[MOD]Toorum's Manor

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Zo Kath Ra
Posts: 937
Joined: Sat Apr 21, 2012 9:57 am
Location: Germany

Re: [MOD]Toorum's Manor

Post by Zo Kath Ra »

s973667 wrote:I get the following error when I try to start the MOD (ToorumManorV1.47):

=== Software Failure ===

corrupted or incomplete data (Z_DATA_ERROR)
stack traceback:
[C]: in function 'error'
[string "Dungeon.lua"]: in function 'loadInitFile'
[string "CharacterGeneration.lua"]: in function 'init'
[string "lib/class.lua"]: in function 'create'
[string "NewGameMenu.lua"]: in function 'startGame'
[string "NewGameMenu.lua"]: in function 'update'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk

Can anyone please help me getting this fixed?

Thanks in advance!
You get this error if you try to play Toorum's Manor with Legend of Grimrock 2.
Toorum's Manor is a mod for Legend of Grimrock 1.
s973667
Posts: 2
Joined: Fri Jan 26, 2018 2:45 pm

Re: [MOD]Toorum's Manor

Post by s973667 »

Thanks Zo Kath Ra !

I have also tried it on LoG 1 version 1.1.3 and placing the files in either the "...Documents\Almost Human\Legend of Grimrock\Dungeons" or the "Documents\Almost Human\Legend of Grimrock" folders. Niether works and I can still only select the Grimrock dungeon when starting a new game.

What am I doing wrong?
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Zo Kath Ra
Posts: 937
Joined: Sat Apr 21, 2012 9:57 am
Location: Germany

Re: [MOD]Toorum's Manor

Post by Zo Kath Ra »

s973667 wrote:Thanks Zo Kath Ra !

I have also tried it on LoG 1 version 1.1.3 and placing the files in either the "...Documents\Almost Human\Legend of Grimrock\Dungeons" or the "Documents\Almost Human\Legend of Grimrock" folders. Niether works and I can still only select the Grimrock dungeon when starting a new game.

What am I doing wrong?
"Almost Human\Legend of Grimrock\Dungeons" is the right directory.
But the latest version is 1.3.7

To play the mod, start Legend of Grimrock 1 and click "Custom Dungeon"
Select "Toorum's Manor" and click the "Choose" button.
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [MOD]Toorum's Manor

Post by bongobeat »

Zo Kath Ra wrote:
s973667 wrote:I get the following error when I try to start the MOD (ToorumManorV1.47):

=== Software Failure ===

corrupted or incomplete data (Z_DATA_ERROR)
stack traceback:
[C]: in function 'error'
[string "Dungeon.lua"]: in function 'loadInitFile'
[string "CharacterGeneration.lua"]: in function 'init'
[string "lib/class.lua"]: in function 'create'
[string "NewGameMenu.lua"]: in function 'startGame'
[string "NewGameMenu.lua"]: in function 'update'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk

Can anyone please help me getting this fixed?

Thanks in advance!
You get this error if you try to play Toorum's Manor with Legend of Grimrock 2.
Toorum's Manor is a mod for Legend of Grimrock 1.
Thanks for the tip! I thought that this error comes from windows.
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
mrkirgar
Posts: 3
Joined: Sun Apr 12, 2020 12:33 am

Re: [MOD]Toorum's Manor

Post by mrkirgar »

Stuck
I needed to find out how to open a door at level 14 '' The man who can see looks at the door, The blind man looks for the way '' Any tips?
ene
Posts: 169
Joined: Tue Feb 26, 2013 9:19 am

Re: [MOD]Toorum's Manor

Post by ene »

haha, had a bad time with this one too..

you're supposed to hit the barrels with melee weapons to detonate them which -normally- would get you to the other side (since the door is an illusion). Nevertheless it doesn't work, the door (or whatever it is) is buggy.

try to use the console instead:
party:setPosition(15,12,4,14)

There is something..
SpoilerShow
the dragon slayer
that will help to resolve a puzzle at level 23..

the fake wall nearby is just there to fool you

__________

edit - correction, i think the fake wall refers to the other side (the buggy door) and in that sense is meant to give you a hint (that what you see is fake, just like the wall) - yet since it doesn't work as expected, doesn't matter
Kirill
Posts: 125
Joined: Mon Dec 21, 2020 5:36 pm

Re: [MOD]Toorum's Manor

Post by Kirill »

Great mod!
Last edited by Kirill on Fri Jan 22, 2021 7:30 am, edited 1 time in total.
Kirill
Posts: 125
Joined: Mon Dec 21, 2020 5:36 pm

Re: [MOD]Toorum's Manor

Post by Kirill »

Got to level 8 and have some questions, please.

1) lvl 2 Organon's recipe (2 snail bites, spices, tar bead, etc) does this work for secret?
2) lvl 4 - there are places for Golden key, i found 3 gold key (2 is needed for iron door on lvl 5 and 1 gold i used to get to this shop. Will i get more gold keys later? Are there more shops with gold keys?
3) lvl 4 - What is point of "Blue eye" and closed door. What to use there?
4) lvl 4 Locked grate, small room, near "Treasure chambers" sign.

Also do i need Gold mystic gem for other uses except iron door at lvl 2?
For some reason i could get to iron door when i got to level 2 but than it closed itself with iron grate.
Last edited by Kirill on Sat Jan 23, 2021 3:31 pm, edited 1 time in total.
Kirill
Posts: 125
Joined: Mon Dec 21, 2020 5:36 pm

Re: [MOD]Toorum's Manor

Post by Kirill »

Also i found tome of memories but i am supposed to find tome of ranger first, where is tome of ranger?
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [MOD]Toorum's Manor

Post by bongobeat »

Kirill wrote: Sat Jan 23, 2021 9:45 am Got to level 8 and have some questions, please.

1) lvl 2 Organon's recipe (2 snail bites, spices, tar bead, etc) does this work for secret?
2) lvl 4 - there are places for Golden key, i found 3 gold key (2 is needed for iron door on lvl 5 and 1 gold i used to get to this shop. Will i get more gold keys later? Are there more shops with gold keys?
3) lvl 4 - What is point of "Blue eye" and closed door. What to use there?
4) lvl 4 Locked grate, small room, near "Treasure chambers" sign.

Also do i need Gold mystic gem for other uses except iron door at lvl 2?
For some reason i could get to iron door when i got to level 2 but than it closed itself with iron grate.
Hi and thank you for playing this mod:

1) the recipe is just a recipe with no use at all.

2) Sorry it's been a while, i don't remember everything here. You will find other gold key, but here, i suppose you mean the 3 golden gate in the treasury room, I don''t think i put specially 3 gold keys to open all of these doors, i can be mistaken, but i think you have to choose which door to open and take your reward.

3) Can you be more specific? Where did you find the sign/place etc with blue eyes?
Maybe the items needed are blue gem, is it for a daemon head with empty eye slots?

4)If you're talking about the grate just north of the walltext, there is a small secret button near the gate

5)golden mystic gem: The gem is intended to open that iron door.
Sorry i don't understand what you mean with that iron grate who close the iron door. You mean you are stuck after opening the iron door?

The iron grate can be opened by a secret button nearby but it is behind a secret wall, which will be opened by entering a room in the far eastern part of the level, only after this, you will be able to get to the iron door.
Kirill wrote: Sat Jan 23, 2021 9:48 am Also i found tome of memories but i am supposed to find tome of ranger first, where is tome of ranger?
Tome of memories is supposed to reset all your skillpoints so that you can re-affect them. The tome of ranger is not accessible, i removed it for some reason that i can't remember.
My asset pack: viewtopic.php?f=22&t=9320

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