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Grim Dawn - Grim Dusk v.1.5 - Game mod - Download

The file Grim Dusk v.1.5 is a modification for Grim Dawn, a(n) rpg game. Download for free.

file typeGame mod

file size665.5 KB

downloads470

(last 7 days)6

last updateSaturday, October 22, 2022

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Grim Dusk    is a mod for  Grim Dawn, created by Silent Snowfall.

Description (in author’s own words):

A mod aiming to overhaul every class in the game. WORK IN PROGRESS. Long-term goals: Rework every base class. Add new items. Increase stash size (as many other mods do). If possible, eventually add new classes in. I am a modding novice so this project will take a long time and will most likely have many bugs and balance issues.

Introduction

Hey there, I'm Silent Snowfall and I'm working to make an expansive mod for Grim Dawn. This mod is still a baby at the moment, and currently does not change much, but eventually I hope to overhaul every class in the game, plus add entirely new classes. If you aren't interested in learning more about my plans for the mod, feel free to skip down to the "Change-log" section where I will highlight the current features that my mod changes in the game. Also, a warning in advance: I am a complete novice when it comes to mod making. This is my first mod, and I'm learning as I go. If you encounter any bugs or issues whatsoever, please let me know! I'm also guessing that for a while at least, the mod will most likely be un-balanced (probably on the overpowered side of things) so if you do try the mod out, I would really appreciate any and all feedback on how balanced you think the changes are and what I could do to improve them. Ideally, I want this mod to end up being a fun and balanced addition to the game that allows people to try a wide diversity of different builds, each unique and interesting. I have been greatly inspired by mods such as Grimarillion, Diablo 3 Classes, Zenith, Cataclysm, Grim Dawn Reborn, Dawn of Masteries, Combo Mod, and more. I hope to make a mod that both myself and many others can get hours of enjoyment from.

Current Goals and Changes

My initial goals for the mod are to overhaul every class in the game. For the time being, I will not be adding new abilities, only augmenting already existing ones. We can call this "Phase 1". My mod currently overhauls the base Necromancer, Nightblade, Soldier, Arcanist, Occultist and Shaman. The Necromancer changes are focused on making the class a life-draining monster whose closeness with death makes his abilities chilling like the grave. The Nightblade changes are focused on making him a truly elusive assassin that weaves in and out of battle taking down single targets quickly while evading attacks. The Soldier changes are focused on making him a truly un-killable warrior who thrives on being right in the thick of combat. The Arcanist changes are focused on making them a true fountain of magical knowledge that knows how to push past their own limits and cause chaotic and aetherial elemental destruction. The Occultist changes are more minor and mainly focus on enhancing their sustain so that they can survive better while also slightly enhancing their chaotic destructive power. The Shaman rework is fairly minor as I actually like the base Shaman a lot already, but I did change a few things around in the kit. I have plans for reworking each of the classes in the game. In the future, when I have more extensive modding knowledge, I may also come back and rework them further, possibly adding completely new abilities at that point. For now, the early iterations of this mod will mostly be smaller changes and touch-ups to make the classes a bit different and a bit more in-line with my own personal image of them. Currently working on: Inquisitor

Long-Term Plans

In the long run, I hope to make the mod much more expansive than just a base classes overhaul. For "Phase 2" I plan to add in and/or adjust items in the game to help fit the changes to the classes that I made, and ideally expand the storage size as well, which hopefully one of the many other modders who has done that can help me with :). For "Phase 3" I plan to make my changes more thematic and immersive. This means updating the effects and sounds for the abilities that I have changed to make sure that they look and feel smooth, and don't look awkward when you use them. I also hope to update ability names and descriptions to make them more in line with the changes I implement. (For example, one of the necromancer's abilities that I changed has an awkward visual effect at the moment and the description doesn't really fit anymore. Ideally the visuals would be softened and made more thematic, and the description would be a more accurate representation of what the ability now does). For the time being, anyone who plays with my mod will need to expect abilities that may have missing or awkward visuals, and ability descriptions that might not quite match-up with the actual effects of the skill. Finally, if I can achieve everything I hope to in the first 3 phases, that should mean that I have the knowledge and ability to start making entirely new classes to add to the game, which would be "Phase 4". These would of course come with their own unique items, animations, etc. to make them feel genuinely unique and interesting. During all of this, I will try and update the mod as I go to keep it balanced and free of bugs, based on the feedback of anyone kind enough to give it a try. TLDR: Wish me luck, I have a lot of ideas I want to implement and a very small brain to try and do it with.

Things I Don't Plan To Do

There are several aspects of the game that I am not interested in changing, so please do not request changes for them as I do not ever plan to mess with them. This includes: Pets and pet-based skills, changes to the core features of the game (such as attribute points, skill points per level up, and devotion limit), and quests and maps. I personally feel that pets are a fairly balanced feature of the game at the moment, and I enjoy using them. I don't want to mess with them, as it would be both complicated, and most likely very unbalanced. I'm also not at all trying to make new pets because I can't make 3D models for crap lol. As far as the core features of the game go, Crate set them up a certain way for a reason, and I don't really know what messing with them would do to the balance of the game, or possibly cause things to break. Perhaps if my mod is ever popular in the future, it will be merged with another mod that changes those things, but I don't ever plan to do that myself. This excludes speed caps, which I might change. Lastly, maps and quests I simply have 0 interest in. I'm purely interested in the gameplay aspect of Grim Dawn.

Instructions:

Extract to “…Grim Dawn\mods” and activate in menu.

  • Last update: Saturday, October 22, 2022
  • Genre: RPG
  • File size: 665.5 KB
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