Disabling Elemental Immunities on Nightmare
#1
Posté 05 juillet 2011 - 11:35
Does anyone know where this information is stored? As far as I can tell it's not in difficulty.gda. I really want to turn it off.
Thanks for listening.
#2
Posté 06 juillet 2011 - 12:39
#3
Guest_Puddi III_*
Posté 06 juillet 2011 - 12:40
Guest_Puddi III_*
#4
Posté 06 juillet 2011 - 06:15
Abilities in the 10000 range tend to be effect or rules immunities, and 400200 through 400279 are force/magic/damage resistance modifiers.
Knockback Immunity 10000
Knockdown Immunity 10001
Stagger Immunity 10002
Immobile Immunity 10003
Stun Immunity 10004
Silence Immunity 10005
Movement Speed Immunity 10006
Slow Immunity 10007
Paralyze Immunity 10008
Slip Immunity 10009
Confusion Immunity 10010
Critical Hit Immunity 10011
Dispel Immunity 10012
Vulnerability Hex Immunity 10013
Impotence Hex Immunity 10014
Sleep Immunity 10015
Charm Immunity 10016
Inevitable Death Immunity 10017
Explosive Death Immunity 10018
Critical Hit Immunity 10019
Flanking Immunity 10020
Armor (Physical Damage Resistance) 400200 400201 400202 400203 400204 400205 400206
Force Resistance 400210 400211 400212 400213 400214 400215 400216
Magic Resistance 400220 400221 400222 400223 400224 400225 400226
Fire Resistance 400230 400231 400232 400233 400234 400235 400236
Cold Resistance 400240 400241 400242 400243 400244 400245 400246
Electricity Resistance 400250 400251 400252 400253 400254 400255 400256
Nature Resistance 400260 400261 400262 400263 400264 400265 400266
Spirit Resistance 400270 400271 400272 400273 400274 400275 400276
Edit: Excel formatting doesn't play nicely with the forum... The last 2 numbers for the resistances are vulnerabilities.
Modifié par Peter Thomas, 06 juillet 2011 - 06:22 .
#5
Posté 06 juillet 2011 - 09:16
Since I can't seem to enable Friendly Fire for non-nightmare difficulties, I'm left having to alter every non-FF aspect of Nightmare that makes it Nightmare.
#6
Posté 06 juillet 2011 - 09:29
Altering those GDAs will make creatures spawn without the immunities, but other aspects of Nightmare (like bleeding) are hardcoded as well and can't be changed.
In patch 1.03 how FF damage is calculated is slightly different, as well. The friendlyfire column in the difficulty 2da is the maximum % a party member can lose from a FF attack. Not sure if that was included in the patch notes.
#7
Posté 06 juillet 2011 - 09:36
I know. Hence the problem. You really shouldn't do that. If you're hardcoding theings like that, then you're just not being mod-friendly.Peter Thomas wrote...
The friendly fire check is hardcoded to check for the nightmare difficulty ID, so it can't be changed.
I recall that being mentioned when the patch was released. At least that was changed in such a way that we can change it back, unlike the unshatterable lieutenants in DAO's patch 1.03. That was really irritating.Altering those GDAs will make creatures spawn without the immunities, but other aspects of Nightmare (like bleeding) are hardcoded as well and can't be changed.
In patch 1.03 how FF damage is calculated is slightly different, as well. The friendlyfire column in the difficulty 2da is the maximum % a party member can lose from a FF attack. Not sure if that was included in the patch notes.
#8
Posté 06 juillet 2011 - 09:39
Do you know off the top of your head whether bleeding affects enemies, or whether it can?Peter Thomas wrote...
but other aspects of Nightmare (like bleeding) are hardcoded as well and can't be changed.
I've just agreed to help with a project to create fair combat rules in DA2, and that requires that all creatures follow the same basic rules. That means everyone needs friendly fire, but it also means that every needs bleeding (or no one gets bleeding).
#9
Posté 06 juillet 2011 - 10:52
Sylvius the Mad wrote...
Do you know off the top of your head whether bleeding affects enemies, or whether it can?Peter Thomas wrote...
but other aspects of Nightmare (like bleeding) are hardcoded as well and can't be changed.
I've just agreed to help with a project to create fair combat rules in DA2, and that requires that all creatures follow the same basic rules. That means everyone needs friendly fire, but it also means that every needs bleeding (or no one gets bleeding).
Creatures fall through to creature_core. Party members fall through to player_core. Player_core is where the bleeding is applied for party members. Creature_core is where a lot of other on-damage and on-death effects are handled for creatures. Even if you could change which a particular creature pointed to, it wouldn't solve the problem. You'd need to rewrite the scripts for that.
#10
Posté 07 juillet 2011 - 01:20
#11
Posté 07 juillet 2011 - 03:43
Sylvius the Mad wrote...
Thanks, Peter. Hopefully someone can use these for something.
Since I can't seem to enable Friendly Fire for non-nightmare difficulties, I'm left having to alter every non-FF aspect of Nightmare that makes it Nightmare.
There's a mod which mods the difficluty of nightmare down to around hard levels, so its effectively hard with FF. Its:
http://www.dragonage...ile.php?id=2194
#12
Posté 07 juillet 2011 - 04:45
#13
Posté 07 juillet 2011 - 05:03
I'm actually using that mod, but that mod doesn't remove the random immunities.Morroian wrote...
There's a mod which mods the difficluty of nightmare down to around hard levels, so its effectively hard with FF. Its:
http://www.dragonage...ile.php?id=2194
I dislike random vulnerabilities, as well, but given DA2's general lack of combat feedback and mechanical transparency I'm less likely to notice vulnerabilities or resistances. It's immunities that really jump out.Quething wrote...
I actually did this a while ago for personal use and just never got around to doing a readme and sticking it on the Nexus. I'll get on that for you, Sylvius. (How do you feel about the irrational vulnerabilities? I left them present but reduced by default, because otherwise it completely robs the game of a moderately interesting tactical element, but from a roleplaying perspective "Raiders are weak to lightning" is just as bankrupt and annoying as "Raiders are immune to poison.")
I don't find DA2 tactically interesting. I find it repetitive, opaque, below Nightmare the settings are less difficult than its DAO counterparts (yes, even Hard - I think DA2's Hard is easier than DAO's Hard, largely because DA2 makes it harder to gimp your characters).
#14
Posté 07 juillet 2011 - 05:12
Modifié par Quething, 07 juillet 2011 - 05:12 .
#16
Posté 07 juillet 2011 - 05:48
I'm alredy downloaded your mod. This is terrific.
They should never have added these nonsensical immunities and resistances in the first place, balance be damned.





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