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Re: [MOD] Castle Ringfort

Posted: Fri Apr 25, 2014 8:24 am
by eLPuSHeR
Well your mod is entertaining and I enjoyed the maze-like enviroment despite being stuck several times. :mrgreen:

As for the typos, they are minor. I don't remember them right now. a "4" instead of a letter in a sentence and something like that.

Re: [MOD] Castle Ringfort

Posted: Fri Apr 25, 2014 9:22 pm
by THOM
Thanx for your response.

Well, a mod cannot be too easy - wouldn't be entertaining... ;-)
So never mind beeing stuck.

Regarding the typos: I will have a look but won't do an update so soon.

Hope, ther will some others play Castle Ringfort...

Re: [MOD] Castle Ringfort

Posted: Mon May 05, 2014 1:28 pm
by leewroy
Hi!

I´ve been playing this module and I've got stuck at some point
SpoilerShow
the room with a lot of skeletons. Harak the revenger. Once I entered there and killed them all, I can't leave the room. Is that the sript broken you mentioned some posts earlier? Or I have to so something unusual to get the door opened?!?!
Thanks in advance :D

Re: [MOD] Castle Ringfort

Posted: Mon May 05, 2014 3:11 pm
by THOM
If you are playing version 1.2 there is no broken script anywhere. :mrgreen:

To leave the burial chamber you have to trigger a mechanic...
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On the wall left of the door is a small shelf. Find the item to put on it - it's in the room...

Re: [MOD] Castle Ringfort

Posted: Mon May 05, 2014 4:33 pm
by leewroy
Nope, I'm playing the first version. Guess the better is start from the begining with 1.2 then.
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First thing I tried was put the candle on the shelf, lol. Yet the door won't open :(

Re: [MOD] Castle Ringfort

Posted: Mon May 05, 2014 4:52 pm
by THOM
Yes, the best is starting over with version 1.2 - sorry to say that.

And concerning the item - you were wrong ! :twisted:

Re: [MOD] Castle Ringfort

Posted: Mon May 05, 2014 6:54 pm
by leewroy
oh really ?!?! :shock:
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anyway, I tried many things...but the right one, lol. Trying to see if one of the skeletons dropped a key, I even put all the shields on tha shelf to clear the ground. :lol: I´ll start with 1.2 but maybe it will take some time, I'm out of connection in my home and can't download here, in my job :x

Re: [MOD] Castle Ringfort

Posted: Mon May 05, 2014 7:04 pm
by THOM
Erm - well... Maybe a misunderstanding?

I meant 'your idea was wrong' - means: you choosed the wrong item...

Well, somehow I could also say 'you are right: with the candle, the door won't open' ...

Confusing... :?

Re: [MOD] Castle Ringfort

Posted: Tue May 06, 2014 1:47 am
by leewroy
Nah, I´ve got the meaning. I was just thinking about it cause it's the most "different" item on the room :)

Now I´ll donwload the 1.2 and when I get there, if I've get stuck again, I´ll shout for you. Thanks!

Re: [MOD] Castle Ringfort

Posted: Wed May 07, 2014 8:35 am
by minmay
Your dungeon crashes every time you walk in front of the iron door on level 3, because you made a typo:

Code: Select all

#script_entity_14:13: attempt to index global 'part2y' (a nil value)