Modifié par TheMutator, 23 novembre 2009 - 08:53 .
[RELEASE] Dragon Age Mutator
Débuté par
TheMutator
, nov. 22 2009 09:02
#1
Posté 22 novembre 2009 - 09:02
Fresh from the press: Dragon Age Mutator Project Page / Screenshot
#2
Posté 22 novembre 2009 - 09:07
like the silent shale thing, a silent dog thing would be the only thing better. Otherwise, difficulty hasn't been an issue (if there was an actual good mod to make it harder opposed to nerfing everything I'd go for that)
#3
Posté 22 novembre 2009 - 09:17
The dog is a freaking annoyance and I have been working on that. Actually the dog is the reason why the release has been delayed two days but to no avail. A BioWare employee wrote, that the whole barking thing is hardcoded into the idle animation of the dog. So I guess the only option is to override the correct sound file somehow but so far nothing has worked.
#4
Posté 22 novembre 2009 - 09:18
dang, of the few things they hardcoded eh?
#5
Posté 22 novembre 2009 - 09:24
Well, after working with the game, the toolset and spending more time on the Builders Wiki than healthy for anyone still sane, I'm much less enthusiastic about the mod abilities presented. Yes, you can build new campaigns, add new items, NPC and stuff like that but the ability to mod and change the existing campaign is severely limited and the conflict potential with other mods is very, very high. The whole event framework isn't very robust or flexible unless I'm missing something.
#6
Posté 22 novembre 2009 - 09:25
Edit: double post
Modifié par TheMutator, 22 novembre 2009 - 09:26 .
#7
Posté 22 novembre 2009 - 09:48
That's also the impression I've gotten so far, Mutator.
Would you mind me asking how stable the current release of your mod is? I only ask because I'm very wary of my savegame becoming corrupted. Otherwise, looks brilliant
Oh, and in regards to the barking dog, someone seems to have developed a workaround: http://www.dragonage...file.php?id=130
Would you mind me asking how stable the current release of your mod is? I only ask because I'm very wary of my savegame becoming corrupted. Otherwise, looks brilliant
Oh, and in regards to the barking dog, someone seems to have developed a workaround: http://www.dragonage...file.php?id=130
#8
Posté 22 novembre 2009 - 11:06
The installer itself has been the center of my attention and is very safe. It won't delete or overwrite anything without first asking and it won't interfere with other installed mods and overrides. As for the mods themselves, they can also be considered safe if they aren't used together with other mods. As I said, the single most concerning thing about Dragon Age: Origins is the inability to properly mod the original campaign while maintaining compatibility to others but that's a global concern. That's the reason actually, I wrote all of those mods myself (even though some of them already existed) so I could be sure, that there is no conflict.
I have actually written a few more modifications than the ones you see in my mutator but I have omitted the ones who could cripple your game. The "unlock all specializations" is not dangerous per se but it unlocks it permanently for your whole campaign and not just for the current savegame. The gender swap allows you access to conversations and interactions you wouldn't have and the achievements gained this way are obviously permanent too. All other modifications however are non-permanent and won't affect your savegames.
I play with all those mods installed and so far everything works flawlessly.
Edit: The dog mod linkes above, thanks for that, won't interfer either.
I have actually written a few more modifications than the ones you see in my mutator but I have omitted the ones who could cripple your game. The "unlock all specializations" is not dangerous per se but it unlocks it permanently for your whole campaign and not just for the current savegame. The gender swap allows you access to conversations and interactions you wouldn't have and the achievements gained this way are obviously permanent too. All other modifications however are non-permanent and won't affect your savegames.
I play with all those mods installed and so far everything works flawlessly.
Edit: The dog mod linkes above, thanks for that, won't interfer either.
Modifié par TheMutator, 22 novembre 2009 - 11:19 .
#9
Posté 23 novembre 2009 - 08:56
New Version 006
Added "Risk Level" descriptions for the sake of transparency and for people who want to be cautious about what and how they change their game.
New Mods in 006
Stealing without cooldown
Very simple. Instead of waiting for the skill to recharge, it refreshes instantly.
Your companions like you faster
It's harder to get your companions to dislike you and easier to get them to love you.
Added "Risk Level" descriptions for the sake of transparency and for people who want to be cautious about what and how they change their game.
New Mods in 006
Stealing without cooldown
Very simple. Instead of waiting for the skill to recharge, it refreshes instantly.
Your companions like you faster
It's harder to get your companions to dislike you and easier to get them to love you.
#10
Posté 25 novembre 2009 - 11:15
New Mods in 007
R0: Improved and expanded item sets
All sets can have two different bonuses but most of them only use one. This mod expands all sets with only one bonus with a second, minior one and improves the other sets to keep them all in balance.
R1: Less transparent and faster in stealth
This changes the silly ghost effect to a minior transparency, makes you move at 80% instead of 60% and stealthed foes are very slightly visible while they are stealthed.
R0: Improved and expanded item sets
All sets can have two different bonuses but most of them only use one. This mod expands all sets with only one bonus with a second, minior one and improves the other sets to keep them all in balance.
R1: Less transparent and faster in stealth
This changes the silly ghost effect to a minior transparency, makes you move at 80% instead of 60% and stealthed foes are very slightly visible while they are stealthed.





Retour en haut






