Okay, so while I do love this mod, the Helmet auto equip/un-equip part doesn't seem to be working for me. Or at least, it does until I move to a new area by going through any loading screen, or if a cut scene plays. If any of these events happen, my helmets Do Not re-equip, and this is quite a frequent occurrence. More of an annoyance than an actual problem, but still, it would be nice if this was fixed.
Though, out of curiosity, has anyone else experienced this?
Dragon Age Rules Fixpack
Started by
Site Bot
, Aug 19 2010 12:52 AM
649 replies to this topic
#631
Posted 27 April 2014 - 05:42 PM
#632
Posted 03 May 2014 - 09:24 PM
After playing the game with this mod installed a little more, I'm noticing a few more annoying features in the "tweaks" other than just the incredibly buggy helmet feature. For example, changing some spells from doing "physical" damage, to "nature" damage! I can see no reason for this change, as 1) one of the spells is a rock hitting you, and another is a body exploding, which are physical impacts, and 2) This makes these spells pretty much Useless, as almost everything is either resistant or even immune to nature damage!!
I'm really torn between keeping this mod and deleting it, because the bugfixes are brilliant, but some of those "tweaks" are just annoying, unnecessary, and even detrimental to gameplay!
Can the author really not make it so that at least Some of these "tweaks" are just in there as optional files? please??? Because other than these problems, it's the best bugfix mod that I've found...
I'm really torn between keeping this mod and deleting it, because the bugfixes are brilliant, but some of those "tweaks" are just annoying, unnecessary, and even detrimental to gameplay!
Can the author really not make it so that at least Some of these "tweaks" are just in there as optional files? please??? Because other than these problems, it's the best bugfix mod that I've found...
#633
Posted 12 May 2014 - 01:45 AM
Can we have a no-tweaks version? I really don't think putting that No-Helmet fix was particularly necessary, whereas everything else with the mod is so brilliant, I can hardly imagine a playthrough without it..
#634
Posted 14 May 2014 - 03:50 AM
It's modular, meaning that you can pick and choose which parts of it you implement in your own game. (That's why there are 56 folders in the archive instead of one
) And I agree; I think it's a crime that this has 14,571 unique downloads and only 234 endorsements. It's easily in the top five mods on this site.
Edit: Just to clarify, so what I'm saying is, if you don't want the No Helmets tweak in your game (and this is what I do myself), simply don't copy that folder to your override directory. The only one that is actually REQUIRED is the folder called Core Files. Everything else is pick-and-choose to your own preference.
Edit: Just to clarify, so what I'm saying is, if you don't want the No Helmets tweak in your game (and this is what I do myself), simply don't copy that folder to your override directory. The only one that is actually REQUIRED is the folder called Core Files. Everything else is pick-and-choose to your own preference.
Edited by thedosianexpat, 14 May 2014 - 03:52 AM.
#635
Posted 14 May 2014 - 03:59 AM
This is a bit confusing. The entire mod operates on an install-what-you-want-and-forget-the-rest basis. If you don't want a particular tweak (or fix), simply don't put its specific folder into your override directory.
As for the physical/nature damage deal, apparently gastank changed the damage type to nature to match the in-game description of the spell; however, another user pointed out that the Toolset suggests it should be physical. gastank acknowledged this, but I don't think he (she?) ever got around to changing it...personally, I leave that "fix" out of my game, because yeah, it sucks to have every enemy shrug off nature-based spells!
(Oh and just for the sake of being fair, the explosion caused by Walking Bomb WAS kept as physical; it was only the gradual damage-over-time effect that was nature.)
As for the physical/nature damage deal, apparently gastank changed the damage type to nature to match the in-game description of the spell; however, another user pointed out that the Toolset suggests it should be physical. gastank acknowledged this, but I don't think he (she?) ever got around to changing it...personally, I leave that "fix" out of my game, because yeah, it sucks to have every enemy shrug off nature-based spells!
(Oh and just for the sake of being fair, the explosion caused by Walking Bomb WAS kept as physical; it was only the gradual damage-over-time effect that was nature.)
#636
Posted 14 May 2014 - 04:00 AM
I love you gastank thankyouthankyouthankyou.
#637
Posted 14 May 2014 - 04:01 AM
*appreciation post for being well-informed and friendly <3 *
#638
Posted 21 May 2014 - 02:03 PM
Oh my, I've never noticed, Thank you ever so much!
#639
Posted 21 May 2014 - 09:02 PM
is it safe to use this along with combat tweaks?
#640
Posted 23 May 2014 - 07:49 AM
Hi Gastank
great set of fixes and tweaks!
thanks!
I played through awakening with no issues!
One glitch though (with 1.99.13) - installed "dumbly" via nexus modmanager
On "darkspawn chronicles", at the elven alienage, the barrels and the gates refuse to light on fire.
Without the mod active, it lights up fine, but with the mod activated (in its entirety), the barrels and gates do not catch on fire no matter how many bombs/fireballs are lobbed at them.
I have no idea which one of the fixes/tweaks did this (and I guess I'm too lazy to bisect across the set :-)
Thanks!!
great set of fixes and tweaks!
thanks!
I played through awakening with no issues!
One glitch though (with 1.99.13) - installed "dumbly" via nexus modmanager
On "darkspawn chronicles", at the elven alienage, the barrels and the gates refuse to light on fire.
Without the mod active, it lights up fine, but with the mod activated (in its entirety), the barrels and gates do not catch on fire no matter how many bombs/fireballs are lobbed at them.
I have no idea which one of the fixes/tweaks did this (and I guess I'm too lazy to bisect across the set :-)
Thanks!!



Sign In
Create Account
Back to top






