[MOD]Toorum's Manor

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
TRANG
Posts: 69
Joined: Tue Apr 02, 2013 3:20 am

Re: [MOD]Toorum's Manor

Post by TRANG »

Hello friends.
I dont undesrtand solutions about iron door on Level 1.
1kg
2kg
4kg
8kg or 16kg

Playing version 1.40, need help where i must put each

Image
minmay
Posts: 2780
Joined: Mon Sep 23, 2013 2:24 am

Re: [MOD]Toorum's Manor

Post by minmay »

There seems to be a major bug in the new version in level 16. When you use an ornate key on the first lock, the door doesn't actually open. This means the long version of the mod is now impossible to finish fully. The second door also fails to open (though you must use the debug console to get there at all). The third and fourth ornate key doors work.
Here is a save file in front of the door with the 4 keys.

For any players stuck here: you can open the 2 doors with the debug console.

Code: Select all

for i in entitiesAt(16,5,11) do if i.name == "frozen_temple_door_ornament" then i:open() end
for i in entitiesAt(16,6,11) do if i.name == "frozen_temple_door_ornament" then i:open() end
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [MOD]Toorum's Manor

Post by bongobeat »

TRANG wrote:Hello friends.
I dont undesrtand solutions about iron door on Level 1.
1kg
2kg
4kg
8kg or 16kg
SpoilerShow
Playing version 1.40, need help where i must put each

Image

Hi,

pm :)
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]Toorum's Manor

Post by bongobeat »

The problem is not "you have to kill 4000hp monsters", this is part of the game; the problem is "after you've killed *a lot* of 4000hp monsters, you wander a little bit around to check for doors/buttons/plates/objects and argh, here they are again!". The problem is that they respawn, and keep respawning in a huge room, with ten (or so) tiny buttons to click, with walls that change position and so on, and if you go back to the entrance of the level to see whether something opened, when you come back the room is full again, and every step you want to make takes 2 minutes. I mean, "hey, I already killed you, what do you want from me?" And, after a while, while you're trying to make progress in the level, the fact that they constantly appear means that you cannot keep up: if they spawn, say, every minute, and you need 2 to kill them, you know that there is nothing you can do!

Alois
Eleven Warrior wrote:Hi alois..
SpoilerShow
Yes what you said is true, I forgot that bit lol.. Yes I agree it may need to be changed, the respawn rate that is.. :) Yes I did have a similar Level and it was very difficult even for me and I know where everything is so the Player would have an even harder time trying to keep up ahy..

So I deleted the Level and started it over again, with more timers running at longer delays eg: timer set to activate Script at 10 mins etc... Then the player walks onto a Pressure Plate and deactivate the timer and later on in the Level the timer is reactivated. Well kepping track of all this was interesting I must say lol.. :)
Hi guys,
I have put lot of this situation in the mod. I will take a look.
Thanks for the comments.
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]Toorum's Manor

Post by bongobeat »

minmay wrote:There seems to be a major bug in the new version in level 16. When you use an ornate key on the first lock, the door doesn't actually open. This means the long version of the mod is now impossible to finish fully. The second door also fails to open (though you must use the debug console to get there at all). The third and fourth ornate key doors work.
Here is a save file in front of the door with the 4 keys.

For any players stuck here: you can open the 2 doors with the debug console.

Code: Select all

for i in entitiesAt(16,5,11) do if i.name == "frozen_temple_door_ornament" then i:open() end
for i in entitiesAt(16,6,11) do if i.name == "frozen_temple_door_ornament" then i:open() end
Hi,
thanks for that!
Now corrected!
I will publish a new version this afternoon.

Edit:
New version online on dropbox. Nexus will follow.
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
minmay
Posts: 2780
Joined: Mon Sep 23, 2013 2:24 am

Re: [MOD]Toorum's Manor

Post by minmay »

Hmm, this is rather embarrassing: despite this being my third playthrough I can't remember how to get out of the cooling chambers in level 24 after retrieving the reflecting orbs. Both doors back to level 23 are closed and I can't find a way to open them again.
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [MOD]Toorum's Manor

Post by bongobeat »

don't forget to get the reflecting orb in waste deposit too (if you don't speak about this one)

When you will have 2 orbs (1 in waste deposit, the other in cooling chamber), you have to get back to level 23, by the stairs of "cooling chamber one"

then go to the experimental lab and use the orbs on floating altars, to achieve experiment.
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
minmay
Posts: 2780
Joined: Mon Sep 23, 2013 2:24 am

Re: [MOD]Toorum's Manor

Post by minmay »

Yes, I have both of the reflecting orbs. However, the "cooling chamber one" stairs are blocked by a closed door. So are the "cooling chamber two" stairs. I cannot find a way to open either one from inside.
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [MOD]Toorum's Manor

Post by bongobeat »

That's unexpected! :shock:
Normally you open this door, when coming from level 23 (experimental lab)
and it never close after that. I m not sure that we are talking of the same thing?
Please can you send me a save game so I can try?
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
TRANG
Posts: 69
Joined: Tue Apr 02, 2013 3:20 am

Re: [MOD]Toorum's Manor

Post by TRANG »

Hello friends.

Updating to version 41 we retain saved games or lose everything and have to start from the beginning?

Thanks for your work ;)
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