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Onmi

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  1. Got distracted writing Dragon Age: Corruption, then I got distracted from that for another unrelated project, then I got- You get the idea. Anyway since I got struck with illness for the past few weeks and I had drug induced visions while my body tried to sort itself out, I came up with another idea (Okay slight lie, just re-purposing an idea from Corruption). This is a Post-Campaign campaign, Shores of Seheron. Sten and Dog are carried over party members. Plot Synopsis: Shores of Seheron stars the Warden, Sten and Dog, as the former is invited to see Qunari culture for him/herself, leaving Nathaniel and Anders in charge of Amaranthine while the warden enjoys what should be an easy vacation. Of course if anything went right for the Warden it just wouldn't be Dragon Age, so returning to Seheron plants the party straight in the middle of the continuous battle between Tevinter and the Qunari, and the third party Fog Warriors who want both sides to just piss off and die. Two new party members join during the campaign, an elf fencer using an enchanted gauntlet, and a female Saarebas Arcane Warrior who is his friend and confidant. The story is a bit of a crux for Sten, because he has to balance his beliefs, along side what's in-front of him, especially when Saarebas is captured by the Qunari and he is the only one who can get her pardoned. back in Corruption this was an Act-3 expansion after the Warden had broken the blood-thrall over his party members and was gearing up for war with Tevinter, Sten would offer to bring him to Seheron to get Qunari support. The Elf here is a stand in for Fenris who got pushed to Seheron and changed exactly as described above (Fencer/Gauntlet) Though the Saarebas gender jumped back and forth. It should be noted that pretty much anything I suggest disregards Dragon Age 2's existence, so is suggested/written not needing to conform to any retcons.
  2. http://www.mediafire.com/?ld5791b86sqosdn Duncanspawn will replace all Darkspawn with Duncan http://www.mediafire.com/?c51xa8n4n25ogh4 And the update for the Fade
  3. I never said I didn't like games that couldn't be modded, I said it's upsetting that Bioware has been letting the modding communities down with Mod-Tools, unless you think that's wrong, what with the complete and utter lack of support for the tool set. As for Great Games, sure, I do hope that ME3 doesn't continue the trend of DA 2 and TOR, I mean it's a very miniscule hope and Bioware has done nothing to give me faith that they can pull it off, and DA 3 would have to be descended from the gods upon high, lavishly bathed by the tounges of both user and website reviewers, as well as inducing mild orgasms upon viewing it with mortal eyes (Or you know, at least average), before I consider giving it a go after what they pulled with DA2. But it's a hope none the less. But this is neither the place nor the time to rant and rave about DA2, this was a request thread, answer is the animations are incompatible and actually doing this mod would take money and effort well beyond usual thresholds. Which is unfortunate because I do think DA:Os animations could be improved. Just not DAIIs
  4. That I've found? Nil, and in my opinion not getting tools is a lot worse than Asset restriction
  5. <Post wiped for Angry DAII rant> There wont be a DA2 toolset, we didn't even get a DA:A one. Bioware has REALLY been letting down PC communities witth mod tools recently. It's upsetting.
  6. For Aesthetic reasons I understand why. Somedays you just wanna rock out with your full party, gives a nice group feel to the game. I also understand it from a 'toys' point of view, though I usually see the mindset reserved for TBS I.E. "Why give me 40 guys to use if the maximum deployment limit is always going to be 12?" Why not build the game around the whole group. Of course things like 2 mages utterly ruin the game, since DA:O is HORRIBLY unbalanced
  7. Well, the basic reason is because this is only remotely feasible between games that use the same underlying engine. :facepalm: Yeah, if DA2 was at all compatible with the tool set. Animations are animations, you would run into compatibilty problems either way. Going to relay what I got from my discussion with FBE. FBE is 'Fired BioEmployee' supposedly he's a programmer at bioware and he posted under that name because if his bosses caught him, fired. Very likely a prank, but I archive this s*** just incase ya know? Anyway according to him it's literally impossible because the animations are coded differently. To wit "DA:O with DA2 combat modded in is impossible. The Toolset and the modders would have to spend a gorillion years to do it, as some stuff are hardcoded in the executable, etc. It's impossible to do that. However, having DA:O quality with DA2 combat in the next installment is possible, all things seem to point there, of course, with the same art direction and grafics as DA2. Chances are big, but it might change." That's what I've heard anyhow, I can put up the archived thread in a mediafire link if you so please. Just remember, most likely fake.
  8. yes i saw that earlier, but i want the movement that there in in DA II with standard fighting. its far more convincing when you play the rogue or the mage. kicking and enemy back and spining in the air. flashy. if only i could merge DAII gameplay with DAO story line. perfect game. Uh I don't think that's possible, and if it is, why not use a better games animations. Like I dunno, Nier? Though granted Nier doesn't have Dual Wielding, still better animations than DA2. Which isn't exactly difficult mind you... what was I saying? oh right. It's not exactly possible, or I think even allowed.
  9. Not entirely impossible, I would assume in actual fact it would be 6 mods that you install seperatly, activating whichever for your origin, in practice here's the problem. The dreams desire and the desire the PC (and by extention you) feel may be completely seperate. If I'm playing the Dalish Elf for example, I may be HAPPY to not have Tamlen around, which is certainly plausible since I think all Dalish are Assholes. The single dream (besides being much easier to script) presents a motivation the player has as well as the PC. The end of the Blight. Only the sick and twisted would wish to see the Blight continue. Also it presents problems, What would the mage dream of? A tower where everyone is free? there being no tower? ruling the world via magic? And what about the Dwarf Noble? King of Orzammar? Trien still alive? The darkspawn hordes beaten back? With the Cousland it's easy, wants the family back. but the other origins offer way more "What is my PCs deepest desire" So your mod isn't impossible but it is quite a lot of work (I'm one to talk what with MY suggestions)
  10. have you looked at the console commands to see if you can forward the quest that way?
  11. Mostly because Duncan is a *censored*. I'd get into the argument making that case but feel it better if I just point you where the 'Replace all Darkspawn with Duncan' mod originated from and (after either joining or waiting until you can access the thread) you can see for yourself http://forums.somethingawful.com/showthread.php?threadid=3426752
  12. No. Something like Party Limit is hardcoded into the game. I'm sure something like the 'Army' mod could be used to simulate having all party members, but I doubt they would exist as full companions. You would actually have to understand the programming language of the game and make a hack to allow something like this. And trust me when I say from my experience with making hacks for games that even if you HAD the tools it would be an incredibly painful process. In this case the engine itself would have to be recoded, which mean you would have to locate where in the code Party Members are handled, manually change it to a new amount, repoint the data, and then watch the game break because there was a septillion things that you didn't know were tied in and had to be changed. Oh it's certainly POSSIBLE, just not realisticly so.
  13. Oh fine so I guess I'll be the only one to request it. http://www.cooksux.com/therabbithaul/wp-content/uploads/2011/09/SHF-Kamen-Rider-OOO-TaJaDol-6-590x389.png Sun Goes Up Gotta Keep it Real Regret Nothing ~ Tighten Up Time Judges All Ride On Right Time http://www.gundammodelkits.com/wp-content/uploads/2011/04/SHF-Kamen-Rider-OOO-Putotyra-Combo-01.jpg Power to TEARER And if possible, make them play their jingles And for the hell of it, just to round off the link barrage http://www.youtube.com/watch?v=UY8PJB-uWjo Oh I know Rider Armor is definitly not lore friendly but there are no good KR games so I want to pretend I am playing one.
  14. Yeah sure, on Something Awful for the lets play of Dragon Age: Origins, there is a mod that replaces all enemy Darkspawn with Duncan. Of course SA is in it's annual lock out time so you're going to have to wait a bit.
  15. Since the first post is long enough, and since I've had more ideas since, I'll use this as my general ideas thread. Apologies in advance for the Double Post Specializations Expanded A simple enough mod in theory, expanding each spec from a simple 4 talent pool to an 8 talent pool. the Paladin Spec mod has already shown this is possible (And the Chantry Monk even more so) just giving each spec pool greater depth. I can't expand on what I think the abilities should do, simply because I don't understand the engine. And as standard for me, the huge part of this update. ARCHDEMON DREAMS Wardens have dreams after having succeeded in the joining, after leaving Lothering you see the Archdemon in your mind again, and after a few story missions you're attacked by a band of shrieks... but what if there was more behind that. After each main quest is resolved, the Warden enters the Fade, the first time he simply exchanges words with a personification of the Demon, and then fights it. After the fight he wakes up with a reward (Reward Type ideas: New Talent/Point to spend, Stat Font boost, equipment) After the second quest the Warden is greeted by Uther, a wanderer of the Fade who doesn't know how he got there, only that Remiel another wanderer has begun taking over the Wardens Fadespace (Described as being the location of the fade the Warden goes to when dreaming, the Joining awakened the mind to it) Uther is your temporary party member for these dreams, he has dialogue with you, his own backstory and reacts based on how you treat him (Friendship to Contempt) Each dream expands the Fadespace even more, making it more and more like a true world inside the Wardens mind, that is until Remiel flees to the Black City. the player takes control of Uther and braves the halls of the city until confronted with Remiel and the truth. The Archdemon defeated in the first dream split the mind of the demon into two portions, Uther and Remiel are both names derived from Urthemiel the Dragon the current Archdemon was created from. The pair return from The Black City and confront the warden, at Friendship, Uther will express remorse at having to fight the Warden again, and be absorbed by Remiel, upon defeat you'll gain your last upgrade. If however you were a complete prick to Uther, he will absorb Remiel and your reward will be different. The point of this mod is to make the player connect more with the Archdemon as a villain, previously a figurehead atop a horde. We know the Archdemon can communicate with Wardens, and we know the Fade is where you go when you dream, It's a little (okay lot) lore breaking, but I think it gives you a reason to personally hate the demon either way. If you were friends with Uther, then you lost a good person to the demon, and if you hated him well that makes killing him all the sweeter. I'll come back and edit this post to flesh this out at a later date.
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