Yet Another Unofficial Patch (YAUP for short) is a mod you're definitely not going to like; because it takes a traditional numerical approach to roleplaying mechanics in NotR that were previously incorporated into the gameplay through player input automatically, subject to the original developers' design choices, while also containing arbitrary reimaginings of these same design choices. It's somewhat biased towards traditional roleplaying aspects where you actually roleplay your character (or at least try) as well. Plus, it certainly will not match your own internal vision of what such a project should be, to boot. If you're looking for a package that is casual friendly, with many quality of life features, like most modern ZenGin mods that need to mimic popular MMORPGs, then you might want to look the other way. This is an old school approach to modding, with all its benefits and drawbacks. That being said, in terms of bug fixing and the restoration of cut content, this mod is second to none in the fandom. All while still adding new content, keeping to the general "feel" and lore of the original game, while still not being afraid to push the envelope every now and then. Comes in two versions:
- "Regular Customer": this is recommended for those who don't want to experience some of the more advanced new mechanics (especially related to combat) and dislike traditional roleplaying calculation and numeric formulae, commonly found in old roleplaying games
- "Serious Client": this is recommended for those who like to plan, prepare, and challenge their intellectual capabilities. Not for the faint of heart, as this mode is a serious challenge
Both versions come in one easy to follow and conclusive installer that minimizes any client side prep work, keeping user convenience in mind. Keep in mind that even in the "RC" version the vast majority of the information about the new content and mechanics is still externalized (in "readmes", quick references, changelogs, and FAQs). It's up to you to read it before launching the mod, but if you decide to skip on that, the mod won't discriminate and will let you success and/or fail at your own chosen pace.
Additionally, this is the father mod that pioneered use of Union (SystemPack v2.0) and its components (patches, plugins) here since late 2018/early 2019, paving the way for all other modifications that nowadays use it too, like L'Hiver(s), The Returning(s), Nostalgic/Atariar/Definitive Edition(s), Odyssee, Legends of Ashun, Othello, and etc.
It is compatible with retail (CD/DVD), Steam, and GOG releases in v2.6/2.7 in ANY language.
Also, feel free to check out my other mod for the other PB game of Risen:
Elusively Patched Unit (Risen)
For the classic Gothic game formula developed by Piranha Bytes, shields made their formal appearance in the third iteration of the franchise (and continued into Risen and Arcania and ELEX as well), where they felt like another natural addition to the "protections" system, and provided an extra slot for worn armor elements. Nonetheless, nowadays everyone knows the original developers wanted to include shields right away in Gothic II, since almost all animations for human NPCs have the shieldgear slots rigged in (for being passively worn on the back or actively being wielded in the left hand). But for reasons unknown, the shields finally didn't make it into the final version of the game.
With the next version, shields were restored and made a proper component of the game.
***
1. Buckler.
2. Leather Shield.
3. Hide Shield.
4. Mercenary Shield.
5. Militia Shield.
6. Reinforced Shield.
7. Metal Shield.
8. Crawler Shield.
9. Line Shield.
10. Royal Shield.
11. Tower Shield.
- Buckler (+1 Bludgeoning/Slashing/Piercing, no bonus to Fire/Magic protections)
{Strength/Dexterity required: 15/12} <Blocking Bonus +1> [50 gold].
- Leather Shield (+2 Bludgeoning/Slashing/Piercing, +1 Fire/Magic protections)
{Strength/Dexterity required: 30/17} <Blocking Bonus +2> [150 gold].
- Hide Shield (+4 Bludgeoning/Slashing/Piercing, +2 Fire/Magic protections)
{Strength/Dexterity required: 45/22} <Blocking Bonus +4> [300 gold].
- Mercenary Shield (+6 Bludgeoning/Slashing/Piercing, +3 Fire/Magic protections)
{Strength/Dexterity required: 60/27} <Blocking Bonus +6 [600 gold].
- Militia Shield (+8 Bludgeoning/Slashing/Piercing, +4 Fire/Magic protections)
{Strength/Dexterity required: 75/32} <Blocking Bonus +8> [900 gold].
- Reinforced Shield (+10 Bludgeoning/Slashing/Piercing, +5 Fire/Magic protections)
{Strength/Dexterity required: 90/37} <Blocking Bonus +10> [1800 gold].
- Metal Shield (+12 Bludgeoning/Slashing/Piercing, +6 Fire/Magic protections)
{Strength/Dexterity required: 105/42} <Blocking Bonus +12> [2700 gold].
- Crawler Shield (+14 Bludgeoning/Slashing/Piercing, +7 Fire/Magic protections)
{Strength/Dexterity required: 120/47} <Blocking Bonus +14> [3600 gold].
- Line Shield (+16 Bludgeoning/Slashing/Piercing, +8 Fire/Magic protections)
{Strength/Dexterity required: 135/52} <Blocking Bonus +16> [4800 gold].
- Royal Shield (+18 Bludgeoning/Slashing/Piercing, +9 Fire/Magic protections)
{Strength/Dexterity required: 150/57} <Blocking Bonus +18> [6000 gold].
- Tower Shield (+20 Bludgeoning/Slashing/Piercing, +10 Fire/Magic protections)
{Strength/Dexterity required: 165/62} <Blocking Bonus +20> [7200 gold].
The eleven completely new shields. Some are purchasable in the Chapter 1 and some in the later Chapters (though some can be looted from monsters or places). In combination with one handed weapons, they can be actively used in combat to block melee and ranged and magic and breath attacks; that general melee style has two tiers and each needs to be absorbed from a teacher (Cord and/or Wulfgar in Khorinis, Kjorn and/or Sengrath in VoM, Scatty in Jarkhendar, and Girion in The Halls of Irdorath) who requires a certain amount of percentage of one handed weapon skill and learning points to be had (45%/9LPs and 90%/18LPs respectively).
Their prices may be perceived as too much and the provided protection scores or Strength/Dexterity requirements not agreeable enough, but since v2.6 will also introduce helmets, and both categories shall be available from the very first Chapter, the values supplied by new armor elements and accessories need to stay low or demanding in the term of requirements, otherwise they would make the player overpowered too quickly (but certain monsters had some of their protections and damage slightly increased after all, to counter the possibility of a more armored player). The overall concept is to mimic the first Risen, where helmets, jewelry, and shields were supplementary to main body armors.
Finally, with a shield in hand, the player will be able to completely neutralize almost any type of an attack or a source of damage when actively blocking. However, a successful block will rely on the wielder's attributes plus special boni* and not some completely random percentage chance.
Overwhelmingly many thanks to Xardas Bs from WoG.de for initial contribution of the fantastic models!
*In the "Serious Client" version. In the "Regular Customer" version, the blocking with a shield mimic the behavior of Risen in that aspect.
This news is about the mod resuming its development. Yes, you've read that right.
This news focuses on the new and/or restored content of various foodstuffs for 2.6 version of Yet Another Unofficial Patch for Gothic II Gold.
This news focuses on the new and/or restored content of helmets for 2.6 version of Yet Another Unofficial Patch for Gothic II Gold.
WARNING! No compatibility with saves made on *any* previous version! ||||| The mod's finalized version of 2.6.7, with updated animations, items, meshes...
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Hello,
Can Tears of Innos be finally used as a Mercenary/Dragon Hunter? In vanilla they are useless for that specific faction walkthrought.
thanks
I'm trying to figure out with "Naptha" is for armor crafting, can't find a shop with it or any trophy collecting for it
It's "Naphtha" and Garett, the pirate, sells it in the Chapter 3 and up, son.
Err, I don't know if this bug still exists in the latest version (2.6.6) but somehow Diego got duplicated. (which is an upgrade if you ask me)
Also, what's a quicklime?
I need details about Diego and duplication. Best if you would come to the Discord server of this mod; it would make debugging so much faster and easier.
One more thing...
It took me embarassingly long to find out what Hawk does...
I know 2.6 has been out for a while, but I have only started playing it yesterday. I must say, I'm loving the headgear and shields.
Where did you get those wolf animations because I have seen them before...
Very good, very good.
As for the animations, they are from the ancient Russian mod "Saga" something; then they were spread wide by L'Hiver and Da Returning.
Yeah, I played L'Hiver 1.6 and it was a buggy mess. Still it was entertaining (if you ignore all the crashes). I'm glad to say I haven't encountered a crash with this mod yet. Of course, I am still in the first chapter (I like to stall).
You shouldn't have any crashes beyond some very rare and sporadic ones. I made the point of honor for my mod to be as stable as possible, because I too, played many other NotR mods before I began creating this one, and they were all crashing like crazy all the time.
That's of course until you would introduce a plethora of random plugins/patches/cucumbers you found on Steam/somewhere (it's almost guaranteed I didn't test for the compatibility; my own included {in the installer} collection was tested thoroughly, of course).
I don't plan on installing anything else, so...
Also, quick question, what's milakee?
Milakee is the most wonderful thing. Keep it close, you want as many as possible...
Yeah, it's multiplying in my inventory.