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
Results 1 to 17 of 17
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Last edited by CzarnyAfgan; 28.03.2020 at 01:12.
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nice
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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
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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!
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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.
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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.
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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.Last edited by Dimus; 06.10.2020 at 21:35. Reason: A latest bug reports.
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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?Last edited by Dimus; 12.10.2020 at 18:54.
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Hi, because they come from the Don Worker template. Amount of available guilds is limited.
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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.
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Testing of the version 0.539.2 continues.
1. There is no name for the campfire in the thug's camp on the Tyves Peninsula, because the code for this interactive object is Fire instead Object_Interact_Campfire.
2. Costa sells 5 copies of the Cole's hunting bow (It_Bow_Cole), Sergio has an additional armor plate (It_Goldplate) in his inventory, and the weapon's trader has an additional worst sword in the world (It_1HS_BadSword).
3. One of the campfires (Object_Interact_Campfire) and some of the water barrels (Object_Interact_Waterbarrel) doesn't work - when the hero tries to use it, the interaction with these objects is interrupted.
4. Can't pick a plant on the Tyves Peninsula.
A screen shots with the buggy campfires and water barrels and the non-pickable plant you can see there.
5. A serious bug was detected in a 3rd chapter when the hero trying to open the main gate to the lizard fortress.
Ringo:
In the third chapter, when the inquisitor sends to find two levers to open the gate: there are no problems with the first one, everything is as before, but with the second there was a problem. The guard disappeared near the grate, who has a second bust to open it, and while if you put only one bust on a pedestal (any), then the grate does not open, but the gates themselves become open, and Mendoza does not react in any way, stands and turns the column further... If you go through the gate, then the trap does not react in any way (at least pull the lever, at least not), if you go further, then both workers have dialogues about the lizard squad and you can reach the fence and free it, but there is no passage to the street. With grief in half, I decided to open the gate with both winches. (two scrolls of levitation and on the platform where the winch can fly) and Mendoza still accepted the quest with the gates and stood in front of them, but the problem with the "tunnel" quest did not dare... the trap, as well as the lever itself, do not work... a squad of lizards does not appear, although there are dialogues... Mendoza stands in front of an open gate and does not enter into a dialogue... Tell me the solution if anyone knows.
Dimus:
I confirm that there is a problem, and it cannot be solved even with the cheat codes. If you insert a second bust (spawn It_Bust_VulcanTemple_MainDoor) and install it on the altar, a room with the second winch will open, this winch can be activated and the hero can report it to the inquisitor. But after that, Mendoza and the warriors still continue to stand in a front of the open gate. Moreover, in the game without mods, the gate to the lizard fortress open without problems.
After the second winch activation I changed the state of the quest to open the main gate to "successfully completed" (setqueststatus Inquisitor_OpenMaingate succeed) - Mendoza had a corresponding dialogue and the quest "Tunnel" was started, but after switching the lever, which should deactivate the trap at the entrance to the fortress and open a tunnel in the side room nothing happened. Changing the state of this quest (setqueststatus Inquisitor_ScoutTunnel succeed) does nothing.Last edited by Dimus; 04.02.2021 at 10:06.
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Does anyone know where to find the Helmet of the Battlemage? Ive food the robe but not the helmet!
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Try
Spoiler:(zum lesen bitte Text markieren)(At least I can see the guid of It_Helmet_Hood_Mage there in the lrent data.)Karlsen's inventory"in der Erkundung dieser weiten und wunderbaren Welt" (post #70, höre link unten)
TAS for Elex 2 at ELEX II Nexus - Mods and Community (nexusmods.com)
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Genug der "Blumensträuße". Ich WILL MadBob! Beugt die Realität!
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Unfortunately even in the last mod version (0.539.3) I stuck again in a same place because I can't find the second bust that opens the grate at the entrance to the room with the second winch. The first bust I got from the lizard guard at a dead end with a lever deactivating the first fire trap.
I noticed that NPCs (sometimes a hero) can go through the fences surrounding Don's camp and the Inquisition camp at the ruins near the big swamp. It looks like these fences have collisions incorrectly registered.Last edited by Dimus; 16.06.2021 at 09:40.
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Despite the presence of the 2nd bust in version 0.540, the game story is still blocked at the beginning of the 3rd chapter. It looks like the triggers associated with the quests "Open the great gate" and "The tunnel" are broken in the mod. For example, after activating both winches, the first quest doesn't complete successfully (it has to be closed with the setqueststatus console command), and activating the lever in the second quest doesn't open the passage to the room to the left of the large drawbridge, where the inquisitor and his warriors should come.
Last edited by Dimus; 28.07.2021 at 10:39.
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I found a pair of places where the interaction of the player with interactive objects doesn't work correctly.
The hero can't use the bed (thug's hut near the novice ranch).
The hero can't cool the forged sword (forge in the fortress of the undead on the Tyves peninsula).
Screenshots of these places are in the archive.
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Yes, I paid attension to it too. Would be nice if it can be fixed at some point so we can enjoy full game opportunities where it is possible. This weekend I will be playing with my friends from our Munich flats here and as always we are going to have great time.
HiLast edited by Nodero; 09.02.2022 at 09:44.
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Does it work with Risen Remaster? I ask because that texture mod introduce it's own launcer and ask for the Unofficial Patch 1.3.