does this mutator work with the Steam version of the game?
Dragon Age Mutator 014
Started by
Site Bot
, Nov 25 2009 07:59 AM
267 replies to this topic
#11
Posted 26 November 2009 - 11:49 PM
#12
Posted 27 November 2009 - 07:15 AM
* great mod. well made and very useful.
* re:Display Reward/Received Items: can you remove it for when looting a corpse or other object and just for the occasions specified? it's far too intrusive for something that happens so often.
* for future consideration: in the area_core script, if you comment out the RemoveAllSummons line, ranger companions won't be auto-killed by area transitions.
thanks.
* re:Display Reward/Received Items: can you remove it for when looting a corpse or other object and just for the occasions specified? it's far too intrusive for something that happens so often.
* for future consideration: in the area_core script, if you comment out the RemoveAllSummons line, ranger companions won't be auto-killed by area transitions.
thanks.
#13
Posted 27 November 2009 - 11:09 AM
@IgnusDei
Yes it does.
@phordicus
You're right, I'll try to remove the messages for normal looting. The transition thing sounds like a good idea. However, the question remains on why they have added this line in the first place and I think it might be because the pets might be able to break the game in some occasions so I need to carefully look at it.
Yes it does.
@phordicus
You're right, I'll try to remove the messages for normal looting. The transition thing sounds like a good idea. However, the question remains on why they have added this line in the first place and I think it might be because the pets might be able to break the game in some occasions so I need to carefully look at it.
#14
Posted 27 November 2009 - 09:06 PM
Works Great, with only one problem, the Character Specs unlocker (on next level) doesn't seem to work, unless im doing something wrong
#15
Posted 27 November 2009 - 10:12 PM
groovy.
re: summons persistence. check this thread. i got "my" solution from a dev, thus why i thought it was implemented for story or cutscene reasons rather than mechanics. cool if not, i just hate toolsetting things others more qualified could do better.
http://social.biowar...71/index/297601
re: summons persistence. check this thread. i got "my" solution from a dev, thus why i thought it was implemented for story or cutscene reasons rather than mechanics. cool if not, i just hate toolsetting things others more qualified could do better.
http://social.biowar...71/index/297601
#16
Posted 27 November 2009 - 10:33 PM
OK, new version out with the persistent summonings included as well as a small gold mod.
#17
Posted 27 November 2009 - 10:55 PM
@Seth48
Do you use any other mods at the same time? I'm currently working on revising it because I have found a much, much better way of doing this. I've learned a lot during the last few days and think I could improve and extend some of the existing mods in the pack.
Do you use any other mods at the same time? I'm currently working on revising it because I have found a much, much better way of doing this. I've learned a lot during the last few days and think I could improve and extend some of the existing mods in the pack.
Edited by TheMutator, 27 November 2009 - 11:20 PM.
#18
Posted 28 November 2009 - 12:42 AM
So I installed the 007 version with the options (place in list) 1, 3, 5, 7, 9, 10, 12.
Before I installed it, I removed all other mods that did the same than one of the options.
The game crashed on me a lot. At the Landsmeet. I did that piece like the whole day. For various reasons, one being the frequent crashing. I removed the mutator and put the old tweaks back in and crashing is history. It could still be coincidence, though. And of course I have other mods as well. I still thought I should mention it.
Before I installed it, I removed all other mods that did the same than one of the options.
The game crashed on me a lot. At the Landsmeet. I did that piece like the whole day. For various reasons, one being the frequent crashing. I removed the mutator and put the old tweaks back in and crashing is history. It could still be coincidence, though. And of course I have other mods as well. I still thought I should mention it.
Edited by Wednesday17, 28 November 2009 - 12:42 AM.
#19
Posted 28 November 2009 - 01:55 AM
@TheMutator
Yeah, i had the reroll ring on, i'll make a game without it
Edit:
All other mods off, still no dice?
Yeah, i had the reroll ring on, i'll make a game without it
Edit:
All other mods off, still no dice?
Edited by Seth48, 28 November 2009 - 02:21 AM.
#20
Posted 28 November 2009 - 05:58 AM
The persistent summoning function is pretty awesome, something the game direly needed by default.
Unfortunately it's not without issue, there seems to be a problem with persistent summons and dialogs. The 'mini-cutscene' of sorts for dialogue interactions has an issue with displaying more than 4 characters, the fourth character will overlap others or be missing. This becomes more problematic if they're due to speak, as the game generally pans the camera to some unknown location and their dialogue doesn't play. It can be skipped with ESC, but it's slightly inconvenient.
If you get a chance to look deeper into that, that would be great
Unfortunately it's not without issue, there seems to be a problem with persistent summons and dialogs. The 'mini-cutscene' of sorts for dialogue interactions has an issue with displaying more than 4 characters, the fourth character will overlap others or be missing. This becomes more problematic if they're due to speak, as the game generally pans the camera to some unknown location and their dialogue doesn't play. It can be skipped with ESC, but it's slightly inconvenient.
If you get a chance to look deeper into that, that would be great



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