How to add a new Mastery?

Awesome, took me a while but It’s working now!
Working is still a big word but that’s what I call Progress!

I’ve lost a lot of time because of a typo error i made while typing
classtraining_class07 instead of _classtraining_class07 and I got frustrated at some point then I recheck everything and realized I went too fast again.

The Mastery bar and skilltree were not displaying correctly but now they are fixed.

I even made my first custom skill, a projectile (AOE) but I can’t seem to find a good way to apply the particles and have them show how I want.

Do you guys know if there’s any way to preview the texture or even make our own particles?

I’m trying to find something that would look like a fireball, like an orb of fire but so far I only found explosions :smiley:

Anyway, I’m on the good way! So many thanks for getting me started!

EDIT: Forgot to add… I ran into an issue that I’ve not figured out how to fix yet… the + button on the mastery page is Yellow/blue cross-shaped square instead of the normal texture. My guess would be that’s it the default texture for ‘missing texture’ but unsure about it.
What did I do wrong, haha!

The name and description are definitely in the text file.

You can theoretically just use the existing skills txt file I mentioned before but for organizational purposes I would advice keeping all of your mod stuff separate from the base game files whenever possible. Editing the txts is one of the more simpler aspects of this. Just create a blank file and put it in the source/text_en directory of your mod. Find it in the asset manager source tab. Right click and hit autocreate asset.

From there just edit the source file. All it is is variable names=text like this

tagSkillClassName04=Nightblade

tagSkillClassName05=Arcanist

tagSkillClassName06=Shaman

As for the blank tree not entirely sure what you’re looking for there. One assumption: You won’t have blank skill locations or connecting lines anywhere. You have to do that manually using coordinates. I don’t have all the coordinates figured out yet but if you look at the existing trees, not including special modifiers, they have 9 columns(mastery tiers) and 7 rows. You create the skills and choose what goes where. If you wish to follow the existing format I am current working out the location of all the skills.

The only row I have written down is the one savagery is on for the shaman tree: Y Position 150.

I think the x positions for mastery tiers are as follows

1: 245
2: 325
3: 405
4: 485
5: 565
6: 645
7: 725
8: 805
9: 885

the lines connecting skill modifiers are also manually added by you

The PSeditor allows us to make and preview our own particle effects

It’s very daunting at first just for the record. I was able to learn it much better but picking an existing skill that was somewhere along the lines of what I liked and modifying that.

Existing skills don’t normally show up. You have to copy them from grim dawn/resources/fx/particlesystems/classXX to grim dawn/source

From there you should be able to load them. Play around see what does what.

You can add your own textures to the editor in kind of a weird way. I did it by creating a new mod specifically for adding textures. Find or create a texture I like and use gimp to save it in either a psd or tga format. Stick that in the sources area of the new mod and autocreate the asset. This this should turn it into a texture. You want to make sure when autocreating an asset to do it as a texture. Not a bitmap or custom texture. And set it to DXT5. Once you build your mod find the textures.arc file in the mod folder and move it to grim dawn/resources. Now the textures you added to that mod can be used in the pseditor. This post helped me A LOT http://www.titanquest.net/tq-forum/threads/30758-Beginner-s-Guide-to-the-PSEditor

You will need to do a bit of research into alpha masks and transparency in gimp to make things look good.

oh and that yellow/blue thing is something missing with the texture. Gotta make sure the skill is pointing to the right texture.

Gotta make sure the records/skills/_classtraining_classxx.dbr is pointing to the appropriate .tex files under ui information. SkillUpBitmapName. Maybe SkillDownBitmapName. Haven’t figured out what the second one does actually but I have something pointing to both

Great, I knew that was due to a missing texture :slight_smile:

Also thank you for pointing me out the Particle Editor, had to be one that did it in there!

Here’s a thread that might be useful for you, unless you knew about it already :slight_smile:

LINK: http://www.grimdawn.com/forums/showthread.php?t=37952 (sorry I must have forgot to link it at first…)

I used that and made my skill appear on the first row, first tier.

it is possible to port the class of Titan Quest?

After a whole afternoon trying to figure out how to add a new mastery, set descriptions and at least one skill, I’ve finally done it!

Now I just need to learn how to put the picture in there…

It’s nothing compared to the work of more experienced modders but I wanted to share a couple images with the community anyway :slight_smile:

This thread helped me A LOT!

Awesome :slight_smile:
Keep us updated!

I’ve gone ahead and updated the Modding Tutorial with all the files necessary to add a 7th Mastery.

The quest npc there can now also give you some experience so you can check it out without killing any monsters.

While we cannot update the one included with the game release without doing an update, I added a download link to the latest version here:
http://www.grimdawn.com/guide/settings/modding.php

Enjoy!

Thanks Zantai! Much appreciated!

You rock Zantai!

METEOR BALL! (when size is too much)

Anyone know if it’s possible to change the “projectileImpactFX” size somehow?

To change the projectile size I opened the .DBR file in the editor and in Actor Variables I changed “scale” to what I wanted it to be.
But I also see “actorRadius” in there and I’m not sure what this affect.

Another question, to make the skill I’m using I edited the fragments from the Magi Devotion volcano and they work a bit like an Impact Grenade would but it’s not the effect I was expecting.

I’d like to know if anyone knows how to edit a skill priorities so it flies like an Arcane Missiles would, meaning it would hit enemies in it’s path but I’d also like to have it explode when it reach the location I pointed (clicked) and also explode on wall contact.
Right now, It flies over enemies and hit the ground for damage instead of the enemies.
I don’t really like that :frowning: It makes the spell way too cheesy.
I’m pretty sure it’s doable but I don’t know what I need to look at first!

I know I’m getting off-topic from the OP but If it’s an issue I’ll make my own thread.
I just know some people could use the information available here :slight_smile:

Ahhh man… you stole my Idea for a mastery name… :stuck_out_tongue:

But gratz on getting it working :slight_smile: I have been to busy to make a start on mine yet :frowning:

:stuck_out_tongue: and finally I finished my 1st new Mastery - necromancer !

tiring , but interesting!

This looks awesome :slight_smile:
Are you gonna be sharing it with the public once it’s ready for release?

How did you make all the art in such a small amount of time?
Have you had them already made before they release the tool :slight_smile:

:rolleyes:I’m glad to share it for test…

however, all these texts are Chinese

and i can’t trans them to English becasue my bad English…:undecided:

I am sure everyone who loves to use it :slight_smile:
And if you want I can help you with the translation to English and even French if you want!

I’m native French speaker but I learned English in high school and with the help of internet.

I’m not extremely used to Chinese language but with Google Translate and some common sense I can probably do a great job :smiley:

Let me know if you’re interested!

maybe I can make a (terrible)English text in a time:p
please help me to correct it by then:D

maybe I can make a (terrible)English text in a time:p
please help me to correct it by then:D