Isle of the Deranged - Revision 1.1

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Zo Kath Ra
Posts: 940
Joined: Sat Apr 21, 2012 9:57 am
Location: Germany

Re: Isle of the Deranged 2.0

Post by Zo Kath Ra »

T-9 wrote:Hello

I played this mod (ver 2.0 newest from nexusmod), and make self "stuck"... In Elemental Plains in balance shrine i put two gems (Green and Red) and they CAN NOT BE REMOVED from pidestals, i think that i good do and ignore this, after some progress i obtain blue gem and... Balance Essence(!), return back and still cant remove the gems(also can place blue one on other shrine but cant remove...)
Now i have 2 Balance essences and im stucked now.
Any ideas? Maybe some console commands to remove them? Trying find some commands but they didnt work (mostly from grimrock1).

Image

BTW: Any Compass in game? Played "Old Shool" mode and setting directions a little complicated...
If you put a red/green/blue gem on an elemental beacon, you can't pick it up again if you're standing in front of the beacon (no idea why).
But you *can* pick it up if you're standing to the left/right of the beacon.

To remove a gem from beacon A:
1) Stand in front of the other beacon (let's call it beacon B)
2) Use this script to teleport onto beacon B:

Code: Select all

local dx,dy = getForward(party.facing) 
party:setPosition(party.x + dx, party.y + dy, party.facing, party.elevation, party.level) 
3) Turn to face beacon A
4) Take the gem
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Duncan1246
Posts: 404
Joined: Mon Jan 19, 2015 7:42 pm

Re: Isle of the Deranged 2.0

Post by Duncan1246 »

Hi,
The puzzle in the forest (with a statue alley) is a little bit strange: some blocks can pass THROUGH some grids, some can be pushed through the grids, some others can't, and in addition one move only in one direction. Is it a bug or it's intentional?
EDIT: as said in others posts, the lever is the problem. I think the reinitialization don't work because each block may have some specifications about directions allowed.
The Blue Monastery (LOG1)
download at:http://www.nexusmods.com/grimrock/mods/399/?

Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
MostlyHarmless
Posts: 66
Joined: Sat Feb 01, 2014 12:16 pm

Re: Isle of the Deranged 2.0

Post by MostlyHarmless »

Tried this mod, and it was fun until I ran out of food, and then it wasn't fun anymore. My characters got to level 11-12 and I thought I was making decent progress but too slow I guess... The mod worked fine, except for many minor glitches. Things like pressure plates that are meant to lock you in and start a scenario when stepped on, but can be triggered by placing something on them causing you to get locked out, so quick save a lot and make other saves too.
T-9
Posts: 2
Joined: Sun Jan 24, 2016 7:34 pm

Re: Isle of the Deranged 2.0

Post by T-9 »

Zo Kath Ra wrote: If you put a red/green/blue gem on an elemental beacon, you can't pick it up again if you're standing in front of the beacon (no idea why).
But you *can* pick it up if you're standing to the left/right of the beacon.

To remove a gem from beacon A:
1) Stand in front of the other beacon (let's call it beacon B)
2) Use this script to teleport onto beacon B:

Code: Select all

local dx,dy = getForward(party.facing) 
party:setPosition(party.x + dx, party.y + dy, party.facing, party.elevation, party.level) 
3) Turn to face beacon A
4) Take the gem
Thanks! Its worked, now i can continue my journey...
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RetroGamerUK
Posts: 19
Joined: Thu Sep 05, 2013 7:45 pm
Location: Rochdale, U.K.

Re: Isle of the Deranged 2.0

Post by RetroGamerUK »

I've just completed this massive MOD with more than just a little help from the spoilers here!
I have to add my voice to many others here.. amazing. just amazing. Must have taken AGES to create this masterpiece!

There are a few bits I am still stuck on however, and to be honest I couldn't have completed it without using the console to get past the second final gate in the beach area, so I haven't technically completed the game as such.
Firstly, I couldn't find a second Air Essence.. I forget where I found the first one..

On the beach map there's a hidden brass key next to the deep pool, I've search high and low and can't figure out how to get to it:
Image

Also, in the cursed dungeon there's a barred gate with goodies behind it, again I can't get it open:
Image

Finally, in Ktalak's Domain, there's a huge winged beast with a rider in the lower left of the map, am I supposed to fight this thing at some point?
I just need to know what I've missed! :?
ene
Posts: 169
Joined: Tue Feb 26, 2013 9:19 am

Re: Isle of the Deranged 2.0

Post by ene »

Hey 3mortis, it works fine.. i didn't have a save either :lol: thank you very much :D
Hi i play this and use lever to "reset" puzzle and i go to other places etc and dont have save before lever

so if anyone have this problem
you can just use spawn("pushable_block") from console to spawn block in place where they have to be
Perhaps should be added on page 1 :) (bug + cheat code)
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ozthekeymaster
Posts: 37
Joined: Thu Oct 16, 2014 6:07 pm

Re: Isle of the Deranged 2.0

Post by ozthekeymaster »

Afternoon all!

First off - this is an AMAZING module. The odd small bug notwithstanding I have loved every second of playing this. Haven't enjoyed a module so much since the original master quest for GR1. Thanks a million - great job - seriously.

Second HELP!!!! This is my second go through it and I'm stuck at the same place again.....
SpoilerShow
I have all the pairs of Essences EXCEPT the Balance one. I have fused four gems to get one of them. I have two more (from the back of one of the essence rooms - Air?) but for the life of me I can't find any more and so I'm an essence short. I can't therefore get past the middle spear gate on the way to the Realm of Consciousness and i can't see what else to do or where to get any more gems. Do I need more or am i missing something? I can see a balance essence in the room in the corner with a spear gate near where you put the Fire Essences in which you can see a bunch of lightning/cold etc etc. The "You need to create balance" text. I have tried removing one of each essence to "balance" them but nothing happens. Is this the solution to the "no more power gems" issue.

Also, where the **** is the Path Less Travelled?! Have I just not got there yet?
Thanks in advance for anyone who has solved this. It's driving me daft! :-)
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ozthekeymaster
Posts: 37
Joined: Thu Oct 16, 2014 6:07 pm

Re: Isle of the Deranged 2.0

Post by ozthekeymaster »

S'alrite. Figured it out! Just being stupid and didn't check the area properly!
ene
Posts: 169
Joined: Tue Feb 26, 2013 9:19 am

Re: Isle of the Deranged 2.0

Post by ene »

At last, finished.. It was very fun :) The maps are huge indeed, many dungeons (like them a lot), many items to improve your team, you have to be careful with food, many secrets, this is just adventure! I also like the idea of dialogues, they contribute to the atmosphere (although this part may need to be developed). On the downside (for me), you don't always know what have been triggered by the switch/levers. Same thing about the secret rooms, the game tells you that you have found something, but in fact you still looking for it. I mean, it's not always obvious :D. Also, some new graphics/creatures is always nice to see, but then your mod is such enjoyable that you don't pay attention.

Overall, I don't regret a second my choice to have tried your mod. Thank you very much and well done ;)

playtime : almost 25h (i'm very slow ! :mrgreen:)
secrets founds : 28/36
treasure found : 5/12
tiles walked : 31000+ :D


I am frustrated with some puzzles I couldn't resolve :
SpoilerShow
In the Greater Grimwern Woodlands, I don't know how to remove the spikes
Image

In Southern Zhaoze, again spikes and a book behind
Image

On the main beach, what is the purpose of these pressure plates ?
Image

Also, in the Cursed Dungeon, how to release the rest of the Zoological Park after that you unlock the 2 chests ?
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ozthekeymaster
Posts: 37
Joined: Thu Oct 16, 2014 6:07 pm

Re: Isle of the Deranged 2.0

Post by ozthekeymaster »

Ene - i can answer two of them.
SpoilerShow
The spike gates in the Greater Grimwern Woodlands are opened (and a light bridge appears) if you climb up the ladder on the outcrop to the immediate right (across the river) the the arrow in your map. There is a very well hidden leaver at the top behind the bushes.

The two pressure plates on the main Beach. If you put an item (the bone club?) on the furthest north one and have nothing on teh southern one it opens the spike gate in the part where you battled the Viper Queen - 7 west and 3 north of the southern plate.
Hope that helps. Can't remember how you do the other one....
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