[Tool] Grim Internals (v1.1.9.8 only)

that is a very… “not smart” take,

yea no, that’s definitely not its main use, it’s to not have to “waste time” by going back for components and mats, and more so repeatedly constantly go 1milimetre close to vanilla drop components, because the vanilla range requires you to stand on top of them, and for some reason picks them up at a slight delay too compared to GI
unsure if you’ve ever actually tried playing the game with it on vs off?, by “playing the game” i dont’ mean SR timer focusing but just regular campaign levelling etc
it’s a massive qol for component pickup, and actually one of the top main reasons i even started using it and kept using it in active- aside from testing skills/effects dmg breakdowns on dummy with conversion etc when modding and such

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I was just in the middle of writing a lengthy response to someone else who DM’d me about this “cheat vs QoL” thing (someone who didnt resort to cheap insults btw). I’m thinking about making this response public as a new thread, as I feel this one is being a little bit derailed now.
If and when I post the new thread, feel free to make your points there again in a polite manner.

that was the polite way of putting it
if the intention was to insult you, and not merely pointing out what you said/how you said things/which your comparisons were, then the choice of words would have been different to reflect this
opinions is fine, but comparing players looting components faster, not having to both walk back after drops, walk on top of them, or deal with delay of vanilla auto loot
to teleport cheating cheese farming bosses in literally seconds, is so far out it’s absurd to even begin to compare/suggest, and that deserves to be pointed out, imo, even if you feel it’s “insulting” when that absurdity is then referred to

also making a new thread is fine, tho i think this is/we’re still somewhat on topic, since it’s one side of players emphasizing their desire for incresed ranged, while also putting forth reasons why that is, and then the opposing/your view of not seeing it as essential/being a cheat
seems like it’s "on topic"or atlest enough, in my eyes, to be both GI related and even related to the feature request feedback from Z - but maybe i’m off on that/never been great at judging what’s “truly” on topic

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Good luck.

V1.1.9.8 is out today 6/9/2023. Any chance GrimInternals is still being updated for version changes? Game crashes in Steam when launching GI. Grim Dawn game itself runs fine, just GI crashes on statup!

I really hope so as this is a great Mod!

Thanks!

That isn’t the case at all. The vanilla range is ofc shorter than GI’s, but it isn’t so short that you have to walk directly over the component. It’s more than a full body’s length, maybe one and a half. Talk about “absurd” and “unsure if you’ve ever actually tried playing the game with it on vs off”… :man_facepalming:t4:

That wasn’t even being discussed before you brought it up. I was only talking about the range, not the delay. But now that you mention it, I agree it should be removed or at least decreased, that might even solve most of the QoL issues some players seem to have.

When I said that pickup range is a “cheat just like teleport”, I could have worded that better to begin with, sure. But in my 2nd post I tried to clarify where I’m coming from. You didn’t adress that one at all, instead you jumped straight to the assumption that I think GI teleport and GI pickup range is the same type of despicable cheat. Which ofc I don’t.

So here’s the difference:
Teleporting to bosses is straight up cheating, I think most people would agree. Not saying that it’s bad, it’s just not intended by the devs. It’s used to cut some big corners, therefore a cheat.
Extended pickup range is in that blurry area that I mentioned. It’s not intended by the devs, and it’s used to cut corners, albeit some very small ones compared to teleporting so it’s not nearly as blatant but still has an impact. Imo it’s leaning more towards a cheat than towards QoL. Again, not saying that it’s bad.

That being said, I understand why some players feel the shorter range is tedious, not only because they are so used to the faster-paced flow of GI. Long before GI even existed there were many requests for a larger range. There were many requests for faster run speed too, but both requests were never fulfilled. So I assume both values are exactly as the devs intended them to be.
Now if someone made a mod that increases runspeed to 150%, I would consider that a cheat too, while others may disagree and call it QoL, and thats fine.

In the end it’s up to the devs to decide where their intentions for the gameplay are and how to deal with the criticism of these decisions.

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start reading from here and down

yes it is, you have to be extremely close in vanilla (for more than 1 reason/not just the range), and GI expands on that in good sense

literally done multiple side by side comparisons since the 9.8 beta update just before live version broke GI; so yes, i’m very aware of how significant the difference is

it would sort some, but not all
there are several cases where the delay is just weird and straight up absurd?(buggy?) like with aether crystals and chests, compared to ex boss loot orbs, as if it has to be “animated” in some different way/longer duration depending on the source, and GI ofc seems to shave down on both of those/not just make you stand around waiting for loot to hit the floor/“animation” to register
but you have the issue of the range, regardless of delay not fixing/making the built in vanilla auto loot that “much” of a qol when you have aoe scenarios and cases where single components are dropped, because you then have to “run in circles” (aoe cases) or when it’s individual drops you didn’t even really save the click because you had to walk so close to it you might aswell have clicked it
^this is actually the exact same issue i have with the item loot button, not that i’m suggesting to start implement auto loot items etc(actually didnt’ like that part in GI), but when i’m using the loot button, there are sooo many instances where i’m literally a milimetre out of range, being very close to the item on the floor(having just looted several that got spat out) and then have to munually walk the char “in distance” to even use the loot button, because either the loot range is small(i’m assuming it’s the same for all items) but more so there isn’t an automated action of when you’re clicking the loot button “if out of range also move into range”
^this then gets “magnified” by the auto loot nature of components, where we’re already getting the free action, but in the end only really saved a flick of the scroll wheel, because you actually had to be so close to loot anyway
imo atleast, gets really tedious to “run in circles” to walk over/in range to auto loot comps from aoe kills etc “anything in range”, because the default range is way small
i’m not saying it has to be screenwide insta pickup like other games, but GIs range value was actually decent/in a good spot, combined with the reduced delay making it great improved package,
but just removing delay, imo, would not be enough

if that’s the case, and i’m assuming what’s possible/without knowing what the game/tables allow, then an individual range/“item type” requirement could be set for SR essence perhaps that made it necessary to get closer?

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at this point I think you are just straight up trolling. I never said there is no difference, nor did I deny it is significant. I only pointed out your absurd claim that you have to be directly on top of the component to pick it up, which simply is not true.
I’m done talking with you, it’s not leading anywhere if you can’t even base your points on facts and things I actually said. Have a good night.

this is indeed close enough to be called “right on top of it”, and not an absurd over exaggeration as you’re trying to make it out to

doubly so when you’ve “tasted” GI range where it’s 2-3x bigger

*this is not delay related distance btw, this was after the delay/it fully dropping and me having to circle back to even loot it after the delay

edit, just incase it might be thought i didn’t do a good enough job at capturing the exact frame for the distance

For those interested, running "download_depot 219990 219991 8997111913240930956
" in the steam console will download the 1.1.9.7 version of GD. You can then copy the executable over to the game folder and GI will work. Make sure to set GD to only update on run in steam. It’s a rollback and a temporary solution but it’s worked for me.

you don’t have to do that, you can use 9.7 officially now via beta branch selection in Grim Dawn steam library propties

Really, I tried to do that and couldn’t find the option. Probably me being a dumb head. Thanks :slight_smile:

edit: Oh was this a recent thing?

or it was added later/after you tried :wink:
people suggested it couple times/brought it up, and some time later it was made real/added to the branches by devs

Sweet, well that certainly is a lot less jank. Thanks again.

Hey man, if this is still a consideration I’d love to see:

My first and most important suggestion from GI is more of a separate accessibility feature, I get that the game is done with but I’d like to suggest it anyway. Since we will no longer have the buff text from GI, would it be possible to add separate scaling on just buff/timers above the player’s health bar, independent of general UI scaling? I get we have interface scaling in general but when it’s set too high there can be issues and I find it doesn’t make buff icons that much more clear for me.

GI currently shows me all my active buffs with big, clear text with custom placement, as opposed to a tiny icon above my health that can be difficult to see with my bad eyesight.

  • Bigger health/monster names for just hero+ enemies (so no values above smaller enemies who aren’t as much of a general focus). This one I find is a huge QOL feature and is the number one thing I’ll miss from GI.
  • Nullification warning! Probably the scariest thing in the game and it can be hard to notice without the dread-inducing sound added by GI.
  • Debuffs above/below/near Hero+ enemy healthbars.
  • The entire item marking section of GI has always been really nice for me. * for an item with new transmog not yet unlocked, MI+, MI++, DR for cool rares in the item title with rare affixes etc. And another feature I really really like is the ability to show BP ingredients as icons.
  • Nemesis alert is also a really welcome feature.
  • Legendary items and double rare affix items SFX are both extremely welcome features, legendaries don’t feel as necessary but double rare items can quite easy to miss in the chaos imo. The SFX for hearing a couple of legendaries drop is always dopamine inducing though :slight_smile:
  • More skills CD. Some devotion procs don’t always show their cooldown above the health bar, it’d be really nice to have these added if possible. GI currently shows them in the optional text we can display. (Time Dilation is one of these I can think of off the top of my head). I think showing cooldown timer text on buff/skill icons is a GI thing, perhaps? If it is, combined with my first suggestion these two would be an enormous help for me personally.
  • DPS meter for player and pets. I find this really useful to see if the changes I just made at The Conclave made a general improvement or not.
  • Kill count and item count for that session, perhaps? Can take or leave this one though.

Thank you for considering any of these. Much love

I can think of one thing not mentioned here so far and that’s the ability to play modded characters in the Crucible add on.

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Yes, please.

talked about this with my friend some time ago.

could just put an NPC in devils crossing or somewhere near it that teleports you to the crucible (if you have the DLC), then just remove it as a separate mode.

Essentials:

  • Cursor scaling for 4K. I’m using a mod to change its size to 64x64 px, otherwise it’s too small.
  • Better enemy health bars, please. At 4K resolution, it’s very hard to see a hero+ icon. I kinda liked colored enemy names to indicate potential threats.
    (the screenshot is with 1.15 or 1.25 uiScale option in options.ini)

Nice to have QoL:

  • Cooldowns of potions in Health/Mana bars
  • Increased stack size
  • Nullification warning xd
  • SFX for legendaries and DR
  • Toggle Fog. Imo the game looks better without fog.
  • Green/Yellow/Red gradation for health bars.

Not related to GI, but still nice to have QoL:

  • Show overcapped skills
  • Show skills without +to skills (e.g. with ctrl+shift as in Grim Tools)

Portals felt a bit cheat-y, but I liked that I could save some time on running to a spot.

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