Grim Dawn

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Silent Snowfall

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SilentSnowfall1213

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  1. SilentSnowfall1213
    SilentSnowfall1213
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    Unfortunately due to new dlc coming out for Grim Dawn I won't be working on the mod for the foreseeable future. If this changes I will let you know.
  2. DarkDragonBane
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    Hello, really enjoying it so far, however I currently have no large inventory. The space where it usually is just a large blank space. Everything else seems to be working normally. I have completed the first quest for the first bag as well and still no inventory. It is a fresh install of grim dawn and I put the mod in the mods folder (it was already there, had crucible inside of it). The quest log says grim dusk and the new classes work.

    Edit: nvm, it takes completion of the next quest in line, no issues. Having a great time so far. Will give review once have played a bit more, so far frost zealot is great! Also question, sub zero slam does not specify it requires a default attack, so does it proc off of the spin to win?

    Gonna edit this and leave a review:

    I have now beaten the campaign on veteran hardcore as a frost zealot/soldier, took 8 hours 31 minutes, average item level of 32, level 45...final boss never even got me past 27 percent hp, barely past 50. I ended with 8073 hp, 21k dps, 142 percent run speed, 400 hp/sec before any threshold activation skills, over  1k with them, 100 percent frost resist, 85 fire, 80 lightning, 0 acid (didn't matter just healed through). I played spin to win frost zealot...regen 100 energy per second with 3.6k energy total. All my armour adsorption was at 90 and i hadn't even touched veterancy. My soldier was level 10. Honestly I don't think I needed soldier at all, just pure zealot would have carried me easily through hardcore campaign with no risk of dying. Once leveled, encase in ice is op, frozen barrier is great, and ice flow synergizes so well with soldier it is ridiculous. Every single hp regen you get from soldier is doubled. Add in frost frenzy and suddenly zealots fury makes you unkillable. Combine with passive winds of the north 25 percent decreased cold res and convert phys to cold with converter. Overall was a lot of fun, but classes are totally stronger now than before, though honestly, I am fine with that. I don't think they are zenith levels of strong, but they aren't nearly as balanced as some other mods like the titan quest classes. I haven't really tried chemist, but just looking at it it seems like a phenomenal second class for basically anything, but once again frost zealot with chemist might even beat out frost zealot with soldier. I am not too experienced with the vanilla game (I jumped into modded pretty quickly), but this was my first time completing hardcore campaign (not dlc yet). Great fun and I look forward to more classes (if you are doing them). Plz don't nerf too hard lol
    1. SilentSnowfall1213
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      Thanks for the feedback! Glad you liked the class. I will definitely be making balance changes in the future, though definitely nothing too drastic. Most likely tweaks to numbers here and there just to try and make things a little less underpowered or OP depending of the skill. I do plan on doing new classes, just life has been a train wreck recently so I haven't had a lot of spare time, but ideally I will eventually release a dozen or more new masteries.
  3. wynterknight
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    I'm trying out the Frost Zealot, and some of the animations are pretty basic but the mastery is effective and overall fun. I like Frostfall; it's really strong and Icy Trail is an interesting upgrade. 

    I noticed a weird bug with the Shards of True Ice line: I've got 20 points in the mastery bar, but I'm already able to add points into Slush Shards, which I shouldn't be able to do until I've got 25 points. I didn't pay attention earlier, so I don't know if it automatically unlocked when I first put points into Shards of True Ice, but I just wanted to let you know. 
    1. SilentSnowfall1213
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      Thanks for letting me know. I'll add it to the list of stuff to fix in the next update. Glad you are enjoying the mastery! I am by no means an animator so the animations I create will definitely remain on the basic side - but I can at least make them a bit different from the base game ones for some diversity.
  4. FARAFONOV
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    Hello!, I do not want to rush or something, but I would like to know if there will be more updates to the mod, or will the mod be dropped?
    1. SilentSnowfall1213
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      Sorry for the late reply. The mod has not been abandoned, but real life got really crazy for me. I do plan to continue working on it in the future, but have had to put in on hiatus for the time being. I still have plenty of ideas I hope to implement and share with everyone :)
    2. FARAFONOV
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      Thank you very much for the reply, I was just worried if the mod was abandoned, as the tendency for Grim Dawn mods to close after a couple of updates.
  5. wynterknight
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    DE Cabalist is my favorite build to play, so I was excited to try out your changes. I just hit the Flooded Passage and level 14 and figured I'd let you know my thoughts so far. I think I've currently got 4 points in each of Drain Essence and Hungering Reach, 3 points in the conversion node, and 2 points in each of Solael's Witchfire and Spectral Binding. 

    Original DE is imo initially too weak and too slow to power up (it's borderline useless until you've dumped a bunch of points into it), but your version was immediately effective and useful with just a single point, which was awesome. Adding % weapon damage to it is perfect and I'm super happy to see it added here (I don't need to wait to farm for my night herald!). Having said that, though, it actually feels TOO strong--I'm absolutely melting everything and I literally haven't used a single health potion so far, even against normally tough bosses lol. The increased range also feels like it's a little too much this early; I'm killing things offscreen almost before I even realize they're there, and it's trivializing a number of fights because monsters can't attack me back even with ranged attacks because of rocks and walls and stuff that block them but don't block DE. On the one hand it's kind of funny, but it also feels a little cheap. I love having more range than the original DE, but maybe if it gradually increased every few ranks in Hungering Reach or something instead, so it felt earned instead of overpowered?

    I'm looking forward to seeing how the revised Blood of Dreeg and Siphon Souls work in play; I'm nervous about losing the burst healing, but I also love a good damage+debuff aura. Other changes look good so far - I love the crazy big inventory, and the two new masteries look cool. I'm definitely seeing a bunch of stuff drop with modifiers for them, and I've already thrown a few into my stash to play with them next. Any chance you could add hairstyle cosmetics and dynamite to the Devil's Crossing merchant? :p
    1. SilentSnowfall1213
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      Thanks for the feedback! Believe or not, Drain Essence was actually WAY stronger when I initially released the mod, but I quickly nerfed it realizing how broken it was. That being said, it's definitely still on the stronger side, though I prefer it being too strong to too weak. So unfortunately, the way the mod editor is set up, the only way I can adjust the range of the skill is on the base skill, and it's a flat value that I can't make scale with rank. Otherwise I would totally do what you suggest on making it scale. Perhaps I could tone it down a few meters, so that it is still a bit longer than the base game range, but not quite so long. As for adding cosmetics, I have no clue how to do that lol, but I can definitely research it when I get the chance. Adding dynamite to a merchant in Devil's Crossing shouldn't be too difficult in theory, I just need to find the relevant files and make the edit. I'll definitely try to include that in the next update!
  6. vukb
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    It's the only mod I am running, but I often encounter items with missing pre/suffixes. Just a heads-up. :)
    1. SilentSnowfall1213
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      Huh, could you give me an example of an item missing an affix? Like the exact text on the item or a screenshot? Like is it saying "tag not found?" It might be a bad interaction with the recent GD update I'll have to check it out. I'm taking a bit of a break from modding for the holidays but I can definitely try to squash some bugs.
    2. vukb
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    3. SilentSnowfall1213
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      Thanks for the screenshot. I looked over the files and I don't see anything wrong with them. Based on the image, perhaps for some reason your version of the mod has something wrong with it? I don't see my usual "Grim Dusk Version" where the "Active Quest" log is. I would try replacing the mod with a fresh copy of the most recent version and see if it fixes anything.
  7. Nalijebevol
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    Thank you for yor great mod! You can tell you put a lot of hard work into this. Any chance you could make a seperate file for stash and inventory please?
    1. SilentSnowfall1213
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      I currently don't have the means to split up the inventory from the mod, as I integrated it directly with my mod. However, the improved stash and inventory is all thanks to fellow modder JMD, and his mod can be downloaded at https://www.nexusmods.com/grimdawn/mods/77 along with other features and textures. His mod can be just the increased stash and inventory without any direct gameplay changes. Glad you like the mod!
  8. Kyphius
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    just started playing with this mod (also kinda new to base game grim dawn too lol but i like having stash storage space as i'm a hoarder in loot games lol) 

    what's good build with the new added mastery in this mod?  (i'm using shaman and chemist rn but dk how well that synergizes) .  i like to summon stuff (but have always played as necro in these games)
    1. SilentSnowfall1213
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      Chemist has a lot of passives, so it can go fairly well with anything, though I'm afraid none of the changes I've made so far have been related to pets. If you're interested in a good pet-based class, Occultist and Necromancer are two of the main big ones, with Shaman and also having a neat pet. There are also some really other great mods such as Diablo 3, Grim Quest, and others that introduce new masteries, many with pets. Grimarillion combines multiple mastery mods and includes the larger stash that you like, and I recommend that one a lot. Grim Dawn is a great game, so I hope you enjoy your time playing it, with or without my mod! (Note: Only one mod can be active at a time, and shared stash is unique to each mod).
    2. Kyphius
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      thanks for the reply & mod! 

      I'm brand new to game but have always like mods in that it can extend qol . thanks for mentioning the latter part too about only 1 mod active at a time.  i much rather just stick to yours for now since new but i've definitely been hooked on the game and love the extra stash since i'm a hoarder lol

      appreciate the info too on class. i checked youtube too on class builds but most geared towards level 100 lol.  so was confusing.  think i just have to experiment. 

      EDIT: just curious but is rainbow filter in this mod too? 'cause i installed but now i'm seeing "weapon not found" under some items 
  9. ChaosMagick93
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    Absolutely loving this mod. The chemist has been fun, I just got to Homestead and haven't had any trouble. lots of ways to buff resistances (and slightly nerf depending on abilities) so plenty to consider. Chemical Cloud and now the nuke has been my go to so far and haven't noticed any issues!
    1. SilentSnowfall1213
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      Glad you're having fun and it's good to hear you aren't having any issues! There will be more new masteries in the future!
  10. KorvinTime
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    Интересный мод. Новый взгляд на старые классы и баланс. С удовольствием играл и жду продолжения работы над модом. )

    Из пожеланий хочу выделить:
    стоит уменьшить визуальное отображение льдинок у нового класса, когда работает способность на радиус. Или сдеть их более прозрачными, или уменьшить размер, сохранив количество. 
    1. Tallencor01
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      Translated to Eng
      Interesting mod. A new take on old classes and balance. I enjoyed playing and look forward to continuing to work on the mod. )From the wishes I want to highlight:it is worth reducing the visual display of ice floes for the new class when the radius ability works. Either make them more transparent, or reduce the size while maintaining the quantity.
  11. momovsmomo
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    Realy good mod. I realy enjoy playing new classes and those realy have some nice gameplay to it. is it possible tho to get a normal inventory?
    I dont like that massive inventory and its bit weird to see the top 10% of the inventory just being gone :p
    1. SilentSnowfall1213
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      That might be something I can do in a future update, as an alternate download option. At the moment, I have the Grim-UI X-Mod integrated with my main mod to make the inventory expansion changes. I'm not the most adept at modding yet, so un-merging for a normal inventory version might take me a bit to figure out, but if I do I will definitely include an option for it for players to choose from!