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Favorite mods that make the game more playable/fun


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#51
wrinkly1987

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 In addition to most other mods already mentioned, I use:

Helm Removal:
social.bioware.com/project/791/

Forced Deathblows:
social.bioware.com/project/984/

Activate tactics for controlled character:
www.dragonagenexus.com/downloads/file.php

The Icons Project:
social.bioware.com/project/1193/

#52
sinosleep

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borelocin wrote...

shengar wrote...

Where did you get that Silver Laminated Dragonbone mod? as a massive armor freak, i need it ASAP


The Winter Forge mod lets you change the base materials of your equipment - so I got the armour then Silver Laminated it.

http://social.bioware.com/project/672/


This one looks interesting. Do you know if it charges you gold if all you want to do is change the color of items so you can turn a mismatched set of armor pieces into something that looks like it goes together? That's essentially all I would be using it for any way. I have no interest in making my own armor, but would kill to be able to wear say the helm of honleath with with a silverite plate without looking like an idiot. Hell, even the absolutely ridiculous looking mage caps wouldn't look nearly as bad if I could find one that actually matched my robes every once in a while.

I seriously don't understand why games like this don't have a dye function as a staple. I distinctly remember a similar game that came out quite some time ago had a very simple tear dropper method where you could simply place the tear dropper over any piece of armor, and then dye any other piece the same color. It really should be the standard.

#53
Phaenan

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Just doing my "winter forge  forum search" routine... :whistle:


sinosleep wrote...
Do you know if it charges you gold if all you want to do is change the color of items so you can turn a mismatched set of armor pieces into something that looks like it goes together?


It does require material supplies (wood planks, metal ingots, etc) available from various stores at different prices. As far as I recall, T7 supplies are somewhere close to 1.8-2 sovereign(s) per unit. However that requirement can be disabled through the in-game configuration.

Modifié par Phaenan, 21 décembre 2009 - 01:33 .


#54
sinosleep

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Awesome sauce then. I will be downloading this mod and using it shortly. Since I'm getting exclusively to make my gear match I'm going to go ahead and make it free. I need every last copper I can get on this latest run. I killed all the magi in the tower for rp reasons (my rogue hates mages and as such will also be siding with the werewolves in the forest) so I lost out on the lyrium quest and on top of that it's an all melee party so now that I'm half way through the major quests I'm running into battles that I don't have the crowd control to handle without chugging more potions than I'm comfortable buying materials for. Can't afford to have to pony up cash just to change the color on my armor.

Modifié par sinosleep, 21 décembre 2009 - 01:40 .


#55
Soretooth

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This is a great post. Thank all of you for the tips!



Question: What folder do you download the mod files to? Obviously I haven't used any mods yet, but want to. Thanks.



Also, and I've stated this before, the modders are providing us with tools they have made on their own time and with their own sweat. Thank you!

#56
Ratnix

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Soretooth wrote...

This is a great post. Thank all of you for the tips!

Question: What folder do you download the mod files to? Obviously I haven't used any mods yet, but want to. Thanks.

Also, and I've stated this before, the modders are providing us with tools they have made on their own time and with their own sweat. Thank you!


I have only dl'd one that said you had to put it in a specific folder, and I didn't use that one. All the rest you dl them anywhere and then use the daupdater to install it.

daupdater is located in the Dragon Age/bin_ship folder. Just start the updater and find the file and install it. The updater unpacks everything where it goes.

#57
Jax Sparrow

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I believe that respecing Morgan to be say an Arcane Warrior first and Shapeshifter second or even Wynne into an Arcane Warrior herself... has negligible effect on the story 'I' experience. What spells, talents, spells, skills, and what-ever-else has little value to the story itself and thus holds little value to the characters themselves and what they can and can not due to move the story along.



Sure, it might be nice if BioWare incorporated what we would 'want' for the characters into the story we experience as any other choice but as of now? the lack of this is made up for with my own fertile imagination. We can still use our 'imagination' even though this is a 'visual' computer game. :P

#58
v.lokai

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sinosleep wrote...

Awesome sauce then. I will be downloading this mod and using it shortly. Since I'm getting exclusively to make my gear match I'm going to go ahead and make it free. I need every last copper I can get on this latest run. I killed all the magi in the tower for rp reasons (my rogue hates mages and as such will also be siding with the werewolves in the forest) so I lost out on the lyrium quest and on top of that it's an all melee party so now that I'm half way through the major quests I'm running into battles that I don't have the crowd control to handle without chugging more potions than I'm comfortable buying materials for. Can't afford to have to pony up cash just to change the color on my armor.


The latest winter forge mod introduces a cost in enchanting armor through the use of reagents and recipes etc. However the author kindly included the legacy free for all features you need to activate via the barrel.

However to get silver, gold or any other laminated say dragonbone you need a combo of using the override and new modes. First create your say dragonbone dwarven heavy armor with silver laminate in the new 3.2 mode. Once you have your shiny new item go into override mode put it on the anvil and enchant it for free the old way.

Another neat aspect of winter forge is you can tally up your bonuses and make a set to replicate your overall bonuses minus the helm piece if you dislike leather or mage helms. Just throw the bonus of whatever helm you normally wear on your other pieces and you get same result without helm.

These are to turn off most of the sustained glow, sparkles etc.

personal annoyance remover

http://www.dragonage.../file.php?id=98

And these two turn off weapon enchantments and rune effects.

http://www.dragonage...file.php?id=350
http://www.dragonage...file.php?id=297

Modifié par v.lokai, 21 décembre 2009 - 08:58 .


#59
sinosleep

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v.lokai wrote...

The latest winter forge mod introduces a cost in enchanting armor throught he use of reagents and recipes etc. However the author kindly included the legacy free for all features you need to activate via the barrel.

However to get silver, gold or any other laminated say dragonbone you need a combo of using the override and new modes. First create your say dragonbone dwarven heavy armor with silver laminate in the new 3.2 mode. Once you have your shiny new item go into override mode put it on the anvil and enchant it for free the old way.

Another neat aspect of winter forge is you can tally up your bonuses and make a set to replicate your overall bonuses minus the helm piece if you dislike leather or mage helms. Just throw the bonus of whatever helm you normally wear on your other pieces and you get same result without helm.


A couple of questions for you since I may have misunderstood something. I'm trying to play as close to a pure game as possible, if all I want to do is change the color of my armor, without altering any stats whatsoever is that possible? 

And your idea for getting rid of the helms is BRILLIANT. I'll just wait until I actually purchase or find whatever helm it is I want to wear and do what you suggested so that I simply don't have to wear it. Most of the medium, heavy, and massive helms look fine and I'll wear them, but the others look horrid. That's a pretty nice workaround you came up with.

#60
v.lokai

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I don't think you can recolor to the new features the author introduced in 3.2. i.e. the laminates like silver, gold etc. However you could create blank to mimic your armor in a laminate of your color preference and later enchant any attributes it has. There are limitations on some items for example Bergens Honor helm has 25% physical resist and the mod only allows bonus up to 20.

In my opinion 3.2 is a bit confusing however the author has a webpage and manual up to guide you through it. I can change my warden commander armor to dragonbone via anvil with no problems.

Give me an example of what you would want to do and I can fire up the game and let you know if it is possible.

Silverite or silver looking dragonbone is my favorite thing in this mod or the new gold.

Modifié par v.lokai, 21 décembre 2009 - 09:09 .


#61
borelocin

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sinosleep wrote...

borelocin wrote...

shengar wrote...

Where did you get that Silver Laminated Dragonbone mod? as a massive armor freak, i need it ASAP


The Winter Forge mod lets you change the base materials of your equipment - so I got the armour then Silver Laminated it.

http://social.bioware.com/project/672/


This one looks interesting. Do you know if it charges you gold if all you want to do is change the color of items so you can turn a mismatched set of armor pieces into something that looks like it goes together? That's essentially all I would be using it for any way. I have no interest in making my own armor, but would kill to be able to wear say the helm of honleath with with a silverite plate without looking like an idiot. Hell, even the absolutely ridiculous looking mage caps wouldn't look nearly as bad if I could find one that actually matched my robes every once in a while.

I seriously don't understand why games like this don't have a dye function as a staple. I distinctly remember a similar game that came out quite some time ago had a very simple tear dropper method where you could simply place the tear dropper over any piece of armor, and then dye any other piece the same color. It really should be the standard.



You can click on the barrel to disable the need to buy materials, which is the in game configuration thingy Phaenan is referring to.
 
Oh, and very nice job on the mod Phaenan Posted Image

Modifié par borelocin, 21 décembre 2009 - 09:17 .


#62
v.lokai

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Before you decide to grab the latest version for the new laminate features I need to point out a few bugs that you should consider.

Shields cannot be placed on the anvil to modify them for some reason. Also removing the mod leaves the text for anvil and barrel etc in that part of the camp. So to be fair you may want to wait for updated version or simply use the 2.2 mod minus the new features.

You can make lesser tiered armor as good or better than dragonbone by adding the +armor bonus btw. Or go crazy and completely overpower it heh. So even without the 3.2 laminated armor you can make silverite armor have the same armor as dragonbone however the lower tier will give you less fatigue so it is a little extra bonus you may or may not want.

Modifié par v.lokai, 21 décembre 2009 - 09:22 .


#63
Tirigon

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Phaenan wrote...

Just doing my "winter forge  forum search" routine... :whistle:


sinosleep wrote...
Do you know if it charges you gold if all you want to do is change the color of items so you can turn a mismatched set of armor pieces into something that looks like it goes together?


It does require material supplies (wood planks, metal ingots, etc) available from various stores at different prices. As far as I recall, T7 supplies are somewhere close to 1.8-2 sovereign(s) per unit. However that requirement can be disabled through the in-game configuration.



So there is a new version? I use winterforge too, but I didnt need any materials, nor could I buy some.

#64
v.lokai

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Tirigon wrote...

So there is a new version? I use winterforge too, but I didnt need any materials, nor could I buy some.


Yes the latest version adds a full crafting scheme with materials and recipes and even a new skill to learn. Also adds new tints via laminates. And from my brief look there are some enchantments that are possible that were not possible in the old version like armor penetration.

Material requirements can be disabled via barrel or even disable the entire new way of doing things and get back the legacy dialogue you are accustomed to without all the new features. Or a two step process of creating a new laminate and then going back to anvil to enchant it via the legacy options later.

#65
Khumak

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Good list. I'd also recommend the following:

1. Auto Loot - no more chest/bag/corpse popups. It does the equivalent of the "take all" button in the popup automatically.
2. Madd gift guide - gifts that have special significance for a particular NPC have that NPC's name preceding it's description
3. Item Set Codex Entry - adds a codex entry detailing what the set bonus does for each armor set
4. No Starting Abilities - no longer auto assigns any skills or talents when generating a new character and refunds the points that would normally be assigned.
5. More tactics slots per level - just what it says, increases the number of tactics points you get at each level

Modifié par Khumak, 21 décembre 2009 - 10:27 .


#66
Khumak

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quadvirgo wrote...

The mods I cannot play without are:

* No Follower Autolevel

<rest snipped out>


I like that one too but it seems to have "issues" if you get a companion before level 7 or after level 14.  You wind up losing a specialization point (assuming this hasn't been fixed in a later release).

#67
borelocin

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Khumak wrote...

Good list. I'd also recommend the following:

1. Auto Loot - no more chest/bag/corpse popups. It does the equivalent of the "take all" button in the popup automatically.
2. Madd gift guide - gifts that have special significance for a particular NPC have that NPC's name preceding it's description
3. Item Set Codex Entry - adds a codex entry detailing what the set bonus does for each armor set
4. No Starting Abilities - no longer auto assigns any skills or talents when generating a new character and refunds the points that would normally be assigned.
5. More tactics slots per level - just what it says, increases the number of tactics points you get at each level


Item Set Codex Entry ! Had no idea this existing. Thanks for the tip.

#68
arrrasdgaehjskmszkm

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thx to everybody for the tips. t

here are even things i dont think i need but still...

thx a lot

#69
Sereaph502

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quadvirgo wrote...

The mods I cannot play without are:

* No Follower Autolevel

Stops party members from auto-leveling and auto-chosen skills & spells and allows player to place all stat, skill, and spell points where desired. After installing this mod, I no longer needed the Respec mod. Morrigan still keeps Shapeshifting and Wynne still keeps Spirit Healer so the lore of the game remains intact.

http://social.bioware.com/project/683/


That's....Already in the vanilla game o.O

Your followers shouldn't be in autolevel mode by default.

#70
borelocin

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Sereaph502 wrote...

quadvirgo wrote...

The mods I cannot play without are:

* No Follower Autolevel

Stops party members from auto-leveling and auto-chosen skills & spells and allows player to place all stat, skill, and spell points where desired. After installing this mod, I no longer needed the Respec mod. Morrigan still keeps Shapeshifting and Wynne still keeps Spirit Healer so the lore of the game remains intact.

http://social.bioware.com/project/683/


That's....Already in the vanilla game o.O

Your followers shouldn't be in autolevel mode by default.



The mod stops them from being autolevelled before you recruit them - so if you recruit them at Level 12 they don't have 12 levels worth of stats, skills and talents assigned.

#71
khevan

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Sereaph502 wrote...

quadvirgo wrote...

The mods I cannot play without are:

* No Follower Autolevel

Stops party members from auto-leveling and auto-chosen skills & spells and allows player to place all stat, skill, and spell points where desired. After installing this mod, I no longer needed the Respec mod. Morrigan still keeps Shapeshifting and Wynne still keeps Spirit Healer so the lore of the game remains intact.

http://social.bioware.com/project/683/


That's....Already in the vanilla game o.O

Your followers shouldn't be in autolevel mode by default.


.........except for the fact that when you get the party members, they start with a certain selection of skills, stats, abilities, etc.  Some people, myself included, don't like the way certain party members have their skills set when you first get them.

#72
CkrimsonHero

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moonstruckred wrote...

Wikipedia says you're cheating: In Strategy (real-time or turn-based) games, similar programs are often used to maximize player's own resources, or weakening opponents. Modifying game data files is also a popular way to cheat in games. This mostly applies to computer games.

So what if it is though? Is the word so powerful that you need to defend yourself from everyone who comes along? I've used mods with just about every PC game I've ever had and if someone calls it cheating I just ignore them and move on. Different people have different playstyles so why is it so hard to believe that not everyone enjoys rerolling and releveling due to mistakes?

Wikipedia also says famous people die at a given date when in actuality they are fine.

#73
borelocin

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khevan wrote...

Sereaph502 wrote...

quadvirgo wrote...

The mods I cannot play without are:

* No Follower Autolevel

Stops party members from auto-leveling and auto-chosen skills & spells and allows player to place all stat, skill, and spell points where desired. After installing this mod, I no longer needed the Respec mod. Morrigan still keeps Shapeshifting and Wynne still keeps Spirit Healer so the lore of the game remains intact.

http://social.bioware.com/project/683/


That's....Already in the vanilla game o.O

Your followers shouldn't be in autolevel mode by default.


.........except for the fact that when you get the party members, they start with a certain selection of skills, stats, abilities, etc.  Some people, myself included, don't like the way certain party members have their skills set when you first get them.


I forget who wrote this but it is spot on ... something like "the stat and skill choices made for the companions are like playing world of warcraft and everyone else in your guild is a retard" Posted Image

#74
Vicious

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FORCED DEATHBLOWS is a must. Get the one which slightly ups the chance for deathblows on normal enemies but GUARANTEES deathblows on yellow and above. Believe me, it makes a huge difference to see Branka or any other named enemy do the normal death animation [hit, fall backward slowly] vs. getting a 2 handed sword rammed through the gut and then yanked out/ Getting skewered by a longsword and then slammed in the face with a shield, or get a vivisection courtesy of a dual wielder.



Also:



Of Noble Cast

http://dragonagenexu...file.php?id=395



Of Noble Cast is a mod which gives your character different starting equipment that befits the son of a Teryn whose family is second only to Kings. It also changes some enemies [origin is more difficult but you are better equipped] and your family sword is now a true heirloom made of the finest silverite.



You also get unique personalized [but not overpowered at all] armor depending on your class. You will meet Cailan looking like the son of a noble, and not like you just walked out of the alienage.



And best of all: It's seamlessly integrated.

#75
JJM152

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I just released the second version of my Diablo II style random treasure mod for the single player campaign. Basically it works just like, well, Diablo II - generates good, rare or artifact level items randomly on monsters. The tougher the monster, the better the drop.



I've been playing through the game with it and so far I'm really liking it. My Arcane Warrior actually has heavy armor with magic type stats on it now. :)