thanks jwvanderbeck the instructions really helped me out, and im just asking but are there any mods that can raise the level cap from 25 to anything higher?
No Follower Auto Level
Started by
Site Bot
, Nov 16 2009 12:47 AM
81 replies to this topic
#31
Posted 22 November 2009 - 01:30 PM
#32
Posted 25 November 2009 - 07:15 AM
I like this mod so far and it really lets me customize my party some more since I haven't played really far in the game so far.
But I ran into one possible bug (although a minor thing). To test the mod, I opened a save I had right before Alistair joined me before coming a Grey Warden. The number of attribute points and talent points at level up were correct (as what would have been added if you didn't have the mod), but he did have an extra skill point for some reason. Normally, if he comes into your party at level 4, Alistair has 3 points in Combat Training and that's it. However, with the mod, you're asked to allocate 4 skill points. I don't know why its adding the extra skill point, but it is. Not a big deal, but it is worth mentioning.
But I ran into one possible bug (although a minor thing). To test the mod, I opened a save I had right before Alistair joined me before coming a Grey Warden. The number of attribute points and talent points at level up were correct (as what would have been added if you didn't have the mod), but he did have an extra skill point for some reason. Normally, if he comes into your party at level 4, Alistair has 3 points in Combat Training and that's it. However, with the mod, you're asked to allocate 4 skill points. I don't know why its adding the extra skill point, but it is. Not a big deal, but it is worth mentioning.
#33
Posted 25 November 2009 - 02:57 PM
Can you be so kind to add non-dazip version? By unknown reason since short time ago i'm not able to run daundater.exe
#34
Posted 30 November 2009 - 01:56 PM
I enabled the 'chose from any unlocked' setting and it does what it says, however I have encountered a couple of bugs with this setting.
The Not Sure Bug:
If I recruit an NPC late in the game and they are automatically higher than 14th level, they receive only one specialisation point instead of two. Not sure if this is default behaviour or a result of this mod as I've never recruited anyone that late in the game before using this mod.
SEEMS a Bug:
While DOG is given a specialisation point, he doesn't get any classes to spend it on, this is fine. The Bug relates to SHALE. I gave her the templar specialisation and while I can progress in it, I can't get her to fire the direct use abilities.
If I script them to fire via tactics it causes her to stall, she seems to try and try and try to use the ability but it never 'goes off' and because its still available for use the tactic will try to fire every time the list is checked.
The Not Sure Bug:
If I recruit an NPC late in the game and they are automatically higher than 14th level, they receive only one specialisation point instead of two. Not sure if this is default behaviour or a result of this mod as I've never recruited anyone that late in the game before using this mod.
SEEMS a Bug:
While DOG is given a specialisation point, he doesn't get any classes to spend it on, this is fine. The Bug relates to SHALE. I gave her the templar specialisation and while I can progress in it, I can't get her to fire the direct use abilities.
If I script them to fire via tactics it causes her to stall, she seems to try and try and try to use the ability but it never 'goes off' and because its still available for use the tactic will try to fire every time the list is checked.
#35
Posted 01 December 2009 - 01:20 AM
I haven't played a character above 14 to verify, but according to the code comments in the base Bioware scripts, it appears as though followers were only supposed to ever have ONE specialization, regardless of level.
As for DOG and SHALE, honestly they use custom classes internally, so they could very well be causing issues. I might look into a way to just have them do their normal autolevel, or -- I don't know yet.. Something.. to protect them.
As for DOG and SHALE, honestly they use custom classes internally, so they could very well be causing issues. I might look into a way to just have them do their normal autolevel, or -- I don't know yet.. Something.. to protect them.
#36
Posted 01 December 2009 - 02:11 AM
Excellent. Thank you for this mod. I just finished my first playthrough and am looking forward to being able to custom build my teammates, so that I am not overburdened with so many unused skills.
#37
Posted 01 December 2009 - 05:05 AM
jwvanderbeck wrote:
I haven't played a character above 14 to verify, but according to the code comments in the base Bioware scripts, it appears as though followers were only supposed to ever have ONE specialization, regardless of level.
I was just commenting on my experience with your mod. I met Oghren well after level 14, and he only came with one specialisation point to spend.
When meeting Alistair by comparison (at level 3 or 4), he has one point to spend, then when he reached level 14 the game awarded him a second to spend.
When I tried to use specialisations with Shale, she tried and failed to perform the templar ability clense area, over and over. In the default game she never gets specialisation points. Just like Dog doesn't.
I can just set the configuration back to "0" to let the game handle specialisations completely, and use the mod to handle abilities, skills and talents. That still makes this mod a gigantic improvement to gameplay.
Edited by Porkdish, 01 December 2009 - 05:06 AM.
#38
Posted 02 December 2009 - 11:30 AM
Great mod overall but it doesn't seem to distinguish between NPCs that do or don't start with a specialization and it has issues if you meet an NPC before level 7 or after level 14.
#39
Posted 02 December 2009 - 12:40 PM
Great mod overall but it doesn't seem to distinguish between NPCs that do or don't start with a specialization and it has issues if you meet an NPC before level 7 or after level 14.
well as said above - it seems the current way that followers get a 2nd specialization point at level 14 is a bug - as it says in teh comments of teh core-code that they should only ever get 1...
as for none-standard Classes like Dog and Shale - well those should be excluded from that option - you'll just have to wait for a fix from john
#40
Posted 05 December 2009 - 04:24 PM
I really enjoy this mod and I've used it before on one playthrough attempt.
Now I seem to have run into a bug of some sort though and I do not wish to restart or give up using this mod.
My followers in the Origin story worked fine with no auto leveling on their part. Alistair, however, as well as Daveth and Jory cannot be leveled up. The level-up icon appears next to their portrait, but when I click on it or the Level-Up tab in their character sheet nothing happens.
I have not changed anything in my game since the last attempted playthrough and I cannot imagine what has gone wrong. Is there anyway to fix remedy this?
Now I seem to have run into a bug of some sort though and I do not wish to restart or give up using this mod.
My followers in the Origin story worked fine with no auto leveling on their part. Alistair, however, as well as Daveth and Jory cannot be leveled up. The level-up icon appears next to their portrait, but when I click on it or the Level-Up tab in their character sheet nothing happens.
I have not changed anything in my game since the last attempted playthrough and I cannot imagine what has gone wrong. Is there anyway to fix remedy this?



Sign In
Create Account
Back to top








