mal unsere Komplettlösung. Du findest sie ganz unten auf der Odyssee Downloadseite: https://www.worldofgothic.de/dl/download_522.htm
3-5. Wenn du dieses Problem hast, dann hast du Odyssee mit einer Version begonnen, wo es diese Dialoge noch nicht gab. Da kann man nur noch die Quests im GVE Tool beenden.
6-7. Auch hier sollte dir unsere Komplettlösung weiterhelfen können.
Verlassen von Vengard: Das liegt an den ganzen Quests, die du nicht beenden kannst. Mach daher folgendes: Gebe in der Konsole "Weltwechselseaworld2" ein und bestätige mit ENTER. Du wirst dann zum Weltwechselpunkt teleportiert. Dort folgt der Weltwechsel in die Seaworld2. In der Seaworld2 solltest du bei Baldwin dann den Dialog bekommen um nach Khorinis zu segeln.
Hi,
sorry for using English but I don't speak German. Also- apologies if it was asked before but I couldn't find answer. I'd like to know why (and how?!) is Jharkendar both its own map (with loading screen) AND present as part of Khorinis main map? I'm trying to reach it for Spencer's quest (wand for ritual) but when I tried to enter it I'm turned back as I shouldn't go there yet. But- since I can clearly see pirate ship in the distance I've decided to use cheat and teleport myself there (as swimming ends up badly due to sea monsters. That said- it seems perfectly possible to get there using teleport from Paladin Crypt to mountains-where 3 trolls are- and going to the edge of a map*)... And here I am, in Greg's pirate camp. I've decided to backtrack a bit and ended up in a cave that connects to Khorinis main map... When accessed from Jharkendar (I've already played Odyssee before, that's why I know). When accessed from Khorinis-Jharkendar it warps me (with loading screen) to Jharkendar proper map. I'm really puzzled here- is Jharkendar really supposed to be part of main map? What's the deal here?
I'd also like to know some more things- I've tons of stone tablets with me right now but since I can't access Jharkendar (without cheating) I can't read them. Have I missed something? Also:
There is- apparently- a smuggler cave in newly added part of Khorinis (accessible from Lombart's farm), it's long way down the coast from Khorinis pier. It's behind locked doors that require some key to open- or using Marvin mode Again- did I miss something? Or is there a quest related to it later on?
BTW- I love this mod, it's better than Gothic itself for me. Although I'd really love to see some balancing/more realistic battles with orcs in some places (few dozens of orcs in Tamora city? Sure, it's doable but I really had to abuse some game mechanics. It'd be much better if I could just take crew of Albatross with me and liberate city with their help). That said- great work, thanks a lot for that!
*As a side note- it's sort of weird there as it's trivial to just reach end of map with only some caves visible- supposedly ones that aren't supposed to be accessed at all. Maybe this area could be more tightly enclosed with mountains?
Hi,
sorry for using English but I don't speak German. Also- apologies if it was asked before but I couldn't find answer. I'd like to know why (and how?!) is Jharkendar both its own map (with loading screen) AND present as part of Khorinis main map? I'm trying to reach it for Spencer's quest (wand for ritual) but when I tried to enter it I'm turned back as I shouldn't go there yet. But- since I can clearly see pirate ship in the distance I've decided to use cheat and teleport myself there (as swimming ends up badly due to sea monsters. That said- it seems perfectly possible to get there using teleport from Paladin Crypt to mountains-where 3 trolls are- and going to the edge of a map*)... And here I am, in Greg's pirate camp. I've decided to backtrack a bit and ended up in a cave that connects to Khorinis main map... When accessed from Jharkendar (I've already played Odyssee before, that's why I know). When accessed from Khorinis-Jharkendar it warps me (with loading screen) to Jharkendar proper map. I'm really puzzled here- is Jharkendar really supposed to be part of main map? What's the deal here?
No, Jharkendar is not (or no longer) part of the main map. This is a left-over from earlier versions. You can only reach that area by using cheats. Jharkendar got moved to a later chapter. The hero turns around till he is supposed to enter.
Zitat von Mixxer5
I'd also like to know some more things- I've tons of stone tablets with me right now but since I can't access Jharkendar (without cheating) I can't read them. Have I missed something? Also:
No, reading stone tablets is not possible in early chapters (not even when you can enter Jharkendar the first time). It's a long journey till you'll find a teacher.
Zitat von Mixxer5
There is- apparently- a smuggler cave in newly added part of Khorinis (accessible from Lombart's farm), it's long way down the coast from Khorinis pier. It's behind locked doors that require some key to open- or using Marvin mode Again- did I miss something? Or is there a quest related to it later on?
Yes, a full quest-line in chapter 5 or 6, but you're about to screw it up (if you did not already). Using marvin mode to enter locked areas is not a good idea. Those areas are locked for a reason.
Hi,
sorry for using English but I don't speak German. Also- apologies if it was asked before but I couldn't find answer. I'd like to know why (and how?!) is Jharkendar both its own map (with loading screen) AND present as part of Khorinis main map? I'm trying to reach it for Spencer's quest (wand for ritual) but when I tried to enter it I'm turned back as I shouldn't go there yet. But- since I can clearly see pirate ship in the distance I've decided to use cheat and teleport myself there (as swimming ends up badly due to sea monsters. That said- it seems perfectly possible to get there using teleport from Paladin Crypt to mountains-where 3 trolls are- and going to the edge of a map*)... And here I am, in Greg's pirate camp. I've decided to backtrack a bit and ended up in a cave that connects to Khorinis main map... When accessed from Jharkendar (I've already played Odyssee before, that's why I know). When accessed from Khorinis-Jharkendar it warps me (with loading screen) to Jharkendar proper map. I'm really puzzled here- is Jharkendar really supposed to be part of main map? What's the deal here?
I'd also like to know some more things- I've tons of stone tablets with me right now but since I can't access Jharkendar (without cheating) I can't read them. Have I missed something? Also:
There is- apparently- a smuggler cave in newly added part of Khorinis (accessible from Lombart's farm), it's long way down the coast from Khorinis pier. It's behind locked doors that require some key to open- or using Marvin mode Again- did I miss something? Or is there a quest related to it later on?
BTW- I love this mod, it's better than Gothic itself for me. Although I'd really love to see some balancing/more realistic battles with orcs in some places (few dozens of orcs in Tamora city? Sure, it's doable but I really had to abuse some game mechanics. It'd be much better if I could just take crew of Albatross with me and liberate city with their help). That said- great work, thanks a lot for that!
*As a side note- it's sort of weird there as it's trivial to just reach end of map with only some caves visible- supposedly ones that aren't supposed to be accessed at all. Maybe this area could be more tightly enclosed with mountains?
Cheating will be punished in Odyssey.
Joking aside. Jharkendar and Khorinis are two separate worlds as in the main game. That was necessary for performance reasons.
The part of Jharkendar they see in Khorinis is just a clone that does not belong to history. Do not enter the area and do not use teleporters there, otherwise many mistakes will happen.
Jharkendar can be entered in the version 2.5.4 only in chapter 4. Access is only possible via two caves. Even Spencer's quests can only be done in Chapter 4. That will change in version 2.6. Then you can enter Jharkendar again in Chapter 3. We had changed that at the time because of story problems. These are now solved.
You can also get the quest with the smugglers in chapter 4.
The stone tablets can only be read at the end of Chapter 5. You'll find a teacher.
Tamora does not need to free them immediately. You can do that in chapters 4 or 5 as well.
No, Jharkendar is not (or no longer) part of the main map. This is a left-over from earlier versions. You can only reach that area by using cheats. Jharkendar got moved to a later chapter. The hero turns around till he is supposed to enter.
Ah, ok. Wouldn't it be a good idea to remove it? Maybe it's just me, but Khorinis map crashes often when saving/loading due to memory problem (I'm using 4gb patch), I assume that removing Jharkendar would help a bit as there'd be less stuff to load.
No, reading stone tablets is not possible in early chapters (not even when you can enter Jharkendar the first time). It's a long journey till you'll find a teacher.
Good to know, thanks.
Yes, a full quest-line in chapter 5 or 6, but you're about to screw it up (if you did not already). Using marvin mode to enter locked areas is not a good idea. Those areas are locked for a reason.
[/quote]
Thanks again! No worries, I'm only using marvin mode after saving, mostly to check if there isn't some other entrance available that I missed (like in this case).
One more question- I've been trying to find answer for a while but couldn't find anything. Is magic only available by using scrolls or some other forms are available as well? I thought that convincing Pyrokar to teach me ancient magic will do but I still can't create runes (I know that they aren't supposed to work anymore but I don't see how magic would work otherwise).
One more question- I've been trying to find answer for a while but couldn't find anything. Is magic only available by using scrolls or some other forms are available as well? I thought that convincing Pyrokar to teach me ancient magic will do but I still can't create runes (I know that they aren't supposed to work anymore but I don't see how magic would work otherwise).
You can't create runes. Magic is mainly based on scrolls, and on about 6 special items that work like runes but are not accessible early.
Joking aside. Jharkendar and Khorinis are two separate worlds as in the main game. That was necessary for performance reasons.
The part of Jharkendar they see in Khorinis is just a clone that does not belong to history. Do not enter the area and do not use teleporters there, otherwise many mistakes will happen.
Jharkendar can be entered in the version 2.5.4 only in chapter 4. Access is only possible via two caves. Even Spencer's quests can only be done in Chapter 4. That will change in version 2.6. Then you can enter Jharkendar again in Chapter 3. We had changed that at the time because of story problems. These are now solved.
You can also get the quest with the smugglers in chapter 4.
The stone tablets can only be read at the end of Chapter 5. You'll find a teacher.
Tamora does not need to free them immediately. You can do that in chapters 4 or 5 as well.
No worries, I'm cheating only out of curiosity, I love checking what's behind the corner
As TazmanDevil already answered most of my questions and I replied to him- is there going to be 2.6 version? Wow, I thought that 2.5.x is going to be last one, that's great!
About Tamora- well, Bruno makes it sound like it's quite urgent... So I took my immortal diggers, run straight into horde of orcs (ring of speed is great idea by the way ) and watched them kill each others. That said- it feels a bit out of place because I was easily able to defeat crews of the orc ships as well as kill war trolls while getting rid of orcs in town seemed almost impossible without using diggers as meat shields or tediously luring orcs one by one. Tamora storyline would feel so much better with few tweaks:
-already mentioned: dealing with orcs together with Albatross crew. It just feels right- they rarely see any action except for naval battles. They'd finally have proper place in story- I can very well understand why I need to infiltrate Varant on my own or do work in Khorinis mostly by myself (but again- it seems like great opportunity to involve them a bit. For example- Gernot and other paladins could join lord Andre in the tower where they'd plan what to do next, Wulfias could visit- and help liberating it- monastery, Martin could also join Lord Andre in the mountains rather than just stay on the beach next to the boats...) but why can't they be of some use when I just need some pure firepower to deal with the problem and there's no need for subtlety. It seems to me like minor adjustments (from modding point of view- just shuffling their positions and adding some dialogue lines) but would make their presence so much more prominent- and useful.
-people of Tamora could flee to the castle rather than get slaughtered. Bruno says that his people are cowards, so why everyone seems to die fighting orcs? Just put them inside castle, close the gates (why are they even open with all these orcs outside?) and it's much more believable that everyone up to the last civilian (women included) fighting orcs to the death. And Tamora already has but a handful of inhabitants, so killing off most of them makes it needlessly empty.
By the way- do you have any github/translation file that could be accessed and edited? I'd happily do some text corrections of English translation (maybe not a comprehensive one but basing on machine translation that already exists I could at least get rid of German words and fix some most glaring issues). I'm fairly surprised that there's no Polish translation yet, considering how big this mod is (and how everything Gothic related seems to get translated to Polish), so- in the long term- I could try and make it myself.
Zitat von TazmanDevil
You can't create runes. Magic is mainly based on scrolls, and on about 6 special items that work like runes but are not accessible early.
Ok, so rune tables are just decorations? I'm a bit confused because diary entries talks about creating magic runes and rune tables seem to work- dialogue opens but nothing can be produced.
For sure. We could do a lot better, and we've had plans for it in the past. But they often failed because many speakers were no longer available to us.
And re-composing important NPCs with many dialogues is a considerable effort. In addition, the performance of Gothic is very bad to perform larger battles
with companion NPCs. We have therefore reduced this to a few fights. So you can free onars farm with the help of NPCs, as well as the places Ugar, Amarna
and Ashdod in Varant and the port of Vengard. There are also two naval battles.
The 2.6 is the last version we will release. In this you can with the help of King Rhobar's men the city of Vengard recapture.
This is not possible in 2.5.4. In addition, the balancing of chapters 4-7 is significantly better and many bugs have been fixed.
For sure. We could do a lot better, and we've had plans for it in the past. But they often failed because many speakers were no longer available to us.
And re-composing important NPCs with many dialogues is a considerable effort. In addition, the performance of Gothic is very bad to perform larger battles
with companion NPCs. We have therefore reduced this to a few fights. So you can free onars farm with the help of NPCs, as well as the places Ugar, Amarna
and Ashdod in Varant and the port of Vengard. There are also two naval battles.
Yeah, I do understand that it'd be challenging to actually re-arrange plot and quests but would simply moving characters and adding some non-quest related (and obviously not voiced) dialogues require that much work as well? I don't have much experience with Gothic modding but it seems like just changing their daily routines so they stand in different locations (obviously it'd be harder to involve crew in Tamora). I'm a bit tempted to read a bit about Gothic modding tools and try to do it myself. Would you, as in- Odysee mod team, agree (purely theoretically for now, I've some ideas that seem like fairly easy to implement but making certain story points feel a bit more fleshed out) be interested in giving permission for creating sub-mod to Odysee?
The 2.6 is the last version we will release. In this you can with the help of King Rhobar's men the city of Vengard recapture.
This is not possible in 2.5.4. In addition, the balancing of chapters 4-7 is significantly better and many bugs have been fixed.
If you were to use the albatross team on Tamora or elsewhere, you would have to decide if they should be immortal, otherwise you lose important contacts.
But it would be boring to conquer places with immortal NPCs it would not be a challenge for the player anymore. With mortal NPCs, you have to remove the
dead from all worlds, because there are different instances for each NPC for each world. So there is a lot to consider.
The question is whether such a hassle is needed for companions NPCs on Tamora, since at the end of the 5th chapter you can learn the sixth circle of magic
and be able to produce many spells for the "army of darkness".
But you are welcome to change the contents of the mod, if you want. But you should not underestimate the workload. Modding in Gothic requires a lot of
knowledge and takes a lot of time.
If you were to use the albatross team on Tamora or elsewhere, you would have to decide if they should be immortal, otherwise you lose important contacts.
But it would be boring to conquer places with immortal NPCs it would not be a challenge for the player anymore. With mortal NPCs, you have to remove the
dead from all worlds, because there are different instances for each NPC for each world. So there is a lot to consider.
The question is whether such a hassle is needed for companions NPCs on Tamora, since at the end of the 5th chapter you can learn the sixth circle of magic
and be able to produce many spells for the "army of darkness".
But you are welcome to change the contents of the mod, if you want. But you should not underestimate the workload. Modding in Gothic requires a lot of
knowledge and takes a lot of time.
Well, I've been thinking about making NPCs killable in a sense that they get incapacitated rather than dead- this way there's no need to make any additional changes, except for adding some short dialogue saying "Ernst got seriously beaten up during battle, luckily Wulfias was able to save him". Or just make them unkillable- personally it bothers me much less than being one person army taking down whole orc siege by myself (and in every battle there are already invincible characters like Lord Andre and Khaled)- Odyssey has really good story in general (it really feels like an odyssey- a long journey with hero getting to know himself better and take place in universe he lives in) but Albatross and its crew seems like just a background for Roland. So- there isn't really much problem with the fact that battles outcomes are pre-determined (I suppose it'd be also possible to find some middle-ground where Albatross crew is invincible but player is tasked with with doing something specific like killing enemy commander or saving Bruno in his castle before orcs get him... But that's a lot more complicated than just pointing crew in orc direction and make them charge)- I guess that it'd be good to compare it to- let's say- Achilles. No one expects the guy to single-handedly conquer Troy just because he's a hero. From gameplay point of view it might be boring (but considering how few battles are in I don't think it'd be an issue) but it makes story a lot more believable to me.
Anyway- if you don't have any problems with editing mod, I'll happily try to make it happen
Ich habe gerade Athanos befreit und will nach Vengard segeln (müsste Kapitel 6 sein). Beim Laden von Vengard bleibt der Ladebalken jedesmal an der selben Stelle hängen und das Spiel stürzt nach ca. 3 Minuten ab.
Beim ersten mal kam auch eine Error Meldung "illegal object index", bei den folgenden Abstürzen jedoch nicht.
Woran könnte das liegen ?
Mir fiele im Moment nur ein, das Spiel neu zu installieren.
We use cookies to offer you a better browsing experience, personalise content and ads, to provide social media features and to analyse our traffic. Read about how we use cookies and how you can control them by clicking Cookie Settings. You consent to our cookies if you continue to use this website.