Sleeper mask
Gothic Reloaded Mod

Gothic Reloaded Mod

On 3rd July 2007 I presented my vision of a "Gothic 1 Improvement Project" in the German forum "World of Gothic". Shortly afterwards a small team was founded, ready to support this daring adventure. Every now and then new members joined us, although only a few proved their worth. I am all the more grateful to those who have been involved in this project for many years and held it up.

During this time many things have changed. When we started, most of us were still (junior) high school students. Meanwhile, all have completed their studies or their training and have gotten a job. Accordingly, it becomes increasingly difficult to find time for the mod. This can be seen clearly in the missing updates on our website, for which I am responsible. Since I am not a fan of social media platforms, you cannot find us on Facebook, Twitter and so on until now. Maybe this will change in the future, who knows? We are working on a new website, which will look more up-to-date and will be easier to maintain. Meanwhile, we found reliable translators, who are helping us to reach Russian, Polish and Italian fans in their native language.

The development was delayed mainly because of a technical problem. In the game, all three-dimensional objects are described by a set of triangles. In the engine of Gothic 1, there is an artificial limitation on the quantity of these triangles, which has already been removed in Gothic 2. Over a long period of time, we were aware of this problem and still had not found a solution because this limitation is anchored in the engine itself. As you can guess this had a strong influence on our motivation. We developed the mod anyway, uncertain whether and how we would ever publish it. There were different approaches, such as the use of another engine or the release for Gothic 2, which unfortunately have always entailed some legal problems. Finally, the help of Degenerated enabled us to publish our mod for Gothic 1. I will always owe him thanks.

From this point onwards, we have concentrated all our efforts on compiling this demo. Since we are still working on the underground levels, we decided to limit the demo to the first chapter of Gothic's original story. This means you can visit the old mine as well as all the camps of the mining colony and join one of them. In the name of the whole team, I wish you a lot of fun!

ThielHater

System
Requirements

CPU: Dual Core with 3 GHz
RAM: 8 GB
Operating system: Windows 7 or higher
Graphics card: DX11 enabled graphics card with 2 GB vRAM
Sound card: Yes
Free disk space: 2 GB

FAQ

What exactly is Gothic Reloaded Mod?

The Gothic Reloaded Mod is not a typical mod. In contrast to other mods, which try to create or add an additional storyline, characters, items or quests, we will enhance the graphics of the original game "Gothic" by Piranha Bytes, published in 2001.

What will be modified?

The mod will include new level- and object textures, a revised level mesh, improved VOBs/MOBs (objects) as well as a new interface (menu, chapter-, loading- and saving screens). At present we work on all these things simultaneously to ensure a better and consistent result, though this way will take some more time.

Were changes made to the scripts?

No, because the Gothic Reloaded Mod is a graphical mod and should remain language neutral.

When will the Gothic Reloaded Mod be finished?

This is one of the most common questions and yet we can not give a binding answer. The present demo should have shown that this project is not dead and we continue to work on it.

Will Gothic Reloaded Mod be compatible to other modifications?

Yes and no, because Gothic Reloaded Mod will be released as a modification and Gothic can't launch two modifications concurrent. But Gothic Reloaded Mod will also be installable as a patch.

Is Gothic still running stable?

Gothic runs stable on the computers of our team members with and without Gothic Reloaded Mod.

Should I install the D3D11 renderer?

It depends. From a graphical point of view it is recommended, but it can lead to technical problems. A known problem is, for example, that the game can no longer be terminated and you have to close GothicMod.exe via the Task Manager. In the settings menu of the installer you can enable / disable the D3D11 renderer.

Are there known bugs in the demo?

We have tried our best to provide an elaborate demo. Nevertheless, there are some bugs that have not been fixed yet. These include objects floating in mid-air or being placed through walls, as well as a portal bug at Cor Kalom's hut. The circumstance, that the Nameless Hero's position is sometimes reset when wading through water, is due to the Carnage Graphics Patch. There are two more problems with the D3D11 renderer. Firstly, items that are used during an animation, remain in the air, and secondly, any savegames made during rain are unloadable. These are not all known bugs but the most serious ones. Together with the authors of those projects, we will ensure that the final version of the Gothic Reloaded Mod does not contain these errors.

I noticed a bug, what can I do?

Please register at World of Players and reply in this thread.

I have a 4K/UHD monitor and the menu is too small, what now?

You can activate the menu scaling by opening the file "[Gothic]\System\SystemPack.ini", scrolling down to "[INTERFACE]", setting the value of "Scale" to "1" and saving the changed file.

What happens at the end of the first chapter?

Nothing, the story was interrupted after the admission by shortening or removing dialogues. You can continue to roam through the Valley of Mines and search for our easter egg, or climb up the hierarchy of the camp once more at level 10.

How can I remove the limitation to the first chapter?

Basically, we advise against this because the demo is not designed for it and therefore has not been tested in this aspect. For example the switch to the entrance of the Sleeper temple is still inside a wall. You'll need to cheat to play the game! If you want to play Gothic in spite of this warning, you must delete the file "[G1]\Data\ModVDF\Gothic_Reloaded_Mod_XY.mod". The "XY" is a placeholder for the language you choosed in the installer. If you installed our mod in English, it would be "EN". Go to the swamp camp and talk to Lester, then the second chapter should begin.

Under which license is the Gothic Reloaded Mod?

This demo is licensed under the Creative Commons Attribution-NonCommercial 4.0 license. While, according to the usage conditions of the development kit, modifications for Gothic 2 must be placed under the GothicMOD license, Gothic 1 only requires non-commercial purposes. This is guaranteed by the license chosen by us.

Have you updated the demo, is there a changelog?

Yes, the demo has already been updated twice. The changes were mainly about technical aspects, less about content.

Demo v2:
• Installer is now targeted at .NET Framework 4.0 to support Windows XP
• Player-Kit is installed in more cases than before
• Subtitles are set once in GOTHIC.INI instead of using an override
• Preface was signed and a typo in the Polish version was fixed
• Metal grates and other textures aren't so shiny anymore
• Water level on rice fields is lower (although not perfect)
• Added a new tree model by BlackBat
• Texture of the Old Camp's banner was replaced
• Vegetation was adjusted in some places

Demo v3:
• GUI scaling will be activated if the resolution is greater than Full HD
• Improved robustness of the install path recognition
• All localizations are now installed completely, to allow the user to switch between them without reinstalling the mod
• Recompiled DLL files with Visual Studio 2015 to avoid shipping three Visual C++ redistributable packages

How can I support you?

We welcome new members, but you should bring enough experience with you. In the past, we have tried to train new members, but unfortunately this has not been profitable. If you would like to support our project financially, please send us a donation via the link at the bottom of this website.

Guestbook

  • Date: 2019-07-14, 18:01
  • Name: Thiel
  • @ARTstuff: Thanks but these projects are a total waste of time. It is not legal and so far nobody has managed to port the scripts. You'd have to put a lot of time and thought into it. From my experience such projects come from kids who become aware of Unity, Unreal or Cry Engine and see that they can quickly put something together. But usually they lack deeper knowledge that is required to develop a game.
  • Date: 2019-07-14, 17:42
  • Name: ARTstuff
  • К сожалению я не нашел ссылки на мод с броней, я так понимаю данный мод находится в разработке. Под видео задал вопрос о дате выхода мода, но мне так некто и не ответил.

    Вот могу дать ссылку на проект Cryengien Gothic не знаю знали ли вы о таком проекте, на данный момент ведется перенос Готики на новый движок, знаю так же что разработчикам данного проекта требуются спецеолисты... Возможно вашу команду заинтересует, и вы могли бы работать совместно.
    https://youtu.be/NsLEIkkM_DY
  • Date: 2019-07-14, 16:04
  • Name: Thiel
  • @ARTstuff: We have already reworked a lot of armor textures on and are working on the meshes as well. I can't say much about the quality of the armor in the video because it was done with the D3D11 renderer and is oversharpened. To be honest, it hurts my eyes. Can you give me a download link, is this mod already published?

    Sorry, I couldn't find any screenshots of the forest in the thread, but we're already working on it as well. The trees will look similar to those in Gothic 1. We won't replace the broadleaf trees with coniferales or something like that.
  • Date: 2019-07-14, 15:06
  • Name: ARTstuff
  • Спасибо вам за обширный ответ, теперь мне все стало понятно.
    Что б сделать совместимость с другими модами нужно дать возмодность игроку устанавливать Reloaded как патч,
    но при этом не будет работат весь функционал.
    Подобное есть в Textures Gothic Reloaded Mod by Artemiano основанным на вашем моде. Он совместим с Mod Fixs но при этом в нем нет разжатых пальцев рук.
    Так же хотел бы поинтересоватся на счет новых Hd моделей брони, недавно на Польском Youtube канале наткнулся на интересное видео.
    Вот ссылка
    https://youtu.be/AhqtAcbAXaQ
    У меня возник вопрос можно ли внедрить эту броню в ваш мод?
    Так же очень интересует будете ли заменять ванильные деревья Готики на новые hd как к примеру в Моде Готика пробуждение
    Вот ссылка на сайт, там прсмотрите скриншоты леса.
    https://worldofplayers.ru/threads/40154/

  • Date: 2019-07-14, 13:58
  • Name: Thiel
  • @IAR: Thanks, that helps a lot. :)
  • Date: 2019-07-14, 13:57
  • Name: IAR
  • Come on we are in 2019 how long must we wait for this mod to be finally completed?
    I understand you have a job and a life but still it takes a milennium to finish this mod, it's been 12 years, 12 FK YEARS!!!
    I am losing hope, just saying :(
  • Date: 2019-07-14, 08:30
  • Name: ThielHater
  • @ARTstuff: This reminds me of a German mod called "Die Welt der Verurteilten".

    Actually, I didn't want to say too much on the subject. We have already thought about it but it is still an abstract matter to us.

    In the beginning I wanted the GRM to be compatible with all mods and that seemed possible because we only edit the graphics. But then we had to realize that sometimes objects are sunk into the ground or float over it because of our changes to the level mesh. So we developed a tool that helps us to avoid these bugs.

    But over time, an opposite position has prevailed in the team. Now there are hardly any mods being developed for Gothic 1 and the mods that exists aren't played that much. Gothic 2 has totally outrun Gothic 1, so we should just do our own thing.

    However, my preferred idea is still that you should be able to install the GRM as a mod or as a patch. If you installed it as a mod, you would have all the features and if you installed it as a patch, you would lose a few features. For example, there are new human 3D models with modeled fingers and those can't be installed as a patch.

    Later we realized that we might have to make changes to the scripts, which is a big problem for compatibility. To prevent this, we wrote plugins that manipulate the game at runtime, which are called "GRM-Fix Collection". In the Russian modding scene there is a similar concept, the "Union Plugins" by MaGoth. Recently I heard about "Ninja 2.0" by mud-freak, which enables script patches for Gothic, but that won't solve all of our problems because in some aspects we are manipulating the game's engine itself and not just some scripts.

    In the end I have to say that it is a complicated problem and we don't have the resources to make the GRM compatible with all mods. Many will be satisfied but some won't - that's life.

    I'm sorry that your guestbook entries are not displayed directly, but I've found that 90% of the spam that passes the reCAPTCHA has cyrillic characters or links.
  • Date: 2019-07-14, 00:01
  • Name: ARTstuff
  • Благодарю за ответ, я с большим нетерпением жду релиз вашего проекта, мне нравится все что вы делаете!
    А что качается Мод-фикса...
    Mod Fixs предназначен для русской версии игры Готика от 1С/Snowball. Он устраняет множество ошибок и недоработок игры.
    Данная модификация ставит целью доработку мира Готики 1, исправление ряда багов и нелогичностей оригинальной игры, чтобы достичь эффекта более глубокого погружения в мир, а также освежить знакомую нам Долину Рудников, чтобы даже ветераны при повторном прохождении смогли открыть для себя что-то новое. Большинство изменений ненавязчиво вплетаются в мир игры, мод не предполагает новых квестов и сюжетных веток, это именно старая добрая Готика, но с множеством новых мелочей и нюансов.
    Вы сможете увидеть бои на арене в Старом лагере и научитесь добывать руду. Лучше почувствуете, как нарастает волнение в Болотном лагере перед церемонией, и увидите, как опустеет лагерь после ухода Кор Галома. Атака на Свободную шахту заставит Ли собрать военный совет, и организовать оборону лагеря. Вместе с этим в игру вплетется еще множество мелких событий.
    Кроме новых возможностей мод правит большое число багов оригинальной игры от банальных опечаток, до известной проблемы с лебедками, теперь вы сможете сколько угодно открывать и закрывать ворота. Спутники героя смогут пользоваться лестницами, а стражники у ворот не будут мешать герою, если он просто пробегает мимо.

    https://rpgrussia.com/threads/gothic-mod-fix.6520/
  • Date: 2019-07-09, 23:16
  • Name: ThielHater
  • @ARTstuff: We will do our best to make GRM compatible to other mods and patches. However, this is the first time I have ever heard about Mod Fix.
  • Date: 2019-07-09, 20:59
  • Name: ARTstuff
  • Уважаемые разработчики, сделайте пожалуйста совместимость с Mod Fix