Gothic II: Gold Classic

Gothic II: Gold Classic

Free Aiming
86 Comments
mud-freak  [author] Jan 18 @ 9:31am 
@Lesath possibly the spell is implemented not conforming to how Gothic's focus collection is setup. The free aiming strictly sticks to Gothic's definitions to decide if a spell supports free aiming (e.g. fireball) or should not (e.g. light, or teleport) depending on its targeting definitions.
Lesath Jan 18 @ 6:41am 
@mud-freak well I'm playing Nostalgic Edition which I think is the only mods which adds features afaik. I'm using other mods but are more like plugins than anything.
mud-freak  [author] Jan 17 @ 11:14am 
@Lesath thanks for reporting. There is no native telekinesis in Gothic 2. Is that a mod you are using? Could you send me the name/link? Maybe this could be fixed.
Lesath Jan 17 @ 10:35am 
Telekinesis does not work with this mod enabled. You need to turn it off in the game menu prior to use properly.
Fourtyounces Jan 3 @ 8:31am 
Dosent Work with gamepad mod :(
mud-freak  [author] Dec 30, 2024 @ 1:27am 
@Zeyn depending on your control scheme (Gothic 1 controls or Gothic 2 controls), you aim with the action key and shoot with the forward key, or aim with the right mouse button and shoot with the action key.
Zeyn Dec 29, 2024 @ 9:54am 
How to shoot?
mud-freak  [author] Dec 23, 2024 @ 2:09am 
Chronicles of Myrtana break core libraries
21:9 GAMING Dec 19, 2024 @ 12:51pm 
This mod crashes chronicles of myrtana while trying to use cooking, alchemy etc, anything with recipes
mud-freak  [author] Dec 4, 2024 @ 12:57pm 
@Alex C. Yes, in both. In Gothic 2, the bow skill is proportional to aiming accuracy.
Alex C. Dec 3, 2024 @ 6:17pm 
does bow skill/dexterity have any impact on the aim in either balanced/realistic mode?
mud-freak  [author] Nov 14, 2024 @ 1:47pm 
@Mr. Wolf thanks for sharing. In the Gothic.ini you can also set the Gothic 2 controls separately for free aiming to allow to use the Gothic 1 controls for everything else. Maybe this will work too, while still allowing you to use the Gothic 1 controls if you prefer. Check out this info: https://github.com/szapp/GothicFreeAim/wiki/Free-Aiming#ini-settings
Mr. Wolf Nov 13, 2024 @ 6:00pm 
Hey folks, I think I've found a solution to those flickering lights/stripes.
Just DON'T ask me HOW is THAT possible. :steamfacepalm:
I'm playing on Steam Deck, so Proton stuff included as well. :steamfacepalm:
I've done some digging here and there, tried multiple solutions and tricks, even dig inside .ini file, without succes. Oddly enough what helped me was DISABLING the Gothic 1 controls. THAT solved the problem.
Obviously the G2 combat system may be... strange, to say at least, but this mod/patch is changing most of the game so that shouldn't be much of a hustle to get used to combat system... as long as you're not trying to fight from left to right.
Perhaps that will help most of you guys. Also the whole "walking" while aiming is miles better.

Good luck folks! :steamhappy:
TinoXXoniT Oct 23, 2024 @ 8:06am 
Hallo, ich habe Ninja und free aiming in steam abboniert aber es wird nicht ins Spiel übertragen. Ich habe weder die Einstellungsoptionen (Balanciert/realistisch), noch das freie Zielen selbst. Es gibt auch keine ausstehenden Downloads. Hat jemand eine Idee? Danke im Vorraus :)
Helios Oct 19, 2024 @ 4:15am 
Well, you are the creator, but changing GFA_ROTATION_SCALE fixed the issue of lateral mouse movement being way too fast while aiming.
GRawInput might have something to do with it (just guessing), but I am using that and this mod in Gothic 1 also and I don't have that problem there.
mud-freak  [author] Oct 19, 2024 @ 4:07am 
@Helios FYI, GFA_ROTATION_SCALE is not turn speed but a fixed translation between model and movement.You should adjust the mouse sensitivity. If another mod interferes adjustments are necessary there.
Helios Oct 19, 2024 @ 1:20am 
Turn speed while aiming is way too high for some reason. I changed the speed by opening FreeAiming.vdf in a Hex Editor and changing "GFA_ROTATION_SCALE = 0.16" to "GFA_ROTATION_SCALE = 0.06"
mud-freak  [author] Oct 14, 2024 @ 12:01pm 
@Reefes, hier auf Steam kannst du einfach das Workshop item abonnieren.
Reefes Oct 12, 2024 @ 10:02am 
wie kann ich die mod ins spiel einfügen ? habe die vdf datei in den Gothic2 Data ordner kopiert oder ist das falsch ? lg
mud-freak  [author] Sep 21, 2024 @ 8:08am 
@leon.da A VDF contains binary elements. Manual changes will break the file. You will need to build the VDF from it's source files. What exactly do you want to adjust?
leon.da Sep 19, 2024 @ 11:16am 
I tried to change the maxdeviation in the vdf file. Why doesn't the mod work as soon as i save the vdf file? Even if i don't change a thing it doesn't work as soon as i save.

I would like to tune the min deviation and max deviation of arrows, because i'd find it more enjoyable. How can i change the code?
ERROR Sep 19, 2024 @ 8:07am 
Oh thanx! Will try to play with script later. As i understand i just need to change something in one line (maybe scaledRadiusI? will see later...)
mud-freak  [author] Sep 18, 2024 @ 11:49pm 
Thanks for the constructive discussion! I appreciate your thoughts & patience. If you want to check it, the source of GothicFreeAim (on which this mod is based) is available. Dispersion is here [github.com] with explanation here [github.com].

I can adjust the dispersion. However, I can't change dispersion at close range. Balance is required between free aim & auto aim. Unfortunately, it doesn't matter if auto aim is unrealistic - that's what Gothic is comes with: To add/remove free aim can't suddenly change hit probability. That's what I mean with balance. Compare the graphs of auto aim [github.com] with free aim [github.com], they already match well at close range.
ERROR Sep 18, 2024 @ 8:58am 
I was hoping that mod just make arrows use your bow skill for dispersion while mod uses it as hit chance without ways to change it. I am modder myself (worked on Garry's Mod mods long time ago) and i think i can decompile mod and try to change it by myself, but i think that maybe someone else will be happy to see that mod work the same way as i want (and of course if you do it then i won't have to learn Gothic 2 code :D)
ERROR Sep 18, 2024 @ 8:57am 
For me it looks wierd. Arrow have small dispersion when i shoot from big distance but at the same time literally do everything to not hit enemy right in front of me.
I can't agree with "auto aiming provides a far better hit-ratio".As i described in previous messages you can abuse it. Just aim above enemy from big distance and you will have alot of successfull hits. Currently i have 34% bow skill and it's enough to hit enemies from big distance while it's not enough at all in original game.
With correctly balanced dispersion you will hit enemy in front of you constantly but there will be problems with enemies who are far away from you (because you need to upgrade your bow skill of course WOW!).
mud-freak  [author] Sep 18, 2024 @ 1:30am 
@ERROR Yes, that is possible, of course. I kind of worked like that before, raising a lot of questions. By what metric do you chose/justify the extend of the spread? How do deal with inequality with respect to auto-aiming? More so from a balancing perspective: Who would play purely angle-based free aiming at low bow skill, if auto-aiming provides a far better hit-ratio? The non-hardcore Gothic players (vast majority) were not happy.
ERROR Sep 17, 2024 @ 8:07am 
Instead of using bow skill as "hit chance" (for this option) you can use it as just dispersion/accuracy.
Bow will just have very big dispersion with 10% bow skill and almost no dispersion with 100%. That's what i mean.
mud-freak  [author] Sep 17, 2024 @ 1:19am 
@ERROR Thanks for the explanations. To clarify: Dispersion is indeed angle-based. Hit-chance defines a radius of a scattering cone, but scaled. Gothic defines hit-chance by hit-probability: With 40% hit-chance, 40% of shots hit on target at 15 meters distance, scaled non-linearly with range. It's unnatural for angle-based shooting. It cannot work: to hit 40% of shots at 15m, the angle must be so large that it never hits at 20m. With 100% it never hits at large distance. It's impossible to tune, because the only parameter is the angle, but with non-linear relationship. Unfortunately, angle-based dispersion cannot satisfy hit-probability and hit-chance of auto-aiming. In a comment I shared a link to extensive Monte Carlo simulations/in-game tests. Purely angle-based dispersion does not work without distance-scaling, but I am open to suggestions. Feel free to also discuss more technical details and formulas here: https://github.com/szapp/GothicFreeAim/discussions/204
ERROR Sep 16, 2024 @ 11:52am 
So you will not add option to turn on angle based aiming? Also there is an issue with current system that i described. You can just aim above enemy and you will hit him with MUCH highter chance.
mud-freak  [author] Sep 16, 2024 @ 8:47am 
@ERROR It is funny, because that is how the system worked the past few years and I all I received was requests to change it. As discussed in the documentation linked in my previous comment, the current implementation is now pretty rock-solid in direct comparison to auto-aiming, making the learning point system still viable despite free aiming. I understand that there is no perfect solution, but this is - based on the data in the documentation - the best solution.
ERROR Sep 16, 2024 @ 8:21am 
And i still think that angle based works better. You shoot enemy that is VERY close to you and you hit it with 100% chance. If enemy is far away from you then the lower your bow skill - the lower your chance to hit just because dispersion don't let you hit too often.
Your formula is correct in your opinion, okay... but can you then at least add option to make it work like this? Maybe someone else will also prefer angle based formula like me. What do you think?
mud-freak  [author] Sep 15, 2024 @ 11:03am 
@ERROR The dispersion was in the past in fact as you desire it, angle based and more realistic. However, that did not match the hit probability of the standard auto-aiming. A very important thing to consider is that the auto-aiming and free-aiming need to match to make neither substantially more advantageous than the other. So, to address your issue: It is intended and based on thorough testing: https://github.com/szapp/GothicFreeAim/wiki/Hit-Probability#wiki-wrapper
ERROR Sep 14, 2024 @ 10:48pm 
Awesome mod, but has one big issue. Looks like you add dispersion to position where arrow should probably land instead of adding it to shoot direction. In result with 34% bow skill if i aim at enemy that stand right in front of me there is a big chance to miss, but with almost every shot i can hit enemy 20 meters away from me by just aiming slightly above him. I think formula must be reworked a bit.
(sorry for bad english)
Yahoo Aug 20, 2024 @ 1:42pm 
:steamthumbsup:
mud-freak  [author] Aug 16, 2024 @ 9:00am 
@black.inc Gothic 2 Classic is also supported. If Steam disables the workshop for Gothic 2 Classic, you can install both the FreeAiming patch and Ninja (a requirement) manually, from https://github.com/szapp/FreeAiming/releases and https://github.com/szapp/Ninja/releases respectively.
black.inc Aug 16, 2024 @ 6:21am 
Unfortunately if I enable beta I cannot run the game in classic mode. Is there any way to install this mod while still being able to launch G2 classic?
crazyembereks Apr 13, 2024 @ 11:07pm 
Is there a place I can download the files manually?
mud-freak  [author] Oct 16, 2023 @ 11:14am 
@listopad09 the concept around talents/skills does not change. If you train your bow hit chance, the accuracy will increase, i.e. the scattering angle tightens. This is not well visible for low hit chance levels in the current version, but there are plans to update the accuracy calculation.
listopad09 Oct 4, 2023 @ 1:07pm 
Thats a cool mod and all, but now how does the dexterity and bow/crossbow skills affect it? You get more accuracy as in the arrow dosent go to the sides etc?
mud-freak  [author] Jul 21, 2023 @ 10:23pm 
Thanks for checking in here! Good to hear.
Exp Jul 21, 2023 @ 8:43am 
Mhh it's there. Guess I never checked the game sub menu (or just missed it). Sorry my bad
mud-freak  [author] Jul 20, 2023 @ 1:31pm 
Okay thanks. Just to check off some boxes: (1) are you running the workshop beta in Steam, (2) can you confirm that Ninja and the patch are loaded, by entering “Ninja” into the MARVIN F2-console, (3) the setting should be in the “Game settings” sub-menu in the bottom.
Exp Jul 20, 2023 @ 1:04pm 
German? Or do you mean something else
mud-freak  [author] Jul 20, 2023 @ 9:26am 
Which language version is that?
Exp Jul 20, 2023 @ 9:05am 
Gothic 2 Notr, so no mod at all
mud-freak  [author] Jul 20, 2023 @ 8:53am 
@DeusExp Which main-mod are you playing?
Exp Jul 20, 2023 @ 1:39am 
The menu entry doesn't exist for me. Tried with union and some other plugins, but also without any plugins (only ninja + free aiming).
mud-freak  [author] Jul 5, 2023 @ 7:06am 
@Lampa117 thanks for the interest in this sub-feature. The section of the wiki you are referring to is intended for developers that incorporate the script package into their modification projects. Within the scope of this patch, that feature cannot be enabled. However, I had intended to add a separate patch for that a while ago. I may get back to that soon!
Lampa117 Jun 28, 2023 @ 11:38am 
Hi, I would like to enable the collectable projectile option. However, I am having difficulty doing so. The wiki directs you to "config/collectable.d", but it states there that it "requires the feature GFA_REUSE_PROJECTILES (see config\settings.d)", which is missing. I'm not very knowledgeable in coding, so any help would be appreciated.
Besides that awesome mod.