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[released] Several Mods - Ability Tweaks, Enemy Potions, Enemy Assassins, No Kiting


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#1
Xodarap777

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If you played Fallout 3 or New Vegas and like mods, then you've probably seen or used one of my XFO mods (www.xfo-nv.com).  I'm working on a similar "customizable overhaul" project for DA2, but I still need access to scripts.  In the meantime, I'll be releasing "pieces" as I complete them, just some tweaks here and there, typically meant to work together.  Today, I uploaded five mods (more will be coming - I'll just add them to this post as they do):

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)

Sorry, but this requires a new game. (Not my fault: ask Bioware why every other gda gets checked on load, but these only get checked when a character enters the party... )

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! :D

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 :P).

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 .


#2
Pineappletree

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Hey Xodarap, nice little assortment of mods you got there.

Tried the badly needed assassins rebalance, but found that it causes all character abilities and skill trees to vanish.
Game is practically vanilla, nothing that could clash with your addon.

Hope it's not too much trouble to fix, thanks for your work...

#3
Xodarap777

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Huh! You're the second person to say that! It's all working great for me, but I've seen this happen with some files, where the game seems to "read" all the missing lines from the gda, but it's not supposed to do that. In fact, that's required for mod compatibility.

I also have been unable to duplicate this bug.

Are you using the patched game or version 1.00? I'm using 1.00, and that's all I can think of. I'll try patching it, do some testing, and get back. That's very annoying :/

EDIT: After patching to 1.01, I still am not able to duplicate this bug.  All of my files are working for me.

Are you using the Steam version, or any other downloaded version?  I am using the retail CD copy.

EDIT2: I'm getting reports of this bug with other mods of mine, mostly Total Freedom, which is also an abi_base mod.  Has anyone encountered this problem before?  This can't just be my mods.  I *do* know how to mod and typically preempt issues like this :P

EDIT3: Bah.  I'm going to remake these from scratch, being careful about every step I take and editing directly inside the gdas without exporting to xls and back.  It'll take a few.  I'll change the names to "v2" when they're updated.  Then please, people, let me know in this thread that they're working for you if they are!  :)

Modifié par Xodarap777, 23 mars 2011 - 09:31 .


#4
Xodarap777

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Can someone tell me if either of these mods (assassin or Total Freedom) *IS* working for you?

#5
Pineappletree

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Using 1.01 myself.
Not sure what might cause the problem.

I have done a little mod that edits the item .gda myself, and the "what's not there will be read from the vanilla files" system works there.

And it doesn't seem to be savegame related either, starting a new game with the mod active leads to the same and even more problems...

#6
Xodarap777

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Well, I reuploaded a new copy of the Assassin Rebalance. Please let me know if it's now working for you.

#7
Pineappletree

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Will do...


€dit

Yap, that seems to have done the trick.

Thanks for the quick fix...

Modifié par FdL_Ananas, 23 mars 2011 - 09:48 .


#8
Xodarap777

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Awesome, then I know the problem, though it'll be a pain to implement for Total Freedom. Apparently, the game REALLY doesn't like me using spreadsheets! :(

#9
Xodarap777

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Several buggy versions now fixed and working, afaik ;)

#10
WuWeiWu

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Total Freedom + All Abilities is awesome! Thank you! I have a request, though: I'm going to mod a pair of daggers to use a longsword model, but I want to use abilities from both the dual weapon tree and the 2h tree.

From my browsing in pyGFF, I can't locate where in the abi_base.gda file where weapon restrictions are? I suspect that the animation would be off (hands would move in to a 2h grip while... wielding two swords... would be awkward), but for things like Scythe and Mighty Blow and the passives? Essentially I want to remove weapon restrictions in addition to the point/prerequisite restrictions you already moved. Any ideas?

Modifié par WuWeiWu, 24 mars 2011 - 05:17 .


#11
samoht_okpoh

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Just one question, do the ability tweaks affect Sebastian too?

#12
Xodarap777

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WuWeiWu --Whose side are you on, and what about Shu??-- --ahem, anyway...--

I've been planning to do something like this. When I was doing Total Freedom, I thought that warriors should be able to use dual weapons, and I was thinking of adding that tree for them. But then I realized that the game glitches if you add too many trees, and I think the max was 12 and I was nearing it or there. I know at one point, I glitched, giving merrill the 2H tree... But it didn't mess her up giving her the tree, just giving her too many trees in total :o

The original gda is hanging out with the vast majority of gda's, in the 2da.rim file in your dragon age 2\\packages\\core\\data directory -- the program files one. You can also look at the ones I provided for Total Freedom, which just include player abilities, saving you a lot of muck. The program I use to edit gda's is GDApp -- don't have a link, but should be googlable. I used GFF4Editor to extract the 2da.rim file in the first place, if you want to play with the originals. Again, don't remember exactly where I got it :P

As for the values you're looking for, the columns aren't actually named in the abi_base.gda file :-/ It's a lot of logic and trial and error...

#13
Xodarap777

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samoht: Sorry, no love for Sebastian... yet.

The instructions for adding ability trees -for "All Abilities..."- included with that mod, however, do include how to give sebastian more skills/specs/trees, as well as giving others his spec. As for editing his abilities, give me a few days and I'll add him to Total Freedom. Gotta D/L the DLC.

#14
borelocin

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Bloody nice work mate - my tank has been casting envious glances at Aveline's tree !

#15
Nurot

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Is it possible to only remove the point requirements and not the level requirements for talents with your mod? I want to keep the level requirements, but I hate the point requirements..

#16
mesmerizedish

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How's your foray into trying to work out some scripting stuff going?

#17
CesarRareapple

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Just tried it out.

Great job, but I can't add the Spirit Healer specialization to Bethany. Anders got it, but Bethany won't.

EDIT: Worked after a battle O.O

Modifié par CesarRareapple, 28 mars 2011 - 04:38 .


#18
CesarRareapple

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 Sorry for double-post, but I need to bump the thread...

I just started a new game, was planning on going as a female archer. But, after Varric's exaggerated version, I was about to equip a bow. It said I didn't have the archer spec, so I couldn't equip it D:
I played a bit more, and lvl'd up, and I was able to add a point to Pinning Shot. But I still couldn't equip the bow. (Neither the bow found on the dead body at the beginning). I started a new game, adn the same thing happened again. I tried adding archer abilities using the console, but with no success. 

I do, indeed, use the mod that adds 4 upgrades to all abilities (Don't remember the exact name), so it may be that your mods are not compatible with each other. 

So if other poeple are having that bug without using the ability upgrades mod, then that's a bug I've reported... and if not.. then.. could you please try to make your mod compatible with it? :D

Modifié par CesarRareapple, 06 avril 2011 - 07:44 .


#19
Running_Blind

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With the current tools available to the community is it possible to Rally? Sharing the boosts from the sustained abilities would make that such a better skill.

I thought I'd ask here, you're known to be an experienced modder.

#20
Killjoy Cutter

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A mod to add the ability to ignore the "progression" of the skill trees and simply take the most appropriate / interesting skill or spell has been one I've been hoping for.

Thank you.

Will try when I get home, and report back!

Modifié par Killjoy Cutter, 06 avril 2011 - 09:05 .


#21
Killjoy Cutter

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Verdict -- nice.