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Origins with Awakenings difficulty


en4cer

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YES!! dude i finally got them to detect/use the awakening epic feat

 

before you click the pics, here is current explanation so you see exactly whats goin on

 

a.) dragon age awakening talents/spells detected and working, but have no GUI "information/label" display probably because im missing...who knows what, while not a major issue, it is one that must be corrected, that is why you will see i "labeled" the screenshot, because unlike other talents that are toggled, no "floating" text comes out with new/ghetto rigged talents heh

 

b.) had to force awakening "aip_" packages into original m2da_base, although not certain im sure the "pros" would certainly frown on this and insist i learn advanced script/syntaxing :p. let me tell you something about instability/conflicts with average engines..actually just think bethesda engine hahahahah that sums it all up, this engine is very stable/tough, ive done some blasphemous experimenting and have yet to "brick" a profile/game, anyway who cares what people in spandex think of my methods :p

 

behold the "mod's" first baby steps! we'll do from ugly to sex, so bugs go first heheh

 

I've never been fond of life's mysteries...Mystery dates, mysterioux admirers & mystery meat, all bad, including mysterious gui talent entries, gotta fix this soon

 

again, now you'll understand the last picture with no "indicator" on ability toggle

 

Can't tell you how much i enjoyed watching my party get tossed like ragdolls by mr. "you gotta pay the toll" lol

 

that's right, finally, awakening sweepage!! now for the rest of the 6 million talents heh <i ASSURE you it was the sweep strike, shares "mighty blow" animation i think, except mighty blow doesnt knock you down and of course has "floaty" text indicator, so i promise its working haha

 

 

so it WORKS - even if its super-ghetto. its completely independent of an separate "module", just gotta keep messing with them slowly and get labels working of course, the download if viewed as an actual "mod" probably wouldnt be more than 500kb-2MB, user just has to copy a few resource files from local awakening installation

 

since i made -some- progress i think crashing out early tonight (yeah at 3am) would be wise so i can take advantage of the entire day tomorrow after some errands with decent energy, working on things when you're tired = recipe for destroying a beautiful thing ;]

 

i think this thing has a good chance of happening, we'll see...

 

we'll see dude

-edited for extra note-

 

i gotta say, having them use knock down and status affecting talents really forces you to consider physical resistance buffs/items, it makes you feel vulnerable as hell when an npc close to your level may randomly boot yer ass lol, k heh

Edited by veteran_gamer
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WOW !!!! ALMOST THERE .......you know iv been thinking, you have a natural talent for tinkering with mods and tons of passion for it ......keep going and i reckon its just a matter of time when someone from Bioware stumbles upon your totally new revamped Origins and gets so impressed that you might actually get a job there :)

 

Heh gota have faith man .

 

God bless and sleep tight mate

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hahahah, you're a good guy en4 ;]

 

ive been tweaking the two handed settings to where its just about balanced right, 1/5 attacks or so is a special power, had to lower pommel and sweeping strike, kept getting my ass kicked by them

 

in about an hour or so ill start with the dual_wields, hopefully next "update" ill have a video demonstrating 2 or 3 packages with "godmode" for both npc and player so you can "sample" how combat'll feel

 

thing is i keep getting side tracked with so many other things, especially NPC loadouts, ive pretty much been changing the campaigns characters as i go through it, its time consuming cause a lot of times i need to create new "item sets" etc

 

anyway i appreciate the faith and stay tuned man, it'll get done eventually ;D

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There is no problem with your mod per say its just that VG is trying to integrate it into his latest mod, if you read the whole post from the beginning and don't take short cuts you will know whats going on

 

Regards

En4cer :)

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hey there, there's no issue whatsoever with your mod itself, its simply not compatible with what i'm currently doing, which is a completely private modification of the ai packages

 

what i've done is had them include certain "epic" talents from the awakening 'expansion', passive, activators & single toggles. the reference i had made regarding advanced tactics was how disappointing it is to have had to uninstall it Due to what I'm doing, you need not worry about anything on your end, your mod itself is perfect and does exactly what its supposed to.

 

there is no need to worry about anything on your end anakin, as aforementioned this is not something that will ever be widely available to anyone besides those who may lurk or browse through this thread, so you're good to go. advanced tactics is one of the top 3 mods i recommend to any dragon age players , my friend :]

 

sorry i went silent on ya en4 but things have gotten so damn interesting and exciting. im truly addicted. later today i will try to get some videos uploaded of some of the crazy things i've been changing, ill give a quick overview out of sheer excitement but videos will do them far more justice

 

-talent special effects for player & npc impacts "tweaks", these are sick as hell!

-peon's flight critical/1 hit kill talent now sends chunks of flesh/gibs shooting out the enemy on impact (lol wait till you see it)

-conjure and impact effects redone for winters grasp

-impact fx for arcane bolt drastically improved

-genlock, hurlock, alphas and emissaries now use nearly identical ai packages as the disciples in awakening

-all dao campaign maps now start off with level 20 difficulty, with with the max being at level 50 (will need a script that auto gives xp on start so player starts at lvl 20 as well)

-player level cap set to 50

-around 250 npcs have custom loadouts to better match them, similar to some of improved atmosphere's idea, but far more to my taste, will take screens of these...soon (250 is not much, theres a few thousand npcs or so in the game heh)

-removed all "pink, purple, etc" tints to ALL metal armors replacing the defaults, made slight adjustments to silverite and higher tier metal surfaces, nothing too flashy but a welcomed subtle improvement, some leathers still need work

-noble origins - added allies & additional npc placements to bring it all to life making it feel like a real castle siege, epic battles in a few spots

-noble origins - added flaming bodies near fires, a few surprises when you find oren (placed a hanging female prop near orens body and removed orianas default body, change camera angle in stage, hahah trust me its very cool)

-kokari wilds - this one is really crazy, added a few "stealth/rouge genlock" reinforcements, they literally come out of the shadows in substancially intimidating numbers, lots of fun, about 35 additional enemy npcs total

 

few things i had to do though, one was revert to using shivats awakening talents in dao, trying to make it stand alone was far too time consuming and arrogant of me to think i could accomplish this "quickly" still being so new to the engine

 

i also need to ge the custom waypoints going, ive tried to figure it out on my own and its simply not doing what i want, will need tutorial sometime soon

another thing i need to get going is some retextures of certain wood surfaces that suffer from atari graphics, ive been too busy to create wood textures but there is a few "dialogue" sequences that Really offend the eyes

 

ah dude its a lot of blubbering as always, what im currently doign at this moment is figuiring out how to trigger weather effects, im gonna hav to start getting into tutorials, while its fun doin things on your own, templates/tutorials cut your time wastage in half or more

 

just give me till tonight, or a day, or even two lol, its hard to stop what im doing especially the past few days, i will made some videos though you have my word :D

alrighty tighty

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SIGH, and it all started with a simple AI mod .........now its turning into something totally HUGE, well good on you mate i say..........we're all proud of ya !

 

Especially me :)

 

Btw how did you go with that small mod of those spells i asked you for ?

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okay buddy, here's whats going on, but before i begin, about your request - i have not made the time to take a look at the blood mage spell mod you linked me too, and the only excuse is being caught up in my own stuff, so i apologize in advance but i'm at a critical learning phase now and -must- devote any free time i have to continue "leveling up" (bahah freakin corny)

 

first, its time to deliver this threads request with the best possible "package" i can arrange for the time being, just download attachments -make sure you do the following before test/confirming they work, my friend :]

 

1.) delete ANY "exptable" gdas in your override, right click on override directory, do search for "exp" (no quotes) to make sure you dont have two of these at once, this is crucial

 

2.) delete old areadata.gda and replace with new one in this post, old one had experimental settings (never good), this one has been recreated, except i made the "character generator" screen .2 scale Brighter, you may or may not notice, also set "targetlevel" to 20, which i believe scales creature/enemy items according to the players level or something like that, wont hurt

 

3.) also make sure there is no gda labeled "properties, properties_this, that, etc", unless for some reason an override you cant live without has it included....(im certain nearly 95% of the mods out there dont touch this file), vaporize it

 

4.) please confirm via PM or here that everything works

 

5.) put the files into your override and enjoy friend :]

 

i do this now, so i can "wander off" with a clear conscience

i am at a point where its time to get to business and create my "base", the road ahead from here will be very heavy. my ability to keep up with mod threads & my current checklist simultaneously will diminish within a few days.

 

ill most likely only pop in for "support" threads if i can help, or ones i may create.. or to post a video perhaps. im telling you this cause if i suddenly seem completely absent for long periods of time, you will know why. l must take -full- advantage of each precious hour without having to update the "public" or similar severely disruptive "obligations" that come with sharing stuff widely. this is my chance in a brand new place and im goin for it

 

lol sounds like im abandoning a family member or something, but im just being real buddy :]

 

you can message me through PM if you need to get ahold of me - those will notify email instantly, this is just "heads up". as of now there is so much to do, most which i ahve learned fairly well, but things i have not touched and need to get comfortable with ASAP are - proper basic scripting and model import/exporting/skeleton structure for thsi engine which i havent even touched, it is overwhelming yet equally as exciting. this all may sound overly ambitious, but this is not the first 800lb gorilla i take on and man-handle i assure you...i am confident of success - so long as i allocate my focus/time properly, i must take advantage of all this free time, you never know when the real world will demand you live in it again - in my case within a few months i will have to return to normal schedule, so this "time off" is critical, you know/?

 

thanks for letting me hijack your thread so i can spam all who passed by with a lunatic's ramblings and especially for the support & faith you've shown with the very little i provided, but Especially the happy birthday thread you made for me a few days ago, haha, that was awesome dude, my cousin didnt even know it was my bday when i went to his house, i didnt tell em till i got home with a phone call (just to mess with em haha), regardless, i will not let either of us down, trust me, all is exactly as it seems to be here.. this is gonna be "big" in its own right, indeed :]

 

you have my word that if for some reason i get struck by lightning and cannot reach my goal or desired "completion" state, i -will- upload whatever progress i made for you to dig through regardless, i promise.

 

here's a screenshot i was adding to a "batch" to show progress but decided to use the time for an lengthy post instead, this is the "1 hit kill" epic warrior "pleon or leon, peons flgiht or some crap, it kinda sucks that the gibs are not actual models - clipping through environments, its still sweet though and i dont want to spoil anything else...yet ;]

 

oh hey so heres the readme lol

 

-npc levels starts at level 20, and are capped to level 50 (player should level to at LEAST 15 starting a new game)

-player cap extended to level 50

-max attribute points raised to 140 just to make sure player is never severely underpowered (default 100)

-forgot to mention i REMOVED "1 hit kill" zones...meaning the final showdown in denerim may or may not become extremely difficult and/or impossible, please notify results if you get there before i do haha, thanks, thats all

 

-edited, forgot to mention critical part in readme!!!

 

alright man, its time to hit the deep roads :D

enjoy and god bless

;]

 

vg

Edited by veteran_gamer
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Thanks a lot ill test it now and tell you how i went :)

 

Edit: Did you by any chance increase enemies resistance to spells ? coz the damage i was doing before is nowhere near to what im doing now and thats with the same items spells and abilities he he he

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