Search found 119 matches

by zeltak
Thu Oct 25, 2012 11:51 pm
Forum: Modding
Topic: [MOD] Shadows of Grim Moon
Replies: 137
Views: 96854

Re: [MOD] Shadows of Grim Moon

Great work Xhantos! I noticed one missing secret, that you've found but haven't listed: On level 5 the small compartment where you can find the shortbow. Opened by the secret button in Valnaak's tomb. Some have reported crashing that has something to do with the Trickster's Key. I can't get it to cr...
by zeltak
Thu Oct 18, 2012 11:22 pm
Forum: Modding
Topic: [MOD] Shadows of Grim Moon
Replies: 137
Views: 96854

Re: [MOD] Shadows of Grim Moon

Congratulations Xhantos, hope you can find Orsan. And have strenght Hyppyp, you can do it!
by zeltak
Thu Oct 18, 2012 2:40 am
Forum: Modding
Topic: [MOD] Shadows of Grim Moon
Replies: 137
Views: 96854

Re: [MOD] Shadows of Grim Moon

Strange. Workshop has always said that the update process has been successful, and I've always double checked the nexus files. Because of that strange behaviour I've updated both sites contrary to what I was planning to do. changes from 1.1.2 to 1.1.3 - bugfix: there was a way to open the first door...
by zeltak
Thu Oct 18, 2012 1:45 am
Forum: Modding
Topic: [MOD] Shadows of Grim Moon
Replies: 137
Views: 96854

Re: [MOD] Shadows of Grim Moon

- added sound cues to level 7 puzzle I'm not hearing any :( Maybe it's a bug. Can someone let me know the necessary steps to hear one? This is quite a big spoiler as this reveals the first step of the puzzle: Go press the button in the room with the daemon head. Then press it again. Can you hear th...
by zeltak
Thu Oct 18, 2012 1:21 am
Forum: Modding
Topic: [Script] - Smart Spawner
Replies: 11
Views: 4577

Re: [Script] - Smart Spawner

Thank you! Have to test this out. I was pondering something like this myself, but it was just ouside my scripting skills.

edit: any ideas how to incorporate monster levels into that script? I mean if I would like to spawn level 3 crowerns for example.
by zeltak
Wed Oct 17, 2012 10:44 pm
Forum: Modding
Topic: [MOD] Shadows of Grim Moon
Replies: 137
Views: 96854

Re: [MOD] Shadows of Grim Moon

Hotfix uploaded to both steam and nexus. There was a potentially game crashing script error on level 6, which is now fixed. Thanks hyppyp for finding it.
by zeltak
Wed Oct 17, 2012 6:33 pm
Forum: Modding
Topic: [MOD] Shadows of Grim Moon
Replies: 137
Views: 96854

Re: [MOD] Shadows of Grim Moon

Ok, I hear your pain. Updated to version 1.1 (previous version should have been 1.0.1, it was mislabelled to 1.01) to both steam and nexus . - added sound cues to level 7 puzzle - bugfix: there were couple of walls you could walk through on level 6 (Thank you xhantos, this was not intended. It was l...
by zeltak
Wed Oct 17, 2012 3:17 pm
Forum: Modding
Topic: [MOD] Shadows of Grim Moon
Replies: 137
Views: 96854

Re: [MOD] Shadows of Grim Moon

xhantos: Have you tried to experiment with it? I mean your logic is good, don't be afraid to try things out. And yes, everything you need to solve the puzzle is on that level. And the puzzle itself is contained on that level My previous message with spoilers contains couple of hints for that level.
by zeltak
Wed Oct 17, 2012 3:08 am
Forum: Modding
Topic: [MOD] Shadows of Grim Moon
Replies: 137
Views: 96854

Re: [MOD] Shadows of Grim Moon

BTW, if gear necklaces had descriptions it would be nice, even if something (useless but atmosphere building) like 'strange necklace with a solid feel to it' etc. You're right. Have to think about it. I just used the in-built asset, without modifying it anyway. But as it is a new one in a sense as ...
by zeltak
Tue Oct 16, 2012 3:07 pm
Forum: Modding
Topic: [MOD] Shadows of Grim Moon
Replies: 137
Views: 96854

Re: [MOD] Shadows of Grim Moon

Thank you hyppyp for a review, much appreciated! Couple of things though: People tend to make things harder than they are. Every puzzle (if not simply mechanical puzzles eg. pressure plates etc.) has clues or hints for them. I hate dungeon design where you need to quess what you have to do (unless t...