Love the mod. Only issue I have is that the colors of the items disappeared. When they drop all item colors are white like common items, and the background colors are missing. The only way to figure out if they're rare and up is to pick up the item and hover over it in inventory to finally see color in the name. Used the Rainbow Mod which helped add color when they spawn into the world, but background colors are still missing.
Just so everyone knows, the latest version of this mod update to 3.0 smokes in the new 1.2.1 update of the game and you can find it on the crate website on the mod projects page.
Hello. Could you share a link to this mod 3.0. I really liked him and I would like to go through the whole game with him, but for version 1.2+ version 2.0 of the mod with nexus breaks a lot, for example, active evasion (space), displaying color solutions in loot (the rainbow mod also does not work). If you have a version that works correctly with these two points though, I would really appreciate it.
For those wanting to update this mod. Here are some tips that may help. Not as hard as people think, just very time consuming.
You probably have to do a lot of merging of files to get it to work since there are some differences between 1.1.9.8 and 1.2 versions. I recently did that with serveral mods (Smash N Grab DefaultXP, GRIM UI Hoarder, Pet Patch, Monster Power and Run Speed) and got them to work last night. I just used Asset Manager (or AM) and DBR Editor (or DE) to do it all.
What my new custom mod means is basically, better UI windows with more inventory & stash spaces, better epic & legendary drops, more pets or pet type skills (which you can modify even more), harder & faster monsters that run faster & attack faster and all with higher monster density (more mobs) that swarm you and to top it off, faster running speed for you and your pets.
GD version 1.2.0.3 added things that I had to merge since for example, some skills from the Pet Patch mod no longer had cooldown timers or burst pet summons, etc.
While others like Run Speed mod was super easy for example, you could just use a copy of the original male & female file from base game (to replace modded file from mod) and just change run speed from 0.0 to 1.6 like the mod did or whatever the max speed it to make it compatible if needed. I did that just for the sake of it, I don't think there was any diferences, so mod may work w/o editing Those are just to give you ideas that some are easy, while others take more work.
Also, just to give you an idea. I basically used AM to first extract original game files, the gdx1 files and gdx2 files all at once. I believe this link has instructions on the proper way to setup AM for extraction to avoid mixing the extracted files with the main files.
[Note: If I knew how to make a video in Windows 7, I may be tempted to make a YT vid. If anyone knows a simple and easy program and way to do it, let me know. I may attempt it.]
In short, create a "Working" folder folder and use it as the destination for the extracted files. The Build and Source path can be your Grim Dawn location. Mine for example is, C:\GOG Games\Grim Dawn and my Working path looks like C:\GOG Games\Grim Dawn\Working and other folders once extracted look like:
The middle path is IF you used filled out the last 2 fields during AM setup to extract both gdx1 and gdx2, otherwise the \mods folder will be empty.
If I have the time, I might unpack everything and take a look. But it's a lot of work haha, I mean days (if not weeks for a newbie like me), not hours lol. I might mainly do it out of curiosity, but don't count on results anytime soon. It's mainly cause the author used the base classes and not new classes. If new classes I wouldn't even tough it yikes. But modified base clases, I may be able to find the associated files to modify and merge.
Also, someone said the author passed away some time ago, that's sad to hear. May they RIP.
Unfortunately I don't have much time atm to do that, but that link I posted has the very first step you need to do to setup Asset Manager in the cleanest way. After settings up AM, get familiar with DBR Editor by comparing some base game files vs the same but modded files.
It's what i did to learn what fields do what, though I still don't know a lot of the fields still. Also, it depends on what changes you're wanting to make, cause I'm still a noob at modding. While I can merge mods really well if they aren't too complex, some are just too time consuming to even learn for now.
Last thought, 1.2.0.4 is about to be released soon I think (or has it been already? lol). May want to see what gets changed before updating anything. It sounds like a few new factors are being added for modders.
Hey there. Is there any chance that you are looking into this mod? I've tried grimallion and path of grim dawn. They are cool but just nothing like this mod. And grimallion somehow all bloodsworn cultist AI
@Moldovacafe Hi there! Sorry for the late reply, I don't log in here much.
Sadly my modding expertise is at the most basic level. I make most changes by comparing files. But complicated stuff (especially custom made stuff) would be beyond my capabilty with my current knowledge. When I said I might look into it, it was more out of curiosity and mod size seems small enough compared to other mods to make it less daunting.
I am downloading it today and will check it out whenever I get the chance. Another issue is who to ask for permission since the author is no longer among us according some posts.
@kote9113 Hi there! Sorry for the late reply, i don't come here much these days lol.
I've never made a guide or video, but there are several of of them out there. So currently I'd need to look up guides to figure out how to even do that and what free programs I'd need lol.
Also, the crate forums is a good source. It's where a lot of the tutorials are where I learned a lot about modding. Surprisingly I got a good amount of info from titanquestfans site also, even though its for Titan Quest lol.
I'll see if I can at least find some good tutorial and video urls for you. Hoefully that will at least help? =P
I'm glad you're looking into it but permission from the OP is quite unlikely. even their discord is inactive from what I'm seeing. I think this mod is fully abandoned. but thanks for trying even if nothing came out of all this :)
It seems the mod still works, at least with 1.2.0.3 version, but a lot of the files are outdated. So while in-game some things work (including skills a lot of skills), unfortunately a lot of the texture files are not in sync and some skill bottons are missing. And since most of the files the author created are custome files and likely using custom templates, it's too complicated for me lol.
So here's what all happened so far: - After loading it up as a Custom Map, at first I had graphical glitches and tag display issues for skill trees and items. The tag issue got resolved once I found the mod that was conflicting with it. But the graphical glitches are outdated files.
- Also the mobs that can spawn when killing mods had the the same graphical issues, but otherwise function fine. In other words, the basic animations work and monster models look fine, it was just the textures that were all garbled. The monsters still attack like another other monster.
- But the mod has so many custom files, I'm guess a lot of the paths may be broken with changes in the newer Grim Dawn versions. I don't think it'll be too hard to fix, but it will likely be a huge time sink.
That's all I got for now, I may explore it a bit more when I get the change. I may contact Nexus admins and ask about the mods permissions. Also, even IF I take up the task, it'll likely takes weeks (if not months lol) to produce results. =P
@kote9113 Hello! Sorry about delay! I will try to get those urls for you this weekend.
UPDATE: (29-SEP-24) I stopped playing the game a short while after making this reply, so I completely forgot I made I posted here lol. I feel bad about about the long delay. Eventually I may get back to the game, but not sure about the modding part. The main reason I stopped playing cause I got so caught up in trying to figure things out, rather than actually playing the game and not having any fun. So I had to move on to break that obssession lol.
Anyway, I did look into it back then, but the it was too complicated and very time consuming. Meaning I spent several hours (and days) comparing files between this mod and others to get a better understanding. There was just too many files to go through. Many of which I didn't have a good understanding of. And I was also merging DOM with Smash N Grab at the same time. I was able to more or less complete that one I think. Before anyone asks, I don't have rights to those mods, so can't upload my version.
I don't know when I'll get back to Grim Dawn (plus I think there's a new expansion coming out? or was I thinking of Titan Quest? lol) and if I do get back to it, it's going to be to play the game and not modding. If I try to mod again, I feel like I'll move on from the game once again, maybe for good. Sorry folks for getting any hopes up. :(
Hello. Could you share a link to this mod 3.0. I really liked him and I would like to go through the whole game with him, but for version 1.2+ version 2.0 of the mod with nexus breaks a lot, for example, active evasion (space), displaying color solutions in loot (the rainbow mod also does not work). If you have a version that works correctly with these two points though, I would really appreciate it.
Does anyone have a working link to the GDR 3.0 beta? I've searched high and low and all the existing links are dead. The Discord is gone too.
I've been tinkering with the 2.7ish version that I have, and I've managed to fix a few things so far. I fixed the item colors issue (where all items have lost their color and won't stack anymore), there's a lot of work to be done but I'm curious if the 3.0 beta addresses some of this.
I just started learning to mod Grim Dawn and would like to see this mod saved to some degree because I really enjoyed it.
Hello. Could you share a link to this mod 3.0. I really liked him and I would like to go through the whole game with him, but for version 1.2+ version 2.0 of the mod with nexus breaks a lot, for example, active evasion (space), displaying color solutions in loot (the rainbow mod also does not work). If you have a version that works correctly with these two points though, I would really appreciate it.
Can confirm that this mod runs just peachy with version 1.1.9.8, put a couple hours into it this evening and no problems at all. Some of those skills look fun.. When that new DLC comes out though...I'm pretty sure this will break. I hope somebody will update when the time comes.
Yup, a lot of it broke in 1.2.0.3 version (p[robably from 1.2 update and up). Though a lot still works in-game. Like the Gargoyle summons still work and the active skills that changed to passive skills still work. But a lot of skill buttons are missing though and a lot of the custom textures are messed up (like the spawned monsters have garbled textures, though animations, model and combat mechanics work fine).
Unfortunately the mod doesn't work with the newest 1.2 update. Tested with a new character - dodge skill doesn't work (character stays in place) and killing monsters didn't give me any XP at all.
The no XP issue is an easy fix. The Rewards and Penalties section in the gameengine.dbr file has one line called experienceRecord, which seems to be blank. It's missing the path to the experienceequations.dbr file. Something like records/game/experienceequations.dbr or something like that. You can look at the original gameengine.dbr file for the exact path.
I got to level 10 before I stopped. A lot of the mod still works, but a lot of it is broken as far textures and in the case of skill tree, missing buttons also. The spawned monsters work and higher mobs showing up earlier work as well. The skills that have buttons work fine though. I was able to summon the Gargoyle per for instance and it defended me just fine, though its threat range is small. Likely the distanceProfile line is set to "short".
You're right the Dodge skill activates, but does nothing except have a cooldown timer I think and some sound. I don't think it'll be hard to update that part, but all the skills (or most) the mod author added seem to be custom ones that use custom templates.
So this mod likely requires a lot of effort (and time) to get it updated without some serious help sadly. :(
A wonderful mod. Works seemingly flawlessly with 1.1.9.8 after many days of playing. This overhaul of the base game masterys is excellent. It's all excellent.
So far mod is working fine, I didn't encounter any crashes or serious bugs/problems after almost 1 hour of playing...I will play more and I will see... 1.1.9.8 latest steam version.
295 comments
https://forums.crateentertainment.com/t/tutorial-use-the-archive-tool-to-uncompile-arz-and-arc/32787
You probably have to do a lot of merging of files to get it to work since there are some differences between 1.1.9.8 and 1.2 versions. I recently did that with serveral mods (Smash N Grab DefaultXP, GRIM UI Hoarder, Pet Patch, Monster Power and Run Speed) and got them to work last night. I just used Asset Manager (or AM) and DBR Editor (or DE) to do it all.
What my new custom mod means is basically, better UI windows with more inventory & stash spaces, better epic & legendary drops, more pets or pet type skills (which you can modify even more), harder & faster monsters that run faster & attack faster and all with higher monster density (more mobs) that swarm you and to top it off, faster running speed for you and your pets.
GD version 1.2.0.3 added things that I had to merge since for example, some skills from the Pet Patch mod no longer had cooldown timers or burst pet summons, etc.
While others like Run Speed mod was super easy for example, you could just use a copy of the original male & female file from base game (to replace modded file from mod) and just change run speed from 0.0 to 1.6 like the mod did or whatever the max speed it to make it compatible if needed. I did that just for the sake of it, I don't think there was any diferences, so mod may work w/o editing Those are just to give you ideas that some are easy, while others take more work.
Also, just to give you an idea. I basically used AM to first extract original game files, the gdx1 files and gdx2 files all at once. I believe this link has instructions on the proper way to setup AM for extraction to avoid mixing the extracted files with the main files.
https://forums.crateentertainment.com/t/exporting-mod-sources/109713/20
[Note: If I knew how to make a video in Windows 7, I may be tempted to make a YT vid. If anyone knows a simple and easy program and way to do it, let me know. I may attempt it.]
In short, create a "Working" folder folder and use it as the destination for the extracted files. The Build and Source path can be your Grim Dawn location. Mine for example is, C:\GOG Games\Grim Dawn and my Working path looks like C:\GOG Games\Grim Dawn\Working and other folders once extracted look like:
C:\GOG Games\Grim Dawn\Working\database\records
C:\GOG Games\Grim Dawn\Working\mods\gdx1 and C:\GOG Games\Grim Dawn\Working\mods\gdx2
C:\GOG Games\Grim Dawn\Working\resources
The middle path is IF you used filled out the last 2 fields during AM setup to extract both gdx1 and gdx2, otherwise the \mods folder will be empty.
If I have the time, I might unpack everything and take a look. But it's a lot of work haha, I mean days (if not weeks for a newbie like me), not hours lol. I might mainly do it out of curiosity, but don't count on results anytime soon. It's mainly cause the author used the base classes and not new classes. If new classes I wouldn't even tough it yikes. But modified base clases, I may be able to find the associated files to modify and merge.
Also, someone said the author passed away some time ago, that's sad to hear. May they RIP.
Unfortunately I don't have much time atm to do that, but that link I posted has the very first step you need to do to setup Asset Manager in the cleanest way. After settings up AM, get familiar with DBR Editor by comparing some base game files vs the same but modded files.
It's what i did to learn what fields do what, though I still don't know a lot of the fields still. Also, it depends on what changes you're wanting to make, cause I'm still a noob at modding. While I can merge mods really well if they aren't too complex, some are just too time consuming to even learn for now.
Last thought, 1.2.0.4 is about to be released soon I think (or has it been already? lol). May want to see what gets changed before updating anything. It sounds like a few new factors are being added for modders.
Sadly my modding expertise is at the most basic level. I make most changes by comparing files. But complicated stuff (especially custom made stuff) would be beyond my capabilty with my current knowledge. When I said I might look into it, it was more out of curiosity and mod size seems small enough compared to other mods to make it less daunting.
I am downloading it today and will check it out whenever I get the chance. Another issue is who to ask for permission since the author is no longer among us according some posts.
I've never made a guide or video, but there are several of of them out there. So currently I'd need to look up guides to figure out how to even do that and what free programs I'd need lol.
Also, the crate forums is a good source. It's where a lot of the tutorials are where I learned a lot about modding. Surprisingly I got a good amount of info from titanquestfans site also, even though its for Titan Quest lol.
I'll see if I can at least find some good tutorial and video urls for you. Hoefully that will at least help? =P
It seems the mod still works, at least with 1.2.0.3 version, but a lot of the files are outdated. So while in-game some things work (including skills a lot of skills), unfortunately a lot of the texture files are not in sync and some skill bottons are missing. And since most of the files the author created are custome files and likely using custom templates, it's too complicated for me lol.
So here's what all happened so far:
- After loading it up as a Custom Map, at first I had graphical glitches and tag display issues for skill trees and items. The tag issue got resolved once I found the mod that was conflicting with it. But the graphical glitches are outdated files.
- Also the mobs that can spawn when killing mods had the the same graphical issues, but otherwise function fine. In other words, the basic animations work and monster models look fine, it was just the textures that were all garbled. The monsters still attack like another other monster.
- But the mod has so many custom files, I'm guess a lot of the paths may be broken with changes in the newer Grim Dawn versions. I don't think it'll be too hard to fix, but it will likely be a huge time sink.
That's all I got for now, I may explore it a bit more when I get the change. I may contact Nexus admins and ask about the mods permissions. Also, even IF I take up the task, it'll likely takes weeks (if not months lol) to produce results. =P
@kote9113 Hello! Sorry about delay! I will try to get those urls for you this weekend.
UPDATE: (29-SEP-24)
I stopped playing the game a short while after making this reply, so I completely forgot I made I posted here lol. I feel bad about about the long delay. Eventually I may get back to the game, but not sure about the modding part. The main reason I stopped playing cause I got so caught up in trying to figure things out, rather than actually playing the game and not having any fun. So I had to move on to break that obssession lol.
Anyway, I did look into it back then, but the it was too complicated and very time consuming. Meaning I spent several hours (and days) comparing files between this mod and others to get a better understanding. There was just too many files to go through. Many of which I didn't have a good understanding of. And I was also merging DOM with Smash N Grab at the same time. I was able to more or less complete that one I think. Before anyone asks, I don't have rights to those mods, so can't upload my version.
I don't know when I'll get back to Grim Dawn (plus I think there's a new expansion coming out? or was I thinking of Titan Quest? lol) and if I do get back to it, it's going to be to play the game and not modding. If I try to mod again, I feel like I'll move on from the game once again, maybe for good. Sorry folks for getting any hopes up. :(
version 2.0 of the mod with nexus breaks a lot, for example, active
evasion (space), displaying color solutions in loot (the rainbow mod
also does not work). If you have a version that works correctly with
these two points though, I would really appreciate it.
I've been tinkering with the 2.7ish version that I have, and I've managed to fix a few things so far. I fixed the item colors issue (where all items have lost their color and won't stack anymore), there's a lot of work to be done but I'm curious if the 3.0 beta addresses some of this.
I just started learning to mod Grim Dawn and would like to see this mod saved to some degree because I really enjoyed it.
version 2.0 of the mod with nexus breaks a lot, for example, active
evasion (space), displaying color solutions in loot (the rainbow mod
also does not work). If you have a version that works correctly with
these two points though, I would really appreciate it.
When that new DLC comes out though...I'm pretty sure this will break. I hope somebody will update when the time comes.
Yup, a lot of it broke in 1.2.0.3 version (p[robably from 1.2 update and up). Though a lot still works in-game. Like the Gargoyle summons still work and the active skills that changed to passive skills still work. But a lot of skill buttons are missing though and a lot of the custom textures are messed up (like the spawned monsters have garbled textures, though animations, model and combat mechanics work fine).
The no XP issue is an easy fix. The Rewards and Penalties section in the gameengine.dbr file has one line called experienceRecord, which seems to be blank. It's missing the path to the experienceequations.dbr file. Something like records/game/experienceequations.dbr or something like that. You can look at the original gameengine.dbr file for the exact path.
I got to level 10 before I stopped. A lot of the mod still works, but a lot of it is broken as far textures and in the case of skill tree, missing buttons also. The spawned monsters work and higher mobs showing up earlier work as well. The skills that have buttons work fine though. I was able to summon the Gargoyle per for instance and it defended me just fine, though its threat range is small. Likely the distanceProfile line is set to "short".
You're right the Dodge skill activates, but does nothing except have a cooldown timer I think and some sound. I don't think it'll be hard to update that part, but all the skills (or most) the mod author added seem to be custom ones that use custom templates.
So this mod likely requires a lot of effort (and time) to get it updated without some serious help sadly. :(
1.1.9.8 latest steam version.