Grimmer and Grimmest, a WIP for your feedback

I’m interested in this information too.

I see it’s added to this module, could you tell which files/values you have edited to achieve this, please?

I don’t know…I tried Bloody Pox and the spread mechanic seemed kind of weird and unreliable. I’ve since started over with a shaman and Devouring Swarm has been far more consistent. Is there some trick to Bloody Pox that I need to know about to use it right? My main two characters are a Spellbreaker and a Commando, so I’ve never really used either of these masteries.

Just by comparing database entries under proxies/area001/ from the database and the mod, I think it’s got something to do with limit_unlimited.dbr that defines normal/epic/legendary (normal/elite/ultimate) mob levels.

For example:
zombie_e.dbr (or any other for the matter) doesn’t have a difficulty setting by default, but linked to limit_unlimited.dbr (with maximum values set to 250 and minimums 1/40/60 respectively), they spawn within the default range compared to the player level.

Check it out. Using the same example of zombie_e.dbr, “proxy config” has a difficultyLimitsFile linked to limit_unlimited.dbr and this one in return sets the numbers mentioned earlier.

I might be shooting blanks here, but that’s most likely what defines the level scaling.

p.s.: I know jackshit about modding, but spent a few hours earlier today modifying Jiaco’s gorgeous mod and realized this thing opens up possibilities beyond belief. For shits and giggles already added new orgasm sounds to bloody pox’s infection and omphed BD’s damage with a factor of 3 to sort of offset the spawn rates. Will probably drop to 2 tomorrow. I need a spec that is hard, but is not limited to starting with OFF to get the thing going early game. AOE is king in Jiaco’s world and I’m loving it.

Thank you, Depravities. I’ve been trying to reverse engineer it from the mod as well, but haven’t been able to figure out the area related max level cap. I’ll look into the files you mentioned some more.

Aww. I just fought Primordian, the Forgotten One (slith boss in one of the caves around the general Wightmire area) and there was only one of him. That’s not why I’m disappointed though. I’m disappointed because upon re-reading the opening post I see that only QUEST bosses were made to spawn in groups. That kind of ruins the joke I planned to make about how fitting it was for the Forgotten One to be forgotten. :stuck_out_tongue:

More seriously though, do you intend to make non-quest bosses spawn in groups at some point? It’s not a huge deal or anything, but I figured I might as well ask. I’m greatly enjoying the mod by the way, though it IS making me miss TQ’s squall spell even more than I already did.

I don’t use Pox often but it is much improved compared to how it used to be and spreads much easier. As a general rule tho you want to cast it onto the stronger mobs with the bigger health pools to ensure it spreads. This was more important in the past and actually isn’t quite so vital anymore.

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I made this here account just to tell you how much I would rather you not and if so, ask how easy it would be to fork this mod.

v0.2 removed the concept of monsters being level capped by their spawn location.

Does this mean monsters cannot be under my character’s level?

Because when I install v0.3, I am in Burrwitch Outskirts, lvl 22 and regular mobs are lvl 20.

Did I misunderstand this phrase?

Automatically-spawned monsters shouldn’t spawn below you.

However I’ve noticed that monsters spawning from triggers (i.e., coming out of the ground as you approach) do not scale infinitely high.

Hmm, could there be something I missed? I even deleted Grimmest from the mod folder, to reinstall v0.3 with no change…

Great mod followed instructions and everything is running smooth.Makes for a longer campaign and more challenge 2 warden was the shit great ideas.Keep up the good work endorsed if there was a way.

Monsters below your level don’t exist. If they do, kill them :wink:

There are other records that control the jitter between your level and the monster level, so below you level at 20 vs 22 is ok. What should no longer happen is that when you over-level an area, say 14+ in FloodedPassage, the monsters used to stop scaling to your level. They should with Grimmest. But I still have some ambush proxies to adjust it sounds like.

This thread here was supposed to make it simle.
http://www.grimdawn.com/forums/showthread.php?t=38002

Not sure how that worked out though. The source records are included in the mod. there is only a single field to edit to put back the XP equation.

Yes all the bosses will be increased, I have been busy on some other stuff, will get back to this soon. Was trying to complete the code I needed to know the names of the monsters in these records. I have that now and will start trying to figure out spawn numbers for each one next.

Did not see your spoiler till I quoted it and imgur does not work at work. Was going to say “thanks for the helpful feedback” as a joke, but now seeing that there is an unseen image, maybe you were joking?

Anyway, I want the mod to work on a new playthrough, self-found. I assume others want to jump in with their maxed out toon and just destroy everything…Maybe there needs to be different versions for these two goals.

I made custom changes to your mod, mainly touching upon Bloody Pox, and so I played self-found until the end of Act 3, then I got bored because my superpox is too OP.

So I think you need to change the XP rewards for killing monsters, cutting that in half is still too much. 1/3 would be better and even so you’d end up level 55 at the end of Normal.

Rewards are okay, but there’s a shitton of components dropping everywhere all the time, ended up with 3 Mark of Dreeg at the end of Act 2.
Still I believe you should increase the drops for killing packs of heroes, but just a tiny bitty amount.

Besides all that, all skills needs major buffs to accommodate for the amount of mobs. As it stands I just take the mod as a “fun mod” and not “super hardcore game”, which might be what you intend to do?

Anywho, great moves, keep it up, proud of you.

To touch in components, by Burrwitch Village, I have completed 12 chipped claws… I don’t think I ever had 12 chipped claws in my inventory before.

So modding in general is a little over my head, I have dabbled a little with Torchlight 2 and skyrims creation kits to make simple copy paste type edits to world spaces but nothing major.

I was wondering if it would be possible to edit the amount of stat points you earn every level from the default 1 to say 3? I figure I would ask this here as I would just be editing this mod for my own play because from what I see we cannot run two seperate mods and I and hooked on this one :smiley: Also asking before I even attempt to learn the basics of these tools because it would suck to only to find out the limitations of them prevent such an alteration.

I think it is… And not that hard too! Let me check and I’ll get back! (Already did skill points per level)

Edited: GOT IT! record\creatures\pc\playerlevel.dbr They are simple text files (but the extension is dbr). characterModifierPoints is the stats points per level, there are skill points (initial and per level), you can even modify the life/mana points per level and the str/dex/int increase per point…

What I did was to extract the entire arz file so that I could “search” specific terms with an external search tool… Helps a lot! Anyway, happy modding!

I very much like the idea of removing the level caps from monsters, also the XP reduction appears interesting, although I’d probably bundle that in a cheat table, some people want to progress faster some prefer it much slower.
Me, i removed my exp when my toon hit level 60 to allow my character to explore and fight/test more.
I’d also want my loot to not overshoot as much, but that change is fairly involved to rush it into V2.

jiaco, have you thought about uncapping the player to allow monsters to scale up to 500?
That’d be something I want in the long term.

and for those who like editing dbrs the way it was meant to be:
[TUT] Efficient DBR editing: http://www.grimdawn.com/forums/showthread.php?t=38045