Assetmanager: Templates from gdx1 & gdx2 dont seem to be imported, only those from basegame

Assetmanager is set up like in the various tutorials proposed.
So far everything seems to work, just curious why only(?) basegame templates are extracted to workingdir\database\templates but none in workingdir\mods\gdx[1,2]\database\ ?

are those templates merged ?

ps.assetmanager ignores any setting in additional source directories. - it automatically uses workingdir\mods

Does this help?

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thats something different, but - points to the same problem. The “Database -> Import record” Options allows only to import stuff thats is in workingdir\database = only base game stuff, (and NOT in workingdir\mod\gdx1,2\database where the expansion records are extracted .)

means via that option i can oly import basegame records, unless i use the explorer or any other filemanager to manually copy the expansion stuff to that dir. OR copy stuff to my mods dir.

still i wonder whats with the templates from gdx1 and gd2x, they exists as arc file in the game dir, but dont seem to be extracted via assetmanager. dont even know if they are needed.

Yes.

Look for skill_attackpathcharge.tpl in your base templates directory as evidence of gdx2 templates extracting correctly.

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one thing i tried to understand how the assetmanager works is to get eg. gdx2 back into compiled form after the assetmanager extracted all the game files.

  • succeeded with getting the database part of gdx2 back in .arz compiled form (though its not identical in size, some kb smaller)

  • BUT failed so far to get the ressources back into .arc form via assetmanager.

hoped a simple menue -> archive -> build would would do the trick … but that doesnt seem to be the case.
(why is a simple archivetool creating such problems, seems writing a guiwrapper for it is faster than managing assetmanager)

edit: ok, it requires its stuff in the mods source & assets folders to create from scratch, then its also creating the .arc files.
means for just unpacking and repacking existing ressources, the assetmanager is not the right tool.

Your deduction in your edit is correct, though I gotta wonder why you’re asking what you are just before that - what’s the need to do what you’re doing, anyways?

You may be looking for this

Ashes of Malmouth Integration

If you have the Ashes of Malmouth expansion you will have to do a few additional steps in order to be able to work with the expansion files. As mentioned before, there are two more fields “Additional Browse Directories” and “Additional Source Directories”. The additional browse directories field enables the Asset Manager to read additional database record files from a seperate .arz file while the additional source directory provides the Asset Manager with additional resource files for the resources browser window.

To make these functional with the xpack, we’ll set those to the following paths:

Additional Browse Directories:

The additional browse directory needs to be set to the location where the game stores the xpack data as .arz file inside a folder called “database”. By default it should be in the game’s install directory in a subfolder called “gdx1”, so the path by default looks like this:

C:\Program Files (x86)\Steam\steamapps\common\Grim Dawn\gdx1\

Additional Source Directories:

The additional source directories path must point to a subfolder of your working directory as this is where the gdx1 resources will be extracted to in the next step. By default it’s in a subfolder inside the working folder in “mods\gdx1”, which would be the following path (assuming you use the above recommended working folder structure):

C:\Program Files (x86)\Steam\steamapps\common\Grim Dawn\Working\mods\gdx1\

If you consider to rather use the default variant, your path should look like this:

C:\Program Files (x86)\Steam\steamapps\common\Grim Dawn\mods\gdx1\

These changes will make the game read both from the main game and the expansion files and merge them into one file structure for both the DBR and the resource import dialogs, so you won’t see any extra “gdx1” folders but instead find the corresponding files in their equivalent folder strucure alongside the normal game files.

Forgotten Gods & Future Expansions

If you have the Forgotten Gods (or any possibly following Expansion), you’ll have to take another additional step in order to be able to use the files from the corresponding expansion.

Just as with the AoM expansion before, you need to set additional Browse Directories and Additional Source Directories for each expansion you want to add to your Asset Manager. All you need to do is add the paths to the expansion files as before with the AoM paths by concatenating the paths with a semicolon (;).

For example if you wanted to add Forgotten Gods files, the default additional browse path to these is the following (assuming you use the working directory variant described earlier):

C:\Program Files (x86)\Steam\steamapps\common\Grim Dawn\gdx2\

If you now want to add the path to your Additional Browse Directories, assuming you already added a path for the AoM files, your path should look like this afterwards:

C:\Program Files (x86)\Steam\steamapps\common\Grim Dawn\gdx1\;C:\Program Files (x86)\Steam\steamapps\common\Grim Dawn\gdx2\

Also the same goes for the Additional Source Directories, assuming the path to your Forgotten Gods files are at the following location:

C:\Program Files (x86)\Steam\steamapps\common\Grim Dawn\Working\mods\gdx2\

The result would again be a semicolon concatenated path:

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

Another side note regarding expansions:
The Asset Manager will extract all files from all expansions by default, not matter if the Additional Browse / Source Directories are set or not but it will only display the files correctly in the Import Records window (and also in the World Editor) if the paths are setup correctly.

Now that we set up our directories, there is only one thing left to do: Extract the game files so we can start modding!

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if you meant the line about te archivetool, thats just a mindblob, - seeing how many ppl in the modding forum seem to have problems with its syntax. its very powerful, so i see the reasons why its preferrably used via assetmanager.