First off, let me say that this is a great game, and one that provides more tools to modders than almost any other game I can think of!
However…
Tools do not equate to real, functional moddability, and the truth I’ve run into quite quickly as a new player interested in modding the game (which is backed up by the relative lack of actual mods (compare to Skyrim or Kerbal Space Program, or even The Witcher 3) people have produced), is that functionally, this game is not mod-friendly at all.
What do I mean by this?
Well, the core of the problem is that the game treats mods like other games treat cheating. It segregates modders off into their own little corner labeled “Custom Game”. It’s difficult, bordering on impossible, to import “Main Quest” characters into the custom game, meaning all my effort and work building my characters is wasted if I want to play them in a modded setup. Yes, I realize it’s possible, through one of two very irritating and convoluted means, to disable cloud saves and copy my saves to the mod’s folder, either doing so every single time I close the game, or by setting up third-party software (or using command line commands that are beyond the scope of what a typical user is prepared to do) to set up links… I don’t care. It’s too irritating to bother with.
Even worse, with Crucible out, there is, so far as I’ve discovered (I admittedly haven’t looked very hard because I’m already quite discouraged about modding in Grim Dawn at this point), no way at all to play “Custom Game” characters in the Crucible, which kind of defeats the entire purpose of the DLC.
In essence, I feel like because there are one or two elements of the game I personally would like to tweak to improve my own enjoyment of it, and am even considering creating mods myself to add to the game’s community… I am being punished, by the game (functionally speaking) taking away a DLC I paid money for, and by forcing me into doing annoying tasks for something that should either A: be completely seamlessly integrated into a self-proclaimed moddable game in the first place, or B: have a simple setup in the game’s UI to import characters back and forth, running checks to make sure nothing “illegal” or “game breaking” for the Main Quest and/or Crucible, exists on a modded character.
I feel that I’m not alone, even if nobody else is saying it. It’s proven out in this game’s very small number of actual available mods, and the tiny size of its modding community, relative to the amount of effort the devs have put into making it so easily moddable. Again, compare to KSP, which has no mod tools at all aside from the fact that Unity uses a lot of simple text files in its engine, or Bethesda games. Even games that aren’t explicitly produced for moddability like Witcher 3 totally blow away Grim Dawn in terms of numbers of mods, and I think this is why.
Is there anything that can be done to improve a mod-enabled user’s experience without completely breaking multiplayer balance/compatibility (which I assume is why the Custom Game distinction exists at all)? Discuss…