[REL]Grim Quest

Grimarillion, and I redacted the first question. Games that auto-update pets for you have me spoiled.

Regarding Overgrowth, if pets can’t target pets with direct buffs then that’s that. I can think of a possible work-around, but it wouldn’t be “canon” for Titan Quest, though it might be in the spirit of Grim Dawn. Attaching a mutator to it to make it AoE per Strength of the Pack should let it hit pets, and giving it a penalty like double or triple energy cost and/or a CD in the 10s range might help balance it out a bit better than just cutting its buff values would.

As I said though, for all that “mutators” would be in line with Grim Dawn they’d be out of line for a direct/pure Titan Quest port, so I’m not suggesting it be done.

Are considering adding more weapon types? Personally I miss bows since I first played Grim Dawn, guns or crossbows aren’t a proper replacement unfortunately.

there are no other item type ‘slots’ available, so I highly doubt that

Rifles and crossbows are very much a proper replacement, functionally speaking :wink:

Didn’t they add in slots for bows and staves; or at least some slots that Asylum was able to use for Grim Quest?

I am not speaking about functionality. Crossbows and guns are just not fun to use. The only thing that is somewhat ok is dual pistols.

There are spears and staffs in the mod, yes. Didn’t know you need avaiable slots for that :cry:

The slots for spears and staves were still present from being added for TQ. It’s the same engine, so Crate didn’t add those. Surprising that they didn’t just rename/use those for other weapon types, but whatever. I didn’t add any slots, I just used what was available. So no, more weapon types is not a possibility. Moreover, adding bows would be impossible since the GD player model has no animations for firing a bow. I cannot import animations and I don’t know anyone who can create them, and using the ones from TQ doesn’t work so… nay.

Great mod only thing I’ve noticed so far is that the spear graphics is backwards. I tried to copy my stash over, but that didn’t work though characters do so I could technically put them on a character and transfer that over.

Sadly the cloud saves seems to make the game rather buggy with custom content the things I transferred over to custom content are now missing from the main content.

It would be good if Crate made modding a bit more user friendly. Also when I delete character saves from my mod folder cloud saving keeps bringing them back I just wanted them gone from the mods folder, but not main campaign. I also didn’t want my mods folder impact my main campaign saves yet some how they did.

That is how the spears work in GD , some stuff from TQ work different in GD, other stuff can not be modified and items like bows can not be added(Game/Engine limitations).

You can use GD Stash Tool that “mamba” Created

Stash Thread Link: http://www.grimdawn.com/forums/showthread.php?t=23414

Youtube Tutorial : https://www.youtube.com/watch?v=4rJI90ONGcI

Where is the source for this mod? I would like to use burst shot instead on a demolition.

There is no source

@Asylum

It must be some big changes if you did not released the new version by now.
In an early post you said that spirit is the number 1 on your list but no other info was provided and i was wondering if you can give a release date (approximately).

Still no ETA. I took a break for about two weeks or so. Family was home and no one had work or school, couldn’t really tell them I’d rather mod than spend time with them. I started up again this Monday, lots of work has been done but still quite a bit more. I’ll try to clean it up a bit and maybe work on a teaser.

Family always comes first ,there is no rush , i just wanted to know if you are making some major changes and when the next version is ready.
The reason why i asked is that i have 2 free weeks to relax and play games ,after that a lot of work awaits me .

Basically what I have planned for this update:
*Spirit update, priority 1. This is mostly done I just have to go over it again.
*Storm update. Mostly done, I just need to tweak a few things.
*Add skills to artifacts that don’t have any. The result is over 50 new skills and honestly its the thing that is slowing me down the most.
*Minor updates and bug fixes
*A few other things I might squeeze in if I can manage the time.

Sorry for the silence, I’m slowly working on the artifact skills still, it takes a lot of effort for each skill. Trying to come up with skills which are unique, fun, thematic and can either be supported on their own or supplemented by a build. I’ve gotten quite a lot of them done but there’s still more to go. Fx, text, balancing all needs to be looked at.

Nice ,working on new stuff is worth the waiting . :slight_smile:
Sadly my break finishes in 5 days and the time wont allow me to spend more time plaiyng. :frowning:

Through the combined efforts of okami39, asylum101, and the brainstorming of many others, we can now properly gig opponents with spears.


/mind blown

Awesome! :smiley: the “backwards” spear thing was the only thing preventing me from using them. Great job you guys!

Unfortunately it seems each item will need to be modified by hand. Given the size and priorities of asylum’s wish list, it may be some time before we see this project completed.:cry:

How’d you guys manage to do it? If it was as simple as flipping the base mesh some how, wouldn’t doing it to them effect all items that use them? I know it’s been something of an issue since day one thanks to how you hold them in TQ, so it couldn’t of been so simple as flipping them, right? :u At any rate, even if it’s going to take some time to implement, awesome that you guys figured it out!