[MOD] The Curse of Kaefin

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Hustin
Posts: 105
Joined: Thu May 31, 2012 7:26 am

[MOD] The Curse of Kaefin

Post by Hustin » Wed Oct 02, 2013 8:06 am

My first mod -- can you discover the secret and lift the curse?

Ten levels for a beginning party (two are very small, though). I recommend a balanced party, though it shouldn't be necessary. You should have a full party or you'll miss out on the dialogue (and a rogue or you'll miss out on some of it). Dialogue isn't necessary either, though it adds to the atmosphere.

Would people please care to playtest it? Thanks!

http://grimrock.nexusmods.com/mods/321/?

Readme:
SpoilerShow
Welcome to my first mod, The Curse of Kaefin. I hope you enjoy playing it as much as I did making it.

It would not be possible without a lot of custom content from the LoG community:

- AI framework by Ancylus
- Akroma monsters by Akroma222
- Arcane Ogre by Neikun
- Buttons galore by Balthasar
- Bookshelves by Phitt
- Clean Dungeon by Neikun
- Dark Elf Temple by Daniv
- Decoration pack by Neikun
- Entrail by odinsballs
- Flooded Dungeon by Skuggasveinn
- Ghost skeleton by Pandafox
- Ghoul by Leki
- Grim bed by Germanny
- High Elf Temple by Daniv
- Isgardian by Neikun
- Laguardian by Neikun
- LoG carpets by Germanny
- Log journal by msyblade
- Mine wallset by Phitt
- Molt by Kuningas
- Nightfall wallset by DeDy
- Practice dummy by cougardod
- Rune books by Mutman
- Shield hook model by Crisman
- Southern Temple by Merethif
- Spider pack by Kjell Granlund
- Symbol locks by Adrtru
- The Last Laugh content by Treybor
- Urgardian by Neikun
- Water fountains by Skuggasveinn
- Water slime by Neikun

I hope I got them all, but don't be offended if I missed something!

- Hustin



* Carpets are slightly modded: I moved them up a tiny bit so that dungeon floors don't show through.
I don't recall having to mod anything else, but it doesn't hurt to check!

Original models and textures are copyright (C) Almost Human Ltd.
For more details on using and redistributing these assets, please visit
http://www.grimrock.net/modding/modding ... age-terms/
Elven tattoo design copyright (C) Elbie3rd@deviantart.com

eLPuSHeR
Posts: 676
Joined: Tue Jan 08, 2013 7:42 pm

Re: [MOD] The Curse of Kaefin

Post by eLPuSHeR » Wed Oct 02, 2013 9:24 am

I am downloading it. Thank you very much.
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Hustin
Posts: 105
Joined: Thu May 31, 2012 7:26 am

Re: [MOD] The Curse of Kaefin

Post by Hustin » Thu Oct 03, 2013 12:30 am

Hmm. I found a problem where players could get stuck very early in level 1, so I posted a new version (you have to find three secrets to run into it). I also took care of a (very) minor cosmetic issue on level 1.

eLPuSHeR
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Joined: Tue Jan 08, 2013 7:42 pm

Re: [MOD] The Curse of Kaefin

Post by eLPuSHeR » Thu Oct 03, 2013 9:16 pm

I am embarrassed to say that I am stuck at level 1. I am playing v1.2
SpoilerShow
I have uncovered most of level 1. I am stuck at the demon face where says "it's too dark to see". I have inserted both red gem in its eye sockets. What now?
Intel i7 5960X
Gigabye GA-X99-Gaming 5
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Hustin
Posts: 105
Joined: Thu May 31, 2012 7:26 am

Re: [MOD] The Curse of Kaefin

Post by Hustin » Thu Oct 03, 2013 9:45 pm

eLPuSHeR wrote:I am embarrassed to say that I am stuck at level 1. I am playing v1.2
SpoilerShow
I have uncovered most of level 1. I am stuck at the demon face where says "it's too dark to see". I have inserted both red gem in its eye sockets. What now?
SpoilerShow
Go back to the snail area; a way out will be open to the north. It's a bit hard to hear from the daemon head, but I didn't want it to be too obvious. There's a LOT more to the level than just the snail area!

Hustin
Posts: 105
Joined: Thu May 31, 2012 7:26 am

Re: [MOD] The Curse of Kaefin

Post by Hustin » Thu Oct 03, 2013 10:16 pm

Secret count for people who like to search for them all:
SpoilerShow
Level 1: 8
Level 2: 5
Level 3: 5
Level 4: 0
Level 5: 9
Level 6: 12
Level 7: 7
Level 8: 4
Level 9: 2
Level 10: 0

Total secrets: 52

eLPuSHeR
Posts: 676
Joined: Tue Jan 08, 2013 7:42 pm

Re: [MOD] The Curse of Kaefin

Post by eLPuSHeR » Fri Oct 04, 2013 8:18 am

Thanks. I think I have found just two secrets so far... :(
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leewroy
Posts: 523
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Re: [MOD] The Curse of Kaefin

Post by leewroy » Fri Oct 04, 2013 1:34 pm

I have other games waiting, but once I finish them, I´ll play this module :)

eLPuSHeR
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Re: [MOD] The Curse of Kaefin

Post by eLPuSHeR » Fri Oct 04, 2013 8:22 pm

Discovered three secrets more, but I am stuck again... :(
SpoilerShow
in the place where says "friend or foe". I have checked the rest of the map and found nothing. Left of that spot I have discovered a pit that is closed and I don't know how to open it.
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Hustin
Posts: 105
Joined: Thu May 31, 2012 7:26 am

Re: [MOD] The Curse of Kaefin

Post by Hustin » Fri Oct 04, 2013 9:20 pm

That one is one of the more subtle ones...
SpoilerShow
You found one of the gems in a fountain, and there are two fountains in the Friend or Foe room (I really should have changed that text to something more helpful). Putting the gems in those two fountains will open a way forward.

Here's another hint that you'll need very shortly thereafter: the sconce you'll find on the wall is important.

Going forward, it's best to remember that the fountains are not merely for decoration ;)

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