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Dragon Age Rules Fixpack


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#621
nightscrawl

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This is a great mod, and I thank you for all of the work. However I do have a suggestion.

I disagree with part of the change in Nature Damage Spells per Description. Although the description for Walking Bomb does say that it "inflicts continual nature damage," I suggest that it is the description that is wrong, and not the actual spell damage type. Walking Bomb is in the spirit school and so it should be inflicting spirit damage, just like the other DoT in that school, Crushing Prison.

Edited by nightscrawl, 24 December 2013 - 11:56 AM.


#622
gastank

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In response to post #10797893.

You are right, as evidenced by DA2, where walking bomb does spirit damage and stonefist does physical damage. This component will be removed whenever I get the time to get back to working on this again.

#623
vafan13

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Feel moderately dumb asking this but should I be copying the contents of the folders into override or the folders themselves?

#624
MoonAxle

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In response to post #10933782.

It doesn't matter as everything present in override is used, but copying the folders themselves makes keeping track of what you are using and un-installation MUCH easier. :)

#625
Bhut

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Its impossible to complete 'Raze the Alienage' quest from The Darkspawn Chronicles DLC with this Fixpack. All oil barrels are invincible for fire. Ogre can't break the opening gate as well. One can temporarily remove Core Files - REQUIRED folder, complete quest and put this folder back. It seems to be only way to fix the problem with Fixpack )

#626
mymee

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Hey guys, I'm getting a helmet not re-equipping itself during combat issue. Out of combat if I equip a helmet it's immediately unequipped. They do re-equip in combat but only -sometimes-. Other times they just never get re-equipped... I have a feeling it's conflicting with something in maybe IA or DAR but honestly I have no clue. I do NOT have the no helmet mod installed.

BUT OTHERWISE EVERYTHING ELSE WORKS. All caps for anyone wondering as only bugs get displayed here, so just wanted you guys to know this mod is definitely worth the download :)

#627
mymee

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In response to post #11929715.

For anyone having the same problem it seems to be the No Helmet Tweak in the Rules Fixpack 1.99

The tweak itself works great in that your last equipped helmet is removed outside of combat and equipped during combat. This works perfectly. However because (it seems) the tweak remembers your entire equipped configuration, if you were to swap weapons the helmet no longer re-equips... This only gets burdensome for someone who's constantly switching weapons (perhaps between melee and ranged while baiting in nightmare).

Anyway if you'd like a solution, simply remove the corresponding .dazip from the override folder and you're set. I really like this mod though! Just a bit much hassle on nightmare is all. If anyone has a better workaround please do tell! Hope this helps someone.

Edited by mymee, 14 February 2014 - 11:45 AM.


#628
Writhes

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* Fix - No Crushing Prison Friendly Target
Fixes Crushing Prison so you can no longer target friendlies with it.

To be honest here this is a bad fix and should have probably been labeled as "Tweak"

I'm fairly sure this was an intended mechanic to allow players to set off a Shockwave when using crushing prison on party members with force field. This is a good tactic for peeling mobs off vulnerable party members. You might think that "well a 75% threat reduction is a good way to peel mobs too" but your party member is basically forced to wait out the force field. Ultimately, I'm just glad that this is optional.

Other than this small hitch most of these fixes seem very well thought out and are very healthy fixes to the game.

Edited by Writhes, 21 February 2014 - 02:50 PM.


#629
MoonAxle

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@Writhes: According to gastank, the code in the in-game files state that Crushing Prison is a hostile target only spell. This means that the common practice of casting it on an ally for a Shockwave combo is actually an exploit, not a "legitimate" tactic. To produce the combo It was intended that Force Field be cast on a party member that had Crushing Prison cast on him by an enemy mage.

 

It is a curiosity that some vanilla game installations allow you to target allies with this spell and some don't with no obvious difference between them. So, for example, Advanced Tactics claims to fix Crushing Prison by allowing you to target friendlies with it! :pinch:

 

Personally, I believe gastank's interpretation is the correct one, but as you pointed out all of gastank's fixes are optional so you can choose whatever feels right to you. Enjoy! :smile:



#630
baermoon

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WARNING!

The (Fix - Weakens Nearby Darkspawns) from (Dragon Age Rules Fixpack v1_99_13 BETA) caused the spell & combat lag bug in my game.
Just a heads up for those suffering the same problem.

Edited by baermoon, 11 April 2014 - 04:01 PM.





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