Grim Dawn at Night

Hi there!

I was really annoyed by the game’s day and night cycle behaviour since a long time, then i got very bored yesterday and thought lets do it, kill the sun, let the name “Grim DAWN” stand for itself and don’t let it look like “Grim SUNSHINE”, fired up the World Editor, swapped out the day and night cycle, tbh just copied the cave layer into all other layers :smiley: this makes the world more dark in any way, no more sunshine involved, sideeffects are, that the minimap radar looks different now in terms of discovered landscape and groundeffect, in addition i think it brings some stability to the game, because of less shiny effect, but maybe placebo, decide you, who is willing to test :smiley:

This mod is fully open source, anyone can use it, edit it and share it. Pretty simple to extract it too. Maybe give a credit if you like :slight_smile:

Changelog:

version 0.1: JUST day and night cycle layer behaviour, nothing else! Recompiled just act I and parts of act II for now, just as proof of concept, will do the rest later :smiley: The day night cycle is applied anyway as it seems now to the whole map, just minimap behaviour seems to be in need then for recompiling…

version 0.2: checked the layers again and killed the last setting for sunshine, now it is real nightcycle style all the way. recompiled act I complete and most parts of act II

version 0.3: recompiled the complete outer world (tell me if i missed smthg), added some lightsources to towns

version 0.4: fixed my own fatal error, now the original minimapstyle is back again :slight_smile: i had the problem that i ran into some clipping issues here and there, thought ok maybe not the problem and then i went to “Tyrant’s Hold” and woops the area was impassable :DD checked alot of things, compared here and there, and then i realized, i do NOT have to rebuild the map (or mapparts) itself, i just have to rebuild the pathing and then simply force save all, that also saves alot of time i would say :slight_smile: in addition some rearrangement of the inserted lightsources was done

version 0.5: adjusted outer world layers for getting back a bit of light, because some areas clearly were way too dark, now it is more a dawny mood outside, tell me what you think :slight_smile: cave and voidland layers untouched -> still very dark and scary as it should be, changed the climate layer in devils crossing just for testing purposes

version 0.6: adjusted ALL day and night cycle layers again to get rid of this nasty colour tones :smiley: now i think it looks more correct, tell me what you think. on some areas you still see a bad transition, that is because of different day and night cycle layers, trying to get rif of that in the future, at least no hardcut anymore by nightfall and dawn

version 0.7: adjusted ALL day and night cycle layers again, with some ticks more into darkness, tested already, looks better now. still correctly applied colours as i think. started to adjust fog/lighting layers, want less fog in towns, bit more fog in outside areals, Devils Crossing and parts of act 1 for now, for getting some better transitions, tell me what you think. with this setting, i really DO think there is some performance increase, as i tested with conjurer pet build in Plains of Strife, less drops… but tell me what you think. (btw i do turn shadows OFF and lighting to LOW, as it seems that these 2 options really drains the fps way too much down in any combination :confused: - with or without mod active)

DOWNLOAD:

version 0.1:


https://www.mediafire.com/?xp7wahc5sle7hfr

version 0.2:


https://www.mediafire.com/?os838j6k9r3cq7j

version 0.3:


https://www.mediafire.com/?s7fjctufc1fwh75

version 0.4:


https://www.mediafire.com/?q91rthgkefu1fa4

version 0.5:
https://ufile.io/1p0oo
https://www.mediafire.com/?vlqyzb8w59ku8v3

version 0.6:


https://www.mediafire.com/?4dv3tjbvzzxwxv4

version 0.7:
https://ufile.io/tjbcf
https://www.mediafire.com/?44mibuts01mdptg

Install:

Just copy the levels.arc file (inside the zip) into your grimdawn/resource folder and overwrite the original, this is a hardmod, which can be used with the original campaing, no problem, nothing lost, nothing to copy to modsavefolder! MAKE A BACKUP OF THE ORIGINAL FILE, or just redownload if you don’t… HF!

“Kill the sun”. :smiley:

I like it, keep going please!

can u reupload it into mediafire ?

yes i can, there you go :slight_smile:

updated to real dark nightcycle all day long :smiley:

updated to 0.3

thanks for the mod, really enjoying the grim atmosphere :slight_smile:

thx, glad you like it :wink:

thx , it would be cool if you put some screenshots as comparison

agreed :wink: /10char

sure can do that, might be not the best hoster, but i guess its ok :slight_smile:

version 0.4:
fixed my own fatal error, now the original minimapstyle is back again :slight_smile: had the problem that i ran into some clipping issues here and there, thought ok maybe not the problem and then i went to “Tyrant’s Hold” and woops the area was impassable :smiley: checked alot of things, compared here and there, and then i realized, i do NOT have to rebuild the map (or mapparts) itself, i just have to rebuild the pathing and then simply force save all, that also saves alot of time i would say. in addition some rearrangement of the inserted lightsources was done

Really do appreciate your work here, but damn … you weren´t kidding about the “kill the sun” stuff. Ver.03/0.4 are way too dark for my taste. It looks kinda cool, but i find it unplayable. And depressing, honestly.
Might wanna rename the mod into Grim Dawn - Total Eclipse. :stuck_out_tongue:

You know what? I nearly thought the same on some areas ingame it really was too dark, but i did some adjustments now to the layers again, except for cave layers, so the outer world should be now a bit more dawny :slight_smile: caves still do not have any sunlight inside, intended. Loading up new version as i write here :slight_smile:

really liking this version (5). great work, man!

All right, thank you.

Tested ver. 05 up to Fort Ikon now, I like it a lot.
The lightning around Asterkan Road was very weird, the world kinda had a sepia tone to it. No clue if that was intended, but it looks very cool. :smiley:

Edit:

Gates of Necroplis - way too dark. As soon as you exit Plains of Strife it is like someone swallowed the sun.
Necroplis Interior isn´t quite as bad ( I think), but a bit too foggy.
Black Sepulcher is also too foggy. Dark is okay, dark and foggy not so much.

With your permission, could I import this into my own mod Insanity? This is something i’ve wanted ever since I started modding.

You have my sincere gratitude for this mod regardless, and I congratulate you on your work for such a heavily requested mod.

Edit: And I hope it goes without saying, I would credit you for the work.

sorry for late reply, was working hard :slight_smile:
yeah, thx for the feedback, i was going plains to voidlands landscape too and yeah i will change that setting a bit according to the others the next days, been a bit busy these days :wink: but yeah i think you are right, lets make this a solid base for playing, thx again, btw did you notice any performance changes?

That is absolutly no problem Heathen, i will add an open source flag into mod desc :slight_smile: thx for making insanity, it really inspired myself aswell for doing this, tbh :wink: grim dawn really can be the best arpg out there, always was angry about the daynight cycle hardcut, wups shadows popin popout ;DD

Nope, no performance changes, apart from the occasional fps drop, but that is sadly normal. :stuck_out_tongue:

Mod seems to work in MP also, which is nice.