i have seen many talented people around here and was wondering if anyone could drop a tut on how to create a custom monster or even boss with the Grim Dawn Modding tools?
i checked official guide, tried it and it didn’t work
checked forum search, there seems to be no tut about this, nor is was this process mentioned anywhere i looked (checked a few pages of search results!)
search via google, also didn’t return anything close
search on youtube, found a guy who makes tuts, but he has none about this topic
I believe the official Forums here are the most visited place when it comes to using the modding tools, people here seem to have info that goes beyond all the public availible guides (i wonder from what sources this knowledge was gathered- i don’t think that was all trial and error, or?!).
I know there is the DBR Editor, and i even tried copying an existing .dbr (choosed warden as “template” for me), but besides uppering or lowering existing stats, i was not able to influence something like his name shown in the game for example.
Any advice here would be highly appreciated, thank you in advance.
Create your monster, give him skills and items as you choose.
Put him into a proxy where you feel it would be appropriate for him to spawn. Don’t make a new one unless you plan on editing the map. I’m not sure proxies can be spawned easily otherwise.
Set the weights and chances in the proxy for him to spawn.
That’s all it takes. If something is confusing, look through the proxies that exist and reverse engineer it. That’s basically the best way to learn anything regarding grim Dawn modding.
Actually the modding system of Titan Quest and Grim Dawn are pretty similar and some of us already had years of experience modding tq.
As for the name, all names in GD work with tags so if you change the name in the monster file, you’ll have to go to the source tab in the asset manager, expand the treeview on the left, click the “Text_EN” folder and create any new .txt file in there and add tagname=Content.
Tagname is the name you put into the monster file and Content is what will be shown ingame. Otherwise your tag will be shown as “tag not found: tagname”.
When you did this, right click the text file -> auto create asset -> ok -> F7 (build mod)
Thank you very much guys, i think this is exactly what i was looking for!!
I will try this out tonight but i am already optimistic that it will work from what i have read in your replies
I’ll get back to this thread an post my results then,
thanks a lot!! Cheers, Haxelord.
EDIT: wow this TQ forum is really a great source, thanks a lot for this also :0
Hi, so i tried back with Elfe’s guide at first, as i need to get the name thingy working first, but i failed somehow.
What i did:
i opened Asset Manager
i created a .txt file with the following content “tagname=Dr.Evil” (without the quotation marks), file named “boss_evil.txt”
i imported this into the asset manager, Tab “Sources” and folder “Text_EN”
then me opened the DBR Editor, choosing thewarden01.dbr as template
Now here comes where i get stuck:
How connect the file with boss name to the warden template in .dbr editor ?
I can’t find a place in the .dbr file where i can link the “boss_evil.txt” file.
You want to replace the text at top center when you mouse-over the Warden in game to Dr. Evil?
You have extracted the game’s data files with Asset Manager?
You seem to have found the record for the warden…in there you are looking for a field that has a value that starts with the word “tag”. Every piece of text that shows up in game is stored in the dbrs as tags that point to tag lines in text files found in Text_EN.
So for the Dr.Evil mod you need the dbr for the Warden in the correct location ie records/creatures/enemies/boss&quest/theWarden.dbr (made that up, I am at work).
Find the field that has tagNameTheWarden as the value (again, making this up).
change that field value to tagName_drEvil (here you get to make this up, but make it up good, you do not want to invent a tag already in use by the game and the game has LOTS of tags).
then in sources/text_EN make a new text file called tags_drEvilMod.txt (again, you invent the name of this file; make it unique so you do not accidentally override a game file)
and in this file put:
tagName_drEvil=Dr. Evil
I use AssetManager to create the New Mod and then quit. Then in windows I go into the mod source and database locations and create all the folders I need to put the warden.dbr and tags_drEvilMod.txt into the proper locations. You can then restart AssetManager to edit these files or just use a text editor that will not mess up text files (ie not Word).
Once the files are in place and edited, you can use AssetManager to do 2 things. 1) For each file in sources/text_EN you need to right click “auto-create asset”. This you only have to do once, but you need to do it once. 2) Build the mod. Every time you change something, you build the mod with AssetManager.
Provided you read the guide and set your working and build paths correctly, you will end up with a mod visible in the custommaps section of the main menu.
Jiaco, Elfe, ASYLUM101… thank you very much for your help,
i was finally able to set a custom monster Name with all your guidance, thank you very much !!
The field where i have to link the tagname seems to be named “description”:
Awesome, now the fun starts for me, switching back into editor :>