Hackmeister's Comprehensive Lorefriendly G3 Revamp
Beta - Version 0.9.9.2
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Hi,
i can finally publish my G3 Balance Overhaul. The changes are too extensive to list them here in every detail. A video explaining my approach
will follow in the next days. I will describe the mod here as best I can for now, see the explanatory changelog below.
Check out this little showcasing video of the 2h-Weapon rooster: [Video]
---- Preamble ----
Spoiler:(zum lesen bitte Text markieren)
You can scip this preamble if you don't care about motivation and stuff. However, i was never content with the base game in terms of item distribution, item progression,
mob density, merchant inventory, weapon accessibility, weapon roosters, weapon looks and much more. Moreover, a lot of available mods did not push the game in the direction
i personally wanted, as i think a lot of people have a modding philosophy about this game that i don´t share. And my philosophy can be summed up by the following: Gothic 3 does not
need more quests. It does not need more dialog, and no more things that are "foreign" to it. It needs fixing and most of all: Balancing. I say this in a humble manner as i
know taste differs from person to person. That said, I never so much liked the quests available in the QP, as i am not fond of the TTS voice, and did not agree with a lot of details of the CM, yet both kindof constitute
the base game for me, as both introduced much needed items and models (e.g. the heads of the four friends). Beyond CM and QP i could never warm up with any mod (other
than technical mods of course) as they introduce too much foreign, lore-unfriendly or balancing-wrecking things in my view. Again, this is personal taste. I very much respect the work.
That's how the motiviation for this mod was born. And maybe some see it similarly as me. Still, i thought there is a lot of good stuff out there but just needs to be put in place in order for me to create "my best version of G3".
So for this mod i took assets from QP, CM and LTM, edited a lot of myself, created some new stuff, and placed them all into a newly balanced G3.
My rule was always to use lore-friendly assets only, nothing should drag one out of the vanilla feeling of the game. Most important of all, the weapons should
feel better, there should be a distinct rooster for every weapon category. Jackydima`s combat script came around and perfectly fits into the new roosters of weapons.
So without further blabla here is an explanatory changelog:
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Goal:
- Create a lore-friendly, vanilla-based G3 without any additional quests or dialogs, but with better overall balance, item placement, item/wealth progression,
more weapons and distinct weapon roosters, as well as improving immersion and problematic vanilla stuff. Simply, get the best out of the base game.
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Changelog:
Weapons:
- 6 Weapon categories were devised with a distinct rooster for each: 2h-Swords (showcased in the video), 2h-Axes, 1h-Swords, 1h-Dex-Swords, 1h-STR-Axes/Clubs, and staffs
- Each weapon category has now at least 12 weapons (staffs i did not edit much yet)
- Damage, costs, properties and requirements of every weapon changed: The gothic rule holds -> The bigger the weapon the more the damage.
- 2H-Swords need STR and DEX and Perks; 2H-Axes need STR and perks; 1H-Swords need STR and DEX and perks; 1h-Dex and 1h-Axes/Clubs need only DEX or STR respectively
- Meshes of almost every weapon overhauled: In general weapons look plainer, and more gothic like; reach of all waepons adapted to give 2h weapons the advantage
- Weapons are distributed across merchants across the world, you will not find them in chests anymore, you can buy them (also rather early), best weapons can be crafted
- Crossbow and Bow values adapted, damage, requirement and costs
Merchants:
- Completely revamped every merchant's inventory to give them a real purpose in each location (e.g. barkeepers sell food, beverages and recipes, smiths sell high-tier
waepons)
- Handpicked every merchants inventory out of a combination of generating, refreshing and single-picked items to ensure a sensful item progression
- Ambient items added to merchants to increase immersion (e.g. general merchant sell pans, rakes, threads, porridge, wheatsacks and much more..)
- Newly created merchants and disabled some to ensure sensful item placement
- Carefully placed single items to ensure ongoing interest in merchants (e.g. Marlo sells a scroll to bless a weapon, will you use it right there or wait for another weapon?)
Items / Item Distribution / General Balancing:
- Some quests give more reputation points for rebels and mercenaries (Should be able to wear good armor before you finished all of their regular quests imo)
- Orcs are a bit stronger (+5 Levels across the board)
- Gold values of allmost all items adapted, fur in general is more valuable
- Orc weapons are less valuable but Orcs carry more gold
- To get more gold, emphasis is put on skills like smithing or pickpocketing or hunting (less so then to just browse regular chests or cheese certain game aspects)
- Completely revamped content of chests to give a better balancing and to ensure the feeling of scarcity (you wont have 600 arrows mid game now, you need to craft them now in order to keep up)
- Less arrows, less lockpicks in chests but ambient items added like threads or silver plates
- Deers have a lot more HP now and are difficult to kill without hunter 1 skill (except quest-related deer)
- Wolfs do not give meat anymore
- More valuables in locked chests, lockpicking is more useful now
- Pickpocketing gives more gold
- Revamped all HP/SP/MP values of consumables for better balancing (e.g. Health Potion gives 35%)
- Perk requirements and needed LP have been changed
Artefacts:
- Added a ton of new rings, two amulets and two ambient valuables to reflect this hole deal with the hunt for artefacts in the game
- Added rings to enable almost every perk (e.g. "ring of the barbarian" activates the axe-skill 1, this allows in principle a more dynamic character progression)
- Artefacts need INT now to be worn; Artefacts are more expensive
- Artefact merchant have a much bigger variety of artefacts and some valuabels
- Some of the inventory is based on chance, but certain artefacts are hand-placed to certain merchants, high tier stuff can still be found in the respective chests
Recipes:
- Now skill of the respective crafting categorie is needed in addition to the perk (e.g. smithing a sword might cost 45 skill points in smithing plus the perk)
- Added some new recipes in all categories (e.g. you can make iron pieces out of iron chunks)
- Overhauled ingredient lists to make recipes more useful / less painful (e.g. it is easier to make the cooking oil now)
- Smithing recipes depend on each other: E.g you need a 1h-sword to craft a longsword, but you need a longsword to craft a ruby blade and so forth
- Arrow recipes need clubs (or the wood rather) now instead of arrows
- Recipes are cheaper in general now but you need to invest more in smithing
Mob density:
- Reduced mob density in Nordmar, accompanying NPCs there might work now instead of creating a complete cluster****
- Rhinos are non-hostile now; there are less skeletons in the graves
- Removed some orcs from the Nordmar-Mine, specially around the entrance in the hope that there won't be a situation in which the entire mine goes bananas against the entire hammerclan
- Removed some orcs in venguard around the entrance temple
- Reduced goblin, skeleton, zombie and sandcrawler density accross the world a bit (if a quest was involved, that quest was edited)
- Reduced HP of some mobs to make them less spongy
Misc/Immersion:
- Distributed Thorrek's Morraarmor among some of the mercenaries, also changed worn armor variety a bit to increase immersion
- Increased worn shield and weapon variety across the midland, added two new Roundshields to Nordmar
- Fixed two of the beards that clipped heavily or looked ridiculous (that beard that goes higher than the ears is fixed now lol)
- Arrow hitbox increased hoping that bugged targets like snappers can be hit more easily
- The Paladin Helmet has an open visor now, as in Gothic 2
- Ardea Orcs have less HP to make the gamestart less annoying
- Gorn, Diego, Lee, and certain high tier mercenaries carry different weapons now
- Certain armors and helmets taken from QP, CM and LTM and distributed across the world to buy (or to craft in rare cases)
- Faction armors have political alignments now and will cause other factions members to attack
- Factionless armors added (Bandit, Crawler, Old-Mercenary, Old-Templar...) as well as some low tier citicen armors
- Beer ingredients can now be bought from farmers
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Infos:
- Current version is beta only as i have to play through G3 a couples of times now in order to iron out last balancing issues
- I absolutely and strongly recommend to use Jackydima`s Balance script for combat, as this mod benefits greatly from it
- Currently i included all of my current animation work
- As i created and adapted a lot of items i also created new translations. I tried my best to create polish and russian translation, though i am not quite sure if
the google translator always did what i wanted lol. Please let me know if phrases need adapting.
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Installation:
- Base Installation:
-- Gothic 3 plus Community Patch
-- CP Update Pack
-- Parallel Universe Patch
- Via Union+ install:
-- ContentModBase
-- CM Graphic Arcania
-- CM Graphic G2
-- CM Content
(recommended for best consistency) -- Orcs Lite
(recommended for best consistency) -- New Assassine Texture
(recommended for best consistency) -- New Mercenary Texture
(Jacky's script, recommended for best consistency) -- New Balance and Combat
(Jacky's script, recommended for best consistency) -- New Magic for NPCs Mod
-- Do not install any other mod that adds or rebalances items, nothing like QP or LTM or so
-- Other technical mods are ok to use, like model replacers, or texture mods
-- However, do not install any animation mods at this point as my ani overhaul is contained in this mod
-- All statements above are for this Union version from nexus: https://www.nexusmods.com/gothic3/mods/46 , if you use a different kind, i cannot guarantee complete consistency, and recommend to only install mentioned mods (additional model replacers for monsters are ok)
--> Finally place the packfiles from this mod into the Gothic 3/Data folder. Adapt the .m0X ending so that the files are loaded last, meaning replace X with the number of
the latest respective pack file and add +1. Or if there is no packfile other then ".pak" yet, name the file XXX.mod. If there is a .mod already but nothin else name it .m00.
--> Place the "Script_Animation.dll" into Gothic 3 / scripts
V.0.9.9.2 (fixed file structure so that there are no redundant ressources when using Union+ v1.6.3. German Small by PK.rar) https://limewire.com/d/FV8R3#R0BzfMi2Vi
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Credits:
- Thanks to all creators of the QP, CM and LTM, your high quality assets are really outstanding! (Please write me if you see a breach in copyright)
- George for his g3dit tool and his animation import/exporter, both are simply brilliant!
- MadFatal for his MeshConverter and Questeditor, also incredibly useful!
- Jackydima for his combat and animation script. Couldn't play without it!
- And all who helped answer my questions in the forum
Hi, it is all one big overhaul, so one mod. The video showcases only the 2h sword rooster. A big part of the mod was to create good weapons, but they are part of bigger G3 Revamp.
Thanks , it is still a beta though, i encountered some minor bugs, like missing icons for a helmet etc. Will update soon. Since i edited the world data a lot, it can be that some bugfixes or changes will only take effect when starting a new game.
Edit: Bei mir ist was gewaltig schiefgelaufen. Zu spielbeginn wurden die bauernhöfe befreit, keiner der freunde redet mit mir es geht nicht weiter nach reddock obwohl lester schon angesprochen wurde. Keine npcs der CM in ardea. Nur die Animationen sind drin. Habe über Union installiert mit ein paar textur mods und newgame editoren.
CM alleine hat keine besonderen NPCs in Ardea. Da sind nur die 4 Freunde.
Was genau hast du alles installiert?
Ich empfehle wie gesagt, nichts weiters zu installieren als angegeben. Außnahmen die ich selbst benutze sind:
- Refresh Trade Generated (nicht wirklich notwendig, aber kann immersion erhöhen)
- Reduced Fog (Technisch)
- Teleport Party Members (Technisch)
- Myrtana Tekstures Pack (Technisch)
- QP Mini Quests (Nur ambient quests)
Beste Vorgehensweise ist wohl über Union nur angegebene zu installieren und dann ein Cleanup zu machen (vorsicht, union kann dann nicht mehr richtig deinstallieren).
Es sind sonst soviele .mod und .XX files unter den Paks und man kann durcheinander kommen.
Vorher vielleicht auch mal eine saubere Gothic Installation machen. Ich weiß nicht wie sauber die Deinstallation über Union immer ist. E.g. Citizen Textures zu deinstallieren hat bei mir letztemal Probleme verursacht.
CM alleine hat keine besonderen NPCs in Ardea. Da sind nur die 4 Freunde.
Was genau hast du alles installiert?
Ich empfehle wie gesagt, nichts weiters zu installieren als angegeben. Außnahmen die ich selbst benutze sind:
- Refresh Trade Generated (nicht wirklich notwendig, aber kann immersion erhöhen)
- Reduced Fog (Technisch)
- Teleport Party Members (Technisch)
- Myrtana Tekstures Pack (Technisch)
- QP Mini Quests (Nur ambient quests)
Beste Vorgehensweise ist wohl über Union nur angegebene zu installieren und dann ein Cleanup zu machen (vorsicht, union kann dann nicht mehr richtig deinstallieren).
Es sind sonst soviele .mod und .XX files unter den Paks und man kann durcheinander kommen.
Vorher vielleicht auch mal eine saubere Gothic Installation machen. Ich weiß nicht wie sauber die Deinstallation über Union immer ist. E.g. Citizen Textures zu deinstallieren hat bei mir letztemal Probleme verursacht.
Habe eigentlich genau das selbe wie du Installiert. Neue G3 installationm habe jetzt wegen was auch immer keine Maus mehr und wenn ich starte kommt die meldung Irgendein Dialog das gewissen dateien doppelt sein sollen.
Habe halt zusätzlich itemlocator, new game ini, easy paladin, floating damage numbers, also eig nur kleine scripte
Habe eigentlich genau das selbe wie du Installiert. Neue G3 installationm habe jetzt wegen was auch immer keine Maus mehr und wenn ich starte kommt die meldung Irgendein Dialog das gewissen dateien doppelt sein sollen.
Habe halt zusätzlich itemlocator, new game ini, easy paladin, floating damage numbers, also eig nur kleine scripte
Mit new Game ini meinst du "New Game Configuration" ? ... diese Script mods sollten eigentlich gehen, nur weiß ich nicht genau was die machen.
Wenn du CNQEasyPaladin benutzt werden Roland und Olivier geändert. Wahrscheinlich wird meine Mod das wieder überschreiben.
Mit new Game ini meinst du "New Game Configuration" ? ... diese Script mods sollten eigentlich gehen, nur weiß ich nicht genau was die machen.
Wenn du CNQEasyPaladin benutzt werden Roland und Olivier geändert. Wahrscheinlich wird meine Mod das wieder überschreiben.
Failname Dialogm meldung kommt immernoch auch mit dem neuen Link. Also irgendetwas mache ich verkehrt. Ändere eigentlich alle ,m0X an letzte stelle sprich .m08/.m31, Nur die Strings da muss ich es auf .m00 machen weil ich nur eine .mod u. .pak habe
Newgame config, macht eigentlich nur das man LP HP und skills gleich am anfang verändern kann.
Failname Dialogm meldung kommt immernoch auch mit dem neuen Link. Also irgendetwas mache ich verkehrt. Ändere eigentlich alle ,m0X an letzte stelle sprich .m08/.m31, Nur die Strings da muss ich es auf .m00 machen weil ich nur eine .mod u. .pak habe
Newgame config, macht eigentlich nur das man LP HP und skills gleich am anfang verändern kann.
.m08 / .m31 ? Also 31 is schon krass wenn es da so viele paks gibt.... Weiß gar nicht ob die Engine das rafft.
Die Mod hat ja 9 pack files die du alle entsprechend benennen musst, der jeweiligen Kategorie entsprechend. Heißt du musst es 9 mal anpassen.
Mach doch mal eine frische G3 installation und dann ein cleanup nachdem du alles über Union installiert hast, dann ist es auch einfach die Paks anzupassen.
hackmeister_26939 -> falls du Discord hast schreib mich da mal an.
Worked over quite some stuff and the most embarassing bugs should be out . You need to start a new game for each update at the moment.
(For the WOG admins: I can't upload stuff. If i try to upload a small file (like 20kb) it says "Download Fehlgeschlagen". If i try a bigger file (100 mb) it just shows the download ring but nothing happens. Tried it with edge and chrome)
Newest download now available on the starting post. Most notable changes:
- Fixed two more beards
- Orcs are a bit stronger
- Quests give more reputation points now (Mercs and Rebels)
- All item icons and titels should now be fixed
would it be possible to play the mod without the "Projects_compiled" ???
because all the Hackmaster´s "Projects_compiled" are collide with the
"Projects_compiled" from my mod!!!
Maybe only the "Inventar" will be missing ???
Greetings
Pinguins in Panic
All the (important) merchant inventory as well as the cleanup regarding the mob density would be gone, also all weapons you find in the world would be the old ones. It would kinda render my mod pointless but you can take any asset of course and use it with your mod .