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[Mod request] Level up as another vocation
BlackZero500 replied to Warriok's topic in Dragon's Dogma 2's Discussion
There is a mod in the Nexus where all Vocations level up the same. -
Permanent Freeze after finishing Pawn Quest
BlackZero500 replied to BlackZero500's topic in Dragon's Dogma 2's Discussion
since no one seems to bother with helping in the Community i researched the problem myself and found the Culprit. It was the No More Item Decay Mod. Dont know why exactly but its the Reason why this bug is there. simple fix, use the "no bad Decay" part of the Item Tweaks mod. I must say im pretty disappointed with this community. For the last 2 years not one Question, Request or even Bug Report was solved and most of the time not even answered. I knew times where this was a lively and helpful community. but i guess those times are gone. -
So i recently startet playing this game and if one could ignore the constant crashes and performance problems one could say its a pretty great game. One of my favorite spells for my Mage is Palladium. Being able to tank 3 hits without any danger of them interrupting my casting is really cool. So i almost constantly have palladium up. But the glowing floating orb is really annoying. could someone make a mod that switches that damn orb for, i dont know, a sublte glow around the character or something? I would really appreciate it.
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Since there is the SpellMaker mod it should be possible. But you would have to replace an existing spell as far as i know.
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Hi there, ive come about a really frustrating problem. When a pawn finishes their pawn quest, for example the standard "ran around with you for one day" quest my game freezes. Completely. Only way to end it is via Task Manager. No Waiting doesnt help. And yes its definitly the fault of one or mutliple mods. I can say this with some certainty because after i disabled all scripts in ReFramework suddenly i got the Quest complete popup and got the wakestone shards. After that i could activate all scripts and all is well. so. Now there is a small percentile chance that it got nothing to do with the Pawn quest but with the Wakestone shards but i will just concentrate on the whole Pawnquest variant for now. Sadly there was an autosave shortly after so i cant recreate the bug to zero in on the culprit. So im gonna ask if someone has had the same problem and what mod it was for them. I have following mods active: Reframework _SCRIPT_CORE _XYZApi AnAlternativeSkillSwapper Augsments Unleashed Better Levitate BetterBetterItemDescription CharacterManager CustomDifficulty Dialogue Auto Advance Disable Camera Reset Do not be afraid of excess weight 100kg Dullahan Fall Damage Manager Faster Stamina Regen First Natives FreInn Functional Pawns Increased Spells' Lockon Range (+50%) InfiniteStaminaOutOfCombat InstantFakeItem Make Ferrystone Eternal Again No More Item Decay NPC Harstyles Disa Hair nr48 NPC Harstyles Ulrika Hair nr02 NPC Harstyles Wilhelmina Hair nr46 Palladium Doesnt Run out of Time Rename Reset Camera Riddle of Rumination Marker ShowFavorability Showname Smaller Lantern Transmogrify Transmogrify - Warfarer True Warfarer WeightSystemTweaks Really hope someone can help.
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Hey there, Had a similar problem too. If you get this problem it means most of the time you activated mods that are either not compatible with the version of your game, or incompatible with another activated mod. try activating one mod, start the game and see if it works. then activate another. also update the game, the mod manager and the modes regularily.
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Hi there everyone, so im on my way to finish my mod setup for the game and while sorting out some incompatibilitys i managed to back myself up in an impossible situation. I activate a mod, start the game and everything works. I activate the next mod, start the game, infinite blackscreen before the capcom logo. OK no big deal. I deactivate the last mod and i still cant start the game. So after a few hours of trying and so on i figured it out. When you uninstall a Mod via Fluffy, its possible that not all is uninstalled. I had to delete all the .pak files excluding the really big one and verify the gamefiles. Suddenly mod combinations that wouldnt work before worked and i had no problem anymore. so its probably a good idea to keep "clean" freshly verified copies of those files on hand. I hope this post will save other users from the hours lost and the frustration of figuring that out yourself.
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Ok. Im very thankful that im taken seriously with this. I will try to correct as many tags as i can bear while browsing. Also i can use the filters, its just a little inconvenience to reset them for every new search. Again, thank you.
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9k. So the filters cant be saved. Is there any reason to that? Could it be implemented without much hassle? Genuinley askimg because i really dont know. Because while reporting missing or wrong tags seems the right thing to do, you will surely understand that i come here to browse the mods. Not to correct the tags on them.i mean its often about 700 entrys down from over 2000 after i apply the filters. Filters that filter the exact same thing i allready excluded with tags. I havent got the time or the patience to correct the tags of 1000+ mods every time i browse some mods.
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Hi there, Im not entirely sure if this feature isnt there or i just cant see it but have we any kind of option to save our filters? I mean i found the tag preferences. Funny thing is i selected to block translations and all languages exept for the ones i wanna see and still i get russian or fremch mods an translations shown because the tags dont seem to be right. But as soon as i use the filters it works. But i need to click the same few things every time i search or browse for mods. Cant this be saved anywhere?
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Hello, i know Knight Enchanter is overpowered allready, and Riftmage with his combo potential is powerful too but why is there boosting belts and enchantments for most elements but not for Spirit damage? The only thing i ever found that raises spirit damage was the Arcane Horror sigil. And only by 10 percent. i mean yeah there are many ways to easily raise damage as is. but i really liked the idea of a specialized Spirit Damage inquisitor that is not good in other things. My Headcanon for this was that he was a Mage but not a good one. Couldnt even throw a fireball bigger than an ember or a lightning strike that could more then annoy. but the Anchor gave him such a strong connection to the fade that all his magic based on the spirit element (the one drawn from the fade) is strenghtened immesurably. So to get to the point, is there a way to make something like the belts and make the Arcane horror sigil like 150% more spirit damage but like -80% on all other damage?
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Alternative Basic Attacks
BlackZero500 replied to BlackZero500's topic in Dragon Age: Inquisition's Mod Ideas
Thanks for your explanation. One problem with your version is that this way i would have an empty right hand, and a sword in the left. But the Spirit Blade forms in the Left hand. I want the Sword in the Right so that when im casting spirit blade i am somewhat dual wielding magic blades. Im not really using a mod to use blades, im using Svartys Configurable Sword mod to change a Sword Schematic to look like Brand, have elemental Damage and the Prismatic Greatsword enchantment. That way it looks like a energyblade and i have only the hilt sheathed. So what i want is someone to leave the primary attack be, switch the primary attack from Wavebends mod to secondary and change it so that it does not work for staves but for one handed swords. Maybe i think its way easier than it is. i tried it myself but its all gibberish for me. Never made Mods in Frosty myself aside from changing a few values in Mass Effect Andromeda. It does not even have to be in Frosty. Im using Frosty and Daimod simultaniously so either would be good. Maybe someone can even make something like Svartys Configurable mods with this. Like you can choose which weapon type you use, which attack form will be primary and which will be secondary or something. would be cool. At first thought a Two handed Warrior comes to mind that could swing his huge sword with one hand as secondary attack. Would be faster, loose its aoe effect and maybe a bit weaker. But of course the Mage thing with a sword would be my priority for now :-)