What changed since v3?
Playing this in combination with the Cornucopia mod and I can see that caster/range builds will have a much easier time than melee, at least in the beginning. Pretty much similar to TQ Xmax.
I was able to clear Devil’s Aquifier at level 11 using Devouring Swarm and Grasping Vines. The entrance to Devil’s Aquifier was tough even when I stay in range so I can’t even imagine what it’s like to go melee.
Hello,
I’ve been using the merge grimmest/necromancer from the beginning of my playthrough and holy hell, it’s a blast, hardest/funniest run I’ve ever done.
But I’m encountering a problem.
On Loghorrean fight, when he is supposed to go in his 2nd phase, nothing happens. Ulgrim go back to his place at the beginning of the room, and the boss don’t spawn, leaving me alone in the room with ulgrim. Is this a known issue ?
Thank you
Did you merge it yourself, or is there a file somewhere?
Have not looked into merging yet, so pardon me if it is really simple and the question therefore dumb.
I merged it myself. It’s relatively simple since Cornucopia and Grimmest changed different things. The only change you need to make is the experience formula (since both mods modify the “gameengine.dbr” file).
Can you share the merge mod? please
With permission from the authors of Cornucopia and Grimmest, here’s the merge of of the two mods:
Let me know if there’s any error.
I will be updating this whenever either Cornucopia and/or Grimmest update.
You da man!
Awesome ! thanks for sharing, man !
Can you make a Tutorial how to merge them ?
Merge this with Necromancer mastery and Coronus Mastery…then, boom !!! :rolleyes:
Sorry for my english !
This is tutorial for merging mastery mods together, but it also applies to merging mods in general.
oh, I thought it’s only for merging mastery Thanks
If I play this mod, then go to main menu and play the unmodded game, I can still see Grimmest rather than the difficulty. Loading screens also show your modded comments. So the game doesn’t switch back to its normal text files. Everything else is just normal. Anybody know why that is?
I have noticed that too. I don’t think it’s limited to GG though.
In a similar vein, I have noticed some modstrings do not show up in a mod unless you load the mod, quit to menu, and load it again…
That is some weird shit. Jiaco, by modstrings not loading correctly you mean just seemingly random sessions when not all the parameters seem to get set as they should?
I’ve had modded sessions where way less shit was happening, including less trash, less elites, fewer bosses. I always thought “oh well fuck it, must be me”.
Is there a way to force a full reload somehow?
Still no solution about the fact that loghorrean doesn’t spawn when he is supposed to switch to p2 ? leaving the player alone with ulgrim and nothing happening ?
Attached version 0.6 to the OP.
Version 0.7 should be right around the corner, but figure some people might want to play without the wait.
Anyway, been busy on modifying boss proxies…you should be able to find some changes there. Will finish the rest of the bosses and nemesis spawns for version 0.7. There are still some areas and some bosses that need work, feel free to report anything you might consider useful.
Ok, I uploaded, saw your post, checked the dbrs and changed a couple of things, and re-uploaded (same v0.6 file). Let me know if these changes fixed that. I am a little confused about the proxy for Log. Will set up a test toon for checking him out tomorrow, but for now, I “might” have fixed it. Sorry, not even testing out that far atm.
jiaco can i use grimmest in my mod… considering i dont want to go through all balance for the spawns… and what not … and you seem to be alot more experienced in this type of thing. Do you mind if i just credit you and give a link to your mod template?