[Tool] [Modding] Grim Dawn Modding Suite

Grim Dawn Modding Suite

Download (click here)

Unsatisfied with the cumbersomeness of the vanilla modding tools, I (and others) set out many moons ago to create fully fledged suites to utilize the tools more effectively. Here is my approach. It remains a Work-in-Progress (WIP) but is functional enough to be placed in your hands to use. It features my previous modding utilities, GDSearch, GDModChecker, and GDModPruner, along with links to tutorials on modding and the ability to launch various other applications. Work will continue on this suite as I get more requests for the tool and update the existing utilities I’ve made. One may find my previous utilities discontinued in their threads; that’s just so I can consolidate all their feedback and development into one thread, making things simpler for all parties involved.

Version: 0.6.5

System Requirements:

  • Java 8.0 or higher (I think)
  • 126KB Hard Disk Space
  • Grim Dawn installed

Features:

[spoiler][i]Can launch all the vanilla modding tools (once the installation directory for Grim Dawn has been set)

Can launch any user-selected programs (via ‘Add Custom Application to Launch Menu’)

Improved versions of GDSearch, GDModChecker, and GDModPruner, all of which have been made to interact and share information between each other for ease-of-use.



Lists of tutorials that will open in your default browser

[/i]
[/spoiler]

To-Do Lists:

  • Improve the UI for the Home tab.
  • Implement GDModMerger, a tool for merging two (or more) mods given a user-defined mod priority (load order).
    [li]Improve GDSearch:[/li][LIST]
  • Remake UI
  • Enable searching on multiple fields.
  • Enable copying search results to a specified mod.

[li]Add more links to the Resources tab and improve the tab’s user interface.[/li]
[li]Implement a version-checking utility and an auto-updater.[/li]
[li]Add more tools as the community requests![/li]
[li]Upload everything to github.[/li][/LIST]

1 Like

Is there any tool like GDSearch with a graphic interface to interact with if it looked through the records?
currenly i’m editing a lot proxy, proxy pools, monster, character bio dbr files.
but it is too time consuming in the dbr editor for traversing through the files :stuck_out_tongue:

for example if I select a proxy the Graphical GDSearch should traverse through the dbr files so I could edit them on the fly and save them all with 1 click or mass change 1 parameter on all dbr files (linking to another faction dbr as an example )

here is my take on such a tool
It currently patches all factions for all the creatures in the pool for my map mod (hardcoded)

This feature is what I’m working on for the next release of GDSearch, yes. Sorry I missed your comment when you first made it; not sure how that slipped by.

Edit: Current plan is much less ‘graphical’, however; instead, it will likely take the form of a table with columns that can all be selected and mass-edited. I’d also encourage you to keep an eye on Elfe’s tools as I believe he’s working on this as well.

Ah that’s nice to hear :smiley:

If I combine that with

does that mean we could have a SQL-fashion DB API for the databse, opensource, somewhere on github/lab/whatever in some near futur ?
That one could then transform into a standalone lib that can be used in maaany projects that currently dig into dbr in their own ways ?

Minor update released:

Features:
GDModPruner now prunes based on the SHA-256 hashes of all files (.dbrs, assets, etc.) between the mod and the vanilla game. Previously it would only compare text-based files for equivalency; now if any two like-named/pathed files have equivalent hashes, the mod’s file will be staged for deletion. For more info, you can read up on SHA-2(56) here: https://en.wikipedia.org/wiki/SHA-2

Resources -> Downloads now links to WareBare’s WanezToolsGD rather than his Mastery Editor alone.

Minor adjustments to internal code, reducing the filesize of the tool by ~15%.

v0.6.5

Minor Update Released:

Features:

The application now lists its current version in the appbar.

GDModChecker now features more detailed error messages, with a better error report at the end.

GDModChecker now looks for changes to base player speeds (characterRunSpeed, characterAttackSpeed, characterSpellCastSpeed) in files that have no business changing them.

v0.6.6

Minor Update Released:

Bugfixes:

GDModChecker’s summary error report at the end of the error list now correctly filters out errors in the vanilla game if ‘Prune Vanilla Errors’ is selected.

Hello Ceno .
Great job creating all the tools and also thank you for sharing it with us .

A week + ago i started to explore the modding world and i can not say it was easy but i had some progress but when i started to create(it is much said creat , more of a copy -paste and changing stuff) a new mastery there was no result and i posted the problem i had .

Mamba responded to my call of rescue and gave me some valuable info witch made me progress a bit further and also he recomended your tool to check for errors.

This is where i wanted to get , runned the check for errors and there were some lines witch i did not changed but they apeared as “Malformed”


Total

I do not know if that is normal or i have to do something to fix it , know i lack knolodge about modding and that is why i ask people who have experience in this field .

Thanks for reading and sorry if i bothered.

PS : Saw you video of how to create a mastery and was verry helpful :+1:

The modchecking utility unfortunately hasn’t been updated since the first expansion. This means that the “Malformed Reference” can generate false-positives for files that may reference expansion data. That being said, the second error in your above screenshot is not something from the base game or either of its expansions, so I’d pay attention to that. Most of those you can probably go without paying much attention to, though.

I have no panel configuration folder :rofl: …maybe that was the problem all along , did all the steps in your video and still can get the button mastery to show neither the undo selection button .

Thought that the skills by default will link to main game files.
Correct me if i did it wrong but i tryed to copy you in the process :
Folders :
By default the Sources ,Assets,Database

Inside Database>NCM[Mod Name] Mamba gave me this advice witch made sense even for me

NCM CONTAINS :

  • Creatures /PC [anm_male&femalepc.dbr and female&malepc01.dbr]
  • Skills/Leader[_classtraining&tree_leader.dbr ,also 2 skills]
  • UI>Skills[skills_mastertable.dbr] > and 2 folders
    Class%20selection
    leader

In Sources have a text with the tags and i created the asset like you showed in the video .

For the moment i am making changes to see what works but had no progress from yesterday .

Thanks for readind my post and also thanks for the rest of the things you did to help the people who do not know how to mod.