Summary:
This tutorial scopes with the setup and a basic overview of the most relevant modding tools. It therefore shows how to setup the Asset Manager properly and a further part explains how to create your first mod.
Parts Index
- Modding Beginner’s Guide I
- Modding Beginner’s Guide II
- Modding Beginner’s Guide III (yet to come)
Index
1.0 Preparation
1.1 Tools Overview
1.1.1 Asset Manager
1.1.2 World Editor
1.1.3 Quest Editor
1.1.4 Conversation Editor
1.1.5 PSEditor1.2 Prepartion
1.2.1 Foreword - Timesaver
1.2.2 Foreword II - Mod Types
1.2.3 Setting Up Asset Manager
2.0 The First Mod
2.1 Normal Mods
2.2 Map Mods
1.0 Preparation
Ready to start modding?
(Meme by Ceno & me)
You sure?
So I’ve heard there are still crazy people out there wanting to get into modding but have no idea on how to start. If you belong to these persons, this is the right place for you. Besides, this guide might also be useful for some experienced modders, especially in terms of keeping your mods clear/clean.
To beginn modding Grim Dawn, you first need to prepare a few things to make all the tools work and you also can get some timesavers to make modding faster / more comfortable but more on that later. First I’ll give you a brief overview over the most commonly used modding tools that will be delivered alongside the game automatically.
Please note that this is a chronologically guide and that I’ll asume you know all previous steps before going on with something as I’m not going to explain the same thing over and over again. I therefore recommend reading the entire guide even thought it might be long, you’ll learn a lot that you otherwise would have missed.
Also this guide may contain several parts where you will stumble across what I consider “best practise” whereas best practise means working patterns I’ve been using that have proved to be success-leading in terms of archiving goals and keeping your mod clean. All of these are my opinion and not neccessarily objective.
1.1 Tools Overview
1.1.1 Asset Manager
The Asset Manager is probably the most important modding tool as this is where everything comes together: Adding new resources, asset creating / converting, database entry editing and building everything together as the final mod. This is also where we will start to set up your directories to make the tools work.
Another tool that will be used through this one is the such called DBREditor, which is a text editor basing on templates that will display .dbr (database record) files in a more organized way than simple text editing:
1.1.2 World Editor
The World Editor is where levels get designed. There are a bunch of tools inside it and a guide to most of them available here as well as a beginner’s guide to map making by Mirenheart here.
1.1.3 Quest Editor
The quest editor is responsible for linking together conversation and scripts to build quests basing on an action-reaction principe.
1.1.4 Conversation Editor
The conversation editor is where you build conversation trees. You may notice it’s format is pretty similar to the quest editor which is a result of both working together closely.
1.1.5 PSEditor
The Particle System Editor is where all particle effects are getting created. It works with Emitters and particles and also supports different shaders.
1.2 Preparation
Now that you got a brief idea of what the modding tools look like, we’ll get down to prepare them to begin modding.
1.2.1 Foreword - Timesaver
Now this is a collection of tools that will make your life easier by saving you a lot of handwork and time consuming, repetitive actions.
This is a tool that will save you from opening your Grim Dawn install directory every time you want to start a modding tool by providing shortcuts to all tools, relevant modding directories, a game start shortcut as well as an browser like texture viewer. It also will always clip to the topmost window if it is one of the modding tools so that it will never get lost and be easily accessible.
Requires the .NET Framework
This is a tool that uses a query like syntaxt to enable you to search the game files for specific things. Will be especially helpful when you search for ingame stuff as these things are usually not called the exactly same in the game files as they are ingame.
Requires the java runtime
This is a tool that visually supports you when it comes down to creating masteries. The current version at the time this guide is written will help you pick the right coordinates for your skills. There is a full visual version work in progress that will go beyond that by allowing to rearrange the entire mastery / class selection screens and everything that belongs to it.
1.2.2 Foreword II - Mod Types
You might think now “oh my god, I just want to start modding, why are you shooting me with all this information?”. The simple reason is that I want you to be able to choose the right type of mod for what you want to do so you don’t have to go through painful remakings later when you realized your mod is a few mbs or maybe even a gb larger than it should as it happened to a few persons already.
Alright now there are 4 different major mod types as long as we stay within the scope of what the official toolset offers:
Normal Mods
Normal mods are the result of what happens when you only modify database entries or resource files without building your own custom map. They are started through the custom game menu and will bring you into the usual world of Cairn where your changes will be applied.
Map Mods
Map mods are pretty much what the name says: They introduce custom made maps instead of the original Cairn world. In between with the introduction of GlockenGerda’s Map Decompiler it’s also possible to merge both or extend Cairn with your custom made maps.
[Deprecated]Hard Mods
Hard mods are mods that do not need to be started explicitelly; They are created by modifying the main game’s database and / or resource files so that the changes will always apply without having to start a mod. Now this has different up and down sides and is also sort of deprecated:
Pros:
- Pretty much the only mod type that let’s you change the main game’s menu background
- Does not need to be explicitelly started through the custom game menu
- Allows playing mods with main game characters
Cons:
- You will not be able to play with players online anymore unless the persons you want to play with use the same modified game version
- Usually very big filesize up to nearly a gb or more except for one certain exception
- Deprecated as this is not really needed anymore unless you want to make a total conversion of Grim Dawn: This type of mod used to be required a while back as there were certain database files that the game won’t read changes from unless they get written into the main game’s files directly. This has been patched since and therefore is no reason anymore to use hard mods.
In general, usual mods are recommended over hard mods whereever possible as hard mods are a real pain for both modder and user as building such mods takes extremely long and you’ll get to build your mod very often as for users it’s a pain to download that big files over and over again whenever you release a new update of your mod.
However there is, as with most things in modding, an exception: If you simply want to modify resource files without a database then there are two more types of “hard mods” that you can take advantage of. I’ll explain only one of them as the second one will required a lot of files, too and therefore is rather even worse than the type of hard mod explained above but more on that topic in the practical part later.
[Deprecated/Support Dropped]Bouce Mods
Bouce mods are a special type of normal mods; They are started through the custom game menu, too but they won’t bring you into Cairn directly but get you back to the game menu and at the same time apply your changes so that you can play with your main game characters while having your mod changes applied and at the same time join multiplayer games no matter if the coresponding players have the same mod activated or not.
With the introduction of the Crucible (survival) mode, this got patched out as it gave Crate trouble and therefore is no more available.