[WIP] Generations of Kings

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Jos
Posts: 6
Joined: Sun Apr 30, 2023 11:22 pm

Re: [WIP] Generations of Kings

Post by Jos »

Ok, I got some extra information for you. Sorry if the format starts to look awkward:

Trial of Earth:
Pressure Plate at (18,7,0,9)
Removing pressure from plate crashes and adds this to the log:
#script_entity_149.script:7: attempt to index global 'mine_moss_cave_in_7' (a nil value)
stack traceback:
#script_entity_149.script:7: in function <#script_entity_149.script:6>
[string "Script.lua"]: in function 'sendMessage'
[string "Component.lua"]: in function 'triggerConnectors'
[string "Component.lua"]: in function 'callHook'
[string "FloorTrigger.lua"]: in function 'activate'
[string "FloorTrigger.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

Recipe Scroll Anomalous Zone:
Sack at (18,3,0,23)

Shock on Rats:
Ratgroup starts out at approximiately (25,5,0,11)
Killing the Rats with Shock crashes and adds this to the log:
[string "Animation.lua"]:0: invalid animation state getHitLeft
stack traceback:
[C]: in function 'play'
[string "Animation.lua"]: in function 'play'
[string "Monster.lua"]: in function 'playAnimation'
[string "MonsterAction.lua"]: in function 'start'
[string "Monster.lua"]: in function 'performAction'
[string "Monster.lua"]: in function 'damage'
[string "Combat.lua"]: in function 'damageTile'
[string "TileDamager.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

Enchanting Iolite (Star) Iolite on the same Item:
I enchanted a Bracelet of Tirin with a Iolite gem, an Enchanted Star and then a Iolite gem again, this crashes and add this to the log:
mod_assets/zim_assets/scripts/zim_enchanting.lua:1295: bad argument #1 to 'setVitality' (number expected, got nil)
stack traceback:
[C]: in function 'error'
[string "ScriptInterface.lua"]: in function 'setVitality'
mod_assets/zim_assets/scripts/zim_enchanting.lua:1295: in function 'addStats'
mod_assets/zim_assets/scripts/zim_enchanting.lua:1071: in function 'f'
mod_assets/ext/grimtk/scripts/gtk/core.lua:1120: in function 'trigger'
mod_assets/ext/grimtk/scripts/gtk/widgets.lua:315: in function '_triggerPlug'
mod_assets/ext/grimtk/scripts/gtk/input.lua:85: in function 'commit'
mod_assets/ext/grimtk/scripts/gtk/core.lua:848: in function 'update'
mod_assets/ext/grimtk/scripts/hook.lua:2: in function <mod_assets/ext/grimtk/scripts/hook.lua:1>
[string "Script.lua"]: in function 'sendMessage'
[string "Component.lua"]: in function 'triggerConnectors'
[string "Component.lua"]: in function 'callHook'
[string "Gui.lua"]: in function 'draw'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk

Cause Fear:
After further look into this I think it isn't just Cause Fear that causes the problem, it's Copycat on Cause Fear. This is similar to the already known error of Copycat on DESOUL. This is the crash log:
mod_assets/spells_pack/spells_functions.lua:4017: attempt to call field 'onCast' (a string value)
stack traceback:
mod_assets/spells_pack/spells_functions.lua:4017: in function 'copycat'
mod_assets/spells_pack/spells_functions.lua:1749: in function 'onCast'
[string "Spells.lua"]: in function 'castSpell'
[string "Champion.lua"]: in function 'castSpell'
[string "RunePanel.lua"]: in function 'endGesture'
[string "RunePanel.lua"]: in function 'updatePanel'
[string "AttackPanel.lua"]: in function 'update'
[string "AttackPanel.lua"]: in function 'update'
[string "Gui.lua"]: in function 'draw'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk
Last edited by Jos on Tue Apr 22, 2025 4:24 pm, edited 1 time in total.
Jos
Posts: 6
Joined: Sun Apr 30, 2023 11:22 pm

Re: [WIP] Generations of Kings

Post by Jos »

For the enchanter table, my multiplier seems stuck at 1.25. I've played another mod a while ago, and I can remember that number going up there. Maybe I'm doing it wrong, but it doesn't seem to work.

I don't have a chest in the NE section of Dark Level 2. It's a big empty wall, without a button I could find. For a long time I was sure it was the last secret I needed to find, spent some time between the spikes, but it was something else apparently because me secret counter is at 109. So please tell me how to open that wall... lol.

For the halved cooldown time for cast spells on Wizards: I think it works as intended when playing with the pre made party. Roden King is slightly faster than Druben, but it doesn't seem to work with a custom party
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Slava
Posts: 63
Joined: Sun Aug 30, 2015 2:10 pm

Re: [WIP] Generations of Kings

Post by Slava »

Hi Jos! Thanks for the logs, that will speed up the fix considerably!
I don't have a chest in the NE section of Dark Level 2. It's a big empty wall, without a button I could find. For a long time I was sure it was the last secret I needed to find, spent some time between the spikes, but it was something else apparently because me secret counter is at 109. So please tell me how to open that wall... lol.
Yes, that's my bad, I set the chests to the wrong height. You can fix this through the console:

Code: Select all

chest_49:setPosition(25, 2, 1, 1, 34)
chest_50:setPosition(30, 2, 3, 1, 34)
In one chest you will see a key with a sapphire. It is not used anywhere at the moment.

For the halved cooldown time for cast spells on Wizards: I think it works as intended when playing with the pre made party. Roden King is slightly faster than Druben, but it doesn't seem to work with a custom party
Yeah, I totally forgot about that. I wanted to make the story characters unique. So Wizard needs to fix the description.
My Generations of Kings mod
Link to Nexus mods
Jos
Posts: 6
Joined: Sun Apr 30, 2023 11:22 pm

Re: [WIP] Generations of Kings

Post by Jos »

Ok man, thanks for the replies! I "found" the chests in Dark Level 2 through Console. You might want to look at the bookshelves too. I think there should be a row of bookshelves, two of them containing spell scrolls (maybe Raise Dead and Air/Water/Alchemy storm?). I teleported myself behind the wall and there were bookshelves, but I couldn't take the items.

I also checked one of your bugs at the Nexus page: the fourth pair of levers in the Old Tunnel. I had no problems here until, someone (an enemy for example) broke one of the coffins, before I pulled the lever. Then the error happens, I think... A magic spell like Arcane Flash can break coffins too.
User avatar
Slava
Posts: 63
Joined: Sun Aug 30, 2015 2:10 pm

Re: [WIP] Generations of Kings

Post by Slava »

You might want to look at the bookshelves too.
Oh, shit! I was looking at those shelves point-blank, and I didn't see them. The problem is the same as with the chests.

Code: Select all

g1_bookshelf_alcove_95:setPosition(26, 2, 0, 1, 34)
g1_bookshelf_01_108:setPosition(27, 2, 0, 1, 34)
g1_bookshelf_02_45:setPosition(28, 2, 0, 1, 34)
g1_bookshelf_alcove_96:setPosition(28, 2, 0, 1, 34)
I had no problems here until, someone (an enemy for example) broke one of the coffins, before I pulled the lever. Then the error happens
Thank you so much for this comment, it will help me a lot to fix this bug.
My Generations of Kings mod
Link to Nexus mods
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