try to be more attentive on the location!
[MOD] Call Of House Hardabar
Re: [MOD] Call Of House Hardabar
Re: [MOD] Call Of House Hardabar
hey,marten_1992 wrote: ↑Tue Feb 07, 2023 3:25 pm hey, this mod is great so far, my only problem is I cannot fix these levers, no idea what to do, tried every possible thing, even arrows but nothing worked, a little hint would be appraciated. btw would you still like me to report typos ?
according to the wall note, near the castle entrance, you must fix the gate's mechanism.
To do that, you must find "lever arm" items, then use them on the mechanisms.
the first lever is: (spoiler)
SpoilerShow
there is a lever arm (item to pick up) underwater, near the stairs, (yeah I know it's dirty), not easy to see if you got no light
Ah yes, my mistake, I did a quick look in the editor and I've seen that the party walking was activating the script too, but only if you can be on the 5 plates at the same moment.
So yeah, only items will do the thing, at least on 4 plates, and you can stand on the last plates to finish the thing.
Last edited by bongobeat on Wed Feb 08, 2023 8:35 pm, edited 1 time in total.
Re: [MOD] Call Of House Hardabar
What good setups for parties?
Thinking about mino barb+rat rogue+2 alchemists casters.
Thinking about mino barb+rat rogue+2 alchemists casters.
Re: [MOD] Call Of House Hardabar
no idea about that:
I played the mod with a minotaur barbarian, an human (knight or archer), a ratling alchemist, then a battlemage (insectoid or human, I don't remember).
A friend of mine used a minotaur, a ratling, and 2 battlemages. It was more optimized against bossfight to block or to protect the group. The 2 casters are most welcome when casting a forcefield.
With 2 spellcasters, I call it, by exaggeration, a "cheated" team or a "making-difficulty-a-little-more-easier" team. I have nothing against that, but I will certainly offend at least one tester when saying that.
Re: [MOD] Call Of House Hardabar
bongobeat Hello! Very beautiful locations, you seem to have spent a lot of time for this, well done!!!
1. I would like to know whether in your work a correctly placed object in a niche is always accompanied by a sound signal, as for example in Darntkhang in a room with four niches?
2. In Sky City, do I need to attack the inhabitants of the archers or will they leave on their own under certain conditions?
1. I would like to know whether in your work a correctly placed object in a niche is always accompanied by a sound signal, as for example in Darntkhang in a room with four niches?
2. In Sky City, do I need to attack the inhabitants of the archers or will they leave on their own under certain conditions?
Re: [MOD] Call Of House Hardabar
If you think mages too powerful, can always nerf them/remove some spells etc.bongobeat wrote: ↑Wed Feb 08, 2023 8:47 pm The 2 casters are most welcome when casting a forcefield.
With 2 spellcasters, I call it, by exaggeration, a "cheated" team or a "making-difficulty-a-little-more-easier" team. I have nothing against that, but I will certainly offend at least one tester when saying that.
I know mods that do not allow mages to use force-field spell. In mod named Eye of Atlantis mages cant cast force-field (there only staff, limited item with charges, that can do it).
Minotaur barbarian? Ratling knight? Ratling alchemist? Ratling rogue? What ratling class and minotaur class?
Re: [MOD] Call Of House Hardabar
bongobeat A third question has matured, in addition to the two questions I asked above:
3. I can’t figure out the mine with task 5, 22, 11, 3. I loaded niches in different sequences, but nothing happens!
3. I can’t figure out the mine with task 5, 22, 11, 3. I loaded niches in different sequences, but nothing happens!
Re: [MOD] Call Of House Hardabar
Me too... tried sum of weights in kg, in hg, number of objects (always starting from the northern alcove), but nothing works
alois
Re: [MOD] Call Of House Hardabar
1. Some riddle use the sound, but not all. Unfortunately I have not modify every riddle in that way. Generally, riddle with more than one alcove are playing a sound when the correct item is placed on them.poqwer11 wrote: ↑Wed Feb 08, 2023 9:27 pm bongobeat Hello! Very beautiful locations, you seem to have spent a lot of time for this, well done!!!
1. I would like to know whether in your work a correctly placed object in a niche is always accompanied by a sound signal, as for example in Darntkhang in a room with four niches?
2. In Sky City, do I need to attack the inhabitants of the archers or will they leave on their own under certain conditions?
2. The archer will never leave until you attack them. Skycity is a friendly city, but it is also full of secrets with good stuff in them, if you want to plunder them, you know what to do.
Attacking the guard has no consequences on any quests. It is not needed, except if you want to have more equipment.
Well, its not that the dual mages that are specially powerfull, it is the hability to cast double forcefield. Anyway, I'd rather not introduce something like the staff of the Eye of Atlantis mod, which is a very good mod by the way. So, It still allow players the possibility to have more chance in bossfight.Whisper wrote: ↑Thu Feb 09, 2023 10:48 amIf you think mages too powerful, can always nerf them/remove some spells etc.bongobeat wrote: ↑Wed Feb 08, 2023 8:47 pm The 2 casters are most welcome when casting a forcefield.
With 2 spellcasters, I call it, by exaggeration, a "cheated" team or a "making-difficulty-a-little-more-easier" team. I have nothing against that, but I will certainly offend at least one tester when saying that.
I know mods that do not allow mages to use force-field spell. In mod named Eye of Atlantis mages cant cast force-field (there only staff, limited item with charges, that can do it).
Minotaur barbarian? Ratling knight? Ratling alchemist? Ratling rogue? What ratling class and minotaur class?
Whenever someone don't want to use them in that way, to maintain an "harder" difficulty, he can always use only one mage to cast a forcefield.
Can't remember the class he used, sorry.