hallo, first thanks for the mod, i like it. but by any chance may i get the less cheaty version like in the images you upload here? the one with only 100% stat and level reduce? thank you..
Hello. actually set the task.. I'll have to redo all 3 mods. this is 1 2 I'm a zero in graphics, and this makes me very sad, not only in the matter of modding if/when I figure out the component icons (so that they are unique for everyone and not just this), then I’ll make a normal component mod (maybe not even a cheat mod, which is unlikely) 3 I don’t promise, but I’m thinking about replacing the mod myself (it will take some time, I don’t know how long), only the icons will be ripped off from the original
I was reading the description page and you mention the "tag not found" problem.
When I first used the Rainbow mod (found on Crate forum), I had the same issues for a lot of files when in the game. That mod used custom files in a new folder you had to create called \settings in the main \Grim Dawn folder. Apparently its a secret dev folder or something, that modders can use for custom txt files.
This happened because I was combining two mods and at the time I didn't properly understand how the txt files worked.
I had to combine it with another this other amazing mod: https://www.nexusmods.com/grimdawn/mods/84 - (take a look if you get the chance, it's a nice mod)
In my case (since they were text files), I used WinMerge program (I think Notepad++ with ComparePlusPLus plugiin also good) to compare all files and had to merge the lines properly, so I could get the benefits of both the Rainbow mod and the faction/journal mod. After the first merge, I was getting the "tag not found" issues. After some trial and errors, I was able to merge them proper and no longer got the errors. If I can remember what changes I made, I may be able to provide you some more detailed info. I'll check when I get the chance to check the files.
It's only available for English language though. So for other language it may need a lot of additional work, who knows.
Anyway, I believe your "tag not found" issue is related to one of the txt files. Also the txt folder was called \Text_EN (for English only) and if you go to that mod page, you can check the custom files and maybe compare it original game txt files. I believe one of your files just needs to be associated with one of those txt files the game uses. I just refer the mod to you, as it may give you clues to which file to edit and where to put the new modified file.
1) there is no "secret folder" there Most likely I missed the link to the name of some component of the item. (i cut's the names and descriptions of all item - just for do not use the custom localization) 2) a series of these mods is simply taking the casualness of versions 1.2.x to the point of absurdity.. Well, that's a joke for one thing. But seriously: balancing a mod with a game is a very time-consuming task by itself.
1) I may have phrased it the wrong way. I meant that people suggested creating a \settings folder in the \Grim Dawn folder to allow for custom tag files and maybe other files too (not sure on this part). It's where I placed the Rainbow mod files and the journal/faction mod files. I guess this folder was more of a develoepr folder than a secret folder. Anyway, it acts like an override folder for the tag files. Anyway, it's a great location for custom names and descriptions files for all types of in-game stuff (story elements, items, ui, etc.).
I just added a new tagName/tagDesc to the tagItem.txt file (don't recall exact name of the file) to 2 of your components, but still have 3 more to go. Doing it after I edit all the first first. =) (It's now called Bristle Fur (Special) & Dense Fur (Special) lol, I'm not good with names, so kept it simple)
2) I agree, it's a lot of work editing files and figuring out what data to change without breaking something lol. I spent like 6 hours already trying to edit 4 of the component files from your mod. Very time-consuming indeed! (plus DBR Editor kept crashing me lol. Maybe cause I had 2 DBR edit windows open? So lost progress a few times and had to save often in-between.
I was originally thinking to just edit the pet raven and remove all the rest, but decided to use them all. Though heavily edited them for balance reasons, for my specific game at least. Wer all have our own tastes right? lol
I just needed a decent boost for my future starting chars and your mod was perfect for that. Btw, I really like the raven as a pet.
I was thinking of adding it to my existing combined mod that I merged not too long ago, but going over the files, I had some questions.
I noticed the path to the \pet\1\ dbr files seem strange in the files themselves when I used Notepad++ to look into them. Example:
Also the anm_ravenstorm.dbr isn't part of the path in the file and instead has the base file named anm_raven.dbr file as the associated file. But that file has a different folder path of \pets instead of the mods \pet\1\ path. Kind of confusing for me lol.
Your Tips.txt files says to rename it to gdx3 and add the renamed arz file to the \database folder. But the folder to rename has the \records folder directly and no \database folder in it. The dbr files internally also shows \gdx3\records\pet\1\ as the path, without the \database path.
I am asking main cause I wanted to change the \gdx3 part to that of my custom mods path to integrate it for personal use. I mainly use Smash N Grab and Grim UI and a few others merged.
I hope I didn't say all that in a confusing manner, but I wanted to make sure I'm not mistaken in what I am seeing. I didn't want to take the time to change things and end up being wrong and wasting a lot time. So please let me know if I'm just looking at it incorrectly or if there really is something wrong with the file paths or file association in the dbr files. I only checked the dbr files in the \pet\1\ folder.
Thanks and sorry for the extra trouble. (I'll probably use DBR Editor (instead of Notepad++) to recheck them again tonight just in case)
Hello. you can use links to Raven's bio in the root folder of the game, but the pet itself has been changed, i.e. his skills and the fact that monsters don’t pay attention to him. I didn't use Notepad, only modding tools from the developers That's why I didn't quite understand most of the questions. I recommend the standard procedure for extracting the game to some place and using the Editor. (this is a recommendation for how I did it) By the way, if you want to create a new thing using new templates, then the templates must be placed in a pack inside the “templates” of the game itself (i.e. in the unpacked “database/templates”), otherwise the editor will not see the new templates
I simply meant that when I looked at the path to change it for my combined mod, it looked strange at the time. The path didn't match the folder structure you set up in the zip folder after I unpacked it. I'm double-checking tonight to make sure I didn't make a mistake in looking at it.
I will take a look again with DBR Editor this time and update my post here when I get a chance.
Hello. Perhaps you have difficulties for 2 reasons: 1) The editor does not like capital letters, and I probably missed the need to save paths 2 times 2) it’s even more likely that I used modified templates (i.e. I played with copies of the original - I don’t remember what’s what) this means that some (or maybe all) paths can lead to folders - which are not in the unpacked game (I created them inside the editor, and then deleted both the contents and the folders themselves).
if you need something for your mod - tell me At least I can share information (although I don’t have much of it, I’m not Wikipedia)
Thanks for the offer to share information, but I got it all merged into my mod now.
I was able to move everything to my mods \database\records folder and it didn't interfere with any other files I had in there. (I used the 5 Components Minimum version)
I did have to change 1 one line each in 2 dbr files though. Not sure regular users of the mod needs to do that or not, but I will mention it just in case.
1) I changed a line in 1 file (forget which file, but it was located inside database\records\skills\1\pet folder) from anm_raven.dbr to anm_stormraven.dbr and saved it. - The reason for the change was: there was no such file named anm_raven.dbr inside that directory folder path. But there was a file name anm_stormraven.dbr inside and I believe both are files are related to animation for the raven summons. The anm_raven.dbr file is from the base game and I believe anm_stormraven.dbr is a custom version of it. They looked the same in the DBR Editor, just the file path change I mentioned. In the game, there were no errors after I made the change. The component pet Raven moved just like the Occultist Raven summons.
Unfortunately I didn't test it before making that change, which I probably should have to see if it worked without errors. That would have given you better feedback, so maybe I'll do that tonight.
2) I also changed a line in a 2nd file that reads: mods/gdx3/records\skills\/1/pet to mods/mygdmod1/database/records/skills/1/pet - I don't think that line matters anymore, since it doesn't show up in the latest version of the DBR Editor when I used it to check the files. Or maybe it does matter, since it works for other users if they created the \gdx3 folder as instructed. I only mention it here, as that is the edit I did in the file.
I think only change #1 mattered for me, but I will test the original version properly without changes like I should have first before making changes lol. That was my fault, since I can't give you proper feedback without doing that. But all other files worked fine in the game without any issues. I attached the components to the armors and got all the effects, including the pet raven.
BUT, I don't think I will use the mod in the current state lol. Reason why? It's too OP! hehe (at least 3 components anyway. The flat damage component may or may not be OP, since it only adds dmg and nothing else. But I didn't test that one)
The summone pet component: I mean, its true the Raven pet never dies (which is fine), but it insta-kills every monster by doing 5,000+ dmg every time to ALL monsters lol. (That Raven is an END game boss! haha) That makes me the player not needing to doing anything, because pet kills everything before I can even click my mouse. What a crazy pet! hehe
The other 2 components are also OP! One give you 999 life regeneration and 1000% damage reflection. That means the monsters die by hitting me ONE time, every time lol. The other component give you the Strike skill to use as default weapon attack. At character level 1, my damage per second was over 11, 000 hehe. So basically, I can kill every monster with 1 attack each.
It's a fun mod to do testing maybe lol, but if used for regular playing, it's pretty much a GOD MODE mod, since player takes no damage and monsters die hitting player in ONE hit.
If you make a version that isn't GOD MODE, that would be awesome!
(I like the idea of your mod though, so I may just edit the pet_StormRaven.dbr file and just reduce out all the values in the Offensive fields and leave the Defensive fields alone. Or something like that, will have to compare it to the original raven file that comes with the game)
Anyway, thank you for the mod! I really love the idea of custom components and your mod gives me new ideas to try now hehe. I will Endorse your mod.
16 comments
actually set the task..
I'll have to redo all 3 mods.
this is 1
2
I'm a zero in graphics, and this makes me very sad, not only in the matter of modding
if/when I figure out the component icons (so that they are unique for everyone and not just this), then I’ll make a normal component mod (maybe not even a cheat mod, which is unlikely)
3
I don’t promise, but I’m thinking about replacing the mod myself (it will take some time, I don’t know how long), only the icons will be ripped off from the original
When I first used the Rainbow mod (found on Crate forum), I had the same issues for a lot of files when in the game. That mod used custom files in a new folder you had to create called \settings in the main \Grim Dawn folder. Apparently its a secret dev folder or something, that modders can use for custom txt files.
This happened because I was combining two mods and at the time I didn't properly understand how the txt files worked.
I had to combine it with another this other amazing mod: https://www.nexusmods.com/grimdawn/mods/84 - (take a look if you get the chance, it's a nice mod)
In my case (since they were text files), I used WinMerge program (I think Notepad++ with ComparePlusPLus plugiin also good) to compare all files and had to merge the lines properly, so I could get the benefits of both the Rainbow mod and the faction/journal mod. After the first merge, I was getting the "tag not found" issues. After some trial and errors, I was able to merge them proper and no longer got the errors. If I can remember what changes I made, I may be able to provide you some more detailed info. I'll check when I get the chance to check the files.
It's only available for English language though. So for other language it may need a lot of additional work, who knows.
Anyway, I believe your "tag not found" issue is related to one of the txt files. Also the txt folder was called \Text_EN (for English only) and if you go to that mod page, you can check the custom files and maybe compare it original game txt files. I believe one of your files just needs to be associated with one of those txt files the game uses. I just refer the mod to you, as it may give you clues to which file to edit and where to put the new modified file.
Hope some of this helps.
there is no "secret folder" there
Most likely I missed the link to the name of some component of the item.
(i cut's the names and descriptions of all item - just for do not use the custom localization)
2)
a series of these mods is simply taking the casualness of versions 1.2.x to the point of absurdity..
Well, that's a joke for one thing.
But seriously: balancing a mod with a game is a very time-consuming task
by itself.
I just added a new tagName/tagDesc to the tagItem.txt file (don't recall exact name of the file) to 2 of your components, but still have 3 more to go. Doing it after I edit all the first first. =) (It's now called Bristle Fur (Special) & Dense Fur (Special) lol, I'm not good with names, so kept it simple)
2) I agree, it's a lot of work editing files and figuring out what data to change without breaking something lol. I spent like 6 hours already trying to edit 4 of the component files from your mod. Very time-consuming indeed! (plus DBR Editor kept crashing me lol. Maybe cause I had 2 DBR edit windows open? So lost progress a few times and had to save often in-between.
I was originally thinking to just edit the pet raven and remove all the rest, but decided to use them all. Though heavily edited them for balance reasons, for my specific game at least. Wer all have our own tastes right? lol
I just needed a decent boost for my future starting chars and your mod was perfect for that. Btw, I really like the raven as a pet.
I was thinking of adding it to my existing combined mod that I merged not too long ago, but going over the files, I had some questions.
I noticed the path to the \pet\1\ dbr files seem strange in the files themselves when I used Notepad++ to look into them. Example:
Also the anm_ravenstorm.dbr isn't part of the path in the file and instead has the base file named anm_raven.dbr file as the associated file. But that file has a different folder path of \pets instead of the mods \pet\1\ path. Kind of confusing for me lol.
Your Tips.txt files says to rename it to gdx3 and add the renamed arz file to the \database folder. But the folder to rename has the \records folder directly and no \database folder in it. The dbr files internally also shows \gdx3\records\pet\1\ as the path, without the \database path.
I am asking main cause I wanted to change the \gdx3 part to that of my custom mods path to integrate it for personal use. I mainly use Smash N Grab and Grim UI and a few others merged.
I hope I didn't say all that in a confusing manner, but I wanted to make sure I'm not mistaken in what I am seeing. I didn't want to take the time to change things and end up being wrong and wasting a lot time. So please let me know if I'm just looking at it incorrectly or if there really is something wrong with the file paths or file association in the dbr files. I only checked the dbr files in the \pet\1\ folder.
Thanks and sorry for the extra trouble. (I'll probably use DBR Editor (instead of Notepad++) to recheck them again tonight just in case)
you can use links to Raven's bio in the root folder of the game, but the pet itself has been changed, i.e. his skills and the fact that monsters don’t pay attention to him.
I didn't use Notepad, only modding tools from the developers
That's why I didn't quite understand most of the questions.
I recommend the standard procedure for extracting the game to some place and using the Editor.
(this is a recommendation for how I did it)
By the way, if you want to create a new thing using new templates, then the templates must be placed in a pack inside the “templates” of the game itself (i.e. in the unpacked “database/templates”), otherwise the editor will not see the new templates
I simply meant that when I looked at the path to change it for my combined mod, it looked strange at the time. The path didn't match the folder structure you set up in the zip folder after I unpacked it. I'm double-checking tonight to make sure I didn't make a mistake in looking at it.
I will take a look again with DBR Editor this time and update my post here when I get a chance.
Perhaps you have difficulties for 2 reasons:
1) The editor does not like capital letters, and I probably missed the need to save paths 2 times
2) it’s even more likely that I used modified templates (i.e. I played with copies of the original - I don’t remember what’s what)
this means that some (or maybe all) paths can lead to folders - which are not in the unpacked game (I created them inside the editor,
and then deleted both the contents and the folders themselves).
if you need something for your mod - tell me
At least I can share information (although I don’t have much of it, I’m not Wikipedia)
Thanks for the offer to share information, but I got it all merged into my mod now.
I was able to move everything to my mods \database\records folder and it didn't interfere with any other files I had in there. (I used the 5 Components Minimum version)
I did have to change 1 one line each in 2 dbr files though. Not sure regular users of the mod needs to do that or not, but I will mention it just in case.
1) I changed a line in 1 file (forget which file, but it was located inside database\records\skills\1\pet folder) from anm_raven.dbr to anm_stormraven.dbr and saved it.
- The reason for the change was: there was no such file named anm_raven.dbr inside that directory folder path. But there was a file name anm_stormraven.dbr inside and I believe both are files are related to animation for the raven summons. The anm_raven.dbr file is from the base game and I believe anm_stormraven.dbr is a custom version of it. They looked the same in the DBR Editor, just the file path change I mentioned. In the game, there were no errors after I made the change. The component pet Raven moved just like the Occultist Raven summons.
Unfortunately I didn't test it before making that change, which I probably should have to see if it worked without errors. That would have given you better feedback, so maybe I'll do that tonight.
2) I also changed a line in a 2nd file that reads: mods/gdx3/records\skills\/1/pet to mods/mygdmod1/database/records/skills/1/pet
- I don't think that line matters anymore, since it doesn't show up in the latest version of the DBR Editor when I used it to check the files. Or maybe it does matter, since it works for other users if they created the \gdx3 folder as instructed. I only mention it here, as that is the edit I did in the file.
I think only change #1 mattered for me, but I will test the original version properly without changes like I should have first before making changes lol. That was my fault, since I can't give you proper feedback without doing that.
BUT, I don't think I will use the mod in the current state lol. Reason why? It's too OP! hehe (at least 3 components anyway. The flat damage component may or may not be OP, since it only adds dmg and nothing else. But I didn't test that one)
The summone pet component: I mean, its true the Raven pet never dies (which is fine), but it insta-kills every monster by doing 5,000+ dmg every time to ALL monsters lol. (That Raven is an END game boss! haha) That makes me the player not needing to doing anything, because pet kills everything before I can even click my mouse. What a crazy pet! hehe
The other 2 components are also OP! One give you 999 life regeneration and 1000% damage reflection. That means the monsters die by hitting me ONE time, every time lol. The other component give you the Strike skill to use as default weapon attack. At character level 1, my damage per second was over 11, 000 hehe. So basically, I can kill every monster with 1 attack each.
It's a fun mod to do testing maybe lol, but if used for regular playing, it's pretty much a GOD MODE mod, since player takes no damage and monsters die hitting player in ONE hit.
If you make a version that isn't GOD MODE, that would be awesome!
(I like the idea of your mod though, so I may just edit the pet_StormRaven.dbr file and just reduce out all the values in the Offensive fields and leave the Defensive fields alone. Or something like that, will have to compare it to the original raven file that comes with the game)
Anyway, thank you for the mod! I really love the idea of custom components and your mod gives me new ideas to try now hehe. I will Endorse your mod.