Mod tools

Looking forward to creating my own series of quests. I have one i want to start building for the Crypts around the burial cave ( first mission really in grim dawn) but i need some help on the following.

  1. How to properly load the modding tools to allow me to see the terrain and not just a black background.

  2. How do i aim a quest location on the map for the front of a door (say to a crypt)

  3. How do we do progressive quests, first part the player enters the crypt. (thats ticked off) then the player has to clear (kill x amount of mobs inside) then clear and kill 3 heroes then boss.

  4. Quest creation, triggers and checks.

I’m going to write a “Hello World” example that gets the basic mod tools in use and post about it today. I managed to get a mod loaded last night but I haven’t slept since then so my writing skills are poor at best atm.

  1. Follow the tutorial pdf, you can’t skip chapter 1 which is extract the terrain and other data from the game.
  2. It is a data type, as described on page 26 of the manual. Also see manual Page 40, Page 55+, the purple text on page 29, etc. Quests are a big concept that is more than 2 sentences and a button.
  3. Set and check for the status of player tokens in your LUA scripts and DBR files. The tokens could be sequential or concurrent.
  4. All the buttons. Programming. The entire enchilada. Try focusing on something smaller first?

If you want to load the game’s world, this is not going to work until someone releases a map decompiler.

I had mentioned in another thread that this can be done by loading the world001.map as a world001.wrl into a newly created mod (placed in Maps or Levels folder). However it is only useful for examining purposes until said decompiler is released.

okay, working on my Quest series tasks,

so looking for advice on how this process works.

Ok, we get the quest, the quest giver gives the blah blah (working on the text later tonight) he says head over to CryptA. Now first part of quest tasks are.

  1. Investigate the Crypt,
    Enter the Crypt.

OnAccept,

Objectives,

OnComplete

Now how do i link where to go and how to link it straight into the next Task within the quest series, go forth and kill x mobs on levels1,2,3, then heroes, boss. ( guide says, use CompleteQuest Task > BeginQuest Task, )

Do i need to just use the ID for the quest itself or names?

Okay got most of it done, but working on the world editior. Has anyone got the editor to load the texture resources correctly, as i cant seem to find the paint options to do grass, rock etc.

To make things less complicated starting out, make sure in the Asset Manager under Tools/Options all three directories are set to:
C:\Program Files (x86)\Steam\SteamApps\common\Grim Dawn
This is also where the game files should also be extracted to.

I have tried the default settings on all 3 options, it seems the Editor is doing something wierd as its creating a new folder for my mod elsewhere and i cant see to move that folder inside, keeps crashing.

I’m assuming you tried abandoning your original created mod and tried creating a new mod right? Asset Manager/Mod/New (new mod with a different name)

Working instructions were provided, and linked from sticky Q&A Tutorial thread

Yeah i have deleted everything ( mod) related and going to start a fresh today using rorschachrev instructions, even last night i tried.

Now the Editor is saving and creating the levels under

C:\program files\steam\steamapps\Grim Dawn\mods
ameofmod\source

I have tried to find some thing in the world editor to allow me to " move " this directory to rorschachrev’s idea of creating C:\GDMod\mod
ameofmod directory but Editor crashes out.

Going to follow again these instructions and will post up exactly what and where these programs are “saving” me data to. And what problems i get.

Just move the files in windows, and then reset the working path. My example tutorial does this too. Asset Manager (start here) http://www.grimdawn.com/forums/showthread.php?t=37873

Added the template thing to OP, made it big and bold.

Yeah i have done this many times, it seems its the world editor ( cant change the settings there ) that is creating the “world” here

C:\program files (x86)\steam\steamapps\common\grim dawn\mods\anotherattempt

even though i have me " asset manager located at c:\GDmods.
But i will move the database/resource files over to the location of me world just now see if this helps.

OMG ! AT LAST

I now have fixed this bleeding issue with the textures not loading at all. Had to copy every single item into the directory Editor creates!

woot woot now i can build my crypt mod. ! :slight_smile: