[REL]Grim Quest

Hey I wanted give this mod a try but I saw something on Nexus that said it would corrupt my vanilla characters. Is that by just installing the mod or using the vanilla character with the mod?

I am a bit confused. Definitely don’t want to mess up my standard characters.

You cannot use a vanilla character in the mod, they’re kept totally separate. So they also won’t get corrupted. If you have the main game campaign selected you’ll only see the characters for that. Only when you choose custom game and then select the GQ mod will the characters for that appear and your main game characters won’t be visible.

I’m assuming you’re talking about the warning message in red text on the first page of this thread? I mean it doesn’t say anything about corrupting your characters, but anyway… it won’t corrupt any characters. It definitely won’t affect your non-mod characters. Non-mod characters and mod characters are stored in different folders on your PC and there’s no way they can intermingle unless you yourself mess with them.

The issue is, if you have another mod, like say, Diablo 3 mod, or Cataclysm and you try to play those characters in Grim Quest, any content that does not exist in both mods will be lost. Similarly, the opposite is also true, you cannot play a Grim Quest character in the Diablo 3 mod. What happens when you do this is not considered corruption, just missing assets and data.

For example, in Grim Quest, I have spear/staff weapons and Titan Quest based masteries, you can choose a level 75 character who will use Storm/Hunting mastery and uses a staff. If you try to play this character in Diablo 3 mod, poof goes all 75 levels of points spent into storm/hunting masteries, poof goes your staff, and poof goes any other Grim Quest items.

Until a proper compilation comes out for AOM, you are restricted to only using one mod at a time.

Ah I get it now. And thanks for the reply!

Gonna give this is test run tonight!

OK am I missing something during install?

The download contains a database and resources folder and nothing else. Just the files in those folders.

The instructions on Nexus talk about running batch files and placing the mod into the mod folder? What am I missing and are there updated install instructions somewhere?

Nah that’s from a much earlier patch, batch file stuff isn’t necessary. Just drop the Grim Quest folder into the folder much like this:

except you’ll be opening the latest GrimQuest.7z file and dragging the Grim Quest folder that should be within into your mods directory. If there isn’t a grim quest folder, you’ll need to create one and drop the database/resources folder into it.

I’ll update that readme when I get a chance. It’s too much stuff for me to keep track of. :rolleyes:

Ah I get it now. Thanks for the help again!

Does weapon training apply to two-handed weapons? Sorry if you already answered this. I searched and found no answers.

Amazing mod you’ve made! I’ve officially put about 60 hours into it!

It should affect the two-handed weapons.

How to craft Conqueror’s Mark relic? I don’t see it in Satyr recipe list (this goes to grimarillion too).

in 1.49a version max level is 85, is this a bug or the mod is designed that way?
shouldnt max level be 100?

It should be 100, yes. What is your devotion cap? Honestly, you can just play Grimarillion, that should have a more up to date version of GQ and should also contain a proper level/devotion cap.

How to craft Conqueror’s Mark relic? I don’t see it in Satyr recipe list (this goes to grimarillion too).

Idk if you tried the last release of Grimarillion, I think I fixed this, but if not it will be in for sure in the next release.

Yeah, it’s fixed, ty.

Hy what about Ragnarok addon ?
Would this runemagic will be accesibble in your next versions ?

No /10char

Please, take a look at Drain Life’s modifier - Grasping dead, it has some problems:

I’ll check again later but ATM on my phone and the images are 640x320 resolution or something tiny and I can’t make out any of the details.

edit: Ok I’ve looked at it and to clarify -

Grasping Dead : Doesn’t affect Drain life, you are correct in thinking it is because of the AOE aspect. Grasping dead iirc used to simply be a “normal” modifier but I tweaked it (few months ago now) to add the AOE bit, but left the modifiers in. I forgot the “secondary” type modifiers do not work as normal modifiers. How to fix this… hmm. What do you suggest? I cannot do modifiers and keep the aoe aspect, so one thing will have to go, probably the modifiers since they are doing nothing. Can add some flat aether/vitality dmg to it as well?

As for Consume, I can’t explain that. I’m guessing it’s a bug, somehow. Not sure it’s something I can fix. Total Damage should be total damage, it should be all encompassing. Check other skills that have the stat like Blade Arc + Clean Sweep, the internal trauma and bleed scales up IIRC. So… like I said, no clue.

Edit 2:
I just checked Consume, very strange. The tooltip for Grasping Dead updates, it just doesn’t actually affect the damage. Tried to rearrange the order on the skill tree (transmuter usually goes just after the skill, Drain Life > Transmuter, but I tried Drain Life > Grasping Dead > transmuter) but it still doesn’t work. So… not sure. Guess the transmuter just does not interact well with the modifier.

Would be cool if you add flat vitality and a little flat RR (like 10 reduced target’s resistances for 2 seconds on lvl 8 and 18 reduced target’s resistances on max level) :).

Okay, let’s talk about Nature. This badass mastery just needs to be nerfed. It’s defensive capabilities will make you nearly immortal:
1)Overgrowth. Paired with Sustained Growth it lasts enough to have 100% uptime and gives too high flat dmg absorb - 550 on 12/12.
Suggestion: reduce amount of mitigated damage to 270 on 12/12 and 470 on 22/12.

2)Sanctuary. Another damage mitigation that almost always ON. 30% damage absorb, 128 flat health regen and inc. health regen by 100% with -30% skill energy cost on 12/12.
Suggestion: For 12/12: 15% dmg absorb, 100 flat health regen and inc. health regen by 50% with -15% skill energy cost.
For 22/12: 25% dmg absorb, 180 flat health regen and inc. health regen by 100% with -30% skill energy cost.

3)Fatigue. Pox-like thing that went too far… -16% target’s health, -40% total speed and a whopping 40% reduced target’s damage on 12/12.
Suggestion: change reduced target’s damage to 25% on 12/12 and 35% on 22/12 and swap it to Plague, reduce -% total speed to 30% on 12/12 and 40% on 22/12.

I know that my suggested numbers are rough, but i hope you will do something to stop nature-domination over other masteries. :slight_smile:

Hi, I have a question about lay trap from rogue. My question is whenever I take damage from reflected damages with these traps, Is this intended? Because ADCTH doesn’t work with these traps and I know there are 3 ways to deal with reflect are damage absorption, resist to damage types, and reflected damage reductions. But if it is intended then how am I suppose to do it with traps in end game? My brigand rogue/hunting is lvl 47. :confused: