Home Gothic Gothic II Gothic 3 Gothic 4 Downloads Forums

 

Ergebnis 1 bis 3 von 3
  1. Beiträge anzeigen #1
    Mod-Starter Project  Avatar von LordOfWAR
    Registriert seit
    Mar 2008
    Ort
    Ukraine
    Beiträge
    3.981
     
    LordOfWAR ist offline

    Exclamation [1.7x]Gothic3 - Mod Starter (v1.2) by PiranhaClub & Mighty DWARF

    Gothic3 - Mod Starter (v1.2) by PiranhaClub & Mighty DWARF

    There i want to make release of our new recently-promised program - "Gothic3 - Mod Starter (v1.2) by PiranhaClub & Mighty DWARF". We rebuild it with support of CP 1.70. So program support all things (aprox ) what was written in modders manual of CP1.70.

    Program support CP1.7x patch's. But it's not mean that mod's what was written to CP1.70 will work on CP1.71 , so you must check it's compatibility.

    Many things of MDS was rebuilded or builded from "0". More detailed about all things you can read in Readme :

    Spoiler:(zum lesen bitte Text markieren)

    Gothic 3 Mod Starter by PiranhaClub & Mighty DWARF (CP 1.70 support version).

    ______________________________________

    License agreements :

    This program was developed by LordOfWAR, with SergeyS and Mighty DWARF help.

    Also thanks to NicoDE for perfect pak tools(because of G3Pak and G3PakDir was integrated into MDS, if you want to use and reupload and e.t.c. your mod-packs with MDS, you must read and be agree with Terms of Use of G3Pak and G3PakDir (Readme\G3Pak.txt, Readme\G3PakDir.txt).

    Mod Starter was optimized to WernerTWC's Sammel Mod v2.0 structure and to Mighty DWARF's mod-pack (HotFixes, Modifications).

    This program is fully free, and you can use it in any variations. That means that you can use it in your projects, reupload, give links and e.t.c. Also you can add some translations, of course if you know how. One think what i deny - change program codes without me .

    You use this program for you own risk. And I do not guarantee that all will works good. If you will find some bugs, pls notice me in PM on WOG,Jowood, or PiranhaClub forums.

    ______________________________________

    This version of Mod-Starter support CP 1.70 and will work only with it.

    In this version, MDS will work only with m0x or n0x files because of CP 1.70 standart. Also in this version MDS can directly extract/pack data files, because NicoDE's G3Pak and G3PakDir was integrated into MDS.


    Short instruction - how to use :


    You can connect your own mods to the mds by creating new folder in FanMods, and add to there some needed to g3 and to mds files :


    1. You must necessarily have in mod folder at least one *.m0x (or(and) *.n0x , but not *.pak) file, if program will not found this files, then folder will be skipped. (m0x or n0x files, during integrating, will be copied to the Gothic3\Data\ folder with incremental number, that means - if in Gothic3\Data\ there is file templates.m02 , then templates.m0x file will have name - templates.m03 and e.t.c.).

    2. You can have in mod folder only one *.jpg file (size - 330х327 or 315х312), all others image resolutions was not tested (they will be resized to this resolution). If image will be not found, mds will use default one.

    3. You can have in mod folder *.rtf file (WordPad file), with full desription of mod, and e.t.c.

    4. You can have in mod folder only one readme.txt (or readme.rtf) file - short description of mod, wich will be displayed in program.

    5. You can add only one stringtableMod.ini file (with exact file name). In this file you can add strings which later, during integrating, will be added into stringtable.ini (but in stringtableMod.ini there must be stringtable.ini format too, that means that there must be sections, keys and their values, so structure same as in stringtable.ini ...). During integrating, program unpack archives, change needed data and then pack it again. You need rememer that stringtableMod.ini will be packed into .m0x file, also you can have in same folder - stringtableNod.ini file, which will be packed into .n0x file (will works only with AB), but i recomend to you don't use it, because with strings in n0x files can be conflicts, so just use stringtableMod.ini which will works with and without AB.

    6. In your mod folder, you can also add some *Mod.lrtpldatasc files. That means, for example - if you decide to update in your mod, Objects_Buildings.lrtpldatasc file, you must have in mod folder, file with name - Objects_BuildingsMod.lrtpldatasc , where will be only new strings which then will be added into Objects_Buildings.lrtpldatasc. (You also can add new strings or change existing strings. For example, let's see some original file (*.lrtpldatasc) which is in templates.pak. As we see, it's structure some like this :

    [sectionname]
    key1=value1
    key2=value2 ...

    So, that means, that you can create Objects_BuildingsMod.lrtpldatasc file with same structure, add new keys, values, or new values for existing keys... and then, during integrating, MDS will repack templates.pak and write all strings (if file - Objects_BuildingsMod.lrtpldatasc will be without string - "[sectionname]", all strings will be added into Objects_Buildings.lrtpldatasc as new strings into end of file, if not, all keys will be rewritten, and new will be added to the end of file too.) You must understand, that program will find needed file to update herself (As we see, different of names is in word *Mod.lrtpldatasc and that means, that program can make search of needed file...), so it is not needed to add path to file which you whant to update somewhere into program, because templates.pak (and e.t.c.) will be extracted during integrating, file will be founded, updated and only changed files, then, will be packed to m0x (with and without AB)...

    Yes, i said - m0x, because you use name - Objects_BuildingsMod.lrtpldatasc (*Mod.lrtpldatasc), so if you will make file with name - *Nod.lrtpldatasc (Objects_BuildingsNod.lrtpldatasc), changes will be packed into n0x (work only with AB). You can have *Mod.lrtpldatasc and *Nod.lrtpldatasc files in same time in one mod folder (in that case, in result we will have two - .m0x and .n0x files). But i recomend use only .m0x files, because with n0x it is hard to work - we must analize which file will be unpacked first, which second and e.t.c.




    Also i think it is better to show you mds extraction order (when there is .lrtpldatasc or Stringtable files, MDS unpack data, change it, and pack changed data) :



    if you have *Mod.* file (in result - m0x file) :

    1. .pak files (and they generations - .p0x), MDS will extract first.
    2. .mod files (and they generations - .m0x);

    (As you know from CP 1.70 Modder manual, i skip .cpt files in this order - yes, it is because it works only with AB, and by the way - there is no .cpt files for strings, and there is one templates.cpt, which not contain any *.lrtpldatasc files)



    if you have *Nod.* file (in result - n0x file) :

    1. .pak files (and they generations - .p0x), MDS will extract first;
    2. .cpt files (and they generations - .c0x);
    3. .mod files (and they generations - .m0x);
    3. .nod files (and they generations - .n0x);





    7. You can add to your mod folder - ModName.ini file, with next lines :



    [Name]
    Caption=name of the mod



    That means, that if you will add there name of your mod, program will add your mod to the list with this name, if not, program will use as name of your mod, caption of mod folder.



    8. You can have in your mod folder, some *.chx files - in this files can be your own cheats from your mod... they can be added into list of Cheats Pannel (Cheats Pannel was added only in this version, after you will click on some cheat, it will be copied into clipboard and there will be some aditional info displayed).

    Structure of this file must be like this (there can be many of this files in one mod folder) :

    [Cheat]
    Name=testcheat
    Description=DescriptionOfTestCheat...



    9. Also you can have *.hotkey files in the your mod folder. This file contain info about hotkeys, i don't know possible it or not to add they in mods, but i already make this possibility... The list of HotKeys and they descriptions also added into right pannel of Cheats Pannel window.

    Structure of this files must be (it is almost same as with *.chx files) :

    [HotKey]
    Name=SomeHotkey+S
    Description=some with ctrl+s...

    Note : If you will see in list, string with - "+++++++++++++", it will means that before this strings - lines from mods, after - base lines, which will work with usual game and with mods too (if you don't see this line, that means that there is no added from mods any cheats or hotkeys).


    10. If you want to add your mod into MDS, it is not needed to you to add into some m0x or n0x - any *.bin files, because during installing mods, Starter will make all this bin files empty and add it into m0x and n0x as higher number.


    ________________________________________

    Also, after integrating of some mods, into mds folder you can find 2 new files - fdm.dat and flm.dat. You can read it via notepad. In the first file there is list of all new files which are copied into G3 folder. And in second there you can find list of mods wich are installed. This 2 files is needed to the normal working of MDS, and needed to the right uninstalling of mods.

    ________________________________________

    MDS supports working with saves. That means that after integrating mods, old saves will not be displayed in the game. Same will be after adding new mods... and e.t.c. But saves will be not deleted, and after installing mods which support some saves, they will be visible... I think you should try it . (Working with saves can be disabled in options menu - "Savegame Manager")

    In options menu - "Savegame Manager", you also can find new parameter - Change SaveGame Path from MyDocuments to You'r game folder\Saves\ . As you see, i integrated my separate program - G3_Launcher into MDS, so it can be enabled by this option.

    (Every time when you changing this options, MDS will ask you to make uninstall of previous mods).

    ________________________________________

    In this version of MDS, you also can delete all *.m0x and *.n0x files from the game by pressing right mouse click on "Delete Mods" button (then click on option in popup menu...).
    ________________________________________

    You can find in Menu-Tools new programs, and option "Ini Optimization & Editing" contain buttons to run optimization program - GameTool. Also there you can make simple tuning of G3 and there is possibility - disable ingame start-videos(logos) directly from MDS and restore all settings (also it is possible to enable/disable test mode, but via cheats pannel). We think that it will be not bad to make possibility edit game settings after installing some mod and e.t.c.
    ________________________________________

    P.S. If you want to install two mods, it is necessary to check two mods from the list (when one of them already is installed, you need to check two needed mods(and installed one too), because mds will uninstall all old mod's during integration...).


    For now, MDS with support of CP1.70 used in - "MoDPack 1.7.2 (by Mighty DWARF)" which size is more that 400 mb (with sound mods) . International version of Mod-Pack will be released in separate post in this thread later.

    Download MDS(without any mods, only program) :



    ScreenShots :



    Old release thread - MDS with CP1.60 support


    I want to say BIG thank you to peoples who helped me in this work :

    Odin68,SergeyS,WernerTWC,NicoDE (G3PakDir sources and e.t.c.),Altair,v000nix and Elind .
    ________

    If you will have any problems or questions, please, write there.

    P.S. It is not recomended to install or run MDS from(to) system disk.

    Note : If you will find some mistake or error, pls recheck it with administrative privileges (admin account). And only then write there about error.


    ________________________________

    Release thread on PiranhaClub - http://www.piranhaclub.eu/forum/showthread.php?t=2014

    ________________________________

    Best Regards,
    Igor Vitol (LordOfWAR), PiranhaClub
    #Stand With Ukraine
    Geändert von LordOfWAR (22.07.2009 um 19:02 Uhr)

  2. Homepage besuchen Beiträge anzeigen #2
    Knight Commander Avatar von odin68
    Registriert seit
    Aug 2008
    Beiträge
    2.729
     
    odin68 ist offline
    MoDPack v.1.7.2 with Gothic III - Mod Starter


    FEATURES

    1. Approximately 50 mod's for Gothic III.
    2. Launching game and any modifications (mods) is possible from Gothic 3 Mod Starter (by PiranhaClub & Mighty DWARF) by selecting needed mods.
    3. It is possible now to tune graphical settings from Gametool (by GaHero), which you can run from Mod Starter.
    4. You can pack or extract data from .pak (.mod or .nod) files directly from Mod Starter (with integrated into MDS - G3Pak Viewer and G3Pak Dir by NikoDE).
    5. If enabled - "Savegame Manager", Mod Starter (MDS) will make separate saves for installed mod's and original game. It is possible to change savegame path to game folder.
    6. Directly from Mod Starter, you can change other settings like - resolution, difficulty level, enable/disable A.I. or A.B.
    7. It is possible now to use "Cheat-Pannel", where you can find needed hotkeys or cheats, copy it to clipboard or just read about them.
    8. You can change skins for Mod Starter.
    9. It is easy to add you'r own mod in to the list of Mod Starter.
    10. Fix for Magic Mod TWC:
    - Fixed (by Dimus) spell of ice bomb - Magic_Spells_Adanos_Spl_IceBomb.tple (LP not outlaid anymore).

    Thanks:

    Spoiler:(zum lesen bitte Text markieren)
    Mighty DWARF thanks to all peoples who really take part in preparation of this pack:

    eskander1990, SergeyS, Dimus, LordOfWAR, Elind, Dixie, FreeSergey, k14m, Jeene, marasmus, MaGoth, DEDROIT, Ashborn, Urban, Hans Trapp, Solandor, mdahm, Humanforce, WernerTWC, NicoDE, Shak-otay, GaHero, Aleks842, Acteon, R4SH, Sora...

    Separate thanks for skins of Starter to - Yannik

    Separate thanks for Mod Starter to - LordOfWAR

    Separate thanks for useful install script for - SergeyS

    If someone inadvertently was not included in this list, please - do not take offense!


    Download :

    Spoiler:(zum lesen bitte Text markieren)


    (С) 2009 Mighty DWARF

    ______________________

    There is description of mods in English and German, because we want to give example to international modders - how to make mods to this ModStarter and e.t.c.
    ______________________

    Release thread on PiranhaClub - http://www.piranhaclub.eu/forum/showthread.php?t=2005
    Release thread on forum.jowood.de - http://forum.jowood.de/showthread.ph...88#post2507888
    Release thread on WOG.de - http://forum.worldofplayers.de/forum...d.php?t=619560
    ______________________

    Best Regards,
    Odin68, Mighty DWARF Mod Team

    [Bild: odin_md_akcr.jpg]
    ASUS LGA-1150 Z97-K, Intel Core i7-4770 3.4 GHz, EVGA GTX 980 Ti Hybrid ( 6.0 Gb), 16Gb DDR3, SSD OSZ Vertex 460A (240 Gb) + SSD Samsung SM951 M.2 (256 Gb), Dell Ultrasharp U2515H (2560 x 1440) + BenQ E2400HD (1920x1080)
    Geändert von odin68 (10.09.2009 um 21:44 Uhr)

  3. Beiträge anzeigen #3
    Mod-Starter Project  Avatar von LordOfWAR
    Registriert seit
    Mar 2008
    Ort
    Ukraine
    Beiträge
    3.981
     
    LordOfWAR ist offline
    MDS 1.2.0.1 FIX

    Download links :

    http://piranhaclub.eu/downloads/mds_fix_1_2_0_1.rar

    Mirror1 - http://upload.worldofplayers.de/file...ix_1_2_0_1.rar
    Mirror2 - http://rapidshare.com/files/25880156...ix_1_2_0_1.rar
    Mirror3 - http://lordofwar.ogoportal.net/porta...ix_1_2_0_1.rar
    Mirror4 - http://igort.ig.funpic.org/PC/mds_fix_1_2_0_1.rar

    ChangeLog :

    Mod-searching system are rebuilded and MDS must works from any place of your HDD.


    This fix will be useful for peoples who have this problem. Who don't have it, can use MDS v1.2.0.0

    P.S. Can someone of peoples who have this problem test it ?

    In rar archive there is new mds.exe file, which you must place in MDS folder of mod-pack (let's say - you must replace old mds.exe to this, new...).

    ______________________________

    Link for MDS-only is updated and you can just reupload it by downloading starter from the same link in main post.
    #Stand With Ukraine
    Geändert von LordOfWAR (22.07.2009 um 18:47 Uhr)

Berechtigungen

  • Neue Themen erstellen: Nein
  • Themen beantworten: Nein
  • Anhänge hochladen: Nein
  • Beiträge bearbeiten: Nein
Impressum | Link Us | intern
World of Gothic © by World of Gothic Team
Gothic, Gothic 2 & Gothic 3 are © by Piranha Bytes & Egmont Interactive & JoWooD Productions AG, all rights reserved worldwide