Dragon Age Overhaul 12a
#31
Posted 29 March 2010 - 06:36 PM
#32
Posted 31 March 2010 - 06:48 PM
I'd like to second/third/add a request for a compatibility patch for annoyance remover mod (one that removes the constant spell/skill effects making them flicker briefly on activation only).I'd be a great boon.
#33
Posted 02 April 2010 - 11:02 PM
Hi, _redruM_! Thank you for the update and making this mod in the first place
I'd like to second/third/add a request for a compatibility patch for annoyance remover mod (one that removes the constant spell/skill effects making them flicker briefly on activation only).I'd be a great boon.
Hi, thanks for your interest. I am currently in the process of a number of changes, as well as trying to contact Rekicker about compatibility. I'm hoping to have a new update with compatibility included in the next few days.
#34
Posted 05 April 2010 - 02:12 PM
The 'testbed' being The Fade:Lost in Dreams', which being a lengthy section where the PC goes solo, is as good a place as any to look for how this mod changes things.
I'm playing on 'nightmare' difficulty level and so far, ( loading up sections first without the mod installed, then playing that section again with it installed ) it seems to make for an easier task for a mage. Not drastcially but enough to sense a change ( For example, without the mod installed, Mabari hounds in the 'Burning Tower' section were more resistant to 'Winter's Grasp'. Mod installed and they froze up more often.) Was that the intention, that this mod makes life for mages a little easier ?
I've yet to test it out with the full party back in action.
Mind you, just as an aside this is my second playthrough of the game and strangely, it seems easier this time, despite the fact I am now playing at nightmare level, whereas my first playthrough was at the supposedly easier hard level. I am wondering if patch ver 1.03 has something to do with this though. ( the first playthough being with patch ver 1.02 )
#35
Posted 06 April 2010 - 12:23 AM
I am just in the process of giving this a test run so with that in mind would like to know what I should expect when playing as a mage.
The 'testbed' being The Fade:Lost in Dreams', which being a lengthy section where the PC goes solo, is as good a place as any to look for how this mod changes things.
I'm playing on 'nightmare' difficulty level and so far, ( loading up sections first without the mod installed, then playing that section again with it installed ) it seems to make for an easier task for a mage. Not drastcially but enough to sense a change ( For example, without the mod installed, Mabari hounds in the 'Burning Tower' section were more resistant to 'Winter's Grasp'. Mod installed and they froze up more often.) Was that the intention, that this mod makes life for mages a little easier ?
I've yet to test it out with the full party back in action.
Mind you, just as an aside this is my second playthrough of the game and strangely, it seems easier this time, despite the fact I am now playing at nightmare level, whereas my first playthrough was at the supposedly easier hard level. I am wondering if patch ver 1.03 has something to do with this though. ( the first playthough being with patch ver 1.02 )
Hey there. That is an interesting experience. Keep in mind that you will miss a lot of changes if you didn't already have the mod installed when you started a new game. Your experience is odd though, as I have not focused much on mage changes yet, aside from spellpower on staffs scaling more aggressively on higher tiers. I don't recall making any changes to Winter's Grasp, so it may be something to do with 1.03.
As for your query, like I said, I have not focused on mage changes just yet. The way things are now, I would expect life would probably get a little harder for mages toward end game compared to the original campaign. The changes I intend on making will mostly be centered around improving under-utilized spells, nerfing those deemed overpowered, and creating more differentiation between similar spells (ie: the different primal trees). I may also do some things with Herbalism.
Also, be aware that the next version will definitely require you to start a new game for a lot of the changes. Unless someone knows of a console command or something to re-do chargen and add everything back up to your progress?
Thanks for your interest.
#36
Posted 06 April 2010 - 09:45 AM
As I pointed out, it was a subtle effect, so perhaps just down to randomness. Rage Demons still went down with 5 hits of Winters Grasp, with or without the mod active. It just seemed that with the mod active, they did not resist the spells so often.
Perhaps tied in with tweaks to staff /spellpower you mention making ?
with or without your mod though, patch ver 1.03 does seem to make the game generally easier.
I wasn't aware that installing this mod into an already started game would mean missing out on some changes ! Exactly what am I likely to have missed out on then, being some 35 hours into the game already, I'm not that keen to backtrack and start again ! Not just yet anyway.
Given that, it would indeed be handy if someone could figure out a way to write the changes into an existing game playthrough. Interesting looking mods that require a new game to start are less appealing when one is well into a current game after all.
Just reading through the comments I would agree with the comments re shields, big shields give better brute defense ( still positive ) but hamper movement and dodge. ( Especially against flanking attacks, it takes more time to swing a large shield round to counter such attacks ) Has that been adopted now ?
Sharp vs blunt. I suppose larger blunt weapons would be less likely to deliver critical hits, along your lines of thought. Larger blunts have more mass though so are more likely to knock down or stun an opponent . I have no idea how much of this might already be factored into the origian lgame though...
Hmmm...
#37
Posted 07 April 2010 - 03:30 AM
Thanks for the reply.
As I pointed out, it was a subtle effect, so perhaps just down to randomness. Rage Demons still went down with 5 hits of Winters Grasp, with or without the mod active. It just seemed that with the mod active, they did not resist the spells so often.
Perhaps tied in with tweaks to staff /spellpower you mention making ?
That is possible, yes. I had thought you were near the beginning of a new game, but if you're 35 hours in you've likely encountered some of the higher tier staffs by now.
I wasn't aware that installing this mod into an already started game would mean missing out on some changes ! Exactly what am I likely to have missed out on then, being some 35 hours into the game already, I'm not that keen to backtrack and start again ! Not just yet anyway.
Given that, it would indeed be handy if someone could figure out a way to write the changes into an existing game playthrough. Interesting looking mods that require a new game to start are less appealing when one is well into a current game after all.
The main things you would be missing out on would be the way the characters scale. I am also in the process of expanding this a lot more, so every race/class combination you pick will be uniquely different. I'd like to figure out a script to add all the changes to an existing game, but until then the changes won't appear unless you start a new game.
Just reading through the comments I would agree with the comments re shields, big shields give better brute defense ( still positive ) but hamper movement and dodge. ( Especially against flanking attacks, it takes more time to swing a large shield round to counter such attacks ) Has that been adopted now ?
These changes are in, yes. Unfortunately, the game uses defense (the ability to block or parry) interchangeably with dodge. Thus I have made it so larger, heavier shields provide more armor but less defense than smaller, lighter shields.
Sharp vs blunt. I suppose larger blunt weapons would be less likely to deliver critical hits, along your lines of thought. Larger blunts have more mass though so are more likely to knock down or stun an opponent . I have no idea how much of this might already be factored into the origian lgame though...
Some of it was factored into the original game, and I have expanded on more. I am fairly happy with the way the two handed blunts are set up now, though I may consider making them more damaging than greatswords to even out the stats more. Thing is, which would be more painful; having half your internal organs crushed by a blunt weapon, or having them spill out onto the ground through the gash left by a greatsword? Personally, I think either scenario would suck pretty bad.
#38
Posted 07 April 2010 - 04:33 PM
"
Some of it was factored into the original game, and I have expanded on more. I am fairly happy with the way the two handed blunts are set up now, though I may consider making them more damaging than greatswords to even out the stats more. Thing is, which would be more painful; having half your internal organs crushed by a blunt weapon, or having them spill out onto the ground through the gash left by a greatsword? Personally, I think either scenario would suck pretty bad.
"
True indeed ! I think the real difference comes with energy transferred into the target ( large mauls = massive energy input ) versus armour the target is wearing. Bladed weapons are less effective against armour, they need to find weak points to cut and penetrate. Blunts in the main dispense with that need and just transfer the energy of impact straight through the armor wherever they hit.
Often cracking open the armor in the process.
High quality armour might disperse such impact energy more evenly across the whole suit of course.
So in that respect, its better to be hit by a blade when wearing armor, than a hefty large lump of solid material.
What the wargamer in me would like to see though is some form of morale check for enemies. Such that the more intelligent ones might rout when they realise the battle is going against them. I can accept dimwitted Darkspawn fighting till the last 'man' but some of the human foes etc still slugging it out when 90% of their comrades have fallen is a bit daft really.
I don't know if anyone has come up with that kind of mod yet.
#39
Posted 07 April 2010 - 08:36 PM
True indeed ! I think the real difference comes with energy transferred into the target ( large mauls = massive energy input ) versus armour the target is wearing. Bladed weapons are less effective against armour, they need to find weak points to cut and penetrate. Blunts in the main dispense with that need and just transfer the energy of impact straight through the armor wherever they hit.
Yeah, I've already set mauls to have the highest armor penetration, followed by battleaxes (little more impact than a greatsword, I reckon).
What the wargamer in me would like to see though is some form of morale check for enemies. Such that the more intelligent ones might rout when they realise the battle is going against them. I can accept dimwitted Darkspawn fighting till the last 'man' but some of the human foes etc still slugging it out when 90% of their comrades have fallen is a bit daft really.
I don't know if anyone has come up with that kind of mod yet.
Not that I'm aware of. AI is a tricky thing, but I might start looking at it once I've got some things done to my satisfaction (if I should feel so bold).
#40
Posted 15 May 2010 - 07:41 PM



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