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Alte77

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Everything posted by Alte77

  1. I second this! I wanted to play as a Qunari too, but I feel really weird having my main guy as a giant. It's just off-putting to me. Having a human-sized Qunari might look weird though, so maybe a slightly taller human, but not built like a tank. Keep the horns though. Horns are great.
  2. Well there already is a tactical combat like Origins, so I suppose if someone fixed the problem with the camera, that won't be a problem. I'm not sure if this feature already exists, but I believe there is an option to enter tactical combat whenever you engage the enemy. So, technically, this should be feasible. Now, I haven't spent a lot of time with DA:I's tactical combat, so not sure how different it is from Origins. (I guess being able to move the camera left and right with the mouse is something they need to add).
  3. Image by akizhao on DeviantArt [link] This is intended more as a discussion than an actual request, since without any modding tools, the ideas bellow are at the moment nothing but fantasy, but I might as well post it here since I have a feeling it will get moved to here anyway. As I mentionned previously, my approach to this mod follows this reasoning: KEY Passive: spell is always active at no cost. Sustained: Spell can be toggled on/off. While on, it either reserves a portion of the mana pool and/or taxes mana regeneration rate. Instant: does not have a projectile and casts immediately, like the Immolate spell. Single-Target: targets only 1 enemy/ally. Channelled: spell requires the Mage to keep casting it over a set period of time. Ending the channelling will end the spell. AoE: area of effect. eg, Dispel is an AoE spell. Glyph: Places down a circle of power that causes something after a brief few seconds to prime. Cast Time: requires time to cast. Interrupting Cast Time means the spell does not even begin. No Cost: does not cost any mana. Point Target: targets a point on the ground. Projectile: spell emits a projectile instead of happening instantly. STATUS EFFECTS PANICKED: Runs around in panic. After 1.5 seconds,PANIC breaks if creature takes damage. DoT: damage over time. CHILLED: Movement and attack speed is slowed by 25%. FROZEN: Unable to move, attack, interact or use abilities or items. Take bonus Impact damage. WET: After CHILLED wears off. Reduces lightning resistance by 20%. DRENCHED: After FROZEN wears off. Reduces lightning resistance by 40%. PARALYSED: Unable to move, attack, interact or use abilities or items. PETRIFIED: Unable to move, attack, interact or use abilities or items for a long time. Gain 80% lightning resistance. ENTROPIC CHARGE: Take increased damage from all sources. Entropic Charge stacks up to 100 and lasts 3 seconds. Every new Charge refreshes the decay timer. DAMAGE TYPES IMPACT: Physical damage that is not DoT. All fire spells that apply DoT have a chance to apply PANIC All Ice spells cost no mana but instead have longer cooldowns and generate Heat Mana. Heat Mana is an temporary resource that is used instead of your actual one so that you may cast more spells. Heat Mana decays over time. All lightning spells have a chance to apply PARALYSIS. Most Entropy spells apply ENTROPIC CHARGE. [/line] [/line] [/line] [/line] [/line] Old Version
  4. Oh I was wondering why nobody was answering the thread... turns out moved threads don't show the reply count in the original forum... I feel silly now. At any rate, I shall update the OP with those great points. That was already in the list. To remain lore-friendly I propose the Inquisitor alone be allowed to do this by using the Anchor for 'Energize' actions if one is not a Mage.
  5. So... I think the general consensus agrees that Dragon Age: Inquisition is a pretty cool game... unless you consider that half of the 130+ hours you sunk into it was spent collecting Elfroot. The idea behind the following ideas is that you, as the Inquisitor, have better things to do (as you, as a person, also have better things to do). You also have a little army at your disposal, including people that would do all the resource-collection in your stead. Why not let them? THIS LIST IS INCOMPLETE. LEAVE YOUR SUGGESTIONS AND I'LL ADD THEM IF I THINK THEY'RE GOOD IDEAS. Such ideas will be coloured in PALE YELLOW. Annoyance Be Gone • Herb and Ore collection should happen without animation, or should be automatically collected the second you detect then with the area scan. This would also make the X Perk that inceases your scan range actually useful. One idea would be to make auto-collection only happen when a camp is nearby. Establishing all camps makes this global for the current region. • Shards should be collected the second you detect them through the Oculum. Let your underlings collect those for you. Same rule as suggested for the herbs/ores applies for range of collecting shards. • You should mount your horse immediately the second you summon it. • Horses for party members so as to not lose party interaction. • Your horse should be 2.5 to 3 times faster. • Increase jump height. • Fix the tactical camera so that it doesn't bump into terrain obstacles. • Fast travel node in Undercroft and one right outside Cullen's office. • WAR ROOM MENU THAT YOU CAN ACCESS WHENEVER, WHEREVER. *shakes hips* • Massive UI overhaul to cure the game's bad case of consolitis.* • Requisitions. Just... no. • Fix extra potions/grenades bonus from belts going missing when moving from one region to another. (I believe that was fixed in the latest patch) • Inquisitor can close rifts, but can't swim? Enable Swimming. • Remove Deft Hand perk requirement. That's just plain annoying early game limitation. • Prevent NPC movement during conversations. Also prevent them from initiating casual conversation when you happen to wander in their vicinity. Gameplay Enhancer These are ideas that I believe would make consequent playthroughs more fun. • A flying mount. • Crafting overhaul.** • Return to Origin's AI system. • Increased range on tactical camera. Increased spell cast range as well. • Smartphone/Tablet app for the War Room menu that you can access outside of the game. For the sake of balance, should probably only be usable if you're connected to the Bioware server in Dragon Age: Inquisition. Credits to TotalBiscuit for the idea. (I know this one is not going to happen, but it's a fun idea) • The ability for the inquisitor to interact with locked doors, smashable walls and energise prompts. Mages can magically unlock doors and blast down walls, and warriors can bash locks. Rogues should be able to kick down walls just like warriors. Warriors and Rogues use hand mark to energise. • Better f***ing merchandise, like holy f***ing s***. • No more class restriction on armours. (There's a mod for that already, I know) • 'Hide Helmet' feature per character instead of party-wide. I mean, Vivienne's crazy hats work well with her getup, but that cauldron on Cassandra's head needs to go. • Better War Table: add sub-menus on the side for recurring missions like herb collection, or a radial menu that appears when clicking on a particular area with related recurring mission. (I will do a mock-up if I have the time to better illustrate my point, but don't hold your breath). Either that, or just make the icons on the War Table different to differentiate. • Unlock all cosmetic upgrades for Skyhold, and maybe make them look like they make a visual difference? The vanilla ones are barely noticeable. Add more features to upgrade as well - all those quarries and lumber mills collected seem to serve no other purpose than to give you pathetic 'upgrade' choices for Skyhold. By the end-game, I still had a gaping hold in the wall above the stables. Instead, the game thought preferable to build a ring for people to fight in. • Clothing change in Skyhold. Away with those ridiculous pajamas. • Remove randomness from acquiring specialisation. Just unlock them all when the War Room quest is completed and then make choice. • Enable manual stat leveling so that, for example, Mages don't have to waste points in Strength or some such nonsense. • No more popups - we know how to play the game already + can always go in the options menu to see the key bindings. • Walk/run toggling. (Was this added recently? I read somewhere it was patched in?) *UI Overhaul • More than 8 skill slots. Consoles, smh. • Remove cycling through party members in the inventory/skill screen. Just have all their icons visible in a corner so you just have to click on them to view. • Smaller icons, longer lists. Make inventory grid-based if possible. • Skill tooltips in the UI. Like, seriously. **Crafting Overhaul • Armour/weapon model should be irrelevant when it comes to ingredients. • Add dyes to the game. Basing the colour of your armour on ingredient is bound to create some ugly s***, unless you want to be matching with Josephine's gloriously golden regalia. MAGE SKILL OVERHAUL • DIS
  6. I actually kinda agree there. I can't speak for the Warrior and Rogue classes since I only play Mage, but I eventually ended up respecing my Inquisitor a few times because I got bored of using the same skills over and over again. I'm going to try the Knight Enchanter in my second playthrough, but I feel that gameplay would benefit from a slight lifting. I'll brainstorm on some ideas and if I come up with anything, I'll post 'em here.
  7. I usually barrier up and then jump off cliff to soak up all the damage. Mounts' speed should be tripled imo, or x2.5 times the actual speed.
  8. It seems a bit silly that a AAA RPG in this day and age doesn't come with this feature. Hope to see a face mod soon.
  9. If I may add my spin on why 8 skill slots only: consoles. Controllers have limited amount of buttons and the devs were forced to accomodate to only 8. This nonsense about forcing you to pick 8 skills 'becuz strategee' sounds like disingenuous cover up. They just couldn't be bothered to modify the game for optimal PC play. DA:I is a classic example of UI consolitis. Bad consolitis. This said, yes, please, I need more than 8 skill slots. Having to constantly switch skills is my definition of pain in the nether. DA:I has enough time-wasters as it is.
  10. I can't get any of the ENBs (that I care to use) that use enblocal to work. They keep causing CTD whenever I start the game. I'm using a laptop with a GTX 765M and windows 8 as my OS. I have 12BG of ram, and I'm not sure ho much vram I have. Would that be the 756M's memory? (In that case it should be 2GB). I followed all the recommended formulae out there to get the VideoMemorySizeMB value, but so far, I've only got crashes. As far as mods are concerned, I'm not using a lot. I've disable ELFX, which seems to be the only mod on my list that could potentially conflict with and ENB, but still nothing. The ENBs I've tried are TK ENB (fantastical version) and Seasons of Skyrim. I've tried using the injectors, which was the only thing that worked for an older ENB (Goddess 1.22) , but with the newer ones, nothing works. Please help.
  11. Oh that's awesome! Thanks all for the quick replies, I'll test out these mods :)
  12. So there are plenty of combat mods out there that change the actual mechanics of weapon combat, but I haven't seen any that modify that of spell combat (At least I haven't found any if find makes magic less of a grind). Combat is Skyrim can get pretty dull, especially where magic is concerned. This is an idea of how that can be, dare I say, rectified? (NB: I'm currently using SkyRe and while it doesn't add that much depth to destruction (albeit it does fix its flaws), it does make the other magic schools far, far, FAR more interesting, so mega kudos to T3nd0... and while I'm at it, this mod idea could work very well with SkyRe *wink wink*) Ahem, anyway... WHAT IS IT? The way a pure mage would go about defeating his foes in Skyrim is to spam whatever the most potent destruction spell he currently has (and has the mana to cast it repeatedly), and switch to the next he will eventually acquire, forever leaving the older spells behind because they've outlived their usefulness. The idea here is to A) make these spells retain their usefulness throughout the game and B) punctuate the staple 'dps' spells with other more situational ones. Here's an example: You're a fire-oriented destruction mage. You love tossing fireballs... but fireballs cost a lot of mana... and using Flames instead does so little damage that it's pointless to use it. The way I propose to fix the issue with dynamic spellcasting is to alter the effectiveness of the Flames spell by giving it a steady increase in firepower as you bath the enemy is waves of fire (if you want to get technical, say every second your Flames spell gets 10% boost in damage the longer you keep it flowing until it reaches a maximum of, say 250%. The mana cost remains constant - and you could even add perks to the destruction tree that causes fire spells to deal DoT, which further boosts damage.) Now this is already an improvement, but it's still spamming the same spell - so from time to time, you can toss a Fireball in the fray. The Fireball spell is hotkeyed to whichever key you want and when you tap it your Dovahkiin immediately stops casting Flames and tosses a Fireball. Alright, this can more or less already be achieved with hotkey modifier mods (although sadly I haven't seen one that allows automatic dual-casting), but one additional function I think would work well here would be spell cooldowns. Not punishingly long ones, but ones that would prevent you from spamming your most powerful spell even if you have the mana for it, and also maybe help regulate how you spend your own mana. What cooldowns imply, however, is for a way for you to actually be able to see when the cooldown is over, which means additional UI elements in the form of icons. Now how would that work? Imagine you have your cooldown spells hotkeyed numpad*, numpad-, numpad9, numpad6 and numpad+ for easy access. Those are five hotkeys, thus 5 spells. You have your Flames spell in both hands and are wandering the wilds when suddenly you are ambushed by a group of bandits, and they have a mage. You hit your first cooldown spell, and you cast Ironflesh on yourself. Next maybe you Fus Ro Dah the approaching bandits away, and fire away with your Flames spells, and take out a few bandits, but the chief and mage are still there. The mage hits your with an icicle, but you can't deal with her yet - a psycho with a massive axe is headed straight for your face. You hit the next cooldown spell and unleashe a thunderbolt at the mage which doesn't kill her but drains her mana. She won't have much ammonution for a short while, which gives you time to deal with the bandit chief (granted, I don't think the enemy actually uses mana and can just spam spells at you till kingdom come, but you get the idea). You could also hit another hotkey and quickly summon an atronach to help you out. The thing here is to provide strategy. Maybe you will be able to create packages of cooldown spells that you could maybe be able to hotkey (1 - 8) and swap them out for the other (MCM menu anyone?). One package could be pure support (Ironflesh, Summon Atronach, Fast Healing, Courage and Feather) and another could be pure offense (Fireball, Chain Lightning, Ice Storm, Thunderbolt and Fire Rune). You start the combat with your support package, cast maybe Ironflesh and Atronach and quickly switch to your offense package. Maybe you switch back to suppport midway to heal, or maybe your heal spell is in your offense package. You choose!) By introducing cooldowns to spells and giving them secondary effects (besides the usual ice drains stamina, shock drains mana), I feel that magic combat could greatly benefit from it. Here are some ideas of what the vanilla spells could be updated into: No cooldown: Flames/Flame Cloak/Wall of Flames (steady dmg increase with max dps - extra damage of fire spells sounds silly) Frostbite/Frost Cloak/Wall of Frost (steady slow increase with a 'brittle' debuff that reduces armor rating) Sparks/Lightning Cloak/Wall of Storms (constant damage, but mana burn effect increases, and any additional mana burn deals health damage) Vampiric Drain (steady dmg increase with max dps threshold) 5 seconds cooldown: Firebolt (faster cast rate) Ice Spike (bleed damage and maybe stagger) Lightning bolt (few seconds of paralysis) 10 seconds cooldown: Fireball/Fire Rune (stagger) Ice STorm/Frost Rune (brittle, can stack) Chain Lightning/Lightning Rune (few seconds paralysis) 15 seconds cooldown: Icy Spear (stagger and can strike multiple enemies in a line) Incinerate (paralysing burning for a few seconds. stacks with perk DoT) Thunderbolt (flings the target away) 25 seconds cooldown: Blizzard (steady slow increase with a 'brittle' debuff that reduces armor rating) Fire Storm (paralysing burning for a few seconds) Lightning Storm (constant damage, but mana burn effect increases, and any additional mana burn deals health damage) Now, these are on the fly ideas. There could also be spells that have both cooldown and charges, like runes. You can have two or three rune charges and the second you use one an individual cooldown for that charge begins. I'll photoshop an example of the UI I mentioned above soon. What do you think? Let me know!
  13. I made a request some time ago that might have looked a little too... daunting, and I didn't get any reply (Or maybe people were just not really interested). So I toned it down a bit. This was the original request: Extended Equipments. This time around however, I'm focusing on just a small part of it (Or at least I think it is). Regardless, check this out: http://i83.photobucket.com/albums/j311/Spellbound7/Extended%20Equiments/Tabard-Preview.png Would anyone be able to make that red sash? It would great if someone could make it would be AMAZING if it had cloth physics. You could vary it up with maybe adding a pauldron to it. I would be forever grateful and would have course endorse and name my babies after you. Here are some other variants if anyone's interested (3D model's not mine): I'm using ApachiiSkyHair for the hair and Varied Armour for the topless dragonscale armour.
  14. Would it make me a horrible person if I piggybacked my mod request on this thread? (because it's partially about clothing that would work using Verlet Surfaces)
  15. Well i have a few mods from the Steam Workshop and i just a plethora of mods on NMM, and don't have any problems, so I'd say yes. The thing is, when you subscribe to a mod on Steam Workshop and it downloads it, what I think it's doing is to simply download the files in your data folder just like you would manually install a mod (and it activates the esp if there's any), and NMM does the same thing. So I'd say you're safe to do so. Just keep track of what mods you install in case of incompatibility/conflicts/load order, etc.
  16. Hello! I've had this idea floating around in my head ever since Skyrim was released and I'd think it would make for a really cool mod, but lacking the skills to actually make it, nothing was done. I'd thought I'd give 3D modelling a try, but I just can't seem to wrap my head around it. Extended Equipment? What Extended Equipment is, is a mod that simply adds two (well, three) new equipment slots to your character - a cloak/tabard slot, and 2 talisman slots. That's the simple part (at least, I'd imagine it's relatively easy to accomplish), the more complicated part is to actually model and skin those fables cloak/tabards and talismans. Cloaks and Tabards I know there are already cloak mods out there (and they're awesome too), but there's something that I feel has been missing from them (and Skyrim in general) - cloth physics. Now, I know nothing of 3D technology and such, but Bethesda did demonstrate it was possible (Verlet Surfaces) to implement in the game during the Jam thing and, well, it would just be fantastic to have cloaks react like actual cloth, and tabards would be other varieties of cloth that simply adds an accent to your existing attire. Here are some examples of tabards I did in a few minutes. The 3D model isn't mine, but sadly I can't remember where I got it from so whoever you are who did this, thanks! The idea is that tabards go over your current armor/clothing and will always be on top of everything. So imagine you're wearing a full glass armor set, your tabard will simply go over, or maybe you want to go Conan the barbarian on bandits, but you feel that going topless in a frozen country might take some immersion away, have some semblance of warmth with a thin layer of cloth :| (I'm really just saying you'd look classier, even if it defeats the purpose of being a barbarian...) Talismans Now this is the aspect of this mod that I think is the most interesting (unless someone makes Verlet Surfaces for the tabards :D ). Talismans are like accessory items like rings and amulets, except they are their own category. Imagine them like rings, and you can wear 2 of them at a time, but they don't look like rings, and of course they don't occupy ring equipment slots. Talismans can range from a number of things, and here's a small list of items I'd think would be really cool to have: • Halo (floats behind your head) • Magic Lanterns (hangs by your belt, and possibly passively emits light) • Anklewings (for some reason I call them Fleetwings - they're little wings that attach to your boots) • Shrunken Heads (or skulls, bone chimes, metallic charms, etc - they hang from your belt as well) • Armbands • Spellbooks (hangs from a chain that goes over your shoulder like a knapsack) • Belt Charms (assortment of enchanted belts that hang loosely about the waist) • Chakra/Forehead Runes/Augur/Sybil (Like the Dranei in WoW have floating in front of their foreheads) Some of these talismans would be 'class-specific', like a Spellbook would obviously benefit a mage-type character, or Anklewings would look better on a sneaky/agile character, but obviously anything goes for anyone, like a Spellbook could look like an anatomy book for an assassin, etc. The idea is that a Talisman is just mildly enchanted (like a Spellbook could give a 25% boost in magicka regeneration, or Anklewings increase your movement speed) and quite rare, so that they don't become game-breaking advantages for the player. Some Talismans are even rarer than the rest, like the Halo or the Chakra. I took the liberty of making a few illustrations so you can get a more concrete idea of what the blazes I'm talking about: http://i83.photobucket.com/albums/j311/Spellbound7/Extended%20Equiments/Lantern.png- Magic Lantern - http://i83.photobucket.com/albums/j311/Spellbound7/Extended%20Equiments/Augur.png - Chakra - http://i83.photobucket.com/albums/j311/Spellbound7/Extended%20Equiments/Halo.png - Halo - I truly hope someone out there with the required skills will find this project interesting and will be willing to make it happen... ... and THANK YOU for reading through it all! Cheers!
  17. So, I'm new to modding, and I have been checking out the Creation Kit. Is there a way to add a new hotkey with the CK, in the sense that, for the sake of example, you can bind your racial power to the letter, say, G, instead of having to equip it as a shout and then casting it with Z? I've been looking around the Object Window and I created a new Equip Slot that, I would imagine, creates an entirely new equip slot that if I give it to a Power, it would equip without un-equipping a Shout. (I hope I made sense there) Is that even possible? PS: Also is there a way to give spells cooldowns? (I'm guess scripting will be necesary)
  18. I had this problem in Fallout 3 and now it's recurred in New Vegas. Anyone has a solution for this?
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