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Nice shit... and it explains a few error reports I had with my mod as of lately.
Anyway, either the main man at the helm of Union reports directly to support.microsoft.com and/or many users employ Feedback Hub to report that Windows Defender mistakenly blocked/quarantined/marked Gothic...
Lol. At the moment, only right click on the download button and "Save As..." enables me to download the archive with the newest version. But I see you guys are already working on this issue, so treat this as a field action report.
I (as in: a member of foreign Gothic community) want to join the discussion, but for the record, relying on Google Translate to *precisely* translate the exact clou of the problem is none too clever, since it's easy to introduce more confusion. If anyone could post the detailed issue description...
Howdie!
Guys, I'm getting quite a bit of crashes with a fresh Union v1.0L installation as of recently; either at launching or exiting the game. All are with the 0xc0000005 code that hangs up Gothic2.exe process, because of the zParserExtender.dll library. Curiously, these crashes don't create...
Wait. So, having mesh slices in the zCVobLevelCompo in their respective .3DS names instead of those #XX something is a bug that can cause performance issues? If I have this in Jarkhendar's .ZEN, then does that imply the bug is upon me? I'm confused now, especially since I can't remove any of...
Aye, wait. There are "additional/extra" *zCVobLevelCompo* after merging the mesh with the virtual objects? I believe I never saw anything like that. Any examples, please? Congrats on the new version, by the way.
Very nice. Could your point out which plugins/fixes, though, please?
Also, I noticed that zEventManSkipFix and zNoEventsOnPause are gone from the list. Were they consolidated into the new patches (like zMenuIgnorePlayerStatus and/or zCEventManager_DoFrameActivity_Fix)?
Noice. I took this improved one for a ride, to see its compared performance to the previous version. It seems all working as intended, with damage scaling and propagating nicely, depending on the spell's initial charge.
However, any possibility of reposting the fix with the correct formatting...
Slavemaster ElderGamer
I figured it out. It was the custom plugin that correctly identifies the animation walk mode for sneaking; I used it in the place of the somewhat botched function for BS_SNEAK detection of the original scripts that didn't work in certain places, including the function...
Yes, to all three. I "print tested" all the steps, checked the function call via the expanded Marvin Helper (it works here), and everything was done within the 1000 range. Screw that, I will take care of that later, and thanks!
Yo, boyos. I have a weird problem with sending a passive perception signal to nearby NPCs.
Mainly, there's that G_Picklock function in the scripts that, if the picklock snapped during the procedure, is responsible for making a roll and then sending a "perc ping":
else if(bBrokenOpen)
{...
Awesometastick. Is this the semi-same to what Gratt made for AoE spells (CollideFix) or is this yet another issue connected to the spells and magic in general?
Noice. But still, if it would be feasible to fix the positioning glitch with transformations, where you cast/end transformation spell and get moved a half meter forward/backward with the resulting new/old form, and thus you can phase through solid barriers, would be beyond awesomesaucery.
Any chances for some sort of fix for transformation spell scrolls exploit/glitch, please? The one where you can (un)transform behind a key locked door or beyond a wall (all to gain access to a place without working for it first)?
There's one thing... when you become a knight, your guild title changes to that of a paladin. Of course, this is per se a semantic merit, since both belong in the same formation, but if there would be a way to make it change to the Knight first then to the Paladin, that would be most tantalizing...
Brilliant. It worked. Not they way I wanted, but shag it, much better than nothing. Thanks for the assistance!
Feel free to create something like that, brother. I will totally put it to good, creative use once you do! Thanks, I knew you would do that for me! *heart*
I mean, I thought about these you mentioned as well. But it's not the core issue. The core issue is that even with AI_UnequipWeapons(hero); put right after the attributes reduction with or without any form of Helper Get Instance and/or Helper Validation and combination of functions, hero does...
Alright. So the previous issue was solved with the presented Union patch that allowed the hero to process perceptions, while the other part of the solution was to look up LeGo's Bloodsplats scripts (as my homie suggested).
Now, I have another problem. I made a function that reduces Strength and...
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