All Specs, All Abilities, for Everyone:
http://www.dragonage...ile.php?id=2407
Did you ever want to make Hawke a tank, but lamented your lack of access to Guardian (Aveline's Specialization)? Did you want a healer, but preferred Merril's personality over Anders'? Or did you wish that Isabella could Assassinate?
With this file, every character will have immediate access to all FIVE specializations for his or her class (three Hawke specializations, plus two follower specializations). It will also give previously-closed ability trees to characters who did not have them (like Merril's lack of Creation)
EDIT: I have added detailed and easy-to-follow instructions for adding
abilities to games already in progress! Now you don't have to start a
new game!
Made to pair with:
Total Freedom:
http://www.dragonage...ile.php?id=2409
At its "fullest" level, this customizable mod eliminates all level requirements, "points in X" requirements, and skill/ability prereqs for abilities. This means that you can, for example, get Galvanism (the Primal "mastery" ability) whenever you want, without being level 7, having 7 points in primal, or having Tempest and Petrify.
This is customizable, allowing any combination of the following:
* No Level or Point Requirements
* No Ability Prerequisites
* Cooldowns (for all abilities) cut in half
I personally hated having to buy skills I didn't care about in order to get ones that I did like. And I felt like the level and points requirements were stifling to the point of railroading my character development, then forcing me to respec several times along the road (um, railroad?). This mod is great for instant gratification, and not as unbalanced as you might think, since you'll look about the same by midgame. With the above "All Abilities" mod, it may be a bit of overkill, but I'll be releasing some difficulty mods (and possibly AI mods) in the near future
No More Kiting:
http://www.dragonage...ile.php?id=2408
This mod simply makes enemies move 20% faster in combat, so you can't kite them (as easily
So
far, I haven't run into any problems, like enemies running away and being uncatchable, and after testing several major encounters, it seems well-balanced to me.
Many enemies are *significantly* slower than most (while a couple are a lot faster, like Meredith), and have been
left that way. Arcane Horrors, for example, move at half speed, but can teleport and they attack at range. Enemies that have always been very slow are typically that way for a reason, so are still that way (we don't want to switch the problem and get them kiting you!).
Enemy Assassin Rebalance:
http://www.dragonage...ile.php?id=2405
I'm glad I'm not the only one who tore out some hair fighting the templar hunter in tranquility, or the two assassins at the docks. On my second playthrough, I tried a much more damage-oriented party and had no trouble with them, even on Nightmare, but one shouldn't have to cater his or her skills for just one particularly troublesome enemy type.
This mod simply doubles the cooldown time for the assassins' (all enemy assassin-types) stealth sneak-attack. It was 15-20 seconds before! 30-40 seconds is much more reasonable, IMO, giving you time to disable them or burn them down between blinks (which also drops their threat tables, WAI).
If people want it, I can release a different version that instead cuts their damage in half, for those of you frustrated that they don't obey threat rules when they blink out, and love to pop in an instagib your squishies
Enemy Potion Fix:
http://www.dragonage...ile.php?id=2406
This file simply changes the enemy potion cooldown from 30 seconds to half an hour, giving them only one potion per fight instead of unlimited.
Strangely, I haven't seen them USE a potion since I implemented this cooldown tweak, so the game may enforce a starting cooldown. So it may actually mean no potions for enemies. Which is fine by me for some of the minibosses on Nightmare.
Those who have seen me mod will probably predict that each of these mods will evolve into several different balance options, from underpowered to overpowered to different permutations, which is my plan. The "potion fix," for example, will have an option for bigger enemy potions at higher cooldowns and smaller potions at smaller cooldowns. Once I ensure that it's all working together, and make a few scripts, I'll put together a full scale mix-n-match overhaul
PS: I have no reference scripts for DA2 -- if someone can furnish me with something to go off of, since we need to script from scratch right now, that would really be awesome; please PM me if you know anything about DA2 scripting or creating a custom runscript.
PPS: A note about compatibility. My mods are compatible with one another, even when they change the same base file. However, they are not necessarily compatible with other mods which do the same. For example, Total Freedom is NOT compatible with Cooldown Tweaks (though it has an option for half cooldowns); but my No Kiting mod IS compatible with the faster runspeed mod that's out there (and any responsibly-made dog-summoning mods).
Modifié par Xodarap777, 24 mars 2011 - 12:43 .





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