Its coming soon… First few hurdles are done. Items are spawning in shops properly, items are showing properly, items are animating well enough (lol, you’ll see…), items are gaining the proper “Grim Quest” Affixes, now I will try and make sure the drops are working properly and then work on simple crafting of these new items.
What about Helmets? The headbands and such appear to just fit over like they did in Titan’s Quest. And maybe, maaaybe, would it be possible to merge the TQ armors with GD armors to give them that under-layer so it fills in the gaps? It wouldn’t be as cool as running around as a half shirt barbarian, but maybe you could paint the under-layer to look like it eventually to give it a similar feel. Awesome jobs on the staves! I was wondering, will they be 2hd or can we hold offhands? I recall the animation in TQ left the offhand free but you couldn’t equip anything. It’d be awesome to be able to hold caster offhands and a staff.
Staves are the equivalent of 2h implements such as daggers and scepters, they will provide huge bonuses plus regeneration (like offhands), and I might tweak them later but the idea is to require two hands to give the caster maximum offensive power. (and range)
Helmets I haven’t tried yet but I’m fairly confident other armors will just look bad, but I haven’t checked yet so I can’t say for sure. That would be a massive undertaking though so you can expect a tremendous wait before that happens, if ever.
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.
Hunter skills will work with both 2h and 1h guns (for the time being). Crossbows are considered 2h guns, so yes it will work with them.
Which char is the Rayman, TQ’s ? Never really noticed that… still would leave the unique and MI weapons though
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
Rayman, I mean in GD, if you look at the character viewer at the “correct” player model, you will see it is just a floating head with a full body skeleton. For hands/gloves, armor, etc there is an entire model that fits over the region from what I can tell to replace that “part”.
Monsters I was thinking of maybe sneaking in a few or maybe a secret zone somewhere down the line but that’s not for a while. Some can be done, probably not all but I haven’t looked.
Hi ASYLUM101, the cap on masteries has already been removed, when will you add the masteries of Grim Dawn for more class diversity? Thanks for a great mod btw!
When I push out the current version I’ll work on adding support for the GD masteries afterwards. …whenever that will be, should be soon I know I keep saying it but … soon. Don’t be mad it’s taking so long, I want you guys to enjoy it as much as I do (and as much as I enjoyed making it!) so I’m trying to make it perfect so you guys don’t hate me for releasing buggy trash.
Ok you lucked out, I had time today to do it and I got it done in 2 hours, probably could have been less but I did a little bit of work to re arrange things and edit the mastery icons for GD classes.
1 ensnare:description of the skill should be -300 defensive ability instead of +300,I guess。
2 lure: it seems that it never disappears。and you removed the animation,I don’t know when will it exactly works,there‘s a delay we all know。a suggestion also,maybe an effective radius description is welcomed。still a question I wanna know:is the lure abilities a buff(+all damage and +HP) to the monsters so that it attracts the monsters to come?
Thank you for all your awesome works,it’s really a big fun。
Ensnare, hmm minor issue, will be fixed in a hotfix patch. (sorry you guys will have to redownload!)
Not sure why the lure doesn’t vanish, it’s something I haven’t been able to fix yet but it isn’t such a huge issue so I haven’t devoted a lot of time to it.
Removing animation, not sure what you’re talking about.
Effective radius is shown there already.
Lure “buff” only affects the lure and simply increases it’s HP, any other stats shown are irrelevant as it is using the same “buff” template that other pets have in vanilla grim dawn. (Raven, Hellhound, Briarthorn, etc)
@Davood I will PM you later today with the source files.
@anyone who wants translations, what is needed to be uploaded? String files? Let me know!
Nice to see the update but I can’t get the new meshes to work at all. The mod works fine aside from that, the staff items are just blue and yellow squares as well that spirit staff skill. I tried to follow the instructions but the update part confuses me? It won’t update the arc files at all.
In the “resources” folder I included, there should be 4 folders and some other stuff. All these files have to go into the resources directory in your grim dawn install folder. There should be many arc files there already. If both the arc files and those other folders are there, the update batch + archive tool + dll, then the batch should run I think.
Does it not run at all? I’m not sure why it wouldn’t. I tested it on one other PC (sorry I only have one other one with GD) and it worked, meshes, effects, textures, etc all got injected fine.
And you say the staff skill isn’t showing either?.. that’s not even related to the arc update so…
I fixed it! I had it run as administrator first and that is what seemed to screw it up. I didn’t even think to just run it normally. Had a hard day fighting a giant hornet’s nest. My bad!