Weird that admin screwed it up, glad you got it working though.
right away. i already have teh script ready to generate everything. i just need to tell it where the mastery configuration file is and place the npcs somewhere ;o
The animation means that in your former edition, it will turn green when it’s activated, now it remains unchanged all the time. well, it’s not a big problem as you said.
I found another problem,about warfare. battle standard abilities, it’s skill remains unchanged even when i put 10 skill points on it: 1damage ?? I don’t know, maybe just a skill description mistake or something, no damage absorption,no +1 all skill etc,just 1 damage it shows,this seems a little crazy if you changed this skill.
Thank you for your patience, forgive my grumble。I just want it to be perfect cauz we all love it so much.
Great work man! Thank you for your hard work!
It’s a bug, will fix it and check for others before I post the next update.
Thanks for your reports, I had this version flawless but I changed some stuff to make sure it was (more) compatible for DAIL and other things.
edit: bug squashed

Uploaded newest version as well as a hotfix file for those who don’t want to redownload the whole thing. (only includes the database file.)
Does the spear animation suppose to hit with the back of the weapon? or its nothing that can be done about it?
No idea how to fix it. If anyone figures out how to flip the spear I’ll gladly put the fix but til then … 
I look forward to the “Grim” version of the mod. Some of the masteries are good (very good even) as is, while others have numbers that are… a bit more lacking compared to Grim Dawn stuff. Will you also do something about the empty 32-50 skill area when you get around to that version of the mod?
In the meantime, I am enjoying being able to use the Defense mastery with the Engineer in DAIL so I can finally have a charge that doesn’t require a melee weapon with my unarmed build.
congrats asylum and thank you for releasing the version of your mod ready for merging with dail mod.
Another thing to report, War Wind still doesnt work with 2Handers Melee, and it doesnt specify a weapon requirement.
And a question, Ternion Attack says it works with a gun, is it gonna change to be used with staves?
Damnit I can’t believe I forgot to enable 2 handers for war wind. groan I know you asked me about this before too so this really should have been fixed. zzz
At any rate, it is definitely added now!
Tag adjusted as well.
It’s a tag issue, it works with staves but not guns now, fixed.
Thanks, it was a bitch getting those models in, I’m glad it’s finally released and off my mind for the most part. These little hot fixes are nothing, lol. I have faith that Davood won’t do me wrong with his compilation, and if he does… 
This already is partly the “grim” version. As you can see in quite a few skills, they are including several changes like %healing and stuff like on Rally, Death Ward and Herbal Remedy. It’s a gradual change, from Classic to Grim. Classic is 1.0, I’m not sure anymore if I’ll do a fully balanced classic edition. I didn’t realize how much time this was going to take and how little time I was going to have…
What skills are you suggesting feel weaker? The pets imo are insanely tanky, so I don’t think that could be an issue. (i know you didn’t suggest it, but that’s one observation I’ve made myself, heh). I have been working on making skills stronger because I KNOW there are glaring weaknesses.
For example, Melee hunters (hell all hunters) have ZERO aoe power til you have volley or scatter shot. That’s why now you have Ensnare with a pretty decent radius, a higher initial chance for piercing with puncture shot, and gouge with a nice cleave(maybe too big, but i think its fine for now).
I’m glad to take suggestions into consideration, assuming they are good suggestions and not blatantly overpowered buffs.
Nothing specific as of yet, haven’t played enough with it to feel like I can give good feedback. Just a feeling from a quick look at some skills.
Sorry for the newbie question but are the spears/staves in yet? I can’t seem to find them on the merchants (DAIL) 
I dunno if they are included with DAIL, but they are definitely there in Grim Quest.
its fixed
had to add the resource folder he provided with teh main download.
Hello ASYLUM101,
Very nice Mod! 
But can you please upload the “modstring.txt” files for “Community Translations” - Thanks!
(And put it in the future into the download. :eek:
)
playerclass04
skills/warfare/
\database\records\skills\warfare\dualwieldtechnique_crosscut.dbr (1 hit)
Line 260: skillDependancy,records/skills/playerclass04/dualweapontraining.dbr,
\database\records\skills\warfare\dualwieldtechnique_jumpslash.dbr (1 hit)
Line 258: skillDependancy,records/skills/playerclass04/dualweapontraining.dbr,
\database\records\skills\warfare\dualwieldtechnique_tumult.dbr (1 hit)
Line 260: skillDependancy,records/skills/playerclass04/dualweapontraining.dbr,
\database\records\skills\warfare\wpattack2.dbr (1 hit)
Line 252: skillDependancy,records/skills/playerclass04/wpattack0.dbr,
i also replaced the 270 playerclass04 -> warfare in the subdirectories of warfare as well… lets see if that breaks things.
Thanks a lot! Works now 
The staves only have elemental stats right? I mean there are no acid/poison/aether/chaos ones? (as in base stats, not the random rng ones)
I was also wondering if the staves/spears will get any blueprints so we can craft our own with random stats?
Its easy to forget things in a such big task that Grim Quest is. I hope itsnt reported already, Briar Ward does a cast animation but nothing else seems to happen, mobs still are hitting the char.
