This one is my most anticipated mod! Great job and i cant wait for Staves and Spears (if Spears are possible).
While i love the Grim atmosphere and the colours palette, i believe items arent as varied in the colours as they should, i realy hope for TQ items to come in GD.
Copy modstrings.txt from the source and translate it.
Put translated modstrings.txt with the other files.
Repack into zip.
It works.
Having seen this, I now think that it would be good practice for each mod to have names like MODNAME_tags.txt or, if they have multiple tags for better organization MODNAME_creatures.txt, MODNAME_skills.txt etc, so that translation is possible without messing with a man’s arcs without asking first.
Because if we all use modstrings.txt for the tags, I don’t think it will be possible to have more than one mod active and translated at the same time.
So if GD only supports 9 mastery’s why cant you make it so first choice picks from GD tree, second choice shows the sub class picks from TQ, This would still allow a limit of 9 while opting a way to use both class sub types.
Wtf? Check on nexus mods, idk what could have happened because the moddb link WAS working and I haven’t updated/changed that download… Did you install it properly?
I downloaded the .rar file, and put the grim-quest folder int the mods folder.
I’ve installed other mods (cornucopia), and that one works. So I’m confident I installed it right.
Did you have any luck with nexusmods, if you tried that?
I’m not sure what to say, I just got home and I checked the download from MODDB, it works fine on my end. And I know many people have downloaded it as well.
Download mod
Extract folder, Grim Quest.
Place extracted folder into the “Grim Dawn/mods/” directory
The Grim Quest folder should be in the mods folder, along with cornucopia and the other mods you may have, and within it should be the two folders, database/resources (along with their respective arc/arz files)
Thats it! Do not rename anything (assuming you put grim-quest or something instead). I dunno what went wrong for you
I was as perplexed as you. As I read your post and thought about what I did, it dawned on me that I moved the wrong folder into the mods folder.
So when 7-zip unarchived the grim_quest.rar, it unarchived it into the following directory structure: grim_quest\grim quest.
Initially, I moved the grim_quest folder into the mods folder. Tried to play and it didn’t work. I looked at the directory structure and realized that grim_quest\grim quest wouldn’t work. So I moved the database and resource directories up one directory so it was then mods\grim_quest.
This was still wrong and I should have deleted the underscore from the grim_quest folder name too; or moved the “grim quest” folder into the mods folder.
Hopefully this will be helpful for anyone else that does this.
Sorry, I know a bunch of you guys are asking for stuff like compilations and text files, and I really wanted to get back to you on that but my only response for now is to simply wait til I patch the current version. Hopefully I can release the new version soon, and you can expect lots of goodies, but I am still working on tweaking it to make it feel a little better. Also, trying to fix SPEARS! (they are spawning in reverse, so you end up impaling enemies with the handle.)
I can’t guarantee the balance pass I’m working on will keep the masteries balanced (ish) over on all difficulties, but I’m trying. I’m only one person and I can only test so much before my eyes bleed, so I’ve been only testing in normal.
Like what you doing with this mod. Is there are chance you can port the bows from TQ/IT into GD. The community could test the balance to make your life easier. I do miss that poison shrapnel build I had in TQ.