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Ergo's FixPack [mods]

This forum is to be used for all discussions pertaining to Radon Labs' Drakensang: The Dark Eye, Drakensang: The River of Time, and Drakensang: Philleason's Secret.
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Ergopad
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Ergo's FixPack [mods]

Post by Ergopad »

Ergo's FixPack [mod/patch]

Description
This mod will fix some errors in localization and gameplay. And it will also fix
those aspects of the game I didn't find quite balanced. You only need the latest version of fix pack.


Main Features
+ Localization fixes (translation)
+ Special abilities fixed (according to desc.) and xp costs adjusted to follow the prices.
+ New equipments
+ Alterations to existing items (to add more variation)
+ Faster but harder treat wounds and -poisons
+ Little bit harder gameplay
+ Better dodge and crossbow bolts
+ Special Dark -beer restores decent amount of ED now (5 -> 15).
+ Specialized mages
+ Much darker dungeons
+ Tougher fights
+ Faster gameplay (faster running speed for everyone!)
+ Better summoned minions
...And lot of other things, see the changelog.


Installation
Just execute "Install.bat" anywhere and start new game. Check readme.txt for more info.

Witch Hat and Robe: [url="http://img808.imageshack.us/img808/6621/drakensang2010112317581.jpg"]http://img808.imageshack.us/img808/6621/drakensang2010112317581.jpg[/url]
All the new items: [url="http://img137.imageshack.us/img137/6827/drakensang2010112600423.jpg"]http://img137.imageshack.us/img137/6827/drakensang2010112600423.jpg[/url]


Changelog
v1.80 Final
- New icons for my items by Zalpha
- Added The Witch Hat (*5)
- Fixed some issues with install.bat
- Changed hit zones to follow P&P rules (*11)

v1.75
- Few more localization fixes
- Lowered starting weapon talent values
- Tuned character advantages
* Thief "Perception Bonus" (overlapping with Danger Sense) changed to Streetwise bonus
* Added "Two-handed Swords Bonus" to Soldier, was having no bonus
* Added "Vitality Penalty" to Alchemist
* Added "Perception Penalty" and "Dwarfnose Penalty" to Mercenary
* Added "Artisan Talents Penalty" to Warrior
* And fixed character descriptions to follow the advantages
- Increased Battlemage talent value in Staves by +2
- Fixed some modding script bugs

v1.74
- Updated the installer batch for both languages
- Added option to installer for setting path for Drakensang folder manually

v1.73
- Removed Higher maximum values for attributes (buggy)
- Fixed Light of Praios -scimitar having wrong animation for REAL
- Minor localization fixes

v1.72 (hotfix)
- Fixed Light of Praios -scimitar having wrong animation
- Removed extra lines from localization changes.
- Added french translation (by Numberouane)

v1.70
- Higher maximum values for attributes, including PCs (+1)
- Heavy Iryan Leather Greaves matching to Iryan Armor (by Damar Stiehl)
- Fixed loot table (by Qendivardo) from german patch.
- Summons balanced! (*10)
- Added new game icon for shortcut
- Script cleaning and minor bug fixes

v1.62 (hotfix)
- Fix: Some static monsters/npcs got easier instead of getting tougher.
- Faster +25% running speed for everyone (including npcs and monsters)

v1.6
- Miscellaneous bug fixes
- Pick Lock items talent bonuses changed *3)
- Monsters: +25% vitality (ex. 400 -> 500)
- NPCs: +25% to attack value (AT)
- NPCS: +20% to parry and dodge values (PA/DV)
- NPCS: +10% to magic resistance (MR)
- Level cap increased to 25
- More experience points, +15%
- Witch trees will have additional parry per round

v1.5
- Much darker dungeons
- Advantages and disadvantages of fullmages totally changed *9)
- Same for party member mages too (Jost and Gwendala)
- Lower starting values for magic talents. Still same as before if specialized.
- Bandage and Golmoon Tea are now 2.5x more expensive.
- Weapon balsam charges increased to 50
- Whetstone DP increased to +2
- Minor bugfixing and sql script cleaning

v1.4
- Lot of localization fixes related to special ability descriptions
- Major changes to special abilities' XP costs *7)
- Offensive- and Defensive Combat abilities bonuses lowered (+1,+2 and +4).
- Master Parry texts fixed and ED cost reduced to 10 (from 15)
- Master Throw will have proper learn price, different requirements and will also cause a wound
- Power Throw will now stun and ignore armor. *8) Was just weaker version of Master Throw.
- Miscellaneous small fixes related to Special abilities
- Changed monsters' Sweep Attacks to be dodged only (no parry)
- Added PA(and DV) penalty to some monster special attacks
- Removed XP gain penalty, due the new balance changes and feedback from users

v1.31 (hotfix)
- Fixed items not showing in stores
- Removed test script

v1.3
- XP gain fine tune to -20%
- Special Dark -beer now restores 15 ED instead of 5.
- Klarum Purum and Balm of Healing -spells have casting time according to P&P rules
- Changed party member attributes to -1 to follow better P&P archetypes
- Leather Arm Greaves #1 has now new graphics and 0.2 encumbrance
- Leather Arm Greaves #2 has new name "Elven Arm Greaves" with a bit higher price
- Added LOT(!) of new items *5). All with unique icons (and some even with unused model)
- All types of bolts have been improved *6)

v1.2
- More localization fixes
- Changed all healing and pick locks talent items *3)
- Total XP gain lowered even more to -25%
- All party members will have 2 points lower attributes
- Changed new visuals, +1 to HP and new description to Cultist's Dagger
- Added a new dagger to shop in Ferdok *4)

v1.1
- Fixed Hair Pin text from previous version
- Fixed crash related to regeneration bonus
- Changed the crafted iron shield according to non-crafted iron shield
- More localization fixes
- Total Xp gain lowered by -15%, thus making the game much harder(!) in every aspect
- Decreased the vitality and the astral energy regeneration during combat even more
- Added +3 DV to every player character to boost up the dodge
- Added small +DV bonus to few existing items
- Added Pendant of Phex (*2) in loot during the main quest
- Chance to find Bandages or Golmoon Teas from loot decreased to 20% of what it was
- Healing Salve bonus to Treat Wounds set +2 (was +4)
- All main quest weapons are now wieldable by all party members too

v1.0
- Most shields receive additional -1 AT, thus making the game a bit harder
- Total conversion with shields, all 12 are now different (*1)
- Vitality and astral energy regenerate 50% slower
- As slow regeneration in combat as monsters have
- Archetype +/-regen factor changed to only affect when in combat
- Bandage bonus to Treat Wounds set 0 (was +1)
- Whirlweed bonus to Treat Poisons set to 0 (was +1)
- Golmoon Leaf bonus to Treat Wounds set to 0 (was +1)
- Golmoon Tea bonus to Treat Poisons set to +1 (was +3)
- Hair Pin bonus to Pick Locks set to 0 (without pin, penalty is -10)
- Wounds are harder to resist, the penalty increased from -10 to -12 (-10% to chance).
- Skinning and herb gather is now MUCH faster, 1 round instead of 4
- All main quest armor pieces are wearable by all party members
- Small localization fixes (ex. 1W+4 -> 1D+4)

Download: [url="http://www.2shared.com/file/ovYBXEgS/Ergos_Fixpack_v180.html"]link[/url] or [url="http://games.softpedia.com/get/Patch/Drakensang-Unofficial-Fix-Pack.shtml"]link2[/url]

PS. Comments, suggestions and all feedbacks are not only welcome, but the price for the fixpack that you should pay! :)
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Ergopad
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Post by Ergopad »

Ergo's FixPack v1.1

Ergo's FixPack v1.1

Changelog:

v1.1
- Fixed Hair Pin text from previous version
- Fixed crash related to regeneration bonus
- Changed the crafted iron shield according to non-crafted iron shield
- More localization fixes
- Total Xp gain lowered by -15%, thus making the game much harder(!) in every aspect
- Decreased the vitality and the astral energy regeneration during combat even more
- Added +3 DV to every player character to boost up the dodge
- Added small +DV bonus to few existing items
- Added Pendant of Phex (*2) in loot during the main quest
- Chance to find Bandages or Golmoon Teas from loot decreased to 20% of what it was
- Healing Salve bonus to Treat Wounds set +2 (was +4)
- All main quest weapons are now wieldable by all party members too

v1.0
- Most shields receive additional -1 AT, thus making the game a bit harder
- Total conversion with shields, all 12 are now different (*1)
- Vitality and astral energy regenerate 50% slower
- As slow regeneration in combat as monsters have
- Archetype +/-regen factor changed to only affect when in combat
- Bandage bonus to Treat Wounds set 0 (was +1)
- Whirlweed bonus to Treat Poisons set to 0 (was +1)
- Golmoon Leaf bonus to Treat Wounds set to 0 (was +1)
- Golmoon Tea bonus to Treat Poisons set to +1 (was +3)
- Hair Pin bonus to Pick Locks set to 0 (without pin, penalty is -10)
- Wounds are harder to resist, the penalty increased from -10 to -12 (-10% to chance).
- Skinning and herb gather is now MUCH faster, 1 round instead of 4
- All main quest armor pieces are wearable by all party members
- Small localization fixes (ex. 1W+4 -> 1D+4)

[url]RapidShare Webhosting + Webspace[/url]
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Ergopad
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Post by Ergopad »

Ergo's FixPack v1.2

New version out!

Ergo's FixPack v1.2

Changelog: (v1.1 -> v1.2)
- More localization fixes
- Changed all healing and pick locks talent items *3)
- Total XP gain lowered even more to -25%
- All party members will have 2 points lower attributes
- Changed new visuals, +1 to HP and new description to Cultist's Dagger
- Added a new dagger to shop in Ferdok *4)

[url]RapidShare Webhosting + Webspace[/url]

Please give feedback, comments and suggestions.
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Ergopad
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Post by Ergopad »

Ergo's FixPack v1.3

Changelog
v1.3
- XP gain fine tune to -20%
- Special Dark -beer now restores 15 ED instead of 5.
- Klarum Purum and Balm of Healing -spells have casting time according to P&P rules
- Changed party member attributes to -1 to follow better P&P archetypes
- Leather Arm Greaves #1 has now new graphics and 0.2 encumbrance
- Leather Arm Greaves #2 has new name "Elven Arm Greaves" with a bit higher price
- Added LOT(!) of new items *5). All with unique icons (and some even with unused model)
- All types of bolts have been improved *6)

*5) New Items
All of these things can be found from shops in Praios' Square.

Gloves of Fencing Mastery:
- Parry bonus +2
- Unique model (was unused)

Master's Small Sword:
- Average rapier with +2 DP

Light of Praios:
- Scimitar with 50% chance of knockdown

Bleeder:
- Dagger with 25% chance of wounds

Staff of the Druids:
- Mage staff with +2 Domination magic talents and +5 astral energy bonuses

Death Lance:
- Good spear with +3 DP

The Witch Robe:
- Black robe with +2 Nature talents and +1 Charisma bonuses

Shadow Armor:
- Dark leather armor with +2 Sneak and +1 Pick Pockets bonuses

Check readme.txt for more information.

Icons of some of the new items: [url="http://bayimg.com/image/naokiaabl.jpg"]http://bayimg.com/image/naokiaabl.jpg[/url]

Download: [url]RapidShare Webhosting + Webspace[/url]
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She-Wolf
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Post by She-Wolf »

Since I play these games for the fun factor, I'm not really a fnan of mods making things harder on me. Of course, there are people who appreciate that sort of thing and that's just fine - just not my cup of tea.

I do, however, like the new items you added so I'm wondering, could we have a seperate mod that only adds the new items to the game? Also, any mod that would restore some of the currently unavailable items to the game wopuld be awfuly nice. Not because one can't go through the game without them - because they look nice and I'd love to have them, is all. ;)
The universe, they said, depended for its operation on the balance of four forces which they identified as charm, persuasion, uncertainty and bloody-mindedness.
--Terry Pratchett, The Light Fantastic--
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Ergopad
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Post by Ergopad »

Next version

Yes, I've already got that kind of request. So in next version, I will add option not to add +difficulty settings. Though the game won't be that much difficult, because there are also things that make game easier, for example there are +dodge and better crossbow bolts...
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Post by GawainBS »

Ergopad wrote:Yes, I've already got that kind of request. So in next version, I will add option not to add +difficulty settings. Though the game won't be that much difficult, because there are also things that make game easier, for example there are +dodge and better crossbow bolts...
Well, a large part of the fun of an RPG for me, comes from developing my character's stats. Getting less XP quite distracts from that, so I second Shewolf's request. :)
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Ergopad
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Post by Ergopad »

I'm actually thinking about removing the Xp penalty, but making the game more challenging otherwise.

Do you have any other comments? What's good and what's bad? And what else you would like to see in the game?
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Post by GawainBS »

Just an option to choose wether or not to make the game harder. I think this will greatly enhance your mod's accessability. :)
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She-Wolf
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Post by She-Wolf »

Well, if you're taking requests... ;)

I'm loving the new items you've listed thus far. As I said, it's not how "effective" they are - it's how diverse and pretty they are that draws my attention; the fun factor, if you will, and the ability to combine them and play around with them. Two types of leather armgreaves, for example, would be enough for me to grab these mods. Provided, of course, that I have the option of keeping stats and XP gain intact.


But what really annoys me is that pesky armor of fire that a) can only be worn by the main character and b) it gets assambled into a single piece of armor that completely cramps my style. If there was a mod that would enable me to at least keep it as seperate pieces, if not to make some parts available to companions as well, I'd lap it it up hook, line and sinker in a blink of an (dark) eye. ;)
The universe, they said, depended for its operation on the balance of four forces which they identified as charm, persuasion, uncertainty and bloody-mindedness.
--Terry Pratchett, The Light Fantastic--
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Ergopad
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Post by Ergopad »

There already
- All main quest armor pieces are wearable by all party members
- All main quest weapons are now wieldable by all party members too
Read the full changelog She-Wolf. ;)
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She-Wolf
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Post by She-Wolf »

Whoopsie! How on Earth did I manage to miss that?!
*tucks tail*
*slithers away*
The universe, they said, depended for its operation on the balance of four forces which they identified as charm, persuasion, uncertainty and bloody-mindedness.
--Terry Pratchett, The Light Fantastic--
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Ergopad
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Post by Ergopad »

Ergo's FixPack v1.4

Updated to v1.4. Mostly changes related to special abilities.

Changelog
v1.4
- Lot of localization fixes related to special ability descriptions
- Major changes to special abilities' XP costs *7)
- Offensive- and Defensive Combat abilities bonuses lowered (+1,+2 and +4).
- Master Parry texts fixed and ED cost reduced to 10 (from 15)
- Master Throw will have proper learn price, different requirements and will also cause a wound
- Power Throw will now stun and ignore armor. *8) Was just weaker version of Master Throw.
- Miscellaneous small fixes related to Special abilities
- Changed monsters' Sweep Attacks to be dodged only (no parry)
- Added PA(and DV) penalty to some monster special attacks
- Removed XP gain penalty, due the new balance changes and feedback from users

v1.31 (hotfix)
- Fixed items not showing in stores
- Removed test script

Download: [url]RapidShare Webhosting + Webspace[/url]
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Avantenor
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Post by Avantenor »

I guess because of the localization fixes the package is only useable for english releases? Do you have plans to split the thing into two seperate patches? That would make the Tweakpack also interesting for different languages (french, german).
A-Van-Te-Nor: A big car full of black hot beverage
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Ergopad
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Post by Ergopad »

You can always left the localization updates out. Though, if I would have locale.db4 for different languages, I might be able to add language options...
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Post by gumbomasta »

two thigns

If I wanted to add the tweaks that increase the difficulty to the game, can I do that with my current game (I'm already about 15 hours deep) or do I have to start over from the beginning? That's all I'd really want to use this mod for.

Also, I downloaded the game on Steam. Will this patch work with my Steam version?
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Ergopad
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Post by Ergopad »

Works with every version.

Most of the changes require new game, or you to update the savegame.dsa, which isn't that easy. But some static things will start to work immediately, like harder resisting.
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Post by Hardeknut »

Doesnt seem to work with Steam. I get a message saying it cant find the directory.

What must I change in the Installer when the directory is:

C:\Programs\Steam\Steamapps\Common\Drakensang\Export\DB ?

I have tried putting all the files in the directory but it still doesnt work.
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Ergopad
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Post by Ergopad »

Ah, some other people are having the same problem. I will include this in the readme.txt in next release.

Replace these lines from install_ergo's_fixpack.bat -file:

Code: Select all

if not exist %pfad%\static.db4 FOR /F "tokens=2* " %%A IN ('REG QUERY "HKCU\Software\DTP\Drakensang" /v target_folder') DO SET dsroot=%%B\export

FOR /F "tokens=2* " %%A IN ('REG QUERY "HKCU\Software\DTP\Drakensang" /v version') DO SET version=%%B
With these lines:

Code: Select all

SET dsroot=c:\my_example_directory\drakensang\export

SET version=1.03
And use your real game directory instead.
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Ergopad
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Post by Ergopad »

Ergo's FixPack v1.5

v1.5
- Much darker dungeons
- Advantages and disadvantages of fullmages totally changed *9)
- Same for party member mages too (Jost and Gwendala)
- Lower starting values for magic talents. Still same as before if specialized.
- Bandage and Golmoon Tea are now 2.5x more expensive.
- Weapon balsam charges increased to 50
- Whetstone DP increased to +2
- Minor bugfixing and sql script cleaning

Darker dungeons image comparison: [url="http://bayimg.com/image/caoaeaabp.jpg"]http://bayimg.com/image/caoaeaabp.jpg[/url]

Download: [url]RapidShare Webhosting + Webspace[/url]

PS. This is going to be last release for a while, because I just feel so depleted. :o Though I might make hotfix if there's some critical issues.
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