[REL]Grim Quest

this is really awesome work.

can the areas be imported? would be cool to shoehorn some of the TQ modder created areas into GD

there is also a line thats empty at the top, that could be a better place to put something original so that we can unlock it earlier.

I imagined there would be another iteration of a skill or branch of a weaker skill that makes the skill better at the end, skills like disarm traps of rogue. do people spend points on those?

Just tested it - it kind of works? There are no TQ textures or models in the GD engine of course, so you would have to hex edit the models you want and then import/build them into your game files… but it might be possible?

Not something I’m up for anytime soon, but I think it can be done.

Yeah there’s quite a bit of real estate in the mastery trees. Disarm Traps is getting reworked sort of for the next patch.

As for disarm traps… a bit of a teaser, I’m adding racial damage to humans to Open Wound, and then Disarm Traps is losing damage to devices (since there aren’t any devices to damage.) and instead gaining resists to Constructs - cool fact, Traps in SOT and other areas are considered Constructs. Having a Rogue in your party will be something you would greatly enjoy. :slight_smile:

I’m not sure what you mean by another iteration of a skill/branch though, care to elaborate?

I meant having a skill that is similar to an existing one either from TQ or GD, to extend a skill line, for example the weapon attack line for the storm has 3 skills with the last skill unlocking at level 15, whereas the grim dawn classes go up to 40 or 50 on the weapon attack lines.
nightblade has 6 skills on that line, with almost a skill at every tier. For most classes most of those aren’t terribly unique ideas, they are a mixture of area/arc of effect, stun, or x damage with y% chance.

I am not sure which features are already used(I haven’t unlocked most of the skills, though I played most classes to low levels), but I can see warfare/rogue having skills similar to nightblade. that sort of thing.

In my heart I want to say even more pets for nature/earth though :stuck_out_tongue:

Pets for nature/earth, haha of course. Yeah like I said, I have plans for it, and a I do have a few rough ideas but nothing set in stone yet. Things like CHAIN LIGHTNING for storm (lol), plus a few mods to it, a skill for Spirit for a spammy skeleton summon, etc. Just a few spitballs I have written down but nothing done about them yet, no plans to do that for a while now. I work, so my mod time is limited and lately I’ve been busy with another small side project which you might see soon… but for now, the additions to the current TQ masteries are on the shelf.

good luck, will check that out too :slight_smile:

thank u for the mod. while playing, I found a small problem that the hunting skill scatter shot arrows didn’t work well, there’s no fragments anyway。 i expect this skill is no less powerful than the demolitionist’s brimstone, but it has no aoe effect at all.

I’ll take a look to make sure it works before the big patch. Appreciate the report.

Check the Decoy like skill too, it spawns very often behind the char.

monster lure? Hmm I will look. But I don’t think I can control where it spawns unless I change the template to be like how thermite mines/nymph are

Yes that one, well if it stays as it is, its almost useless…

I assume (hope) this mod is still in active development. What are the features you are working on next?

Also, do you have any plans for importing/recreating some of the TQ epics and legendaries (mainly the ones that are directly transferable to GD like 1h swords and hammers, armor pieces, jewelry, etc).

I hope to eventually see bows in the game, but i reckon that would require Crate to create bow animations and meshes for the base game. It’s too bad it’s too hard to make it work right now, cause I absolutely loved that shrapnel hunter/rogue build from TQ.

Sapros or bust. :smiley:

Sapros would immediately solve all LS and resistance issues on the fly, import please.

TQ items are coming, in the form of spears and staves… Just the basics and no epics/legendaries.

I’m not sure, but I think armor will not be possible to import. Jewelry sure, but armor I don’t think will fit on the characters. The armor equipping system is different… The main character is more like a Ray-man with no torso or feet… only a head. lol The armor pieces fill in the empty gaps

I haven’t checked but I have a feeling that it would just be really awkward looking and probably not work as intended.

Which char is the Rayman, TQ’s ? Never really noticed that… still would leave the unique and MI weapons though :wink:

Generally speaking, you can import monsters too, correct ? Are you planning on bringing some over that either fit thematically or are just ‘cool’ to have ? I know there are some I would like to see again :wink:

Do the hunter skills, originally meant for bows, work with crossbows in GD though? I just want the closest thing to a shrapnel archer as I did in TQ. But i don’t like the guns in GD, the effects are awkward and sound effects are very underwhelming. And I just don’t like that kind of in between fantasy/technology type of weaponry in general.

Hi Asylum, remember you from tq boards. Amazing work :wink:

If it matters, I too would like to see the Soulvizier skilltree upgrades. I understand that some people want this and others want that, but anyone who experienced the SV skilltree will agree that this is how TQ, given a few updates or a small expansion, should look like.

Also, I would like to give your mod a try, but it has been over an hour, and still no registration reply from moddb, despite a resend-request. Dunno if this is normal, but consider a mirror.

I have a mirror on nexusmods you can check out