Hi, I was wondering if anyone had made a realistic/high damage mod for dragon age, something along the lines of a single good two handed weapon hit, would kill your average enemy in one hit. I was told to ask here, so if anyone has made one, or knows of one that has been made, I would really appreciate showing me so I could download it, thanks!
"Realistic"/Higher damage mod
Débuté par
Jafroboy
, août 12 2011 10:13
#1
Posté 12 août 2011 - 10:13
#2
Posté 13 août 2011 - 07:41
doubt you can find one, if you build your character right you can do that already. People want to make the game harder not easier.
#3
Posté 13 août 2011 - 07:50
well the enemies would do more damage too, I want to make the combat over much sooner, would it be possible to change the modifiers that the different difficulties give?
Modifié par Jafroboy, 13 août 2011 - 07:51 .
#4
Posté 13 août 2011 - 08:06
Yes you can change anything you want. it will be either .2da editing or core script changes required. but it's possible to rebuild the whole system or just tweak parts of it.
#5
Posté 13 août 2011 - 09:19
Um.... would you know which ones? I dont know much about programming.
#6
Posté 13 août 2011 - 09:49
depend on which approach you want to take to get the effect you want. there is plenty of factors that raise the weapons effectiveness.
You can increase the chance of scoreing a critical hit, you can raise damage or you can simply high jack the ondamage event and add your own chance for a kill blow.
You can increase the chance of scoreing a critical hit, you can raise damage or you can simply high jack the ondamage event and add your own chance for a kill blow.
#7
Posté 13 août 2011 - 11:05
I think the simplest thing (if possible) would be if I could make it so everything (including my guys) had a fifth of normal health. Would you know how to do that?
#8
Posté 13 août 2011 - 11:44
It seems like creatureranks.gda would be a good starting point.
#9
Posté 13 août 2011 - 11:46
first of all you need to set the health per level to 1 in CLA_Base.xls and compile it into a .2da, that will limit the health you gain through normal levelup. you might also want to limit the health you gain from raising CON.
I think that one is handled by one of the hardcoded engine links. You can disable those in properties.2da in properties.xls
I think that one is handled by one of the hardcoded engine links. You can disable those in properties.2da in properties.xls
#10
Posté 14 août 2011 - 01:17
Oh man, I give up, I have no idea what those things are. Back to mass effect I guess. Thanks for trying to help anyway guys.
#11
Posté 14 août 2011 - 06:44
you can find the .xls files in your toolset installs source folder and a guide how to compile them exist on datoolsetwiki. it doesn't take long todo it.
Modifié par CID-78, 17 août 2011 - 05:33 .
#12
Posté 17 août 2011 - 05:16
OK, Ill give it another go, I downloaded the toolset,and... I dont mind if its reducing health, or increasing attack damage, whichever is easier. Does anyone know if there is a way to do one or the other generally, over the whole game? So I dont have to edit lots of different weapon/spell stats (which I wouldnt be able to do) as I have no idea how this works. If so, Id reallyappreciate you telling me!
Something like just editing a line or two, and bang! EVERYTHING's health gets divided by 5.
Also this "ondamage" event, is it a random chance of getting an insta-kill or something? That could work, where would I find it?
Thanks!
Something like just editing a line or two, and bang! EVERYTHING's health gets divided by 5.
Also this "ondamage" event, is it a random chance of getting an insta-kill or something? That could work, where would I find it?
Thanks!
#13
Posté 17 août 2011 - 05:37
well the ondamage event is a bit tricky, it contain alot of code so it not a simple edit to get it to work well. and you might already missed some of the code that happen before a damage is dealt. that you might want t consider changin while balancing the game.
The HP approach is easier but it won't effect the healing spells they will become overpowered. ie no reason to use larger potions because the small ones will work as good with so little HP.
The HP approach is easier but it won't effect the healing spells they will become overpowered. ie no reason to use larger potions because the small ones will work as good with so little HP.
#14
Posté 18 août 2011 - 12:00
Thanks, so do you know how I would modify the HP? Not changing the balance and all, just reducing the HP that everything already has by a factor of five. I looked on the builder wiki, and saw that in scripting there were "effects" is there a way I could apply a "divide health by 5" effect to everything?
#15
Posté 18 août 2011 - 03:42
I posted the excel files you need to edit in a earlier post and the instructions is on the datoolsetwiki.
And no you can't create that kind of effect easily. effects are for changing something at a specific condition and usually during a limited time period. if you want it to be in efect all the time it's better to change the default setup.
And no you can't create that kind of effect easily. effects are for changing something at a specific condition and usually during a limited time period. if you want it to be in efect all the time it's better to change the default setup.
#16
Posté 18 août 2011 - 04:18
So by changing the health I gain from level up, will that change the health I have ALREADY gained? And what about the health of enemies?
#17
Posté 18 août 2011 - 08:26
OK, I think I've figured out how to change the health (not the CON dependant health though) but I dont have full microsoft excel, So I can only view it. Does anyone know of another program I can use/how I can get around this?
#18
Posté 18 août 2011 - 07:32
you can use open office, not sure how it deals with the excel compiler but i think there is a thread about it or a note in the wiki.
#19
Posté 19 août 2011 - 07:53
OK: Progress report, after much hair pulling I have made a shaky pretence of a mod by changing the base health and the health per level up, of all the classes. Now everyone seems to have less helth, and will presumably gain less as they level up.
However I was not able to find the constitution health bonus, (properties.xls only contained lists of injuries/damage dealt/recieved ect) and perhaps because of this, my character (and I presume all the other characters) has 25 (112.5% with the new mod) more health than I expected, or perhaps this is due to a race bonus or something, any info appreciated.
Most importantly, this mod only seems to affect charcters made after it has been put in the overide folder, so I would have to start a new char to utilise it.
Im going to have a bit more of a poke around in the 2da folder, to see what I can come up with. Thankyou very much CID, I couldnt have done it without you.
However I was not able to find the constitution health bonus, (properties.xls only contained lists of injuries/damage dealt/recieved ect) and perhaps because of this, my character (and I presume all the other characters) has 25 (112.5% with the new mod) more health than I expected, or perhaps this is due to a race bonus or something, any info appreciated.
Most importantly, this mod only seems to affect charcters made after it has been put in the overide folder, so I would have to start a new char to utilise it.
Im going to have a bit more of a poke around in the 2da folder, to see what I can come up with. Thankyou very much CID, I couldnt have done it without you.
Modifié par Jafroboy, 19 août 2011 - 08:15 .
#20
Posté 19 août 2011 - 03:15
yes the mod will only change existing characters, only new levels and new characters.
for information about the engine link read:
http://social.biowar.../Properties.xls
so you want to disable link 6. ie remove it from the excel sheet and compile it. (check the health property and you will find the link)
for information about the engine link read:
http://social.biowar.../Properties.xls
so you want to disable link 6. ie remove it from the excel sheet and compile it. (check the health property and you will find the link)
Modifié par CID-78, 19 août 2011 - 03:15 .
#21
Posté 20 août 2011 - 04:24
I cant find the derived health anywhere in properties.xls. All that the spreadsheet contains is a list that looks like the heroic achievements. But windows explorer took me to properties.xls when I typed "DerivedHealth" into the search.
#22
Posté 20 août 2011 - 05:11
in properties.xls you got several sheets, it doesn't open the correct one when you open the file so you must select the properties sheet.
on line 7 you will see the Property "Health" and if you check the column "EngineLink" you will see that it shows a "6" change it to "0" and you will have removed the health gain from CON completely. You probably want to change chargen to give you something when you buy CON atrributes thought. or the ability will be worthless.
on line 7 you will see the Property "Health" and if you check the column "EngineLink" you will see that it shows a "6" change it to "0" and you will have removed the health gain from CON completely. You probably want to change chargen to give you something when you buy CON atrributes thought. or the ability will be worthless.





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