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Showing results for tags 'legendsofgrimrock'.
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hi everyone, I'm playing back into the dungeon, in the level call "choose your door, choose your fate", while entering "the vault", it seems the Zo spell is not opening the door i'm in front of. I'm playing with the standard characters. is it a known issue or did i make something wrong. by the way, in the hall of heroes, is it possible to resurect them like in the real DM? I didn't succeed... thanks for you help.
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This is deeply embarrassing. I was scared as a baby by well-meaning cousins who held me over a pool of crabs so I could get a better look. I don't know what the proper term for it is, but I've got a phobia for crustaceans, particularly crabs. Just seeing a picture of them or a video of them causes me to enter panic mode. I can't even have my feet on the floor. Logically, I KNOW there's no chance my feet are about to be pinched by those claws, but logic doesn't enter into it until I've managed to calm down. The arachnophobes will sympathize to some degree, I'm sure. This isn't just me being skeeved out by something. This is me being outright terrified of something. Which leads me to my request: I got to level four or five in my GOG version of Grimrock and immediately panic-quit when I discovered the aborted spawn of the Devil's loins scuttling towards my party. I realize that I'm in a very tiny minority, but if someone out there is up for it, I'd be hugely grateful for a mod or some advice-to-the-layman on how to remove the horrible little monsters. If not, I understand completely and I thank you for taking the time to read this.
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I am trying to play the Mod Back into the Dungeon but have a problem right at the outset. At the start from the menu I choose NOT to create a party but I still get a party, then once in The Hall of Champions I cannot add any Champions, it keeps telling me to choose an empty slot, but I have no empty slots and cannot drop any of the party it gave me, which I did not ask for. Thanks
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Hi: I would like to know how I can eg... 1 The party puts a item on the table, fountain etc.. 2 it opens a door 3 A sound plays and text appears on the screen. 4 Party shake camera 5 end When the party puts a Item on the Fountain a door opens and a teleport is deactivated, then it plays a sound and text appears on the players screen, and party shake camera... end I need a lua script that does this.. Any help would be grateful.. Thank you....
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Got a bit of chronic back pain so a way to use a controller would nice. If anyone have a xpadder profile for this game youre more than welcome to upload it ;D
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How I set end of dungeon? Is the script? Thanx.
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Hey im trying to implement a slime from the slime variation pack into my game and when i put the code into the objects.lua file i get this error in the editor mod_assets/scripts/objects.lua:125: unexpected symbol near '<eof>' soo i dont code ... and im trying to figgure it out but i have no bloody idea lol here is the code i am useing defineObject{ name = "bone_slime", class = "Monster", model = "mod_assets/models/monsters/bone_slime.fbx", meshName = "green_slime_mesh", animations = { idle = "assets/animations/monsters/slime/green_slime_idle.fbx", moveForward = "assets/animations/monsters/slime/green_slime_move_forward.fbx", moveBackward = "assets/animations/monsters/slime/green_slime_move_backward.fbx", strafeLeft = "assets/animations/monsters/slime/green_slime_strafe_left.fbx", strafeRight = "assets/animations/monsters/slime/green_slime_strafe_right.fbx", turnLeft = "assets/animations/monsters/slime/green_slime_turn_left.fbx", turnRight = "assets/animations/monsters/slime/green_slime_turn_right.fbx", attack = "assets/animations/monsters/slime/green_slime_attack.fbx", attackBack = "assets/animations/monsters/slime/green_slime_attack_back.fbx", attackLeft = "assets/animations/monsters/slime/green_slime_attack_left.fbx", attackRight = "assets/animations/monsters/slime/green_slime_attack_right.fbx", getHitFrontLeft = "assets/animations/monsters/slime/green_slime_get_hit_front_left.fbx", getHitFrontRight = "assets/animations/monsters/slime/green_slime_get_hit_front_right.fbx", getHitBack = "assets/animations/monsters/slime/green_slime_get_hit_back.fbx", getHitLeft = "assets/animations/monsters/slime/green_slime_get_hit_left.fbx", getHitRight = "assets/animations/monsters/slime/green_slime_get_hit_right.fbx", fall = "assets/animations/monsters/slime/green_slime_get_hit_front_left.fbx", }, moveSound = "slime_walk", attackSound = "slime_attack", hitSound = "slime_hit", dieSound = "slime_die", hitEffect = "hit_flame", capsuleHeight = 0.2, capsuleRadius = 0.7, collisionRadius = 0.8, health = 500, immunities = { "fire", "assassination", "backstab" }, sight = 2.5, allAroundSight = true, attackPower = 40, accuracy = 30, coolDown = { 1, 5 }, evasion = -20, movementCoolDown = 5, noRecoilInterval = { 0.1, 0.5 }, exp = 230, healthIncrement = 50, attackPowerIncrement = 5, brain = "Slime",
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I'm after someone to make a breakable wall for the three wall sets (Temple, Dungeon and Prison) and a breakable wall set for the cave in set and of course to charge it just enough for the player to notice
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Not sure how hard either of these mods would be but either a Staff that would allow Non-Mages to enchant bolts or a way to enchant throwing items would be nice. My thoughts behind these mods are I have been hearing good things about throwing weapon minotaur rogues recently but feel like I'll be missing out with my other back row character without having either another rogue as an archer but losing out on enchanting his bolts, or a mage and archer in the back and losing out on my throwing rogue minotaur.
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Would like to see someone working on an update for Captive using this game. Any takers? Personally think this game screams out for an update and the Grimrock engine seems like it'd be a really good starting point to remake this classic Amiga game. Obviously it'd need a lot of mod work on the graphics/enemies/weapons etc.
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I have the GoG version 1.0.8 which is 1.1.4 updated Grimrock. I installed Nexus manager and installed Hotel Hades 2, made a folder C:\Users\Twist86\Documents\Almost Human\Legend of Grimrock\Dungeons but when I load up Grimrock I cannot change the default dungeon and if I load the dungeon it's still Grimrock. What do I do?
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Downloaded Hotel Hades mod and made a dungeon folder in directory, patched to 1.3.1 and it still doesnt work. any advice?
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legendsofgrimrock No custom launch command has been set
rumcajs posted a topic in Mod Troubleshooting
Hi, I bought Legend of Grimrock from Steam and the game works fine. However, I'd like to try some mods as well and that's where the problems are. I have downloaded and installed the Nexus Mod Manager as well as a bunch of mods, but when I try to activate a mod it says "no custom launch command has been set" whenever I chose the "Custom Legends of Grimrock" option. I can choose the non-custom option and start the game via the manager without problems, but of course that means there are no mods activated. Could anyone help me with this? I got some mods working via Steam Workshop, but some of the mods I'd like to play aren't there. Also, how do I start a mod manually? Somewhere I've found that I put them into /Dungeons folder in the main Grimrock directory, but that doesn't work (I've tried with both zipped and unzipped mods). -
Can someone make a fix so that stairs are only activated if you move toward them? The first time I descended the stairs to Level 2, I went right back up again! This is because I turned on the tile the game deposited me on. I rotated to face the wall to check for buttons or whatever (as usual), and up I went.
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Heya Modders... I'd do this myself, but I dont have access to the BETA Mod Tools. I dont use Steam, and likely never will ( boo DRM, support GoG.com ). Anywayz, as some of you may know the Teleport puzzle on Level 2 has a timer glitch. The timer seems to be strict, and on slower machines it is impossible to make the dash backwards thru the puzzle. ( push button, teleport is off, dash backwards, teleport is back on, and poof teleport to wrong side, push button again, dash backwards, etc. etc. etc. ) The common solve is to lower the visual settings, and resolution of your game, and thus give yourself a little more time vs. the render engine. I know many people have had success with this, but unfortunately not me. I have been playing on my laptop with an Optimus GFX system ( intel integrated for most appz, Nvidia 310M for games ). So please, be a hero... Make a mod that will address this game stopping bug for the poor and down trotted. People with crap computers will write Klingon operas about your valiant efforts ( LOL ). Thanks in Advance. -Dejunai
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Hi. i picked up the dungeon editor the other day, and while tinkering i had the thought of putting you in a room up against a monster your basically forced to run away from, and having another monster come from a door in the side and start ripping on monster number 1. Does anyone know if this is possible? maybe in a lua script? I thought maybe i could trick the monster 2 into acknowledging that monster 1 is considered a party member but i don't have the lua programming know-how to make that work. Any help or knowledge would be greatly appreciated
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Okay,month ago, i bought Legend of Grimrock, and i played a lot..The problem is the next; My game does'nt reconogsize the mods, or that's what i see when i try to start a new game and i can't change the dungeon... I use Nexus Mod Manager(Used it before for Skyrim, and helped a lot!) . I activate the mods, also, i searched where's the mods were installed, in this case : C:\Users\*****\Documents\Almost Human\Legend of Grimrock\Dungeons By the way, i think the problem is the next: I did'nt install the game in primary disk, i installed in : E:\Legend of Grimrock(Disk for games xD) , i tried to move it to C:\Program Files\gog.com\Legend of Grimrock , does'nt work either. Sorry this bad english, i'm not american or british, and i did nt study it xD Thank you for all, seriously. And, thanks to the moderatos, to the mod creators, and everything, u're AWESOME.
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Just want to make a call out to anybody willing to put some real effort into making some more monster designs. Many RPG standards are missing from Grimrock (lizardmen, ratfolk, lycanthropes, dark elves, goblins and kobolds to name a few) And while I intend to work on a couple myself, there is only so much work I can do. So, I implore you good modders, let us create a grand toolbox of myth and legend!
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I have heard others mention a mod for Grimrock to to emulate or make an unofficial sequel to Stonekeep. Has anyone heard of it or is working on one? I really wish they would make a real remake or sequel to Stonekeep. I know they made that crappy Wii game, but that was not really Stonekeep.
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Maybe it's my keyboard, probalbly it's just me, either way I can't do the timeing puzzels. After a bunch or tries I made it down to the Hallways level pit room, and there I'm done. Is there any way to edit the behavior of the trap doors to make them stay closed longer?
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I got some ideas for 2 of them. Some examples for Priest/Cleric skill sets could be: Restoration -Mostly recovery/effect healing (something like a full heal would be game breaking), and healing spells should be very costly IMO. Protection -fire/ice/poison/light shield + maybe a slight armor or evade buff (useful but not game breaking). Spellcraft Staff defense Armor (in some games like Baldur's Gate Clerics can use medium/heavy armor) Maces Also you should be able to put a Cleric on the front row if you take armor. They should have lower mana gains than mages. Health gains wise, they should be somewhere between fighter and rogue. If you are just going to take armor + maces, then you may as well make a fighter. Also only humans can be Priest/Cleric. Some ideas for Demon: Dark Magic -similar spells to the other classes as far as usage goes, less damage, but isn't resisted. Maybe a life drain spell at 50 skill? Curses - opposite of protection listed above, and maybe a damage debuff at 50 skill? Spellcraft Fire magic Axes Assassination You would have to get reach attack 12 points in assassination, if you want them to attack in the back row with an axe. Its fair because of the extra versatility. I think full axes + assassination might possibly be overpowered offensive wise, if so then maybe ranged or throwing weapons + ice magic to replace them. Also they should have lower mana gains that mages, about equal to priests. Health wise they should be comparable to mages. The added versatility comes at the cost of being squishy. Demon should be a race and a class. Meaning you pick demon as a race, and Demon class is the only one available.
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Hey had an idea for a new mob hopefully somebody can create it or even link me to a site that already has something similar well ZOMBIES! i think its a very long overdue addition to the game they should have at least 3 variations of gore (for example..hanging entrails, missing jaw with tongue hanging out, rotten flesh etc etc) hopefully i have sparked an idea or two :)
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Does anyone know if its possible to create multiple dungeons in one project (as opposed to just one dungeon with multiple levels), or at least mimic? What i'd like to do is to create a small world with a handful of towns, forests, etc, to explore with at least one dungeon setting for each area, and the ability to freely travel back and forth between those areas.
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So I got a bunch of mods from Grimrock that I downloaded from the Nexus, mainly items and tilesets for the editor such as the Southern Temple and Mine of Malan Vael tilesets. The problem is they aren't showing up at all when I open up the editor. I even manually installed the mods by copying them all to the mod assets folder and adding their lines from the readme into the init.lua file (which originally wasn't in it's proper location for some reason). However even after making sure the lua had all the mod's listed and they were in their correct places, opening up the editor shown nothing new. If it means anything I also copied the Grimrock folder to a new HDD after installing a while ago but left the folder in My Documents where is was. I've also downloaded custom dungeons from the Workshop and they worked fine.