[MOD]Toorum's Manor

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fatrem

Re: [MOD]Toorum's Manor

Post by fatrem »

No problem for these riddles. The only thing is to find THE object. For the "made by dwarf" I've tried a crossbow and a quarrel : no effect. But they were made by dwarf... Same thing for an elvish arrow in an upper level. In my point of view, it's an unnecessary difficulty. Your mod is great but a little more hints would be useful.
So, I'll return in the depths... :)
fatrem

Re: [MOD]Toorum's Manor

Post by fatrem »

Hi, I've finished Toorum's manor !
Great fun (57 hours), thanks for this mod and your great job.
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [MOD]Toorum's Manor

Post by bongobeat »

fatrem wrote:No problem for these riddles. The only thing is to find THE object. For the "made by dwarf" I've tried a crossbow and a quarrel : no effect. But they were made by dwarf... Same thing for an elvish arrow in an upper level. In my point of view, it's an unnecessary difficulty. Your mod is great but a little more hints would be useful.
So, I'll return in the depths... :)

Yes I have still replacing some with new hints, but some need to be replaced too. Actually I have searched in internet which can be used with grimrock items, but I haven't found anymore yet.

47 hours ! :shock:
congratulation to have finished the mod ;)
did you find all secrets?!
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
fatrem

Re: [MOD]Toorum's Manor

Post by fatrem »

101/150 secrets and 15/26 treasures...
I can't imagine finish the mod without (your) help. But, once again, great fun. Others mod are weak after that.
My top 3 : "Toorum's manor", "The chaos key", "The master key". 3 epic mods !
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [MOD]Toorum's Manor

Post by bongobeat »

there is actually a problem with the number of secrets: (thanks Komag)

i have count 137 secret in the editor and 54 treasures, in the game i have 149 secrets but the correct number of treasures, something is wrong but I don't get what.

I have modified some details, and the riddle with the dwarven does not exist anymore.

well thank you for playing and finishing this mod ;)

I m glad that you like it despit it is really big.

by the way while testing some, I have modify the water flask to give an amount of food when consumed, but that don't work, maybe it is hardcoded, I don't know.

I have definetely removed the "unlimited xp and food" room, there is no need of it, as you can find lot of food in the dungeon.
It was first designed to have sufficient food.
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
User avatar
maneus
Posts: 246
Joined: Mon Jun 17, 2013 10:42 pm
Location: Switzerland

Re: [MOD]Toorum's Manor

Post by maneus »

bongobeat wrote: by the way while testing some, I have modify the water flask to give an amount of food when consumed, but that don't work, maybe it is hardcoded, I don't know.
Hi bongobeat, here is my definition for the "food water flask":

Code: Select all

defineObject{
	name = "water_flask_food",
		class = "Item",
		uiName = "Water Flask",
		model = "assets/models/items/flask_full.fbx",
		gfxIndex = 144,
		consumable = true,
		emptyItem = "flask",
		onUseItem = function(self, champion)
			playSound("consume_potion")
			champion:modifyFood(90)
			return true
		end,
		weight = 0.6,
	}
Hope that will help you.
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [MOD]Toorum's Manor

Post by bongobeat »

Hello Maneus,

that helps, thanks a lot ;)
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
Dante95
Posts: 1
Joined: Wed Apr 30, 2014 4:30 pm
Location: france

Re: [MOD]Toorum's Manor

Post by Dante95 »

un mod vraiment incroyable !!! félicitation M. bongobeat ;-)

par contre jusqu'à maintenant J'ai géré tout seul mais la je bloque sur la dernière porte du firestaff... :evil:
quelqu'un pourrait m'aider ???? svp
SpoilerShow
j'ai bien saisi l'idée qu'il fallait former une lettre ( un T je pense...) mais ca va pas plus loin... :?
merci d'avance et lancez vous les yeux fermés dans cette aventure !
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [MOD]Toorum's Manor

Post by bongobeat »

Dante95 wrote:un mod vraiment incroyable !!! félicitation M. bongobeat ;-)

par contre jusqu'à maintenant J'ai géré tout seul mais la je bloque sur la dernière porte du firestaff... :evil:
quelqu'un pourrait m'aider ???? svp
SpoilerShow
j'ai bien saisi l'idée qu'il fallait former une lettre ( un T je pense...) mais ca va pas plus loin... :?
merci d'avance et lancez vous les yeux fermés dans cette aventure !
hello,

thanks :)

je t'envoie un pm
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
User avatar
rexornet
Posts: 8
Joined: Sun Dec 08, 2013 2:19 am

Re: [MOD]Toorum's Manor

Post by rexornet »

Wow! Just finished this and I reckon it has been by far, the biggest and hardest mod I've ever played. In fact, I still don't know how I managed to complete it since many of the battles were just way WAY too hard for me. If I'm honest, some of them also became a really un-enjoyable grind to get through. Still, that's the way it was designed so it's fair enough I suppose. Just because it's a bit too hardcore for me doesn't make it wrong! :)

Having said that, I was still gripped enough by the story-line not to give up and I did enjoy searching for all the secrets and treasures. Some of the puzzles were a bit too convoluted (for me) and I would never have managed to get through them without the hints and discussion on this thread. IMHO a few extra clues about what to do, especially during the destruction of the factory, would have been a help.

In the end I played for 48 hours and found 115 secrets and 44 treasures.

I think I might have found another couple in the mines but I couldn't find a second blue gem for the door on level 10 and I was unable to open the door that needed the two enriched ores on level 22. For some reason I just couldn't get the adamantite forges to work. :(

Also failed to find the secret level 43. :evil:

Btw, Is it actually possible to find ALL the secrets? What I mean is that when I chose the "short" ending, finding Toorum's Sanctuary came up as a secret for level 25 but when I did the "long" ending it came up as a secret for level 54. Presumably you can't have both in the same game?

Hated the Warden Prison level but that's more to do with the fact that the cube always freaks me out! It has done so ever since the original game. The actual puzzle was cleverly designed but really REALLY tough. It felt like there was no margin for error and it took me ages to get through it... I'm even MORE traumatized by the cube now! :lol:

It does make me wonder though if this and some of the other timed puzzles (such as the white blobs firing at receptors) might become impossible to do if you're playing on a machine that has even the slightest bit lag? Fortunately I only tended to experience lag issues when there were lots of monsters on screen; mainly the neverending Shrak Torr on level 9 and anywhere that had a tons of archers.

The Supermachine level was completely bonkers!!! :shock: Thank god I kept most of the guns to use on the Red Warden Boss. I'd have probably still been fighting him yet if I was just relying on swords and arrows! That was a crazy battle.

As someone who doesn't know how to operate the console (so no spawning items or teleporting past locked doors for me! :oops: ), I'm always in awe of those who make mods for the community. This one has obviously taken a lot of time and effort to put together, so many thanks to Bongobeat even though you have put my stress levels through the roof!

I'm away for a lie down now! :mrgreen:
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