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It uses an old version of the New World from l'Hiver, the rest is heavily modified.
Totally wait for it man, it's like 10-15 minutes of gameplay but kind of fundamental to the story of the mod :)
Playtesting the prologue. So far so good =) Still have some things to do/fix, but I promise you'll love it, both gameplay and story-wise :D
It's the same, it was just called Enhanced Edition before. Then I saw that there was another polish mod called Enhanced Edition so I decided to change the name =)
There will be a newish version soon. Hang in there!
Noooo. But isn't it familiar to something you and I already know?
Working on a little treat :) Expect screenshots late this evening!
As of now, the whole system works like this:
Light = 1/4 max health decrease, 1/3 Stamina decrease
Medium = 1/2 max health decrease, 1/2 Stamina decrease
Heavy = 3/4 max health decrease, 3/4 max stamina decrease
Light = 1/4 max mana decrease, 1/3 Stamina decrease
Medium = 1/2 max mana decrease, 1/2 Stamina decrease
Heavy = 3/4 max mana decrease, 3/4 max stamina decrease
There is no regeneration, neither of health or mana, the chance to fail spells would require a lot of scripting which I don't want to do for such a trivial issue.
I'm planning to change all this.
Hunger: Loss of Strength/Dexterity/Stamina/Health
Thirst: Loss of Health/Mana/Stamina
Tiredness: Loss of Stamina
Low Hunger: mildly slower stamina regen
Mid Hunger: slow stamina regen, loss of Str/Dex
High hunger: All the above + Reduced max health
Low Thirst: Lower stamina regen
Mid: Loss of max mana, slow stamina regen, loss of max health
High: All the above, just worse
Tiredness: Overall loss of stamina regen, progressively worse.
Yes, scripts vdf goes into Data, no worries.
I had the head problem with some versions of D3D11 mod, if I recall correctly. Hope you enjoy the game!
Edit: theres an updated version of the scripts in the first pages of comments, I suggest you to download it and play with that :)
Are the .vdf files in tge Data folder?
Did you copy the _work folder from the installation in your Gothic2 folder?
There are animations missing here, check again and in case, rename your anims.vdf.disabled to anims.vdf.
Its all in the description bud. Just click on Read more :)
Could you send me the zspy log of that?
Go into your system folder, find Log.txt and delete it, then start the game using GothicStarter_mod.exe and when it crashes, look again for a Log.txt file in System, copy it all and paste it in a personal message here on ModdB. Thanks!
The helm is literally the skinned head of a demon. Sharp, ornated claws, the demon hunter "stemma" on the belt, demon scale legs, and a different visor for the helm.
Concept based on the cancelled Gothic I Sequel.
Mod is now 1gb big. Im adding cool lore-friendly things cutting down the unnecessary rest.
Main story is taking shape, and spoilers, you will not start where/when Gothic2 starts.
Also I may have fixed sone crashes, but I want to be sure before releasing the update.
Why are you launching it via Gothicstarter?
I forgot to delete a function in Ikarus, something that has to do with ZcParser, which as far as I remember, caused most of the crashes.
Let's see how it turns out.
I may have found the cause of all your crashes. Will investigate in a few hours (just woke up with this epiphany xD)
First one, ill turn them down. They're spawned by an almost-invisible entity but I should put a limit to them.
For the second one yes, its a bug with the GL sprites, in PB3.0 its removed so good riddance xD
Which enemies it omits?
Horde not having frames is """intended""" since I lack the spriting skills to do it.
Uploading the 5.2 version.
Update at 700 downloads boys, one new monster, two brand new difficulty levels (one quake-free), more aggressive and resilient demons, few bugfixes, Gauss Cannon and BFG from Doom2016, new badass sounds and music!
Also fog/light presets compatible and included in the new hud!
JK, Added the Gauss Cannon and the BFG. The first one replaces the Railgun (completely, meaning that it already has the upgraded shot and the zoom, toggleable with the weapon special), and the BFG is a hybrid version between the 2016 one and the classic one, nerfed the damage a little bit since now it also acts like QuakeII bfg (lazors everything in sight).
I've tried coding the spawns making them only quake 2, mixed or without Q2 models, but unfortunately I haven't been able to do so. Sorry =(
Done, they will be under the "Gameplay" Tab (NOT in the UDV options, but in the options menu).
Adding the D4D weapons isn't planned, sorry! (Apart from the BFG and the Minigun they feel weak in comparison)
Huh, will look into that once I have time.
For guards, yeah. For paladins, nope.
Mostly Skyrim stuff, tbh.
Found in the chest before the Dragon Island. Suggestions welcome.
The brownish cloth is to avoid any affiliation with existing guilds, since it's kind of ancient.
I've chiseled something, with the .7z compression the whole mod is below 1gb. Neat huh? xD