Search found 12 matches
- Sun Dec 06, 2020 11:52 pm
- Forum: Custom Dungeons
- Topic: [Beta] Grimrock 2 Randomizer
- Replies: 30
- Views: 8271
Re: [Beta] Grimrock 2 Randomizer
Well, for my part, I tried to finish version 1.1. After another crash in the alcoves (due to a puzzle) I created a new game just to finish this mod directly in the castle, and I succeeded! :D However after doing the fight against Lindworm, I hurried to finish the game by doing the secret fight again...
- Tue Dec 01, 2020 2:22 pm
- Forum: Custom Dungeons
- Topic: [Beta] Grimrock 2 Randomizer
- Replies: 30
- Views: 8271
Re: [Beta] Grimrock 2 Randomizer
Hey 7Soul :) I have had this problem for a few days now but I didn't really get a chance to warn you so I'm doing it now. I had made a save in Keelbreach Bog and when I reload my game at that level, I get this strange error message that appears when loading the game : [string "Surface.lua"]:0: could...
- Sun Nov 22, 2020 1:52 am
- Forum: Custom Dungeons
- Topic: [Beta] Grimrock 2 Randomizer
- Replies: 30
- Views: 8271
Re: [WIP] Grimrock 2 Randomizer
Hey ! Well... I didn't know where to write it so I figured I would write it directly in this topic of its mod and its creator ;) I continued a little bit this random adventure, I was off to a good start and very satisfied with the current situation of the game. But it was when I went to Sleet Island...
- Tue Sep 03, 2019 11:42 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3738
- Views: 1353348
Re: Ask a simple question, get a simple answer
Somehow i cannot get this armor set thing to work properly. With onRecomputeStats it at least granted me the bonus when all parts were in their respective slot. Now nothing seems to have an effect anymore. What am I missing here?! { class = "Item", uiName = "Plate Cuirass", armorSet = "plate", armo...
- Fri Aug 23, 2019 8:59 pm
- Forum: Mod Creation
- Topic: Vanblam Resource Packs - Red Cave - Beta 0.3
- Replies: 43
- Views: 40235
Re: Vanblam Resource Packs - Red Cave - Beta 0.2
It’s really awesome what you've done and what you're still doing ! :) I have also tested Beta 0.2 and it’s true that it’s something quite unique that you’re doing, I really think that this resource packs/assets will please many modders... Very curious to see the final result because we are only at v...
- Mon Jan 14, 2019 1:37 pm
- Forum: Mod Creation
- Topic: Legal Sounds In Game Modified
- Replies: 7
- Views: 4950
Re: Legal Sounds In Game Modified
That sounds pretty good, thank you for your links, I hadn't seen this topic 'asset LoG1 on mod LoG2'.
Everything it's ok for me, I appreciate for your help...
Everything it's ok for me, I appreciate for your help...
- Sun Jan 13, 2019 11:36 pm
- Forum: Mod Creation
- Topic: Legal Sounds In Game Modified
- Replies: 7
- Views: 4950
Re: Legal Sounds In Game Modified
First of all thank you for your answers :D [...]What you can't is modify and use them in some other project or resell them as your own Yes, I don't intend to publish them elsewhere anyway, that's understandable. [...]A good rule of thumb (I think) is that one should only modify assets found in the a...
- Sun Jan 13, 2019 1:10 pm
- Forum: Mod Creation
- Topic: Legal Sounds In Game Modified
- Replies: 7
- Views: 4950
Legal Sounds In Game Modified
Hey, It's been a while since I thought about it and wanted to know, in my mod, I use new monsters and to differentiate them from the others, I just wanted to modify their sound effects by simply modifying the sound of another creature (high-pitched or deep) with a other software that I have. Is it l...
- Sat May 12, 2018 12:56 am
- Forum: Mod Creation
- Topic: [SOLVED] Equip Items to Remove Conditions
- Replies: 6
- Views: 3979
Re: Equip Items to Remove Conditions
Wow, I would never have been able to see it this way, but it looks so stupid said like that... I was persuaded to have written my part "hasTrait" and that my mistake was inside...
Anyway, thank you Isaac & AndakRainor
It's nice to see it work and think about something else now...
Anyway, thank you Isaac & AndakRainor

It's nice to see it work and think about something else now...
- Sat May 12, 2018 12:23 am
- Forum: Mod Creation
- Topic: [SOLVED] Equip Items to Remove Conditions
- Replies: 6
- Views: 3979
Re: Equip Items to Remove Conditions
Thank you for your quick answers :) Offhand, I'd say that it is because as-is, the test only (ever) happens at the moment they receive a condition. They would have to have all of that equipment already equipped to have the condition removed... and in that case, you'd never see that they had ever had...