I made a unity based modding tool that can easily automate things, i think you'd want this.
https://github.com/RobertSkalko/Grim-Dawn-Modding-Tool(i really need to rename it)
Basically, you click open folder, put all game records in the records folder (make sure you dont copy the records path too so it doesnt look like "records/records/.."
Then copy mod records over the game one's in case you want to modify the mod too.
Go to unity, open project, and create a new c# script, extend from ToolButton.
Now just look at how i did my other tools. Just set the filepath and object predicates. Like if you're sure all the items are under an "item" folder, this means it would eliminate 90% of files and make it that much faster.
TQObject is the .dbr file loaded with it's contents inside a dictionary, it also has the filepath variable. It contains a lot of helper methods.
You just need 2 methods btw, GetAllObjectsInRecordsPath, and WriteToOutput.
getobjects by default uses your class's predicates and the default records location.
Oh right, you override Action(). That's what happens when you click the button in the program.
So, you click button > loops over all the files > checks file path predicate > loads the object > checks object predicate > adds to list > you modify the list > you output the whole list or make a new one and output that.
Besides not having to manually edit thousands of files and write complicated regexes. You can also update your mods in just a button click + add these modifications to any mod that exists. Say you want diablo immortal mod. But you also want legendaries to drop with affixes. Well just extract the diablo mod after the game records and click a button! Then just compile it with art manager. (if you just merged a mod with legendary affixes and the diablo mod, there'd be conflicts and the new diablo items wouldnt drop with affixes, but with my method, everything would work)