[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!
Kirill
Posts: 125
Joined: Mon Dec 21, 2020 5:36 pm

Re: [MOD] Call Of House Hardabar

Post by Kirill »

Pompidom wrote: Fri Feb 12, 2021 10:56 pm Haven't been on the forums for a long time since I had to work 50 hours a week since corona broke out.
but when I tested this mod, it was already at a very advanced stage of completion with a very polished look and solid gameplay. And that was almost over a year ago.

Can't wait to see how far it has progressed now.
This mod looks to be very good. I am waiting for it.
Kirill
Posts: 125
Joined: Mon Dec 21, 2020 5:36 pm

Re: [MOD] Call Of House Hardabar

Post by Kirill »

bongobeat wrote: Wed May 16, 2018 10:51 pm
RMariano wrote:Any ideas about...... When??
I really don't know. Until I did not finish my test and corrige some issue, then wait for all feedback from my 2nd tester, I will not finish the ending. But made it ready for re- test. So the playable version will not be there for now.
I think it will be ready in 2 month, depends of how many time I spent on it.
How it is going?

Waiting for this mod, any new info?
Kirill
Posts: 125
Joined: Mon Dec 21, 2020 5:36 pm

Re: [MOD] Call Of House Hardabar

Post by Kirill »

Waiting for this one
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Eleven Warrior
Posts: 745
Joined: Thu Apr 18, 2013 2:32 pm
Location: Australia

Re: [MOD] Call Of House Hardabar

Post by Eleven Warrior »

Hey Bong how much longer till you release your mod looking forward to it bro :)
Kirill
Posts: 125
Joined: Mon Dec 21, 2020 5:36 pm

Re: [MOD] Call Of House Hardabar

Post by Kirill »

bongobeat wrote: Tue Aug 04, 2020 5:43 pm Hi there,
it's been a while... :lol:

life priority, simply no time, or trying to finish some details from time to time, but... after all this time the mod is now finished, and ready for testing! :D


As time has passed a lot, I re-ask that I need 2 or 3 players, to test the mod:

The mod is long, long, long! I personnaly finished my test after 48hours of playing (as comptabilized in the latest savegame), with finishing/exploring all levels, doing all side quest, finding all secrets, repainting the walls, ect, ect...
So before you propose yourself, please read those points.

1° Regular reports on anything you feel is abnormal would be great, even if you found graphic glitch, missing pillars, etc...

2° Lots of custom assets and billions(joking) of objects make the memory usage a nightmare! You will need to use the 4Gb patch for a better experience. I didn't test the game in medium or low quality, I don't know if it can work, because of the number of objects that are in the mod (great number of object = more memory usage no matter which graphic quality you use)

It will certainly be laggy on slow/old computer, but you will normally not experiences graphic lags in any boss fight.

3° Also if you can help me with grammar, all the mod is in english, the first tester (Ene) helped me a lot on that, but he's no english native, so a person who is native or very good in english grammar would be cool!


4° As there is tons of objects, the loading time is about 55 to 59 secondes.


5° the mod is not intended to be played with resolution over than 1920*1080 (was tested on a 4k resolution, but was laggy at certain maps, and also the gui was too small for these resolutions, better not use more than 1080p).
Of course you could try it, as graphic quality was even better on super hd resolution, but as I said, the gui was unusable, exept with a magnifier glass.

6° Send me a pm or reply here if you're interested to become a tester.

Hi, how to become tester? and what is progress on mod?
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [MOD] Call Of House Hardabar

Post by bongobeat »

Hey, the mod is finished and ready to play.
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
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Zo Kath Ra
Posts: 937
Joined: Sat Apr 21, 2012 9:57 am
Location: Germany

Re: [MOD] Call Of House Hardabar

Post by Zo Kath Ra »

bongobeat wrote: Sun Jan 29, 2023 11:14 am Hey, the mod is finished and ready to play.
Will you upload it to Nexusmods?
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [MOD] Call Of House Hardabar

Post by bongobeat »

it's on its way.


Edit: it's now on Nexus.
Last edited by bongobeat on Sun Jan 29, 2023 3:04 pm, edited 1 time in total.
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
andyroosta
Posts: 145
Joined: Wed May 30, 2012 11:11 pm

Re: [MOD] Call Of House Hardabar

Post by andyroosta »

Look forward to playing it..thanks!

edit..thanks, downloading it now.
Last edited by andyroosta on Wed Feb 01, 2023 8:15 pm, edited 1 time in total.
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Adrageron
Posts: 203
Joined: Thu Nov 08, 2012 1:22 pm

Re: [MOD] Call Of House Hardabar

Post by Adrageron »

The mod is really awesome! It feels like a completely new game with all those new objects and ambients. Really unique atmosphere! Love the leveldesign too. Thank you for this great adventure, bongobeat!
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