Jump to content

Sjerrie

Members
  • Posts

    22
  • Joined

  • Last visited

Everything posted by Sjerrie

  1. It's been a while. Is there anything like this by now? I postponed this playthrough but the itch is becoming very real again. I did in the meantime find a mod that would allow any class to do the environmental class-specific things like raising a bridge, but my initial hope remains: a mage Cole, and maybe even a rogue Iron Bull.
  2. The Collector weapons are exclusive to multiplayer in the base game. Huh, you're right, my bad.
  3. AFAIK, all the weapons from multiplayer are unlockable in singleplayer too without any mods. EGM adds 4 all-new weapons, but iirc also lets you immediately claim the weapons you had already unlocked in ME2 if you import.
  4. Hi all, I was wondering if anyone knew some of the flags Gibbed could alter EGM with. I'm interested in save file manipulation in general, but my specific situation is as follows: Some of EGM's achievement requirements are a bit tricky imo. For instance, 2 of them (Gas Guzzler and Three-Headed Dog) require the collection of specific vehicles. I happen to have missed one: the Cerberus Shuttle, which I learned you can only get immediately after , and if you miss it, it's gone. I might have confused the moment with meeting up with Miranda again, since that is also a requirement for Three-Headed Dog. So, I know Gibbed is able to unlock weapons, squadmates, etc., so I figured it might be able to unlock the Cerberus Shuttle as well (although manually because EGM's strings obv aren't included Gibbed). If that isn't possible, simply unlocking the achievement would work for me too, whether that be through Gibbed or the console. Anyone know what to do? :D
  5. Where exactly you enter the system is in fact predictable. If you enter Sol while Normandy is pointing straight left, you'll enter the system from the right side. If you play with the angle a bit before entering a system you might end up right on top of the Mass Relay, hopefully providing the time for a quick escape.
  6. I wasn't trying to say that it shouldn't be made. I was saying that the mod you're already using should already be doing exactly what it is you want, according to its description. But it somehow isn't?
  7. Historically, besides singers, bards are also storytellers, poets, composers, historians, genealogists... and in Thedas obviously also spies and assassins. Not that I wouldn't also love to see/hear more music, just pointing out that the term "bard" is very broad, even more so in the world of Dragon Age. :wink: Edit: and I only now realize this is a topic from almost 3 years ago... :laugh:
  8. Normally it's event- and conversation based: https://dragonage.fandom.com/wiki/Divine_election
  9. I never had any trouble personally, when following the wiki's instructions. If that mod is as clear-cut as advertised though it's very strange that even with that it doesn't work, considering..: ...it's literally what the mod should do...
  10. Leliana being hardened or not is quite possibly a simple flag in the save file, in that case a save editor would suit your purposes I believe. I wish I could recommend one but atm I don't have access to my DAI...
  11. Well no, in this case you would just have to actively ignore Dorian or Vivienne in Trespasser. I'm not sure about Vivienne, but Dorian appears regardless for exactly that reason: so players wouldn't be left mageless for the DLC. I would still rather avoid Dorian as well. Not only is he human, he's Tevinter. Yeah, my elf has issues.
  12. The base game already has 'Farris the Representative', does exactly what you're looking for. He's one of the merchants at Skyhold, shows up after completing the war table mission "Power for a Price".
  13. There already is the Dragon Age Keep.
  14. This one might be what you're looking for? https://www.nexusmods.com/dragonageinquisition/mods/905 The explore abilities component supposedly lets all Inquisitor classes pick locks, bash walls, etc.
  15. Since Google could not help me I'm throwing it out here. I am looking to change the class (and maybe corresponding skills and specializations) of some potential party members. There are obvious difficulties changing the Inquisitor's class, since some dialogue and plot relies on it and could cause weirdness, but if I'm correct the party members are purely referenced in game code by character. Example 1: change Cole to a mage. His namesake was a mage and his very nature makes him flexible. Example 2: change Bull to rogue. YES he is awesome with a 2-hander, but I'd like to see him dual wield like the spy he also is. I could see a potential problem with example 2; maybe Iron Bull being a special model he has no animation for dual wielder or archery skills. Could this at all be possible? The main reason I'm actually looking for this is example 1: I need to make Cole a mage. I want a playthrough with my non-mage Inquisitor romancing a specific mage, and this Inquisitor's outlook on humans is not super positive, especially human mages. Hence I would rather not play with Vivienne or Dorian much, and I might not even recruit them at all. That would however mean I would be lacking a mage in Trespasser, since our lover went AWOL. I have already tried sifting through the assets, but I really have no idea where to look...
  16. *shameless bump* The main reason I'm actually looking for this is example 1: I need to make Cole a mage. I want a playthrough witth my warrior Inquisitor romancing a specific mage, and this Inquisitor's outlook on humans is not super positive, especially human mages. Hence I would rather not play with Vivienne or Dorian much, and I might not even recruit them at all. That would however mean I would be lacking a mage in Trespasser, since our lover went AWOL. I have already tried sifting through the assets, but I really have no idea where to look...
  17. Since Google could not help me I'm throwing it out here. I am looking to change the class (and maybe corresponding skills and specializations) of some potential party members. There are obvious difficulties changing the Inquisitor's class, since some dialogue and plot relies on it and could cause weirdness, but if I'm correct the party members are purely referenced in game code by character. Example 1: change Cole to a mage. His namesake was a mage and his very nature makes him flexible. Example 2: change Bull to rogue. YES he is awesome with a 2-hander, but I'd like to see him dual wield like the spy he also is. I could see a potential problem with example 2; maybe Iron Bull being a special model he has no animation for dual wielder or archery skills. Could this at all be possible?
  18. Update: I got the achievement! Found a spot (east of the tower on the lake in Emprise du Lion) that seemed to be another spawn point. However, this time I didn't even need to reload, them Great Bears just kept on coming, one after the other! I probably could have gotten the achievement multiple times then and there. My brain-fart still stands though: I still think it would be fun if we could somehow tinker with the spawn rates. :)
  19. Which has to be active. I know. It's the same as all the other trial-achievements. Which I already have. :wink: Edit: sorry @Thandal. That may have come across as snappy while you were just eliminating potential roadblocks. Yes, the correct trial is on, and has been since the start of the game, the spawn rates themselves do not seem to change compared to when it's off. Difficulty setting is Nightmare, though there I don't see any changes in Great Bear spawn rate either. I also have one or two other trials running, to see if there's interesting equipment to be had. I don't suspect those are interfering with Grizzly End, but I'll turn them off to be sure. I am currently level 13. I have tried to slow my level progression to see if that has an effect, but not playing at all is... difficult. ;) To that end I have purposely not yet unlocked all areas, but I do have access to most schematics and crafting materials. Power is 35, influence 23600, I have recruited all party members and Skyhold is fully upgraded. I have also held off on exploring Emerald Graves and the Emprise further, since I thought maybe 'bigger inquisition presence equals less threat of Great Bears'. If any other variables might be helpful, please let me know. :)
  20. I must confess I would love to see this happen for one oddly specific reason in particular: the Trial of the Hermit, the last achievement I need for 100%. You know, that one where you need to kill 10 GREAT bears? I swear, their spawn rate is set so low, I haven't even found 10 in all my playthroughs combined. I guess that's good for the unprepared, because the first time I encountered one I got slaughtered. Anyway. Wouldn't it also be fun to be able to spawn a small army of nugs? And then BBQ them with a Wave of Flame? My point is I'm sure there's many more fun things to be done, besides my selfish bear hunt. Should it prove not doable, does anyone have any other ideas for me finishing that trial? Could a couple of the Great Bears be force-inserted (thus bypassing spawn rates) into existing locations? Is it possible to create a new location, something like a Great Bear Hunting Ground? I can imagine a lot of fun adjusting spawn rates. :)
×
×
  • Create New...