#1  
Old 05-11-2017, 09:23 PM
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GlockenGerda GlockenGerda is offline
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Default [Tool] Grim Internals

Grim Internals
Updated for Grim Dawn v1.0.6.1


NB: I'm not often here at the forum anymore, but I'll try to update this tool as soon as possible
when a new Grim Dawn patch arrives.


Installation:
Extract the content of the zip file to your game installation directory
and run the GrimInternals.exe.
If you have the Steam-Version, then you must first startup Steam and then run my tool.

You might also read "how to add Grim Internals to the Steam-library" at the end of this post.


To enable/disable some of the features, press CTRL+F5 in-game!
This opens the Configurator




To make the most of all the possibilities offered by Grim Internals,
you need to edit the GrimInternals.ini file (located in Grim Dawn installation folder).
If you want to change some colors, here is a useful reference to the color codes (Source: Darkstalix)

Some of the features:
  • auto-pickup for components/mats (definable radius 1-10.0 meter / default: 8.0)
  • floating text messages, based on your character's combat attribute type, like "Stunned", "Frozen", "Trapped".
  • onscreen death counter.
  • money counter (how much iron bits you get/lose per session)
  • buff- and debuff status effect icons in text format
  • hotkey (CTRL+F1) to toggle the UI on/off (for better screenshots)
  • SoundFx "SkillNotReady" can be muted
  • Monsterkill counter (N = Nemesis, B = Boss, H = Hero, CH = Champion, C = Common)
  • Dropped items counter (C: common, M: magic, R: rare E: epic L: legendary)
  • enabled developer debuglog in console (only for custom mods)
  • enabled realtime combat log (only for custom mods)
  • support for GrimCam (if installed)
  • configurable healthBars for player, pets, multiplayer and monster
  • new Lua command "Console.Print"; it writes a string to the console window (useful for modder, who wants to code/debug Lua scripts)
    ex: Console.Print("Here I am")
    ex: Console.Print(string.format('DC Bounties left: %d\n', bountyLimit - DCBounties ))
  • UI-Notification for dropped green loot with augmented skill stats
    (useful if you have set your loot-filter to epic+, but want to be informed when a "good" green item dropped (default: Off).
  • automated screenshot function if you die (saved under the name: "_killshot.jpg" in your screenshot folder)
    A suffix is append to the filename, depending on your game mode (SC = Softcore Mode, HC = Hardcore Mode)
    (save the screenshot somewhere else if you want to keep it, because it will be overwritten if you die again.)

---------

Here is a description how to add Grim Internals to the Steam-library. (Thanks Darkstalix )
  1. Put the contents of the .zip into C:\Program Files (x86)\Steam\steamapps\common\Grim Dawn
  2. Go on Steam and press : Add a game and then the , Add a Non-Steam game.
  3. Press on Browse and search for the GrimInternals.exe executable in the folder and after clicking on it press on "Add selected Programs"
  4. In the steam Library below the Grim Dawn game launcher there will be the GrimInternals one too.Right click on this and press on properties.
  5. Here You can rename it if you want or add any optional parameters like /d3d9, this also reduces some fps drops in old setups
  6. Maybe you will have to add the GrimInternals.exe into your antivirus exceptions in case you still have issues.

Here is another guide by Darkstalix: Setting up the Healthbars


Disclaimer:
Use it at your own risk!
I'm not responsible for any kind of damage this tool made to your hardware or your brain.











A special THANK YOU goes to Darkstalix!
He has accompanied Grim Internals since its release in 2017 and
has proposed many improvements!

Localization file updated 11/30/2018
Ask your favorite Localization-Manager to translate it to your preferred language
and to add it to one of the Grim Dawn Localization tag-files (e.g. "tags_ui.txt")
Attached Files
File Type: txt Localization_GrimInternals.txt (4.0 KB, 387 views)

Last edited by GlockenGerda; 11-30-2018 at 01:28 PM. Reason: Localization File updated
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  #2  
Old 05-15-2017, 01:53 AM
Woznet Woznet is offline
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Looks interesting, I am looking forward to giving it a try next time I have some time to play.
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  #3  
Old 05-15-2017, 10:12 PM
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Darkstalix Darkstalix is offline
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Very nice ill try it!
What happens with multiplayer and this tho?

Cant you make it work as a mod so all my friends use it?
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  #4  
Old 05-15-2017, 11:55 PM
Nssheepster Nssheepster is offline
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If your friends install it, it should work for them just fine. As is, however... It shouldn't affect Multiplayer, only what YOU see. And if your friends install it, only THEY would see it for THEIR character. It's not like it'd just show whenever any character was trapped, just yours.

Making it a mod doesn't actually change this at all, and in fact would make it worse for Multiplayer. As it stands, you can install this and play with people who do not have it installed. If it's a mod, then you'd only be able to play with people with the mod installed.
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  #5  
Old 05-16-2017, 11:48 AM
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GlockenGerda GlockenGerda is offline
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Nssheepster, thank you for answering the questions!
I couldn't have done it better...
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  #6  
Old 05-21-2017, 01:14 PM
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Darkstalix Darkstalix is offline
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Very very nice! thanks for this man

Now only if someone add something like this with healthbars for multiplayer
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  #7  
Old 11-26-2017, 01:32 PM
slipperypete slipperypete is offline
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What is your preferred / chosen method for detecting debuffs?
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  #8  
Old 11-26-2017, 09:53 PM
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GlockenGerda GlockenGerda is offline
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Quote:
Originally Posted by slipperypete View Post
What is your preferred / chosen method for detecting debuffs?
I'm using this vector to iterate over all debuffs:
std::vector<GAME::UIStatusIcon *> negativeIcons = gIngameUI->playerHud->statusIcons.negativeIcons;

The function GetActiveSkillList from game.dll works too, but you'll have to check if a skill is active and if it is a debuff by yourself, so the first method is the easiest, imo.
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  #9  
Old 11-27-2017, 04:25 PM
slipperypete slipperypete is offline
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Quote:
Originally Posted by GlockenGerda View Post
I'm using this vector to iterate over all debuffs:
std::vector<GAME::UIStatusIcon *> negativeIcons = gIngameUI->playerHud->statusIcons.negativeIcons;

The function GetActiveSkillList from game.dll works too, but you'll have to check if a skill is active and if it is a debuff by yourself, so the first method is the easiest, imo.
Thanks.

Not suitable for my needs, but maybe ill use it as a point of digging.
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  #10  
Old 12-01-2017, 05:46 PM
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Darkstalix Darkstalix is offline
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Quote:
Originally Posted by GlockenGerda View Post
I'm using this vector to iterate over all debuffs:
std::vector<GAME::UIStatusIcon *> negativeIcons = gIngameUI->playerHud->statusIcons.negativeIcons;

The function GetActiveSkillList from game.dll works too, but you'll have to check if a skill is active and if it is a debuff by yourself, so the first method is the easiest, imo.

Man plz support for 1.0.3.2
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