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Favorite mods that make the game more playable/fun


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#101
Klystron

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shaktiboy wrote...

Tirigon wrote...

"No follower auto level" and "No starting abilities" is rather pointless if you can simply respec them and / or yourself.


Ya, that's why I didn't include either in my list. (and don't use them myself). The one benefit they confer, however, is that you don't have to wait to get back to Camp or the nearest town were a Raven is to perform the respec. For instance, when you first acquire Wynne, you have to finish out the entire Broken Circle quest arc before you'd be able to respec her.  Personally I don't mind this, because it gives me a chance to evaluate what I want to change about her bioware-designed build.

Now that I think about it, I might have seen a mod on Nexus by now that gives you a console-oriented way to perform a full respec, which could enable you to respec new companions on the fly without needing to return to camp first.  But I'm too lazy to look it up right now.


You can get a respec potion from the raven ahead of time and carry it with you.  Very handy. 
Those 2 enhancement spells Wynne comes with really bug me (dunno why), I change them to glyphs.  Just personal taste, I guess. 

#102
Khumak

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shaktiboy wrote...
Now that I think about it, I might have seen a mod on Nexus by now that gives you a console-oriented way to perform a full respec, which could enable you to respec new companions on the fly without needing to return to camp first.  But I'm too lazy to look it up right now.


You may be thinking of the metagame items mod.

http://www.dragonage.../file.php?id=13

Includes items that allow you to respec, change class, change sex, change race, change origin, etc.  The ring of rebirth is the only one I really use.  I just destroy the others.  Actually sometimes I use the sex ring to start up lesbian romances with Morrigan, but otherwise just the respec ring.

Modifié par Khumak, 23 décembre 2009 - 03:33 .


#103
borelocin

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Khumak wrote...

shaktiboy wrote...
Now that I think about it, I might have seen a mod on Nexus by now that gives you a console-oriented way to perform a full respec, which could enable you to respec new companions on the fly without needing to return to camp first.  But I'm too lazy to look it up right now.


You may be thinking of the metagame items mod.

http://www.dragonage.../file.php?id=13

Includes items that allow you to respec, change class, change sex, change race, change origin, etc.  The ring of rebirth is the only one I really use.  I just destroy the others.  Actually sometimes I use the sex ring to start up lesbian romances with Morrigan, but otherwise just the respec ring.


The respec mod lets you take a potion with you to respec a new companion on the fly.

The main reason I can see for using the metagame items mods is if you want a bisexual orgy with all romances simultaneously and to be a male dwarf mage queen of Ferelden as well as a paragon Posted Image

Modifié par borelocin, 24 décembre 2009 - 08:45 .


#104
LittleOrca

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Storage chest in camp (still a mod right?)

Respec mod

A few personalized items cause the armor (stats) that I want don't come with the looks that I want :(

#105
borelocin

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I have settled on favourite face morphs for Leliana and Morrigan.

Version 3.5 of New Leliana

http://social.biowar...ct_media_id=356

Morrigan Redesigned Version 12 ( Over at Dragon Age Nexus )

http://www.dragonage...-1261290834.jpg  

Modifié par borelocin, 24 décembre 2009 - 11:12 .


#106
Fadook

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Nightmare+ mod is the solution for anyone complaining about the game being too easy. Makes things a lot more fun as well. Affects all difficulty levels by the way, not just Nightmare.

#107
El-Destructo

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http://social.biowar...m/project/1335/ makes a lot of the fights more fun since splitting groups with ranged pulls isn't possible

Modifié par El-Destructo, 24 décembre 2009 - 04:07 .


#108
Dragon Age1103

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I still agree with so many that the respec mod should of been a fix not a mod. Any rusty RPG fan or newer gamer to the genre should not have to start over b/c they messed up a build & realize it at lv12 due to poor descriptions& tips. I wouldn't say game breaking but it is kind of major for enjoying a play through until you get the hang of things.

#109
borelocin

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El-Destructo wrote...

http://social.biowar...m/project/1335/ makes a lot of the fights more fun since splitting groups with ranged pulls isn't possible


Bring A Friend mod ! Brilliant. 

If you shoot one mob the rest now go "hey that guy just shot Joe" instead of "duh, why did Joe lie down with an arrow in his head".

 

#110
aaniadyen

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shaktiboy wrote...

aaniadyen wrote...

Klystron wrote...

Nokturnal Lex wrote...

Lookin at all these mods, 100% of it should've been included in the game at launch. God bless modders for doin Bioware's job for them. Even if you think respeccing is cheating, you should at least have the option to respec your companions, otherwise it's like being stuck playing on a wow server with only 9 people who are all morons and don't know how to talent themselves.


Lol QFT


That's bull****. It's called Roleplaying. You pick what stats and skills your character would logically have. Not what makes them uber. Remember in BG1 when you got Khalid and were pissed that he had a very low strength as a warrior? Modifying a character's stats in any way for your benefit is cheating. Those stats and skills were chosen for a reason.


Your argument holds water in Casual or maybe Normal mode, but you'll fail at Hard or Nightmare mode without optimizing.


Really? I've played through the game twice, both times on Nightmare, and both times I've never had more than 5 injuries total in my party through the whole game. My main character never even died. And no, I never modified any of my characters via mods, or other out of game means.

#111
sinosleep

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Critical hit chance quickfix

http://www.dragonage...file.php?id=433



I didn't realize until today that while all the companions have a base 3% critrate the PC has a 0% base critrate. Considering EVERYTHING else in the game is obviously biased towards the PC I'm fairly certain that that's a bug. Bioware has gone out of their way to ensure that in a vanilla game the PC can do everything the companions can do better, why would they change it for critical chance? Doesn't make much sense to me. I haven't installed this yet, but I plan on installing it.

#112
ChaosUndivded

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Suron wrote...

changing morrigan to spirit healer instead of shape-shifter is cheap and cheating...her whole personality/character is based off this..same with the other toons.


only problem is she never uses her shapeshifting abilities.. i made a custom tactics for her and yes, she turns into a direbear whenever she sees an enemy, but she doesn't shift out after combat even though i added that tactic

honestly i think the tactics system sucks eggs.. or at least she should have a specific shifting one already setup.. i mean really.. she's a shifter and the only options are damage/support/heal/debilitate/control

bioware please take notice of this, everyone thinks she's the best character and you don't even help her out by suppling a shifter preset tactics

#113
asaiasai

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Sorry to say this but i do not consider the respec mod a cheat. I have been given control over party members specilizations but when they come pre fabbed and will not fit into the party because thier spec is a duplicate to what i or another toon is specced like this means that they stay at camp. I like to use everybody, alternate them, and depending on where i am (Redcliffe) leave certain ones at camp (looks at Sten and Morrigan). I will respec Sten to shield or Allister to 2H if i am playing the the class they are originally specced at.



So for me the respec mod is realy the only one i use which make the game more enjoyable and since it is single player getting your panties in a twist because your a purest and i am not is silly. What i do in the game has no effect on your experience so lighten up a bit huh?



Asai

#114
sinosleep

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The funny thing is that it's been the "I'm not cheating!" crowd that came in ultra defensive from practically the first post on all the while telling everyone else to not get thier panties in a bunch, it's hilarious really.

Modifié par sinosleep, 30 décembre 2009 - 09:08 .


#115
shaktiboy

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Fadook wrote...

Nightmare+ mod is the solution for anyone complaining about the game being too easy. Makes things a lot more fun as well. Affects all difficulty levels by the way, not just Nightmare.


I'd like to see a mod similar to Nightmare Plus, but that only removes the max area level parameter from the challenge scaling equation.  So that enemies in all areas automatically scale to the range of your party. In the default game it's all too easy to overlevel by the time you hit Mage Tower or Brecilian or Redcliffe or Haven if you go and hit either Denerim or Ozammar first.

But Nightmare Plus is too comprehensive an overhaul, IMO. Balancing for a combat and itemization and build system as complex as this game's is not something that can be fixed by a couple of guys doing a mod. Not within the first month or two of the game's lifespan, anyway. Not that I'm knocking what they're trying to do, but I think it's biting off too large a design chunk.

The #1 problem with difficulty is that stupid "area cap" on the challenge scaling. That should be completely optional, not hard-coded. So one mod should simply remove this area cap or at least provide a few different selectable tiers of area cap.

The #2 problem with difficulty is that there are simply too few enemies in most encounters.  There should be a mod that gives you the configurable options to:
  • Increase the number of "normal" mobs or lower by a factor of 1.5x, 2x, 2.5x, and 3x
  • Increase the number of "lieutenant" mobs by a factor of 2x or 3x.
  • Increase the number of "boss" mobs by a factor of 2x or 3x.
Those two mods alone would enable most people to adequately scale the challenge to a level they feel is a good fit for their overall party strength. Without introducing a host of other balancing problems and bugs.

Modifié par shaktiboy, 30 décembre 2009 - 03:19 .


#116
-Thalrane-

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sinosleep wrote...

The funny thing is that it's been the "I'm not cheating!" crowd that came in ultra defensive from practically the first post on all the while telling everyone else to not get thier panties in a bunch, it's hilarious really.


Maybe because the word "cheating" has a negative connotation? Calling people cheaters because they're using a mechanic Bioware designed to be used (else, why release the toolset?) could be construed as a little judgemental or overly righteous. But hey, to each their own. If that floats your boat, go for it.

#117
Bibdy

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-Thalrane- wrote...

Maybe because the word "cheating" has a negative connotation? Calling people cheaters because they're using a mechanic Bioware designed to be used (else, why release the toolset?) could be construed as a little judgemental or overly righteous. But hey, to each their own. If that floats your boat, go for it.


Indeed. Walk up to a stranger and call them a douchebag and they're probably going to get hostile.

#118
shaktiboy

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Bibdy: I just took a look at your link to the Simple Difficulty Increase mod that created and like your design approach to changing potion cooldowns. I think the reductions to spell resistance, damage, and healing also are spot on.

However, since you've been in there mucking with the game files, do you see any way to also remove the challenge scaling ceiling for an area, and/or to increase the number of mobs per encounter? Even something as simple as just doubling each lieutenant and/or boss (which ever is the highest rank in an encounter group) in an encounter group would be interesting.

Re the "challenge scaling ceiling", I mean removing the level cap that enemies have based on their area. For example, the default ceiling in Redcliffe Castle seems to be level 12 max for lieuts and below (critters almost always capped at level 10) and level 14 for bosses.  If you do Brecilian, Ozammar, and Denerim first you'll be way overleveled by the time you finally do Redcliffe and Haven, etc.

Modifié par shaktiboy, 30 décembre 2009 - 05:47 .


#119
harktag

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Free Love - For the men who wished Alistair were gay and all the women who wished Morrigan swung their way too. This mod essentially "tricks" Alistair into thinking the male Warden is female and Morrigan into thinking the female Warden is male. (All other characters view you as your actual gender.) With this, I was finally able to become Alistair's "queen" and rule Ferelden with him as a human male noble. (Had to use a gender-bender mod temporarily during the Landsmeet in order to do this, though.)



Lock Bash - This may constitute as "cheating", but it allows warriors to bash open locks using their Strength stat and mages do the same with their Magic stat. This is similar to how it worked in Neverwinter Nights. (As someone who enjoys rotating their party members throughout the adventure, this was a great find!)


#120
Grackula

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the leather armor is so ugly I add str just to wear scale and higher medium armor.

is there a mod that specifically I can do something like this:

Dalish Leather Armor

change skin (change no stats) to something else in the game like what scalemail looks like or something.



Buy new clothes for morrigan but still want to see her boobs?

put original morrigan skin on top of new mage clothes.



Also, I think someone else mentioned an "invis helm" mod.

I would love to try that since most of the helms and caps look bad and why spend time making your PC face look cool if a helmet is going to block it most of the game?

#121
sinosleep

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-Thalrane- wrote...

Maybe because the word "cheating" has a negative connotation? Calling people cheaters because they're using a mechanic Bioware designed to be used (else, why release the toolset?) could be construed as a little judgemental or overly righteous. But hey, to each their own. If that floats your boat, go for it.


Whether it's designed to be used or not is irrelevant. The cell phone cheat codes in Grand Theft Auto were obviously left in game by the designers, but you're still going to find them under the cheats section of magazines and websites, not the walkthrough. The fact that they're available to be used changes nothing.

If I made a mod whose entire purpose was simply to make you invincible and was called godmode the average person is going to consider it a cheat, even though the toolset is available. There's nothing riteous or judgemental about it, I just don't see the point in trying to come up with a million excuses why something that's clearly cheating, isn't. I have no issue with anyone doing it, I just take issue with trying to say something that is, isn't.

I mean really it's all on the title of the thread. The title screams "just another generic favorite mod thread" while the OP clearly states something else entirely. I didn't want to sort through a half dozen cheats to find a bug fix, oh well. I'm certainly not helping my own situation with all my own replies.

p.s. Just thought I'd add that I never said they couldn't be defensive, I said I found it funny that clearly they're the ones being defensive yet it's everyone else that's been accused of being defensive or getting worked up about it. If anything I've been accusatory. The only posts of mine that could be considered defensive would be posts replying to accusations of being defensive. Which is itself kind of funny.

Modifié par sinosleep, 30 décembre 2009 - 09:57 .


#122
Bibdy

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shaktiboy wrote...

Bibdy: I just took a look at your link to the Simple Difficulty Increase mod that created and like your design approach to changing potion cooldowns. I think the reductions to spell resistance, damage, and healing also are spot on.

However, since you've been in there mucking with the game files, do you see any way to also remove the challenge scaling ceiling for an area, and/or to increase the number of mobs per encounter? Even something as simple as just doubling each lieutenant and/or boss (which ever is the highest rank in an encounter group) in an encounter group would be interesting.

Re the "challenge scaling ceiling", I mean removing the level cap that enemies have based on their area. For example, the default ceiling in Redcliffe Castle seems to be level 12 max for lieuts and below (critters almost always capped at level 10) and level 14 for bosses.  If you do Brecilian, Ozammar, and Denerim first you'll be way overleveled by the time you finally do Redcliffe and Haven, etc.


I haven't delved that deep into the game files to understand how the difficulty scaling works. I could be wrong, but  I don't think that creatures are generated based on your character/group strength, only their stats and levels are scaled i.e. they place creatures in particular spots during Area creation and its just their statistics which change. I can't recall an encounter I did at a high level, do the same place at a low level my next time around and have a different number of creatures there.

That being the case, you'd basically have to reconstruct a different Area for each zone for each difficulty and change the game to load a particular version...that or make a mod which runs a script when you enter each zone and spawns more creatures at specific XYZ coordinates depending on your group strength.

The ceiling thing, I don't know. My guess is that's defined in the properties of the creatures during Area creation. I'm not entirely sure how it works, but someone more knowledgable in Area creation would probably be able to give you an answer. The extent of my knowledge of the toolset so far is creating indoor/outdoor levels, rudimentary scripting and data replacement. Making levels is just too much fun that I haven't got around to building Areas, conversations, cutscenes etc. yet :)

#123
Marso40

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asaiasai wrote...

Sorry to say this but i do not consider the respec mod a cheat.... 

So for me the respec mod is realy the only one i use which make the game more enjoyable and since it is single player getting your panties in a twist because your a purest and i am not is silly. What i do in the game has no effect on your experience so lighten up a bit huh?

Asai


Yep. Being able to specialize the party in different ways enhances replayability. Even better than the respec mod, however, is the 'no follower auto level up' mod. It basically allows you to 'respec' your party from the time you meet them one by one, even the temporary party members. Works the same either way I suppose but this mod runs in the background and when a new companion joins up, you simply go in and level them up with the skills, talents, and spells you like.

The 'no starting abilties' mod allows you to do the same thing at the beginning of the game with your PC. So if you want a Rogue one that is a dueller rather than a dirty fighter, you can start that way. Or if you intend to build a ranger you can give up poison for herbalist instead, or survival, or whatever. Great mod, and puts a whole new spin on character creation.

#124
borelocin

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Personal Annoyance Remover drastically shortens the aura effects associated with buffs - so that your characters actually look normal during conversation instead of having 8 different coloured swarms of fireflies around them.

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

Modifié par borelocin, 31 décembre 2009 - 02:16 .


#125
Soretooth

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Here are some mods I currently use:

Black Templar Armor (Alistair)
Dragon Plate (Dragon Knight Armor & Weapons)  The in-game Commander's Helm goes great with this armor set. (PC Warrior)
Shadow Warden's Armor (Leliana)
Viking Set Shop (Viking & Valkyrie Armor (Valkyrie for Sten, making him even more impressive looking and provides a soft blue hue to his face)
Grey Warden Castle (Your Own Castle)
Beyond Ferelden Base Chest (2 separate dagger mods, Wardens Luck and Talon of Fenris, are found in this chest after installing them) (Leliana's daggers)
Bodahn Tweaks
Scarab Monkey Storage (armor & weapon racks in camp)
Less Barking Dog
Pineappletree's Vibrant Colors (outstanding for Char creation!)
Larger Conversation Text
Expanded Inventory
(125 items without buying backpacks)
Belts and Amulets for Warrior/Archer
Detailed Tooltips
Jake's Phat Loots
Madd Gift Guide
Rings of the Ancients
Ring of the Maker
Arcane Warrior Armor (Morrigan)
Battlemage (3 robes/helm colors) (Use Helm for Morrigan)
Icon of Awars (awesome staff)
Open Lock Spells (for mages)
Stamina Potion Recipe
Rasana's Armory (found in The Pearl, Denerim)
Innodil's Pocket Plane (magic stone for alternate plane storage, enchantment, specializations)
Advanced Tactics
Better Archery
All Aquiver

Forced Deathblows (Lieutenants & above which shows more beheadings etc)
Baelschorne Bow
Hyperion, The Titanic Force (longsword for Sten)
Some New Items (includes Dragon Killer longsword -- wicked looking with a dragon etched into the blade)
Dialog Tweaks
Citadel of the Cymperion (sp?) (provides armor runes)
Personal Avoidance Remover (minimizes irritating party member auras)
Kite Shield with Eagle (awesome)

For all the modders sacrificing their time and efforts, Thank You!  By using the DAO Toolset, and encouraged by Bioware, you are providing some superb replayability options.  For me, the game is more fun with new, refreshing ideas to use.