OGDA wrote:Noctis wrote:Hi,it's a great mod so far but suddenly the game crashes while loading the last save game.
It shows:
[string "Component.lua"]:0: invalid trigger action
stack traceback:
[C]: in function 'assert'
[string "Component.lua"]: in function 'addConnector'
[string "GameObject.lua"]: in function 'loadState'
[string "Map.lua"]: in function 'loadState'
[string "GameMode.lua"]: in function 'loadGame'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk
any idea how to fix this?
Hello,
unfortunately I can't see any further info from this error, I'm afraid you'll have to try an earlier savegame :-/
I run into this very same error mesage, trying to load my quicksave
- from in front of the altar with the Crystal Cuirass before picking it up (activated but not finished Stone puzzle)
- while doing the security override system (one of the spiners refused to spin, so tried a reload and BAAM!)
- clearing the upper mine level upon reaching the blob shooter in the far west for the receptor + chest on the other side (had some some rocks onto the 3x3 pressure plates)
Hope this helps
EDIT:
The scripts in the mine area definately need work!
It is really frustating to replay an entire level / area again and again due to corrupted savegames
Completed the mod in 20:55
My impressions on this mostly linear mod are pretty mixed. It's obvious that quite some work went into it and the growth in quality along the way is noticeable. The puzzles are quite nice, the humor is lovely including the bickering between characters and the storytelling along the way is just right for a LoG mod. Maybe a bit more at the beginning and IIRC the 1st letter from the archmage never showed up for me.
One flaw shows quite early: the mod has a lot of secrets - sound plays and message pops - but the statistics page does not count them. This should not be too hard to fix.
More concern goes towards the supply situation and combat difficulty.
The mod seems made with a melee front row and pure magic or magic/melee backrow in mind. The supply of gear reflects this: a good bunch of staffs are around, Scythe is available amazingly early and Bane follows about mid game! Range weapons on the other hand .. Firearms are there but the missing ammunition makes them useless; there hardly more then 100 pellets and 20 cannonballs in the entire mod. Same with Throwing Weapons: i've found 2 Throwing Axes, 4 Shuriken, 10(?) Darts and 3 Throwing Knifes with another 4 much later on in the sewers from Thrower Ratlings! The only ranged weapons with a reasonable supply of ammo are Missile weapons but even they are spread pretty far across the mod.
Regular monsters are rare in this mod, about 90+% of the critters are at least level 2 and higher. Battles can be rough at times; while most of the boss fights are fine i found some of the ambushes close to unfair. The mod is clearly not made for Ironman or Single-Use-Crystal play; it has only 6 crystals, all located in secrets and at the end of a larger area which makes it an implizit requirement to have at least one - or better two - alchemists. IMO this should be noted in the mod description.