It’s not rocket science, you may have done something wrong somewhere.
If I am reading this right, you are trying to import an existing toon into a mastery mod. Try making a new toon.
Hey man, how did you put the skill icon on the widget’s pet?
Your compression tool or the way Somerled packaged the mod, may have an additional folder. After unpacking the .7z file, if you have a folder similar to (Working)Coronus 1.3.0.7z , that is not the correct folder to move. Open that folder to find a simple “Coronus” folder. That folder and its contents get moved to the Grim Dawn mod folder.
From there, launch Grim Dawn and you will find Coronus under custom games. Hope this was the solution you were seeking.
Finally, I finished translation and introduced your Coronus MOD to our JP Wiki.
This is enjoyable MOD which many players should know. Thanks. 
Oh hey, that’s really cool, thanks man.
Kathanious wanted to pick the mod up and continue working on it since I lost interest, but I’m waiting on him to send me something. Hopefully he will, what he’s done looks good so far (nothing major now so don’t expect too much). But it’s been a week or two already so I’m starting to get worried.
Anyway, thanks again.
I need to finish the scaling on two skills, and look over a few skills that changed tier, then she’s ready. I was trying to squeeze in one more totem type skill, but it was giving me problems so I dropped it. Coronus has plenty going on and keeping it close to the original design was the deciding factor.
Down

Up

After that, some test play then final tweaks per Somerled’s input.
Basically pushed all the pets to top and player skills to bottom. Few skills changed tier. Changed Y-Gair color to yellow for better contrast with Abaddon. Only major change is Ice bomb became a debuff on a cool down. Cleaned up the tags and enumeration. I like how Coronus is not locked into playerClass#, this makes it easier to merge with other mods. I learned a lot about modding from this class and enjoyed my time with it.
Thank you Somerled for allowing me to polish the rims on this fine ride.
hi! just wanted to let you know, that i picked up the mod yesterday and really love it, so far.
all these minions beating the shi.t out of the mobs … i love it
a bit sad, that u lost interest, but thx anyways
It is regrettable. I was looking forward to the day which the 7th slot completes.
- One skill is insufficient. Probably Sun Harmonics?
- And, where did “Rash” go? This skill has a big meaning when it combines with Shaman. It is not interesting unless this skill exists in early stages.
- There was a small problem about rush. Rush are effective only when melee weapon is possessed, but the description does not exist. And also when I had ranged weapon, skill was used in spite of having been ineffective.
- Surely, the icon of Y-Gair and Abaddon was confusing and I often mixed both up. Similarly, I mixed up Grigori and Og’Napesh (of Black Grimoire). I also want the color of the icon of Grigori to strengthen redness.
I will put Rush back and and look at changing some colors. I was wanting to add contrast to the archers and Dead Dogs as well.
Does the Proxy skill work? I got it but I notice no change. No run speed adjustment and no pet adjustment. I equipped a 2 handed mace. What am I doing wrong? Thanks! (I also got the other tiered proxy where my pets get +bonuses)
When was that here? Hey.
Oh Fields, My Fields should work. I never really tested that personally, but you could do it yourself without a trainer or anything. Just compare your DPS before and after putting points in the skill. Please do report back!
Since I’m here I got an announcement: I’m going to work on a new skill that could be very interesting. It’s a new summoning spell, but it’s going to be a bit different. It’s been done in other games IIRC, but it’s not something you see very often for some reason.
Well, let’s hope it’s possible in this game. If it’s not I’ll edit the post, otherwise no.
If it’s a success a new version of Coronus (mine, not the one from Kath, sorry guys) will be uploaded here. After that, I’ll see with Kath what he wants to do for DAIL and this mod.
You returned! It’s a joyful news. 
It’s your baby. I thank you for allowing me to use it as a learning tool. With managing DAIL I no longer have the time to polish the class further. My only request is that you keep the color changes on the icons 
DAIL players would enjoy new and improved. So what ever you come up with, I’ll get in.
I’m working with my last version, not yours since you changed it after giving me a version of the thing.
I already added and changed quite a bit more than I was expecting, so maybe you could make some changes on your end (shouldn’t take more than 30 minutes if you’re slow), then send them to me. It’s mostly balance stuff, we keep all the files even if they’re not used. Plus you are more familiar with your version of the mod, so it shouldn’t be too bothersome to you hopefully.
Here’s the upcoming patchnote (will probably change, I’m still working on the new skills - what you might want to change however are in green) / keeping the whole thing while adding a bit for the curious.
Changelog
> Please note that this was updated on my latest version and not Kath’s version on DAIL. His version may be different if he changes it.
[ul]
[li] Removed the following skills: Alpha Centauri ; Closer ; Sun Harmonics.[/li]> [li] New line of skill: Hollow Grove - Throw an inoffensive infused rock that, when shattered, liberates a corrupted Devourer who uses his own bones as projectiles when at close range. Uses one fast bone projectile that damage the enemy’s toughness and inflicts internal trauma. Pets scales with pet bonuses[/li]> [li] Tooltips update (Kath don’t worry about them I’ll handle it)[/li]> [li] Starting from level 18, your skeletons summoned from Dead Dogs will wear armour.[/li]> [li] Improved graphics/sounds for Dead Dogs basic attacks.[/li]> [/ul]
Balance changes
[ul]
[li] Alpha Centauri is now innate to Ignition.[/li]> [li] Reduced Ignition duration by 1.5s (bringing it to 15s).[/li]> [li] Closer is now innate to Grigori, albeit its effect is drastically reduced (50% reduced effectiveness)[/li]> [li] Song For The Dead’s summons now spawn closer to the caster (change distance profile to melee/short - got no idea if this works tbh)[/li]> [li] Reworked how Song For the Dead works.[/li]> [li] Ten Days of Falling: Added a (scaling) chance to inflict +25% damage per attack ; Increased the increase to cold damage (+~20%) ; Added a scaling attack speed buff. (+10% going up by +2 each level)[/li]> [/ul]
Note: Sun Harmonics was the skill you removed for yours, keep it if you want, I don’t think I’ll add a 2nd augment to Hollow Grove. (by the way if you keep that retaliation skill here’s a description for it that’s a bit better than an edgy quote: Being able to control an army of undead bound to your will doesn’t make you immortal, but hurting those who hurt you or your minions without moving a finger might give the illusion that you are.)
Note 2: For your consideration I added some numbers.
EDIT: Got no idea on what to do for an augment.
EDIT2: The creation of the new skill and its augment was a success, now I’m just waiting for Kath to give me his files once he gets back from work. He said he would also give me the custom template that the Engineer uses, so I may be able to include more skills, which would be pretty dope. Expect a new release for this week, and if I get lazy, next week.
I’m bumping that thread like a bitch because I made one big ass update. I recommend checking the changelog to see what changed (it doesn’t really go too much into details and there’s a few things I’ve omitted because I forgot).
Big thanks to Kathanious for giving me his work on the Coronus as well as an extra that I may use later on.
Now it’s 4AM; thanks fuck I don’t do shit tomorrow. Good night all.
I’ll work on making a new video for the skills soon™. And maybe at some point an up-to-date gameplay video.
Just a random input - so please don’t take that as offense:
I feel rush should be removed from the mastery and be replaced with something which differs more from soldiers Blitz. A short slower AOE movement speed buff would fit the summoner better than the rush which works almost identical to Blitz.
I don’t mean this as “rush is bad” but mere as: it does not add anything “new” to the game as a whole. The more diverse the skills are more interesting it becomes to combine the masteries
You’re absolutely right, Rush was there as a needed gape-closer for the mastery so that you wouldn’t feel “left out” when everyone else is using their own versions of Blitz to destroy the opponent.
I really like your idea, I’ll see what’s possible. Worst case scenario it’ll be a speed boost to yourself only. Thanks for the suggestion!
[Dail 58.2] Many skills miss the 2 handed weapon requirement tooltip. For example: Rush, Slice 'em good.
Apathy: Would it be possible to make Apathy an AOE cast centered from the players position? Clicking on your minions is annoying as hell. Also it is near impossible with mods like Grimmest where there are just so many mobs on the screen and they barely survive. Otherwise apathy needs a HUGE buff as even if I stand there and do nothing other than healing a minion I am unable to keep it alive. It is even annoying outside of combat as it takes forever to find/target/heal them. An AOE would be such a huge quality of life improvement.
I checked the skill requirements, they are still 2h. I added the requirement to the tag info in 58.3.