[Mod] TQ ReDawn Mod (v1.01a)

Ah, the vaguaries/quirks of the TQ game engine. :smile:

I have two small problems, there is a door in a cave on the portal 5 map that asks for a key to be opened and there is a broken bridge to cross on the 3rd portal map that I did not comsss, any tips?

Screenshots?

Made changes to obtain bag from Timon.

Noted.

Both fixes coming next patch.

Forget about the bridge, it can’t be repaired.

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Darn, lost the Nympth and can’t resummon her. Only place it worked was in the area just before the cave you enter to get Chiron’s bow. Lost her on the way to Delphi after the blacksmith quest area and tried in different areas, but she just won’t appear.

Try summon it on target enemy. And I’ll adjust summon behavior.

I’m not able to send the image but I believe it’s in a jellyfish cave, at the entrance and inside it there are some petrified npcs. I think this passage will take me to the 6th or the 7th Portal, I got lost again haha

Let me use my telepathic abilities.

You kill gorgons then teleport to town without speaking quest NPC that open doors. And now you have softlocked quest objective ā€œSpeak with womanā€. Well, try come to cave once again in new game session or speak with Timon in Megara, it must regenerate quetsline.

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Tried that Denis. Skill icon on the bar says it’s been triggered, but no Nymph appears.

Hey, just created an account just to post on this. Awesome mod so far! Just finished Act 1 and can say that it’s a very faithful recreation of TQ:IT.

I played as a spear Brigand (hunting + rogue) and uncovered most of the map/caves. I didn’t run into any game breaking bugs/glitches. Only a few minor issues:
-I didn’t receive the first inventory bag after reaching Megara and speaking to the person that gives it
-Some transition areas were difficult to click on. Most notably trying to leave the Temple of Delphi took me a couple minutes to find the exact spot I needed to stand on to click the exit
-I found a Horns of Cyprus bow and noticed that it had 0 level/stat requirements to use.

Other than those minor issues it was a blast playing. Many of the QoL issues I had with the original game are improved on with just porting it to the Grim Dawn engine. Really hoping you continue on with the mod and I’m happy to help with any future beta testing if you need someone else to help out. Just let me know!

Ok, here is small hotfix for You (it’s .rar renamed to .zip)
ReDawn.rar.zip (1.8 MB)

Thanks for feedback.
It’s not recreation of TQ:IT, it’s literally TQ:IT run on GD engine.
What about issues:

  • Inventory bag issue known and will be fixed in patch
  • Yes there are some issues with doorobjects placed in dungeons. It need much more adjustment ans testing to it works corectly across whole mod. So current state is compromiss. Two most trouble locations are Temple of Oracle, you mentioned, and entrance to Knossos Maze.
  • I just check TQ database and bow really have 0 stats requiremnt, but I found mistakes in core files, so hope it will fix item requirements.
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That seems to have worked Denis, thanks.

Also I don’t spawn at the last rebirth fountain I triggered when I start a new session. Seems to be the ones in hubs, I just spawned at Delphi even though I’d just reached the Parnassus area when I quit. I assume that’s because of GD not having the fountains and we spawn at hubs in the game instead. If so, a bit of a nuisance as it means running back through all the previous area to continue where you left off. That was my main peeve with GD back in early access. :smile:

Yes, As mentioned in OP only fountains in cities works. More precisely, there are GD specific object being the point of respawn are placed near fountans, and it must automatically trigger within 3m radius. I could make all fountains works either.
Ther are working respawns now: Helos, Spartan War Camp, Tegea, Megara, Ambrossos, Delphi, Ahens and Herakleion.

Yes and that’s the mission to kill the Gorgon Sisters, only that after I kill them the NPC that should be activated to talk to him to open the door to move on to the next phase is not activated.He’s still petrified and I really need to talk to him so he opens the door or I won’t be able to move on.

Denis, I went back and did the 2 quests I couldn’t complete and for the Cornered Man one this time it spawned more satyrs in that enclosure so could be that the spawn rate needs a bit of a tweak. There were 2-3 more there this time along with the usual 3 at the bottom of the enclosure so enough to complete the quest.

Can confirm that the Ram Bow also has no requirements on it. Just had one drop.
image

So my dear friends I solved my problems with something very simple, the questions they only activate if they are in the corresponding languages, so that if they are not in English or Russian no one will be able to complete even a quest or pass the level hahaha That is, everyone who wants to complete the missions will have to change the game language in the main menu to English hahaha It’s not that bad, it’s worth it.

Well, fudge. :rage: Got the personal and transfer stashes mixed up so I’ve been buying personal ones instead of transfer ones. Started a new character and wondered why I didn’t see any of the stuff I’d put in the transfer stashes.

My God now I’m scared, I don’t want to advance in the missions and when I’m too far away I lose everything I saved.