FINISTERRAE version 2.3

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ene
Posts: 169
Joined: Tue Feb 26, 2013 9:19 am

Re: FINISTERRAE version 2.2

Post by ene »

I report the battle for now, i will try to 'Frostbolt' him when I will be able to (have only one skill in Water magic atm :roll: ) - that's not fun

One thing though, there have been 2 crashes and the battle hasn't even started. The game crashes while the wizard (and/or one of his clone) was moving around in this area, I haven't casted any spells.
Image

Zo Kath Ra:
http://s000.tinyupload.com/index.php?fi ... 1016758805
ene
Posts: 169
Joined: Tue Feb 26, 2013 9:19 am

Re: FINISTERRAE version 2.2

Post by ene »

Have localized the crash area, it happens everytime if I mowe right there :
Image
Image

On a side note, my team is very weak :D need more training :lol:
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Duncan1246
Posts: 404
Joined: Mon Jan 19, 2015 7:42 pm

Re: FINISTERRAE version 2.2

Post by Duncan1246 »

ene wrote:Have localized the crash area, it happens everytime if I mowe right there
On a side note, my team is very weak :D need more training :lol:
The tile you show has a floor_trigger on it, but it triggers only the first time you step on it. Another trigger is on tile 21,6 with the same behaviour. I seek for the lost value ("attempt to index a nil value") but I am not sure what it is. I suspect some flag to be misplaced... For now, the best solution I could suggest is to avoid saving when you have crossed the tile 22,8 until mage isn't dead or until he goes in the nord-ouest corner. If I found the bug, I will fix it in a future version.

EDIT: I think I got it: issue occurs only if you step on 22,8 after you step on 21,6. If you enter the room by the south, no crash even if you step on 21,6. Two calls are initiated when you step on 21,6 then on 22,8, and script try to save a misplaced flag. Fortunately, if you choose the south entry, no bug to fear :mrgreen: . Solution to fix this is rather simple: delete the trigger (...fight will be a little easier :D ) or declare the variable in another place: will be done in next version.
The Blue Monastery (LOG1)
download at:http://www.nexusmods.com/grimrock/mods/399/?

Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
ene
Posts: 169
Joined: Tue Feb 26, 2013 9:19 am

Re: FINISTERRAE version 2.2

Post by ene »

I also noticed it depends on where you come from (the crash)

On a side note, the magic book is not easy to work with, (clicks don't always work it seems) but maybe it's just me..

I managed to beat the wizard with plenty reload and a bit of luck, but it was no fun :evil: Have to say I don't see the purpose of this fight (no xp, goodies or clues added), he just vanishes, and that's it :lol: . After all this time, i expected something more :lol:

Have to make a break for now, Waste land was a hell of a fight although was a bit too much for me (seems like monsters regenerate, don't they?) . My overall feeling is that i don't progress as I would like.

Peharps will try again another time - with a detailed walktrough :D


for now, i need a break, sorry :roll: :oops:
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Duncan1246
Posts: 404
Joined: Mon Jan 19, 2015 7:42 pm

Re: FINISTERRAE version 2.2

Post by Duncan1246 »

ene wrote:I also noticed it depends on where you come from (the crash)

On a side note, the magic book is not easy to work with, (clicks don't always work it seems) but maybe it's just me..

I managed to beat the wizard with plenty reload and a bit of luck, but it was no fun :evil: Have to say I don't see the purpose of this fight (no xp, goodies or clues added), he just vanishes, and that's it :lol: . After all this time, i expected something more :lol:

Have to make a break for now, Waste land was a hell of a fight although was a bit too much for me (seems like monsters regenerate, don't they?) . My overall feeling is that i don't progress as I would like.

Peharps will try again another time - with a detailed walktrough :D
The book needs some pixels adjustments to be more clickable on some configurations, the work goes on... :geek:
ene wrote:for now, i need a break, sorry :roll: :oops:
So I am not alone... I play some very interesting mods... but I have some difficulties to go through and I give up... the next time will be the best... :D
The Blue Monastery (LOG1)
download at:http://www.nexusmods.com/grimrock/mods/399/?

Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
ene
Posts: 169
Joined: Tue Feb 26, 2013 9:19 am

Re: FINISTERRAE version 2.2

Post by ene »

Hey Duncan, a bit late (sorry), but yes I admit it, while your mod have plenty of interesting ideas - no doubt about that, as said before, didn't get anywhere and eventually got lost - I missed something that's for sure ;)

I enjoyed the mod though - I spent many hours trying hard to resolve those damn riddles :lol: (otherwise, would have just moved on and tried something else) - just failed in my mission in the end :evil:

I still recommend it, but for poor adventurers like me, your walkthrough would need a complete rewrite :lol: (ie a bit more accurate) - a lot of work, though

cheers (and thanks for your help when i was in need)
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Duncan1246
Posts: 404
Joined: Mon Jan 19, 2015 7:42 pm

Re: FINISTERRAE version 2.2

Post by Duncan1246 »

ene wrote:Hey Duncan, a bit late (sorry), but yes I admit it, while your mod have plenty of interesting ideas - no doubt about that, as said before, didn't get anywhere and eventually got lost - I missed something that's for sure ;)

I enjoyed the mod though - I spent many hours trying hard to resolve those damn riddles :lol: (otherwise, would have just moved on and tried something else) - just failed in my mission in the end :evil:

I still recommend it, but for poor adventurers like me, your walkthrough would need a complete rewrite :lol: (ie a bit more accurate) - a lot of work, though

cheers (and thanks for your help when i was in need)
Well, thanks for your reply!
You are right, a more accurate walkthrough is necessary... I can expand the "player_library" to add a help menu ... but more texts is definitely a BAD idea, so... I will see :D
The Blue Monastery (LOG1)
download at:http://www.nexusmods.com/grimrock/mods/399/?

Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
breezen
Posts: 5
Joined: Sun Jan 15, 2017 10:45 am

Re: FINISTERRAE version 2.2

Post by breezen »

let me start by saying this is one of the best mod i have ever seen
i have a lot of questions about the riddles but i prefer to give most of them another go on my own but two riddles that i cant solve at the beggining really bugs me
first at the under the cape i cant seem to summon the red gem is it done on the same pedestals as the blue one? or is it in another room
the second one is a bit more in game at the crossroads there is the lever puzzle and i found the hint but i dont understand how the buttons work even after i press a button the platform keeps raising what am i missing?
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Duncan1246
Posts: 404
Joined: Mon Jan 19, 2015 7:42 pm

Re: FINISTERRAE version 2.2

Post by Duncan1246 »

breezen wrote:let me start by saying this is one of the best mod i have ever seen
i have a lot of questions about the riddles but i prefer to give most of them another go on my own but two riddles that i cant solve at the beggining really bugs me
first at the under the cape i cant seem to summon the red gem is it done on the same pedestals as the blue one? or is it in another room
the second one is a bit more in game at the crossroads there is the lever puzzle and i found the hint but i dont understand how the buttons work even after i press a button the platform keeps raising what am i missing?
Hi, Breezen,
I am glad that you like it!

For the red gem, it's the same thing as the blue one, but not in the same room. Each gem symbolize here a pair of runes ( death and life for the blue on the spirit altar, fire and water for the red one on the air altar).
For the second, I suppose you speak of the NO part of Crossroads? If it is so, the buttons works well, the left one to raise the elevator, the right to recall when it's up in case you push the button and don't jump up... :D
In fact, this elevator is a bit strange: if you push the left button , let go the platform then step forward, you are raised too ... It's a side effect, but funny, so I keep it, and the right button is here only to fit the logic ... :lol:
The Blue Monastery (LOG1)
download at:http://www.nexusmods.com/grimrock/mods/399/?

Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
breezen
Posts: 5
Joined: Sun Jan 15, 2017 10:45 am

Re: FINISTERRAE version 2.2

Post by breezen »

Duncan1246 wrote:
breezen wrote:let me start by saying this is one of the best mod i have ever seen
i have a lot of questions about the riddles but i prefer to give most of them another go on my own but two riddles that i cant solve at the beggining really bugs me
first at the under the cape i cant seem to summon the red gem is it done on the same pedestals as the blue one? or is it in another room
the second one is a bit more in game at the crossroads there is the lever puzzle and i found the hint but i dont understand how the buttons work even after i press a button the platform keeps raising what am i missing?
Hi, Breezen,
I am glad that you like it!

For the red gem, it's the same thing as the blue one, but not in the same room. Each gem symbolize here a pair of runes ( death and life for the blue on the spirit altar, fire and water for the red one on the air altar).
For the second, I suppose you speak of the NO part of Crossroads? If it is so, the buttons works well, the left one to raise the elevator, the right to recall when it's up in case you push the button and don't jump up... :D
In fact, this elevator is a bit strange: if you push the left button , let go the platform then step forward, you are raised too ... It's a side effect, but funny, so I keep it, and the right button is here only to fit the logic ... :lol:
thnx i made several runs since i wrote it and the party im using keeps crushing at the "cian mausoleum" as soon as i step on the purple glowing tiles i get

#script_entity_51.script:13: attempt to call field 'tstep' (a nil value)
stack traceback:
#script_entity_51.script:13: in function '_callback'
mod_assets/scripts/fw.lua:92: in function <mod_assets/scripts/fw.lua:78>
[string "Component.lua"]: in function 'callHook'
[string "Party.lua"]: in function 'enter'
[string "FSM.lua"]: in function 'setState'
[string "Party.lua"]: in function 'move'
[string "Party.lua"]: in function 'update'
[string "Map.lua"]: in function 'updateComponents'
[string "Map.lua"]: in function 'updateEntities'
[string "Dungeon.lua"]: in function 'updateLevels'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk
is this a known bug or is it because im using an imported party?

also at the fire shrine i can take endless amount of fire essence
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