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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
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
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?
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
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...

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?