How To Add Riftgates to the Main Map
Hopefully this will be clear enough to show how to create new riftgates on the main map. For this exercise, I will use as an example creating a riftgate near the Dermapteran Queen’s lair near Homestead. Also, this is broken up into multiple posts in order to have a less overwhelming wall of text effect.
Acknowledgement. In many respects this updates/fleshes out WareBare’s tutorial on this subject - from my experience doing this I think the process has changed a bit but without his tutorial and Elfe’s World Editor tutorial I would not have been able to figure it out before getting too frustrated and giving up.
1.1 Assumed knowledge. It is assumed the reader :
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Knows how to extract the game files and decompile the world file.
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Knows where said files reside
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Knows how to create a new mod to do this.
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Has some basic familiarity with the Asset Manager and World Editor.
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Knows the directory in which Grim Dawn/mod tools live - Right clicking on the Grim Dawn shortcut then clicking on ‘Properties’ will give that info.
If you do not possess this knowledge in steps 1-4 read the Grim Dawn Modding Guide that comes with the game, and the tutorials in this forum to get up to speed on that stuff. Also just start the programs & see what they look like.
General philosophical note : I like to conform to the naming conventions used by the devs, as will be seen below. Also, I use the default working directories and work offline.
1.2 Notation/acronyms, etc.
{Grim Dawn} The directory in which Grim Dawn and all the .exes for the tools live.
my_mod - The directory in which the mod is being created; i.e. {Grim Dawn}\mods\my_mod.
{Menu}->{Menu Item} This means 'Click Menu, then click {Menu Item}.
BEFORE YOU CHANGE ANYTHING make a backup copy of the map source files and the files in my_mod\database\records\ui\riftgatemap\locations