Search found 261 matches

by LocalFire
Sun Jan 11, 2015 12:36 pm
Forum: Modding
Topic: [MOD] Prisoner of Bleakhall - UPDATE! 1.33
Replies: 88
Views: 98178

Re: [MOD] Prisoner of Bleakhall - UPDATE! 1.33

Yes its the gear that opens the door.
by LocalFire
Sun Jan 11, 2015 10:43 am
Forum: Modding
Topic: [MOD] Prisoner of Bleakhall - UPDATE! 1.33
Replies: 88
Views: 98178

Re: [MOD] Prisoner of Bleakhall - UPDATE! 1.33

Yes unfortunately, the save file will only work for the version it was saved from. As for how to get the new character, there were several additional notes hinting at the process but as part of the bug that was crashing the game at the cells where they spawn, you would of missed them, Basically take...
by LocalFire
Sun Jan 11, 2015 5:08 am
Forum: Modding
Topic: [MOD] Prisoner of Bleakhall - UPDATE! 1.33
Replies: 88
Views: 98178

Re: [MOD] Prisoner of Bleakhall - UPDATE! 1.33

Ok I've posted up a fixed version 1.33, looks like the problem was a typo in a script that removes the extra prisoners when using Corvus, hopefully should take care of any issues.
by LocalFire
Sat Jan 10, 2015 1:06 pm
Forum: Modding
Topic: [MOD] Prisoner of Bleakhall - UPDATE! 1.33
Replies: 88
Views: 98178

Re: [MOD] Prisoner of Bleakhall - UPDATE! 1.32

You are on the right track with the gear but it sounds like this is badly bugged especially since I've found another crash while trying to fix the ones you mentioned. No worries I'll get to work on a fix for you and hopefully have this sorted out quickly.
by LocalFire
Fri Jan 09, 2015 11:20 am
Forum: Modding
Topic: [MOD] Prisoner of Bleakhall - UPDATE! 1.33
Replies: 88
Views: 98178

Re: [MOD] Prisoner of Bleakhall - UPDATE! 1.32

Understandable, I only know of 1 player who has confirmed solving this, although I did test a pen and paper version on people to make sure it completely fair. So hints I'll start with the absolutes then put in spoilers descending as the hints become more of a give away. ABSOLUTES: 1. The Sage is in ...
by LocalFire
Wed Jan 07, 2015 8:31 am
Forum: Modding
Topic: [MOD]Paths of the Earth
Replies: 54
Views: 66143

Re: [MOD]Paths of the Earth

Thanks for the feedback, its always nice to hear from someone enjoying my work.

I do plan to do something for LoG 2, I haven't started yet But I hope to release at least one dungeon.
by LocalFire
Tue Jan 06, 2015 7:34 am
Forum: Modding
Topic: [MOD]Paths of the Earth
Replies: 54
Views: 66143

Re: [MOD]Paths of the Earth

No problem, I really should of done it earlier.

As for the missing secret it could be a bug, Its been such a long time since I've looked at this dungeon I'm not sure I remember where I put all the secrets. So yes I would say this is just a bug.
by LocalFire
Mon Jan 05, 2015 9:54 am
Forum: Modding
Topic: [MOD]Paths of the Earth
Replies: 54
Views: 66143

Re: [MOD]Paths of the Earth

Yes quite abit of lore, glad you enjoyed it, I basically just dumped a bunch of lore from one of my world building projects, the dungeon was actually kinda secondary to the lore in many ways. As for the elementalists ritual you need a item to slice the dimensional barriers, you should have an item, ...
by LocalFire
Sun Jan 04, 2015 11:10 am
Forum: Modding
Topic: [MOD]Paths of the Earth
Replies: 54
Views: 66143

Re: [MOD]Paths of the Earth

Thanks for the bug reports, I'll have to find time to try and fix those.
by LocalFire
Sun Oct 26, 2014 10:22 am
Forum: Custom Dungeons
Topic: [LoGII-PORTRAITS] Potawan Pack
Replies: 42
Views: 74130

Re: Potawan Portraits Pack

Actually in the steam extras file for LoG2 along with the manaul and junk I found there is the LoG 1 portraits all in the correct format. Besides that you can easily convert any custom portraits for LoG 1 just add _male or _female to the end of each one, eg mage_male.tga I've already done this for a...