[MOD] - The Butcher of Many + LVL1 Walkthrough

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zdenekhoub
Posts: 53
Joined: Fri Aug 26, 2016 11:56 am

Re: [MOD] - The Butcher of Many v1.0

Post by zdenekhoub »

Drakkan wrote:
zdenekhoub wrote:
kelly1111 wrote:Can U give me a hint for: the three eyed guardian... shiny object?

also I cannot seem to kill the 2 rock creatures... been hitting at them for over 30 minutes or so...to no avail (am I missing somtheing here?)

You need green, blue and red gems. One is in Sewers, second in Path of the Dead and the third has the summon stone guarding stairs at end of Cave of Poison.

The 2 rock creatures are almost unbeatable by normal weapons, hence their name Immortal Guardians when you summon them :) You can kill them only with Wizard's Virge from the Three Eyed Guardian.
I dont have gems (have only green) and I dont have wizard virge. So I am stucked here forever with immortal guardians and need to play from start ? Thats kinda silly, you shoul limit entrance to this area only with required items.
If you play with one Save position only - and saved the game with immortal guardians already summoned then there is no other way to solve this at this time. Maybe you have before guardians autosave at healing crystal on this map? Or spawn a Wizard's Virge with console command that may work - spawn("wizard_virge").
kelly1111
Posts: 349
Joined: Sun Jan 20, 2013 6:28 pm

Re: [MOD] - The Butcher of Many v1.0

Post by kelly1111 »

Same here... stuck with the guardians. With nu verge and only a green gem :)

Really like the mod... but I guess I have to start over? ..or at least go a safe back in time
zdenekhoub
Posts: 53
Joined: Fri Aug 26, 2016 11:56 am

Re: [MOD] - The Butcher of Many v1.0

Post by zdenekhoub »

kelly1111 wrote:Same here... stuck with the guardians. With nu verge and only a green gem :)

Really like the mod... but I guess I have to start over? ..or at least go a safe back in time
Spawning the Virge should help, enable the console:

- go to Documents\Almost Human\Legend of Grimrock 2
- open grimrock.cfg (with notepad)
change lines for:
console = true
consoleKey = 192

Then press tilda key in game and type: spawn("wizards_virge")
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Drakkan
Posts: 1318
Joined: Mon Dec 31, 2012 12:25 am

Re: [MOD] - The Butcher of Many v1.0

Post by Drakkan »

zdenekhoub wrote:
kelly1111 wrote:Same here... stuck with the guardians. With nu verge and only a green gem :)

Really like the mod... but I guess I have to start over? ..or at least go a safe back in time
Spawning the Virge should help, enable the console:

- go to Documents\Almost Human\Legend of Grimrock 2
- open grimrock.cfg (with notepad)
change lines for:
console = true
consoleKey = 192

Then press tilda key in game and type: spawn("wizards_virge")
unfortunately I am not able to reload the game (even older position) as it goes down every time with

Code: Select all

[string "Surface.lua"]:0: could not resolve object reference with id wooden_box_5 (referenced by altar_3)
stack traceback:
   [C]: in function 'assert'
   [string "Surface.lua"]: in main chunk
   [string "GameObject.lua"]: in function 'sendMessage'
   [string "Map.lua"]: in function 'sendMessage'
   [string "Map.lua"]: in function 'gameLoaded'
   [string "GameMode.lua"]: in function 'loadGame'
   [string "GameMode.lua"]: in function 'update'
   [string "Grimrock.lua"]: in function 'display'
   [string "Grimrock.lua"]: in main chunk
Breath from the unpromising waters.
Eye of the Atlantis
zdenekhoub
Posts: 53
Joined: Fri Aug 26, 2016 11:56 am

Re: [MOD] - The Butcher of Many v1.0

Post by zdenekhoub »

Drakkan wrote: unfortunately I am not able to reload the game (even older position) as it goes down every time with

Code: Select all

[string "Surface.lua"]:0: could not resolve object reference with id wooden_box_5 (referenced by altar_3)
stack traceback:
   [C]: in function 'assert'
   [string "Surface.lua"]: in main chunk
   [string "GameObject.lua"]: in function 'sendMessage'
   [string "Map.lua"]: in function 'sendMessage'
   [string "Map.lua"]: in function 'gameLoaded'
   [string "GameMode.lua"]: in function 'loadGame'
   [string "GameMode.lua"]: in function 'update'
   [string "Grimrock.lua"]: in function 'display'
   [string "Grimrock.lua"]: in main chunk
This wooden box is the one in Mad Joker Regob tomb and teleports from top of his tomb to a nearby alcove after you press the small wall button (where mimic was). I can't replicate the error so far to repair it - do you remember if you picked up the box with two keys inside or did you missed it?

It is a shame you can't load any save. This is first public run of the mod and the mod is one man project so bugs can happen :(
User avatar
Drakkan
Posts: 1318
Joined: Mon Dec 31, 2012 12:25 am

Re: [MOD] - The Butcher of Many v1.0

Post by Drakkan »

zdenekhoub wrote:
Drakkan wrote: unfortunately I am not able to reload the game (even older position) as it goes down every time with

Code: Select all

[string "Surface.lua"]:0: could not resolve object reference with id wooden_box_5 (referenced by altar_3)
stack traceback:
   [C]: in function 'assert'
   [string "Surface.lua"]: in main chunk
   [string "GameObject.lua"]: in function 'sendMessage'
   [string "Map.lua"]: in function 'sendMessage'
   [string "Map.lua"]: in function 'gameLoaded'
   [string "GameMode.lua"]: in function 'loadGame'
   [string "GameMode.lua"]: in function 'update'
   [string "Grimrock.lua"]: in function 'display'
   [string "Grimrock.lua"]: in main chunk
This wooden box is the one in Mad Joker Regob tomb and teleports from top of his tomb to a nearby alcove after you press the small wall button (where mimic was). I can't replicate the error so far to repair it - do you remember if you picked up the box with two keys inside or did you missed it?

It is a shame you can't load any save. This is first public run of the mod and the mod is one man project so bugs can happen :(
yes I have it, both cube key and maybe the other, not sure, there is lots of keys which I did not use yet.
Breath from the unpromising waters.
Eye of the Atlantis
ale78pc
Posts: 14
Joined: Mon May 18, 2015 10:30 am

Re: [MOD] - The Butcher of Many v1.0

Post by ale78pc »

Hello!

I'm stuck at the earth element area ... Cannot take it as there's a force field around...how can I remove it?

Thanks!
zdenekhoub
Posts: 53
Joined: Fri Aug 26, 2016 11:56 am

Re: [MOD] - The Butcher of Many v1.0

Post by zdenekhoub »

Drakkan wrote: yes I have it, both cube key and maybe the other, not sure, there is lots of keys which I did not use yet.
That's quite puzzling. I had an idea how this error may happen when someone does NOT pick up the Regob's box with those keys and some of the script is still calling for this box_5.

I will wait for more possible bugs and in the meantime figure out what is the problem.
zdenekhoub
Posts: 53
Joined: Fri Aug 26, 2016 11:56 am

Re: [MOD] - The Butcher of Many v1.0

Post by zdenekhoub »

ale78pc wrote:Hello!

I'm stuck at the earth element area ... Cannot take it as there's a force field around...how can I remove it?

Thanks!
SpoilerShow
There is one secret button back on one of the walls and you must also place three torches in their holders.
But before that make sure you have given green, red and blue gems onto the Three Eyes Guardian altar, or you will nor get Wizard's Virge and without it you can't kill two stone summons and leave the area. This is already on to do list :)
ale78pc
Posts: 14
Joined: Mon May 18, 2015 10:30 am

Re: [MOD] - The Butcher of Many v1.0

Post by ale78pc »

Hello!

I need some more help ... (this mod is very entertaining, I like it!)

1) can't find the crowern figurine
2) I've placed the skeleton and giant figurine on the table in the cemetery, but I've not understood what happens ... i got a message of some noise behind me...but did not found anything....

Thanks again!!!
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