[MOD] Call Of House Hardabar

Are you looking for fun Custom Dungeons that you could play or do you want to share your mod with others? Then this forum is for you!
Post Reply
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

[MOD] Call Of House Hardabar

Post by bongobeat »

Hello there,
House Hardabar is finished and ready to play.

You received an invitation to castle Hardabar in the Malanian Empire. Despite the risk of war between the Malanian Empire and the Theareonan Empire, you decided to accept the invitation. Gather your stuff and call your companions.

It has been designed for a four character party, do not try it with less than four characters.
Also, do not try to import a party from another mod that use custom skills, or you certainly will have a game crash.
Please, read mod description file first or the description within the game.

Dropbox link:
https://www.dropbox.com/s/xmtg2tif30yhx ... 3.dat?dl=0
Nexus link:
https://www.nexusmods.com/legendofgrimr ... ?tab=files

The following link is only for the mod description and credits:
Note that the nexus link contains already these files.
https://www.dropbox.com/s/rry8k4cmydux4 ... 3.txt?dl=0

New version is up. V204R. List of changes is in nexus website.

Features:
-A long mod with bossfight that can be challenging, depending of your "combat" skills.
-Healing crystals are not on every level.
-Shop system, with item to buy or to sold.
-Most epic items can be sacrified for additional xp or rewards.
-There is some new skills.
-Firearms (and cannons) damage have been increased to be more usefull.
-Spells should be learned before to be casted.
-Champions need to be fed not only with food, but with water too.
-There is some of Zimberzimber's conditions (and others), bleeding, burning, etc... that can make your play experience rude. 8-)
-Tons of secrets.
-Main quests and some side quests.
-Different environnments and various custom assets.
-Possibility to forge some items
-Possibility to upgrade some items with power gems or superior gems.

Known Issues:
1°)This mod is really, really, really insanely big, unfotunately it is also long to load.
Due to that, the mod cannot be loaded in full graphic details or simply crashes during the save. This is the most serious issue for big mods.
To avoid that, It is strongly recommended that you patche your grimrock executable with the 4Gb patch, which can be found at:

Code: Select all

http://www.ntcore.com/4gb_patch.php
Otherwise the mod should only be launched with texture quality set to medium or low.

Nevertheless, in the very late part of the mod, I got report of save game crash, in that case the texture has to be set to medium or low.

2°)You will encounter some cinematics: do NOT GO to the game menu while in a cinematic, it will desynchronise the music and the cinematic.

A few words:
I have started it since 6 years, of course not at 100 % on it all the time and hopefully it is now playable.
Many modifications were made, test - retest.
All dialogues, story, item description, etc... are in english. I did my best to write everything correct (but my english is very bad in case you didn't already notice), and other people have helped me to fix most faults, nevertheless, it is always possible that you find some mistakes.
I made the mod big, simply because I like long adventures.

Thanks/Credits:
SpoilerShow
Testers who have completed the mod (in the early state):
Special thanks to:

Ene: First tester. For doing it the hard way (with a lot of bugs that needed the use of the console, to continu the test without reuploading the mod).
Thanks for lots of ideas or improvement that has been made during or following the test.
Also retested/replayed a new version of the mod, 1st part and half of the second part.

Thanks to:
Banaora: second tester, good advice and improvements made.

Tester who has completed the mod (near the actual state):
Special thanks to:

Hekthordune (seventh tester): full testing (a few modifications needed to be done), a few minor bug fixing and some improvements on the hint of some riddles/puzzles.

Testers who have played a part or a large part of the mod from previous versions:
Special thanks to:

Pompidom: fourth tester, bug fixing and overall improvements, essentialy magical offensive spell in the length, scripting helps and new ideas.

Thanks to:

Thorst: third tester, no reports if I remember, played the first part.

RacerX: fifth tester, essentially grammar correction during the 1st part.

Thanks to:
Almost Human and to all LOG2 community for their assets.

Special thanks to:
Isaac, minmay, AndakRainor, zimberzimber for their great scripting/assets/scripts help.
Skugasvein, maneus, vanblam, for their assets or modeling helps.

Please look at the credit file for full credits.
A few screenshot:
SpoilerShow
Image
SpoilerShow
Image
SpoilerShow
Image
SpoilerShow
Image
SpoilerShow
Image
SpoilerShow
Image
SpoilerShow
Image
SpoilerShow
Image
SpoilerShow
Image
SpoilerShow
Image
SpoilerShow
Image
SpoilerShow
Image
SpoilerShow
Image
SpoilerShow
Image
Last edited by bongobeat on Sat Apr 15, 2023 7:39 pm, edited 14 times in total.
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
User avatar
Curunir
Posts: 332
Joined: Fri Mar 30, 2012 11:19 pm

Re: [MOD] Call Of House Hardabar

Post by Curunir »

Someone's a fan of Wizardry / Might & Magic and likes sci-fi in their fantasy, I see! :D
Pompidom
Posts: 497
Joined: Sun May 06, 2018 9:42 pm

Re: [MOD] Call Of House Hardabar

Post by Pompidom »

You're just in time :)

I was hoping for some more openworld mods out there with shops :)

4 years of development!
That's insane!


I'd be happy to test out your mod and meanwhile enjoy it :)

And I would be happy to help you with all the English content in your mod.
My 2nd language is french btw ;)
RacerX
Posts: 134
Joined: Fri Aug 11, 2017 7:03 pm

Re: [MOD] Call Of House Hardabar

Post by RacerX »

Hello

I'd be willing to help out testing, I can check out spelling troubles etc.

Looks interesting
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [MOD] Call Of House Hardabar

Post by bongobeat »

Curunir wrote:Someone's a fan of Wizardry / Might & Magic and likes sci-fi in their fantasy, I see! :D
I don't know wizardry, but yes, I'm a fan of Might and Magic ;)
But more the turn based strategy games.
Pompidom wrote:You're just in time :)

I was hoping for some more openworld mods out there with shops :)

4 years of development!
That's insane!


I'd be happy to test out your mod and meanwhile enjoy it :)

And I would be happy to help you with all the English content in your mod.
My 2nd language is french btw ;)
Thank you. The world what I wanted to do is not so big compared at what I have done. I had to restrain myself. But it is big enough as you need something like 40-50 hour, to finish all the mod. Note that you don't need to do all the mod to finish the main quest.
It's not exactly 4 years. I have taken long pause between that. I think that 2 years is a correct estimation. Give me time to finish my test, and I'll upload a new version.
RacerX wrote:Hello

I'd be willing to help out testing, I can check out spelling troubles etc.

Looks interesting
thank you!
I will finish my personnal testing, then I will upload a new version. I've not full time to play actually, so it may take a while.
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
kelly1111
Posts: 349
Joined: Sun Jan 20, 2013 6:28 pm

Re: [MOD] Call Of House Hardabar

Post by kelly1111 »

WOW just wow... very impresive. Looking forward to playing this golden baby
User avatar
Zo Kath Ra
Posts: 931
Joined: Sat Apr 21, 2012 9:57 am
Location: Germany

Re: [MOD] Call Of House Hardabar

Post by Zo Kath Ra »

This looks VERY nice.
Can you please please make a video?
It doesn't have to be long.
Banaora
Posts: 162
Joined: Wed Jun 05, 2013 9:39 am

Re: [MOD] Call Of House Hardabar

Post by Banaora »

Hey Bongobeat,

can it be that your private message inbox is full so that you don't receive new private messages? If yes you need to delete some old messages in your inbox folder.
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [MOD] Call Of House Hardabar

Post by bongobeat »

Banaora wrote:Hey Bongobeat,

can it be that your private message inbox is full so that you don't receive new private messages? If yes you need to delete some old messages in your inbox folder.
Hello Banaora,
no I just have trouble while connecting me on the forum. I often come on the main page, all is ok, then when I clink on a sub forum or my private messages, the browser said that the connection with the website is lost or something.
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [MOD] Call Of House Hardabar

Post by bongobeat »

Zo Kath Ra wrote:This looks VERY nice.
Can you please please make a video?
It doesn't have to be long.
Do you mean a video with all the screenshots? Or an ingame video?

If it's the ingame video, I don't know how to do that, I have no program for that.
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
Post Reply