[Mod] Crashed

Are you looking for fun Custom Dungeons that you could play or do you want to share your mod with others? Then this forum is for you!
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Curak
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Joined: Thu Nov 20, 2014 4:34 am

[Mod] Crashed

Post by Curak » Mon Dec 15, 2014 7:10 am

Hey guys, I just posted the beta version of my adventure to nexus.

Please give it a try and let me know what you think.

http://www.nexusmods.com/legendofgrimrock2/mods/17/?

Nothing groundbreaking, but I put alot of effort into it, should be pretty long (10+ hours). Very open world, if you encounter something too hard, try looking elsewhere to become stronger.
Last edited by Curak on Sat Dec 20, 2014 3:34 pm, edited 2 times in total.

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Drakkan
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Re: [Mod] Crashed

Post by Drakkan » Mon Dec 15, 2014 9:51 am

10+ hours ? That sounds promising, will try that :) hope it is full playable version ;)
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Curak
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Re: [Mod] Crashed

Post by Curak » Tue Dec 16, 2014 7:15 pm

Yep, fully playable. I named it as a beta just in case there was a game breaking bug I somehow missed during testing.

eLPuSHeR
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Re: [Mod] Crashed

Post by eLPuSHeR » Wed Dec 17, 2014 8:54 am

Downloaded for playing sometime. Is your mod under Steam workshop too? I miss the autoupdate feature.
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minmay
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Re: [Mod] Crashed

Post by minmay » Thu Dec 18, 2014 4:53 am

- the altar in the crystal caverns with the mirror cuirass on it is floating in the middle of the air; its elevation is 1 too high
- the two tomb locks in the lower catacombs can't be opened
- there are two essences of air, I assume this is not intentional
- elgar's lock can't be opened either
- neither can the lock at 13, 7 in "Mine Lower Floor"
- there's an invisible wall in front of the temple in "Mine Lower Floor" that prevents you from entering, is this intended?
- I put the 3 champions' skulls in the alcoves in "Upper Catacombs" and nothing happened, no matter which order I put them in
Grimrock 1 dungeon
Grimrock 2 resources
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Curak
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Re: [Mod] Crashed

Post by Curak » Thu Dec 18, 2014 8:45 pm

Oh no! I recognize those issues. It looks like in my anxiety over posting the wrong version I did just that.

I am terribly sorry. I will get the right beta version up later today.

EDIT: Got it up, sorry again.
Last edited by Curak on Fri Dec 19, 2014 3:46 am, edited 1 time in total.

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RMariano
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Re: [Mod] Crashed

Post by RMariano » Thu Dec 18, 2014 9:35 pm

Curak wrote:Oh no! I recognize those issues. It looks like in my anxiety over posting the wrong version I did just that.

I am terribly sorry. I will get the right beta version up later today.

Please, put it up in Steam Workshop too....
Regards,

RMariano

Curak
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Re: [Mod] Crashed

Post by Curak » Fri Dec 19, 2014 6:52 am

RMariano wrote:

Please, put it up in Steam Workshop too....

Is there a way to upload to the steam workshop from outside sources? I'm playing the GoG version of GR2.

macBos
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Re: [Mod] Crashed

Post by macBos » Fri Dec 19, 2014 12:17 pm

Like Curak asked, I would like to know that too. I was trying to upload my mod somehow to steam workshop but I didn't succeed. (I own GOG version)

Curak
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Re: [Mod] Crashed

Post by Curak » Mon Dec 22, 2014 7:22 pm

Looks like theres a few issues with early zones and the simple save state of objects, working on it now.

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