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  1. #1 Reply With Quote
    Schwertmeister CzarnyAfgan's Avatar
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    Hi. I want to present you my DLC sized mod I am working on:

    RISEN - LAND OF UNDEAD

    [IMG][Bild: Snapshot__2020_03_28_0009.jpg][/IMG]

    https://www.nexusmods.com/risen/mods/10
    CzarnyAfgan is offline Last edited by CzarnyAfgan; 28.03.2020 at 02:12.

  2. #2 Reply With Quote
    Lehrling
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    nice
    risen fan is offline

  3. #3 Reply With Quote
    Adventurer DarkGoth's Avatar
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    hi CzarnyAfgan,

    i appreciate your efforts and i suggest you to keep going on with your ideas, even if this section of the forum is (i think) abandoned, mostly.

    I hope to see you futures update with this mod and that someone here can help you for advices and/or speed-up your intentions.

    Good Luck
    DarkGoth is offline

  4. #4 Reply With Quote
    Lehrling Gehwagenschieber's Avatar
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    The forum might look abandoned, but I am sure there are a lot of excited people on the worldofgothic forum who would be very happy to finally have more content for Risen.
    I will have a look here every few months, but I think making an announcement on the worldofgothic forum when the mod is released would raise great attention (if the forum rules allow for it)

    Keep going and good luck!
    Gehwagenschieber is offline

  5. #5 Reply With Quote
    Fighter horstVyacheslav420's Avatar
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    Just came here to say there is definitely interest. Risen 1 was awesome and it's the only game in the series I find myself coming back to. This forum might be dead because PB is finished with the series, but I think there are more Risen 1 fans than you might think.
    horstVyacheslav420 is offline

  6. #6 Reply With Quote
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    I wish you a good day, CzarnyAfgan and want to report about the some bugs detected in a latest build v0.538:
    - There are no names for the rake (It_Staff_Rake) and shovel (It_Staff_Shovel), which are equipped with an undead villagers (Skeleton_Villager, Skeleton_Villager_02, Skeleton_Villager_03, Skeleton_Villager_04). In addition too much items shows the wrong inventory icons, for example, the scythe (It_Staff_Scythe) (icon from the spear), rake and shovel (icon from the novice staff). And one more problem: for a some reason after installing your mod game crashes during exit:
    Spoiler:(zum lesen bitte Text markieren)
    Risen.exe V1.0.96124 (Rev. 0)
    The thread attempts to read from or write to a virtual address for which it does not have access.

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

    eCResourceCache2::LoadData -> Cached In: [ lazy ] ST_Bark_08_Comp_01._ximg
    eCResourceCache2::LoadData -> Cached In: [ lazy ] ST_Tree_M_JapaneseMaple_02._xspt
    eCResourceCache2::LoadData -> Cached In: [ lazy ] sfx_env_doncamp_wind_01._xsnd
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Obj_Nat_Ivy_Big_Top_01._xmsh
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Nat_Vegetation_Ivy_01_Diffuse_01._xmat
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Nat_Vegetation_Ivy_01_Normal_01._ximg
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Obj_Nat_Ivy_Small_Top_01._xmsh
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Obj_LS_Torch_Ground_01_HD._xmsh
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Obj_Dec_Signpost_Plank_01._xmsh
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Obj_Nat_Ivy_Big_Bottom_01._xmsh
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Object_Interact_Forge._xmsh
    eCResourceCache2::LoadData -> Cached In: [ lazy ] sfx_entity_forge_coal_01._xsnd
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Obj_Nat_Stone_Shape_01_Small_L01._xmsh
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Object_Interact_Cooling_Monastery._xmsh
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Monastery_Stone_Wall_Aps_01_Diffuse_01._xmat
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Monastery_Stone_Wall_Aps_01_Diffuse_01._ximg
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Monastery_Stone_Wall_Aps_01_Normal_01._ximg
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Monastery_Stone_Wall_Aps_01_Comp_01._ximg
    eCResourceCache2::LoadData -> Cached In: [ lazy ] sfx_foley_steps_earth_sprint_left_02._xsnd
    eCResourceCache2::LoadQueuedData -> Queued resource is already loaded: sfx_foley_steps_earth_sprint_left_02._xsnd
    eCResourceCache2::LoadData -> Cached In: [ lazy ] sfx_foley_steps_earth_sprint_right_03._xsnd
    eCResourceCache2::LoadQueuedData -> Queued resource is already loaded: sfx_foley_steps_earth_sprint_right_03._xsnd
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Obj_Dec_Signpost_Sign_01._xmsh
    C: character PC_Hero got stuck at position (57830.109375/4390.908203/30468.203125)
    C: character PC_Hero got stuck at position (57907.878906/4379.960938/30321.365234)
    C: character PC_Hero got stuck at position (57907.890625/4379.960938/30316.363281)
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Obj_Dec_Tent_01._xmsh
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Obj_Nat_Liana_Big_01._xmsh
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Obj_Dec_Tent_01._xcom
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Nat_SwampStuff_01_Diffuse_01._xmat
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Nat_SwampStuff_01_Diffuse_01._ximg
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Nat_SwampStuff_01_Normal_01._ximg
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Obj_LS_Wall_Ring_Torch_01._xmsh
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Levelmesh_Landscape_S055_COL._xcom
    eCPhysicObject::Create -> Proprietary mesh data (Tower_Outpost_Side.xnvmsh) does not exist for entity Castle_Tower_Side, collision will be disabled!
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Object_Interact_Anvil._xmsh
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Obj_Nat_Roots_Small_Top_01._xmsh
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Obj_Nat_Liana_Small_01._xmsh
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Obj_Furn_Table_02._xmsh
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Object_Interact_Stool_Round._xmsh
    eCPhysicObject::Create -> Proprietary mesh data (Cave_Entrance_01.xnvmsh) does not exist for entity Cave_Entrance_01, collision will be disabled!
    eCPhysicObject::Create -> Proprietary mesh data (Cave_Entrance_01.xnvmsh) does not exist for entity Cave_Entrance_01, collision will be disabled!
    eCPhysicObject::Create -> Proprietary mesh data (Cave_Entrance_01.xnvmsh) does not exist for entity Cave_Entrance_01, collision will be disabled!
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Object_Interact_Pick_Ore_Iron._xmsh
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Special_Ore_Iron_01_Diffuse_01._xmat
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Special_Decal_Ore_Iron_01_Diffuse_01._ximg
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Special_Decal_Ore_Gold_01_Comp_01._ximg
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Special_Decal_Ore_Gold_01_Normal_01._ximg
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Object_Interact_Bed_Pallet._xmsh
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Object_Interact_Stool_Treestump._xmsh

    - Too many thugs haven't their names (Thug_Easy_01, Thug_Easy_01_A, Thug_Easy_02, Thug_Easy_03, Thug_Easy_04, Thug_Hard_01).
    - The legendary scorpion (GiantScorpionLegendary), the rusty crossbow (It_Crossbow_Rusty), the broken shield (It_Shield_Tower_Broken), the leader of the wolf pack (Wolf_Alpha_Male), the big wolf (Wolf_Large), and the throne of the skeleton king (Object_Interact_Throne_Undead) have no names.
    - When a hero calls the Don's fighters to fight in the arena, they don't go there and draw their weapons where they have caught their challenge and after that they aren't taken into focus. In a game without any mods it works perfectly.
    - An invisible skeleton crossbowman (his crossbow crawls on the ground) at the cemetery, to which Patty leads the hero in the 2nd chapter. Moreover, his code (Skeleton_Nude_Ranged) is available in the editor when focusing on it, but can't spawn his copy because of a bug that such entity doesn't exist.
    - A buggy models for the ranger clothes (It_Armor_Ranger) and the meatbug (Meatbug).
    - No models for the crawlers (Minecrawler and Monster_Crawler), ripper (RipperXL), legendary swamp worm (Rotworm_Legendary) and gray wolf (Wolf_Grey).
    - An empty loot inventory have a thug's leader (Scar), pirate (Pirate), guards (Don_Guard_01) and the chests, which are located at the different entrances to the Don's and thug's camps and in an undead fortress.
    - Missing names for the pirate, legendary swamp worm, hunter's armor (It_Armor_Don_Hunter_Heavy), ranger's clothes and two types of the thug's clothes (It_Armor_Thug_01, It_Armor_Thug_02).
    - Another one an invisible wolf (Wolf_Alpha) and a strange axe that has a model, but invisible in the inventory (It_Wpn_Axe_1H_Dread) on the Tyves peninsula.
    - For example, in an undead fortress it is impossible to open a door - the hero permanently moves to the left of it and stops against a wall. Also on this peninsula hero can't summon a skeleton, therefore to summon it you should to return to the main part of the island.
    - One of the wooden fences in the thug's camp and the upper part of one of the central tower in the undead fortress are permeable to the hero and NPCs.
    - Unfortunately the crash logs give too little information about the reasons of the crash, for example, the log of the last crash when leaving the game, and to get the logs and dumps, you will have to manually create the directory structure in the user profile (C:\Users\<User name>\Documents\Risen\Dumps):
    Spoiler:(zum lesen bitte Text markieren)
    Risen.exe V1.0.96124 (Rev. 0)
    The thread attempts to read from or write to a virtual address for which it does not have access.

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

    eCResourceCache2::LoadData -> Cached In: [ lazy ] ST_Bark_08_Comp_01._ximg
    eCResourceCache2::LoadData -> Cached In: [ lazy ] ST_Tree_M_JapaneseMaple_02._xspt
    eCResourceCache2::LoadData -> Cached In: [ lazy ] sfx_env_doncamp_wind_01._xsnd
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Obj_Nat_Ivy_Big_Top_01._xmsh
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Nat_Vegetation_Ivy_01_Diffuse_01._xmat
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Nat_Vegetation_Ivy_01_Normal_01._ximg
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Obj_Nat_Ivy_Small_Top_01._xmsh
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Obj_LS_Torch_Ground_01_HD._xmsh
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Obj_Dec_Signpost_Plank_01._xmsh
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Obj_Nat_Ivy_Big_Bottom_01._xmsh
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Object_Interact_Forge._xmsh
    eCResourceCache2::LoadData -> Cached In: [ lazy ] sfx_entity_forge_coal_01._xsnd
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Obj_Nat_Stone_Shape_01_Small_L01._xmsh
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Object_Interact_Cooling_Monastery._xmsh
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Monastery_Stone_Wall_Aps_01_Diffuse_01._xmat
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Monastery_Stone_Wall_Aps_01_Diffuse_01._ximg
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Monastery_Stone_Wall_Aps_01_Normal_01._ximg
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Monastery_Stone_Wall_Aps_01_Comp_01._ximg
    eCResourceCache2::LoadData -> Cached In: [ lazy ] sfx_foley_steps_earth_sprint_left_02._xsnd
    eCResourceCache2::LoadQueuedData -> Queued resource is already loaded: sfx_foley_steps_earth_sprint_left_02._xsnd
    eCResourceCache2::LoadData -> Cached In: [ lazy ] sfx_foley_steps_earth_sprint_right_03._xsnd
    eCResourceCache2::LoadQueuedData -> Queued resource is already loaded: sfx_foley_steps_earth_sprint_right_03._xsnd
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Obj_Dec_Signpost_Sign_01._xmsh
    C: character PC_Hero got stuck at position (57830.109375/4390.908203/30468.203125)
    C: character PC_Hero got stuck at position (57907.878906/4379.960938/30321.365234)
    C: character PC_Hero got stuck at position (57907.890625/4379.960938/30316.363281)
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Obj_Dec_Tent_01._xmsh
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Obj_Nat_Liana_Big_01._xmsh
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Obj_Dec_Tent_01._xcom
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Nat_SwampStuff_01_Diffuse_01._xmat
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Nat_SwampStuff_01_Diffuse_01._ximg
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Nat_SwampStuff_01_Normal_01._ximg
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Obj_LS_Wall_Ring_Torch_01._xmsh
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Levelmesh_Landscape_S055_COL._xcom
    eCPhysicObject::Create -> Proprietary mesh data (Tower_Outpost_Side.xnvmsh) does not exist for entity Castle_Tower_Side, collision will be disabled!
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Object_Interact_Anvil._xmsh
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Obj_Nat_Roots_Small_Top_01._xmsh
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Obj_Nat_Liana_Small_01._xmsh
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Obj_Furn_Table_02._xmsh
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Object_Interact_Stool_Round._xmsh
    eCPhysicObject::Create -> Proprietary mesh data (Cave_Entrance_01.xnvmsh) does not exist for entity Cave_Entrance_01, collision will be disabled!
    eCPhysicObject::Create -> Proprietary mesh data (Cave_Entrance_01.xnvmsh) does not exist for entity Cave_Entrance_01, collision will be disabled!
    eCPhysicObject::Create -> Proprietary mesh data (Cave_Entrance_01.xnvmsh) does not exist for entity Cave_Entrance_01, collision will be disabled!
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Object_Interact_Pick_Ore_Iron._xmsh
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Special_Ore_Iron_01_Diffuse_01._xmat
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Special_Decal_Ore_Iron_01_Diffuse_01._ximg
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Special_Decal_Ore_Gold_01_Comp_01._ximg
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Special_Decal_Ore_Gold_01_Normal_01._ximg
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Object_Interact_Bed_Pallet._xmsh
    eCResourceCache2::LoadData -> Cached In: [ lazy ] Object_Interact_Stool_Treestump._xmsh

    - I found another unnamed NPC in Tyves who should be called Samuel (Samuel).
    - An iron ore vein (Object_Interact_Pick_Ore) has no name.
    - A strange cave with undead, where the dropped items fall under the textures and can only be reached with a telekinesis spell.
    - The trader (Trader_Outdoor_01) and his bodyguard (Bodyguard_01) in the forest near the Marvin's hut don't help each other if the hero attacks one of them. Instead, a NPC not participating in the fight goes to observing mode and cheers the fighters.
    - A wrong entity code for the weapon trader in the town, instead of Trader_Town_01 it should be Trader_Harbour_Town_01.
    - One of the guards in the volcanic fortress (Inq_Guard_Magicgate) has no name.
    - A very strange moment in the mod is the ability to buy a heavy hunter (It_Armor_Don_Hunter_Heavy) and a fighter (It_Armor_Don_Fighter_Heavy) armors from the Holy Flame magician Cormac without to join a hero to the one of the communities. This thing is greatly improves the exploration of the new territories, but makes it useless to obtain a similar level of protection armors, which in the game without any mods becomes available only in the following chapters. Therefore, the mod restriction for equipping with these armors based on a hero's level (10th and 14th levels, respectively) doesn't prevent the player to equip these armors prematurely, because during wiping the available in a 1st chapter part of the Faranga island you can obtain a much higher level, for example, my hero is on the 19th level without entrance to the Harbour town.
    - There are problems with the AI navigation paths before entering the undead fortress, for example, the summoned skeleton Fred can enter into an endless loop when he searches for the right path.
    Dimus is offline Last edited by Dimus; 06.10.2020 at 22:35. Reason: A latest bug reports.

  7. #7 Reply With Quote
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    A good work, comrade. I tried to check a differences between the 0.538 and 0.539.1 versions. As far I know that you added a new entities requires to start a new game (a battle mage armor and his hood), a lots of the medium and a hard thugs with a same guild like a Don's workers and cut off any templates with a missing or a buggy models.

    Groovy! I glad to see that too much of the well known bugs were fixed in a latest mod version. Therefore I want to ask: why the thug's guild is the same as the Don's camp workers?
    Dimus is offline Last edited by Dimus; 12.10.2020 at 19:54.

  8. #8 Reply With Quote
    Schwertmeister CzarnyAfgan's Avatar
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    Hi, because they come from the Don Worker template. Amount of available guilds is limited.
    CzarnyAfgan is offline

  9. #9 Reply With Quote
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    It's very bad that the number of available guilds has this crappy limitation. Therefore in a next version you can cut or move the nearest to the Don's hunter Neil thug (Thug_Easy_01)?

    I want to report the issue to Baltram, because using his script extensions dll along with a latest unofficial patch causes a logic bugs for the all Don's fighters when the hero challenges them to fight in the arena. Moreover, in a game without mods all fighters lead the hero to the arena correctly.

    Unfortunately, even in a game without mods during the fights in the arena I never saw any spectators there and therefore is unknown from whom Craig can obtain information who won or lost the fight on which the player made his bet.
    Dimus is offline

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