Does exactly what the title suggests.
Randomizing Enemies
Non-boss enemies, including Heroes, are removed on spawn and instead create a new proxy on their spawn location that spawns a different random enemy. The enemy rarity is taken into account, as well as the proxy type (whether it is an ambush or not).
Randomizing Bosses
Running “1 RandomizeBosses.ps1” switches all boss entries around, quest and script related information is kept so that nothing breaks. You can optionally set a custom seed.
Randomizing Scale and Shaders
“4 RandomizeScaleShader.ps1” lets you randomize the scale (height) of enemies in a set range, and randomly apply different pre-selected shaders based on a set chance.
Extra Spawns
By default, each enemy spawn can trigger two additional ones with a 10% chance each. Going into “Randomizer/resources/scripts/randomizer/creatures.lua” lets you modify the chance and times an extra spawn can potentially trigger. After modifying any values, run the included “6 Update archive.bat”.
Randomizing Items
“2 RandomizeItems.ps1” randomizes all items either within their rarity or their whole category. Guaranteed drops are then less predictable. By default, all materials and faction items are shuffled around too (for materials, this means that some rare materials will turn common, and the other way around).
Randomizing Loot
“3 RandomizeLoot.ps1” adds all unique items to their respective basic loot tables, meaning all uniques can drop anywhere, such as the Totally Normal … items. In addition to this, all uniques have now a low chance to roll affixes (can be disabled).
Expansions are required!
Alternative Site to Download: NEXUS MODS
You do the randomization process yourself through PowerShell scripts, which also lets you customize it a bit.
Installation guide
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- Extract the contents into the Grim Dawn installation directory where the Grim Dawn.exe is located. There should now be a templates folder inside “Grim Dawn/database/”.
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- Go to “Grim Dawn/mods/Randomizer/”.
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- Double left-click on each “[1-4] Randomize*.ps1” script to change the randomization rules.
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- Right-click “1 RandomizeBosses.ps1”, click Run with PowerShell. Do this with scripts 2 to 4, in the right order. Wait for each one to finish first!
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- You can change the chance for extra spawns happening here: “Randomizer/resources/Scripts/randomizer/creatures.lua”. Afterwards, run “6 Update archive.bat”.
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- Go to “Grim Dawn/”, start the AssetManager.exe and set it properly up so that the working, build and tools directories each point to the installation directory.
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- Inside the Asset Manager, do the following:
- 7.1. Mod > Select > Randomizer.
- 7.2. Database > Right-click on Randomizer/database > Build. The building process takes quite a while to finish.
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- Load the mod in-game through Custom Game.
You can run “0 ResetRandomizer.ps1” to fully start over, in case you want something not to be randomized anymore (e.g. faction items). If you only want to re-randomize something (e.g. bosses), then you only have to run the specific script again. Note: Randomizing items again also changes your equipped items!
If you want to play with only randomized loot, delete the database folder and the resource folder, run scripts 2 and 3 afterwards and build the mod.
Celestials (super bosses) are not randomized by default. To add them to the pool, move all files from “Grim Dawn/files/creatures/specialbosses/” to “Grim Dawn/files/creatures/boss&quest/” and run the script afterwards.
Merging with other mods (low conflict potential)
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- Extract the contents of the Randomizer into the Grim Dawn installation directory where the Grim Dawn.exe is located. There should now be a templates folder inside “Grim Dawn/database/”.
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- Move the contents of the Randomizer mod folder over to the other mod folder. Do not overwrite.
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- Follow points 3 to 8 from the installation guide, but also run both “5 Merge with other mod.*” scripts too (before “6 Update archive.bat”!).
New enemies or items won’t be randomized.
I tested this with my Lightweight mod, and it worked fine. Great combination by the way, since it speeds up the early game, which might normally be a bit slow with all the randomized enemies.
Merging with Diablo 3 Classes
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- Install the Diablo 3 Classes mod.
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- Delete the folders inside “Diablo_III/database/”.
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- Extract the contents of the Randomizer into the Grim Dawn installation directory where the Grim Dawn.exe is located. There should now be a templates folder inside “Grim Dawn/database/”.
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- Move the contents of the Randomizer mod folder over to the Diablo_III mod folder. Do not overwrite.
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- Go to “Diablo_III/files/” and copy the files inside the diablo3 folders as it says in their name.
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- Run “0 ResetRandomizer.ps1”, type yes.
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- Run all the other scripts in order, including the “5 Merge with other mod.*” scripts.
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- If you chose to play with Affixes for Uniques, go to “Diablo_III/files/diablo3 [copy content over to ‘items’ and overwrite]/affixesUniques/loottables/” and copy the contents over to “Diablo_III/database/records/items/loottables/”.
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- Follow points 6 to 8 from the installation guide.