[Mod] TQ ReDawn Mod (v1.3.0) Act 4 Available

TQ ReDawn Mod

This Mod is a port of TQ:IT to the Grim Dawn engine. Formally, GD is made on a deeply modernized TQ engine and has high compatibility, including data structure and file formats. However, some resources require rework.

The mod is also not a 1-to-1 transfer, but rather an Anniversary Edition in the style of Crate Ent.

Download:
Main archive: ReDawn
Audio archive (English): Audio EN
Audio archive (Russian): Audio RU
Patch v1.2.1: ReDawn Patch

Mirror:
https://www.nexusmods.com/grimdawn/mods/186

Installation:
Extract Main and chosen Audio archives into Grim Dawn/mods folder.
Extract Patch archive into Grim Dawn/mods folder with overwrite existing files.
In the Main menu select Custom game and redawn.map Map

Current version 1.3.0 contains Full original TQ:IT campaign.

v1.0
First public version release:
All 9 fully transferred TQ masteries
The entire item database
Fully playable Act 1 of the game (Greece)
All Monsters and NPCs encountered in Act 1
All Main and Side quests of Act 1 reworked for the GD format
All NPC dialogues reworked for the GD format
All audio files of Act 1
Updated interface in the TQ style (Note: not compatible with UI mods)

Details

Porting related changes
Due to the fact that the GD engine does not support objects of certain types, they were reworked and may not work as intended.

  • flat rocks hanging in the air
  • static riftgates and zone markers
  • non-resurrecting revive fountains (only those located in safe cities are works)
  • seamless transitions between locations have been replaced with door objects
  • misc

Due to the change in the operation of the navigation mesh, the passable areas have been completely redesigned
Loot tables have been completely reworked. In theory, drops should more or less match TQ, with unpredictable quality improvements on higher difficulties. Broken items dissolve on drop.
Health/Mana potions removed and replaced by GD infinite Health/Mana potion skills.
All recipes are now permanently learned and are not a consumable part of recipe
All components now drop whole, do not have completion bonuses, can stack, have recipes for upgrades, and can also be inserted into items of any rarity.
Working dismantle and Sets reroll function
Due to the specifics of equipping items, bows are considered one-handed weapons and require a new type of item - quivers for correct works
Some skills have been reworked to better match the GD mechanics

  • Warfare Battle standard no longer has +1 to all skills
  • all “buff other” type skills have been changed to “buff radius”
  • togglable buffs are automatically activated
  • all non-pet summons have been changed to pseudo-pets
  • misc

Combat formulas have been reworked to better match the GD mechanics, the experience formula has been used from TQAE.

Possible prospects
If the Mod gets positive feedback from the community, I’m ready to continue working on it, adding Acts 2 (Egypt), 3 (East), and 4 (Hades) of the game, as well as Olympus. I also left some groundwork for adding Rune mastery and expanding the mastery trees to level 40, including new skills. And even, may be, a completely new devotion tree. (UPD. Something already done)

Current limitations.
The latest versions of TQAE have an updated version of the map, which is not compatible with either vanilla TQ or GD. Due to this, transferring Atlantis, Ragnarok or Eternal Embers is not possible at the moment, unless someone would be able to make a downgrade converter. Also, Neidan’s skilltree can’t be transferred without adapting some skills due to new database templates.

Screenshots





Also, if any of the modders know lua-script well, I’ll be glad if they help me in the future.

Special thanks to the people who participated in testing the mod at the development stage: @MadGod, @Director, @Danes121, @LamuMamu

Translation templates:
Text_TAG.zip (1.1 MB)

30 Likes
Patch v1.01
Patch v1.01a
Patch v1.1.0
Patch v1.2.0
Patch v1.2.0a + v 1.2.1
Patch v1.3.0

Act 4 (Hades) added. Now you can play full vanilla TQ:IT.

[Game]
Game files updated for GD v1.3 and FoA DLC.
New crafting materials added: Converting Stone, Rerolling stone, Electrum coin. Converting Stone - material for set converting. Rerolling stone - material for affix and seed reroll. Electrum coin - universal currency for various services. Dismantling stone gain new icon.
Converting sets now require Converting Stone and some quantity of Electrum, gold cost increased.
Rilics/Talismans upgrading now require Electrum.
Added random craft equipment recipes to all crafters.
Health increment per attribute point investment in Physique/Cunning/Spirit reduced to 12/6/6 respectively.
Energy increment per attribute point investment in Spirit reduced to 12.
Fixed many enemies dissolve delay with corpse persistence option greater 0.
Fixed Devotion altars locked by monsters doesn’t unlocks on boss kill.
Increased experience reward scaling for Devotion shrines.
Added Respawn point at Hanging Gardens.
Fixed Delphi attendant voiceover.
Fixed Meletus (Athenian citizen) conversation incorrect title
Fixed conversation portraits display. (no more footfetish… most likely)
Default Health and mana Potions bonus reduced to its TQ Lesser Potion values
Added simplified FoA cauldon mechanic. You will be able to find Potion upgrades (up to max lvl 5) separate for Health and Energy. Standard Potion option with default bonus also available at cauldron window.

[Enemies]
Fixed Mummy priest not spawn at The Great Sphinx dungeon
Fixed certain egypt mummies not spawn skeleton/ghost on die.
Most Spartan and Athenian guards are invincible now
Enemies, that have Physique value lower than Cunning, get additional DA bonus for compensate initial DA formula changes.
Greek Telkine bossfight was reworked (again). Now Telkine have invincible phase to prevent backdoor farm.
Fixed Orient Zombies not hostile to player
Fixed Dragon Lich not spawn on Elite difficulty

[Items]
Fixed low item price at merchants
Merchant loottables reworked to include Act 4 items
Many items get its Caster/Heavy armor type display
Golden Fleece relic - added % Armor absorption (fixed original bug)
Rigid Carapace relic - now could be socketed to torso armor
Fixed Mede Cap incorrect Spirit bonus

[Quests]
Adjusted several Act 1 conversations to not autostart sidequests
Fixed most side-quest enemies spawned multiple copies or not spawn either
Fixed Sandwraith lord doesn’t open door in Halls of Prometheus on die on elite/ultimate difficulties
Fixed The Beast of Legend sidequest could not be finished on elite/ultimate difficulties
Fixed The Corrupted Priest sidequest could not be finished on elite/ultimate difficulties

[Classes & Skills]
Devotion:
Added 13 new constellations. Devotion reallocation now cost 1 Electrum per point.
Equuleus: Fixed constellation 3rd star could not be activated, affinity requirement reduced to 4
Auriga: Pets 100 Health bonus replaced by 100% Health
Triangle: Affinity requirement reduced to 1
Bootes: Affinity requirement increased to 7
Cassiopeia: Affinity requirement reduced to 7
Cepheus: % Lightning Retaliation bonus increased to 20%, % All retaliation increased to 30%

Dream:
Phantom Strike: added missed weapon damage


If you want to translate mod, I’ve added translation template at OP.
You can use original TQIT or TQAE translation files to work.

All tags_* files could be taken from original Titan Quest game, except ui and xui that used partially; and tags_redawn - whole new or overwritten tags.
All conversation files contain tags from original dialog.txt and npc.txt files and could be converted to proper text files with TagtoText_convertor.xlsx table in a hour. Several custom lines will stay in english.
All quest files still in english since it have both custom and original text.
There also masterynameconvertor.xlsx that helps with mastery combo names.

You still can translate mod using standart samples, thanks to tt300:


Reserved for future updates.

Wow! This came out of nowhere. I tried to play TQ after I got into GD, and it was just too outdated and lacked the QoL that its predecessor has. It will be interesting to try this. Thanks!

Is the installation of this mode in the mod folder of grim dawn?

Ooh, this will be interesting to follow. :slightly_smiling_face:

That’s what the op says. Extract to grim dawn\mods

Thank you Medea

WOW from the beginning of the test I already saw that this mod seems to be great, identical to the initial titan quest.

In which folder do I put the audio files? A doubt, will these files replace the main audios of the game?

Do you plan to implement only TQ and TQ IT, without further expansions?

From the op:

They replace the GD ones obviously. I put them in the mod folder as instructed in the OP. Just a quick check and I do have some sound, but no music, etc, but I might just need to adjust the settings ingame.

1 Like

Yep, audio archive must be extracted same place as main archive. But be noticed, I reupload archive, and it previous version could extract file in wrong folder. Check mod folder, if /redawn_audio_en folder lies there, then find /redawn into it and place it into /mods

1 Like

This is how it extracted for me.

image

Is that correct?

Great mod, audio working normally, tested and approved gameplay, except that when I leave the mod I can’t return to the main windows the game screen crashes here, and it should have the translations of the quests, apart from that, everything is perfectly fine.

I put the audio folder inside the mod game folder, for me it worked super well

No, place /redawn folder from /redawn_audio_en into /mods.
At final your mods/redawn/resources folder must looks like this:

2 Likes

Yes, that’s exactly how I did it , to be perfect only the translation is missing :sob: :sob: :sob: :sob: :sob: :sob: :sob: :sob: :sob:

Got it. :+1:

Sorry, error fixed here, everything working without even a glitch.