I'm not sure as I have not tested anything with the play test versions. I can say it's compatible with the 1.2.1.5 version. You can always try it and see what happens though.
I have zero experience with Vortex so, I'm no help there.
Manual Installation: • Copy the "X-Mod-[version]" folder to "...Grim Dawn\mods" and then start a "Custom Game". • To use a UI theme, copy the "X-Mod.arc" from the corresponding folder to "...X-Mod-[version]\resources".
Could you please make it works with Smash n Grab also? I'm using Dawn of Masteries with Smah n Grab at the same time, but with Smash, it looks buggy: https://imgur.com/fA9uwjU Skills page works well, and all others except the inventory.
I've merged DOM, Smash N Grab and Grim UI together ( and some other mods too), with my own modifications added to make the game even harder and more fun for me. It just takes some investment in time.
The game comes with the tools needed to edit the files that comes with these mods. And you have programs like GIMP, WinMerge, Notepad++ to make edits to dbr files or image files, etc. I always wanted to play summoner classes, so I modded more pets/skills for the summon type classes and of course made the game equally harder to balance it out. Typically more stats for monsters, we well as more spawns or as much as my system can handle lol.
In you case, just follow a few YouTube tutorials and spend a few hours to merge them. It'll give you experience to do them yourself in the future. A lot of mods get outdated cause the game dev releases a patch or a new DLC comes out and sometimes the mod authors have moved on from the game, so the mods get outdated. So knowing how to update or merge it yourself is very handy.
In a game like Grim Dawn, where the playtime can be in the 1000s of hours, it's worth it.
I ran into a problem and currently trying to troubleshoot it. It's a fresh install of GOG version 1.2.1.2 after uninstalling 1.2.0.3 version.
Spoiler:
Show
1. Is there any chance something in this mod could cause the class08 (Necromancer) and class09 (Inquisitor, I think, seems to be Oathkeeper) to lose their icons in the Mastery skill window?
I did merge Grim UI with Smash N Grab, latest version of both. I removed their UI folder from theirs and added yours to it and any other folders yours came with. I believe they only had the UI folder that was a direct conflict. Also, caravan and inventory windows worked w/o any issues. Class01 thru Class07 also worked w/o any issues.
Note: The previous version I merged was also Grim UI and Smash N Grab, but for GOG version 1.2.0.3 and everything worked just fine for all classes.
Update 1: Ok, it seems I may have answered my own questions a few comments down and will try that. So ignore this question. I'll leave the comment up instead of deleting it and come back to update it soon, so others who run across this may reference it as a solution once I test it out in the next day or two.
Update 2: [RESOLVED] See the replies below this post.
As I had mentioned previously, nothing in Grim UI will cause your issue(s).
Reading back through your previous post, it seems as though you're having an issue with the file compare when using WinMerge. I use the same program when updating the X-Mods. Here is what I do to avoid that issue, using the gameengine.dbr file as my example:
1. Extract the database(s) and templates after an official update. 2. Open the new gameengine.dbr file in the Asset Manager and save it without making any edits. This will reset the file's template, which is crucial when comparing, otherwise WinMerge will show a ton of differences. 3. Compare the new gameengine.dbr with the old using WinMerge.
I always us the Asset Manager to edit files, as it's easier for me.
I did indeed load a new gameengine.dbr (and the male01/female01.dbr files just in case) and saved the file w/o editing. Then copied over the changes from the old file to the new one with AM & DRB Editor.
I guess when I stopped playing for 1/2 a year, I forgot what all I did. I plan to document the "issues", along with the solutions a text file for future reference from now. This way, I don't overlook these simple steps to resolving updates for mods after any GD updates from the Devs that changes any files.
@JMD928 Thanks again for the help! I don't expect to make any posts regarding this issue in the future...well, at least not for 10 years, when I'll probably forget where I left the solution files lol. :)
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
• X-Mods Hoarder and Strategist - Fixed the game crashing when opening the character window to view a newly picked up item with the "Interface" option "New Item Highlight" enabled.
• X-Mods Hoarder and Strategist - The game will crash when using an X-Mod and you open the character window to view a newly picked up item. Not sure why but, it has something to do with the “New Item Highlight” in the “Interface” tab. Disable this option for the time being.
177 comments
Does the Malmouth UI change the entire UI in grim dawn, from inventory to NPC, stash etc?
Also, will this be updated for new expansion? because there are new UI elements coming
Yes, I will be adding or updating anything related to the expansion.
Manual Installation:
• Copy the "X-Mod-[version]" folder to "...Grim Dawn\mods" and then start a "Custom Game".
• To use a UI theme, copy the "X-Mod.arc" from the corresponding folder to "...X-Mod-[version]\resources".
First of all thanks for the addon!
Could you please make it works with Smash n Grab also?
I'm using Dawn of Masteries with Smah n Grab at the same time, but with Smash, it looks buggy: https://imgur.com/fA9uwjU
Skills page works well, and all others except the inventory.
I've merged DOM, Smash N Grab and Grim UI together ( and some other mods too), with my own modifications added to make the game even harder and more fun for me. It just takes some investment in time.
The game comes with the tools needed to edit the files that comes with these mods. And you have programs like GIMP, WinMerge, Notepad++ to make edits to dbr files or image files, etc. I always wanted to play summoner classes, so I modded more pets/skills for the summon type classes and of course made the game equally harder to balance it out. Typically more stats for monsters, we well as more spawns or as much as my system can handle lol.
In you case, just follow a few YouTube tutorials and spend a few hours to merge them. It'll give you experience to do them yourself in the future. A lot of mods get outdated cause the game dev releases a patch or a new DLC comes out and sometimes the mod authors have moved on from the game, so the mods get outdated. So knowing how to update or merge it yourself is very handy.
In a game like Grim Dawn, where the playtime can be in the 1000s of hours, it's worth it.
Hello!
I ran into a problem and currently trying to troubleshoot it. It's a fresh install of GOG version 1.2.1.2 after uninstalling 1.2.0.3 version.
Inquisitor, I think,seems to be Oathkeeper) to lose their icons in the Mastery skill window?I did merge Grim UI with Smash N Grab, latest version of both. I removed their UI folder from theirs and added yours to it and any other folders yours came with. I believe they only had the UI folder that was a direct conflict. Also, caravan and inventory windows worked w/o any issues. Class01 thru Class07 also worked w/o any issues.
Note: The previous version I merged was also Grim UI and Smash N Grab, but for GOG version 1.2.0.3 and everything worked just fine for all classes.
Update 1:
Ok, it seems I may have answered my own questions a few comments down and will try that. So ignore this question. I'll leave the comment up instead of deleting it and come back to update it soon, so others who run across this may reference it as a solution once I test it out in the next day or two.
Update 2: [RESOLVED]
See the replies below this post.
Reading back through your previous post, it seems as though you're having an issue with the file compare when using WinMerge. I use the same program when updating the X-Mods. Here is what I do to avoid that issue, using the gameengine.dbr file as my example:
1. Extract the database(s) and templates after an official update.
2. Open the new gameengine.dbr file in the Asset Manager and save it without making any edits. This will reset the file's template, which is crucial when comparing, otherwise WinMerge will show a ton of differences.
3. Compare the new gameengine.dbr with the old using WinMerge.
I always us the Asset Manager to edit files, as it's easier for me.
Hope some of this helps!
I did indeed load a new gameengine.dbr (and the male01/female01.dbr files just in case) and saved the file w/o editing. Then copied over the changes from the old file to the new one with AM & DRB Editor.
I guess when I stopped playing for 1/2 a year, I forgot what all I did. I plan to document the "issues", along with the solutions a text file for future reference from now. This way, I don't overlook these simple steps to resolving updates for mods after any GD updates from the Devs that changes any files.
@JMD928 Thanks again for the help! I don't expect to make any posts regarding this issue in the future...well, at least not for 10 years, when I'll probably forget where I left the solution files lol. :)
LOL Yeah, I forget things quite often myself, so don't feel bad. It's just another awesome non-perk of aging!
- Fixed the game crashing when opening the character window to view a newly picked up item with the "Interface" option "New Item Highlight" enabled.
- The game will crash when using an X-Mod and you open the character window to view a newly picked up item. Not sure why but, it has something to do with the “New Item Highlight” in the “Interface” tab. Disable this option for the time being.