Hello, just wondering if you could help with something.
Firstly the mod works great on its own, but I'm trying to merge this with another mod using Asset Manager. Strangely, and I've never had this problem before the latest update, whenever I build the 2 mods in Asset Manager, things go wrong in game. The UI seems to go transparent and I cannot stack items. Like scrap or any components.
Yeah, that's really weird. I haven't heard of this before.
The only thing that comes to mind is, pay close attention to what files get overwritten (if any) when you merge. It sounds to me like the gameengine.dbr file could be involved, but that's a total guess.
If you're using the latest play test version of the game, the X-Mods are not compatible at the moment, but I think that would cause the game to crash and not what you're describing, however.
I got it all sorted, and you were right, I narrowed it down and it did have something to do with that file. And after googling that it has something to do with the 1.2 update and the way it uses the gameengine.dbr file. Anyway I removed just it, and it worked.
I just wanted to ask if anything related to this mod could affect Inquisitor, Necromancer and Oathkeeper skill window UI?
Trying to troubleshoot why the skill icons/buttons are missing and Undo Class button is also missing. I'm using the latest Hoarder version. I'm also using Smash N Grab mod which I renamed to basegame.arz for using /basemods command, while using this mod for Custom Game. Skill UI window for classes 01 to 06 all work fine.
Any help or hint would be appreciated. Everything else works, great mod! :)
X-Mod Hoarder (and Strategist) do not change any class related windows.
If you're using a ui theme, there could be a conflict with other mods, however, if they made edits to the ui. Strange that it only affects the DLC classes though.
I tested the mod by itself and everything works great. So, something happened when I merged it with Smash N Grab. I think I have a better idea now and I properly setup AM to keep a seperate "Working" folder in the main game folder per a Crate forum AM tutorial post. This should keep it from mixing unpacked files with base game packed files. I'll be testing it out tonight. Crosses fingers.
Using Notepad++ and WinMerge to compare. If you know of any better tools, feel free to let me know. =P
Hopefully I can I can get SnG merged with your mod to get it working. Your mod is amazing and I love both mods, so time for some trial and error lol. If it all works out, I'd be more than happy to send a copy to you and the author of SnG mod, if that's a possibility. Assuming I can get it working haha.
I'll post an update if it works and again, thank you for the awesome more! You made the game so much more fun to play. :)
P.S. - Btw, in case anyone is wondering. Monster Power mod (more mobs), Pet Patch (more pets) & Run Speed (faster player & pet run speeds) mods and all are simple merges with this mod. Pretty much straight forward copy & paste w/o any overlaps. You do have to merge the gameengine.dbr a little bit and use AM to Build the .arz file again. Hope this helps those who want more pets and/or higher monster density. :)
(Note: For Pet Patch mod, the last 3 class (all from DCLs) are bugged right now for me, but the merge works fine for classes 1 thru 6. Currently working to fix that. If anyone else figures it out first, please post solution if you can. Thanks!)
Quick correction. I didn't use any of the UI themes, so the issues are not from your mod. I'll still post an update in case people have similar issues.
Just FYI, I am using latest Grim Dawn version 1.2.0.3 from GOG.
I got it all worked out, thank you and you were a great help! So, now I have a completed merged mod (with all 5 mods merged properly) that's working and enjoying the game all over again (with lots of hoarding =P).
I also learned a valuable lesson and that is to use DBR Editor to make changes and comparisons, instead of Notepad++ or WinMerge (both are great tools, just not as good for GD dbr editing). Makes a HUGE difference in editing .dbr files for gGrim Dawn lol. It's the right tool to display the header and everything properly.
I think that's where I messed up ending some dbr file (probably gameengine.dbr) that affected the last 3 classes skill windows. (Using 2 windows of DBR Editor helps for comparing files, suprisingly easy)
Not sure where I made the mistake, but doing it over with DBR Editor fixed everything and it had nothing to do with your mod. I wholeheartedly recommend your mod, it's a huge QoL for the game. :)
I like your Malmouth theme a lot, but decided to stick with your mod w/o any themes. It's really nice that Grim Dawn has so many modding options.
Hi, so i have both mods working but when i click custom game i am unable to use any premade heroes? is there something i did wrong or is there a work around, when i use a already made hero, the UI is working but it doesnt have Hoarder unless i custom game
The UI themes will work with the main campaign and custom games. The X-Mods will normally only work with a custom game. There is, however, a way to use them with the main campaign. See this post on how to do it: Basemods
Everything ran fine when I copied the mod to \mods folder and used the Custom Game option from main menu. Do the classes after you select the class? Or you can't even select the class?
I did run into problems with the 3 DLC classes (Inquisitor, Necromancer & Oathkeep) after I merged the Hoarder version with the Smash N Grab mod. I'm doing some troubleshooting tonight to see if I can fix that.
So I think something might have happened when you did whatever you did to make it work with main campaign. I hope you didn't merge the mod files with the main files, that might affect you future modding probably.
I did use the /basemods command argument in the GD desktop shortcut at one point and renamed the mod name to basegame.arz , but I still had the same issue with the 3 DLC classes as I mentioned above. It's an option people use to run 2 mods at the same time.
in case someone wonders why there are no default recipes at smith, the problem is the same - in the crafting_table.dbr replace , with ; (except the 1st and the last one) in the "craftingDefaultRecipes" line xD
I want to combine the mod with my private project! Grim_UI_X-Mod_Strategist_2.04 I unpacked the mod and copied the entire folder: "misc" to:D:\Steam\steamapps\common\Grim Dawn\Working\mods\My_project\source\ui\misc
Of course I didn't forget! edit all files, e.g. caravan_tabbuydisabled.tex I used the "TexViewer.exe" program, saved and rotated all files properly! Look for files and Edit:transmuter_displayslot01.dbr caravan_window.dbr character_mastertable.dbr crafting_completeitembutton.dbr
and change the file paths accordingly. Example: "ui x-mod/misc/crafting_iconblacksmithwitchgods.tex"and changed it to: ui/misc/crafting_iconblacksmithwitchgods.tex
I'm begging for help, please advise what I'm doing wrong, I spent a few days on this and nothing!
look:
It doesn't show me icons in the private Warehouse! I edited the rest normally and it works. Just all the .tex files in the "misc" folder don't appear!
To connect "Grim_UI_X-Mod_Strategist_2.04" to your Mod you must!
All files that contain paths: e.g. ui x-mod/misc/ All of them must be changed correctly! Example: "ui x-mod/misc/crafting_iconblacksmithwitchgods.tex"
Look for files and Edit: transmuter_displayslot01 caravan_window character_mastertable crafting_completeitembutton i zmień odpowiednio ścieżki w plikach.
Move all files with the name: e.g. "crafting" to a new folder: inventor. Done Paths: ui/caravan ui/character ui/transmuter ui/inventor/crafting_.tex
Example: all files containing the name caravan at the beginning: "caravan tabbuy disabled.psd" move everything to a new folder: "caravan" D:\Steam\steamapps\common\Grim Dawn\Working\mods\My_project\source\ui\caravan
Grim_UI_X-Mod_Strategist_2.04 I unpacked the mod and copied the entire folder: "misc" to: D:\Steam\steamapps\common\Grim Dawn\Working\mods\My_project\source\ui\misc
Of course I didn't forget! edit all files, e.g. caravan_tabbuydisabled.tex I used the "TexViewer.exe" program, saved and rotated all files properly!
Look for files and Edit: transmuter_displayslot01.dbr caravan_window.dbr character_mastertable.dbr crafting_completeitembutton.dbr and change the file paths accordingly. Example: "ui x-mod/misc/crafting_iconblacksmithwitchgods.tex" and changed it to: ui/misc/crafting_iconblacksmithwitchgods.tex
It doesn't show me icons in the private Warehouse! I edited the rest normally and it works. Just all the .tex files in the "misc" folder don't appear!
I found the problem by accident and solved it after a few days of agony... edit the file: "caravan_window.dbr" using the program: "Notepad++" ======================================= Search for names: PersonalBuyBitmaps,grim ui x-mod/misc/caravan_tabbuyup.tex,grim ui x-mod/misc/caravan_tabbuydown.tex,grim ui x-mod/misc/caravan_tabbuyover.tex,grim ui x-mod/misc/caravan_tabbuydisabled.tex, PersonalMoveBitmaps,ui/caravan/caravan_movecomponentsup.tex,ui/caravan/caravan_movecomponentsdown.tex,ui/caravan/caravan_movecomponentsover.tex, PersonalSortBitmaps,ui/caravan/caravan_autosortup.tex,ui/caravan/caravan_autosortdown.tex,ui/caravan/caravan_autosortover.tex, PersonalTabBitmaps,grim ui x-mod/misc/caravan_tabup.tex,grim ui x-mod/misc/caravan_tabdown.tex,grim ui x-mod/misc/caravan_tabover.tex,grim ui x-mod/misc/caravan_tabdisabled.tex,
it should look like this, just look at the original game files!: PersonalBuyBitmaps,ui/caravan/caravan_tabbuyup.tex;ui/caravan/caravan_tabbuydown.tex;ui/caravan/caravan_tabbuyover.tex;ui/caravan/caravan_tabbuydisabled.tex, PersonalMoveBitmaps,ui/caravan/caravan_movecomponentsup.tex;ui/caravan/caravan_movecomponentsdown.tex;ui/caravan/caravan_movecomponentsover.tex, PersonalSortBitmaps,ui/caravan/caravan_autosortup.tex;ui/caravan/caravan_autosortdown.tex;ui/caravan/caravan_autosortover.tex, PersonalTabBitmaps,ui/caravan/caravan_tabup.tex;ui/caravan/caravan_tabdown.tex;ui/caravan/caravan_tabover.tex;ui/caravan/caravan_tabdisabled.tex,
look carefully at the file: "caravan_window.dbr" and open it, preferably using the program: AssetManager.exe, then you will see that it is missing! lines responsible for displaying buttons.tex
This is because the paths have "," instead of ! ";". So they are entered normally but our game doesn't see them and I don't recognize them. Example: Wrong line! PersonalBuyBitmaps,grim ui x-mod/misc/caravan_tabbuyup.tex,grim ui x-mod/misc/caravan_tabbuydown.tex,grim ui x-mod/misc/caravan_tabbuyover.tex,grim ui x-mod/misc/caravan_tabbuydisabled.tex,
Don't forget to organize the files. Because if someone didn't care, there's terrible mess in the files. Move all files: caravan_tabbuydisabled.psd, caravan_tabbuydown.psd, caravan_tabbuyover.psd, caravan_tabbuyup.psd, caravan_tabdisabled.psd, caravan_tabdown.psd, caravan_tabover.psd, caravan_tabup.psd, caravan_transfertabbuydisabled.psd, caravan_transfertabbuydown.psd, caravan_transfertabbuyover.psd, caravan_transfertabbuyup.psd, caravan_transfertabdisabled.psd, caravan_transfertabdown.psd, caravan_transfertabover.psd, caravan_transfertabup.psd, caravan_windowbackgroundimage.psd
Don't forget to edit the file:"caravan_backgroundimage.dbr" This applies to this graphic: "caravan_windowbackgroundimage.psd" Look: templateName,database/templates/ingameui/bitmapsingle.tpl, FileDescription,BitmapSingle, bitmapName,ui/caravan/caravan_windowbackgroundimage.tex, bitmapPositionX,0, bitmapPositionY,0,
156 comments
Firstly the mod works great on its own, but I'm trying to merge this with another mod using Asset Manager. Strangely, and I've never had this problem before the latest update, whenever I build the 2 mods in Asset Manager, things go wrong in game. The UI seems to go transparent and I cannot stack items. Like scrap or any components.
Got any idea what that is?
The only thing that comes to mind is, pay close attention to what files get overwritten (if any) when you merge. It sounds to me like the gameengine.dbr file could be involved, but that's a total guess.
If you're using the latest play test version of the game, the X-Mods are not compatible at the moment, but I think that would cause the game to crash and not what you're describing, however.
Sorry, man...this is a head scratcher for me.
I got it all sorted, and you were right, I narrowed it down and it did have something to do with that file. And after googling that it has something to do with the 1.2 update and the way it uses the gameengine.dbr file. Anyway I removed just it, and it worked.
Strange but there we go. Thanks again.
Trying to troubleshoot why the skill icons/buttons are missing and Undo Class button is also missing. I'm using the latest Hoarder version. I'm also using Smash N Grab mod which I renamed to basegame.arz for using /basemods command, while using this mod for Custom Game. Skill UI window for classes 01 to 06 all work fine.
Any help or hint would be appreciated. Everything else works, great mod! :)
If you're using a ui theme, there could be a conflict with other mods, however, if they made edits to the ui. Strange that it only affects the DLC classes though.
Sorry...wish I was more help.
I tested the mod by itself and everything works great. So, something happened when I merged it with Smash N Grab. I think I have a better idea now and I properly setup AM to keep a seperate "Working" folder in the main game folder per a Crate forum AM tutorial post. This should keep it from mixing unpacked files with base game packed files. I'll be testing it out tonight. Crosses fingers.
Using Notepad++ and WinMerge to compare. If you know of any better tools, feel free to let me know. =P
Hopefully I can I can get SnG merged with your mod to get it working. Your mod is amazing and I love both mods, so time for some trial and error lol. If it all works out, I'd be more than happy to send a copy to you and the author of SnG mod, if that's a possibility. Assuming I can get it working haha.
I'll post an update if it works and again, thank you for the awesome more! You made the game so much more fun to play. :)
P.S. - Btw, in case anyone is wondering. Monster Power mod (more mobs), Pet Patch (more pets) & Run Speed (faster player & pet run speeds) mods and all are simple merges with this mod. Pretty much straight forward copy & paste w/o any overlaps. You do have to merge the gameengine.dbr a little bit and use AM to Build the .arz file again. Hope this helps those who want more pets and/or higher monster density. :)
(Note: For Pet Patch mod, the last 3 class (all from DCLs) are bugged right now for me, but the merge works fine for classes 1 thru 6. Currently working to fix that. If anyone else figures it out first, please post solution if you can. Thanks!)
Just FYI, I am using latest Grim Dawn version 1.2.0.3 from GOG.
I also learned a valuable lesson and that is to use DBR Editor to make changes and comparisons, instead of Notepad++ or WinMerge (both are great tools, just not as good for GD dbr editing). Makes a HUGE difference in editing .dbr files for gGrim Dawn lol. It's the right tool to display the header and everything properly.
I think that's where I messed up ending some dbr file (probably gameengine.dbr) that affected the last 3 classes skill windows. (Using 2 windows of DBR Editor helps for comparing files, suprisingly easy)
Not sure where I made the mistake, but doing it over with DBR Editor fixed everything and it had nothing to do with your mod. I wholeheartedly recommend your mod, it's a huge QoL for the game. :)
I like your Malmouth theme a lot, but decided to stick with your mod w/o any themes. It's really nice that Grim Dawn has so many modding options.
Edit: i was able to make it work in main campaing, but, some dlc classes got an "?" in their name, so, localization missing in all languages :c
I did run into problems with the 3 DLC classes (Inquisitor, Necromancer & Oathkeep) after I merged the Hoarder version with the Smash N Grab mod. I'm doing some troubleshooting tonight to see if I can fix that.
So I think something might have happened when you did whatever you did to make it work with main campaign. I hope you didn't merge the mod files with the main files, that might affect you future modding probably.
I did use the /basemods command argument in the GD desktop shortcut at one point and renamed the mod name to basegame.arz , but I still had the same issue with the 3 DLC classes as I mentioned above. It's an option people use to run 2 mods at the same time.
[REL] Grim UI
2.20
I want to combine the mod with my private project!
Grim_UI_X-Mod_Strategist_2.04 I unpacked the mod and copied the entire folder: "misc" to:D:\Steam\steamapps\common\Grim Dawn\Working\mods\My_project\source\ui\misc
Of course I didn't forget! edit all files, e.g. caravan_tabbuydisabled.tex I used the "TexViewer.exe" program, saved and rotated all files properly!
Look for files and Edit:transmuter_displayslot01.dbr
caravan_window.dbr
character_mastertable.dbr
crafting_completeitembutton.dbr
and change the file paths accordingly.
Example: "ui x-mod/misc/crafting_iconblacksmithwitchgods.tex"and changed it to: ui/misc/crafting_iconblacksmithwitchgods.tex
I'm begging for help, please advise what I'm doing wrong, I spent a few days on this and nothing!
look:
It doesn't show me icons in the private Warehouse! I edited the rest normally and it works. Just all the .tex files in the "misc" folder don't appear!
The only thing that comes to mind is, perhaps it's the template file associated with the caravan_window.dbr file. Maybe you have an older version?
I don't remember when, but Crate changed that file so that the caravan_window.dbr is where you set the path for all of the buttons now.
Other than that, all I can think of is, it's a path issue...but you seem to have that taken care of so...I'm at a loss.
EDIT:
Check the alpha channel on your images as that will cause them not to show up.
To connect "Grim_UI_X-Mod_Strategist_2.04" to your Mod you must!
All files that contain paths: e.g. ui x-mod/misc/
All of them must be changed correctly!
Example: "ui x-mod/misc/crafting_iconblacksmithwitchgods.tex"
Look for files and Edit:
transmuter_displayslot01
caravan_window
character_mastertable
crafting_completeitembutton
i zmień odpowiednio ścieżki w plikach.
Move all files with the name: e.g. "crafting" to a new folder: inventor.
Done Paths:
ui/caravan
ui/character
ui/transmuter
ui/inventor/crafting_.tex
Example: all files containing the name caravan at the beginning: "caravan tabbuy disabled.psd"
move everything to a new folder: "caravan"
D:\Steam\steamapps\common\Grim Dawn\Working\mods\My_project\source\ui\caravan
Grim_UI_X-Mod_Strategist_2.04 I unpacked the mod and copied the entire folder: "misc" to:
D:\Steam\steamapps\common\Grim Dawn\Working\mods\My_project\source\ui\misc
Of course I didn't forget! edit all files, e.g. caravan_tabbuydisabled.tex I used the "TexViewer.exe" program, saved and rotated all files properly!
Look for files and Edit:
transmuter_displayslot01.dbr
caravan_window.dbr
character_mastertable.dbr
crafting_completeitembutton.dbr
and change the file paths accordingly.
Example: "ui x-mod/misc/crafting_iconblacksmithwitchgods.tex"
and changed it to: ui/misc/crafting_iconblacksmithwitchgods.tex
It doesn't show me icons in the private Warehouse! I edited the rest normally and it works. Just all the .tex files in the "misc" folder don't appear!
I found the problem by accident and solved it after a few days of agony...
edit the file: "caravan_window.dbr" using the program: "Notepad++"
=======================================
Search for names:
PersonalBuyBitmaps,grim ui x-mod/misc/caravan_tabbuyup.tex,grim ui x-mod/misc/caravan_tabbuydown.tex,grim ui x-mod/misc/caravan_tabbuyover.tex,grim ui x-mod/misc/caravan_tabbuydisabled.tex,
PersonalMoveBitmaps,ui/caravan/caravan_movecomponentsup.tex,ui/caravan/caravan_movecomponentsdown.tex,ui/caravan/caravan_movecomponentsover.tex,
PersonalSortBitmaps,ui/caravan/caravan_autosortup.tex,ui/caravan/caravan_autosortdown.tex,ui/caravan/caravan_autosortover.tex,
PersonalTabBitmaps,grim ui x-mod/misc/caravan_tabup.tex,grim ui x-mod/misc/caravan_tabdown.tex,grim ui x-mod/misc/caravan_tabover.tex,grim ui x-mod/misc/caravan_tabdisabled.tex,
TransferBuyBitmaps,grim ui x-mod/misc/caravan_transfertabbuyup.tex,grim ui x-mod/misc/caravan_transfertabbuydown.tex,grim ui x-mod/misc/caravan_transfertabbuyover.tex,grim ui x-mod/misc/caravan_transfertabbuydisabled.tex,
TransferMoveBitmaps,ui/caravan/caravan_transfermovecomponentsup.tex,ui/caravan/caravan_transfermovecomponentsdown.tex,ui/caravan/caravan_transfermovecomponentsover.tex,
TransferSortBitmaps,ui/caravan/caravan_transferautosortup.tex,ui/caravan/caravan_transferautosortdown.tex,ui/caravan/caravan_transferautosortover.tex,
TransferTabBitmaps,grim ui x-mod/misc/caravan_transfertabup.tex,grim ui x-mod/misc/caravan_transfertabdown.tex,grim ui x-mod/misc/caravan_transfertabover.tex,grim ui x-mod/misc/caravan_transfertabdisabled.tex,
=======================================
it should look like this, just look at the original game files!:
PersonalBuyBitmaps,ui/caravan/caravan_tabbuyup.tex;ui/caravan/caravan_tabbuydown.tex;ui/caravan/caravan_tabbuyover.tex;ui/caravan/caravan_tabbuydisabled.tex,
PersonalMoveBitmaps,ui/caravan/caravan_movecomponentsup.tex;ui/caravan/caravan_movecomponentsdown.tex;ui/caravan/caravan_movecomponentsover.tex,
PersonalSortBitmaps,ui/caravan/caravan_autosortup.tex;ui/caravan/caravan_autosortdown.tex;ui/caravan/caravan_autosortover.tex,
PersonalTabBitmaps,ui/caravan/caravan_tabup.tex;ui/caravan/caravan_tabdown.tex;ui/caravan/caravan_tabover.tex;ui/caravan/caravan_tabdisabled.tex,
TransferBuyBitmaps,ui/caravan/caravan_transfertabbuyup.tex;ui/caravan/caravan_transfertabbuydown.tex;ui/caravan/caravan_transfertabbuyover.tex;ui/caravan/caravan_transfertabbuydisabled.tex,
TransferMoveBitmaps,ui/caravan/caravan_transfermovecomponentsup.tex;ui/caravan/caravan_transfermovecomponentsdown.tex;ui/caravan/caravan_transfermovecomponentsover.tex,
TransferSortBitmaps,ui/caravan/caravan_transferautosortup.tex;ui/caravan/caravan_transferautosortdown.tex;ui/caravan/caravan_transferautosortover.tex,
TransferTabBitmaps,ui/caravan/caravan_transfertabup.tex;ui/caravan/caravan_transfertabdown.tex;ui/caravan/caravan_transfertabover.tex;ui/caravan/caravan_transfertabdisabled.tex,
=======================================
look carefully at the file: "caravan_window.dbr" and open it, preferably using the program: AssetManager.exe, then you will see that it is missing! lines responsible for displaying buttons.tex
This is because the paths have "," instead of ! ";". So they are entered normally but our game doesn't see them and I don't recognize them. Example:
Wrong line! PersonalBuyBitmaps,grim ui x-mod/misc/caravan_tabbuyup.tex,grim ui x-mod/misc/caravan_tabbuydown.tex,grim ui x-mod/misc/caravan_tabbuyover.tex,grim ui x-mod/misc/caravan_tabbuydisabled.tex,
Correct line! PersonalBuyBitmaps,ui/caravan/caravan_tabbuyup.tex;ui/caravan/caravan_tabbuydown.tex;ui/caravan/caravan_tabbuyover.tex;ui/caravan/caravan_tabbuydisabled.tex,
Don't forget to organize the files. Because if someone didn't care, there's terrible mess in the files.
Move all files: caravan_tabbuydisabled.psd, caravan_tabbuydown.psd, caravan_tabbuyover.psd, caravan_tabbuyup.psd,
caravan_tabdisabled.psd, caravan_tabdown.psd, caravan_tabover.psd, caravan_tabup.psd, caravan_transfertabbuydisabled.psd,
caravan_transfertabbuydown.psd, caravan_transfertabbuyover.psd, caravan_transfertabbuyup.psd, caravan_transfertabdisabled.psd,
caravan_transfertabdown.psd, caravan_transfertabover.psd, caravan_transfertabup.psd, caravan_windowbackgroundimage.psd
Don't forget to edit the file:"caravan_backgroundimage.dbr"
This applies to this graphic: "caravan_windowbackgroundimage.psd"
Look:
templateName,database/templates/ingameui/bitmapsingle.tpl,
FileDescription,BitmapSingle,
bitmapName,ui/caravan/caravan_windowbackgroundimage.tex,
bitmapPositionX,0,
bitmapPositionY,0,
damn s#*! crap
thanx
I extracted these files but I can't make it work properly, there is always some problem! these are the files: "caravan_windowbackgroundimage.tex"
I've tried everything on the forum and the game still shows me colored squares and no interface
It sounds like you may have installed the mod incorrectly.