So what exactly can be changed with gameengine.dbr ?

I’m confused :stuck_out_tongue:

I’ve tried out Grimmest or better yet I copied it’s gameengine.dbr and noticed the spawn changes work in my custom game.

However a lot of other stuff doesn’t. For example Devotion cap, DW speed bonus etc.

Is it supposed to be like this? Is there any way to change a lot of these values for smaller mods without rebuilding the whole database?

You can use the cheattable i bundled with my V2 of my mod to edit some values, devotion cap is not among them atm, (I do know where it is though)
but camera ranges, runspeed cap and quite a bit more, ie debugrenders, mastery reset etc.

I used to make a on-the fly db editor for GD with a cheat table, I may just revive that for the sake of players choice. Though no promises, I’d need to look at the disassembly again and that may take a week or more until i have time i want to allocate to this.

until then you can go to the CE forums table section GD topic and download the dbeditor table there. not sure if the devotioncap entry in that version still works though.

Stay away from the “tool” though, it takes up a whole cpu core while it is on,
sometimes freezes and making skill edits takes forever. clicks do not register.
random crashes are also the norm. Inserts hideous popups into your game window. Isn’t open source.
Summing it up, It is very badly coded.
Stay with any CE table and the main program.

I may bundle the playerstats, reset and so on in my table as well, but I’d have to be certain to not offer new pointers so the “tool” “author” just rips them without credit …

rebuilding the whole database is actually quite fast, once the first run has finished, any subsequent edits take seconds instead of minutes.
In my opinion the only way to mod GD in a meaningful way without creating a whole campaign yourself or wasting clicks and time on custom game half mods.
that’d be different if support for importing players were more obvious. and multiple mods could be used, but maybe future GD versions alleviate this somewhat.

Ah, I had the impression it always rebuilds for ages. Nice. I’ll definitely try out that method.

Now I’m angry at myself for renaming all them skills lol :slight_smile:

Holy nuts of Ultos it works like a charm. Thanks man, now I can finally start modding the extra mile.

For those interested… I made a new MOD folder that I setup as the working/build directory. Extracted everything there and opened up in Asset Manager. Once I build my changes I simply copy paste the database.arz file over the original and presto… Now I need to rename all them skills that I worked so hard on back lol :smiley:

There’s another very comprehensive tool in the CE trainers section. It does everything you mentioned, including mastery, stat, and devotion reset. It can also create functional copies of characters (the rename function does this), which in combination with the mastery reset is great for testing out builds when you don’t want to spend all those hours doing it the long way. Just make sure to spec out of all devotion proc skills first, as it doesn’t clear those properly.

Also, don’t leave the trainer running, as it can bug out or crash the game, and always close it before filling out your devotion or skill trees, because it will definitely bug those right the eff out.

Also, don’t change the colour of your character’s name, as that will crash the game.

It automatically links up to the game when they’re both open and is updated frequently.

Can we get multiple database.arz to link in? I see that as the main limitation to having multiple mods but I know nothing about the architecture here. I noticed the command line tool has a few extra options but I was about ready to cry before I finally got my art assets loaded in game. :furious:

C:\Program Files (x86)\_Games\Steam\steamapps\common\Grim Dawn>archivetool /?
Usage: archiveTool <file> <command> [command arguments]
commands:
    -add <directory> <base> [compression (0-9)]: add a file/directory
    -replace <directory> <base> [compression (0-9)]: replace a file/directory
    -update <directory> <base> [compression (0-9)]: update a file/directory
    -remove <file> : remove a file from the archive
    -extract <location> [file] : extract files
    -database <location> [file] : extract database files
    -removeMissing <file> <base> : remove files not in the specified directory
    -compact : compact the archive removing unused files
    -list : list the files in the archive
    -stats : display the archive statistics

Doesn’t look like it, assuming this is the tool you meant. I suspect that we’ll have to wait for either Crate to power up the tools or folks in the community to build programs which work around issues like this.

The -list option works sometimes. Stats seems bad. I finally figured it out about the silent fails because when I ran that tool, it just crashed trying to load the file. So I deleted it and rebuilt (a few times…) until it succeeded and didn’t crash any more. I should point out that I played with the tool, but as soon as I got things to load I was done. I haven’t actually sat down and brute forced my way through all the options, finding out which data types work with what options.