I will tell you a method I use that I use that’s the cleanest I think and actually doesn’t require you to change game’s files (which is handy because then they are not overwritten when the game’s updated).
- you make a normal soft-mod that’s changing just playerlevel in Asset Manager in a standard way:
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settings like here [Script][Basics]Modding Beginner's Guide I - #2 by Elfe
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Mod → New → mod_name
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Datebase → import record playerlevel
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change player level
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build
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now you copy or move mod_name.arz that you just built (from Grim Dawn\mods\mod_name\database)
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but rename it to database.arz
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put it in Grim Dawn\mods
- so basically copy two levels higher and with a name change to database.arz
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make a shortcut to Grim Dawn .exe you’re using (can be put wherever you want), this can be:
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64 bit Grim Dawn from Grim Dawn\x64\Grim Dawn.exe
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Grim Internals from Grim Dawn\GrimInternals64.exe
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32 bit Grim Dawn from Grim Dawn\Grim Dawn.exe
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add /basemods (preceded with one space) as argument to the shortcut:

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you can optionally rename this shortcut so that you know it launches Grim Dawn with your playerlevel modification
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now you launch the game from the shortcut
- it will have your player_level changed
and select DoM custom game (standard unmodified DoM copied to Grim Dawn/mods folder)
and that’s how how you can run DoM on top of your playerlevel change without hard-modding game’s files and having to rebuild DoM
(of course won’t work if DoM has playerlevel file overwriting your change which is probably not the case)