Documentation | GOTHIC |
Gothic Mods: How to create, install and start | |
Author: Bert Speckels | Version: July 26th 2001 |
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How can I modify Gothic?Most of the Gothic files are saved in the VDF volumes in the /data/ directory. Exceptions are the script files and (for technical reasons) videos and music data. The actual data directory of Gothic is /_work/data/ (from now on just referred to as [GDATA]); not to be confused with /data/, in which the VDF volumes are placed. VDF volumes contain the complete directory structure in "[GDATA]/" ... thus they are virtual images of these directories. The programme \VDFS-Tool\GothicVDFS.exe can be used, to show or to extract the content of VDF files. To modify data stored in VDF files they first have to be extracted. It is also possible to unpack a VDF volume to "[GDATA]/" and then to delete it. Now Gothic won't find the files via the VDF-System (VDFS) anymore, but will then look in the respective directories on the hard drive, which takes longer though. Almost every data format of Gothic exists in compiled form. The following sections will go into these individual formats in a bit more detail. At this point it be just mentioned, that the compiled data is lying in the respective COMPILED directores. Note: In the SYSTEM directory there is also a file named paths.d, in which the individual, especially important directories are listed. But the file must not be modified, otherwise it is not to be expected that Gothic keeps working. TexturesTexture directories:
The textures of Gothic are in the TEX format. This format can be generated automatically by Gothic. The TGA format serves as the source format for it. Gothic is looking for TGAs across all sub directories, by the way. Thus, identical texture names should be avoided, even if the textures lie in different directories. Convert texturesNew textures in the TGA format will be automatically recognised and converted by Gothic. The converted textures in the TEX format end up in the COMPILED directory. When you modify already existing textures, you must use the GothicStarter.exe (Advanced-Options: convert textures) to convert. SoundsSound directories:
For Sounds the same as for textures applies: They are looked for across all sub directories. Here too identical file names should be avoided. The sounds are directly used as WAV files. A conversion does not occur. Worlds/LevelsLevel directories:
Levels are safed as ZEN files. Here a short overview, how one comes to such ZEN files:
Additional information to the level editing you find in the following docs: ScriptsScript directories:
As Content we identify all scripts, which have something to do with the game content: NPCs, Items, Quests, AI; System scripts describe Menus, effects et al. In the framework of our script language there are three different kinds of files:
Compile and test ScriptsIn order to transfer modified Scripts into a new updated DAT-file, Gothic must be started with the parameter -zreparse. This can be done too by the GothicStarter.exe (Advanced-Options: reparse all scripts). Then all scripts in the script directory will be parsed completely new and linked to updated DAT-files. More about the scripts and their functioning you find in the following documents: How does Gothic find my files?The mechanism is actually quite simple:
This of course leads to a problem: But step by step:
This was a short description of all things that one can change or create anew within a mod. Before you begin to make a mod of your own, please read also the extensive documentation on the script language, the ZenGin and the tutorials. |
How do I create a Gothic Mod?Content of a Gothic ModIn this section will be explained, how modified files can be composed to a Mod, in order to hand them over to others. In doing so, I will deal less with the individual files and more with how one packs these files into a Gothic Mod. A Gothic Mod regularly consists of two files: ./system/modname.ini ./data/modvdf/modname.mod
ExceptionsSome files of Gothic are not located in the VDF files. For one these are the script files (DAT-Files), which you should absolutely pack into your Gothic Mod VDF though; and then, but for technical reasons, Videos and music files for DirectMusic (DirectX) can't be managed in a VDF File. Therefore you must include such files, if you have created some, as individual files into the mod package: Examplary content of modname.exe (e.g. a ZIP- or RAR-EXE): ./system/modname.ini ./data/modvdf/modname.mod ./_work/data/music/modname/file1.sgt ./_work/data/music/modname/file2.dls ./_work/data/videos/modname/video1.bik ./_work/data/videos/modname/video2.bik Again: All files for a mod belong into the Gothic Mod VDF-files with the name modname.mod. Exceptions are only music files and videos. Creation of a Gothic Mod EXEIn the ideal case a Gothic Mod is a self-extracting archive: Content of modname.exe (a ZIP- or RAR-EXE): ./system/modname.ini ./data/modvdf/modname.mod This self-extracting EXE-file must only include relative paths (relative to the gothic directory). Thereby you proceed as follows: Create yourself a small directory structure, in which you place your finished mod files (and only them): For example as in the following way: c:/mymod/system/mymod.ini c:/mymod/data/modvdf/mymod.mod Now you still need to create the Archive-EXE (Attention, the default way with WinZIP/WinRAR will not do the trick!) That's how it's done with WinZIP:
That's how it's done with WinRAR:
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Installation of a Gothic ModWith such a correctly generated GothicMod-EXE it is now very easy to install the Mod.
All the contained files will then be copied into the correct directories. |
Play a Gothic ModAfter a Gothic Mod was correctly installed, it can be started with the programme GothicStarter.exe. This programme shows all available Mods in a list and also offers a few additional functions. When you use Gothic Mods, you should start Gothic only with this tool. For this I also recommend the GothicStarter Documentation. |