[Mod] TQ ReDawn Mod (v1.2.0) Act 3 & Olympus Available

OK, got it.

This is so cool! I’ve wondered for years why nobody has done this yet.

A few questions and things I’ve noticed so far, in no particular order:

  1. Is there a way to highlight the chests (and bone piles and sarcophagi and etc)? They are never highlighted unless you hover your mouse over them, which makes them super easy to miss. Both the original game and grim dawn let you highlight them, so I’m not sure why they don’t here.
  2. I’ve noticed multiple zombies erupt into green flame when they die, as though they were using the ghost effects.
  3. I ran into an issue with the Tainted Spring quest where it said I needed to kill 9 of each type of spider, but after killing everything in the cave I was still missing 4 orbed weavers. It was easy to solve by simply exiting and reloading to respawn everything, but I thought I’d let you know anyway. I imagine it’s similar to someone else’s problem upthread where the quest triggered after I already killed some of the spiders, but I’m not sure.
  4. I’m curious why you’ve replaced stairs with zone transitions. It’s not a problem, but since both TQ and GD both use a lot of stairs, it seems weird.
  5. Could you tone down the screen shake effect of the Storm Lightning Bolt skill? It’s super distracting (and not something that was present in the original game, was it?)
  6. It’s interesting to see how much easier the game is in GD; the Nessus fight is notoriously really difficult in TQ, but I just facetanked him with a not-at-all-optimized Storm character with zero problem.
  7. Can you implement the dodge mechanic from GD?

I’m having a lot of fun with this, thanks for all your work! I look forward to seeing what else you do with it.

Not sure what you mean about highlighting chests. Never seen that option in GD, besides mouse hover.

If they uses ghost effect mean that effect was in original files.

This is quest behaviour issue. I can try set kill proxy instead of kill concrete enemies again, but no warranty.

Engine limitation. Games uses 2 type of locations: Terrain (overground) and Grid (underground), but GD has lost the mechanics of seamless transitions between them. Moreover GD support Grid only as legacy.

If shake value was in original file it in mod now, but yes, I can tune it down.

There are some difference in combat. Some situations e.g. stunlocking enemies in melee or extra low incoming damage not intended. I’ll try to fix it in the future.

Dodge requires an appropriate animation, which is not present in TQ, so most likely not.

Yeah, I misremembered how it worked, you’re correct. However, in GD the chests are surrounded by a slight glow that makes them stand out from the background; is there a way to implement that?

I’ve also noticed that barriers mean nothing to monsters here: skeletal archers shoot through solid walls, and satyrs run right through fences and other low barriers as though they don’t exist. It’s mostly funny rather than game breaking, so I don’t know if that’s something you want to address.

TQ chests have native glare effects. Adding new effect most likely mean rework each chest object. I’ll check what i can do but with low priority.

Projectiles pass through walls is engine limitation for Grid location I mentioned above. In current public verion projectiles also fall through floor, that not allow use Traps, Nymph and several more skill in dungeons. That will be fixed in future update, but walls require much more work if only current implementaion suitable.
What about fences, I already fix collision meshes for many object. But some specific object placement in world may be present.

I did some manipulations, I hope that now it works (only .wrl and .sd files - https://drive.google.com/file/d/1QgVpnmLIR5oXgdzzOA4M5tT3faenup5b or all map files - https://drive.google.com/file/d/1Ty393ombz__SSXI79J2y1Vpi1M7BK2Dj ).

P.S. I’m not sure, because I can’t check 100%. Because even when I decompile your map (act01.map) with Map Decompiler (crateentertainment com/t/tool-map-decompiler/32307/45 ( :face_with_symbols_over_mouth: An error occurred: Sorry, new users can only put 2 links in a post.)), only ā€œLayout Modeā€ works fine for me, and when I select a map and go to ā€œEditor Modeā€, I just get a black screen. And with these files that I dropped above, Editor.exe does not crash for me, I see all the maps, but I still have a black screen when switching to ā€œEditor Modeā€.

Thanks for attempt, but no this doesn’t work.
If you only decompiled map it will not open in TQIT editor. You still can see map in layout mode, but regions wil not displayed in Editor mode due to imcompatible version. And as a result, the region also will not work in GD editor.

Have you tried my files or did you read what I wrote and not even try?

I didn’t quite understand what you were talking about. If you meant that I simply decompiled the map - then no, I converted the .sd file, which causes GD Editor.exe to crash if you open a new format TQ map in it. After conversion, Editor.exe does not crash.
If you mean that this is not enough for GD, then I don’t know how modding works in GD (unlike TQ), that’s why I wrote - I even decompiled YOUR map from THIS modification and it does not open for me (by does not open I mean in ā€œEditor Modeā€ black screen).

In GD Editor.exe

I won’t say 100% that this is not the case, since I can’t check it (I’ll repeat for the third time - I simply can’t open even YOUR map), but if you ā€œsimplyā€ decompile a new map from TQ and run it in Editor.exe from GD, it will crash, but I converted the .sd so that Editor.exe from GD doesn’t crash for me.

I download your files, replace one of my originl region with your (StartingFields02D), Then run TQ Editor and try to open region in Editor mode. Also repeat same with GD.

Original file:


Your file:

You conver .sd but not regions.

As soon as you can open new version map into TQIT editor high chances you will open it into GD. And when I say ā€œmapā€ I mean all type of files: wrl. sd, lvl, rvl.

Just out of interest, I decided to check for myself - is it possible in theory to convert to the old format that will launch TQIT Editor.exe and at least I ā€œmanuallyā€ successfully converted one level file and launched it in ā€œEditor Modeā€.
I have no desire to write a converter program, since based on the wording ā€œAs soon as you can open a new version map into TQIT editor high chances you will open it into GD.ā€ there is a chance that my work will be useless (since no one explained to me why even maps intended for GD do not open normally in GD Editor.exe, so I cannot test directly in GD Editor.exe).

Sorry for wasting your time. Good luck in further development.

P.S. I will delete the file with all its contents (from one of the links above), since it is garbage. And I’ll leave the finished .sd/.wrl (from another link above), maybe it will be useful to someone who wants to try this in the future, since I’ve lost the desire.

You probably didn’t ask anyone.

Most likely you couldn’t open complete map in the GD editor because you lost/misplaced some resources. I unpacked my map and was able to open it.
Black screen in Layout mode means Editor could not find .lvl file. Mapdecompiler extract wrl in same folder and levels in ā€œlevelsā€ folder that is must be root folder.
I could suggest, you have folder hierarchy something like: ā€œGrim Dawn/mods/redawn/source/levels/levelsā€ or ā€œGrim Dawn/mods/redawn/source/maps/levelsā€ instead of ā€œGrim Dawn/mods/redawn/source/levels/ā€

Titan Quest 2 still far away, but TQ Redawn Act 2 available right now!

New version of mod uploaded on Google Drive and Nexus.

Before start play be noticed:
Game world renamed to redawn.map. It’s recommend to open %USERPROFILE%\Documents\My Games\Grim Dawn\save\user<Character name>\ folder and rename levels_act01.map folder to levels_redawn.map before continue playing old character. Also be sure you choise proper mod in custom game before start.
However some quests could be reseted, so it recommended to start play with new character.

List of changes

v1.1.0
[Game]
Act 2 added. Now you can play half of vanilla TQ.
Devotion system rework started. Now You can get access to 2 new constellation (not final) and 10 devotion shrines that require components to restore.
Slightly reworked Act 1 final Fight behaviour, to avoid rare situation Telkine not fight. Also statues revives by spirit wisps.
Reworked dungeons collision mesh to projectiles not pass through floor and walls where it could be abused, some small caves merged.
Merchants now sell items more relevant to player level.
Fixed merchants issue cause mod could not starting elite and ultimate difficulties.
Quest log UI updated. Some UI tweaks.
Reworked Combat formulas for binus damage per character attributes.

[Quests]
Added enemy proxy near Quest 1 horse to avoid rare situation when enemies did not spawn.
Fixed issue that killing gorgon quest could not complete on elite and ultimate difficulties.
Added dialogue with petrified Feyan to avoid rare situations when NPC switching script did not work.

[Items]
Fixed Fu Xi’s greaves incorrect speed bonus.
Fixed Fu Xi’s shackle incorrect speed bonus.
Fixed Geras’ Walking Stick incorrect speed bonus.
Fixed IT magical affixes rarity.
Added missed Qualified weapon parameter to various skills.

[Skills]
Ajusted various skills targeting point.
Conclusive blow now works with axes as description say.
Batter, Shield charge and Shield WPS qualified as shield no ranged now, since bows counts as 1h ranged.
Regrowth reworked to short range radius buff.
Battle standart now spawned to target point. Duration now scales to 40 sec on Ultimate levels. Added missed target FX.
Triumph - max lvl set to 6.

Screenshots





If you use custom translations be noticed that some conversation was changed and need actualization. Files for translation in OP updated.

7 Likes

wait no, let me actually downvote for reminding me. :sob:

Not that far. Watch the THQ Nordic showcase on the 1st August for more news.

Chiron the Noble Warrior (Centaur) isnt taking his bow. He goes through the end quest dialog but doesnt take his bow or give you a skill pts. Its not finishing the quest. I did choose ā€œendā€ first time before going through the continue conversation perhaps that bugs it out?

Thanks.

Unpack this converation file to mods/redawn/resources to fix Chiron dialogue.
conversations.zip (77.7 KB)

English samples available for translation in various countries.
TQ_ReDawn 1.1.0_Text_EN.zip (175.5 KB)

Text_TAG archive has already been actualized, but thanks anyway. I updated 2nd post.

Ok centaur taking his bow & giving me my att pts. Tx
& a comment about the wolves & attacking. When theres multiple mobs they keep switching & not staying on a target & that makes for not very efficient killing. The pet attack key isnt working proper for the wolves. They still keep switching. Even when I hit the key over & over they wont get on my target. For example I want them to kill the shaman. I cant get them on him. When theres just a couple of mobs it aint a problem. Nymph seems to do ok about attacking target & so does lich king when I was playing him. It seems to just be the wolves & melee targets? anyway if u figure out how to fine tune that it would be appreciated. The mod is playing very well otherwise.