Grimmer and Grimmest, a WIP for your feedback

Well thank you for the info, but I looked into the modding guide and played around with the tools only to destroy my game, resulting in having to reinstall.

These tools are not friendly for non experienced modders, and the modding guide included only serves to complicate it more with vague instructions. So much for my extra stat points :confused:

Heheheā€¦ Well, itā€™s true that they are NOT user friendly for startersā€¦ I backed up my arz file first though, that helped since I screwed the game a couple of times!!!

Donā€™t despair!

Slow and steady wins the race or something! If you go too fast, like I did myself, you get burned!

Also, since you seems to want only to change stats (not all the game), what I did was to extract the arz to my resource folder and mod it from there! True, it screws with the ā€œmainā€ game directly but works directly (aka no need to start a mod or anything). (Extract your arz, then, in the asset maganer, the ā€œdatabaseā€ should be filledā€¦)

Hope this helps!

should only edit your modā€¦ ā€œgood designā€

Copy and paste the entire GD installation folder somewhere else then.

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So I have a few hours played in grimmer and grimmest now, and I gotta say that the exp for sure needs to be cut some more. It has been awhile since I leveled a character on the normal game, but to my memory I was around level 12 to 15 when I beat the Warden the first time.

In this mod I was level 29 when I entered his chamber and I reached level 30 when I finished killing all the Wardens. The mod has been amazingly fun so far and suprising hard mostly because my level is going up so fast that gear falls behind and my stats are so low that I am constantly missing and or having my attacks deflected.

Hope this feedback helps in some way or other.

This is very important to emphasize. With the monster level caps removed cutting exp gain will actually make the game easier, not harder. Slowing down leveling means more time to get relevant gear from the vastly increased number of drops, while faster leveling offers no real advantage to the player now that you canā€™t actually out-level the things youā€™re fighting. Iā€™m not saying you should actually DO this, (in fact I really hope you donā€™t) but if youā€™re only interested in making things harder then keeping full experience gain and cutting drop rates instead would be far more effective.

really ? I donā€™t think I ever got there before level 20, and that is without farming and just clearing the areas once, usually early 20s, so anything in the mid 20s with this mod should be fine

In Grimmest I was 34 by the time the warden was dead. I killed salazar (salad czar!) around level 28 or so. Having tons of fun with the mod. I am definitely seeing my gear lag behind, and most maps I gain a level.

Iā€™d suggest putting level limits in, but making them much higher than normal. For example put the warden level capped at 40. That way if someone does need to slow down and farm gear they can do so without overleveling their other gear pieces and being in the same situation again.

Ya he definitely took a straight line to the Warden and skipped tons of stuff. If you clear everything at least once (including Hargates (surface) & DS & HH & Gutworm) and turn in all your quests, activate all shrines and smash all bookcases you chance across for notes on the way to the Warden you will end up between 22-25 (unmodded, of course) on Normal, maybe a touch higher with Vet on.

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Finished normal mode today, level 65 now. Did all main quests/side quests and got all devo shrines and even had most my reps high enough to do the special faction quest for most of them without grinding out any bounties or anything.

The playthrough was really fun save for one spot. When I had to fight the last boss in darkvale gate, the guy that casts doom bolt and transforms after you kill him. I had 5 or 6 of him in my game, and it was pretty harsh. Since they would all fire doom bolt off at the same time I would just insta die even with resists capped or a crystal active. So I just kept dying and porting back in, chipping away at them.

is it something to do with this mod in particular or mods in general that replaces the grave/tilde key function? I generally bind it to force stand still and it keeps bringing up some kind of console or something.

I guess I am not alone who uses grave/tilde for something else :slight_smile:
Seems like itā€™s native to have enabled console for all mods. I havenā€™t found any way how to either disable console or rebind it to some other key.

Loving the mod so far guys.

Any idea how I can take a character from the custom game, and copy over to play on the legit version? Transferring the the character save folder doesnā€™t seem to do it :confused:

Thanks!

hello the mod is very nice for single player but in multiplayer with friend it kills even good pc :smiley: is there any chance to version with big amount of bossā€™es without normal mobs ? cheers

Thank you! I was hoping someone would make a mod like this. Really looking forward to seeing how it plays out.

It would be great if you could also increase the run speed of mobs, so that an endgame character cannot just skip any group of mobs he wants to.

Just to update. Spent the weekend in some sort of dazeā€¦spent a lot of time in R modding for Grimmest but in testing was having such nasty performance issues that I withheld releasing anything.

I have one table of the single spawn proxypools (<400 lines) that I have finished with and am starting the much larger file with ~22,000 lines in it for the pools that involve multiple spawn types. I have made efforts to programatically modify this larger data set and the results have proven to be quite unpredictable.

I am trying to obtain some middle ground between xmax and the final goal. Should be along some time this week since it is largely done, just needs to get scaled back a bit in places.

In any case, from what I have seen so far this next version will he Hero Heaven. The focus will be on harder spawns and less on pure increase in spawn numbers.

Glad to hear it! Even as it is now, I like what it does so far. Playing on Grimmest and itā€™s been one ā€˜oh god noā€™ to ā€˜what the hell is happening hereā€™ after another. Lots of fun. Thanks, jiaco!

Yes. Yes. Yes? Yes!

Jiaco, youā€™re the man. I cannot wait for the thing. Oh!

I just uploaded a nice, juicy metaphor video of what your mod means to us. ARPG at itā€™s finest: https://www.youtube.com/watch?v=A1eb1QObHcA

jiaco, It looks like we have some very similar goals, at least when it comes to spawning the baddest monsters we can get.

Do you want to cooperate?

Drop me a pm if you do, if not, that is fine by me as well.
Just figured we could get further if we collaborate some of our knowledge.

I do have Heroes spawning worked out fairly well, without increasing the normal spawns.

Seriously Jiaco, I tried the mod and I had a blast. I forgot how much fun Xmax was for TQ! I was planing on testing it for only a few minutes for a video presentation of the modā€¦And I ended up playing for 90 minutes (and I would have put 3 hours if not more if I hadnā€™t other things to do). Thank yoooouuuu!
(this might turn out to be a new LP seriesā€¦https://www.youtube.com/watch?v=L7Kk6eFVqDU).

Quick question: I noticed I had to create a new character when I launched the mod. So when the next update will be released, will it be possible to use our current character or will we have to start from scratch?