phil11 Posted September 30, 2015 Share Posted September 30, 2015 (edited) +1 to the OP While the 8 skills limitation may have been intentional by Bioware, that's whole point of modding a game- to try other things, to experiment with different possibilities. If you want to make the game easier or harder or whatever, go for it. I would definitely support getting a bigger skill bar, but I would also like to have another difficulty setting beyond nightmare as well. Whatever wonderful modder can accomplish even one of these things would be forever cherished in the hearts of all DAI fans. Edited September 30, 2015 by phil11 Link to comment Share on other sites More sharing options...
Dalis918 Posted March 1, 2016 Share Posted March 1, 2016 necro-bump, definite need for this mod. limiting the active skills like they did was stupid. DA:O and DA:2 both had extensive action bars to accomodate for any build and a significant skill count. Besides, I found the limitation to 8 to make the game quite literally unplayable for myself due to number of skills that were more or less forced to be in the action bar due to plot or simply due to your advanced class. Link to comment Share on other sites More sharing options...
SilverAxe001 Posted March 2, 2016 Share Posted March 2, 2016 I agree, there is too small skill bar. In DAO we had much more and it was convinient. Link to comment Share on other sites More sharing options...
Thandal Posted April 10, 2016 Share Posted April 10, 2016 This is Not Possible. Period. The FrostBite 3 engine is significantly different from the Eclipse/Lycium engine used for DAO/DA2, and DICE has never released a Toolset for it. Link to comment Share on other sites More sharing options...
theycallmecheese Posted November 6, 2016 Share Posted November 6, 2016 Re-necro bump to ask if it is at least possible to make the AI still use abilities that are not in their 8 slots? As it is now, they just forget they even have the abilities, which is infuriating.(The justification for this is even worse: 'so you have to plan for each battle.' Oh so I have to meta-game to win then? Cause I'm not supposed to know what I'm facing until it's there and oh thanks for manufacturing more contrived reasons to make us use that *wonderful* interface that BW crafted out of turds and sadness. I hope something - anything - can be done cause this basically ruined the game for me. Some things are too inexcusably stupid to overlook and it's doubly tragic that it showed up in a game so otherwise great.) Link to comment Share on other sites More sharing options...
Thandal Posted November 12, 2016 Share Posted November 12, 2016 No, you don't have to "meta-game". You have to learn to use the "Disengage" command and RUN AWAY when you discover you're ill-prepared for the enemies you've encountered. The limit on the number of active abilities was not an oversight, it was deliberate. That this aspect "ruined the game" for you is your loss, but it is not a mistake and it will not (in fact, cannot) be changed except by the developers if they should ever decide (read: "EA choose to devote resources") to re-code it. Link to comment Share on other sites More sharing options...
AzzFat Posted November 24, 2016 Share Posted November 24, 2016 i always thought even on dao with controller, id totally settle for a feature that let me go into menu to activate those seldom used skills. how hard could that be? god damn bioware sellouts Link to comment Share on other sites More sharing options...
Thandal Posted November 25, 2016 Share Posted November 25, 2016 No, it's not "hard". Many controller-based titles use multiple menu levels to increase the number of available options. For DA:I, the limit was a deliberate decision to FORCE the player to plan ahead, make choices, and live (or not) with the consequences. That you don't like that choice is, of course, your choice. But get your facts straight before accusing others of being "sell-outs". Link to comment Share on other sites More sharing options...
AzzFat Posted November 25, 2016 Share Posted November 25, 2016 (edited) facts haha. i mean they took a near perfect game dao, and in next games they went to hit the whole market(action rpg mostly) to make more money. in the process they rushed/made a lesser game. thats all im saying and its very apparent.. if you dont see it.. more power to you. didnt come here to argue man. just when i hit these regressive walls they put up,,, its a little frustrating. ps edit. sorry if i offended you for some strange reason staff. are you on the dragon age development team or something? Edited November 25, 2016 by AzzFat Link to comment Share on other sites More sharing options...
Thandal Posted November 29, 2016 Share Posted November 29, 2016 I'm not a developer, I simply follow the developers I like on their blogs, etc. So I knew about some of the design decisions, and some of the thinking behind those decisions, even before release. The number of skill/ability slots available in DA:I was one of the things that got a lot of attention. The result was deliberate, and not due to any of the nonsense I've heard, (like: "because they ported it from a console UI...") Quite the opposite. As I said above, It was to require the player to choose which ones to "equip" before heading (or returning) into combat. While personally I might have made a different decision, (maybe 12? maybe more?) it was theirs to make and they didn't make it casually. Link to comment Share on other sites More sharing options...
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