[MOD]Toorum's Manor

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
minmay
Posts: 2780
Joined: Mon Sep 23, 2013 2:24 am

Re: [MOD]Toorum's Manor

Post by minmay »

bongobeat wrote: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?
Unfortunately I accidentally overwrote the save in question. We are talking about the same thing though: I came from level 23, opened one of the doors, entered, and then it closed, trapping me there.
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bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [MOD]Toorum's Manor

Post by bongobeat »

Then can you give me your actual save game please?

I suppose this is a bug, but I d like to try your let save game.
I have checked in the dungeon.lua, nothing except the first button activate this door.

You can teleport yourself after the door, then re open it (if it was not already done)
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 »

Like I said, I accidentally overwrote the original save game. However, I just ran through the area again with debug mode, and the same thing happened. After some testing it seems that it happens once you pick up the reflecting orb in the waste facility; it closes at the same time all the archers spawn.
Here is a save file right before going into the contaminated area. The door to chamber 2 is open (because that's the one I entered with), the chamber 1 door is closed.
Here is one shortly after getting the reflecting orb from the contaminated area. The door to chamber 2 is now closed and the player is trapped.

I definitely did not encounter this problem on my first two playthroughs so it was probably introduced in 1.40. This was all played in version 1.40 by the way, should have mentioned that.
Grimrock 1 dungeon
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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.

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

Thanks for your work ;)
Hi,

you have to start from the beginning
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:Like I said, I accidentally overwrote the original save game. However, I just ran through the area again with debug mode, and the same thing happened. After some testing it seems that it happens once you pick up the reflecting orb in the waste facility; it closes at the same time all the archers spawn.
Here is a save file right before going into the contaminated area. The door to chamber 2 is open (because that's the one I entered with), the chamber 1 door is closed.
Here is one shortly after getting the reflecting orb from the contaminated area. The door to chamber 2 is now closed and the player is trapped.

I definitely did not encounter this problem on my first two playthroughs so it was probably introduced in 1.40. This was all played in version 1.40 by the way, should have mentioned that.
ok! I understand now!
I did not think that you can be stuck if you come by the cooling chamber 2! And when you put the orb it closes the door that you mentioned. Normally at this time you have to pass by stairs number 1, and fight against theareonan bowmen's. Of course, if you did not come by the cooling chamber 1 you get stuck! What a mess :roll:
I will modify that, thanks for replying this!
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
i need urgent help please.
I,m stuck in level 4 hall, open door to mine but in level 5 and 6 cant open the doors, what i,m missing?
i have old solid key and firesstaff key.
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bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [MOD]Toorum's Manor

Post by bongobeat »

TRANG wrote:hello
i need urgent help please.
I,m stuck in level 4 hall, open door to mine but in level 5 and 6 cant open the doors, what i,m missing?
i have old solid key and firesstaff key.
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Hi,

You can't open the door in level 5 right now. You will later, when you will come to level5.
To open the door to the mine (lvl4) you have to put 4 scrolls in the corresponding alcoves in the same corridor.
One can be found when you go, south from the lvl4 mine door, and take the next door on the left. The door's room where you found the mirror of dawn
one is in the armory.
the third is in the corridor to the sanctuary.
the last is in the southeast, in the small room, where you found some barrel to broke.

keep the firestaff key. You will need it later.
the old solid key is used to open a door in the level 3. You came to this door, by a stair in lvl2.
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 »

Thanks so much.

I get enter level 5 at least ;)
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [MOD]Toorum's Manor

Post by bongobeat »

np

congratulation! ;)
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 »

stuck again.

How i open the cristal door in firestaff vault?
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