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[Release] No Follower Autolevel mod


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#1
Quething

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From the readme:

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What it does

The default autolevel AI appears to have been written by someone who's never actually played Dragon Age 2. Or possibly by someone who was trying to inflict fake difficulty on the player. Regardless, whatever the reason, the end result is the same: party members start out with idiotic tactics, idiotic attribute distribution, and talent choices that are frequently suboptimal or just not helpful to the build you may be planning.

The availability of Maker's Sigh potions makes this slightly less of a problem than it was in DA:O, but a) not everybody has the Black Emporium DLC, B) some people don't like using Maker's Sigh for lore reasons, c) Sighing every one of your allies on recruitment quickly becomes a tedious hassle, and d) spending gold to fix your own mistakes is one thing, but spending gold to fix the game's mistakes is quite another.

So, following in the footsteps of jwvanderbeck's excellent DA:O mod, this mod prevents your followers from distributing ANY talent or attribute points without your consent. You'll recruit them as completely blank slates, and be able to assign their abilities however you please. As a bonus, Hawke will also start without Mind Blast/Pommel Strike/Miasmic Flask, being free to instead spend that first point on any other available talent.

Do note that Anders, Isabela and Merrill all follow you as guest characters prior to recruitment, and are meant to provide extra support during at least one tough fight. With this mod, they will have no abilities or attributes during their guest stints, and be basically unable to contribute anything whatsoever to your efforts. Personally I find them completely useless anyway, what with their level 1 trash weapons and poor tactics/attribute selection, but if you really rely on Merrill's Hex of Torment to kill that one Shadow Warrior near the altar, or whatever, this isn't the mod for you.

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How to use it

Copy "packages_base_noAutoLevel.gda" to your Override folder.  Usually it's located at

My Documents\\BioWare\\Dragon Age II\\packages\\core\\override

Any party member you haven't met yet will benefit from the change.

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Compatibility

This won't work with anything else that edits the packages_base.gda, and will make mostly moot any changes made to the al_[class]_attributes.gdas, since they're no longer called. It plays just fine with mods that unlock restricted class trees by altering the class_abilities_[partymember].gdas, however, so go ahead and play Creation-Merrill or Sword-and-Board-Carver as you please.

===================

Now up at the Nexus

Modifié par Quething, 11 juillet 2011 - 07:47 .


#2
Tyrium

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You are awesome. Will download when I get home. I HATE the terrible distribution, this is fabulous.

#3
FieryDove

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This is wonderful, thank you!

#4
Quething

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Ack! Sorry guys, uploaded the wrong file. Gimme a few hours, I'll fix it >.<

Fixed. Move along, nothing to see here. :whistle:

Modifié par Quething, 11 juillet 2011 - 02:26 .


#5
Sylvius the Mad

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AWESOME!

I was asking for exactly this just last week. This is a wonderful addition to the game.

As for the level 0 companion problem for Anders and the like, the DAO version did something similar.  There was no capacity in DAO to level up to level 1, so if you gained a companion who was level 1, but didn't have any talents or attributes assigned you couldn't assign them.

The was only a problem during the origins themselves, though.  That temporary companion in Castle Cousland, for example, was rendered useless by the mod.

So, great job.  In between posting this message and editing this message, I've already installed it.

Modifié par Sylvius the Mad, 11 juillet 2011 - 07:01 .


#6
bleetman

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Hah, excellent. No more having to console spawn a maker's breath whenever I recruit someone new. Willpower, Merrill? Really?

#7
Quething

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Heh. She uses the default mage stat distribution, they didn't write a separate table for blood mages. I think part of it is that they never intended for blood mages to spend 100% of their time in blood magic (hence the patch neuter to +blood magic items).

What's really dumb is that the default rogue autolevel, used by no less than three of your companions, stacks Strength. Why. Why would you do that. Unless it's maybe a relic from an early build where Strength gave 6 or more Fortitude per point, because otherwise seriously.