Grim Dawn
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Moordhuis

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  1. moordhuis
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    NEW UPDATED VERSIONS for v2.10:


    • Smash N Grab Awakened_2.1  
    • Optional base XP version (same settings but without the extreme XP boost)
    • Smash N Grab_SuperCharged (Totally unbalanced version! 10 points per level, 5 attribute points per level, 200 devotion)

    Hi all, 

    I have updated a new version that strips away a lot of the unnecessary fluff that crept in during the course of Smash N Grab's lifetime. This version brings the mod back to its original roots.

    The lack of regular updates on my part meant a lot of bugs and issues were not addressed and somewhere along the way I lost sight of what Smash N Grab was originally meant to be - a faster levelling experience with vastly improved loot drops.

    The awakened version should now be up to date for all expansions and updates. This version includes:


    • Faster levelling
    • Mob scaling
    • 100 devotion points
    • Increased loot drops on epics and legendaries
    • Updated stasher mod

    All other features have been removed. I have left some of the old versions available for those that still want to use but they will not be updated. 

    I truly hope this version re-captures the essence of what Smash N Grab was originally about and most importantly allows for a smooth and fun experience for you guys.

    Regards,

    Moordhuis.
  2. moordhuis
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    Hi, I just want to clear up some confusion:

    The standard awakened 2.1 version:

    •  3 points per level but you get more total points overall than the base game. The speed you level up is extreme so the points come around really fast. 
    • 100 devotion points in total but only corrupted shrines (fighting ones) give the extra points

    Sorry for any confusion.

    Moordhuis.
  3. xSmokeDawgx
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    im trying to use the super charged version of the "playerlevels.dbr" file and i am not getting 10 skill points per level. The increase in exp seems to work bu the skill points dont at all. I installed the mod correctly into the mods folder with no "double" folders as you say in other comments who reference this issue but even if i decide to change the default version i just cant seem to effect the skill points at all.
  4. sharkeyx007
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    Just did the first shrine, which was a fight one, and only got 1 devotion point from it (using the normal_xp version, but the main page says that should still be getting 2 devotion per @moordhuis)
    1. nex2002x
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      I looked at the mod files and there are 31 devotion related files. I'm guessing these are all corrupted shrines that give a total of 62 devotion points.

      I don't think that first undergound Slith cave is a corrupted shrine. So it won't give 2 devotion points. I could be wrong, but I'll double check tonight. I'm also using the DefaultXP version.
    2. sharkeyx007
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      ah! Thanks. Was thrown since it did cause a fight. I do see the updated 100 cap though, it just was that lack of points from the first shrine. Haven't gotten to another yet to check there.
    3. sharkeyx007
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      ok, it is definitely not awarding the 2 points like it should. Both the first two shrines are marked as corrupted and spawn enemies and both of them only awarded 1 devotion point.
    4. nex2002x
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      The author did say they may have missed one, but let me ask you. Did you by change merge the SnG mod with another that shares the shrine files?

      Also, I didn't get a chance to play much. I literally spent hours trying to combine 5 or 6 mods. It's a pain when the lines don't align when comparing files lol.

      Anyway, you can use the DBR Editor and see if any of the devotion shrines are set to 1 point. It's pretty fast and easy to do. The tool can be found in the game folder. I'll do a check tomorrow and now that I know how to use that tool, it shouldn't take more than a few mins.

      I'll let ya know tomorrow evening, in case you didn't find a way to check it.
    5. nex2002x
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      At first I thought maybe you were mistaking the devotion shrines for the monster totems, they sorta look alike. But when you mentioned you got 1 devotion point, I guess that threw my assumtion out the door. Monster shrines act almost exactly the same in that monsters pop out, but no devotion points are awarded.

      So I took a look at all the devotion shrine files that came with the mod and also all the ones that come with the base game, gdx1 dlc and gdx2 dlc. Here are the results.

      Smash N Grab Mod - Missing Devotion Shrines (Corrupted) are:

      devotionshrinec04.dbr - Location is: Forgotten Depths - Dermapteran Secret (Corrupted)

      This is the only file that's missing from the Smash N Grab mod, at least from the DefaultXP version. All others are set to 2 points confirmed. So not sure why your didn't get 2 points from 2 corrupted shrines. you didn't merge any mods that also use devotion shrine files right? Just checking...

       Edit: I removed the rest of the comment, since it felt like unasked for advice. Sorry about that. :)
    6. nex2002x
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      Hi again!

      Turns out I had the wrong files in the interactive folder of the mod (database\records\interactive), probably cause I was trying to merge and learn a few things. So, I was also getting 1 per for the 1st two corrupted shrines.

      Since you are using the defaultXP version, yours should be the same files as mine. So, look in the mentioned folder and see if the timestamp is 5/30/2023 for all but one file, that file should be 6/23/2023. If it doesn't have those dates, then you likely have the wrong files in there.

      But if you didn't merge any files, then I have no clue why you are getting only 1 point reward. It's an easy fix and you don't have to start over. Just add extra points to the next shrine and then change it back to 2 points for future playthroughs.
    7. sharkeyx007
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      I am using this and the Dawn of Masteries.
      I copied and renamed the database.arz and Caravaner.arc files to the Grim `Dawn/mods` top level dir as I was told was the way to be able to use 2 mods.
    8. nex2002x
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      That sounds about right for the /basemods command being added to GD shortcut.

      Is there a records\devotions folder with devotionshrine.dbr files in the DoM mod? If so, you may want to compare the two.

      I'm certaintly far from an expert lol,  but if DoM has the same files and rewards are set for 1 devotion point, maybe it's overriding the Smash Na Grab ones?

      I had something sorta similar happen, but it was when combining mods. It's in the post right below this one. It may give clues to maybe why you're having issues? I finally got mine working getting 2 dev points after I worked that out.

      Also, one other thing. Since SnG mod and Grim UI use the same "records\ui\" folder, I had to choose one to use. In my case I used Grim UI, so that meant not using the caravan.arc file also. So you may have to double check some things, just in general. The "ui" mention was just an example.
    9. sharkeyx007
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      no records dir at all in the dom dir.
      dom
      |_database
      |_resources

      and no devotions file in either of those.

      I had touched grim-ui once, but wasn't really sure if i did it correctly or not.
      Should I just delete the top level `Caravaner.arc` in the mods dir then? Or do I need to delete the ui dir from inside the SnG as well?
    10. nex2002x
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      Unless you have issues with the UI, let's forget about that part or it gets confusing since your issue is gameplay, as in devotion rewards
      points and not UI, as that is a cosmetic thing I believe.
       
      1. Are you saying that after you unpacked the dom.arz file, that there were no \database\records folders inside? If so, then it's likely way
      too complex for me to help with.
       
      I ask cause, every arz file I extracted so far using Archivetool.exe had a database folder and a resource folder (even if the latter was empty or author didn't include that folder), though some also had a source and assets folder included as well.
       
      Also, every arc file that comes with the DoM mod is needed for it to work properly or you'll break something if they are missing. Only time you
      have to dig deeper is if the two mods you're trying to make work together use the same files. One will override the other, unless you merge or choose one over the other, if merging won't solve it.
       
      To answer your question, I didn't use the caravan.arc file from SnG (I also used TexViewer to verify the images just in case), since the Grim UI mod had its own UI files and arc file and it would likely override the arc anyway or maybe cause in-game window glitches. I also wanted the larger extra stash. DoM mod already has Grim UI Hoarder 2.04 version included, the version on Nexus anyway. I just checked.
       
      What I would suggest is maybe try to unpack DoM and compare it to the SnG mod files. It may be an easy merge or it could be tricky and time consuming. At least you'll know one way or the other if it's worth trying or not, like I did lol. Even if you use it as basemod + custom game, it's still worth comparing. Knowledge if power as they say. :)

      I did copy all the Grim UI stuff to the SnG mod folders, mostly the /ui folder files. But I did have to edit the gameengine.dbr file, since Grim UI has different window sizes/positions than SnG version. So 4 lines had to be changed to reflect that. You can tell right away in-game when everything looks messed up lol.

      Bottom line, I spent a lot of hours making mistakes, getting stuck and eventually figuring it out..some of it anyway haha. A lot of the learning was made easier cause modders did the heavy lifting and left a lot of good info behind for us newbies to work with. :)
       
      I'll try to help as much as I can, but I'm limited to what Itried with the merging the 5 mods, 3 of which were pretty simple mods.
    11. Tallencor01
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      devotionshrinec04.dbr - Location is: Forgotten Depths - Dermapteran Secret (Corrupted)
      Can confirm this.
    12. nex2002x
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      So, one thing I learned recently. I found it was better to delete the original arz file and let Asset Manager build a fresh arz file using the unpacked mod folder. I think that was my main issue the first time, since I mixed in newer devotion files that had a higher date than the mod devotion files.

      I probably would have noticed it sooner if I properly looked at that log while AM updated the arz file. Since I believe AM only updates files if they have a higher date stamp than the existing ones in the original arz file. Hence why I deleted old one and let AM create new one. At least that's what it seemed like to me. (If I'm wrong, someone correct me please and thanks)
    13. sharkeyx007
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      ah, ok, so I wasn't understanding that you were saying to use that exe to uncompile the .arz file to see in the  database\records dir, since there was already a database dir present in the mod's dir.

      Extracted, and yea, still no devotions dir inside database\records\
      ... but! I did find them in database\records\interactive ? Are these the same?

      If so, I am confused though as the SNG mod only has 32 files in there, and DOM has 60...
      Do I just overwrite the DOM ones with SNG ones and don't worry about the others?

      What do I do after doing so to have it work? I assume that I need to make a new arz database file somehow?

    14. nex2002x
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      @sharkeyx007

      Hello again!

      I'm going to ask just to clarify, since I don't want you to waste your time because I gave poor advice.

      1. You just want the Corrupted shrines to give 2 devotion points correct?

      Or

      2. Are you wanting a complete merge of both DOM and SnG mods?

      To avoid wall of text for regular browsers of the comment section. Click to read full reply.

      Spoiler:  
      Show

      Your Q:
      Extracted, and yea, still no devotions dir inside database\records\
      ... but! I did find them in database\records\interactive ? Are these the same?

      My A:
      Correct, it is indeed the interactive folder. I believe the files inside are called devotionshrinexxx.dbr (where xxx is the designated letters/numbers for the individual shrine) These are indeed the files that have the reward line inside that SnG author set from 1 to 2.

      Your Q:
      If so, I am confused though as the SNG mod only has 32 files in there, and DOM has 60...
      Do I just overwrite the DOM ones with SNG ones and don't worry about the others?

      My A:
      If there are 60 devotionshrinexxx.dbr files in the DOM mod, then the reason is the author is using all 60 for their mod. But only 32 should be corrupted shrines, assuming they are the same ones used in the SnG mod. Rest should be regular shrines. Corrupted shrines are the ones that start a monster event and non-corrupted are the ones that require 1 aether crystal to be inserted to restore the shrine. The "Header" line in each file I believe should have the word "Corrupted" mentioned.

      Your Q:
      What do I do after doing so to have it work? I assume that I need to make a new arz database file somehow?

      My A:
      I'll wait to add this after I hear back from you, as it may or may not require some work. It also depends on if you set up Asset Manager or not yet.

      So technically you can indeed just copy and overwrite the DOM devotionshrine files with SnG ones. But I would check and see why the DOM author included them. You can open two windows of DBR Editor to view the file from SnG vs the file from DOM. Reason I say this is because the DOM author may have made other modifications that could affect DOM if you simply replace it.

      I wouldn't know without comparing the files from both mods. Which you can do by opening 2 windows of DBR Editor and going to the unpacked folder of each mod and selecting the appropriate devotionshrinexxx.dbr file to compare.

      I can download the DOM mod and compare, but its a huge 1.1gb DL lol. So it depends on your answer to questions 1 and 2 above if I need to DL it. :)

      After I hear your answers, I'll explain how I repacked my custom merged mod without getting any errors. Just a heads up, it will take a bit of work and patience, but at least you won't have to go through my many hours of trial and error lol. But I'm confident now about merging both arz and arc files properly.

      P.S. I haven't used Discord in a long time, but that may be an option to voice chat. I only used it to talk to some friends I played Diablo Immortal with. Though tbh, I'm a bit reluctant to use it, but it's much faster to talk through than each of us waiting days to get replies lol. Anyway, it's an option.
    15. sharkeyx007
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      much appreciate the large write-up response there @nex2002x

      Answer is #2, but #1 I think is all I need, as the other portions of SNG seem to be working fine, it was just that shrine that didn't give out the extra devotion point. If my merge works then I'm good there (which I'll need to re-unpack the .arz file to see the original version since I overwrote already), but I was not really understanding Asset Manager (started it up for first time), and didn't see a quick answer anywhere on how to make an arz file from the unpacked version to be able to go test my merge.
    16. nex2002x
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      @sharkeyx007

      I'm going to use the spoiler tags to avoid a massive wall of text for regular browsers of the comment section. Click each one to see the replies. I'll break it down by sections.

      Just pick the sections you need to help update you mod for the 2 devotion points. I added all the extra steps to help others while I'm helping you at the same time. But it may also help you confirm if you did all your own steps correctly up to that point in case you did many of the steps already.

      [Note: I'm also mainly doing this cause after I help you out, I won't be checking the Nexus forums for who knows how long. As I no longer need any mods or updates for now and Grim Dawn will likely take weeks or months of my time. This is the only way I can think of maybe helping others in the process of helping you. I'm commited to making sure your corrupted devotion shrines results in 2 dev points. :)]

      Section 1: This crate forum tutorial post has all the instructions needed to properly setup Asset Manager.
      Spoiler:  
      Show

      https://forums.crateentertainment.com/t/script-basics-modding-beginners-guide-i/37525

      1.2.3 Setting Up Asset Manager

      This above address and section is where the tutorial is that I followed to setup Asset Manager. They setup is a Steam version example. I use GOG version and have listed the paths in the Section 3 spoiler. @sharkeyx007 since you mentioned some issues with Asset Manager, I added sections 2 and 3 in case that may help identify your issue.


      Section 2: The following is how the author of the tutorial explained the paths for Asset Manager during setup.
      Spoiler:  
      Show

      Below is the example paths the author of the tutorial gave:

      For Working directory: (where the new unpacked files will be I believe)
      C:\Program Files (x86)\Steam\steamapps\common\Grim Dawn\Working\

      For Build directory: (where the original browse/source files are I believe)
      C:\Program Files (x86)\Steam\steamapps\common\Grim Dawn\

      For Tools directory: (where the Grim Dawn tools are, like ArchiveTools.exe, DBR Editor.exe, etc. that Asset Manager uses I believe)
      C:\Program Files (x86)\Steam\steamapps\common\Grim Dawn\

      Additional browse directories: (for Ashes of Malmouth (gdx1) and Fallen Gods (gdx2) expansion DLCs folders/files I believe)
      C:\Program Files (x86)\Steam\steamapps\common\Grim Dawn\gdx2\;C:\Program Files (x86)\Steam\steamapps\common\Grim Dawn\gdx1\;

      Additional sopurce directories:
      C:\Program Files (x86)\Steam\steamapps\common\Grim Dawn\Working\mods\gdx2\;C:\Program Files (x86)\Steam\steamapps\common\Grim Dawn\Working\mods\gdx1\;


      Section 3: This is how i did my Asset Manager setup and what it looks like for my GOG version of the game. And some additional Explanations.
      Spoiler:  
      Show

      So for my GOG version, here is how I setup Asset Manager:

      1) I started AssetManager.exe (located the C:\GOG Games\Grim Dawn\ folder for me)

      - I did manually create the "Working" folder inside the above mentioned folder. Its possible AM will create it for you, but I'm not gonna extract the files again just to check lol. Its 16+gb of files!

      2) I selected Work Offline per the tutorial (I don't think a user name is needed unless you are trying to use the Connect function maybe(?))

      3) I entered the following paths (you can also click the 3 dot [...] button and browse your way to your Grim Dawm install folder. This only works for the 1st three fields. Fields 4 & 5 will have to be entered manually. I also created a text file for future use, so for me I just manually copy/paste the path to each line)

      The fields look like this for me when filled:

      Working directory:   C:\GOG Games\Grim Dawn\Working\
      Build directory:        C:\GOG Games\Grim Dawn\
      Tools directory:       C:\GOG Games\Grim Dawn\
      Additional browse directories:         C:\GOG Games\Grim Dawn\gdx2\;C:\GOG Games\Grim Dawn\gdx1\;
      Additional source directories:          C:\GOG Games\Grim Dawn\Working\mods\gdx2\;C:\GOG Games\Grim Dawn\Working\mods\gdx1\;
      Additional global source directory:  (I left this blank since I have no clue what its for and couldn't find any info on it)

      [Note: The "Additional global source directory" field I think was added in the new version of AM that came with the 1.2 update. Cause I don't recall seeing that in 1.1.9.8 GOG version of AM]

      So after I extract the files using Asset Manager, the above unpacked folders contained the following:

      \Grim Dawn\Working\

      - \database\records (inside are all the unpacked folders and more subfolders with database records files (dbr files)
      - \resource\ (inside are all the unpacked folders and more subfolders with resource files (tex, qst, txt and many more file types)

      \Grim Dawn\Working\mods\gdx1\  (this is for the Ashes of Malmouth (or AoM) expansion DLC I believe)

      - \database\records (inside are all the unpacked folders and more subfolders with database records files (dbr files)
      - \resource\ (inside are all the unpacked folders and more subfolders with resource files (tex, qst, txt and many more)

      \Grim Dawn\Working\mods\gdx2\  (this is for the Fallen Gods (or FG) expansion DLC I believe)

      - \database\records (inside are all the unpacked folders and more subfolders with database records files (dbr files)
      - \resource\ (inside are all the unpacked folders and more subfolders with resource files (tex, qst, txt and many more)

      On August 29, 2023, Fangs of Asterkarn, Grim Dawn's third expansion was announced. Which will likely be the gdx3 folder.

      The reason why the tutorial author says to set it up like this, is to make a "clean" Asset Manager setup according to them. After having set it up this way for my use, I believe they are right.


      Section 4: These are the 32 dbr files you will need to edit using DBR Editor.exe file. I say edit since you said DOM mod already has these files. Otherwise I'd say copy/paste the files from the SnG mod folder. This section is mainly for @sharkeyx007 to identify the dbr files to edit.
      Spoiler:  
      Show

      devotionshrinea02.dbr (3.0 kB)
      devotionshrinea04.dbr (3.0 kB)
      devotionshrinea05.dbr (3.0 kB)
      devotionshrineb01.dbr (3.0 kB)
      devotionshrineb02.dbr (3.0 kB)
      devotionshrineb07.dbr (3.0 kB)
      devotionshrinec01.dbr (3.0 kB)
      devotionshrinec04.dbr (3.0 kB)
      devotionshrinec06.dbr (3.0 kB)
      devotionshrinec07.dbr (3.0 kB)
      devotionshrined03.dbr (3.0 kB)
      devotionshrined05.dbr (3.0 kB)
      devotionshrinee01.dbr (3.0 kB)
      devotionshrinef02.dbr (3.0 kB)
      devotionshrinef03.dbr (3.0 kB)
      devotionshrineg01.dbr (3.0 kB)
      devotionshrineg02.dbr (3.0 kB)
      devotionshrineg04.dbr (3.0 kB)
      devotionshrineg05.dbr (3.0 kB)
      devotionshrineg06.dbr (3.0 kB)
      devotionshrineg07.dbr (3.0 kB)
      devotionshrineg10.dbr (3.0 kB)
      devotionshrineg11.dbr (3.1 kB)
      devotionshrinen01.dbr (3.0 kB)
      devotionshrinen02.dbr (3.0 kB)
      devotionshrinen03.dbr (3.0 kB)
      devotionshrinen05.dbr (3.0 kB)
      devotionshrinen06.dbr (3.0 kB)
      devotionshrinen07.dbr (3.0 kB)
      devotionshrinen08.dbr (3.0 kB)
      devotionshrinen11.dbr (3.0 kB)
      devotionshrinen12.dbr (3.0 kB)

      These files should be located in the DOM\database\records\interactive\ folder I believe.

      If any of these files are missing from the DOM folder, just copy it from the SnG \interactive folder to the DOM one. But since you mentioned 60 files, its likely both Corrupted and non-Corrupted shrines were all included.

      The only file SnG mod is missing is the devotionshrinec04.dbr (3.0 kB) file. So if both mods are missing it, then you will have to copy it from the \Grim Dawn\Working\database\records\interactive folder location. Thats the games original file source that you unpacked or to wherever your "Working" folder is.

      - Just open these dbr files with DBR Editor and find the "Award" line. Then change the 1 to 2 for the Devotion Point Award line and do this for all 32 files. (I think that's the name of the line, not 100% sure since I am going off memory, but I think that section only has 1 line in it)


      Section 5: This is how I created my custom mod to merge Smash N Grab with a few other mods. Full credits to the SnG author for all the hard work to make my modding life easier and less stressful. :) (@sharkeyx007 you can skip to step 4, though it may still be worth a look for future modding)
      Spoiler:  
      Show

      1) I created a new mod folder using Asset Manager > Mods > New and called it mygdmod1

      - This step was mainly to "cleanly" merge several mods and not mix up files during the process. Which I mixed up at one point anyway lol. But luckily I always create a backup before I start. :)

      - You can skip this step and move on to step 3 if you just want to edit an exiting mod and update the file using AM. In that case -> You can just copy your unpacked mod folder to the \Working\mods\ folder location.

      - Also, by letting AM create a folder, it will also auto generate other needed folders if you decide to edit any arc files that you unpacked from any mods. This was needed for me since I edited a qst file (it's a quest file extension), which also required me to add the source files.

      2) I closed Asset Manager so I could move on to step 3. (Making changes when you have a tool open is not a good idea most times, so just playing it safe)

      3) I copied the unpacked database folder for various mods to the new mygdmod1 folder. If any mods used the same files, I would then have to pick one file and merge the info from the 2nd file to it. Don't copy the "resource" folder yet, not unless you plan to edit any of the arc files thay may come with the mod(s). (see Section 5 #7 for the reason) 

      - There are several ways to compare and merge files. Notepad++ (w/ compare plusplus), WinMerge and DBR Editor are just some of the programs used to help merge. I used DBR Editor.exe and opened 2 windows of it to help compare files.

      - For example, I compared the gameengine.dbr file from Smash N Grab with 2 other mods that also used that file. I then copied the info from the other 2 dbr files if they were missing them in the SnG dbr file. If all 3 mods used a line that had 3 different info, then I would have to choose which info to keep based on what the mod did. Thankfully I didn't need to do much of that, as that might get complicated fast.

      - Another example. I wanted to use the ui folder from Grim UI Hoarder mod instead of the SnG ui folder, since GU Hoarder mod allowed for a lot more inventory space. (rest of the mod I used and love it btw :)) In this case, the gameengine.dbr file had the 4 co-ordinates for the in-game window positions for the ui and both mods had different numbers. Since I decided to use the GU Hoarder mod, I had to replace the SnG values with those from the GUH mod. When I first didn't do that due to my lack of understanding, when in-game, my char inventory spaces were missing and I had odd graphical glitches in those spaces. I came to realize that the dbr file was trying to align with the tex file that packed in the arc file of the mod. These tex files were custom made by the mod authors. So, if the 4 co-ordinates don't match the tex file positions, then you get messed up in-game results.

      4) After I completed any editing or merging using DBR Editor, it was time to Build the arz file using Asset Manager. But first, I had to check one thing. If I already have a copy of my mod folder in the \Grim Dawn\mods\ folder location, I had to move it to another location. This was done to both as a backup and to make sure my new arz was a "clean" version.

      - I found out the hard way that Asset Manager only packs new files into the existing arz file IF the new files had dates more recent than the ones already existing in the current arz file. If the dates are older than the ones inside, then AM will ignore adding the files to the existing arz. If the arz files doesn't exist, then it ensure that AM "always" creates the new arz with ALL the files in the current working mod folder that I just finished editing/merging. This ensured that I never had to worry about mixing the older edited version of the mod folders with the new version by mistake.

      5) I started Asset Manager again > work offline > selected Mods from menu bar at the top > clicked Select and chose my newly edited mod from that list.

      6) Then I selected Build from the menu bar > Build (I believe I said that right lol)
      - I should now have a new mod folder in \Grim Dawn\mods\ folder location. In the database folder and there was now a new arz file.

      7) Now I created a resource folder in the newly created my folder and copied the needed arc file (in my case x-mod.arc) to it.
      - @sharkeyx007 in your case, you can just copy the "resource" folder to the new mod folder that AM just created.

      - In my case, I am now using Grim UI Hoarder mod ui version for inventory. So I deleted the Caravan.arc file from SnG mod and used the x-mod.arc file instead. These packed arc files contained all the files inside that defined the ui elements for all the inventory type windows in-game (bag windows, smuggler windows, merchant windows, etc.).

      8) Now I'm all set to start up Grim Dawn. I also had to choose Custom Game and select my mod from the list. Because of the changes, I had to create a new character or I risked compatibility issues. Existing characters may still work, depending on the changes you made or files you updated.


      Let me know if anything is confusing and you need claification. I was a little sleepy, so my post may have some errors or not as clear lol.
    17. sharkeyx007
      sharkeyx007
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      sorry, meant to reply to this earlier @nex2002x 

      Thanks a ton for the great info and collation of guides! That worked, and learned a good bit about editing the stuff!
    18. nex2002x
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      @sharkeyx007 Hello!

      Glad it was of help to you. We're all fans of Nexus mods and our hard working and generous mod authors. I can't even play a lot of these games without mods now lol.

      So returning even a tiny bit of that back to the community is the least I could do. :)

      Have fun with all the mods!
    19. xSmokeDawgx
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      hey @sharkeyx007 would you mind uploading your version of DoM and SnG combined to the nexus for download? I want to use both too but im new to grim dawn and its modding in general so i have no clue what to do.
  5. xSmokeDawgx
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    is there a way to use this with dawn of masteries mod?
  6. Rodman111
    Rodman111
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     A можно суперзаряженную версию для XP.
  7. kebapci
    kebapci
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    Elite or ultimate difficulty increases drop chances too? Or just the mods drop chances?
  8. sylapsis
    sylapsis
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    Supercharged not working for me. Its showing up in custom game modes, but the Skill points per level is still 3 and XP seems to be the same as normal. 
    1. moordhuis
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      Would suspect you have installed it incorrectly. Make sure you have do not have double folders in mod folder location.
    2. sylapsis
      sylapsis
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      Ah that may be it, I had 2 different mods in the Mods folder. Ill give it a go when I'm at my computer. Thanks :)
  9. zunto10711
    zunto10711
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    how to install ?
  10. IceCaps20
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    Hi moordhuis, thanks for the awesome mod.
    Just wondering if it's possible to transfer over a save to a different version of the mod (Awakened_2.1 to SuperCharged)?

    Also, modifying the skill values from 8 to 10 in playerlevels.dbr isn't working in game. Do I need to reload the mod?

     
  11. SpookRooster
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    hmm...sounds great, sounds great...ah. "Mobs will fully scale to player level in all areas so you never out level a favourite farming spot." annnnnd ruined.
    1. moordhuis
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      Because of the huge increase in XP gained, if they did not scale you would quickly run out of areas to get XP to level up with.
  12. BlastFurnace5
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    Nevermind the idiot ( me ) who somehow didn't notice clicking the wrong button.