[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 »

hansbleeb wrote:i give it up.. this game ended for me by the blue barieer
You mean the force field past the statue in Brotherhood of Rae?

Key for deactivating this force field lies on top of the altar with the statue.
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zimberzimber
Posts: 432
Joined: Fri Feb 08, 2013 8:06 pm

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

Post by zimberzimber »

This custom dungeon is amazing, really fun, and has a lot of (mostly) unexpected surprises!
I especially liked the way you hid things (like the note under the broken bridge where you start) and your well crafted environments!
Fights are fair, but not square(dancing) which is good), and the tools are always provided to deal with whatever is up ahead. At first I had trouble trouble dealing with them, and I though they were really unbalanced and hard, but in time I realized it was just me being used to square dancing out of sticky situations and poking ogres to death :P
Really enjoyed the battle with the undead whatshisname the mad, it may have been easy, but it was pretty fun none the less :)
But the fun ended when...

Code: Select all

Loading save game C:\Users\[redacted]\Documents/Almost Human/Legend of Grimrock 2/quicksave.sav
Loading dungeon The Butcher of Many by Zdenek Houb
=== Software Failure ===

[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
My asset pack [v1.10]
Features a bit of everything! :D
zdenekhoub
Posts: 53
Joined: Fri Aug 26, 2016 11:56 am

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

Post by zdenekhoub »

zimberzimber wrote:This custom dungeon is amazing, really fun, and has a lot of (mostly) unexpected surprises!
I especially liked the way you hid things (like the note under the broken bridge where you start) and your well crafted environments!
Fights are fair, but not square(dancing) which is good), and the tools are always provided to deal with whatever is up ahead. At first I had trouble trouble dealing with them, and I though they were really unbalanced and hard, but in time I realized it was just me being used to square dancing out of sticky situations and poking ogres to death :P
Really enjoyed the battle with the undead whatshisname the mad, it may have been easy, but it was pretty fun none the less :)
But the fun ended when...

Code: Select all

Loading save game C:\Users\[redacted]\Documents/Almost Human/Legend of Grimrock 2/quicksave.sav
Loading dungeon The Butcher of Many by Zdenek Houb
=== Software Failure ===

[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
I am really glad you like my mod zimberzimber! Especially for the fact you are one of the three persons helping me out with the positioning/saving problem in august :)

I am aware of this error, it is reported for third time I think.. but I don't know what causes it exactly. Did you picked up the wooden box in Mad Regob's tomb before killing him or killed him first and then left his tomb without the box in alcove?
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zimberzimber
Posts: 432
Joined: Fri Feb 08, 2013 8:06 pm

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

Post by zimberzimber »

Boy, there were so many boxes everywhere I'm not even sure what I did with that specific one. :? (Probably stayed in my inventory like the hoarder I am :D )
From what I understand, that box starts off in a surface component (of altar_3), and is later removed somehow.
Are you moving the box from the surface with a script or something, or is it removed only by the party?
Because from what I heard (haven't experienced though), if an item is moved from a surface component with a script, it may cause issues.

Another thing - It is possible to get stuck if you walk into the forest_exit where you begin, then going sideways when the passage is rejected.
And a question - The hidden sack at the beginning (the one that contains a bear claw glove) has a note hinting about removing a magical crystal from a statue with the special glove. I tried multiple things (assuming the special glove is the bear claw) but couldn't remove anything from that statue (other than an Etherweed) Am I missing something? (digging in front of it and moving sideways made a particle move on the floor as if its an item, so I'm even more confused)
My asset pack [v1.10]
Features a bit of everything! :D
hansbleeb
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Re: [MOD] - The Butcher of Many v1.0

Post by hansbleeb »

zdenekhoub wrote:
hansbleeb wrote:i give it up.. this game ended for me by the blue barieer
You mean the force field past the statue in Brotherhood of Rae?

Key for deactivating this force field lies on top of the altar with the statue.

no its the last level i think.. the stats are standing on level visited 10/10
there is a magic barrier also with an alcove with 3 statues before on the ground.. there is also a guy after killing him you cant pick up his stuff .in another corner is a secret passage with a fire pit and a bone riddle.. after doing this there appears only 4 mummy,s and nothing more...
zdenekhoub
Posts: 53
Joined: Fri Aug 26, 2016 11:56 am

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

Post by zdenekhoub »

zimberzimber wrote:Boy, there were so many boxes everywhere I'm not even sure what I did with that specific one. :? (Probably stayed in my inventory like the hoarder I am :D )
From what I understand, that box starts off in a surface component (of altar_3), and is later removed somehow.
Are you moving the box from the surface with a script or something, or is it removed only by the party?
Because from what I heard (haven't experienced though), if an item is moved from a surface component with a script, it may cause issues.

Another thing - It is possible to get stuck if you walk into the forest_exit where you begin, then going sideways when the passage is rejected.
And a question - The hidden sack at the beginning (the one that contains a bear claw glove) has a note hinting about removing a magical crystal from a statue with the special glove. I tried multiple things (assuming the special glove is the bear claw) but couldn't remove anything from that statue (other than an Etherweed) Am I missing something? (digging in front of it and moving sideways made a particle move on the floor as if its an item, so I'm even more confused)
The box is moved from the surface with a script yes, party can't take it because it is behind bars, until you find hidden button and that button will open an alcove and move the box here. It must be the game doesn't like removing things from the surface :) I will bring the box out in some other way, thanks again for the help!

Forest exit is new bug I will repair it too. The hint about removing the magical crystals is true, but you dont need the Bear Glove with +4 strenght - the man in the letter needed it because he was a weak scholar, but your party of killers will torn the crystals from the roots with bare hands :) The particle you saw is other hint where are the crystals burried in the roots. The problem is the game doesn't allow to change position of some object types - like the healing crystal. So I had to make a workaround with invisible item with particle as a hint and use two crystals to get them to at least somewhat good position to grab them and one of the crystal must be also invisible - but still counts as two crystals (with the second visible one).

Well it seems the game designers have not imagined the editor will be used in this way, to move half of the things you see on the screen around just to get a nicer looks/design :)
zdenekhoub
Posts: 53
Joined: Fri Aug 26, 2016 11:56 am

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

Post by zdenekhoub »

hansbleeb wrote:
zdenekhoub wrote:
hansbleeb wrote:i give it up.. this game ended for me by the blue barieer
You mean the force field past the statue in Brotherhood of Rae?

Key for deactivating this force field lies on top of the altar with the statue.

no its the last level i think.. the stats are standing on level visited 10/10
there is a magic barrier also with an alcove with 3 statues before on the ground.. there is also a guy after killing him you cant pick up his stuff .in another corner is a secret passage with a fire pit and a bone riddle.. after doing this there appears only 4 mummy,s and nothing more...
I see.. this is the last level yes. The barrier can be disabled by opening a secret door near to the start location and pulling a big lever guarded by the Eternal Guardian Boko. Before getting in his secret room, there is an alcove and a note with a puzzle you must solve with figurines. You must get back to the Brotherhood of Rae sanctum and throw something light
SpoilerShow
or shoot an arrow
behind the statue with the altar. As hinted by text on the wall, right next to the statue - "Strong mind, strong body, enter brother". There you will find the Wyvern figurine (guarded by the Wyvern Queen) you need to use in the last level.
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zimberzimber
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Re: [MOD] - The Butcher of Many v1.0

Post by zimberzimber »

You can make the item look like its on the altar if you place an invisible platform on the same height as the altars surface and alter the items world position accordingly.

As for the hint, it's not clear that it was a weak scholar. I though these were some super enchanted gloves that only they can do that.
But even without them, I still couldn't extract anything from that statue.
My asset pack [v1.10]
Features a bit of everything! :D
zdenekhoub
Posts: 53
Joined: Fri Aug 26, 2016 11:56 am

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

Post by zdenekhoub »

zimberzimber wrote:You can make the item look like its on the altar if you place an invisible platform on the same height as the altars surface and alter the items world position accordingly.

As for the hint, it's not clear that it was a weak scholar. I though these were some super enchanted gloves that only they can do that.
But even without them, I still couldn't extract anything from that statue.
I will try that I started making a bug free version 1.1 og the mod.

It is the statue closest to the starting point, not the one with twigroots around. Click close to the glowing mushrooms, you will take the healing crystals from the roots and the Ancient Spore will not be protected anymore.
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zimberzimber
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Re: [MOD] - The Butcher of Many v1.0

Post by zimberzimber »

After spam clicking the entire bottom area, finally got it :mrgreen:
Try attaching the particle to those shards, because the other particle is misleading.

A small suggestion - If I recall correctly, if you drop the iron key into the trash chute (in the dungeon area where you meet the first skeleton) you have no way of making potions, since the only mortar and pestle can be found behind that spear door. While rewarding players for finding secrets is great, punishing them for that is not. I suggest placing the mortar near the door from inside the herb room, so its inside the room, but can still be taken.

And a question - Is it actually possible to surprise Daryll and Daryll?
My asset pack [v1.10]
Features a bit of everything! :D
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