Grim Misadventure #92: Grim Dawn Your Way

Nice!

Will modifications/game overhauls be capable of being applied to the main campaign, or will we have to work with the Custom Campaign switcharoo with Custom Campaign-specific characters again for that sort of stuff?

Obviously custom campaigns will be…well…custom campaigns. :stuck_out_tongue:

Can’t wait to try some modding for my self :slight_smile:

It can be applied to the main campaign, that’s what one might call “hard mod”, a mod that modifies the original game in a way that goes beyond what usual “soft mods” would do :wink:

FINGER OF GOD STILL INTACT!!!

Niiiiice!

How much easier will it be to blend textures around map edges?
Can we put objects near edges without too many problems?
Are objects now really pathable?
Any improvements on the river tool or is it still better to run a minimum of points?
Pressing space to reset assets’ height, when used on a group weird things would happen. Is it better now?
If I hide a very fat rock underground and leave just a tip sticking out, I can have all area pathable, right?
Undergrounds. I see a great deal of beautiful assymetry in the game’s dungeons (Darkvale Gate for example). Did the “grid type” (sorry can’t remember name) maps survive? Are there curved assets? How can you make curves in grid mode?

I’ll stop here, pretty exciting stuff!:smiley:

I have a few ideas for mastery mods… I’m hoping the limit to how many masteries is higher than TQ(or non existent), TQ mastery mod was one of the ideas I had.

They said in some post long ago that they had already made the mastery limit higher or nonexistent. Not sure which.

Either way it’s supposed to be “more”.

Unless you are meaning how many you can spec into, in which case I dunno.

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I’ll believe it when I see it, til then I’ll keep my skepticism

Is a guy with name Murderbunny around here somewhere. He is the creator of Underlord mod for Titan Quest… would love to see his involvement in creating mods

Have it your way. I clearly remember reading it and it being one of the devs saying it.

Maybe our search genius eisprenzessin or someone can find it.

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It’s gonna take having the tools in my hands to convince me though. :stuck_out_tongue:

:frowning:
Its going to happen again, gonna end up modding more then playing the game …
Had same thing with morrowind

cant wait ! :smiley:

Great stuff! - although I have no clue of modding whatsoever :stuck_out_tongue:
Looking forward to a ton of mods.

Cheers crate!

This is where the game really begins for me. Haven’t been playing much the past two months but this is what’s going to bring me back.

Omg ! Neeeeddddddddddd :heart::heart:

Couple of MOD Ideas (wish list)
3rd class would be nice, (that would require additional skill points) as it is it’s tight for 2 classes.

So an example: archanist + nightblade + soldier = “Rambo” :cool:

A way to reset caves/dungeons, this way when you repeat it, you can tell where you haven’t gone yet… this would be a nice feature in general.

Oh yeah!!! :smiley:
It’s almost the time to modify the default light radius to infinite and remove this horrendous stat from my game once and for all!:mad:

Thanks, Crate!

Awesome, nice to hear the mod tools are well and truly on the way!

That’s the #1 on my list of most anticipated Grim Dawn “features”. I can’t wait to mod everything as I wish. Seems like I won’t be able to do so until the end of March at the earliest. That’s fine. At least we have some more info. Thanks for the article Zantai.

If there was a “like” button I would click it more than 1000 times. I already did at facebook, but I can’t like more than once there. Seems to be really good mod tools and very powerful. Thanks DEVS :smiley:

Don’t know if I will pull it off (short attention span lately), but what I would like to make would be a home base type mod :slight_smile: Not exactly a novel idea, but I am a sucker for player housing.

Build myself an attractive lil zone (pretty view, waterfall/lake) reached by rift from a convenient location… with a humble cabin or camp and plenty of storage. Would be nice if a chest item rather than an NPC could give access to a shared stash with added tabs, but if not, a steward or the like would do.

Ideally a (simple but not too easy) questline would give access to this locale, somewhere in Act I so I could enjoy it longer… I tend to start a lot of new characters. Wrightmire could use a questline of consequence :stuck_out_tongue: And maybe additional quests in later Acts to add features, like a cook and a vendor, inventor, blacksmith, even a shrine. (Have to get the cellar key from the NPC that has it, which gives access to the monster infested basement with the shrine in it!)

Or to get really fancy, upgrade by bringing materials (which would drop from certain enemy types) from campfire to cabin to large house to castle :wink:

And even fancier, a bounty table upgrade and a new faction that goes with the location :wink: Maybe I’ll wait for the devs to implement that though!