All of the v97 versions (d, c, b, and a, as well as v96) have a texture reference error causing the summoned Nymph from Nature class to have glitched hair. This applies the the Dark Nymph as well. The hair is blue and red and messed up. I went through every resource file until I isolated the problematic file: the “items.arc” file. I replaced that file with the “items.arc” file from v95b, and it solves the texture problem. No versions subsequent to v95b work correctly for the Nymph hair. Hopefully it is an easy fix to make to v97d. Thank you immensely for your magnificent work! (pictures below)
That Grimarillion bug thread is no longer used so post bug reports here.
All of the v97 versions (d, c, b, and a, as well as v96) have a texture reference error causing the summoned Nymph from Nature class to have glitched hair. This applies the the Dark Nymph as well. The hair is blue and red and messed up. I went through every resource file until I isolated the problematic file: the “items.arc” file. I replaced that file with the “items.arc” file from v95b, and it solves the texture problem. No versions subsequent to v95b work correctly for the Nymph hair. Unfortunately, I fear that using the v95b items.arc file will cause a crash at some point when using v97d. Hopefully it is an easy fix to make to v97d. Thank you immensely for your magnificent work!
Please forgive me if I accidentally double posted. I am really lost navigating here, and I cannot figure out if it is showing up under bug reports. Please let me know if this gets to the right persons. Thank you!
For mods it’s best to post in the forum thread for that mod as I’ve done with your post here. That way it gets seen by whoever is looking after the mod at the time.
It’s a minor issue so I probably won’t update just to fix this, but I’ll check it out for v98 or whatever update I put out next.
Wonderful! Thank you for replying (and thanks to medea_fleecestealer also for helping get this to you!). I look forward to your future release (I truly love the look of the nymph). Thanks again!, Xal
Been awhile since I played this mod. Tx for updating on Nexus. I dont know if its a bug or intentional. Runes & Grim Armory components are not being allowed to be put into shared sash.
Does the level 50 mace in my inventory come from a disabled fragment of Grimmest that was disabled for mod stability? No mention of it in this thread since 2021 when I talked about it personally.
I loaded up Grimarillion for the first time today, otherwise I think veteran is challenging enough anyway… I’m going to start playing.
This time I had 2 different AI’s arguing with one another about this topic, and as usual, tons of amazing mods and information I wasn’t aware of, with no actual answer to my question. LOL. The only part I haven’t checked is all prior change logs, as they are all separate files.
But thanks for all the difficulty of late in upgrading this mod, I’ve been patiently waiting, as beta testing isn’t really a thing when I’ve felt like I had COVID for a week now, LOL.
It has been years since I played this specific mod, so I am probably missing something even though I often follow this thread and get excited about updates regardless.
EDIT: rereading this my question seems unclear. It is about the integration of Grimmer and Grimmest, apparently the later version of the mod was just called Grimmest.
I have no idea what you’re asking
Ah. There was an item in the inventory to summon an NPC last I played Grimarillion. That’s why I was asking what the starter item was for, somehow thinking it was tied to that.
It was a rather bad habit of mine to always trigger double density, though the other options were pretty difficult and monsters from other areas would spawn in, making the mod rather startling.
It seems pretty clear to me that now there’s way less monsters in the mod. ![]()
Grimmest npc was integrated into the personal hideout almost 3 years ago and the item to summon the npc was removed
I just realized the new UI confused me and I didn’t understand what “difficulty” meant. Part of the confusion is I removed all my prior characters from the game, they confused me from multiple mods. That might have changed the options available as well.
I answered my own question in part, it is a different, and it seems to me so far, a superior way of implementation.
And thanks, I’ll see the various options once I access that. Makes sense!
EDIT: I forget you can go there at level 1. Took a bit to find that annoying little NPC at the bottom near a gate in the personal hideout.
EDIT2: Well, I remember asking about this personal hideout a few years ago and so I may have entirely forgotten how the mod worked since then. It seems like a lifetime ago with all that has happened to me the last few years.
That last shot is to show I actually figured it out fully, as I shapeshift for the first time!
Quest Bug:
When I arrive at Homestead and speaks with Captain Somer for the first time, the game treats it as if I have already defeated the “Abomination.” Of course, I haven’t fought the Abomination yet.
A save file from right before talking to Somer:
_GrimaTHX01.zip (452.5 KB)
Come to think of it, it’s strange that there were envoys from each faction there when I arrived.
A save file from right after arriving in Homestead:
_GrimaTHX01.zip (457.1 KB)
idk I just powerwalked through the game, skipping as much as possible to get here
The only thing I can think of is Eternal, but the variant in that mode should not have the same quest markers.
EDIT: We found the culprit on discord, it’s probably from a totem, just one of the random non-boss versions of the Abomination enemy.
I have encountered this exact bug already 2 years ago.
I posted about it on Nov 21, 2024:
I have encountered a bug with the main quest sequence in this v92a:
After rescuing Ulgrim and the Refugees from Deadman’s Gulch and moving them to Homestead, Ulgrim gives the task to speak to Capt Somer, Black Legion, who should give the task of killing the Abomination. Instead the dialogue option only shows that it was killed already, without having been to that region at all. Also, the Emissaries have already shown up as well.
This is with a new character.
Thanks for your reply. I see, I might have fought an Abomination on my way to Homestead.
Anyway, after restarting from the beginning, I was able to enter Homestead normally this time.
Bugs: Graphical?
In the first image, the search bar is displaced only on the components and quest items tab.
New to this mod, is it normal that the Diablo classes don’t have skill tags below their skill’s name, which other series of classes does?
All other mods except D3 should have the tags. I added them originally for Grim Quest and Zenith, people seemed to like them so I added them for vanilla too. The modders in charge of Swampmod and Darkest Dawn added it to their skills too. I am not gonna bother adding the text to active mods that could undo the work.








