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Installation Steps for Gothic 1
Check the installation requirements first.
By using these scripts, you agree to the terms of the MIT License and need to include the license as well as visible mentions of the original author when redistributing your source code.
Please respect my efforts and accredit my work in your project accordingly by visibly mentioning the name of the project, the original author and a link to this repository, i.e:
Gothic Free Aim by mud-freak (@szapp) https://github.com/szapp/GothicFreeAim
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Make sure Ikarus and LeGo are installed and parsed in
_work\data\Scripts\Content\Gothic.src
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Copy all files from this repository into your Gothic installation. Mind the relative paths. Do not forget the binary files (GFA_Textures.zip) that come with the release.
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- In
_work\data\Scripts\Content\Gothic.src
, somewhere after Ikarus, LeGo andANIMS\FOCUS.D
, addGFA\GFA_G1.src
- In
_work\data\Scripts\System\Camera.src
, at the end, addGFA\Camera.src
- In
_work\data\Scripts\System\ParticleFX.src
, at the end, addGFA\PFX_G1.src
- In
_work\data\Scripts\System\SFX.src
, at the end, addGFA\SFX.src
- In
_work\data\Scripts\System\VisualFX.src
, at the end, addGFA\VisualFX.src
- In
_work\data\Scripts\System\Menu.src
, between_intern\menu.d
andmenu\menu_main.d
, addGFA\Menu.src
- In
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Add a new menu entry to the options game menu. With this users can enable and disable free aiming from the options menu. Keep in mind, that there are still players preferring keyboard controls over mouse. Free aiming will always be possible to disable in the
Gothic.ini
file.-
In
_work\data\Scripts\System\Menu\Menu_Opt_Game.d
finditems[XX] = "MENUITEM_GAME_BACK";
in the instanceMENU_OPT_GAME
and change it toitems[XX] = "MENUITEM_OPT_GFA"; items[XX+1] = "MENUITEM_OPT_GFA_CHOICE"; items[XX+2] = "MENUITEM_GAME_BACK";
By default,
XX
is 13 and it should look like this afterwards:items[13] = "MENUITEM_OPT_GFA"; items[14] = "MENUITEM_OPT_GFA_CHOICE"; items[15] = "MENUITEM_GAME_BACK";
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In the same file find
posy = MENU_BACK_Y;
in the instanceMENUITEM_GAME_BACK
and change it toposy = MENU_BACK_Y+300;
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In
_work\data\Scripts\System\GFA\instances\Menu_Opt_GFA.d
set the constantGFA_MENU_ID
to the next available slot in the menu, typically(XX-1)/2+1
which is 7 by default. For example:const int GFA_MENU_ID = 7; // Next available Y-spot in game menu = entry number
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In the same file you might have to adjust the menu labels. By default they are in German.
// Menu text labels const string GFA_MENU_LABEL = "Freies Zielen"; // "Free aiming" const string GFA_MENU_CHOICES = "aus|an"; // "off|on" const string GFA_MENU_DESCR = "Erfordert Maus Steuerung"; // "Requires mouse controls"
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In
_work\data\Scripts\Content\Story\Startup.d
find the functionINIT_Global()
. If you do not have that function yet, create it and call it from allINIT_*()
functions in that file (not theINIT_SUB_*()
functions!). Inside, either somewhere after Ikarus and LeGo or instead of them, initialize Gothic Free Aim withGFA_Init(GFA_ALL);
GFA_ALL
will enable all features that come with this script package. You can disable features like soGFA_Init(GFA_ALL & ~GFA_REUSE_PROJECTILES);
Read on here to find out more about the different features.
If you initialize LeGo before GFA, make sure to do so with the necessary LeGo packages for GFA (LeGo_All
is not enough!): Required Lego Packages. -
Make sure you have the following three files.
_work\data\Anims\Humans.mds
_work\data\Anims\MDS_Overlay\Humans_BowT2.mds
_work\data\Anims\MDS_Overlay\Humans_CBowT2.mds
If not, extract them fromData\anims.VDF
with the GothicVDFS-tool of the mod development kit. -
In
_work\data\Anims\Humans.mds
add the lines as indicated in_work\data\Anims\Humans.mds.additions
. Make sure you add the lines before the two closing brackets "} }
" at the end of the file.
Do the same analogous for_work\data\Anims\MDS_Overlay\Humans_BowT2.mds.additions
and_work\data\Anims\MDS_Overlay\Humans_CBowT2.mds.additions
.For Gothic to detect the changes to the animation files, tick
VDFS physical first
in theGothicStarter_mod.exe
. (This won't be necessary once you pack everything into a mod-file in your final mod.)
After parsing the scripts, GFA should be fully implemented. Read on here to find out how to adjust GFA to your preferences.
Table of Contents
Features
Youtube Trailer
Demo Modifications
Installation & Requirements
Gothic 1
Gothic 2
Features & Configuration
Free Aiming
Ranged Combat
Spells
Re-usable Projectiles
Custom Collisions
Critical Hits
Hit Probability NEW
Creating a Mod File
Project Architecture
Debugging & Console Commands
Download
Free Aiming Patch
Settings for Players
Changelog
FAQ
Support this project
Acknowledgements
Contact & Discussion