Search found 103 matches
- Wed Sep 22, 2021 7:34 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3955
- Views: 3189478
Re: Ask a simple question, get a simple answer
Deleting the lines worked and I even got the original script sorted thanks too you Minmay! Ever the legend, so glad your still around here! Cheers mate! Edit: Pretty sure I changed something in my monster.lua after I also messed up the dungeon.lua and that was causing the nil. Thankfully I made a ba...
- Wed Sep 22, 2021 4:32 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3955
- Views: 3189478
Re: Ask a simple question, get a simple answer
No I didn't delete anything. Basically the party grabs a sword off an altar which starts a boss battle. One of the connectors is to a script entity that is supposed to reference yunintemple.lua but was incorrectly referencing monsters.lua. Thinking I had solved the issue I switched the little pull d...
- Wed Sep 22, 2021 1:03 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3955
- Views: 3189478
Re: Ask a simple question, get a simple answer
Ok, so I got it to load the floor finally by switching it to the correct script. But then it said something about not enough memory and CTD. Now when I attempt to load the mod it says- mod_assets/scripts/dungeon.lua:13856: attempt to index a nil value. that line of code reads as follows in dungeon.l...
- Wed Sep 22, 2021 12:36 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3955
- Views: 3189478
Re: Ask a simple question, get a simple answer
Yes I found it easily enough in my Dungeon.lua, but what do I do with it? Do I delete the entry? When I tried to outright remove the problematic script entity in my mod it threw even worse error and crashed editor. Edit: Oh I figured it out... I must have switched the referenced script from the cust...
- Tue Sep 21, 2021 10:57 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3955
- Views: 3189478
Re: Ask a simple question, get a simple answer
Hello everyone, I seem to have finally exploded something in my mod and could use a brain or two to get this working for me again. Thanks in advance! I was messing with one of my monster definitions in my monsters.lua and now whenever I try to run the editor with this specific floor enabled it crash...
- Thu May 21, 2020 1:23 am
- Forum: Modding
- Topic: First time modder - need some help!
- Replies: 15
- Views: 22184
Re: First time modder - need some help!
Pretty sure its just copy pasta and then modify some .lua files. Nothing is easy when it comes to Grimrock modding and your ganna have to dig through mods and the forums to find most of the cool stuff people have released over the years. Check the Super Threads of both Grimrock forums for the most r...
- Tue May 19, 2020 7:43 pm
- Forum: Modding
- Topic: (WIP's) Mal's Emporium Magnifica
- Replies: 21
- Views: 38322
Re: (WIP's) Mal's Emporium Magnifica
More grinding on the Old Roads and Lothrah Bogs... she's coming together really nicely. Got several more maps nearly completed and doing a ton of balancing and reworks on weapons, spells and gear. :D https://i.imgur.com/fLbIbTq.jpg https://i.imgur.com/ci03ged.jpg https://i.imgur.com/yNrWAvp.jpg
- Sat May 16, 2020 11:32 am
- Forum: Modding
- Topic: (WIP's) Mal's Emporium Magnifica
- Replies: 21
- Views: 38322
Re: (WIP's) Mal's Emporium Magnifica
Been playing with some reskins... you don't wanna get surprised by these Murder Mummies or Carrion Lizards!.
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- Mon May 11, 2020 11:18 pm
- Forum: Mod Creation
- Topic: Creating Custom assets (monsters, objects and items)
- Replies: 15
- Views: 22480
Re: Creating Custom assets (monsters, objects and items)
Make your model in Blender first, then use FBX converter to get it into the right format for LoG2. I believe you need the animation files as well if your making monsters or whatever created using outside program as well and then import it in. You will need something like Gimp or Photoshop to make yo...
- Mon May 11, 2020 10:44 pm
- Forum: Grimrock 2 Discussion
- Topic: How do I breathe underwater? Or extend underwater time?
- Replies: 4
- Views: 14359
Re: How do I breathe underwater? Or extend underwater time?
A script like this was probably used in a custom mod Tawmis. This is the script I used to add water potions to my Mod, pilfered and modified from somewhere on these forums in ages past. Sorry if I can't recall who I lifted the original script from. defineObject{ name = "potion_water_breathing&q...