Gothic UnPatch (Gothic Unofficial Patch). Bugfixes only.
Gothic UnPatch (Gothic Unofficial Patch)
Bugfixes only.
1. Requirements
- Gothic 1.08j German Version
- PlayerKit (http://www.worldofgothic.com/dl/?go=dlfile&fileid=28)
- SystemPack (http://forum.worldofplayers.de/forum/threads/1340357-Release-Gothic-½--SystemPack-(ENG-DEU))
2. Install
- Extract Gothic_UnPatch.7z
- Copy Gothic_UnPatch.mod to ../Data/ModVDF/
- Copy Gothic_UnPatch.ini to ../system/
3. Play
- Run GothicStarter and choose the entry Gothic UnPatch.
4. Bugfixes
4.1. AI
- NPCs sleep through and don't wake up immediately when they have gone to bed (ZS_Sleep.d)
- NPCs use doors properly (B_MoveMob.d)
- NPCs collect their weapons when they regain conscious after a lost fight (B_Functions.d)
- NPCs draw the melee weapon when their ranged weapon is weaker than the armor of the enemy (B_SelectWeapon.d)
- NPCs and monsters have all weapons unequiped when dead (ZS_Dead.d)
- NPCs no longer practice sword training without a weapon (ZS_PracticeSword.d)
- NPCs no longer stuck or move in circles when trying to align if another NPC is standing on the FP (ZS_StandAround.d)
- NPCs don't stand still so often anymore when fleeing (ZS_Flee.d)
- Companion walks if the player walks (ZS_FollowPC.d)
- The player can no longer pass the gate guards just by entering combat mode (B_AssessFighter.d)
- NPCs can move after being enchanted (ZS_Berzerk.d)
- No double experience gain when killing a NPC with a ranged weapon if the player already beat the NPC in melee combat (B_GiveXP.d)
- NPCs don't draw weapon if monster is already dead (ZS_AssessMonster.d)
- The player can no longer run into a room and immediately leave it to cancel a fight (ZS_Attack.d)
4.2. Quests
- Horatio doesn't make the player to lose STRENGTH if the player has more than 100 STRENGTH (DIA_BAU_901_Horatio.d)
- Thorus can no longer be bribed if the player has already obtained the permit to an audience with Gomez; The option to bribe Thorus no longer stays open after the player has already bribed him (DIA_GRD_200_Thorus.d)
- Jackal no longer harasses the player for protection money after the player has joined one Camp (DIA_GRD_201_Jackal.d)
- Bloodwyn no longer harasses the player for protection money after the player has joined one Camp (DIA_GRD_233_Bloodwyn.d)
- Scorpio can no longer be asked "Can you teach me to fight?" after he moves to Cavalorn's, since the dialogue line to get him to teach the player is another one (DIA_GRD_205_Scorpio.d)
- Kirgo correctly gives a beer if the player agrees not to challenge him to a fight in the arena (DIA_GRD_251_Kirgo.d)
- Fletcher no longer reopens the quest "Vanished Guard" if the quest is already completed (DIA_GRD_255_Fletcher.d)
- Y'Berion says no longer infinitely "Who let you in?" but attacks (DIA_GUR_1200_YBerion.d)
- BaalNamib sells the Heavy Novice Robe in Chapter 2 (DIA_GUR_1204_BaalNamib.d)
- CorKalom correctly closes the "Weed delivery" quest instead of "Weed monopoly" quest (DIA_GUR_1201_CorKalom.d)
- Saturas no longer offers to sell a second High Robe of Water (DIA_KDW_600_Saturas.d)
- The rogue guarding Lares hut says no longer infinitely "Go!" but attacks (DIA_ORG_804_Organisator.d)
- Drax teaches hunting skills only if the player gives him a beer (DIA_ORG_819_Drax.d)
- Mordrag no longer escorts the player to the New Camp if the player forcibly threw him out of the Old Camp (DIA_ORG_826_Mordrag.d)
- Buster no longer teaches Acrobatics if the skill is already gained (DIA_ORG_833_Buster.d)
- Silas trades with the player not only once (DIA_ORG_841_Silas.d)
- Wolf can not be offered minecrawlers' armor plates if the player already did so (DIA_ORG_855_Wolf.d)
- Gorn no longer attacks the player on the raid of the Free Mine (ZS_Attack.d, DIA_PC_FighterFM.d)
- Gorn can be told about Shrike's defeat only if the player knows about the hut; The quest "Shrike's hut" can be closed even if the player defeats Shrike without knowing from Gorn about the hut (DIA_PC_Fighter.d)
- Gorn now has correct amount of HP (PC_Fighter.d)
- Whistler gets back 110 ore, if the player had asked for extra 10 ore (DIA_STT_309_Whistler.d)
- Fisk's quest "New Fence for Fisk" is triggered no matter HOW the player gets Mordrag out of the Old Camp (DIA_STT_311_Fisk.d)
- Gravo is listed in "Diary/General info/Merchant in the Old Camp" even if the topic wasn't previously created (DIA_VLK_572_Gravo.d)
- Snaf can be asked about Nek even if the quest "Snaf's Recipe" is closed (DIA_VLK_581_Snaf.d)
- Finger's option to teach PICKPOCKET or PICKLOCK Level 2 will appear only after the player learns Level 1 (DIA_STT_331_Fingers.d)
- Aleph no longer offers to sell the key for the chests in the storage shed if the player has already bought the key (DIA_VLK_585_Aleph.d)
4.3. Other
- Potion of Velocity and Potion of Haste have the right ore value (Potions.d)
- Removed duplicate "END" dialogue option (DIA_GRD_218_GuardPassage.d and DIA_GRD_245_GuardPassage.d)
- Added Protection values to High Robe of Fire and High Robe (Text.d)
- Bugmeat was moved to the category FOOD (Food.d)
- Player and NPCs can interact with BARBQ_SCAV (Scavenger on spit)
- 2 Snappers correctly spawn outside the Monastery ruins (renamed OW_MONSTER_NAVIGATE02 to OW_MONSTER_NAVIGATE_02) (Startup.d)
- The key to the smithy's store, ItKe_OB_Smith_01, renamed to ITKEY_OB_SMITH_01 (MissionItems_1.d)
- Changed camera distance when sitting on bench (CamInst.d)
- SoundPatch (B_AssessMagic.d, B_AssessBody.d, B_AssessTheft.d, B_AssessUseMob.d, ZS_AssessMonster.d, ZS_Attack.d, ZS_CallGuards.d, ZS_ProclaimAndPunish.d, ZS_Upset.d, DB_Say.d, SFXInst.d)
* the variety of hit sounds increased from 3 to 15
* reactivated NPC sounds of combat and various situations - some NPC dialogues were not played correctly (for example: Diego when killing Scavengers on the way to Old Camp)
* reactivated sounds for birds and BARBQ_SCAV (Scavenger on spit)
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Great, thanks for all the hard work! Looking forward to a new version with bugfixes and more content. I would really like mining in the game /mechanic is there but nothing happens when PC mines the ore/. Not that one really needs it, but it would be cool for a low level char to mine some ore with a pickaxe at the beginning for some easy cash :P