[REL] Grimarillion

420WeedWizard has made available hosting for Grimarillion here
http://grimarillion.420weedwizard.bplaced.net/

v0.2.6 should be on there. This is now mentioned in the OP. Does that site work for you?

Grimarillion is also now on Nexusmods.
http://www.nexusmods.com/grimdawn/mods/31/?

yeah,the first site is available for me.thanks again.i am downloading it and will experience it as soon as possible.

Ok, v027 is available. After yesterday, all I can say is that I hope all is well this time.

Mega:
https://mega.nz/#!YY5HkbZS!aOYdQG9bfBdRKCABE7f3Bi9J6qWinuaE1Y2l1d5embk
WeedWizard:
http://grimarillion.420weedwizard.bplaced.net/

From this point forward, any boss or hero that spawns >3 copies of itself can be reported. I am phasing out that type of spawn for more diversity and reports would be welcome to pinpoint the remaining records to mod.

Now, I finished writing the introduction article of the Grimarillion on Jp Wiki.
Just as I placed the text files for localization, users began to appear! It is certain that this MOD attracts attention. :slight_smile:

Thanks for all your efforts Matougi. I have not forgotten your request about that qst file. My first try broke the main quest line. So I have to try again.

Thank you again for your good thoughts!

Grim Quest is about 168MB, why is this only 130 MB ?

I would have expected that Grimarillion would be larger as it is a superset. Am I missing something ?

I don’t know if it’s different in Grimarillion, but in 0.8 of Grimmest Moosilauke splits into 5ish copies after he dies the first time.

7z vs zip?

Thanks. Sometimes I wish things would end up in the bug reports thread, but in any case, I can keep track of two threads. Will add here that Lutra also needs love. Next time I get back to Grimmest I will work on such things.

Probably.

Cornucopia is like 180megs as a .zip.

It’s 2megs as a .7z.

Edit: For an explanation of why, .7z applies a much better textual compression algorithm than .zip does, and most of Cornucopia is text in the form of .dbr entries. Map mods don’t notice a significant difference in size between .zip and .7z, though .7z is probably still faster to compress.

Hi all.

The component updates in Cornucopia 3.2 don’t seem to have made it into Grimarillion. Don’t know if this was deliberate (I’m guessing not)?

I also cannot place the weapon-based components into jewellery. The tooltip says that i can but it doesn’t actually work.

Epic work by the way. Love it

Keep the reports coming people. It looks like v028 is going out before next weekend.

I have a lingering thought about the red components…just not at all sure why I never saw it yesterday, I basically played Grimarillion most of the day. As to tags not found, we will get those cleaned up.

There are an ever increasing number of folders full of records modded by multiple mods. Components, for example are touched by Cornucopia and Autopickup. Better methods will be devised to handle these special cases, maybe not for v028, but spoon. :smiley:

I don’t know if it’s coming from Grimarillion, but the Queen Ravna disappear when I kill her first form.

Usually, she splits from her eggs and fight me in open field, but here, she just disappear and I cannot finish the mission.

v028 is up. So far, I have 1 report from Zokutai that Ravna has been restored to her ā€œnormalā€ two-form state.

Downloads at:

https://mega.nz/#!pUYVBKqA!SUW58x_jnGsAP-EYrxu8mEZny0n-3FJNs96FWp-rMgc

or

http://grimarillion.420weedwizard.bplaced.net/

This didn’t really belong in the Bug Reports thread, so…

If you don’t delete your characters, yeah, this is fine.

Actually, maybe so. I replied there at least. It sounds like he is having install issues.

that’s what I do when new version comes out unzip to my Docs.then open the grimarillion folder up to the main folder and copy/paste the data and resource files over the old one and it all seems to work as I already have the main folder in steam/grimdawn/mods folder works that way for all you guys mods hate having to delete files just to turn around and replace the new one back where it belongs and as new player up to act 3 homested now so far so good everything works like clock work thanks for all the Hard work and Time you put in for us to enjoy this game so much more :slight_smile:

I rename my old mod folders and put the new one. The characters all stay and I haven’t had any of these weird issues you are having.

Bailing wire and duct tape scenario.

quest file modified: resources\quests\grimmest\mq_wakingtomisery.qst, was referenced by these dbrs:

records\creatures\enemies\boss&quest\reanimator.db r
389: questFile1,quests/mq_wakingtomisery.qst,

records\creatures\enemies\boss&quest\reanimator_ho mestead.dbr
393: questFile1,quests/mq_wakingtomisery.qst,

records\creatures\enemies
emesis
emesis_aetheria l_01.dbr
392: questFile1,quests/mq_wakingtomisery.qst,

records\creatures
pcs\questnpcs
pc_johnbourbon_0 1.dbr
348: questFile1,quests/mq_wakingtomisery.qst,
349: questFile2,quests/mq_wakingtomisery.qst,

records\ui\mapaerial\poi\poi_caveburialhillentranc e.dbr
11: questFile1,quests/mq_wakingtomisery.qst,

and these resources:
resources\conversations
pc_jailor_01.cnv
resources\conversations
pc_johnbourbon_reversetes t_01.cnv
resources\conversations
pc_prisongateguard_01.cnv
resources\quests\grimmest\mq_wakingtomisery.qst

I made resources\quests\grimmest\mq_wakingtomisery.qst, edited the dbrs and the conversations and the quest file itself, but since this is the first quest, maybe I cannot alter that path? Or I missed somewhere? I used Sublime to search and it seems to find it everywhere but the qst file, but I changed the references in there too. In any case, even if the quest did work, now that I changed those 3 conversations, I would have to follow Stormcaller’s instructions and redo each of those and all the references to those? I might just unravel the whole damn game doing this.

I think we need to find a different solution for translations.

Hello,

first, thanks for this mod compilation. Already played Grim Dawn month ago and now this mod give a new breath to this game.

I would like to know if there is a way to desactivate one of the modification of a mod.
I would like to remove this feature of the Grimmest mod : ā€œall monsters spawn to player levelā€ (for me it remove the feeling of being more and more powerfull when levelling up)

Is it possible? if yes , How ?

thank you for your work :slight_smile: