Aller au contenu

Photo

Questions on mods and mages in DAO


  • Veuillez vous connecter pour répondre
7 réponses à ce sujet

#1
Deadly dwarf

Deadly dwarf
  • Members
  • 520 messages

First, what are mods, where do I find them, and instructions for use?  If it makes any difference, I have "DAO:  Ultimate Edition" for PC.

 

Second, my understanding of mages in DAO is that you have most mages locked up in Mage Towers and the rest are apostates.  The only mages who could walk freely would be those who are Wardens.  So, how can the "Wonders of Thedas" shop operate in Denerim?  If the answer is "apostates," then wouldn't the Chantry post Templars around the shop or close it down altogether?  And who are obvious mages you see outside the shop?  Or the mages you see at "Mage Collective" points?  If they're all apostates, you would think they'd have the sense not to wear mage gowns that make them easy to identify.



#2
Taki17

Taki17
  • Members
  • 718 messages

Your best place to find mods and any related information is The DA Nexus

 

Wonders of Thedas is owned by the Circle, but the shopkeeper is a tranquil, who no longer posesses magical talents, therefore is not considered a mage. Technically, the tranquil are not forced to live with the mages, but since they don't have emotions they'd be too different for people and they wouldn't be accepted in society, therefore they remain in the Circles and work there. The Circle is allowed to make profit (there is even a faction in mage politics, who is dedicated to make profit from enchanting and magical services).

 

The mages who you see outside Circles were probably given leave from the tower by the templars and the first enchanter (the only people to have the power to do so) to pursue other studies/research/expeditions etc. These are mostly senior mages ofc, no students or freshly hallowed mages out there.

 

The Collective mages are technically apostates, as they operate independently of the Circle, but they say they just want to get rid of the templar supervision and will still enforce the chantry laws about magic among themselves. The liasions you see at the posts are not mages (they say so themselves), I imagine it'd be too dangerous for any of the Collective mages to do it.


  • Deadly dwarf aime ceci

#3
Deadly dwarf

Deadly dwarf
  • Members
  • 520 messages

Thanks!  I was wondering if there were any official explanations which I might have missed while playing the game.  Apparently not.  Sometimes you just have to "read between the lines" as in the real world.



#4
Taki17

Taki17
  • Members
  • 718 messages

Pro tip: read the codex



#5
Basher of Glory

Basher of Glory
  • Members
  • 1 026 messages

First, what are mods, where do I find them, and instructions for use?  If it makes any difference, I have "DAO:  Ultimate Edition" for PC.

Hmm... do I understand correctly:

 

You ask "What is a mod?", right?

 

Assumed, you really don't know what a mod is, I try to explain. Please don't be upset, if I understood in the wrong way.

 

 

"Mod" is short for "modification". From this it follows that a mod will change your game in a certain way. Many mods do nothing but a cosmetic

change, like hair, eyes, clothing etc.

 

But then there are mods which alter the game immensely. It's like playing a totally new game - just with the same background story.

 

If you want to see this difference check Nexus' category "races and classes" as one example.



#6
Deadly dwarf

Deadly dwarf
  • Members
  • 520 messages

Regarding the codex, I'll freely admit to not reading every one.  Too easy to ignore when caught up in gameplay.

 

As to my mod question, I pretty much knew what they were based on various threads on this board, but I had no experience with them.  When I did PC games a way back when, there were patches out there to make games run as intended, but no mods to customize games.  (Actually, there probably were; I just didn't dig deep enough for them.  I can remember mention of gamers inserting "Barney" or "Beavis and Butthead" in various first person shooter games."  In recent years, I've been gaming mostly on consoles.  I assume no mods for those.  (But then again, I could be wrong.) 



#7
Basher of Glory

Basher of Glory
  • Members
  • 1 026 messages

Regarding the codex, I'll freely admit to not reading every one.  Too easy to ignore when caught up in gameplay.

 

As to my mod question, I pretty much knew what they were based on various threads on this board, but I had no experience with them.  When I did PC games a way back when, there were patches out there to make games run as intended, but no mods to customize games.  (Actually, there probably were; I just didn't dig deep enough for them.  I can remember mention of gamers inserting "Barney" or "Beavis and Butthead" in various first person shooter games."  In recent years, I've been gaming mostly on consoles.  I assume no mods for those.  (But then again, I could be wrong.) 

In another thread console gamers wrote, that a console could technically run mods, but the manufacturers like Sony literally locked that for reasons I didn't understand.

 

My first mods I used with Jagged Alliance 2, but to install them was a royal PITA. Nevertheless, they made the replayability even more worthwhile.

When NWN 1 and TES 3 came out - about 2001 - both had that "override folder" which made it really easy to apply mods.

 

When you're done with DA:O I recommend the good old NWN 2. There are really truckloads of good mods, including remakes of IWD and BG.


  • Jeffonl1 aime ceci

#8
Dai Grepher

Dai Grepher
  • Members
  • 4 674 messages

I think the Mage's Collective is actually comprised mostly of non-mages who advocate for mage freedom. The ones you meet at the checkpoints are not mages. You can ask the one at Lake Calanhad about it. And by "ask" I mean threaten to report him to templars.