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Re: [MOD] Journey To Justice v1.1

Posted: Sat Mar 18, 2017 3:01 pm
by hansbleeb
aha thanks
you have to look at other places than usual to find the item for the sleepdart trigger in the swamp!
i found also the book in the mine on a unusual place and i think that is not a bug.. a message says there that you need a rod ora fisching pole to get that..
the witch list appears not by itself.. I managed just have to approach the witch strafe sideways..
i made direct printscreens from it..
i must go back to a earlier safepoint to figure out who Davy Jones is , i can not find him.. maybe i have killed him ...

Re: [MOD] Journey To Justice v1.1

Posted: Sat Mar 18, 2017 4:55 pm
by THOM
hansbleeb wrote: i must go back to a earlier safepoint to figure out who Davy Jones is , i can not find him.. maybe i have killed him ...
Impossible. Probably you havn't opened the door to meet him...

Re: [MOD] Journey To Justice v1.1

Posted: Sat Mar 18, 2017 7:22 pm
by hansbleeb
THOM wrote:
hansbleeb wrote:
Impossible. Probably you havn't opened the door to meet him...
lol grimrock goes to a psychical brainbreaker game!! i want more of this!! not only hacking and slashing monsters and search for secret buttons etc..and its also good for my english! that is not very good..
i think i must load an earlier safegame just before te city.there are now also to much rattle bosses there (i count 8 bosses now when i enter the city for the second time) . after solve the riddle, i can further back to te latest savegames i hope? or must i carry the knowledge with me to the end..

Re: [MOD] Journey To Justice v1.1

Posted: Sat Mar 18, 2017 7:31 pm
by THOM
Sadly you have to "carry the knowledge" with you. Otherwise it would be too easy to find the right answers at the end by try and error.

Re: [MOD] Journey To Justice v1.1

Posted: Sat Mar 18, 2017 8:45 pm
by Duncan1246
I have tested three different new spells: each of them crash the game. I suppose you have modified some of the champions traits and perhaps my imported party don't feet these parameters?

I don't understand what to do with
SpoilerShow
the gem of cold forces. I notice that it goes from the daemon heads to the fountain when the fountain is near the closed alcove (with a special sound) , but after what?

Re: [MOD] Journey To Justice v1.1

Posted: Sat Mar 18, 2017 8:49 pm
by AndakRainor
To correctly prepare an imported party for a new mod and avoid the crash on spell casting problem all mods have, see this: http://www.nexusmods.com/legendofgrimrock2/mods/74

Re: [MOD] Journey To Justice v1.1

Posted: Sat Mar 18, 2017 8:52 pm
by THOM
Duncan1246 wrote:I have tested three different new spells: each of them crash the game. I suppose you have modified some of the champions traits and perhaps my imported party don't feet these parameters?
:? Quite possible. On my own last tests everything worked fine (except the "heal petrify" spell).
Do you have an error-message?
Duncan1246 wrote:I don't understand what to do with
SpoilerShow
the gem of cold forces. I notice that it goes from the daemon heads to the fountain when the fountain is near the closed alcove (with a special sound) , but after what?
You have already found the main mechanic. But what is the aim in this room?
SpoilerShow
Could you put the ghostbowl elsewhere?

Re: [MOD] Journey To Justice v1.1

Posted: Sat Mar 18, 2017 10:54 pm
by Duncan1246
The warning is already here: viewtopic.php?f=23&t=14719&start=60#p110507

So for the fountain and the cold gem
SpoilerShow
As I said above, ... when the fountain is near the closed alcove (with a special sound) , but after what?
So please a hint... :)

Re: [MOD] Journey To Justice v1.1

Posted: Sat Mar 18, 2017 11:00 pm
by THOM
Duncan1246 wrote:So please a hint... :)
SpoilerShow
The ghostbowl and the ghostly door in front of the alcove are from the same material...

Re: [MOD] Journey To Justice v1.1

Posted: Sat Mar 18, 2017 11:08 pm
by THOM
Duncan1246 wrote: An unknown bug: I try to cast a "one icon"-water spell (my mistake, never tested in main game) and get this:

Code: Select all

[string "Champion.lua"]:0: attempt to index a nil value
stack traceback:
	[string "Champion.lua"]: in function 'addTrait'
	[string "Champion.lua"]: in function 'castSpell'
	[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
It seems, that it is not possible for the engine to add the trait to your champion, that he successfully learned a new spell.
I have no idea where this comes from and it exceeds my coding-skills.

Maybe the post of AndakRainor can help?