[MOD] Call Of House Hardabar
Posted: Fri May 11, 2018 5:27 pm
Hello there,
House Hardabar is finished and ready to play.
You received an invitation to castle Hardabar in the Malanian Empire. Despite the risk of war between the Malanian Empire and the Theareonan Empire, you decided to accept the invitation. Gather your stuff and call your companions.
It has been designed for a four character party, do not try it with less than four characters.
Also, do not try to import a party from another mod that use custom skills, or you certainly will have a game crash.
Please, read mod description file first or the description within the game.
Dropbox link:
https://www.dropbox.com/scl/fi/7ndf78a9 ... pw9dx&dl=0
Nexus link:
https://www.nexusmods.com/legendofgrimr ... ?tab=files
The following link is only for the mod description and credits:
Note that the nexus link contains already these files.
https://www.dropbox.com/scl/fi/ag6qupsz ... cmmur&dl=0
New version is up. V206R. List of changes is in nexus website.
Features:
-A long mod with bossfight that can be challenging, depending of your "combat" skills.
-Healing crystals are not on every level.
-Shop system, with item to buy or to sold.
-Most epic items can be sacrified for additional xp or rewards.
-There is some new skills.
-Firearms (and cannons) damage have been increased to be more usefull.
-Spells should be learned before to be casted.
-Champions need to be fed not only with food, but with water too.
-There is some of Zimberzimber's conditions (and others), bleeding, burning, etc... that can make your play experience rude.
-Tons of secrets.
-Main quests and some side quests.
-Different environnments and various custom assets.
-Possibility to forge some items
-Possibility to upgrade some items with power gems or superior gems.
Known Issues:
1°)This mod is really, really, really insanely big, unfotunately it is also long to load.
Due to that, the mod cannot be loaded in full graphic details or simply crashes during the save. This is the most serious issue for big mods.
To avoid that, It is strongly recommended that you patche your grimrock executable with the 4Gb patch, which can be found at:
Otherwise the mod should only be launched with texture quality set to medium or low.
Nevertheless, in the very late part of the mod, I got report of save game crash, in that case the texture has to be set to medium or low.
2°)You will encounter some cinematics: do NOT GO to the game menu while in a cinematic, it will desynchronise the music and the cinematic.
A few words:
I have started it since 6 years, of course not at 100 % on it all the time and hopefully it is now playable.
Many modifications were made, test - retest.
All dialogues, story, item description, etc... are in english. I did my best to write everything correct (but my english is very bad in case you didn't already notice), and other people have helped me to fix most faults, nevertheless, it is always possible that you find some mistakes.
I made the mod big, simply because I like long adventures.
Thanks/Credits:
A few screenshot:
House Hardabar is finished and ready to play.
You received an invitation to castle Hardabar in the Malanian Empire. Despite the risk of war between the Malanian Empire and the Theareonan Empire, you decided to accept the invitation. Gather your stuff and call your companions.
It has been designed for a four character party, do not try it with less than four characters.
Also, do not try to import a party from another mod that use custom skills, or you certainly will have a game crash.
Please, read mod description file first or the description within the game.
Dropbox link:
https://www.dropbox.com/scl/fi/7ndf78a9 ... pw9dx&dl=0
Nexus link:
https://www.nexusmods.com/legendofgrimr ... ?tab=files
The following link is only for the mod description and credits:
Note that the nexus link contains already these files.
https://www.dropbox.com/scl/fi/ag6qupsz ... cmmur&dl=0
New version is up. V206R. List of changes is in nexus website.
Features:
-A long mod with bossfight that can be challenging, depending of your "combat" skills.
-Healing crystals are not on every level.
-Shop system, with item to buy or to sold.
-Most epic items can be sacrified for additional xp or rewards.
-There is some new skills.
-Firearms (and cannons) damage have been increased to be more usefull.
-Spells should be learned before to be casted.
-Champions need to be fed not only with food, but with water too.
-There is some of Zimberzimber's conditions (and others), bleeding, burning, etc... that can make your play experience rude.
-Tons of secrets.
-Main quests and some side quests.
-Different environnments and various custom assets.
-Possibility to forge some items
-Possibility to upgrade some items with power gems or superior gems.
Known Issues:
1°)This mod is really, really, really insanely big, unfotunately it is also long to load.
Due to that, the mod cannot be loaded in full graphic details or simply crashes during the save. This is the most serious issue for big mods.
To avoid that, It is strongly recommended that you patche your grimrock executable with the 4Gb patch, which can be found at:
Code: Select all
http://www.ntcore.com/4gb_patch.php
Nevertheless, in the very late part of the mod, I got report of save game crash, in that case the texture has to be set to medium or low.
2°)You will encounter some cinematics: do NOT GO to the game menu while in a cinematic, it will desynchronise the music and the cinematic.
A few words:
I have started it since 6 years, of course not at 100 % on it all the time and hopefully it is now playable.
Many modifications were made, test - retest.
All dialogues, story, item description, etc... are in english. I did my best to write everything correct (but my english is very bad in case you didn't already notice), and other people have helped me to fix most faults, nevertheless, it is always possible that you find some mistakes.
I made the mod big, simply because I like long adventures.
Thanks/Credits:
SpoilerShow
Testers who have completed the mod (in the early state):
Special thanks to:
Ene: First tester. For doing it the hard way (with a lot of bugs that needed the use of the console, to continu the test without reuploading the mod).
Thanks for lots of ideas or improvement that has been made during or following the test.
Also retested/replayed a new version of the mod, 1st part and half of the second part.
Thanks to:
Banaora: second tester, good advice and improvements made.
Tester who has completed the mod (near the actual state):
Special thanks to:
Hekthordune (seventh tester): full testing (a few modifications needed to be done), a few minor bug fixing and some improvements on the hint of some riddles/puzzles.
Testers who have played a part or a large part of the mod from previous versions:
Special thanks to:
Pompidom: fourth tester, bug fixing and overall improvements, essentialy magical offensive spell in the length, scripting helps and new ideas.
Thanks to:
Thorst: third tester, no reports if I remember, played the first part.
RacerX: fifth tester, essentially grammar correction during the 1st part.
Thanks to:
Almost Human and to all LOG2 community for their assets.
Special thanks to:
Isaac, minmay, AndakRainor, zimberzimber for their great scripting/assets/scripts help.
Skugasvein, maneus, vanblam, for their assets or modeling helps.
Please look at the credit file for full credits.
Special thanks to:
Ene: First tester. For doing it the hard way (with a lot of bugs that needed the use of the console, to continu the test without reuploading the mod).
Thanks for lots of ideas or improvement that has been made during or following the test.
Also retested/replayed a new version of the mod, 1st part and half of the second part.
Thanks to:
Banaora: second tester, good advice and improvements made.
Tester who has completed the mod (near the actual state):
Special thanks to:
Hekthordune (seventh tester): full testing (a few modifications needed to be done), a few minor bug fixing and some improvements on the hint of some riddles/puzzles.
Testers who have played a part or a large part of the mod from previous versions:
Special thanks to:
Pompidom: fourth tester, bug fixing and overall improvements, essentialy magical offensive spell in the length, scripting helps and new ideas.
Thanks to:
Thorst: third tester, no reports if I remember, played the first part.
RacerX: fifth tester, essentially grammar correction during the 1st part.
Thanks to:
Almost Human and to all LOG2 community for their assets.
Special thanks to:
Isaac, minmay, AndakRainor, zimberzimber for their great scripting/assets/scripts help.
Skugasvein, maneus, vanblam, for their assets or modeling helps.
Please look at the credit file for full credits.
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