Book III Mod: The Mystery of Rockhammer Mine

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MyGameCompany
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Book III Mod: The Mystery of Rockhammer Mine

Post by MyGameCompany » March 14th, 2014, 5:59 pm

Book III Mod: The Mystery of Rockhammer Mine
by Troy Hepfner

The dwarves have been having trouble in their mine, perhaps more than you know. After clearing out the roaches and cave scorpions from level 1, you enter level 2. Despite the warning from Logi about interfering with the miners, you discover that aside from some guard dogs, level 2 is strangely abandoned. At the end of the tunnel, you find the entrance to level 3 is sealed, and there is a sign with this mysterious message: "If Level 3 Blast Door is closed, it is closed for a reason! DO NOT open without Pit Boss approval!"

Why did the dwarves seal level 3, and what is down there that made them abandon their mining operation?

Now you can find out with this brand new mod for Eschalon: Book III!

ABOUT THIS MOD

This mod makes a few modifications to Level 2 of Rockhammer Mine and adds 2 brand new maps to explore!

Changes to Level 2 include:
- Added a way to open the vault in the Pit Boss' office
- Added a switch to open the entrance to Level 3

Both new maps are filled with hidden treasures and secret areas. I've used a variety of techniques to hide stuff, so explorers will be rewarded!

The mod is designed for characters that are level 10 or above. It provides a new place to explore with a strong, successful character build. The difficulty level is comparable with the Fathamurk add-on to Book 2. Characters that are not as experienced will probably have difficulty with this new area.

DISCLAIMER

You install and use this mod with the understanding that Basilisk Games is not responsible for any problems you encounter, and that this mod is not officially supported by Basilisk Games.

INSTALL

To install this mod:

1. Download the zip file
2. Start a new game, and save it as soon as the game loads.
3. Navigate to your save game slot (see below)
4. Extract all of the files from the zip archive into the save game directory,
overwriting any files if asked.
5. Return to the game, reload from you save slot, and enjoy.

Note: if you want to use an existing character, you can skip step 2, but it will reset the Rockhammer Mine Level 2 map.

On Windows 7, the save game slots are located in:
C:\Users\username\AppData\Roaming\Basilisk Games\Book 3 Saved Games

On Mac, the save game slots are located in your home directory under:
Library/Application Support/Basilisk Games/Book 3 Saved Games

Not sure where it's at under Linux, but I'm sure you can find it.

I've had fun building this mod. Hope you enjoy it! Let me know what you think. And thank you to xoxotl, SpottedShroom, and BW for their help in getting it working.

Changelog:
v1.0 - Initial release
v1.01 - Minor bug fixes
- Fixed a few tables that you could walk through
- Added blank .opq files, per raverdave2k
v1.02 - Minor bug fixes
- Fixed value on Thinking Cap
- Fixed count, weight, and condition of custom items
Attachments
RockhammerMineMod.zip
Book III Mod: The Mystery of Rockhammer Mine
(48.7 KiB) Downloaded 572 times
Last edited by MyGameCompany on March 19th, 2014, 8:07 pm, edited 3 times in total.
Troy
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Check out my Book III mods: The Mystery of Rockhammer Mine and Expedition into West Mirkland

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Re: Book III Mod: The Mystery of Rockhammer Mine

Post by raverdave2k » March 14th, 2014, 6:07 pm

Execellent, I know what i'll be doing first thing in the morning :)
My modifications for Eschalon Book I: RaverDave's Book I Mod
My modifications for Eschalon Book II: Port Kuudad Tower - Now Open, Treasure Of The Orakur

All previous versions avaliable here

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Re: Book III Mod: The Mystery of Rockhammer Mine

Post by MyGameCompany » March 14th, 2014, 6:31 pm

Yeah, I borrowed that from your mod description. Hope you don't mind - it was a good line. :D
Troy
Former indie game developer
Check out my Book III mods: The Mystery of Rockhammer Mine and Expedition into West Mirkland

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Re: Book III Mod: The Mystery of Rockhammer Mine

Post by IJBall » March 14th, 2014, 6:48 pm

Prismatic Maelstrom wrote:
MyGameCompany wrote:You install and use this mod with the understanding that Basilisk Games is not responsible for any problems you encounter, and that this mod is not officially supported by Basilisk Games...
...Hmmmm...
...or by Prismatic Maelstrom! ;)

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Re: Book III Mod: The Mystery of Rockhammer Mine

Post by xolotl » March 14th, 2014, 8:38 pm

Awesome, I actually just started up a fresh playthrough today and hadn't yet made it down to Level 2. Great timing! Looking forward to playing this.

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Re: Book III Mod: The Mystery of Rockhammer Mine

Post by raverdave2k » March 15th, 2014, 6:14 am

Just finished having a good explore of your mod and I must say, I'm liking the areas very much, I think if / when the ability to create new quests arrives these areas would have excellent potential.

Only a few minor things found:

1) The table with the
[+] SPOILER
widget
and those in the
[+] SPOILER
Golem chamber
were not solid so I could walk right through them.

2) The mini map for Level 2 of the mine was corrupeted, this is something I experienced with my Book II mods and can be resolved by putting a blank .opq file with the same name as the map in the save slot, you can grab one from http://eschalon.raverdave.co.uk/Book%20II/new.opq
My modifications for Eschalon Book I: RaverDave's Book I Mod
My modifications for Eschalon Book II: Port Kuudad Tower - Now Open, Treasure Of The Orakur

All previous versions avaliable here

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Re: Book III Mod: The Mystery of Rockhammer Mine

Post by helivoy » March 15th, 2014, 1:54 pm

Help request: In the multi-keg area of new lvl3, is it best to leave them as is, or save them for successive opening of a connecting corridor to the area visible on the left?
For I come from an ardent race
That has subsisted on defiance and visions.
-------------------------------------
Starship Reckless
To Seek Out New Life
The Other Half of the Sky

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MyGameCompany
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Re: Book III Mod: The Mystery of Rockhammer Mine

Post by MyGameCompany » March 15th, 2014, 1:57 pm

helivoy wrote:Help request: In the multi-keg area of new lvl3, is it best to leave them as is, or save them for successive opening of a connecting corridor to the area visible on the left?
[+] SPOILER
You don't need to blow open any corridors. There's a hidden passage that will take you to the rest of the level 3 map. Look near the green room that the dwarves blasted open. As for the powder kegs, they are there because there are some places to use them elsewhere in the map. :wink:
Troy
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Check out my Book III mods: The Mystery of Rockhammer Mine and Expedition into West Mirkland

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Re: Book III Mod: The Mystery of Rockhammer Mine

Post by MyGameCompany » March 15th, 2014, 1:59 pm

raverdave2k wrote:Just finished having a good explore of your mod and I must say, I'm liking the areas very much, I think if / when the ability to create new quests arrives these areas would have excellent potential.

Only a few minor things found:
Thanks, raverdave2k! I didn't know that - I guess the automap corruption happens if you drop the files into an existing game and reset the level 2 map. I'll grab that file and fix those tables.
Troy
Former indie game developer
Check out my Book III mods: The Mystery of Rockhammer Mine and Expedition into West Mirkland

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Re: Book III Mod: The Mystery of Rockhammer Mine

Post by helivoy » March 15th, 2014, 2:10 pm

Sleek! Thank you.
For I come from an ardent race
That has subsisted on defiance and visions.
-------------------------------------
Starship Reckless
To Seek Out New Life
The Other Half of the Sky

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MyGameCompany
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Re: Book III Mod: The Mystery of Rockhammer Mine

Post by MyGameCompany » March 15th, 2014, 2:19 pm

I've uploaded v1.01 to fix the few issues that raverdave2k found. Thanks, man!
Troy
Former indie game developer
Check out my Book III mods: The Mystery of Rockhammer Mine and Expedition into West Mirkland

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Re: Book III Mod: The Mystery of Rockhammer Mine

Post by xolotl » March 15th, 2014, 6:17 pm

MyGameCompany wrote:I've uploaded v1.01 to fix the few issues that raverdave2k found. Thanks, man!
Hey, there! You might want to repackage that, actually - the rockhammer_mine_3 OPQ file is actually named "rockhammer_mine_3.opq copy" (with the space-"copy" at the end).

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Re: Book III Mod: The Mystery of Rockhammer Mine

Post by MyGameCompany » March 15th, 2014, 6:56 pm

Whoops, you're right! Sorry about that. It's fixed now.
Troy
Former indie game developer
Check out my Book III mods: The Mystery of Rockhammer Mine and Expedition into West Mirkland

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Re: Book III Mod: The Mystery of Rockhammer Mine

Post by Randomizer » March 16th, 2014, 12:48 am

I'm enjoying Level 3 so far, but I was down to my last torch and out of water so I turned back. Playing with a ranger with no magic makes it interesting wandering in the darken areas. I'll finish up tomorrow if I don't have to turn back for more supplies. :)

Definitely restock after clearing Level 2 next time.

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Re: Book III Mod: The Mystery of Rockhammer Mine

Post by MyGameCompany » March 16th, 2014, 8:57 am

Glad you like it! I was hoping the torches near the foreman's office would be enough to get you through level 3. I'll have to add some more next time I update the mod. There are some extra torches at the start of the 2nd map.
Troy
Former indie game developer
Check out my Book III mods: The Mystery of Rockhammer Mine and Expedition into West Mirkland

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