Version 1.5.4 Maximum and Medium (I did not try the minimum version) causes "TagNotFound" errors on almost everything in the game. I reverted back to version 1.5.1 and it seems to be working just fine.
This is on a clean install with new characters. No other mods being used.
hi need more details: 1) language (this is the main thing) 2) where exactly (in the menu at Cory's or in the game itself) (secondary)
I have this problem: Most of them European languages are structurally similar, and I can +/- figure out where the error is. Asian languages are a mystery to me, and there I have to rely only on intuition and line count..
as I understand, the Corry menu itself is displayed correctly? in fact, I'm at a loss as to what is the reason for all this.. if the tags in the game itself are acting up, then it's probably because of a mismatch of the game version and the mod (rebuilt based on gog version 1.2.1.5a) which is strange..
so far I have only 2 options for advice: 1) clean the folder "C:\Users\%UserName%\Documents\My Games\Grim Dawn\save\" by deleting the folder "cheater crest" and re-enter the game 2) if this does not help - clean the "save" folder again, and in the mod's resource folder "%Path to the game folder%\Grim Dawn\mods\cheater crest\resources" - delete all language files (starting with "text_") except "text_en.arc"
if this does not help - unfortunately, I have nothing else to offer.
Ok, I figured out my problem. Entirely my fault for not checking in the first place.
I was running your mod as a "hard mod". Dumping all the files into the base mods folder in grim dawn. Renaming your .arz file to "database" and running the argument "/basemods" at launch. This works with your 1.5.1 version just fine, but your 1.5.4 version will not. Hence the errors I was getting. I ran your 1.5.4 mod normally through the custom game mode and it works flawlessly.
hi game version 1.2.1.5 mod works, but I don't like the duplication of enemy Heroes.. but they have different loot. I don't know when the next version will be but imo, as for a major (DLC for example) update everything should work
YUP PLEASE DISREGARD THIS POST CAUSED BY MY STUPIDITY. I should have simple checked the images and took the hint that KORY was the one providing the crest on this one.
hi I can hide a comment only by complaining about it I don't like complaining, especially since in my opinion there is nothing to complain about. most likely you need to edit your comment.
Would there be away to change this to a relic rather than a medal? A number of sets use medals so it would be cool to slide that over to the relilc slot. The mod is great! Thanks for putting this together!
hi in this question I am stopped by the mechanics, which do not allow to make a set from a relic (so that the thing has two skills). although the developers wrote in the patch-note about expanding the skills on the thing, but in the unpacked "templates" in "itemskillaugment.tpl" i did not see any changes (maybe they concern only class skills) but I have not experimented yet. I do not want to choose between ambidexterity and debuff
hi to be honest, i don't know how vortex works. try to install manually by downloading 1 of the mods to your computer. then you need to unpack from the 7zip archive (using a free archiver) into the "mods" folder inside the "Grim Dawn" folder. Next, as usual, with mods: go to the game, in the main menu select "Custom game", a window with a choice of map will appear on the right (for example: cheater crest ~ world001.map). create a character for the custom game and start playing.
I've tried a manual install and using Vortex but nothing appears from either NPC, is it safe to say this mod is now outdated and doesn't work or am I doing something wrong?
hi everything works for me if I drop the mod folder (unpack it from the 7.zip archive) at %path to game folder%\Grim Dawn\mods\
can you give more details about your problem? game version (not important, I think, before the story update) installation method (shouldn't be anything exotic either) user company -> cheater crest?
if you fix the bridge to the Arkovian foothills, then Chester loses his speech (this is due to the mechanics of the game, he goes from the NPC class to the Monster class, this class does not support conversations) go to Kuldo (2nd rift from Devil's Crossing towards Burrwitch, after leaving the rift - go left until you go up to the Rover camp) will not take much time, he has exactly the same options..
It seems that this didn't work. I unzipped both files, copied the files into the folders without replacing. The only file that exists in both mods is the Conversations.arc and, unfortunately, if you don't replace that file, it doesn't give the ability to speak to Chester and the DoM modset breaks, as well.
If anyone figures this out, that would be amazing!
in general, in order for it to work you need to: 1) unpack the game using AssetManager 2) unpack Medal Only completely (maybe excluding unnecessary language files) using ArchiveTool %path to file% -database (for .ARZ) or -extract (for .ARC) %path to result% 3)if you want to translate the mod into your language in the same way unpack "conversations.arc" from "%path to \dom\resources\" and "Text_EN.arc" (for translation I recommend using Google Translate, because it saves indents, which is important) 3) copy or move the "database" folder from Medal Only to DoM 5) create a "source" folder in the DoM mod folder 6) copy or move the "conversations" folder from Medal Only (and optionally the language one, starts with "Text_"you lang"") to the folder "source" in the DoM mod folder 7) if you have translated correctly, the structure of the "Text_" folder should be as follows: dom folder with mod files and npc_dcguard_idle_02.txt 8) open AssetManager, go to the "Mod" tab and select "dom" 9) in the "Sources" menu, select "conversations" and on the right, right-click on "npc_dcguard_idle_02.cnv", "Auto-Create Asset" the same should be done with the language folder, you can select all the files in the subfolder, RMB->"Auto-Create Asset" and do not forget about "npc_dcguard_idle_02.txt" 10) at the bottom of the left window, go to the "Assets" tab RMB on "conversations" -> Build (exactly the same with the language folder) 11) at the bottom, go to the tab "Database"->RMB on "records" -> Build optional 12) clean DoM folder from unpacked files
that's it, tested on DoM 1.6.0a
P.S. I forgot to say again: conversations "npc_grimmest_01" and "npc_token.cnv", you will have to translate them yourself (by unpacking the "conversations" archive from DoM)
i.e. first create .txt files in the folder with your language, naming them "npc_grimmest_01.txt" and "npc_token.txt" respectively.
then open these conversations (you can open them one by one, so as not to get confused) using the editor from the root game package, look at the structure. you need to observe vertical indents + also skip lines with links. using the token as an example:
Trader So you got some unique items to trade? ^cTurn unique items into tokens Turn in epic items. ^r Will also take equipped items! Anything else? Yes.
No, thank you. Turn in legendary items.^r Will also take equipped items!
Goodbye
you need to translate in exactly this order so that the lines of your translation match the lines of conversation
after killing the commandant, Chester disappears from his position, and appears only when marching to Malmouth, but without dialogue. for this dialogue is duplicated by Kuldo, in the camp of the Rovers, near the crossroads in Wightmare (left of portal).
89 comments
This is on a clean install with new characters. No other mods being used.
need more details:
1) language (this is the main thing)
2) where exactly (in the menu at Cory's or in the game itself) (secondary)
I have this problem: Most of them European languages are structurally similar, and I can +/- figure out where the error is.
Asian languages are a mystery to me, and there I have to rely only on intuition and line count..
Weapons, armors, skills, mastery menu (except the bottom two Necromancer and Oathkeeper do not show this error)
I did not check all the things in the game. The cheat crest does not have this error, but the cheat medal does have this error.
https://imghost.net/YGd56pK41kVhdh7 (auto delete after 3 days)
can you post your screenshot so it's clearer what you're talking about?
https://imghost.net/pXZX6P8h49iSqmh
https://imghost.net/g257JQgpQcNabjA
https://imghost.net/Me09E9S5XLArKs8
https://imghost.net/tRf3yww9PBeQKSq
https://imghost.net/gIHcX7lgxxEgdqL
https://imghost.net/en/O6XrI2IxGRDjgCf
https://imghost.net/xZO6xeBPaJSMOJW
in fact, I'm at a loss as to what is the reason for all this..
if the tags in the game itself are acting up, then it's probably because of a mismatch
of the game version and the mod (rebuilt based on gog version 1.2.1.5a)
which is strange..
so far I have only 2 options for advice:
1) clean the folder "C:\Users\%UserName%\Documents\My Games\Grim Dawn\save\" by deleting the folder "cheater crest"
and re-enter the game
2) if this does not help - clean the "save" folder again, and in the mod's resource folder
"%Path to the game folder%\Grim Dawn\mods\cheater crest\resources" - delete all language files
(starting with "text_") except "text_en.arc"
if this does not help - unfortunately, I have nothing else to offer.
Will try your suggestions when I get to my computer and see what happens.
Thank you again for your time.
I was running your mod as a "hard mod". Dumping all the files into the base mods folder in grim dawn. Renaming your .arz file to "database" and running the argument "/basemods" at launch. This works with your 1.5.1 version just fine, but your 1.5.4 version will not. Hence the errors I was getting. I ran your 1.5.4 mod normally through the custom game mode and it works flawlessly.
game version 1.2.1.5
mod works, but I don't like the duplication of enemy Heroes.. but they have different loot.
I don't know when the next version will be
but imo, as for a major (DLC for example) update
everything should work
I can hide a comment only by complaining about it
I don't like complaining, especially since in my opinion there is nothing to complain about.
most likely you need to edit your comment.
in this question I am stopped by the mechanics, which do not allow to make a set from a relic (so that the thing has two skills).
although the developers wrote in the patch-note about expanding the skills on the thing, but in the unpacked "templates" in "itemskillaugment.tpl"
i did not see any changes (maybe they concern only class skills) but I have not experimented yet.
I do not want to choose between ambidexterity and debuff
I finally made a version with a relic,
thanks for reminding me of the idea
to be honest, i don't know how vortex works.
try to install manually by downloading 1 of the mods to your computer.
then you need to unpack from the 7zip archive (using a free archiver) into the "mods" folder inside the "Grim Dawn" folder.
Next, as usual, with mods:
go to the game, in the main menu select "Custom game", a window with a choice of map will appear on the right (for example: cheater crest ~ world001.map). create a character for the custom game and start playing.
can you give more details about your problem?
game version
installation method/path to installation
user company -> cheater crest?
everything works for me if I drop the mod folder (unpack it from the 7.zip archive)
at %path to game folder%\Grim Dawn\mods\
can you give more details about your problem?
game version (not important, I think, before the story update)
installation method (shouldn't be anything exotic either)
user company -> cheater crest?
(this is due to the mechanics of the game, he goes from the NPC class to the Monster class, this class does not support conversations)
go to Kuldo (2nd rift from Devil's Crossing towards Burrwitch, after leaving the rift - go left until you go up to the Rover camp)
will not take much time, he has exactly the same options..
If anyone figures this out, that would be amazing!
in general, in order for it to work
you need to:
1) unpack the game using AssetManager
2) unpack Medal Only completely (maybe excluding unnecessary language files)
using ArchiveTool %path to file% -database (for .ARZ) or -extract (for .ARC) %path to result%
3)if you want to translate the mod
into your language in the same way unpack "conversations.arc" from "%path to \dom\resources\" and "Text_EN.arc" (for translation I recommend using Google Translate, because it saves indents, which is important)
3) copy or move the "database" folder from Medal Only to DoM
5) create a "source" folder in the DoM mod folder
6) copy or move the "conversations" folder from Medal Only (and optionally the language one, starts with "Text_"you lang"") to the folder "source" in the DoM mod folder
7) if you have translated correctly, the structure of the "Text_" folder should be as follows:
dom folder with mod files and npc_dcguard_idle_02.txt
8) open AssetManager, go to the "Mod" tab and select "dom"
9) in the "Sources" menu, select "conversations" and on the right, right-click on "npc_dcguard_idle_02.cnv", "Auto-Create Asset"
the same should be done with the language folder, you can select all the files in the subfolder, RMB->"Auto-Create Asset" and do not forget about "npc_dcguard_idle_02.txt"
10) at the bottom of the left window, go to the "Assets" tab RMB on "conversations" -> Build (exactly the same with the language folder)
11) at the bottom, go to the tab "Database"->RMB on "records" -> Build
optional 12) clean DoM folder from unpacked files
that's it, tested on DoM 1.6.0a
P.S.
I forgot to say again:
conversations "npc_grimmest_01" and "npc_token.cnv", you will have to translate them yourself
(by unpacking the "conversations" archive from DoM)
i.e. first create .txt files in the folder with your language, naming them "npc_grimmest_01.txt" and "npc_token.txt" respectively.
then open these conversations (you can open them one by one, so as not to get confused) using the editor from the root game package, look at the structure.
you need to observe vertical indents + also skip lines with links. using the token as an example:
Trader
So you got some unique items to trade? ^cTurn unique items into tokens
Turn in epic items. ^r Will also take equipped items!
Anything else?
Yes.
No, thank you.
Turn in legendary items.^r Will also take equipped items!
Goodbye
you need to translate in exactly this order
so that the lines of your translation match the lines of conversation
Need more details.
after killing the commandant, Chester disappears from his position,
and appears only when marching to Malmouth, but without dialogue.
for this dialogue is duplicated by Kuldo,
in the camp of the Rovers, near the crossroads in Wightmare (left of portal).