If you use my work, please credit me if it helped you solve a problem.
I spent a lot of spare time on this, mostly the preparatory work hacking the game back at release.
But even two decades of on/off modding/hacking experience do not mean modding or hacking codes was effortless.
Respect my commitment by not repackaging my work and claiming it your own. Thank you~!~
Am testing 7zip for packing the archives as zip, please report any issues.
V2.1
-reverted “-Shops now carry more Rings,Amulets,Medals,Components.”
This fixes a freezing bug in Wightmire, thanks to user91sro from Nexusmods reporting this bug.
Why did the above change cause a freeze you ask?
Simple, the game takes about a second for fully creating an item, this includes items in stores.
So the Rover Shop in that Region apparently had too many items to create and went into a loop of death.
You need to be aware that for Grim Dawn to take a second to create an item fully,
it has to run through millions of lines of asm code, which is actually not needed if you code properly.
shame on you devs!
Please fix the item generation, it is too inefficient, if you need design guidelines for that,
I am willing to offer them.
A few oneliners would suffice to speed things up reasonably.
Also, please offer an option to let the game crash normally instead of freezing it,
In Fullscreen this means players need to reboot windows.
Offline GOG players won’t send any information anyway.
Players:
If you find bugs, please report them
V2
-Most Champions and Nemesi spawn if they are available.
The same goes for throwaway mobs.
-Chests now are multi-shot, no self-destruction or bad loot on repeated encounters.
Requires scripts.arc to be put in …/resources/.
-Playerskills uncapped from Masteries, now you can learn any skill without investing points into a mastery.
This allows you to ie, designate your second class to switch between all classes, learn only skills you want.
This works by never investing points into the second mastery, permanently enabling the “Undo Class Selection” Button.
To assign devotionskills you need to have at least one point invested into a mastery to unlock all skills for assignment.
After that you can reset the mastery and assigned devotionskills should still work.
This allows to not be OP due to maxed Masteries required to access some neat skills.
You can ignore this change, just don’t invest in something you could not normally learn.
-The included CE Table has several scripts to reset your Masteries, All Skills and maxing both if wanted while also adjusting the skillpoints.
-Playerskills no longer require specific Equipment, the UI tooltips do not reflect that, though.
Itemskills will follow in a later version.
-Iskandras Elemental Exchange and its followup Overload have been buffed by request.
Please comment on this, I will listen and change or remove this depending on Feedback.
The changes are UI visible. Please use the CE scripts to undo any points spent into these skills (and all others) without raising the Skill reallocation cost.
Skills should be worth using. There aren’t that many.
-Shops now carry more Rings,Amulets,Medals,Components.
Initially I also wanted to remove White items and allow for more Green Gear to be sold.
But this change as initially done would have resulted in massive droprate changes of Yellow Gear for mobs.
I may find a solution which still allows for sane droprates and better Shop Inventory.
The shops should at least rarely carry things to spend money on.
-Also included are files which allow to change the Inventory Size, but this requires extra work. Adding extra Bags is impossible without engine support.
No changes to current Inventory size are done in V2.
Nor has the droprate of Yellow Gear increased in V2.
Those are tentative changes for V3+ or unwanted sideeffects.
There might be a Minimal(<0.5%) chance for common enemies to drop rare suffixes. Or not.
either way, this was aimed to improve the shop gear quality. There are no Quality modifiers for shops you can use.
Monster Runspeed, this can be changed, I may include a flat multiplier adjustment CE hack for you to test if there is interest.
There are many parameters to think of to make monsters less territorial and willing to pursue you without breaking something.
But I am all for (optional) challenge. Future bundled tables might also include XP and Damage In/out multipliers for the Player.
Until then you can go to the CE Forums>Tables subsection>Grim Dawn Topic and download coo7’s table, it contains these settings.
So you can make monster actually hurt you if your gear/skills are OP.
btmps table includes a still working SpellCastSpeed multiplier,
unknown_k a difficulty unlocker and
Cielos has a Hotkeyable Teleport. Cielos also hacked the Show ItemLabels at maxZoom included in my table.
Camera, for closeups MinZoom at 1/3rd of stock.
V1
Affixes roll for Legendary and Epic items.
You can now hunt for really good gear, against hordes of champions whenever you want.
Upcoming versions will improve the affix selection available.
Playercaps: Maximum defense & run,attack,cast,speed speed at over 9000!
Player Max Levelcap upped to 500, default Lightradius from 11 to 7777.
You still need to raise them yourself.
Camera max Zoom at 120,pitch at 45.Fog mostly removed, (it still remains at one specific zoomstep).
You may need to use the included cheatengine.org table
FarClip option, it stops the engine from rendering to black at maxZoom.
Cielos’ Display Item Labels at maxZoom is also included.
It usually renders black at a zoom of >100~.
Both are Engine, ie. hardcoded limitations.
Render to Black at MaxZoom can also be removed by using GrimCam (not included).
Projectiles and Beam distance upped to 80 meters, which at the new maximum zoom extends to the screens edge,
instead of barely around your character.
Attackranges quadrupled, this will allow maximum range skills to near the screens edge.
But enemies will also be able to bombard you from afar.
This doesn’t really balance this mod as a whole, but it definitely has an impact.
//this as many other controversial changes can be undone with the included CE table, please use that instead of asking this to be changed.
All item Stack limits uncapped beyond 65.000!
Components and Augments attach to any Equip and are always complete.
Say goodbye to redundant Potionstacks or incomplete Components cluttering your inventory!
Removed Soulbound from all items, so you can transfer them at will.
Fixes bug of not remembering Augmented items which had their Soulbound state removed between restarts.
Removed restriction on hoarding certain questitems.
Now you can pick up as many single-use keys to reuse on later playthroughs as you want.
Starting Amulet Salt Bag now has a fixed ~100%+ runspeed.
All Items and Affixes sport a ten times higher runspeed.
No more +2% runspeed additions! And actually moving instead of sleepwalking into a new game!
Sharing of code:
Feel free to use the included “scripts.arc” (V2+) in any of your projects, just credit me please, thanks
this will make multishot chests and better loot for chests in general.
the changes took a minute and i don’t mind giving that out to anyone.
Though for anything else, please ask and in any case, credit my work.
Regarding Feature (removal) requests:
I gladly take unnerfing requests, as well as anything related to the theme of this mod.
Uncapping, freedom of choice regarding (Item) skills and
making things useful which are broken at stock.
It should be fun and add to the gameplay experience.
I am usually an extremely nice person, to a fault,
but do not worry, you can ask for feature additions without holding back.
I am somewhat sensitive when asked to waste my time though.
I hope I offered enough guidelines for you to decide what falls under “wasting time”.
Feel free to ask for an elaboration,
I can do without drama caused by communication failure.
I also prefer to not deal with smurfs.
Removal of options:
Runspeed Cap,Ranges,Camera,ItemStackLimit,Lightradius,Golddroprate,Shop Prices and so on.
Please use the included CE table to freely adjust your *running speed(*etc) to your personal preferences.
I am not removing features which can be adjusted with the CE table.
Not all of the above CE table options are implemented in this mod.
This mod is first and foremost made for my own use.
Uploading and managing several per player customized mods is not in the scope of this release.
Thank you for caring to read and honoring these requests.