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Re: [MOD] Call Of House Hardabar
Posted: Tue Feb 07, 2023 6:30 pm
by poqwer11
marten_1992 wrote: ↑Tue Feb 07, 2023 3:25 pm
tried every possible thing
try to be more attentive on the location!
Re: [MOD] Call Of House Hardabar
Posted: Tue Feb 07, 2023 6:55 pm
by alois
bongobeat wrote: ↑Tue Feb 07, 2023 12:16 am
Together they draw an X, you'll have to place any item on these spots, or simply walk on them, it will desactivate the force field.
I'm afraid that walking on them is not enough (at least, it wasn't for me!).
alois

Re: [MOD] Call Of House Hardabar
Posted: Tue Feb 07, 2023 8:42 pm
by bongobeat
marten_1992 wrote: ↑Tue Feb 07, 2023 3:25 pm
hey, this mod is great so far, my only problem is I cannot fix these levers, no idea what to do, tried every possible thing, even arrows but nothing worked, a little hint would be appraciated. btw would you still like me to report typos ?
hey,
according to the wall note, near the castle entrance, you must fix the gate's mechanism.
To do that, you must find "lever arm" items, then use them on the mechanisms.
the first lever is: (spoiler)
there is a lever arm (item to pick up) underwater, near the stairs, (yeah I know it's dirty), not easy to see if you got no light
Well, I'm ok with any grammar report. I know there is still some uncomon sentences that maybe need a little clarity.
alois wrote: ↑Tue Feb 07, 2023 6:55 pm
bongobeat wrote: ↑Tue Feb 07, 2023 12:16 am
Together they draw an X, you'll have to place any item on these spots, or simply walk on them, it will desactivate the force field.
I'm afraid that walking on them is not enough (at least, it wasn't for me!).
alois
Ah yes, my mistake, I did a quick look in the editor and I've seen that the party walking was activating the script too, but only if you can be on the 5 plates at the same moment.
So yeah, only items will do the thing, at least on 4 plates, and you can stand on the last plates to finish the thing.
Re: [MOD] Call Of House Hardabar
Posted: Wed Feb 08, 2023 1:38 am
by Whisper
What good setups for parties?
Thinking about mino barb+rat rogue+2 alchemists casters.
Re: [MOD] Call Of House Hardabar
Posted: Wed Feb 08, 2023 8:47 pm
by bongobeat
Whisper wrote: ↑Wed Feb 08, 2023 1:38 am
What good setups for parties?
Thinking about mino barb+rat rogue+2 alchemists casters.
no idea about that:
I played the mod with a minotaur barbarian, an human (knight or archer), a ratling alchemist, then a battlemage (insectoid or human, I don't remember).
A friend of mine used a minotaur, a ratling, and 2 battlemages. It was more optimized against bossfight to block or to protect the group. The 2 casters are most welcome when casting a forcefield.
With 2 spellcasters, I call it, by exaggeration, a "cheated" team or a "making-difficulty-a-little-more-easier" team. I have nothing against that, but I will certainly offend at least one tester when saying that.

Re: [MOD] Call Of House Hardabar
Posted: Wed Feb 08, 2023 9:27 pm
by poqwer11
bongobeat Hello! Very beautiful locations, you seem to have spent a lot of time for this, well done!!!
1. I would like to know whether in your work a correctly placed object in a niche is always accompanied by a sound signal, as for example in Darntkhang in a room with four niches?
2. In Sky City, do I need to attack the inhabitants of the archers or will they leave on their own under certain conditions?
Re: [MOD] Call Of House Hardabar
Posted: Thu Feb 09, 2023 10:48 am
by Whisper
bongobeat wrote: ↑Wed Feb 08, 2023 8:47 pm
The 2 casters are most welcome when casting a forcefield.
With 2 spellcasters, I call it, by exaggeration, a "cheated" team or a "making-difficulty-a-little-more-easier" team. I have nothing against that, but I will certainly offend at least one tester when saying that.
If you think mages too powerful, can always nerf them/remove some spells etc.
I know mods that do not allow mages to use force-field spell. In mod named Eye of Atlantis mages cant cast force-field (there only staff, limited item with charges, that can do it).
bongobeat wrote: ↑Wed Feb 08, 2023 8:47 pm
A friend of mine used a minotaur, a ratling, and 2 battlemages.
Minotaur barbarian? Ratling knight? Ratling alchemist? Ratling rogue? What ratling class and minotaur class?
Re: [MOD] Call Of House Hardabar
Posted: Thu Feb 09, 2023 3:47 pm
by poqwer11
bongobeat A third question has matured, in addition to the two questions I asked above:
3. I can’t figure out the mine with task 5, 22, 11, 3. I loaded niches in different sequences, but nothing happens!

Re: [MOD] Call Of House Hardabar
Posted: Thu Feb 09, 2023 7:10 pm
by alois
poqwer11 wrote: ↑Thu Feb 09, 2023 3:47 pm
bongobeat A third question has matured, in addition to the two questions I asked above:
3. I can’t figure out the mine with task 5, 22, 11, 3. I loaded niches in different sequences, but nothing happens!
Me too... tried sum of weights in kg, in hg, number of objects (always starting from the northern alcove), but nothing works
alois

Re: [MOD] Call Of House Hardabar
Posted: Thu Feb 09, 2023 10:12 pm
by bongobeat
poqwer11 wrote: ↑Wed Feb 08, 2023 9:27 pm
bongobeat Hello! Very beautiful locations, you seem to have spent a lot of time for this, well done!!!
1. I would like to know whether in your work a correctly placed object in a niche is always accompanied by a sound signal, as for example in Darntkhang in a room with four niches?
2. In Sky City, do I need to attack the inhabitants of the archers or will they leave on their own under certain conditions?
1. Some riddle use the sound, but not all. Unfortunately I have not modify every riddle in that way. Generally, riddle with more than one alcove are playing a sound when the correct item is placed on them.
2. The archer will never leave until you attack them. Skycity is a friendly city, but it is also full of secrets with good stuff in them, if you want to plunder them, you know what to do.
Attacking the guard has no consequences on any quests. It is not needed, except if you want to have more equipment.
Whisper wrote: ↑Thu Feb 09, 2023 10:48 am
bongobeat wrote: ↑Wed Feb 08, 2023 8:47 pm
The 2 casters are most welcome when casting a forcefield.
With 2 spellcasters, I call it, by exaggeration, a "cheated" team or a "making-difficulty-a-little-more-easier" team. I have nothing against that, but I will certainly offend at least one tester when saying that.
If you think mages too powerful, can always nerf them/remove some spells etc.
I know mods that do not allow mages to use force-field spell. In mod named Eye of Atlantis mages cant cast force-field (there only staff, limited item with charges, that can do it).
bongobeat wrote: ↑Wed Feb 08, 2023 8:47 pm
A friend of mine used a minotaur, a ratling, and 2 battlemages.
Minotaur barbarian? Ratling knight? Ratling alchemist? Ratling rogue? What ratling class and minotaur class?
Well, its not that the dual mages that are specially powerfull, it is the hability to cast double forcefield. Anyway, I'd rather not introduce something like the staff of the Eye of Atlantis mod, which is a very good mod by the way. So, It still allow players the possibility to have more chance in bossfight.
Whenever someone don't want to use them in that way, to maintain an "harder" difficulty, he can always use only one mage to cast a forcefield.
Can't remember the class he used, sorry.