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aeroldoth

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  1. The coat is growing on me... much better than her default outfit. Wanted to thank you again!
  2. Doesn't that mean that if the script name were found, s/he could use the console to run the script?
  3. Hmm, not sure on the coat... don't know why there's pink string, and pink and grey aren't sylvan colors... but it IS better than what she has now. And the nude werewolves is perfect! Thank you so much! I don't see a +1 feature, so I'll just have to send you your +1 in the mail. Expect it in 4-6 weeks. : p
  4. I'm wondering if anyone knows of any mods that have any of these features, or would be willing to make them: a) edited staff descriptions indicating their damage type (physical, fire, nature, etc) b) edited spell descriptions indicating spell durations. I've seen tooltips which indicate the details of spell effects, which is certainly superior to vanilla's vague and useless "this spell does something, sometimes, and other times doesn't", but nothing indicating spell durations. c) changing the trapmaking talent to include the unlock and disarm ability of rogues from the "deft hands" skill. I've seen lock bash mods, but making the trapmaking talent do this is, to me, both preferable and more logical. It makes trapmaking more useful, makes unlocking and disarming a general ability instead of rogue only, and frees up rogues to spend those skill points elsewhere. d) fully clothed morrigan. I hate her default outfit, it's utterly ridiculous and painful to look at. Practical Morrigan Robe is the best I've found... wondering if there's anything that covers her better. https://www.nexusmods.com/dragonage/mods/4630/ e) Camp crafting bench. Mods that add storage chests to camp are essential, as storage is a recurring problem in video games, but it would be nice if there were a crafting bench also. It's silly when I have to leave camp, pick companions and then travel to an area just to make potions using another's crafting skills, THEN go all the way back to camp. It would be nice if there were a way to stay in camp without having to get dressed, and just sit on the couch as it were, and craft using the highest skills in the party, not just mine. f) nude werewolf humans. If you break the werewolf curse, there's a cutscene where they change from naked werewolves to clothed humans. I find it completely unrealistic and offensive that the humans aren't naked as they should be, but are clothed because the devs didn't want to upset soccer moms. Because of this, I've never rescued the werewolves, and always slaughter them. I would assume it would only involve finding the humans and deleting any clothes in their inventories, but I don't know.
  5. I found the problem; it WAS a mod conflict. After a lengthy bit of testing with the override folder and narrowing down its contents, I discovered it was "TWF_FTG UI compatability". Somehow this file had snuck in when adding mods for my current play or I didn't delete it from last time. Either way, deleting it seems to fix the problem, especially since I don't have Winter Forge installed this time. Issue resolved.
  6. Console - addpoints https://www.nexusmods.com/dragonage/mods/347 Additem script - console https://www.nexusmods.com/dragonage/mods/1131 Midgame I added a new file for the memory band item into override, and used the additem command to get the new version of the ring ingame, successfully. As to what mods I have, there are a fair number. I was hoping for an easier solution than poring through every mod and examining their readmes to try to find the issue. Thank you for looking up the recipe codes. As indicated in the OP though, I already know them. When I use the additem console command, it says "success", yet the recipes don't appear in my crafting list. It seems the game thinks I know them... they're just not appearing and I don't know why.
  7. For some reason two recipes (that I know of) aren't appearing in my list of crafting recipes. They are for the regular health poultice and the dwarven royal poison cure. I've tried the console with: runscript additem gen_im_cft_hrb_202 1 for the health poultice, and ..._uni_dwv 1 for the poison. I've tried with and without the number at the end, but neither appear. I've searched the web to see if there's a recipe limit in DAO or any issues with them not appearing, but apparently nobody's had this issue. After discovering this, I tried buying some grenade recipes, and they appeared. I can only assume that some mod is at work here, but I don't know which or, more importantly, how to get these recipes. I tried opening my save in the toolset, but with 53 entries in my partylist and no descriptions, I don't know what to do next. Incidentally, my ingame crafting list only shows 45 recipes. Is there a console or toolset command to list all recipes in the game, to see if maybe their file names were changed? Is there a way to delete recipes from my party list so I can try adding them again? Any advice?
  8. "Do any of the current popular rules fixpacks address the issue?" Not that I'm aware. A thorough ten second search didn't reveal anything. I don't know if anyone else knows about the missing stats, I discovered it myself when re-speccing them. There are mods that drop NPCs down to 1st level so you can add the stats and skills and talents you want. I noticed that those three had lower stats than the rest of the party.
  9. One final toss-in. Don't know if it fits with your theme, but it's well-known that Sten is missing his L7 prestige class specialization. Less well known is that Sten, Shale and dog are all missing a +4 racial stat bonus that all the other characters get. Don't know if it's a bug or a feature, but I see no reason why these characters shouldn't get the +4 everybody else gets, especially the very option-lite Shale and dog. I gave Sten Reaver, and added +4 stats to all three.
  10. Just "fixpack" or "restoration pack" doesn't describe what it does. If anything, they imply rule fixes, which is misleading. Mod titles should always be informative. Since this is about fixing conversations/ dialog/ banter, I'd include that in the title, something like "Qwinn's comprehensive conversation fixpack" or "Qwinn's ultimate dialog pack"... something like that. People should know from the title EXACTLY what it does.
  11. Enkida, I'm sure I speak for everyone when I thank you for volunteering to merge all these mods into one for us, so we only have one mod to install. That's really selfless of you. Truly. Can't thank you enough. Nope. Sure can't. Great job. We love you. Looking forward to it.
  12. 1) Everyone plays differently. I suggest magic until you notice yourself running out of mana a lot. So long as you usually have enough mana for each combat, keep pumping magic. 3) 25 cunning = 1 persuasion 25 strength = 1 intimidation 1 coercion = 1 persuasion/intimidation Hardest conversations = 100 strength / 100 cunning, or 4 coercion. You can mix and match coercion with a stat. As a mage you don't need str or cun, so just get 4 coercion and you'll have it all. Take it from a fellow elf mage.
  13. Probably my final comment on the mod: 1) You said earlier you found issues in the Denerim market. While I didn't have the crashes you did, I frequently had long load times there. Leaving the market for the tavern for example, would load fine, but going back to the market would often cause the game to hang for 20-60 seconds before it finally loaded. I had identical issues in the elven alienage. Leaving the common area for one of the buildings loaded fine, but returning would cause it to hang, or frequently crash. I began to save before entering areas off the alienage, fearing my game would crash on the return trip. Did you look to see if there was a similar doubling of placeables in the main alienage area? Or other things that would bog it down? If your comment about deleting instead of disabling strings helped stability, I'm all for it. 2) When you write your readme, I suggest making a list of common mods that are rendered unnecessary by yours, since you already include their fixes. This will make it easier for end users to know which mods they can skip. It might also help to list some common mods that might conflict with yours, or cover areas that yours doesn't, again helping gamers know which mods they might need. Once again, thank you for all the time you've invested in this! I hope it brings you the employment offers you seek!
  14. Here's a small request. When you look at mage staves, they don't tell you what damage type they use. Neither the item description nor equipping them tells you anything, you have to wait for combat and then equip and use them to find out. I think it would be helpful if something in their description simply said "nature damage" or "cold damage". I like to keep a few staves on hand to change damage types against different opponents, and it's a pain to have to keep a written list of what type each staff does.
  15. Will take a few days before I get to haven. Thought I had done this already, but turns out that was a different game. So apologies, will be a bit before I can confirm exact dialog and reaction from guard. I just remember it being odd that his dialog seemed to suggest aggression, but he just stood there, not attacking. Once again, praise to you for taking to the time and effort to go through and kill all these bugs that bioware couldn't be bothered with. It's a time sacrifice on your part and we all appreciate it. Maybe it's the alcohol talking, but hugs to you! EDIT - I know you already did the Slim Coldry (master tilver) problems, just wanted to point out one more in case you missed it. After being turned away by the guards, your party appears by the chantry side of the alley. If you have party Hold position, send your PC around by the messenger side, then deactivate Hold so that they run towards you through the guards, the Alert Guard will say he's "had enough of you" in an endless loop, or the Restless Guard will challenge you in an endless loop, depending on how much you've annoyed them.
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