Damn those locked chests!!!!
#26
Posté 27 décembre 2009 - 01:38
http://www.dragonage...file.php?id=301
#27
Posté 27 décembre 2009 - 02:00
#28
Posté 27 décembre 2009 - 02:02
#29
Posté 27 décembre 2009 - 08:12
Now I can play any class and don't have to take rogue with me if I don't want, thanks to the mod my mage or warrior can deal with the locks too. Not a very "finessy" handling but who cares, not my chests or doors anyway.
#30
Posté 27 décembre 2009 - 08:23
I personally wont be modding my game just to bash open chests.An unnecessary mod IMO.
#31
Posté 27 décembre 2009 - 08:42
Then you can open locks like rogues, and suffer the same decision of using a point in that talent or not.
#32
Posté 28 décembre 2009 - 02:27
DraconisCombine wrote...
Trust me so far there is nothing in chests ive encountered that are game breaking that you absolutely need.
Actually there is one locked chest in the Tower that has some nice items for a mage. A magic belt and a magic set of gloves as I recall. Very useful and fortunately the lock level was low. It would be very bad game design to have a game breaking item in a locked chest that the party may not be able to open but some really nice loot is well within proper game design. Fortunately most loot in chests are minor. This is not a monty haul game but there are one or two exceptions in the game.
Harold
#33
Posté 28 décembre 2009 - 02:47
#34
Posté 28 décembre 2009 - 08:31
NDAv wrote...
My rogue has 35 cunning and 2 levels in Deft Hands. I encountered a high level locked chest so I added one more point in Deft Hands just to see what was inside this chest. All I found was 14 silver. So yeah, don't waste too many talent points. Maybe two points at most, and rely on high cunning.
14 silver is a lot of money in this game. This is no monty haul game. Every penny counts here unlike the typical CRPG where you literally have tons and tons of money by the end of the game and nothing to spend it on. Even on a second play through where I knew what I could sell off, I never ever accumulated enough money to buy many of the really nice items some merchants had. OTOH in other games, I had more than enough money to buy everything worth buying.
In the first D&D CRPG game, money actually had weight and you had a weight management problem. In the latest D&D CRPG money is totally weightless. In DOA money has no weight but the amounts you can accumulate are realistically within the carrying capacity of a group of people. So while those locked chest loot amounts are small, every one of those pennies are needed because all loot amounts are small. Accumulating even modest amounts of money in this game is hard.
Harold
#35
Posté 28 décembre 2009 - 08:52
Assuming you have a PC, there's a way to sort of 'hack' rogue skills onto your warrior character. Starting a new game as a warrior, open the console and enter 'runscript addtalent 4020'. Hit enter 1 or 2 times until you can move around again, and look at your character sheet. You should see the Rogue icon below the warrior one, as though it were a specialization. Now open the console again and enter 'runscript addtalent 21', and hit enter a few times again. Now go to your talents page and you should notice the entire rogue tree is unlocked, with the talent 'Combat Movement' ready to go. You'll also have sneak attacks and be able to detect traps.
I do not know if this will work for everyone, however, but it tends to work for me. Bear in mind I've only done this as a human noble; I could not get it to work on a mage at all, or rogue for obvious reasons.
#36
Posté 28 décembre 2009 - 09:00
#37
Posté 28 décembre 2009 - 09:10
haroldhardluck wrote...
14 silver is a lot of money in this game. This is no monty haul game. Every penny counts here unlike the typical CRPG where you literally have tons and tons of money by the end of the game and nothing to spend it on. Even on a second play through where I knew what I could sell off, I never ever accumulated enough money to buy many of the really nice items some merchants had. OTOH in other games, I had more than enough money to buy everything worth buying.
Harold
Bioware seems to have become stingy with money rewards since the NWN OC, when people complained that they could end the game with 1 million+ GP in the bank. I personally am finding it a little *too* stingy for DA:O, however there is a mod that will make the merchants buy your loot for 75% of its stated value rather than the parsimonious 25% they are set to by default. Personally, I am a little disappointed that the buyback ratio for most (all?) merchants in the game was fixed at a ridiculously low amount, I would have liked to have seen that vary from merchant to merchant, so it would almost become a "mini quest" to find the best merchant to sell your loot to
The mod to make the merchants pay you more BTW is here: http://social.bioware.com/project/605/
Modifié par irinotecan, 28 décembre 2009 - 09:11 .
#38
Posté 28 décembre 2009 - 09:45
Nick the Weregoat wrote...
If you want into locked chests bring a rogue, or alter the game.
I thought somebody would say something like "I have a giant axe, why not use that?" Well, if you use your giant axe to smash treasure chests and locks, you are going to have the problem of your blade being dull and possibly broken by the time you need it on a monster.
As most soldiers will tell you, we hate putting rounds through our rifle without cause (firing blanks pisses me off), because then you have to clean them. I'd imagine the same holds true for swords. While I don't have an s-word myself, I certainly wouldn't smash chests with them, as I might need my sword to protect me from other swords and kill my enemies.
Rant has gone on long enough.
What is wrong with using your foot like in "Kicking?"
#39
Posté 28 décembre 2009 - 10:01
#40
Posté 28 décembre 2009 - 10:08
montana_boy wrote...
What is wrong with using your foot like in "Kicking?"
Alistair kicks locked chest: "Ouch! Oh! Oh! That hurts!"
Morrigan: "Try bashing it with your head. You are more likely to be successful."
Harold
#41
Posté 28 décembre 2009 - 10:25
traps that can do enough damage to give you injuries, so if you wanted to open them by force you had to spend money stocking up on injury kits. minor damage wouldnt be enough, it would need a real penalty assosciated with it that wouldnt be fixed by just standing there for a few seconds.
then tack on something like if you bash it open it alerts all enemies and guards in the area who then come running to attack the intruders/thieves.
that way having a rogue would be beneficial, but there would be alternatives if you were willing to deal with the annoyance of it all.
the mod thats available takes care of it for the most part, but there really isnt much penalty to using it unless you set it to damage the items which is rather unrealistic in most cases. i mean any semi-intelligent person would be able to open most doors and chests without causing any damage to the contents if they were inclined to, unless it was some safe like chest that was made out of inch thick steel.





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