How to recompile a changed mod

Note: THIS IS FOR PERSONAL USE ONLY SO DONT LECTURE ME ABOUT COPYRIGHT.

Hello, i extracted the contents of the DAIL mod compilation without problem in a folder sitting on my desktop. Now i changed how many devotion points one can get… But how in the world am i supposed to recompile it? i get 3 folder when extracting:

dail
mod_wanez
records

i only changed one file in the records folder. Now when i try to use the asset manager, its just a confusing mess… Basically i load it up, change my working space to the folder my dail is saved in and it shows nothing. Then i press build, it uses every single game file recompiles it and creates a 1.9 gig file. I have no clue how to use this thing even tho it should be easy and im not stupid, i created mods for games myself and never have i seen something that confusing. Why does it not show the correct folders when i set my workspace? How am is supposed to recompile those 3 folders, or even better, create a mod out of that single dbr file that overwrites the other files?

thank you for the help

If the mod provides the sources, then you can rebuild it.

You can extract .arz files even without the source. I have the gameengine.dbr, i just have no clue on how to actually rebuild the extracted files.

No.

yea i get that, but i needed to config my workspace to actually use the right folder. I need to recompile the dail.arz. Like i said, i have those 3 folders, i load the “extracted” files in my asset manager and then the 3 folders were in the sub categorie “database” i then used the build function and it threw red errors saying it cant find the .tpl for all the records. But it didnt extract any .tpl out of the arz so do i have to extract all the .arc aswell just to change one simple line?

If it says you don’t have templates, you first need to setup your Asset Manager correctly. And no you don’t need to repack the resources, you can just repack the database and then copy paste it over the original database inside the compiled mod which already has the arc files.

Here’s some copy / paste from a tut I’m working on regarding Asset Manager setup:

1.2.3 Setting Up Asset Manager

Finally it’s time for some practical steps: Setting up your Asset Manager! Why Asset Manager first? Simply because it is an easy way to get the main directories to work that you will need for modding: Your working, tools and build directory. Alright, let’s start:

First, you’ll have to open your windows file explorer and navigate to your Grim Dawn Installation folder which lies by default in

C:\Program Files (x86)\Steam\steamapps\common\Grim Dawn

You should see a folder that contains a bunch of directories and files that looks like this:

(For me it’s in D, just ignore that, it’s by system design)

Now if you search this folder, you’ll find a file called AssetManager.exe. Start it (note: may require administrative rights as it otherwise couldn’t do required file operations).

You should get rewarded with the following login screen now:

For now, all we want to do is a simple setup and one person projects so we’re going to work offline. Click “Work Offline”. This window will get interesting when you decide to work together with other modders but dealing with that would be kind of an overkill right now.

Now there should a bigger window open that looks like this:

As we want to set up or directories, we now need to click Tools -> Options in the menu:

This window should open:

Now there are 5 fields in which we can put directories. For now only the top 3 will be interesting to us as the other two ones are for more advanced modding and when it comes to merging mods. The Working directory is where all the source files for your mods will go, the build directory is where your “compiled” output will get to once you build your mod and the tools directory is where your modding tools are, which is by default the game’s main installation directory.

Note for Gog Users: Your paths will be different though the base is the same, the only difference is where your installation directory lies.

These three path might be set for you already, but we’re going to change one of them. The build directory should point to a folder called “mods” inside your game installation directory:


C:\Program Files (x86)\Steam\steamapps\common\Grim Dawn\

Whereas the Tool directory should be the instalation directory:


D:\Program Files (x86)\Steam\steamapps\common\Grim Dawn\

Now by default the working directory will point to the same directory as the build directory which is also recommended by the official modding guide.

This is bad practise as it will result in a mix of output files and source files and might confuse you and potential other modders later if they want to merge your mod with other mods so we’re going to seperate them and make “clean mods”. Also there are several more clean mod guidelines and best practises but more on that later.

We’re going to create a new folder inside Grim Dawn’s installation folder called “Working”:


D:\Program Files (x86)\Steam\steamapps\common\Grim Dawn\Working

and put it as working directory. You can navigate to it by clicking the […] button in the Options window in the Asset Manager:

Note: Keep this in mind as the […] button is the idea of a file browser button in the Asset Manager. You’ll find these buttons very often while modding. They usually indicate that you can choose a database record file or a resource file as reference for that certain entry.

Now that we set up our directories, there is only one thing left to do: Extract the game files so we can start modding!

To do this, choose Tools -> Extract Game Files in the menu:

And then locate your Grim Dawn installation folder and select it:

Now press “ok”. You’ll get a warning that you’re about to write the files into your working directory but that’s perfectly fine for our purposes, so you’re going to press “yes”. Now the Asset Manager will be kinda busy for a while as it extracts the entire database and all resource files so you can work easily with it.

Once you did this you’re done setting up your Asset Manager and therefore the most important directories setup! Congrats :slight_smile:

That’s because you’re using the wrong workspace and the game can’t find the vanilla template files.

I literally just downloaded and installed DAIL, decompiled it with grimarz, changed the Devotion cap from 59->60, and rebuilt the mod over the span of seven minutes without changing the working directory.

yea, i might have done wrong somewhere. The thing is that most tutorials just dont realy tell you how to set up asset manager just a simple “go and configure”. Im used to java workspace since ive done some mods for minecraft and never used any official mod tools what so ever. The tutorial above is a pretty good explanation and ill try to figure it out now.

None of us had a tutorial to use to figure any of this out… we used the modding ‘guide’