Grim Misadventure #93: Mod Quest

I am also interested in this as well as any plugins for 3dsmax that can we can import-export 3d models into the game.

Torchlight 2 came with some assets as a guide plus plugins, I hope we get a similar package? fingers crossed

Q

To be clear:
So we can give all masteries an invisible lvl 1 passive that already had one point in it by default?

Also what do you mean by free entry? I’m guessing there are limited entries but why are they limited and what do they limit?

Thanks.

Also I’m guessing we can edit what physique, spirit and cunning give? I.E. increase regeneration from spirit, or add new bonuses to spirit.

It it possible to add a hidden passive that scales with physique cunning and spirit? Like make its skill values a formula so every 135 spirit gives 1% to magical resists. Etc.

Actually some assets (for references, coordinate system/orientation, size,…) would be great !

Very nice update to the quest editor and the directly linked conversation editors looks pretty good too :slight_smile:

What, why? Why did you remove that function :confused:
Having the possibility to grant certain skills would open a very huge field of possibilities, in tq this was just awesome.

Having the possibility to check if a player has a certain skill and which level it has would improve the whole lot even more as it would make so much things possible…

You could grant special powers to the player for a certain bossfight, for example or give bosses the power to temporary remove certain skills from the player as sort of a “Holy Fuck” effect or make pvp mods and disable OP skills for it without having the player loosing the skill forever as he would when just removing the corresponding skilltree entries.

I’ve also read a bunch of other cool ideas, especially for new classes on the modding forum that would require these functionalities. I think this is one of the most “must have” functions that could be added.

I’d say this is possible as long as the items are not part of a set yet though it would kill item tooltips :stuck_out_tongue: Just make a set that gives a negative bonus upon reaching 2 parts of it and apply it to all onehanded weapons.

From my point of knowledge I’ll try to answer a few questions:

Not possible as the corresponding files have set entries for that that can not be increased. You can increase the size of stashes though.

Not sure about the transmuter but you could make a randomized skill that summons randomly one of them. (Basically it’s always the same one just rolled out differently)

Yes

Theoretically yes thought requires a whole lot of scripting work and a few workarounds. You could even make the player “drop” the flag when getting killed :wink:

Yes, yes and yes :D. Well for the PvP you can create peace zones and than teleport the player from there to an arena and you can regulate the pvp damage dealt splitted up by damage and cc damage by using a factor for either of them.

Pathable means that you can walk across an object like a bridge or a tree to cross a river.

Yes

They said no but seeing something in lua I don’t really believe it. I’ll expand on that further on.

That’s what the seed system is for, it generates a such called seed, a number that is used to roll a certain array of values for an item to make differences in bonuses possible. This is already implemented in the main game and can even be partically controlled as you can set sort of a range on how much % deviation you want to the base stats of the item (can be both + and - to the base stats so applying a range of 100000% might also cause an item to have -xyz of something or at least turn it’s value down to 0).

From my knowledge only temporary as a notification on screen.

Theoretically yes though would require a lot of scripting for each plant and plants might grow up type based which means that if you plant a plant of type a and 1h after another one both grow up at the same moment. Not sure if this can be bypassed without huge workarounds.

You can use as many skill levels as you want.

Yep.

There is a list of skills for each mastery that determines which skill files belong to which mastery and which initial level they have before the player spends points on them. These lists are restricted to 34 entries except the devotion one which has way more but is a special type of a such called “skilltree”.

The way this works is that there are equations on what a certain damage/attribute type is taking advantages from so you could modify these to be favored by certain attributes.

Another question from my side: I’ve seen that the IO system is part of the lua scripting so wouldn’t it be possible to simply create a text file to store global variables and read them in with every character from a certain location?

Lol sorry for that long post, I had to :stuck_out_tongue:

Put that skill on a relic that all characters begin with?[/QUOTE]
Or easier give all characters the hidden skill “default attack” at rank 1 mastery (0 cost, not disruptable, 100% weapon damage) like the DW passive skill idea Zantai mentioned.
But you need a free entry on the skilltree and some masteries already use all 34 available skill entries per mastery.
If you put the skill on a specific relic the player wil be forced to use this relic to make your idea work.

Thanks Elfe. I am used to workarounds, but that display stuff could be an issue.

Since I have no clue how all of this works… for the global DW issue… couldn’t you add an invisible passive skill embed on every single one handed weapon that allows you to dual wield?

You can add an invisible passive skill that allows DW without any other needs.

However as far as I know you can not restrict passive skills to work only if a certain item type is equipped.

But isn’t that how it works already with relics and gears that allow you to DW, albeit showing the passive on the item tooltip? Sorry if I’m missing something obvious here, as I’m just throwing stray thoughts to the DW matter lol.

Is it possible to combine two mods affecting different aspects of the game without much work?

For example, one mod changes the masteries, and the other one changes only equipment. Would it be possible to easily make them into one mod (or even use both at the same time)?

Thanks for that it’s appreciated :wink:

I’m so hungry for these tools that I’ll take any extra info :smiley:

Just saw it, you’re right as this is a special type of passive skill and not a passive skill of the sort I meant.

If you have the source of both just rebuild them together but not like just inserting files to a certain location as databasefiles are packed.

Resource files can be used unpacked as well so you could overcopy them / copy them together.

Oh I almost forgot…

Dear Crate, please allow us to make retaliation work on ranged attacks. Please?

Cheers

So it’s possible to make it work like that then, I guess?

If so, that should take care of the global DW matter for you modders. :slight_smile:

As Elfe said it’s possible but be carefull, some items give +X Level to skill Y.
And if the Mastery Mod changed skill Y to skill Z, then the item won’t be giving the increased level to skill Z.

There are a hundreds of such conflicts possible even if files do not collide directly so this is why I said that I doubt that someone who is not fully into modding or even at all will ever go for making a nexus like mod manager for Grim Dawn unless you just spam the user with random notifications on wether to paste file door01 over each other which won’t be much informative on what the tool is about to do.

I have had an idea for a game for a long time now (a couple of years at least) but never really been able to make it, which most have been ending up as a lot of notes (20ish pages now and counting). Making a custom campaign within grim dawn would probably as close and prefect as can be, which make we VERY enthusiastic about these tools.

I have a few questions for anyone who might know.

  1. Is it possible to make procedural generated maps with the tools? if not, would it be possible to make entrances pick a randomly pre-built map from a map-pool?

  2. Will it be possible to remove the devotion system in my custom campaign?

  3. Will it be possible to make new masteries/skills?

The last and probably most important question of them all, when are the tools coming out? (if there is no date, maybe a timeframe, weeks, months?) :slight_smile:

Sorry if this information is already out there, I have just missed it then.

So I’m wondering, I’m not trying to sound impatient or to troll. This just sounds logical to me. So Crate has built this game with the same tools we will be getting to mod with right? We’ve even seen screenshots of the software… This would make me believe that the modding software per say is done? A whole game was created with it. Why is it taking so long to upload it? Is crate striping it down and removing stuff or ?

I don’t understand why modding tools which is essentially same software that made GD and Titan Quest? is taking so long to upload. Rar it up and let’s do this lol

You can make shrines give 0 devotion points or simply change all devotion skills to make nothing or make the requirement unreachable.

They expect the tools to be released by th end of April or sooner.

Thanks for the answers Zantai! (and Elfe!)

Regarding pathing, does this extend to other assets too?

For example, if I lean a huge statue sideways, or have the roof of a wagon flush with a dirt ramp, is there a brush that I can use to say “yep you can walk on that”? I suppose not?