arx fatalis сборка модов

Arx Fatalis

Arkane Studios | JoWooD | Released 2002

Its the Dark Age. Cast away from the surface of the Earth by the disappearance of the sun, Mankind lived hidden underground in the Fortress of Arx. Humans only have magic left to survive against Ratmen, Dragons and starvation. But a much greater danger is hovering above the world of Arx Fatalis. Lurking in the eternal darkness of the mines, it feeds off the innocent souls of the city. It is not a monster. It is not human. It is pure evil. The adventure has just started, and soon, the fate of Arx, will be in your hands.

Arx Libertatis

Arx Libertatis is a cross-platform port and improved version of Arx Fatalis for Windows, Linux, Mac OS X, FreeBSD and more.

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Arx Insanity Overhaul

Arx Insanity is a remaster and immersive sim mod for Arx Fatalis. Improved gameplay, remastered and detailed HD graphics, enhanced lighting,expanded lore.

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Arx Extended Mod

This mod adds new content to Arx Fatalis. Those include new items, different skins, NPC changes and crafting recipes. You will need the open source Arx.

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Arx Neuralis

Arx Neuralis — HD texture pack for Arx Fatalis. All textures are original, so the atmosphere is preserved, upscaled to 16x resolution with neural networks.

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Arx Fatalis UE4 Remastered

Arx Fatalis Remastered Using UnrealEngine 4,DirectX12 and Nvidia Ray Tracing Arx Fatalis is a role-playing video game for the Xbox and Microsoft Windows.

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Portable Containers

Adds various portable containers in the game.

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Modification, which improves game balance, fixes some bugs and adds a lot of new content: new features, new graphics, new items, etc.

No mods were found matching the criteria specified. We suggest you try the mod list with no filter applied, to browse all available. Add mod and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.

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Arx Insanity Overhaul mod for Arx Fatalis

Arx Insanity Overhaul

Arx Fatalis mod | Early Access Nov 7, 2020

ARX INSANITY is a remaster and immersive sim mod for Arx Fatalis. Improved gameplay, remastered and detailed HD graphics, enhanced lighting, expanded lore, quests, remastered soundtrack, original music, overhauled sounds, environmental effects and thousands of total changes. Adding new elements inspired by Arkane games and style, you can play with a variety of new approaches and choices.

This mod is still based in the original Arx Engine and it uses Arx Libertatis. One of the goals is to get the most out of the Arx Engine and AL features overcoming the challenges involved in overhauling the original game directly.

Arxinsanity.weebly.com

Development update 12/06/21

DEVELOPMENT UPDATE 12/06/21:

Hello everyone, some months have passed since the last demo patch was released and we are still working daily in the Full mod and the next patch.

The patch was expected to be released a month ago but it was delayed due to new implementations and addons that we are finishing, we want to release a major patch instead, some of the upcoming features are:

IMPLEMENTATIONS:

3D Remastered models for weapons and misc objects

It’s a very requested feature from the community, redo most of the weapons in better quality, after we did and experimented with the implemented bone as a contribution, a lot of you requested to remaster every weapon in the game so now it’s happening, thanks to our new 3D artists we have some of the remastered weapons already done, a new Lord Inut’s bow is in the works, after that we are done with every weapon from the demo.

The work consists in work the mesh on blender, fix and add details, collision spheres and the required attachments, paint textures and finally make a post-process to make the new weapons fit in the Insanity graphics environment.

As an standalone step we make about 6-7 blood variants for every weapon in 5 different blood colors found in the game, our idea is to have dynamic and real time bloody effects depending on the NPC we fight.

Bringing back to life early concepts and ideas discarded by Arkane

We want to implement new content based on old concept arts, ideas and concepts that Arkane Studios removed back in the days because of their deadline or other reasons.

Early concept art by Arkane Studios, featuring a goblin weapon and a shield.

Now we revived the early club design and it’s implemented and totally functional in the game.

As you already know, we have brought back the Miguel’s Fight Arena, a concept that was completely discarded by Arkane due to the lack of time, we are using unused dialogues, sounds, weapons, skins, puzzles and many things that were lost in the final version.

New texture format and optimizations

Some users reported slow loading screens and performance impacts in a few computers due to user hardware limitations, so we are changing the game format from bmp to png in most of the textures, this to improve greatly the game, now we have x48 times faster loads per texture. We changed the color profile to index limited to 255 colors in the bmp textures to decrese up x32 the charge and size loaded in the vram, this means faster loading times, light processing and a smoother gameplay (Another lite version with low resolution textures will be available for the Full and final version only).

A new overhaul for the goblin prison level

The upcoming patch will feature brand new textures completely re-worked to match with the other levels and standards, now we have more realistic and deep walls with the same current Insanity art style.

Gameplay modifications

We did gameplay modifications as well, including some radical changes that were very requested by the community in general. Now we are able to find taar from the beginning of the game, so if you are a mage you’re no longer vulnerable and the game will no longer be unfair when fighting with enemies and difficulties at the start of the game, so the game it’s more balanced now. Currently we are looking for a way to balance the archer class from the beggining as well, it’s very requested as well so we’ll be on it in the next days.

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New Am Shaegar’s faces and some remastered NPC faces

We experimented remaking the textures for the Am Shaegar faces, our goal was to make them more realistic and the first prototype had very good results, so we decided to implement this feature as official and replace all the Am Shaegar’s faces in addition to remake others such as Tizzy, Alia, etc

Difficulty modes re-work

We received a lot of criticism and suggestions for the new implemented difficulty modes, specially for the Nightmare mode and number of enemies, a lot of you made reports saying that those difficulty modes were hardcore and frustrating in some cases. So we re-tweaked all difficulties from Normal, Insanity and Nightmare (Secret mode) completely, to give a better and enjoyable experience, being fair with the players, the important thing is to have fun in the mod.

Misc changes and addons

There are multiple changes in the patch from graphics improvements, new lighting designs, new behaviors (For example the flying creature will have a new poison cloud attack) and new props like a new broom to add a better atmosphere and world in the game.

General bug fixing

We already fixed lots of bugs for the next patch, fixed some of the ones you found in your gameplays and bug reports, so we still getting rid of them and other new that we have found recently, so the patch will have a better experience with less bugs (If you found some, please report them to improve the mod)

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Arx Extended Mod for Arx Fatalis

Arx Extended Mod

Arx Fatalis mod | Released 2013

The long term objective of this mod is to make the game a little less linear and add enough features to increase its replayability value. So far, there’s only a number of NPCs affected but a lot of item related stuff in this mod. Eventually, most of Arx will be affected by this mod.

There are a lot of new features added in Arx Extended but the most important features are:

-Vendors now offer more items, in addition to new ones.
-Some containers like barrels and corpses are more random in contents and quantity.
-There are now more food items to cook like cheese sandwiches, iron rations and filling meals.
-Added more variety of early weapons like iron and steel versions of vanilla melee weapons.
-New bow available for purchase for the «rogue» oriented players.
-New armor pieces and the ability to craft or recycle them.
-Raw materials and junk items can be turned into useful items to be sold or used in crafting.
-Some animals/monsters also drop raw materials when killed like pelts and crafting ingredients.
-Most goblins in their city now use iron weapons and some have unique skins.
-Alchemy has been improved with new ingredients, potions and different mixing methods.
-Some items can stack more like powders, which can stack to up to 20 instead of 10.
-There’s a new «sidequest» available in the tavern, indirectly given by Tizzy, the bartender.

For more detailed info about the features added/changed, suggestions and download links, visit the Mod’s thread in:
Forums.bethsoft.com

Work in Progress and Ideas

IN PROGRESS
Current features I’m working on.

Enchantments

Thinking about adding new enchantments for weapons and armor. Maybe even change the old ones too. New «ingredients» for these enchantments might include wine, flour, oil, burning oil, water, etc. Here are some of the things I have thought so far:

Reagent on All Items
-Amikar Rock: AC Bonus / Defense Bonus
-Black Gel: Stealth Bonus
-Oil: Durability Bonus

Reagent on All Armor
-Bone Powder: STR Bonus
-Garlic: DEX Bonus
-Red Powder: CON Bonus
-Blue Powder: INT Bonus
-Dragon Bone Powder: All Attributes Bonus
-Yellow Powder: Poison Resistance
-Golem Heart: Magic Resistance

Reagent on Helm Armor
-Blue Potion: Ethereal Link Bonus
-Flour: Intuition Bonus
-Wine: Object knowledge Bonus

Reagent on Chest Armor
-Blue Potion: Casting Bonus
-Oil: Technical Bonus

Reagent on Legging Armor
-Blue Potion: Casting Bonus
-Oil: Technical Bonus

Reagent on Shield Armor
-Blue Potion: Ethereal Link Bonus

Reagent on All Weapons
-Bone Powder: STR Bonus
-Garlic: DEX Bonus
-Amikar Rock: Damage Bonus
-Burning Oil: Critical Hit Bonus
-Golem Heart: Paralyzing Attack

Reagent on Melee Weapons
-Flour: Close Combat Bonus

Reagent on Ranged Weapons
-Wine: Ranged Combat Bonus

Mud Putty
-You can make more Mud Putty by combining a Bread Dough with Bone Powder.
-Can be used to make more molds and be able to make small items with them like daggers and rings.

Chicken’s Egg
-Cooking ingredient but it could also be used in alchemy.
-Chances to find them on killed chickens.
-Sold by Maria in her Store.

Rag wrappings and Bandages
-Goblins will drop small Rag Wrappings that can be combined to make big Rag Rolls.
-Rag Rolls will be used to create the first tier of mage clothing or be turned into Cloth with Dwarven Crafting Tools.
-Rag wrappings can be turned into bandages in washbasins or with Aqua Essentia and be used as an alternative to health potions.

Set of Tools
-Making it possible to use them on closed unlocked doors to turn them into traps to hurt NPCs when they open a door.

Arx Extended Features

The following is a list of all the current features up to version 2.2 of this mod.

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Arx Extended 2.3.5

Arx Extended 2.3.5 in a rar file. The files just need to be extracted inside Arx Libertatis folder. More info in the Readme inside.

Arx Extended Translations (Outdated)

Italian and German localization files for Arx Extended Mod.

Arx Extended 2.3.4

Arx Extended 2.3.4 in a rar file. The files just need to be extracted inside Arx Libertatis folder. More info in the Readme inside.

Arx Extended 2.3.3

Arx Extended 2.3.3 in a rar file. The files just need to be extracted inside Arx Libertatis folder. More info in the Readme inside.

Arx Extended 2.3.2

Arx Extended 2.3.2 in a rar file. The files just need to be extracted inside Arx Libertatis folder. More info in the Readme inside.

Arx Extended 2.3.1

Arx Extended 2.3.1 in a rar file. The files just need to be extracted inside Arx Libertatis folder. More info in the Readme inside.

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New update, lads! It has been a while. Here’s the changelog:

-Added a new wearable garment, A pair of red leggings and shoes. It’s the same Gary the Banker wears.
-There’s a number of chests in the game that have completely or patially randomized loot now.
-The chest in the guard room in Arx contains different loot and is a bit harder to pick. If Carlo sees you open it, he and the guard will attack.
-Greu now drops one troll amulet instead of two upon death now.
-Troll amulets can now stack to 10 max.
-Fixed a bug causing Greu’s Amulet to be dropped on the ground in Greu’s cave.

Alright, new update, kids. Here’s the changelog:

-Added a new wearable garment, yellow shirt. It’s the yellow rag shirt with a white shirt underneath used by some villagers.
-Added a new wearable garment, blue shirt with a rawhide cowl. Another villager garment used by some humans.
-Added a new wearable garment, blue trousers and boots. It’s the pair of trousers with leather boots that most human villagers wear.
-Added a new wearable garment, teal leggings and shoes. It’s the pair of trousers with leather shoes Kultar and some human villagers wear.
-Greatly reduced the price of cloth rolls. This is a relative easy to get crafting item and it selling price was a bit too high.
-Maria’s stock has been edited. Instead of having items scattered in her chests, the goods are now organized. One of her chests now contain clothing.
-Edited some of the chests found inside homes in Arx. Clothing can be found is some of them now.
-Replaced the loot of the first old corpse players find under the goblin jail. It replaces the leather greaves with a pair or blue trousers and boots.
-Added a blue shirt with a rawhide cowl to another old corpse under the goblin jail.
-The shortswords from the fallen Outpost guards won’t disappear once the new garrison arrives but only if the player has interacted with them.
-Edited the points needed to pickpocket items from NPCs. The bigger the item, the more points it will require to lift from NPCs.
-Added a stronger type of rat. They are noticeably bigger and mean-looking. They are more agressive but barely stronger than normal rats.
-Some of the respawned rats will be replaced with the stronger variants after a certain point in the story.
-The rat that attacks players in the hidden room in level 2 will now be the stronger variant.
-Captain Ortiern or the unnamed captain will have a steel broadsword equipped instead of a steel longsword.
-The first floor drunkard is now armed with a steel shortsword instead of a steel dagger now.
-Tafiok, the jeweler only has one gem dealer badge copy at home instead of five. The other four copies have been replaced by goblin mine shares.
-Tafiok’s stock has been edited. He no longer sells raw gems. He now has bracelets, necklaces and golden cups in that chest.
-Giving raw gems to Tafiok, the jeweler during the troll strike will now cause his shop to restock next time he opens it.
-Anuk, the Cook will reset his behaviour every time you enter the goblin/troll lvl. This fixes Anuk not delivering food to the king bug.
-Anuk, the Cook will now say something when the player gives him a cooking book.
-Felnor is now known as Felnor, the alchemist.
-Suiberis is now known as Suiberis, the astronomer.
-Fixed a city goblin not having collisions so players could walk right thru them.

I very much appreciate your work! Thank you for the improvements/fixes/updates!

Time for another update, kids. Here’s the changelog:

-Edited the interaction between Kultar/warden and the trapdoor hole. They will scream as they fall, followed by a distant thud. Killing them this way gives EXP now.
-Edited the fight between you and Kultar vs the goblin lord warden. If you gave Kultar a weapon and he delivers the killing blow, you will now get half the EXP.
-The goblin lord sleeping in the jail office will be refered to as ‘Anatole, the quartermaster’ if you read a note from him or the signed authorization form.
-Making the 2 goblin lords, Zuk the warden and Boss the head warden, fight eachother will reveal their names and give EXP.
-If either Zuk or Boss die from the above infighting, the player will get full EXP for either kill.
-The goblin warden outside the player’s jail and at least two other wardens use an unused body model from the files. They are weak-looking and use masks and helms.
-Masked goblins use iron daggers instead of spiked clubs since the unused models hide the equipped weapon. The masks also conceal their half-animated mouths.
-Atok is now refered to as ‘Atok, the foreman’ since that’s how the guards call him instead of quartermaster. His name changes to ‘Atok, the traitor’ later on.
-Edited the skins for Polsius and Anuk, the cook. They no longer have tattooed backs.
-The player gets the gem dealer badge back after showing your documents to the goblin lord guarding the path to the goblin city and troll mine.
-The player will only request to open the gate to the gate keeper of the goblin city. He will only spit the rest of the dialog when showing his gem dealer badge.
-There’s only 2 gem dealer badges in the game and they now have different ID numbers.
-Greu will be known as ‘Greu, the artist’ and Barwaka as ‘Barwaka, the miner’ afer you speak with them.
-If you are given the mission to ask the trolls for help and speak with sister Chinkashh first, the name of the king of the trolls will be revealed prior to meet him.
-A number of human characters now wear edited sets of clothing as a way to make them more unique. This includes named characters and random citizens.
-Maria, the shopkeeper will first be refered to as ‘a shopkeeper’ and reveal her real name as soon as you speak with her.
-If you speak with Miguel out of his store his name will change from ‘a man’ to ‘a shopkeeper’ and his true name will only be revealed when you meet him at his shop.
-Fixed a vanilla issue in Miguel’s off duty path that would cause him to bug out and freeze just before going back home.
-Tafiok is first refered to as either ‘a man’ or ‘a shopkeeper’ and will only be known as ‘Tafiok, the jeweler’ if he tells you his name after you speak with him.
-Tafiok, the jeweler no longer accepts gem dealer badges as if they were uncut gems.
-Kacelbem will be first known as ‘a priest’ and then as ‘Kacelbem, the priest’ after you are revealed to be the Guardian.
-Alicia alternates between blue and red outfits as the game progresses. If she becomes poor, she will still alternate colors but wear non-fancy clothing.
-If Captain Ortiern dies, he will be replaced by an unnamed captain. Either of them will be equipped with a longsword.
-Erzog can be encountered as a city guard near the church and castle but only prior to get arrested. There’s no special interaction with him.

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Aaaaand mod update for today, lads. Here’s the changelog:

-Replaced the apple found in the hidden room under the jail with a bag of preservation spices. It’s the only bag that can be found outside of containers for now.
-Old corpses no longer contain skulls or bone basins but they can be destroyed for these by combining them with wall blocks, clubs, hammers, axes, pickaxes or shovels.
-Make sure to empty an old corpse before destroying them because anything in its inventory is also destroyed.
-Removed hammers and clubs from the ‘Blade’ group, which would allow them to be used in specific crafting recipes they are not supposed to.
-Slightly edited the head skins for Greu and Burwaka to differentiate them a bit more.
-Speaking to Enoill and Rinco in the tavern will reveal their names now.
-Burwaka will first introduce himself with his name and the follow up with the rest of his dialog now.
-Edited some of Polsius’ dialog lines. There is also some fixes to avoid him getting stuck in an explaining loop among other misc fixes.
-Edited the dialog lines of the goblin lord guarding Polsius, Zuk. His voice pitch with all lines is similar now.
-The goblin city gate keeper’s dialog is different if you talk to him without getting the gem dealer badge from Orthiem.
-It’s now possible to save the dying guard at the attacked outpost by giving him a Life Potion before talking with Orthiem.
-You can also give Orthiem a Life Potion but only for some extra EXP since he survives anyways. He no longer dissapears after leaving the area and coming back.
-If you find Orthiem in the caves instead of the outpost, he will start with a custom made dialog entry and continue from there.
-The saved guard uses a custom misc dialog lines when talked to. If you went for the caves first, then he will be ok, standing and using the edited dialog lines.

Alrighty, kids. It has been years but I’ve managed to drag myself into updating this old mod. I think last update was like 3 years ago, lol. Here’s the changelog:

Hello Mr. Eduardo, just wanted to praise the Arx Extended Mod. All the featues in this Mod became a totally natural thing for me to install apart from the Arx Libertatis Mod. It just makes Arx more rich in it´s possibilities and the overall experience. While I think that Arx Libertatis AND Extended are essential mods, it would be so awesome to see a implemantation of your mod to Mr. Pedro Ordaz´s Mammoth Project of Arx Insanity.

Hi ChikoEduardo
I’m MisterBlue, you remember me?
So long time.

I traslate you mod in Italian language.

I send you an email whit files.

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Does this game require the original Arx Fatalis? Cause it won’t work & I have to use Arx Libertatis to play the game & I wonder how I could install this mod into Arx Libertatis. (& how do I install this mod in general? I have the copy of Arx Fatalis from Steam)

Sorry about the inactivity. I really need to search for a way to get an email notification or something so.

Anyways, yeah. You do need Arx Libertatis to play this one. It’s explained in the description of any of the downloadable files in the files tab.

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