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[Mod/Fix] Useless Item Properties Corrected


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#1
IN1

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All right, based on my own judgment and some ideas from this thread, I have made a primitive .uti mod. Four items, the strange useless properties of which are clearly a result of time/HR constraints on dev team part, were modded. I wanted to keep the modifications as humble and minimal as possible, so only the obviously mistakenly assigned properties were corrected.

Items fixed:

1. Trepanner's Gift: This bow has an absolutely useless for an archer +12% spirit damage. It was presumably designed to deal spirit damage, since there is only one elemental bow in the game, as opposed to three one-handers, three daggers, and four two-handers.

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2. Sundering: This weapon has a totally useless +X% physical damage property, as it deals electricity damage. The designers obviously intended to put +X% electricity damage on it instead (cf. Bloom). 

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3. Sataareth: The same story exactly. Sataareth now has +X% fire damage property, as probably intended.

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4. Final Thought: This modification is a bit more arguable. I have chosen to make its base damage nature, seeing how this over-priced staff deals physical and is only useful for Merrill (+33% nature damage is of no use for either mage Hawke or Anders). It also compensates somewhat for the total absence of unique nature staves in game.

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Download the mod. To make it work, extract the contents into the /override folder. It is important to note the items you have already acquired are stored in your savegame file, and so their properties will be left intact. Otherwise, it works smoothly. 

Modifié par IN1, 24 avril 2011 - 03:22 .


#2
Jubez187

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I wish they patched this for the console =/. I was tempted to make a post asking why Sataareth does +8% physical damage, when it does fire damage but it seems that it's just a mistake of the developer.

#3
IN1

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Yes. Random useless properties on unique weapons do not feel right.

I've asked Luke to bring these fixes to Peter's attention. Maybe, if the fixes get his blessing, something similar will be incorporated into patch 1.03. After all, item properties are very easy to alter and such minimal changes will not affect game balance in any way.

Modifié par IN1, 18 avril 2011 - 08:07 .


#4
Att3r0

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whole mage gear needs to be reworked so you dont need to run around looking for generic ones.

#5
IN1

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Att3r0 wrote...

whole mage gear needs to be reworked so you dont need to run around looking for generic ones.


In principle, I agree with arguments presented by rumination888 in another itemization thread, but I won't make such a major modification. I'd love to see Bioware designers react somehow to this little mod first, and then we'll see, I guess.

One step at a time, guys.

#6
naughty99

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Excellent work and thanks for putting this together, IN1.

Is this your first mod for DA2?

#7
IN1

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naughty99 wrote...

Excellent work and thanks for putting this together, IN1.

Is this your first mod for DA2?


Yes. Or for DAO/DAA, for that matter. I'm not a programmer, I'm a linguist, goddamit! :) Luckily, modding .uti files is much simpler than Sanskrit grammar. 

#8
naughty99

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Yes, of course, Sanskrit grammar always gives me such headaches these days.;)

Modifié par naughty99, 18 avril 2011 - 08:29 .


#9
JnEricsonx

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Yeah, I made a comment about this about how the staff Cold-Blooded, two of its mods are +10 mana regen and +40 mana, and yet at the same time its a Blood Magic 1:1 health/mana ratio item too, kinda at cross-purposes there.

#10
IN1

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JnEricsonx wrote...

Yeah, I made a comment about this about how the staff Cold-Blooded, two of its mods are +10 mana regen and +40 mana, and yet at the same time its a Blood Magic 1:1 health/mana ratio item too, kinda at cross-purposes there.


As stated, I would like to see Bioware designers' reaction to the obvious mistakes/overlooked properties fixed, then, perhaps, move on to correct more arguable things.

Modifié par IN1, 19 avril 2011 - 09:11 .


#11
Amioran

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IN1 wrote...

Att3r0 wrote...

whole mage gear needs to be reworked so you dont need to run around looking for generic ones.


In principle, I agree with arguments presented by rumination888 in another itemization thread, but I won't make such a major modification. I'd love to see Bioware designers react somehow to this little mod first, and then we'll see, I guess.

One step at a time, guys.


If you want help I would be glady give it, if you agree. If someone would come with a full list and we are in 3-4 working on it in two/three days we could do a full mod.

It would be even better if we could rework items on a whole to have more sense given their background/names, to have more similarities (for example same elemental weapons between lines etc.)

Modifié par Amioran, 19 avril 2011 - 05:35 .


#12
IN1

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Amioran wrote...

IN1 wrote...

Att3r0 wrote...

whole mage gear needs to be reworked so you dont need to run around looking for generic ones.


In principle, I agree with arguments presented by rumination888 in another itemization thread, but I won't make such a major modification. I'd love to see Bioware designers react somehow to this little mod first, and then we'll see, I guess.

One step at a time, guys.


If you want help I would be glady give it, if you agree. If someone would come with a full list and we are in 3-4 working on it in two/three days we could do a full mod.

It would be even better if we could rework items on a whole to have more sense given their background/names, to have more similarities (for example same elemental weapons between lines etc.)


Thanks a lot, we'll be in touch as soon as I get any reaction from Peter to these basic fixes, so I can decide on a direction to take (unrestricted non-official modding vs minimal modding that will have a chance to make its way into official patches).

#13
Luke Barrett

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At this time it's best to assume you'll need to stick with un-official changes and that we will not be supporting them in an official patch. That said, as I have discussed with you, we'll be keeping an eye on the changes and hopefully be able to provide some kind of input in some form. Currently we're quite time-pressed so I wouldn't expect anything too soon.

#14
IN1

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Luke Barrett wrote...

At this time it's best to assume you'll need to stick with un-official changes and that we will not be supporting them in an official patch. That said, as I have discussed with you, we'll be keeping an eye on the changes and hopefully be able to provide some kind of input in some form. Currently we're quite time-pressed so I wouldn't expect anything too soon.


All right. Thanks, Luke. I am in no rush, to be honest :) Anyway, I assume it counts as an official reaction, since Peter is probably very busy working on 1.03.

#15
Killjoy Cutter

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JnEricsonx wrote...

Yeah, I made a comment about this about how the staff Cold-Blooded, two of its mods are +10 mana regen and +40 mana, and yet at the same time its a Blood Magic 1:1 health/mana ratio item too, kinda at cross-purposes there.


At least there, it could be designed to be useful for a mage build that goes back and forth between mana and blood magic... not that such a build seems to be optimal at first glance.

#16
Wulfram

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Killjoy Cutter wrote...

At least there, it could be designed to be useful for a mage build that goes back and forth between mana and blood magic... not that such a build seems to be optimal at first glance.


I'd have thought it was simply intended to be useful to both blood mages and non-blood mages.

#17
tonnactus

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Why physical staffes didnt bypass armor anyway like they did in Origins...

The way they are now they are only good for selling to vendors.

Modifié par tonnactus, 21 avril 2011 - 08:49 .


#18
aethernox

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Generalization is weaker than specialization, and this is the case with Cold-Blooded. If the mana enchantments were rune slots or increased base damage, well, Cold-Blooded might have been worth its price tag and limited availability.

#19
GodLikeDevil

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Some mages prefer to expend their mana before resorting to Blood Magic. That's how I imagine Final Thought could be used.

#20
Killjoy Cutter

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tonnactus wrote...

Why physical staffes didnt bypass armor anyway like they did in Origins...

The way they are now they are only good for selling to vendors.


The Magister's Scythe bypasses armor, IIRC, and I think it's the same staff that has a chance to heal the wielder on every attack.

#21
spacepopeadventures

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GodLikeDevil wrote...

Some mages prefer to expend their mana before resorting to Blood Magic. That's how I imagine Final Thought could be used.


Ah yes, the fabled sillymages.

There's just no reason to do that. A blood mage with actual mana to use is a blood mage with gimped sustains.

Modifié par spacepopeadventures, 23 avril 2011 - 08:45 .


#22
Inzhuna

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Oh cool, I was lamenting that there were no unique nature staffs. Thanks. :)

#23
IN1

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OP updated with screenshots.

#24
IN1

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Just wanted to share it with everyone interested/involved, and to commend Peter Thomas et al. for paying attention to reasonable fan requests!

These weapons _are_ going to be patched in 1.03, probably the way I suggested (not sure about Final Thought, as my "emendation" is arguable). Moreover, cross-class items will also be gone -- for better and for worse. So enjoy your D&S Rogues and Allure Templars before 1.03 comes out :)

Modifié par IN1, 27 avril 2011 - 03:51 .


#25
Dantoyang

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IN1 wrote...

Moreover, cross-class items will also be gone -- for better and for worse. So enjoy your D&S Rogues and Allure Templars before 1.03 comes out :)


i.e. Cleaness will then become Mage only?:(