Just a couple of questions related to the flexibility allowed in modding.

So while I intend my first mod to be a strictly adding content (just added rogue-like dungeons), depending on how that goes, I might want to dive into a more overhaul type mod (new items, skills, masteries, etc.) and for designing that I have a few questions about the flexibility allowed in modding.

  1. Is it possible to limit a character to 1 mastery?
  2. Is it possible to allow multiple component or augmentation on a single item?
  3. Is it possible to allow augmentation on all item types instead of just weapons / jewelry?
  4. Is it possible to modify the effect of skills through a weapon stat /component / augmentation instead of a skill point type selection (for example, have the shaman’s Corrupted Storm be applied from an item instead of having to select that skill in the mastery)?

Yes, in records/creatures/pc/malepc01.dbr and female01.dbr go to Skill Manager -> masteryIncrementLevel and remove the second level.

No.

Yes, in the enchantment, go to Enchantment -> Enable all item types that you want your enchantment to be able to be applied to.

Uhm…maybe with painful workarounds. But not as a general solution that could be applied quickly.

You could put hidden modifier skills into skilltrees that have an initial level of 1 which have no effect at that level and then make +1 to that skill on the item and give the skill an effect on level 2 but seriously, this is going to be really painful if you want to do multiple of them, not to speak of the skilltree being limited to up to 35 skills.

  1. you can always work around this and make components stack endlessly, instead of completing at 3. Increase the completion cap to 1000, then just make 1000 levels of it.

It’s a lot of work and not quite what you want… but it’s something. Also - you can make crafting recipes to combine two components, and create a new ‘double’ component if you wanted. Say, chilled steel plus searing ember = Coldfire Embersteel or whatever, and can give bonuses of both components. Just some suggestions as a workaround since as elfe said, it is not possible to raise the limit of 1 component per item

  1. Keep us updated if you do it. :slight_smile: I’ve been dying to see someone do that but it’s a lot of planning that needs to be done.

1b.
is it possible to allow 3 masteries instead of 2?

In theory, yes; I recall such a mod in TQ.

No real idea how to, though.

Nope. The limit is 2 + 1 for devotion. The ui files limit us to 2 since there are no entries for a 3. Skilltab. Everything else would allow more.

The mod you’re remembering was probably from the one person that tried patching the game to accept 3 masteries via asm but gave up after a while even thought he got 3 masteries to show up.

That is an interesting idea that I did not think about but using components / recipes would probably be able to work for #2 and #4. While there are things that I really hate about PoE like the seemingly need to keep flasks up, the reliance on trading in mid to end game (my 160h in this league and I think only 2 items I found myself that I was still using at the end of playing all my characters), or the sometimes random one shot mechanics but I really like the way they have the skills system setup and that is was #2 and #4 were related to. Ideally what I would want to do is have all the primary attack skills be attached through components on gear and then have all the skills in the masteries be ether passive skills or aura type skills. I also wanted to be able to upgrade component skills (which is what #4 was related too) however just being able to define a bunch of recipes to create all the different variations of the component based skills would also probably work. I know that overhauling the skill system like this will take a lot of planning, work, tweaking, balancing but if I find modding in grim dawn enjoyable, I might like doing that.

Another question and this might be in the main game but I have not done much crafting in the main game but it is possible to dismantle a component into it components used to create it so if a component was crafted with a flame ember, chilled steel, and a tough fur, I could get all those components back by dismantle the component it created (or maybe I could craft a crafting recipe though not sure if crafting recipes can yield multiple items)?