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"Blood Magic" mode turns off after every fight...


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#1
Valamyr

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I realize that Blood Magic turns off automatically probably because most builds would find it more convenient to use your mana first, and then switch to BM.

However now that Ive reached endgame with an high CON, low WILL, multibuff mage, I have no need for any mana casting anymore. Id like to always stay in Blood Magic mode...

Is there a trick to make it stick, or a mod that makes it persistant?

Thanks a ton :)

#2
Haasth

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You could make it so in tactics that he/she always turns it on. But I imagine this is just so that you won't kill yourself out of combat with buffs and the likes. Though other skills, such as Berserk, have this too.

#3
Darpaek

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As a controlled character, it shouldn't turn off unless you tell it to (unless it works like beserker with a timer). For Tactics, set Self/Any>Activate Mode>Blood Magic as the first line in your Tactics and it'll fire at the beginning of every fight.

#4
Bao-Bao

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Blood Magic mode turns off after every battle for me, as well. It's rather inconvenient.

#5
Georg Zoeller

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it's by design (testers ended up accidentally killing themselves quite a bit if there was a longer period of time between fights).



If you really hate it, it should be trivial to create a mod for this behavior, it's all controlled in script.

#6
Valamyr

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Yeah it probably is :) But considering I just destroyed my game install by screwing up trying to add the first thing I did with the toolset, and that no in-game script worked anymore, Im going to wait for someone else to publish it. :P

The toolset looks pretty powerful but if you dont know what youre doing, ouch. Reinstalling right now. I figure my saved games should be alright.

edit: turned out I had to delete a guilty file in my documents to fix the whole mess. phew. really started sweating when reinstalling wasnt doing the trick.

Modifié par Valamyr, 21 novembre 2009 - 08:18 .


#7
AWAX-NL

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I'd love a mod for this aswell

#8
Valamyr

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I tried doing it myself but it doesnt work. Suppose its only trivial if you know what youre doing :)

#9
thisisme8

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Valamyr wrote...

Suppose its only trivial if you know what youre doing :)


That's true on so many levels.

#10
JKoopman

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Georg Zoeller wrote...

it's by design (testers ended up accidentally killing themselves quite a bit if there was a longer period of time between fights).

If you really hate it, it should be trivial to create a mod for this behavior, it's all controlled in script.


Which means nothing if you're playing on a console.

Am I the only one a bit annoyed by all the "just fix it with the toolset" answers that get thrown around? Some of us don't have that luxury...

#11
Gen-An

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JKoopman wrote...

Georg Zoeller wrote...

it's by design (testers ended up accidentally killing themselves quite a bit if there was a longer period of time between fights).

If you really hate it, it should be trivial to create a mod for this behavior, it's all controlled in script.


Which means nothing if you're playing on a console.

Am I the only one a bit annoyed by all the "just fix it with the toolset" answers that get thrown around? Some of us don't have that luxury...



but... dude, you knew.. well.. everyone knew that console versions will get no love for mods, myself ended up buying PC version instead of console one, because this things just always happens...:unsure:

#12
Mavkiel

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I am annoyed by console users in general. Imo lots of the small problems probably stem from consoles.



Quick example would be the toolbar. In neverwinter nights they had a tool bar with a far better setup. You could toggle between several pages of hotkeys easily. This ability disappeared with DaO. I have a feeling its because console users have no shift/number pad to switch bars.



*shrugs* However to answer the question, even on the pc its somewhat annoying to hear. Testers were careless with using blood magic so they built in a safety feature that you couldn't toggle off. Joy. All that being said DaO is one of the better games I have played. Its just the small things that annoy me.

#13
Kurupt87

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testers ended up killing themselves between fights??? how??? ignoring the fact that a tester or two was a plonker and wasn't looking at his health, how do cast spells that consume your health faster than it gets regen'd out of battle?

#14
iounas

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Mavkiel wrote...

I am annoyed by console users in general. Imo lots of the small problems probably stem from consoles.

Quick example would be the toolbar. In neverwinter nights they had a tool bar with a far better setup. You could toggle between several pages of hotkeys easily. This ability disappeared with DaO. I have a feeling its because console users have no shift/number pad to switch bars.

*shrugs* However to answer the question, even on the pc its somewhat annoying to hear. Testers were careless with using blood magic so they built in a safety feature that you couldn't toggle off. Joy. All that being said DaO is one of the better games I have played. Its just the small things that annoy me.

They dont even have the bar.. Its far worse for them..
but yeah consoles suck

#15
Valamyr

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Kurupt87 wrote...

testers ended up killing themselves between fights??? how??? ignoring the fact that a tester or two was a plonker and wasn't looking at his health, how do cast spells that consume your health faster than it gets regen'd out of battle?


+1 really.

Im thinking theres no way the benefit of this toggle can outweight the annoyance, but thats just me...

Now if I could just figure out how to fix it. lol.

#16
Valamyr

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Maybe its related to this, which I found in spell_modal script:



case ABILITY_SPELL_BLOOD_MAGIC:

{

eEffects[0] = EffectVisualEffect(Ability_GetImpactObjectVfxId(stEvent.nAbility));



break;

}



At first glance this seems to be only about the visual effect but its the only thing I found thats even vaguely relevant. The entry for the spell in Abi_base.xls has nothing that suggests behavior different than any other sustained spell, plus whatever changes I make to that file seem to have no in-game effect whatsoever, even when moved to Override.



Im not making any progress, but at least Im understanding bits of the engine as I screw with this.

#17
Georg Zoeller

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nah, it's in one of the core scripts ability_h probably.

#18
Sakiradesu

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iounas wrote...

Mavkiel wrote...

I am annoyed by console users in general. Imo lots of the small problems probably stem from consoles.

Quick example would be the toolbar. In neverwinter nights they had a tool bar with a far better setup. You could toggle between several pages of hotkeys easily. This ability disappeared with DaO. I have a feeling its because console users have no shift/number pad to switch bars.

*shrugs* However to answer the question, even on the pc its somewhat annoying to hear. Testers were careless with using blood magic so they built in a safety feature that you couldn't toggle off. Joy. All that being said DaO is one of the better games I have played. Its just the small things that annoy me.

They dont even have the bar.. Its far worse for them..
but yeah consoles suck


From what I've read on these forums, they only have 6 hotkeys? And for the rest of their spells, they have to cycle through a list of all their learned spells.

That is rough.

#19
GhoXen

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It's the same as Berserk. Although they are shown no more differently from other Sustained abilities, they both are automatically turned off after combat. If you think about it, logically speaking it makes perfect sense.

#20
DeepGray

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JKoopman wrote...

Georg Zoeller wrote...

it's by design (testers ended up accidentally killing themselves quite a bit if there was a longer period of time between fights).

If you really hate it, it should be trivial to create a mod for this behavior, it's all controlled in script.


Which means nothing if you're playing on a console.

Am I the only one a bit annoyed by all the "just fix it with the toolset" answers that get thrown around? Some of us don't have that luxury...

Then you will play the game the way the game designer intended. You lost your freedom of choice by buying into the console.

#21
Valamyr

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Georg Zoeller wrote...

nah, it's in one of the core scripts ability_h probably.


Oooh clues from above!

Thank you! Will look for that. :)

wiiiinnn:
             if (IsModalAbilityActive(partyMembers[i],ABILITY_SPELL_BLOOD_MAGIC))
             {
                Ability_DeactivateModalAbility(partyMembers[i],ABILITY_SPELL_BLOOD_MAGIC);
             } 
Think that has to be it... gleee!! testing now :)

Modifié par Valamyr, 21 novembre 2009 - 10:58 .


#22
Valamyr

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Modifié par Valamyr, 21 novembre 2009 - 11:20 .


#23
Georg Zoeller

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ok, do this
a) after commenting out the one line that turns it off - export only the script called rules_core, player_core and module_core. Make sure you see no error messages on export.

B) find the rules_core.ncs file and copy it into the 'my documents\\\\bioware\\\\dragonage\\\\packages\\\\core\\\\override\\\\' directory.

c) rename my documents\\\\BioWare\\\\Dragon Age\\\\modules\\\\Single Player\\\\ directory to something else.

the reason you need to export those 3 files is that ability_h can't be exported, it's an include file that gets compiled into the calling scripts

Modifié par Georg Zoeller, 21 novembre 2009 - 11:17 .


#24
Valamyr

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Thanks Georg. Appreciate all the newbie help. :)

Ill make sure to share if it works.

Modifié par Valamyr, 21 novembre 2009 - 11:19 .


#25
Kurupt87

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nice one, thanks georg for info and valamyr for work, if it works then plz post that for toolset noobz like myself. like its been said before, its a small problem but an annoying one, thx again.