Sleeper mask
Gothic Reloaded Mod


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


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.


  • Date: 2020-06-13, 20:21
  • Name: Thiel
  • @Adrian: Ne.
  • Date: 2020-06-13, 20:04
  • Name: Adrian Volk
  • Ist sie schon fertig ? alle Kapitel?

    Danke euch
  • Date: 2020-06-09, 22:49
  • Name: Christian
  • @Thiel It worked pretty good. Thanks. All VDFs i could successfully load i did. If you are interested in implementing some Templar Textures like in the bald Head and the Tattoos let me know. I could send you the *.mod file of the Balancing Mod 0.8 to maybe work with it. It seems this mod isnt anywhere to find as the creators site is offline for years now. Have a nice day. Great experience and hope to play a final version of GRM in the future.
  • Date: 2020-06-09, 21:41
  • Name: Christian
  • Thank you very much. I will try that. :)
  • Date: 2020-06-09, 19:18
  • Name: Thiel
  • @Christian: You can't obtain our assets in any other way but there is a little trick. Go to "[Gothic]\_work\data\modvdf", cut the .mod files with GRM textures and paste them in the parent directory. Then rename them from .mod to .vdf, this way Gothic will always load them.
  • Date: 2020-06-09, 18:07
  • Name: Christian
  • @Thiel
    Is it maybe possible to inform what level meshes, vegetation and texture VDFs you guys used to maybe obtain them seperated? Carnage character meshes are available seperatly i guess. If i can find the link. Thanks again for your held. Congrats to a greate mod. Will there be a new version soon?
  • Date: 2020-06-09, 12:59
  • Name: Christian
  • @Thiel
    Ah ok. thank you for the quick answer. I always play with the Balancing Mod 0.8. Because of the templer design. I need a bald head and tatoos. It is just not immersive enough to join the swamp camp. It works fine with System Pack 1.8 and DX11 Renderer. I just need more vegetation, better meshes (level and charakters) and a good texture pack. Your looks fantastic and i thought i could combine them.
  • Date: 2020-06-09, 12:56
  • Name: Thiel
  • @Christian: Sorry but it's not. Which mod for Gothic 1 would you like to play? I'm curious.
  • Date: 2020-06-09, 12:47
  • Name: Christian
  • Is there a patch mode implemented yet? So that it is possible to play alongside other mods?
  • Date: 2020-06-07, 15:59
  • Name: Thiel
  • @Nick: Thank you. :)