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Fixed Starting Abilities


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7 réponses à ce sujet

#1
Dr.Goodspeed

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Since there is still no patch, I've decided to start over again in the meantime avoiding all bugs that I know of to have a "clean" save when the patch finally does arrive. As you all know, each class starts with one fixed abiliy.

Mage: Mind Blast
Rogue: Miasmic Flask
Warrior: Pommel Strike

To me this doesn't make any sense at all and it seems totally random too. Sure, all of the above are more or less useful in the prologue, but not only do you get your first level up insanely quickly, there also also better abilities to start off with. There is absolutely no reason not to let you choose your first ability, except forcing you use a Maker's Sigh potion later on - which are severely bugged at the moment.

To make a long story short, is there a mod or rather a "fix" for this problem? I've been browsing dragonagenexus.com but haven't had any luck yet.

I would really appreciate any help on this matter.

#2
Dr.Goodspeed

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Anyone? Please? =(

#3
Ruben Thomas

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social.bioware.com/forum/1/topic/307/index/6749366

No need to install a mod, just modify your character, remove the ability you don't want to start with and replace it with something else.

#4
Dr.Goodspeed

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Ruben Thomas wrote...

social.bioware.com/forum/1/topic/307/index/6749366

No need to install a mod, just modify your character, remove the ability you don't want to start with and replace it with something else.


Hmm... thx. I'd rather not mess with savegames or modify my character though. What I'm looking for is a mod that actually gives me an ability point that I'm free to spend wherever I want to instead of the standard starting abilities.

#5
Nukenin

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If you really detest the ability you start with, then until Maker's Sigh is fixed simply drag the detested ability from your quickbar, and whenever you are on the Ability screen just try to never notice the illuminated but undesired starting ability. (You may have to shut your eyes tightly and chant "it's not there it's not there it's not there" or some such depending on how your eyes scan that screen, but that can make choosing other abilities problematic.)

As for being out one ability, just (wo)man up and color it "added challenge".

#6
didymos1120

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Dr.Goodspeed wrote...
Hmm... thx. I'd rather not mess with savegames or modify my character though. What I'm looking for is a mod that actually gives me an ability point that I'm free to spend wherever I want to instead of the standard starting abilities.


Most likely, such a mod would modify your character by removing the starting ability and then awarding a skill point. The only other way such a mod could work is by altering whatever script awards that ability in the first place (it'd be some character generation-related script), in which case all you'd have done would be modifying your character's class.

Regardless, the end result is the same, so what does it matter how you do it? The only difference is in when the change takes effect. You could also just use the dev console to remove the offending skill and add a replacement.  Of course, that involves the dreaded modification of your character too, only while said character is loaded in memory.

ETA: Hmm, although, now that I think about it, the starting ability might actually be defined in a 2da file and not handled by a script.  Still, if that's the case, then all a mod could do would be to replace one statically defined skill wih another. I.e. to do what you want, you still have to edit something yourself.

Modifié par didymos1120, 03 avril 2011 - 10:23 .


#7
Dr.Goodspeed

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Nukenin wrote...

If you really detest the ability you start with, then until Maker's Sigh is fixed simply drag the detested ability from your quickbar, and whenever you are on the Ability screen just try to never notice the illuminated but undesired starting ability. (You may have to shut your eyes tightly and chant "it's not there it's not there it's not there" or some such depending on how your eyes scan that screen, but that can make choosing other abilities problematic.)

As for being out one ability, just (wo)man up and color it "added challenge".


I'm a perfectionist in that regard, that's why it bothers me. If I don't need an ability, I don't want to waste a point for it. Period.

Thanks anyway for your attempt at being funny.

didymos1120 wrote...

Dr.Goodspeed wrote...
Hmm...
thx. I'd rather not mess with savegames or modify my character though.
What I'm looking for is a mod that actually gives me an ability point
that I'm free to spend wherever I want to instead of the standard
starting abilities.


Most likely, such a mod would modify your character
by removing the starting ability and then awarding a skill point. The
only other way such a mod could work is by altering whatever script
awards that ability in the first place (it'd be some character
generation-related script), in which case all you'd have done would be
modifying your character's class.

Regardless, the end result is the same, so what does it matter how you do it? The only difference is in when the change takes effect. You could also just use the dev console
to remove the offending skill and add a replacement.  Of course, that
involves the dreaded modification of your character too, only while
said character is loaded in memory.

ETA: Hmm, although, now that
I think about it, the starting ability might actually be defined in a
2da file and not handled by a script.  Still, if that's the case, then
all a mod could do would be to replace one statically defined skill wih
another. I.e. to do what you want, you still have to edit something
yourself.


You do have a point. I guess it's more a 'feeling' kind of thing. If I use a mod it feels like someone who knows what he's doing fixed my problem. When I start messing with savegames or my character myself however, I always suspect something might have gone wrong. =(

Modifié par Dr.Goodspeed, 03 avril 2011 - 10:40 .


#8
Ruben Thomas

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The reason I recomended a savegame edit over a mod is because a savegame edit you only do once, it's clean quick and doesn't leave a trace.

If you install a mod, that mod stays installed throughout your playthrough (unless you uninstall it and lose its effect obviously), installed mods are fickle because you don't know everything they do unless you're familiar with modding yourself and can check the files.

They could cause new bugs, break patching or do other unwanted things.

That's why it's always faster, cleaner and safer to do as simple edits as you can yourself, but that is just my own opinion.