Open AssetManager.exe
Work Offline
Tools -> Options
Working Directory: C:\Program Files (x86)\Steam\steamapps\common\Grim Dawn
Build Directory: C:\Program Files (x86)\Steam\steamapps\common\Grim Dawn
Tools Directory: C:\Program Files (x86)\Steam\steamapps\common\Grim Dawn
Click OK
File -> Set Working Folder C:\Program Files (x86)\Steam\steamapps\common\Grim Dawn
Mod -> New (I named mine Testing, but I call it YOURMODNAME)
Build -> Build
Open Steam -> Launch Grim Dawn
Custom Game -> YOURMODNAME, world001
Create Character -> Start
(Note that there are no changes to the game at this point.)
Tools -> Extract Game Data
Pointing your various tools at either the base game directory (as above) or your mod directory changes whether you are looking at all of the game data, or if you’re modifying something.
To reduce build time and to make smaller mods I recommend copying only the content you need into your mod directory. Because many of the file browse operations start off at “my computer” I highly recommend making C:\GDMod as a working folder.
Working Directory C:\GDMod
Build Directory C:\GDMod
Tools Directory C:\Program Files (x86)\Steam\steamapps\common\Grim Dawn\
Mod -> New (FirstRealMod)
(bug workaround) Close AssetManager, move the contents of C:\GDModmods\ to C:\GDMod\mods\ and reopen AssetManager.
Sources tab, on the right window right click and Import -> Conversation, browse to the Modding Tutorial, NPC_QuestGiver_01.cnv
Assets tab, right click the blue folder FirstRealMod/assets, Create new folder, “myart”. Left click “myart”, right click the right window, New. Texture or Mesh, you can use PSD files (and a lot more) for textures or triangle based 3DStudio Max .MAX files for Mesh. (I don’t have the .max file working yet.)
Instead of the “import” or “new” process, you can simply drag the files into the appropriate filesystem folder and the AssetManager will include them automatically, but they must already be the appropriate file type.
In order to get the templates working with DBR Editor I went into the GD\database\ folder and copied out database emplates into GDMod\mods\master_read\database emplates
Build -> Build
Load the game, this is not the “main campaign” but the name of your mod. Select your mod and start.
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