Jump to content

Some Ideas


sttr413

Recommended Posts

Well, some ideas from an old m(a/o)dman. Feel free to use. [just dn't forget to write about your intentions in this topic ^^]

 

Following should be at least compatible with: [otherwise there is just no point in these changes]

Combat Tweaks

Awakening in the OC

Nightmare Plus

Advanced Tactics

 

- "Unique Specs"

 

reasons:

Redo the specs system. Make em powerful. Restrict player to 1 spec. Force player to unlock them.

whattodo:

1. Make specializations unlock only for the current game, not for account

2. Decrease number of Spec Points given to 1 (at level 10)

3. Add 4 new talents to each spec (look for talent-ideas in DA2... most of 'em are ported from DAO, but some are fresh, young and awesome)

4. Remove spec tomes from vendors

5. Add spec tomes to various places in the world (dao AND awak)

6. Make some companions disapprove of the character unlocking Blood Mage specialization.

7. etc etc etc...

 

- "Skill-Based Cons/Runes System"

 

reasons:

Less junk in the inventory

less traveling-to-the-world's-end-to-get-fome-rare-flowers-lol

more time for your boy-/girl-/whatever- friend ^^

whattodo:

1) Remove consumables/runes variants and their recipes

-i.e. replace Novice, Journeyman, Expert, Master, GM, Masterpiece and Paragon Flame Runes with a single Flame Rune.

2) Make Crafting Less Complicated, yet at least as expensive as vanilla

-for example, instead of bringing X elfroots, Y distillators, Z concentrators and a bottle |=> bring 1 elfroot that is cost X times more, 1 "catalyst" that is cost (Y*dist_cost+Z*conc_cost) [may replace distillators, corrupters and concentrators... there is also an option to remove them at all] and 1 bottle... result? time-saving, but still balanced.

3) Increase Stack Sizes for consumables/traps/runes

4) Make such Skills as Poison-Making or Trap-Making affect the potency of the items

-so, our Flame Rune from 1) is stronger if used by a Grandmaster-Runecrafter [OFFTOP: but overall weaker than vanilla Paragon Rune anyway, because runes in Awakening are far too powerful...+1 flame dmg without a skill and +5 flame dmg on grandmaster is enough, IMO]

5) Give Skill point at every 2 levels instead of every 3 levels

-for the characters to be able to place some points in crafting skills to gain greater effect from pots/etc.

6) Rebalance (difficulty)

-there are already some cons-rebalancing mod, so I suggest making this mod compatible with one of them. I also suggest decreasing the number of runeslots on all armors/weapons to 1-2.

 

- "Weaker Awakening Talents"

 

reasons: 1) they are TOO powerful, 2) to use in the Origins campaign with a mod, that imports awak resources into Origins 3) to use with mods 1. and 2.

whattodo:

1) make talents weaker (bring in-line with Origins Skills... or maybe A BIT more powerful)

2) remove level restrictions, decrease stat restrictions

3) add awakening runes, etc into origins. not just add, but PLACE them in the game.

4) mmake compatible with mods 1 and 2

 

- "Less Junk, More Money" [whoops, I understand thhere is some mod that alredy does something that is quite near.... but anyway]

 

whattodo:

1) Remove all the junk (loot and "normal" [not enchanted] items) from drops

2) Increase monetary drops

3) Add vendor with "normal" items... somewhere? [a copy of the smith's whop from warden's keep would fit the job perfectly]

 

- "Play Without Warden"

 

In some quests, characters that are not in your current party, but play a major role in the events... just appear during the dialogue. Is it possible to play using the party of 4 companions, without The Warden, and just spawn him/her in every dialogue?

Why? Because The Warden has no voiced dialogues, no banters, comments and etc. It's a bit dull. I always wanted to replace him with Shale, actually =))))

 

- "Companion Isabela"

 

Well, now we have DA2 with a fully-voiced Isabela. Which means she would be ported into DAO sooner ir later =))) Can't wait =))

 

- "Increase Party Size"

 

no comments. But I strongly doubt it's possible, because it would have been already released now.

 

- "Death Disapproval"

 

-1 / -2 approval is character falls during battle. +1/+2 if ressurrected by the Spirit Healer.

 

- "Gift Overhaul"

 

personal gifts add +5 approval. no "gifts for everyone".

"feastday" gifts removed from bodahn. added to various places. give +5 or maybe a bit more.

maybe something else...

 

- "DLC Quest Timing & Items"

 

make Stone Prisoner Available after 1 plot/treatie

make Return to Ostagar Available after 3 plots

make Warden's Keep Available after 4 plots

remove all DLC-granted items from inventory/vendors. add them to different places in the world. including those ganted by "Golems of Amgarrak" and "Witch's Hunt".

maybe let player keep some weak rings/amulets in order to prevent the world from overflowing with DLC items, lol =)

 

- Slotted Imperial Edge

- Better Biteback Axe

- Endbattle Cooldown (like in DA2)

 

- New Enemy Sub-Types (different specialized Hurlock bearing different weapons and using different talents/tactics... only an example, though.

 

PS. Feel free to question me, because my english is not perfect and i am constantly worrying on the "oh-did-I-make-it-clear-enough?" point.

PS2. I really hope someone will do at least something of these. I am no stranger to modmaking, yet I have extremely little spare time =(

Edited by sttr413
Link to comment
Share on other sites

- "Unique Specs"

 

reasons:

Redo the specs system. Make em powerful. Restrict player to 1 spec. Force player to unlock them.

whattodo:

1. Make specializations unlock only for the current game, not for account

2. Decrease number of Spec Points given to 1 (at level 10)

3. Add 4 new talents to each spec (look for talent-ideas in DA2... most of 'em are ported from DAO, but some are fresh, young and awesome)

4. Remove spec tomes from vendors

5. Add spec tomes to various places in the world (dao AND awak)

6. Make some companions disapprove of the character unlocking Blood Mage specialization.

7. etc etc etc...

 

 

Agree with...

- Blood magic dissaproval.

- Add new talents.

 

Disagree with....

Restric spec points to one (at level 10).

 

Reason for disagreeing:

- On many play throughs, without getting my Spec point at lvl 7 I know I would be scrwed without some of them spells.

- One spec is rather ristricting, means I would need to change my party every time I go to a different place due to needing more warriors or healers - e.g. Alistair is one of my main DD's and he tanks. Not to mention companions already have chosen specs - makes it more restrictive to players to customize party members.

 

 

 

 

- "Weaker Awakening Talents"

 

reasons: 1) they are TOO powerful, 2) to use in the Origins campaign with a mod, that imports awak resources into Origins 3) to use with mods 1. and 2.

whattodo:

1) make talents weaker (bring in-line with Origins Skills... or maybe A BIT more powerful)

2) remove level restrictions, decrease stat restrictions

3) add awakening runes, etc into origins. not just add, but PLACE them in the game.

4) mmake compatible with mods 1 and 2

 

 

Disagree with this - to weaken them would make playthrough in Awakening much harder, especially towards the latter part of the game.

If you use them in the Origins.... yes, they will be OP, but they were not made to be used at level seven etc.

 

 

- "Play Without Warden"

 

In some quests, characters that are not in your current party, but play a major role in the events... just appear during the dialogue. Is it possible to play using the party of 4 companions, without The Warden, and just spawn him/her in every dialogue?

Why? Because The Warden has no voiced dialogues, no banters, comments and etc. It's a bit dull. I always wanted to replace him with Shale, actually =))))

 

 

Wouldn't work. Some dialogues are adressed DIRECTLY toward your Warden. So even if Warden is not voiced, would mess up the game imo.

 

 

- "Companion Isabela"

 

Well, now we have DA2 with a fully-voiced Isabela. Which means she would be ported into DAO sooner ir later =))) Can't wait =))

 

 

 

 

I agree, but although she is voiced, it is not the same as DA:O + a majority of her dialogue is from personal quests, in KIRKWALL, or party banter with other DAII companions.

 

 

- "Death Disapproval"

 

-1 / -2 approval is character falls during battle. +1/+2 if ressurrected by the Spirit Healer.

 

 

Not the players fault if they die. But, I think it would be interesting!

 

 

 

- "Gift Overhaul"

 

personal gifts add +5 approval. no "gifts for everyone".

"feastday" gifts removed from bodahn. added to various places. give +5 or maybe a bit more.

maybe something else...

 

 

At the feastday gift thing - people spent extra money to get them, myself included, I dont fancy running around the world to get something I payed for.

 

 

 

 

- "DLC Quest Timing & Items"

 

make Stone Prisoner Available after 1 plot/treatie

make Return to Ostagar Available after 3 plots

make Warden's Keep Available after 4 plots

remove all DLC-granted items from inventory/vendors. add them to different places in the world. including those ganted by "Golems of Amgarrak" and "Witch's Hunt".

maybe let player keep some weak rings/amulets in order to prevent the world from overflowing with DLC items, lol =)

 

 

Hmm..... 4 plots = pretty much whole game. Thus, Wardens Keeps is pretty much useless as you wont even be able to go there after the Landsmeet. I say all should become avalible after 2 plots, if not one. But 3-4? Too much imo.

 

However, you have made good points and sugggestions! :laugh:

Link to comment
Share on other sites

Some dialogues are adressed DIRECTLY toward your Warden

 

just spawn him/her in every dialogue

 

where's the problem, exactly? I don't get it. There WILL be a Warden... during dialogues.

 

or maybe you mean some situations like... when dwarf greets warden upon entering Orzammar? Not a dialogue, but monologue. I don't think there are a lot of such events.

Link to comment
Share on other sites

Some dialogues are adressed DIRECTLY toward your Warden

 

just spawn him/her in every dialogue

 

where's the problem, exactly? I don't get it. There WILL be a Warden... during dialogues.

 

or maybe you mean some situations like... when dwarf greets warden upon entering Orzammar? Not a dialogue, but monologue. I don't think there are a lot of such events.

 

Oh! sorry, I was replying to this thread quite early in the morning and my eyes must have just scanned over that....

Hmm, a good idea then but still - a bit strange, your Warden just appearing out of no where to talk.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...