I've been toying with this for awhile, and I started a mage to try to give him Deft Hands 1-4. The biggest issue seems to be that Deft Hands is set to be rogue only, and also that mages can only have spells and not talents. If anyone has any ideas or advice, I'd love to hear them. It's aggravating to *need* Leliana or Zevran in my party at all times, and this would let me play with a party of my own choosing.
Thanks in advance!
I want to give a mage/warrior Deft Hands (lockpicking/trap disarming). Any ideas?
Débuté par
Hydrokube
, nov. 22 2009 08:49
#1
Posté 22 novembre 2009 - 08:49
#2
Posté 22 novembre 2009 - 09:05
I've been working on the same thing as well. In the code there's a check for if you are playing a rogue. There is also a value in the base 2da of "Hidden class" so for rogue I would assume we want to add the "Hidden Rogue" to the other class, but beyond that I have yet to figure out exactly how to get it to work. I'd much rather mess with the 2da's than the code as well, although I guess you could find the line in the code and just add hidden wizard and hidden warrior to the check or try just removing it all together.
#3
Posté 22 novembre 2009 - 09:42
It should be trivial to do if you're willing to enable the console...
http://dragonage.wik...om/wiki/Console
runscript addtalent 4020
http://dragonage.wik...om/wiki/Console
runscript addtalent 4020
#4
Posté 27 novembre 2009 - 09:42
Ideally deft hands should be changed to a general skill rather than a talent.
#5
Posté 27 novembre 2009 - 03:55
Is there a way to do it without the console?
#6
Posté 28 novembre 2009 - 12:27
There is a "open locks" spell line mod.
But nothing I've seen for warriors yet.
There is also a mod that enables most or all spells and talents for all classes.
I haven't tried this one yet. I'm still not quite sure whether it still requires the console to be enabled or not.
If it doesn't I probably won't use it.
If nothing else, try combining the 2 mods and see if that works.
It's too bad, but it looks like both mods are not on this site at all.
Open Locks - http://www.dragonagenexus.com/downloads/file.php?id=157
All Talents ect http://www.dragonagenexus.com/downloads/file.php?id=174
But nothing I've seen for warriors yet.
There is also a mod that enables most or all spells and talents for all classes.
I haven't tried this one yet. I'm still not quite sure whether it still requires the console to be enabled or not.
If it doesn't I probably won't use it.
If nothing else, try combining the 2 mods and see if that works.
It's too bad, but it looks like both mods are not on this site at all.
Open Locks - http://www.dragonagenexus.com/downloads/file.php?id=157
All Talents ect http://www.dragonagenexus.com/downloads/file.php?id=174
#7
Posté 24 février 2010 - 05:44
I try too... to trap detection. to lockpicking it's easy. use bash lock mod
I'm not good with script (and in english....sorry...)but ... may be... i find something
In "sys_traps_h" we can see
The function GetDisableDeviceLevel seems interesting (in core.h)
We can see the first condition
if (HasAbility(oCreature, ABILITY_TALENT_HIDDEN_ROGUE))
My problem...core_h is include files and i don't know scripts that i must compile if i modify this include file
If someone has an idea....
I'm not good with script (and in english....sorry...)but ... may be... i find something
In "sys_traps_h" we can see
int Trap_TryDetectTrap(object oPlayer, object oTrap)
{
int nTargetScore = GetTrapDetectionDifficulty(oTrap);
if (nTargetScore <= DEVICE_DIFFICULTY_IMPOSSIBLE)
{
int nPlayerScore = FloatToInt(GetDisableDeviceLevel(oPlayer));
if (GetHasEffects(oPlayer, EFFECT_TYPE_TRAP_DETECTION_BONUS))
{
nPlayerScore += 10;
}
Log_Trace(LOG_CHANNEL_SYSTEMS_TRAPS, "sys_traps_h.Trap_TryDetectTrap", ToString(oTrap) + ((nPlayerScore >= nTargetScore) ? " detected" : " undetected") + " (Player Skill: " + ToString(nPlayerScore) + " vs. Trap Detect Difficulty: " + ToString(nTargetScore) + ")");
if (nPlayerScore >= nTargetScore)
{
Trap_SetDetected(oTrap, TRUE);
Trap_Highlight(oTrap, TRUE);
UI_DisplayMessage(oPlayer, UI_MESSAGE_TRAP_DETECTED);
return TRUE;
}
}
return FALSE;
}
The function GetDisableDeviceLevel seems interesting (in core.h)
float GetDisableDeviceLevel(object oCreature)
{
float fPlayerScore = 0.0f;
if (HasAbility(oCreature, ABILITY_TALENT_HIDDEN_ROGUE))
{
fPlayerScore = GetAttributeModifier(oCreature, PROPERTY_ATTRIBUTE_INTELLIGENCE);
#ifdef DEBUG
Log_Trace(LOG_CHANNEL_SYSTEMS_PLACEABLES, GetCurrentScriptName(), "Intelligence Modifier = " + ToString(fPlayerScore));
#endif
int nSkillLevel = 0;
if (HasAbility(oCreature, ABILITY_SKILL_LOCKPICKING_4))
{
nSkillLevel = 4;
} else if (HasAbility(oCreature, ABILITY_SKILL_LOCKPICKING_3))
{
nSkillLevel = 3;
} else if (HasAbility(oCreature, ABILITY_SKILL_LOCKPICKING_2))
{
nSkillLevel = 2;
} else if (HasAbility(oCreature, ABILITY_SKILL_LOCKPICKING_1))
{
nSkillLevel = 1;
}
fPlayerScore += (10.0f * nSkillLevel);
#ifdef DEBUG
Log_Trace(LOG_CHANNEL_SYSTEMS_PLACEABLES, GetCurrentScriptName(), "With Skill = " + ToString(fPlayerScore));
#endif
}
return fPlayerScore;
}
We can see the first condition
if (HasAbility(oCreature, ABILITY_TALENT_HIDDEN_ROGUE))
My problem...core_h is include files and i don't know scripts that i must compile if i modify this include file
If someone has an idea....
Modifié par algun, 24 février 2010 - 05:53 .
#8
Posté 26 février 2010 - 06:28
Could you not create a spell that opens locks in the toolset?
#9
Posté 26 février 2010 - 06:51
if you want to know which script that are dependent of each other just right click on the script.
select properties and view reference and referenced by tabs.
select properties and view reference and referenced by tabs.





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