Mod Discussion (all sorts of stuff)

First and foremost, can’t wait to get my hands on this. Hoping a dev pops on, but eta for release? "When it’s done, when it’s done :slight_smile: " My guess you’re packaging it up with 1.0.3 and still working on bug fixes?

2nd question. Is it possible to have items (armor, weapons, etc) unlock and show up in shops based upon a quest line being completed? I saw that you can do it with masteries, which is cool, but can you have the items start showing up based upon a quest completion contingency?

Going down the Ghosts of Futures Past time frame with my mod. What was old, is now new again in the Grim Dawn world. Ever wanted to see a M249 or a SCAR, or Sig P238 in the game? Well, hopefully now you will :smiley: Though, infused with aetherial energy and the like.

It’ll all be centered around either finding a new faction or completing a quest line that leads to a cave of elder tech. And wouldn’t you know it? A lot of this elder tech translates very well into the world of Grim Dawn :smiley:

Somewhen this week but I doubt they’re going to say which day exactly.

Yes you can, it’s a bit of a workaround though and dependant on how many times you want to do it, it could get much work as you have to create custom vendors for that and replace the old ones by the new ones (once the player completed the related quest) using the quest system / scripting.

I see you everywhere these past few days when it comes to modding answering everyone who have questions, so thanks for that, but I’m curious, what are you credentials? Are you eisprinzessin in disguise?

I’m an undercover agent sent by the government to find out as much as possible about modding GD as they can’t wait to get their hands on the tools :stuck_out_tongue:

Actually I’m a veteran modder from TQ, been modding a lot there and I dare say that I know a lot already by knowing the engine and most of it’s possibilities.

Also I’ve written my own version of the asset manager with a little help which enables me to test stuff already now - even with compiled database.

Elfe can you help me pls, what does it mean?:slight_smile:

Proxy Patrollers, used to connect a Proxy with a set of patrol points. A proxy is grouped this way, then Linked to a group of Patrol Points.

And what “SetPiece”?

Hype

Patrol points are, as the name says, points between you can let npcs or creatures patrol. To do that you need to put the patrol points together in a group and assign it to the creature / npc(s) you want to patrol between these points.

They will walk down the list of patrol points in straight lines so if you put the wrong order it might end in them not being able to walk further if they cross obstacles within their way.

Proxys are “spawners” as the devs call it in their guide: A list of creatures that can spawn at a preset location (proxys are an editor item that can be placed using the placement editor in the world editor but also can be used in the database editor for spawning something on death of a monster or by using lua) and you can put in weights and chances for each entry to spawn so you could also make randomized patroling npcs or enemies or guards or whatever you want.

There is some tool that lets you create both types of groups, you create the group and than you choose for example the wanderpoint group so that it is selected in the window, than click the as spheres visualized wander points in the editor. They should get some form of visualization to tell you that they belong to the same group.

If you did that for the wanderpoint group, you need to do the same with the “ProxyPatrollers” group. Once you got both group, select the “ProxyPatrollers” group, tick the box that says “Link Mode” and the editor will show all wanderpoints as dark dots. If you than click one or multiple of them, they get connected by a blue arrow which tells you that they’re supposed to walk there if you come near in the game later.

Screenshot (from tq editor):

Edit:

Set pieces is just a name for any object that is part of a set, for example decoration for an underground or for a town etc. So basically it can be pretty much anything. They used this for randomized cave entries, portals etc, too.

Ah hell yeah dude. You rock. So I have a question for you: I never really touched upon particles besides in Torchlight II GUTS, how… “easy” (for lack of a better word) would it be to create new particle effects for new or existing skills? From a simple one such as a bullet trail to a more complicated one like some kind of acid pool with markings (more or less) on the ground?

Elfe thx a lot! You best!

The PSEditor (that’s what the effect editor was called in tq) was pretty simple to handle, basic effects are pretty easy to do, advanced ones are a bit of try and error especially when it comes to attaching particles to certain parts of the body or items. Also you can use different shaders to get in more flavour but that’s really advanced as some can not be displayed in the effect editor and therefore have to be tested ingame for every single change. It looked like this:

Edit: I can provide some more information on that later but for now I’ll have to leave for about a hour or more.

You might need your own sub forum soon :slight_smile:

Thanks, that’s really helpful.

Lol :smiley:

I got one on the modding forums due to preparing basic modding script (I just recognized the part about game in development is a bit outdated :D) parts (for my remake of the asset manager) for the closed section so people could have a look into modding beforehand and learn about how the database is built…it will all go public once the tools are out (and Jaknet is back…). I’ll continue them in the future using the official toolset (and maybe sometimes custom ones) though I won’t have time for that for about one week as I’ll be away from this saturday for 1 week and I probably won’t have internet connection.

…Someone should rename this thread to random modding discussions :smiley: Edit: Lol thanks Zantai :smiley:

Well back to the effects editor: Usually there are such called “debug lines” in the background (a 3d coordinates system), I just disabled them for the screenshot:

If you want to create an effect, you will first have to create a new entity (the list on the right, if you click create new it will create a new sphere entity).

Afterwards you can tell it what type of entity it is: Sphere, Plane, Circle, Line, Shell and Skeleton.

If you did so, you can tell the entity on how much ermitter it should spawn over which time and even assign a maximum value in the graph:

Almost all options you see on the screen will give you such a pop up window to adjust the properties by setting time points for where it should do what and how much and how long. Time points can be added by doing a right click on the graph.

The particle options will directly influence the behavior of the single particles, also over time. Pick Texture will let you pick a base texture for the particles which can later be stretched, rotated etc. Pick shader enables using different shaders though as already said, some can not be displayed in this editor. It’s the tq editor though so it might be that they fixed that for the gd editor.

Well the ligh options on the lower right are for the world’s physics engine and are dependant on the day / night circle you set using the world editor.

I hope I could give you some insight on how effects worked in tq and probably similar work in gd…I’ll write a more advanced tutorial for the gd effects editor once it’s out if nobody else volunteers for it.

Wow, Glad i am not the only one >_>

Thanks, that’s a nice basic overlook of the particle editor.

Speaking of particles (actually not really related to particles), I was wondering if it was possible to change the player’s model when activating/deactivating a buff and keeping a different model while the buff is on. I suppose the equipped items would be a pretty big problem for that though, and I might just be getting my hopes up.

I think ( Could be wrong tho ) that you getting your hopes up for something along the lines of shapeshifting? From what i read that cant be done with the engine but what do i know lol.

You can not directly transform your character, unfortunatelly.

What you can do is overlay a different mesh over your character but it won’t move when your char moves so it could only be something like body parts that do not move to much.

You could use it to make ugly curses though…which would be really cool now that I’m thinking about it :smiley: Crate why didn’t you do that?

It might be that there are other possibilities, too but no direct solution.

Now that I’m reading further in the guide I realized how much new stuff they packed in, even a bunch of things I never noticed but are absolutelly awesome as they create an entire new field of possibilities.

don’t see any kind of effects editor in the documentation so far (although it may not be complete)
http://grimdawn.com/guide/settings/Grim%20Dawn%20Modding%20Guide.pdf

So you think they made them by hand, using a text editor? :wink:

It would be kinda odd if they’d leave something as importan out as this is the core part of making new skills…which is probably beside new items and maps the most desired thing in modding.

I just want fancy lightsabers! :stuck_out_tongue: