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Multi-Classing DA2


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#21
MightyAshur

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Ray,

Yeah not sure as to why you have 0 CD on these saves, I only have the override "No Restrictions" so I wouldn't think that it'd edit my base Savegame.das, but I'll look into it.

On the other hand I've only played a couple variations of class skills so I'll have to try out the rest.

There are currently two major CD mods I'm aware of on DA Nexus: 1 Second CDs, and the other 30-50%.

I have neither as I believe it conflicted with another file in my override. This savegame.das was also started and saved post-deletion of the 30-50% CD reduction mod so I'm sure there are no lingering effects within my Hawke save.

Edited by MightyAshur, 17 March 2011 - 12:59 PM.


#22
RaySiilu

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Its not a problem of your saves, but with adding spell trees to warriors and rogues in general.

With a bit more testing, i can confirm that only spells which use a projectile to deliver the spell at enemies, have 0 cooldown. All non porjectile spells and buffs have their default working cooldowns and are affected with the 2 diff cooldown mods.

Also when equipping a staff, the cooldowns are back to normal, 0 cooldown only if using non staff weapons.

The game just misses non staff spell cast animations, thats all^^



#23
greysaber

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Appreciate your time, effort and work here. Still there is an ever so slight (if highly annoying) wrinkle here.

If you want to be able to detect/remove traps and open locks you need to have the core rogue unlocked (200000) but if you do that while using wizard as base class it messes up at least one flag and does not allow you to get the key to the old Amell mansion from Carver and/or do his quest.

Bethany works okay if you start as say rogue as base class and add/replace skills for mage (did this with gff editor).

Odd though. Even though if you are wearing robes (I had my rogue in robes don't ask =) ) and using a staff (using the no item restriction mod) and casting spells none seem to ever notice you are a magi type.

Still I do applaud the intent and effort here.



#24
MightyAshur

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greysaber,

Well thank you for commenting first off..

As for the issues with Multi-Class and "detecting/removing traps" or "lockpicking" issues this is an interesting find indeed.

Perhaps it will come to the point where it is recommended that Rogue will be the safest "base class."

Then from that you can apply as much customization as you want.

I will have to update my Preset Classes as well as my guide now thank you again for your comment.

P.S. - As for the Rogue wearing robes and casting magic, that is a particularly scripted instance as the game of course reacts to your "base class" and not your set of skills/attire.

#25
MightyAshur

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Ray,

Thanks for clarifying...

I hope perhaps that if I were to edit the "type of weapon" then perhaps Melee Weapons or Bows will cause spells to use the correct CDs.

I shall test this, not sure where these kinds of files are, but hopefully "item type" is an editable Value in the DA2 Editor.

But then again...if I were to subject 2-Handed weapons for example and re-Value it to being a "Staff" for example I would then have to edit Warrior's 2-Handed tree to allow useage of Staves with abilities such as Scythe.

Not sure though as this is obviously a WIP, whether that will conflict with animations and such...

#26
MightyAshur

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Recently updated the Guide to include proper Values concerning the Rogue Class.

Next project:
Implementing Hybrid Weapons (e.g. Magic/Strength Sword, "Magic Bow")

In order to allow for more improvised stats in regards to Multi-Classing.

Edited by MightyAshur, 17 March 2011 - 04:03 PM.


#27
JEbach

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hey, in your "guide" it has all the property numbers but where in the editor do you change your skill trees???

#28
MightyAshur

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JEbach,
All of that information is located within the blue margin text from Step 1 to Step 5 I believe lists all the material on how to locate it

[SAVEGAME_CHAR -> SAVEGAME_CHAR_CHAR -> SAVEGAME_CREATURE_STATS -> SAVEGAME_ABILITYLIST]

This is very critical and will help you find what you're looking for and will teach you how to change skill trees...

#29
MightyAshur

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Kallides,

I appreciate your enthusiasm towards this mod, I hope also that every else whom downloads the tutorial should find it really easy to use.

Good luck everyone, and thanks again Kallides!

I intend to keep integrating more material in my Pre-Generated Saves,and am currently working on Hybrid Based Weaponry and Armor for these classes.

Eventually I shall add this to the guide as well:
Custom Weapons and Armor

#30
tmeixne

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Just wondering, since these are hybrid, Did you work in a workaround for Stats that damage is based on? Or will we have to devote attributes to both Strength and Magic, or Dexterity and Magic? (as well as points for survivability like constitution, or willpower)




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