There is a “Tools” section in steam library, which has all game-related programs. Wouldn’t it be better to provide editor as a “tool” in order to separate editor updates from the game updates?
Your installation of Grim Dawn comes with a pre-made test mod called ModdingTutorial. This mod serves as a frame of reference for a variety of features and gameplay elements, such as questing, Lua scripting and monsters. All of the source files for this mod are included, so you can make changes and see how they impact the mod.
To check out the tutorial mod, simply extract ModdingTutorial.zip (located in the game installation folder) into the “/mods” directory. Note that if you change the Working directory (see Asset Manager tutorial), the location you need to place the source files will be different.
From the above quote from the PDF documentation: “To check out the tutorial mod, simply extract ModdingTutorial.zip into the /mods directory.”
…::::: Setup ::…
Made a folder C:\Program Files (x86)\Steam\steamapps\common\Grim Dawn\mods
Downloaded the ModdingTutorial.zip from the Official GD site (to have the newest copy just in case)
Extracted the contents of .zip into the /mods folder (C:\Program Files (x86)\Steam\steamapps\common\Grim Dawn\mods\ModdingTutorial) which has three more folders called /assets, /database, and /source.
Open the Game Client and selected Custom Game.
4a: The mod called ModdingTutorial is there.
4b: Select the ModdingTutorial mod and pressed [Okay].
Made a character
[Started] a session with the ModdingTutorial mod.
…::::::: End Setup :::…
(( Error? )) Instead of starting a session with the “ModdingTutorial” mod it seems I just start in the Main Story Campaign.
How do I check out the tutorial mod? I usually find the tutorial mod in all the games I’m interested to create mods for first to see what it does. Then I open the editor/manager to see the guts of the code after I see the in-game working tutorial.
Have I missed a step? Perhaps I need to compile the ModdingTutorial contents in the editor first?