[MOD] Call Of House Hardabar

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olavimuff.ee
Posts: 194
Joined: Thu Aug 08, 2019 12:17 pm

Re: [MOD] Call Of House Hardabar

Post by olavimuff.ee »

fairydude wrote: Wed Jun 14, 2023 3:28 pm Is the book seller the person that ppl refer to as the "poet"? If so, is there a way to get access to the wheel somehow?
Or a console command to spawn it in? Because "red_wheel" doesn't seem to work.

Edit: Found out a console command to teleport to the spot on a new save, found a command to figure out names on the level(after getting and dropping the wheel) and then how to spawn it in....that took a little bit.
In the Madonite center, there is one wheel, which is stucked. Is it only illusion or it is removable somehow?
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sapientCrow
Posts: 608
Joined: Sun Apr 22, 2012 10:57 am

Re: [MOD] Call Of House Hardabar

Post by sapientCrow »

Weight bug for clockwise weight puzzle

N I put Plate Helmet 5kg
East I put infernal machine and 2 skulls = 22kg
South I put engraved stones 10kg and 1kg =11
W I put a shovel = 3kg

Nothing happens at all
fairydude
Posts: 23
Joined: Sat Apr 01, 2023 7:46 pm

Re: [MOD] Call Of House Hardabar

Post by fairydude »

Wait, so if you use the wheel in the servers to open the pirate base, without having gotten the poem-wheel, you are softlocked?
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sapientCrow
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Joined: Sun Apr 22, 2012 10:57 am

Re: [MOD] Call Of House Hardabar

Post by sapientCrow »

sapientCrow wrote: Sat Jun 17, 2023 5:35 am Weight bug for clockwise weight puzzle

N I put Plate Helmet 5kg
East I put infernal machine and 2 skulls = 22kg
South I put engraved stones 10kg and 1kg =11
W I put a shovel = 3kg

Nothing happens at all
Ok I managed to do this finally with trying multiple items.
Perhaps there is a way to use a code on the alcoves that round up values or round them down past the second/first decimal place.
It seems a number of items that return values that match inside my inventory do not work on alcoves.
olavimuff.ee
Posts: 194
Joined: Thu Aug 08, 2019 12:17 pm

Re: [MOD] Call Of House Hardabar

Post by olavimuff.ee »

fairydude wrote: Sat Jun 17, 2023 4:40 pm Wait, so if you use the wheel in the servers to open the pirate base, without having gotten the poem-wheel, you are softlocked?
Maybe yes, maybe not, but most things will be activated/spawned when correctly passed tasks.
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sapientCrow
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Re: [MOD] Call Of House Hardabar

Post by sapientCrow »

How does the detect secrets item work?

How close to the actual secret must it be?
Does it cover an entire map for secrets or a large area?
olavimuff.ee
Posts: 194
Joined: Thu Aug 08, 2019 12:17 pm

Re: [MOD] Call Of House Hardabar

Post by olavimuff.ee »

sapientCrow wrote: Sun Jun 18, 2023 9:22 am How does the detect secrets item work?

How close to the actual secret must it be?
Does it cover an entire map for secrets or a large area?
By my experience it is useful, but sometimes a bit bugged. I have noticed no rule how far it gonna detect secret. Sometimes you can get know when secret is 15 metres away, sometimes you can't get notification when it is closer than like 10 metres. Also secret location may not be there where you hear its sound.

But its good and can give a lot of help when you have no idea where can be a secret.
SpoilerShow
1 square=3 metres
olavimuff.ee
Posts: 194
Joined: Thu Aug 08, 2019 12:17 pm

Re: [MOD] Call Of House Hardabar

Post by olavimuff.ee »

"It is not much in a battle, but no more is necessary for the most self confident barbarian."

I have no clue how to solve it. No sword, no shield, not compass, no horn, no luck also tried all potions and food. It looks something primitive, but what is it?

Image
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sapientCrow
Posts: 608
Joined: Sun Apr 22, 2012 10:57 am

Re: [MOD] Call Of House Hardabar

Post by sapientCrow »

olavimuff.ee wrote: Sun Jun 18, 2023 6:48 pm "It is not much in a battle, but no more is necessary for the most self confident barbarian."

I have no clue how to solve it. No sword, no shield, not compass, no horn, no luck also tried all potions and food. It looks something primitive, but what is it?

Image
SpoilerShow
It is an armor worn on legs. It can be purchased nearby in general merchandise. Think Kilts.
If you want me to tell you directly I can do that too?
olavimuff.ee
Posts: 194
Joined: Thu Aug 08, 2019 12:17 pm

Re: [MOD] Call Of House Hardabar

Post by olavimuff.ee »

sapientCrow wrote: Sun Jun 18, 2023 8:22 pm
olavimuff.ee wrote: Sun Jun 18, 2023 6:48 pm "It is not much in a battle, but no more is necessary for the most self confident barbarian."

I have no clue how to solve it. No sword, no shield, not compass, no horn, no luck also tried all potions and food. It looks something primitive, but what is it?

Image
SpoilerShow
It is an armor worn on legs. It can be purchased nearby in general merchandise. Think Kilts.
If you want me to tell you directly I can do that too?
Ohh, thanks. I see its description now ...

a) Another place where I am stuck and where I should get progress is in Rocky canyon underground. There is a lever with missing handle. It makes sound like keyhole, but I think it cant be keyhole.
I feel like I searched every inch of this mine there, but didnt find something useful. Do I have to put more things on the table to create it (used it for making bridge before)?
Image

b) Jean bart testament 7 gives hint for another place:
SpoilerShow
"High in the sky, a dragon cannot fly, this one remains alone, protected by giants of purple stones."

I think about Xarasa grotto area. Its not a sky, but as it should be in mountain, it can be meant by higher area and dragons cant get there. And there were 7-8 purple giants. I have already discovered this area, but since there are no squares to dig it doesnt look correct area.
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