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Yo-yo. I know you were waiting for this announcement, so here it is: ACHTUNG! The version of 2.6.4 number is up. It is what you always wanted, but never knew. No compatibility with the previous versions and removed the insider files for Gothic Starter launcher, and added two different shortcuts...
The v2.6.3 is in, and it's based on a successful completion of the game with the mod. All encountered random internal development bugs, issues, and exploits are goners. No saves compatibility with saves made on prior versions, as always. Highly recommended to use in all cases. Free of gluten.
Alright. The v2.6.2 is up and it's the last version that needed many invasive internal changes to get rid of those pesky internal development bugs that were in the previous versions. Updating and starting a new game is recommended. Saves NOT compatible, as usual. But this shall be the very last...
No warmfix this time, but a completely new v2.6.1. Saves NOT compatible with whatever was before it, of course. The version 2.6 with "Warmfix 3" can be finished, but ointments/salves cannot be crafted at all and there's a bug that requires certain special melee weapons to have two pieces of...
There's a "warmfix" in v2.6 at ModDb "files" tab for the mod, that fixes the dialogs at Vatras, about the "orders", and at Constantino, the messed up alchemy teaching one. Just pay attention to what version you installed via the installer, so it would match the one from the fix. No overwriting...
LikerGothic Alright. I get it now. Sounds interesting, almost like one could restore/put new CLAY and GLAS materials' properties (especially their sounds) to the game. I will check that at some point later, but do you know anything about this possibility?
I guess it's for building .ZENs from .3DS slices or when one uses Spacer.NET for editing .3DS pieces for later .ZEN purposes, correct? If yes, then I will test that later, since I need to edit Jarkhendar's world piece anyway.
Slavemaster I just tested the new memory patch accordingly to the instructions. It now prevents disappearance of "activity item" if the player would press W at the end of interaction.
Any details on how to test it on interactive mobs other than the pan and/or stove? I can't seem to reproduce the duplication and/or removal of item bug on other interactive mobs.
Were you asking for this? I tested it with a few more items, this is the last from the series; all displayed this highlighted spot on all surfaces (even if they were slopes and/or otherwise titled).
Howdy. Do we have the meshes (.3DSes) for these new improved worlds anywhere in this thread? Because I can't find them anywhere. Thanks in advance, and cheers for the good work, by the way!
And one more thing that doesn't let me sleep. There's a new MDS included, that being HEROFOOD. During compilation it produces animations with that HUMANS_HEROFOOD "prefix".
And now the question: how is it done in this patch that the engine should use the particular animations of HUMANS_HEROFOOD...
Sure thing. I just tested that "new" AI, and the lizardmen are more into defense than orcs now (in the default NotR setting). When gang banging, they feel like waiting more for an opener in the player's movement to land a blow than orcs that just maul at you time after time if you come into...
You gaiz know that draconians (lizardmen) have their own "fight tactic" in NotR in the FAI files and it's unused, because PB assigned the "combat AI" of orcs to draconians? Was it tested already here or did the topic have had any input already?
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GAME: Risen (any CD/DVD or GOG/Steam in 1.10/1.11 version)
CURRENT MOD VERSION: v1.0b
MOD LANGUAGE: English only
COMPATIBILITY WITH: All language versions. (You will have English...
It can be done from Daedalus scripts level and you don't even need a Union plugin for that, bro. Look it up how they did it here, under this (B_SetHeroSkin). Of course, you would need to set relevant constants and variables for all armors, but since you look like a bright sonny, I bet you can...
If anyone would like to tackle that, a fan of Risen did something similar for the game using Risen SDK from NicoDE, and there's source code available; it enabled the user to export or compile "libraries" for the game ready to use (and both from the Minsky [Marvin] mode).
I don't know how...
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