[MOD] Journey To Justice v2.1

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Duncan1246
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Re: [MOD] Journey To Justice v1.1

Post by Duncan1246 »

THOM wrote:
Duncan1246 wrote:So please a hint... :)
SpoilerShow
The ghostbowl and the ghostly door in front of the alcove are from the same material...
Yes, but nothing happens except the loud sound......... what to do next, that is my quest :cry:
The point is
SpoilerShow
I put the bowl on the tile of the alcove with the barrier, place the gem in a daemon mouth, fire and the gem goes above the bowl, sound... and the barrier is still there!!
The Blue Monastery (LOG1)
download at:http://www.nexusmods.com/grimrock/mods/399/?

Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
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THOM
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Re: [MOD] Journey To Justice v1.1

Post by THOM »

Still not a complete spoiler:
SpoilerShow
Why placing the bowl only infront of the alcove?
THOM formaly known as tschrage
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My MOD (LoG1): Castle Ringfort Thread
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AndakRainor
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Re: [MOD] Journey To Justice v1.1

Post by AndakRainor »

THOM wrote:
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?
Unless I am confusing it with something else, it appears to be a bug of the game engine I know well enough!

To explain it a little, it is a crash that occurs when an imported character casts a new spell for the first time. The game then tries to add the trait of that spell to the character, and for some reason at that point the game "checks" all the traits the champion has, and if it finds any trait that was defined in the previous game but not in the current mod, then it will crash.

Modders can't do anything about it with the official scripting reference methods (we cannot get a list of the traits a champion has).

My little editor lets you edit your saved game files and for example clean the unwanted traits that remain from your previous game.
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Duncan1246
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Re: [MOD] Journey To Justice v1.1

Post by Duncan1246 »

THOM wrote:Still not a complete spoiler:
SpoilerShow
Why placing the bowl only infront of the alcove?
I tried every tile in the room, and even some elsewhere...
The Blue Monastery (LOG1)
download at:http://www.nexusmods.com/grimrock/mods/399/?

Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
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Duncan1246
Posts: 404
Joined: Mon Jan 19, 2015 7:42 pm

Re: [MOD] Journey To Justice v1.1

Post by Duncan1246 »

AndakRainor wrote: Unless I am confusing it with something else, it appears to be a bug of the game engine I know well enough!

To explain it a little, it is a crash that occurs when an imported character casts a new spell for the first time. The game then tries to add the trait of that spell to the character, and for some reason at that point the game "checks" all the traits the champion has, and if it finds any trait that was defined in the previous game but not in the current mod, then it will crash.

Modders can't do anything about it with the official scripting reference methods (we cannot get a list of the traits a champion has).

My little editor lets you edit your saved game files and for example clean the unwanted traits that remain from your previous game.
Thanks for the explanation, i have seen this before on loading a game with an imported party, it's the first time the game works except on the casting of the news spells.
I hope these spells aren't absolutely necessary to finish the game!
The Blue Monastery (LOG1)
download at:http://www.nexusmods.com/grimrock/mods/399/?

Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
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THOM
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Re: [MOD] Journey To Justice v1.1

Post by THOM »

Duncan1246 wrote:
THOM wrote:Still not a complete spoiler:
SpoilerShow
Why placing the bowl only infront of the alcove?
I tried every tile in the room, and even some elsewhere...
SpoilerShow
Oh mei. Place it into the alcove.
THOM formaly known as tschrage
_______________________________________________
My MOD (LoG1): Castle Ringfort Thread
My MOD (LoG2): Journey To Justice Thread | Download
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THOM
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Re: [MOD] Journey To Justice v1.1

Post by THOM »

Duncan1246 wrote:I hope these spells aren't absolutely necessary to finish the game!
No, they aren't. There is one puzzle existing which can't be solved without - but it is completly optional.
THOM formaly known as tschrage
_______________________________________________
My MOD (LoG1): Castle Ringfort Thread
My MOD (LoG2): Journey To Justice Thread | Download
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Duncan1246
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Re: [MOD] Journey To Justice v1.1

Post by Duncan1246 »

THOM wrote:
SpoilerShow
Oh mei. Place it into the alcove.
Players are always silly... I don't try this... because of the barrier...
The Blue Monastery (LOG1)
download at:http://www.nexusmods.com/grimrock/mods/399/?

Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
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THOM
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Re: [MOD] Journey To Justice v1.1

Post by THOM »

And modders are always sadistic.
THOM formaly known as tschrage
_______________________________________________
My MOD (LoG1): Castle Ringfort Thread
My MOD (LoG2): Journey To Justice Thread | Download
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AndakRainor
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Re: [MOD] Journey To Justice v1.1

Post by AndakRainor »

THOM wrote:
Duncan1246 wrote:I hope these spells aren't absolutely necessary to finish the game!
No, they aren't. There is one puzzle existing which can't be solved without - but it is completly optional.
Why not try the tool and clean your save instead of continuing without casting ? :shock:
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