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  1. mfree80286
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    Escape From Toule House is now FINAL!

    To be completely honest it's the same file as beta 3, nothing needed changing. But, it's still the final version, so if you were waiting for the 'stable release', you've got it.

    If you have partial saves from beta 3, there shouldn't be any issues with the "upgrade", as it's the same content.

    If you have questions or issues, check the forum tab as I've left places there for you. It's a much cleaner means of correspondence.

    20171231
    I have 2 reports now for issues with the dial puzzle in 5B. That's enough to warrant a review and change, so here's update 4.1.

    Changes were made to the scripts that move the dial, and the script that operates the 'check button', in order to decouple the dial position from the number of button presses, and reset everything when the dial reaches the 10/0 mark. Since this is one of two puzzles that rely on dials, and the first was fixed way back in beta, there should be no further issues with dial puzzles.
  2. Chris011992
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    So what's the point of room 6.  All see is letters and numbers on a corner of the wall which I can't interact with and a button.
    1. mfree80286
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      Ah... which room 6, there are four of them and I'll need to dig my notes up to figure out what's going on.
  3. UpJumpedTheDevil
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    This didn't count for the closet puzzle...
     
    Bl0Zf2y.png
     
    ...I don't know what else could possibly be wanted. Surely that Abraxo Cleaner can't be expected to be standing vertically?
    1. KaurK
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      I think you have to move the Abraxo to the side a bit (I know it doesn't make that much sense)

      If you are truly stuck, just read the cheat notes and if you do not want to lose XP, then savescum.
    2. TraganMonroe
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      Yeah this puzzle is infuriating. There's just not enough fine tune control in this game.

      EDIT: Yeah, tried it a lot more. Even got the soap standing upright and it looks even better than the above picture but no go. What a waste of time. Avoid this mod. 
    3. mfree80286
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      It's been five years since launch, so I don't feel bad spoiling this on the home page since so many people seem to have had trouble with it.
      1 - the collision boxes are quite large and nonspecific, it doesn't matter how the object sits in it, it only matters *that* the object sits in it.
      2 - looking at the screenshot above, it appears the detail was missed that the desired pattern is *mirrored*, as evidenced by the mirrored 'closet' sign above.

      Here's a development-era screenshot of the collision boxes, I think I made them even larger in the final release.
  4. MarionModder
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    I have 2 issues with this mod.

    N°1: a good half of the time you assume that one gets what they have to do, there should be hints, because how the hell am I supposed to guess that a pie means pi? Or that I need to not consider two letters just because they're put lower than others? Puzzles should be hard to figure out, but not to understand imo

    N°2: in room 2D I put the right combination (and I know it's right, because i had to look at the chest note) and nothing is going on EDIT: My bad, it did open the door, but still played the "you got it wrong" sound
    1. mfree80286
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      2 issues on a hugely experimental mod with 40 separate puzzles and over 100 discrete scripts, hope you don't mind if I take this as a win :)

      There is the cheat box, though... all it does it cut your final 'score', and the hints don't count until they're read. As far as the wrong sound playing, no clue. You're the first to report that happening on any room.
  5. Deathjester90
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    The closet one is impossible, i placed the items as i should but it doesnt work, i even used the cheat sheet and that confirmed that i did it all like i should have.
    1. mfree80286
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      Mirror image, loose positions, and you still get the fail buzzer?

      EDIT: Oh, wait, we're on the PC version... I got too used to hearing from the XBOX players who's machines don't load properly ~2% of the time, with no recourse to fix other than reloading.

      None of the interior puzzles are cross-mapped until you get to the very last room, all a completion does literally is ring a bell, turn on a light, and unlock/open a door. There's a progression list in the forum section that has the linear progression in it, you can just go to the next puzzle in the list and use the console to unlock that door.
  6. Doozerpindan
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    This was kinda fun, but I have a few issues.

    First: You can end up getting trapped in the first room if, like me, you don't go into the house carrying more than just your weapons and armour.

    Second: Maybe it's just me, but some of the puzzles could really do with a little extra context, there were a bunch of times I had to look at the cheat notes cos I had literally no idea what was expected of me.

    Third: There's a vital item missing from the puzzle downstairs, causing you to get trapped.

    Fourth: Having used console commands to get past the bugged puzzle, I have finished every puzzle I can get to, but I cannot climb the ladder, which means I am now stuck in the house.
    1. mfree80286
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      The vital item missing from the last puzzle isn't missing. Someone has it. Hint....

      I will address the first room issue, I never considered someone would walk around without any sort of food item.
    2. Doozerpindan
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      There's two vital pieces missing in the puzzle downstairs though, I could only find one in the room.

      EDIT: After loading up the game again, the person I assume you were referring to spawned and has the last item.

      EDIT 2: I still can't go up that ladder though. How do I get out without using console commands?
    3. mfree80286
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      The ladder's supposed to unlock when you take the key from that lowest room. You grab the key, hear the ding, the exit door goes from inaccessible to key locked, the light turns green, and the script unlocks the ladder.

      You can only grab the key when the puzzle is solved, as that's when the box is open.
    4. Doozerpindan
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      I have the key, it's how I opened the door to get to the ladder.
    5. mfree80286
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      But how did you get the key?

      EDIT: Let me rephrase what I'm going for here. You'd used console commands before so you're in sort of uncharted waters with regard to script progression. If you got the bell sound and the green light on the last door is lit, then the script that activated that section should have run, which should have unlocked the ladder. If the green light isn't lit, then somehow that got bypassed.

      If it's well and truly broken, just console unlock the ladder. That's the only constraint it has on it, the player coding on the outside relies on a trigger volume that you spawn into when you leave.
    6. Doozerpindan
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      I used a console command to give myself the item that was missing cos the person holding it didn't spawn.
    7. mfree80286
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      Ok, that would mean that you didn't get his note, so there's a quest stage that didn't advance. That shouldn't have affected the door unless you spawned the key. I don't quite get how Allis Chalmers didn't spawn though, he's a defined reference (doesn't appear by script, he's just 'there'). What's supposed to happen

      SPOILERS EVERYONE

      What's supposed to happen is that he has the second of the two missing gold bars, and a note as to where he hid his bag outside. Taking the note advances the quest, BUT, it's just an objective stage so leaving via ladder will hit the *next* stage that calculates reward and all that.

      If you somehow managed to get a key without *specifically* taking the one in the box, then the scripts for the bell, light, and ladder wouldn't have fired. You wouldn't be damaging anything by just unlocking the ladder to leave.
    8. Doozerpindan
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      I didn't use console commands to get the key, the box opened with the key inside like it was supposed to.
    9. mfree80286
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      Is the light above the exit door lit green?
    10. Doozerpindan
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      Nope.
    11. mfree80286
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      Well, that's prime evidence that the script didn't fire. And that's one of the simplest ones in the game, so I couldn't say exactly where it went wrong.
      The script's attached to the key itself, and watches onContainerChange. If the player takes the key into inventory, it plays a bell sound located on the box (because the normal one is too far off to hear) and then sends an activation to a marker; that marker has three scripts... turn on the light, manage the door, unlock the ladder.

      You might try dropping the key and picking it back up. It's not a quest object.
    12. Doozerpindan
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      You can't drop keys in Fallout 4, dunno why.

      EDIT: Used a console command to drop the key, picked it back up and there was a ding, ran to the final door, light is still off.
    13. mfree80286
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      Ah, that's right. Just unlock the ladder and exit.
    14. Doozerpindan
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      I can't unlock the ladder, it won't let me. I can unlock the door to get to the ladder, but the ladder remains locked no matter what I do.

      EDIT: I can use console commands to unlock the ladder, but the reward that's supposed to be outside isn't there.
    15. mfree80286
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      I wonder if there aren't still missing files...
      EDIT: No, the scripts are present. I can't pinpoint exactly what broke where, but something broke for you, and not having Chalmers appear in the bottom room is definite proof of that.
    16. busybobo
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      I'm having the same issue with the ladder not unlocking. Allis spawned, I got his gold bar, I put both bars back on the stands, the water drained, I got the key, the bell dinged, and I can unlock the final door, but the light above the door isn't green and the ladder remains [INACCESSIBLE]. I didn't use console commands at any point.

      Edit: I unlocked the ladder with console commands, but there's no duffel bag under the sign, and the quest isn't updating or completing. If I reload a previous save, I get some odd behavior. Most of the time, the same thing happens. I put the gold bars back, the box opens, I take the key, there's a ding, I can unlock the door but it's still not green, and can't use the ladder. Sometimes, though, if I put back one or both of the gold bars, all of the pedestals turn red and the water keeps rising and doesn't drop again. I have to go up to every pedestal and move the gold bars to reset the pedestal sensors. After they all turn green again, the water drains, but I still can't leave.

      There's also another thing which has been inconsistent, so I'm not sure what's actually meant to happen. After I put both gold bars back, I can take the house key and hear the bell ding, and at that point, if I take all of the gold bars, the pedestals stay green. I noticed the bucket and the opening/closing grate, so I put the bucket in the grate, then purposefully dropped a gold bar and put it back on the pedestal and sort of rubbed it around the pedestal until it turned red, then I could hear the water coming back, the grate hitting the bucket, and the sound of breaking lights, which I assume is how the player is meant to get out with all of the gold bars. But even after rubbing the gold bars on all of the pedestals until they all turn red again, I still can't get the ladder to unlock on its own, or get the duffel bag if I unlock the ladder with console commands.

      I've already tried reinstalling your mod, loading old saves, creating new saves then loading those saves, creating a new save and then loading an older one, loading all of those various saves after exiting the game. Nothing. The ladder won't unlock, and the duffel bag won't spawn without the light on the door being green.
    17. mfree80286
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      *sigh*

      I hope you understand that the final sequence is derived from the intercooperation of about a dozen scripts that span locations and involve a global and a quest endstage... it works for almost everyone, but there are exceptions and I can't tell you what's going wrong because I'm not Bethesda with access to instrumented systems , debugging tools, and native compilation source.

      What's supposed to trip the duffel bag and quest end is your appearance in a trigger volume that's around the exterior spawn point for the ladder, there's a short delay and then your EXP is tallied and the duffel bag "pops" under the collapsed billboard nearby. The TV handles the bag, the quest endstage call, and the door locking, and the quest stage does the EXP calc and distribution.

      To emulate, console enable EFTH_ChalmersBagRef (##012C65) or placeatme an EFTH_ChalmersBag (##012c64).
      Then set EFTH_001 to stage 100 (which performs short script below), and lock the manhole and original entry door as inaccessible. Go back in after the end at your own gaming risk, I have no idea what would happen and with 123 scripts....

      End quest script, since you might have to set or check some of these globals;

      int TotalPoss = XP_EFTHQuest.getValueInt()
      int Penalty = EFTH_CheatCount.getValueInt()
      int FinalScore = TotalPoss-(Penalty*25)

      utility.wait(4.0)

      Game.RewardPlayerXP(FinalScore, true)

      CompleteQuest()
    18. mfree80286
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      There's a new post in the forum that describes all the scripts and actions for the last puzzle, with ref names and codes...
  7. busybobo
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    I'm really liking the mod, most puzzles are great, from the clever ones you get immediately, but still feel the sense of "Ah-ha!" accomplishment, to the difficult ones you really feel proud for solving. There are a few "How the hell was I supposed to get that?" but I expected that coming into it, since that's just the nature of puzzles. I don't want to spoil anything, so I'll add spoiler tags for the rest of my post

    Spoiler:  
    Show
    The one with the yardsticks I enjoyed the concept much more than the execution, but that wasn't actually your fault. Putting the yardsticks in the tubes would have been a brilliant puzzle, but the way Bethesda's physics and object manipulation work, or rather, don't work, made that room fall a little flat.

    Also, I really don't get room 5D. I used the cheat chest to look at the answer, and I still don't get how I was supposed to solve that one. From the explanation in the cheat sheet, what I got out of it was that the wall with the zeroes is the template for the wall on the left. Sp I'm supposed to then use that pattern for the wall on the right, then press the number on top of the squares and whatever the new pattern is, that's the answer, right? So the template goes Light Blue, Dark Blue, Red, White, Yellow. And the numbers go 4, 8, 5, 3, 8. So starting at Light Blue, I hit the button another 4 times, hit Dark Blue another 8 times, Red another 5, etc. If I do that, the pattern I end up with is Red, Yellow, White, Green, White. But the cheat sheet (and the correct solution that gets me the bell ding) has the solution as Red, Yellow, Green, Yellow, Violet. Red and Yellow match up, but I have no idea how I'm supposed to get Green, Yellow, Violet.

    And the Konami Code room is incredibly picky with where you're standing. Even if the correct direction/button is lit up green, if you hit the button in the center, you still get the "wrong" buzzer.
    1. mfree80286
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      For 5D, I'll give you that I filled a piece of paper just now figuring exactly how I did it and determining that the answer is correct on the cheat note, and it is.

      So what's missing? You only use the right wall to enter the correct colors, after "tallying" them up entirely on the left wall. I.E. set the left to the baseline colors, then advance them by the numbers on the right wall, and then enter *those* colors on the right wall.

      Consider the right wall is sequence type 1, and the left is sequence type 2. From 1-7, type 1 is WABGVRY and type 2 is WBRYVAG. That's White Blue Red Yellow Violet Aqua Green. The baseline for the left wall (type 2) is 63214. There's no zero because it's keeping track of damage states, which are how the picture frames change color but that's not important.

      "Add" 48538 to 63214, remembering that when you pass 7 it rolls back to 1, so...
      10 11 7 4 12 (actual)
      3* 4* 7 4 5* (asterisk for rollovers)
      in left wall's Type 2 sequence, 34745 is RYGYV.

      Translate those colors through right wall's sequence type 1 and you get 67475, which is what's visible in the script for the checking button as the correct answer. But there's no need to translate, you just punch the same colors on the right :)
    2. busybobo
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      I'm afraid I understand less now than before.

      Spoiler:  
      Show
      Why is the left wall WABGVRY? Is that the order that the colors come up in one square when you press the button? So that means the opposite wall, the one with the numbers on top, has the colors pop up in a different order? Because I did press the button/add the colors so that they rolled over, but I still ended up with RYWGW. Did you solve the puzzle again on paper, or did you do it in game? I may need you to explain again, but somehow even simpler, if you can, because I really don't understand.

      Oh, and another minor comment I had about the ASCII/Hex room. I spent way longer in there than I needed to because I didn't realize the space also needed to be input. I figured out the COMMAND part, and the numbers lit up green, but kept missing the space, since that one wasn't put in with marquee lettering. But, I also understand that maybe putting an empty marquee space may make the clue too obvious.
    3. mfree80286
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      Do all your work on the left, then copy just the colors to the right.
  8. kaimgrebe
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    Is it normal for there to be no floor once you get past the first room?
    1. mfree80286
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      Uhm, no. You may want to reinstall the mod.
  9. Di3sIrae
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    Absolutely interesting, i'll download it for my next gameplay :D
  10. JDaremo
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    Jeebus! Now, This is a Brain Wrecker!
    I love it and may give it a go later on.
  11. Biustelman
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    Excuse me, where is Toule House in the map?
    1. mfree80286
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      Salem, near the museum. There should be a marker.
    2. Biustelman
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      thank you very much!