About this mod
A collection of bows that utilise a mage's Magic attribute instead of Dexterity.
- Permissions and credits
- Changelogs
I eagerly went researching for a mod to give the Arcane Warrior the ability to use Bows, but came up short - it seems that this is beyond the reach of modders, though I will happily consider this mod redundant if somebody pulls off that feat! In the end I decided to do the next best thing and make myself some bows that could see me through the game as a Mage-Archer.
This is an initial release and not yet polished, balanced or made particularly end-user friendly. You will have to use console commands and take responsibility for balancing your own progression. I intend to finish it up as I go through this playthrough and find the flaws, but I am notorious for half-finished projects.
Features
- 22 new bows that require the Magic stat to equip instead of Dexterity.
- Each bow is visually an exact copy of a vanilla bow from Origins or Awakenings, with identical description, model, texture etc. The intent is that, as an arcane archer, when you find a better bow in the course of gameplay, you will use the console command to summon the mage version of that bow, and destroy (or sell, if you want unearned gold) the vanilla bow. But you can just as easily summon any bow in at any point.
- Since Rogue and Warrior archers gain an accuracy bonus from their Dexterity stat, each bow has an accuracy (attack) boost granted. Since 0.91 these are set to match the attack bonus you would receive from hitting the minimum dex requirement for the vanilla counterpart. If you prefer not to worry about auto-attack accuracy on your mage, use the optional tweak which doubles attack values still further. If you want reduced accuracy (still with an attack bonus on all bows, but significantly lower) use the old 0.9 version of the mod.
- Your auto attack damage will likely suffer compared to a regular archer. These are largely cosmetic items and stat-sticks, and designed to fill the role of a stave. That said, I didn't take any effort to have them function like staffs and don't much care to, unless it is a big request. Like all bows they are not 100% accurate, they deal slightly higher base damage than staves, have lower armour penetration, have an aim-delay, can deal critical hits and get benefit from flanking attacks.
- I gave each bow a set of bonuses taken from a similarly levelled (and where possible a similarly themed) staff - but have no idea how I did at balancing this. You may get vastly overpowered mage bows early on, or just as likely you may find that the endgame bows simply don't feel like high level items. This is the main area I will be balancing before a 1.0 release, and all feedback is welcome. I am willing to make more and less powerful versions if these are requested, though the .uti files should be tolerably straightforward to edit for yourself using either the DA Editor or nwn2gff.
Installation
Simply copy all the files into your Documents\BioWare\Dragon Age\packages\core\override folder. You can delete the Source files and the readme.
Use
To acquire a mage bow, open the console and type:
runscript getbow <tag> <quantity> <material>
Tags:
Shortbowmagesbw_sbw
Darkspawn Shortbowmagesbw_drk
Orlesian Bowmagesbw_orl
Scout's Bowmagesbw_sct
The Dark Moonmagesbw_new
The Fox's Bowmagesbw_mgc
Whitewood Bowmagesbw_stl
Wilds Bowmagesbw_wld
Longbowmagelbw_lbw
Darkspawn Longbowmagelbw_drk
Antivan Longbowmagelbw_ant
Dalish Longbowmagelbw_dal
Bow of the Golden Sunmagelbw_sun
Falon'Din's Reachmagelbw_fal
Far Songmagelbw_fsn
Mage's Eye magelbw_eye
Spear-Throwermagelbw_for
Wolf-Killermagelbw_wlf
AWAKENING ONLY
Dragonspitemagesbw_001
Chasind Armmagelbw_001
Heartwood Bowmageheartwood_bow
Miserymagelbw_002
Quantity is self explanatory! Just type the number you want!
Materials
Elm33
Ash34
Yew35
Whitewood36
Ironbark37
Sylvanwood38
Dragonthorn39
AWAKENING ONLY
Vhenadahl20040
Ancestral Heartwood20041
Enter that command to the console with the relevant inputs and the new bow should drop into your inventory.
I am told that it is possible to give yourself Archer activated and sustained talents as a mage - it may be that one or two archery sustains are really required to make this all work in game, so feel free to experiment with that if you feel lacking.
Compatibility
I don't see any reason this should conflict with anything else you have installed, but please let me know if a conflict occurs.
Stability
I've only encountered one extremely minor bug during testing - sometimes if you set Quantity to 2 in the console command, you receive one copy of the item with your desired material, and one elm copy. I haven't the foggiest what's causing this and honestly have better things to do than to fix it unless it starts causing more serious trouble.
Permissions & Credits
Once again, my thanks go to yourInquisitorialness for the awesome mod that inspired this and made my current run possible. Whilst my little mod pales into irrelevance next to their masterpiece, I would love to see my mage's scout bow incorporated into that mod for the Dalish origin if they ever want to do so!
Hdhd & eclips3 created the excellent additems with materials script that I used as a template for my own getbow script, this mod would still be stuck in limbo without their excellent work and the kindness of uploading their NSS files.
And finally the good people on the Dragon Age Origins Modding Discord server, in particular the users Ashhawk, hoarous, Hermän2000 and escapement for their kind and prompt responses to some pretty daft and tired questions.
Oh and obviously Bioware for making the game, etc.
Any and all feedback welcome!