Grim Dawn

GRIM QUEST FAQ:

Q: What is this mod? 

A: This is a conversion mod, bringing all the Titan Quest: Immortal Throne masteries to Grim Dawn! 

Q: What can I expect from this mod?

A: TQIT Masteries and their skills, UI, sounds, revamped to fit GD standards. (ongoing process, almost there)
TQIT artifacts (done)
TQIT specific affixes (some done)
TQIT Uniques (wip)

Q: Are these masteries and items balanced?

A: It is a work in progress. If people post something is too strong, I'll take a look. If it is too weak, I'll take a look. Currently, all masteries are pretty strong for the most part, although some skills will still have a cap of +4 to all skills rather than the GD standard of +10. If you find a skill like this, report it!

Items, again, it is a work in progress. I've been tweaking damages up and down here and there on the spears and staves. 

Q: You said spears and staves?? 

A: Yes! Spears and staves from TQ are in GD. Unique spears and staves are in and working as well now, so you can enjoy those if you find one.

Q: Staff attacks are included?

A: Yup! Staff attacks (which scale on attack speed like any other weapon attack) and their effects are all ingame. Some might need work (lightning looks weird) and as an added gift, I included 5 more staff types: 
Acid
Aether
Chaos
Vitality
and ???? 
Find it to figure out what it is! There are 4 staff recipes that can be found! Good luck!

Q: Crafting?

A: Yes! I made new recipes for spears and staves, as well as included the ones from TQ for artifacts! I will probably add more later as well.

Q: What about bows?

A: Sorry! Engine limitation. Animations are chosen by weapon templates, and the only unused weapon templates were staves and spears. 2Handed Ranged weapon templates are occupied by rifles and crossbows, and those are just as good as bows. Not to mention, it would have probably been impossible to make bow animations look right since I cannot import TQ animations. Skills that required bows now require guns instead (2h or 1h in most cases)

Q: What about MIs and uniques?

A: It's something I have planned, and I have to work it out, but it's not implemented yet. Some models aren't working and I either have to omit them, or recycle assets. We will see. But yes, I want to do it. So far we do have spear and staff uniques for you to find.

Q: TQ Armors?

A: I don't think it's possible, as the GD character model is only a head, and the armor pieces replace body parts instead of fitting over... so I think it will look strange, buuuuuuuuut I have to check to make sure, and maybe if I can do a workaround, I will. If not... sorry. 

I'm not sure this can be done at all, I've checked and the animations do not match up so the TQ armors will just hover in place as your character moves. If anyone wants to offer to do the work, you're more than welcome but it will be a tremendous undertaking as you will need to import to a specific version of 3dsmax that supports GD mesh files, and somehow convert them to use another animation for GD models instead of TQ. 

Q: TQ Enemies?

A: I am somewhat interested in doing this but it will be a huge task and it will skew the game balance quite a bit, so I think I will only include heroes and bosses IF I do it.

Q: Factions?

A: Again, above. I want to include a new TQ faction or something with a special trader (Parnassus satyr would be sweeeeet), but it will be hard to balance. I would probably make it so you only get faction for killing TQ heroes/bosses if I include them, but that's probably a long shot too. Only time will tell.

Q: Have you implemented new skills? TQ only has 20 per mastery while GD has 30!

A: Yes, many masteries have been updated and tweaked to a degree where they only vaguely resemble the original. I have tried my best to modernize these masteries and give them a solid place in GD's world, and to give them proper support with devotions and other skills/items you will find. It's an ongoing process, and most masteries will have at most 27 skills (a self imposed limitation, it is what I find to be the most comfortable) plus transmuters. 

Q: Why is X skill different in GD? It wasn't like that in TQ!

A: My mod, I have creative freedom here, and many skills just do not work in GD as they did in TQ due to some engine changes. Regrowth, Herbal Remedy, Heat Shield and Energy Shield specifically, are completely unuseable in the state TQ had them in. For some reason, I think Zantai said it was a targeting change in GD, these skills were completely prevented from targeting the player. Of course, this is a huge no-no, so it had to be changed. I tried to keep ALL skills at least in the same spirit of their originals, but do expect changes, just not drastic ones unless it cannot be helped. Another reason some skills are changed (why ternion has weapon damage? why lethal strike doesn't have huge pierce bonus? etc) is because again, the engine is slightly different, and the new stats are more efficient. Having 500% weapon damage instead of 100% weapon damage + 500% pierce and 400 or something physical is more logical and opens more doors for builds. Again, creative freedom. 

Q: So what about summons? Do they use pet damage or player damage since that is a new feature in Grim Dawn?

A: Currently, only the rogue traps and warfare ancestors scale on player damage, all other use pet damage. Most pets will show what they scale with. There are certain reasons other pets scale with one stat or the other. For example, monster lure will only be able to scale with pet stats because of a bug I found when I made it with player stats.


Q: I have a bug, where do I report it?

A: Are you playing Grim Quest? Post it here. Grimarillion or DAIL versions, if you are using a grim quest mastery, post the bug here if you are unsure, I'll see what I can do. If it's not my problem I'll redirect you. Don't stir the hornets nest by saying DAIL or Grimarillion or whatever is broken and stupid or whatever. Just tell me us the bug politely and be done with it, no need to be rude.

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  1. syl101
    syl101
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    GRIM QUEST FAQ:

    Q: What is this mod? 

    A: This is a conversion mod, bringing all the Titan Quest: Immortal Throne masteries to Grim Dawn! 

    Q: What can I expect from this mod?

    A: TQIT Masteries and their skills, UI, sounds, revamped to fit GD standards. (ongoing process, almost there)
    TQIT artifacts (done)
    TQIT specific affixes (some done)
    TQIT Uniques (wip)

    Q: Are these masteries and items balanced?

    A: It is a work in progress. If people post something is too strong, I'll take a look. If it is too weak, I'll take a look. Currently, all masteries are pretty strong for the most part, although some skills will still have a cap of +4 to all skills rather than the GD standard of +10. If you find a skill like this, report it!

    Items, again, it is a work in progress. I've been tweaking damages up and down here and there on the spears and staves. 

    Q: You said spears and staves?? 

    A: Yes! Spears and staves from TQ are in GD. Unique spears and staves are in and working as well now, so you can enjoy those if you find one.

    Q: Staff attacks are included?

    A: Yup! Staff attacks (which scale on attack speed like any other weapon attack) and their effects are all ingame. Some might need work (lightning looks weird) and as an added gift, I included 5 more staff types: 
    Acid
    Aether
    Chaos
    Vitality
    and ???? 
    Find it to figure out what it is! There are 4 staff recipes that can be found! Good luck!

    Q: Crafting?

    A: Yes! I made new recipes for spears and staves, as well as included the ones from TQ for artifacts! I will probably add more later as well.

    Q: What about bows?

    A: Sorry! Engine limitation. Animations are chosen by weapon templates, and the only unused weapon templates were staves and spears. 2Handed Ranged weapon templates are occupied by rifles and crossbows, and those are just as good as bows. Not to mention, it would have probably been impossible to make bow animations look right since I cannot import TQ animations. Skills that required bows now require guns instead (2h or 1h in most cases)

    Q: What about MIs and uniques?

    A: It's something I have planned, and I have to work it out, but it's not implemented yet. Some models aren't working and I either have to omit them, or recycle assets. We will see. But yes, I want to do it. So far we do have spear and staff uniques for you to find.

    Q: TQ Armors?

    A: I don't think it's possible, as the GD character model is only a head, and the armor pieces replace body parts instead of fitting over... so I think it will look strange, buuuuuuuuut I have to check to make sure, and maybe if I can do a workaround, I will. If not... sorry. 

    I'm not sure this can be done at all, I've checked and the animations do not match up so the TQ armors will just hover in place as your character moves. If anyone wants to offer to do the work, you're more than welcome but it will be a tremendous undertaking as you will need to import to a specific version of 3dsmax that supports GD mesh files, and somehow convert them to use another animation for GD models instead of TQ. 

    Q: TQ Enemies?

    A: I am somewhat interested in doing this but it will be a huge task and it will skew the game balance quite a bit, so I think I will only include heroes and bosses IF I do it.

    Q: Factions?

    A: Again, above. I want to include a new TQ faction or something with a special trader (Parnassus satyr would be sweeeeet), but it will be hard to balance. I would probably make it so you only get faction for killing TQ heroes/bosses if I include them, but that's probably a long shot too. Only time will tell.

    Q: Have you implemented new skills? TQ only has 20 per mastery while GD has 30!

    A: Yes, many masteries have been updated and tweaked to a degree where they only vaguely resemble the original. I have tried my best to modernize these masteries and give them a solid place in GD's world, and to give them proper support with devotions and other skills/items you will find. It's an ongoing process, and most masteries will have at most 27 skills (a self imposed limitation, it is what I find to be the most comfortable) plus transmuters. 

    Q: Why is X skill different in GD? It wasn't like that in TQ!

    A: My mod, I have creative freedom here, and many skills just do not work in GD as they did in TQ due to some engine changes. Regrowth, Herbal Remedy, Heat Shield and Energy Shield specifically, are completely unuseable in the state TQ had them in. For some reason, I think Zantai said it was a targeting change in GD, these skills were completely prevented from targeting the player. Of course, this is a huge no-no, so it had to be changed. I tried to keep ALL skills at least in the same spirit of their originals, but do expect changes, just not drastic ones unless it cannot be helped. Another reason some skills are changed (why ternion has weapon damage? why lethal strike doesn't have huge pierce bonus? etc) is because again, the engine is slightly different, and the new stats are more efficient. Having 500% weapon damage instead of 100% weapon damage + 500% pierce and 400 or something physical is more logical and opens more doors for builds. Again, creative freedom. 

    Q: So what about summons? Do they use pet damage or player damage since that is a new feature in Grim Dawn?

    A: Currently, only the rogue traps and warfare ancestors scale on player damage, all other use pet damage. Most pets will show what they scale with. There are certain reasons other pets scale with one stat or the other. For example, monster lure will only be able to scale with pet stats because of a bug I found when I made it with player stats.


    Q: I have a bug, where do I report it?

    A: Are you playing Grim Quest? Post it here. Grimarillion or DAIL versions, if you are using a grim quest mastery, post the bug here if you are unsure, I'll see what I can do. If it's not my problem I'll redirect you. Don't stir the hornets nest by saying DAIL or Grimarillion or whatever is broken and stupid or whatever. Just tell me us the bug politely and be done with it, no need to be rude.