About this mod
A small mod only modifies animation blend tree (.anb files) for all weapons and allows anyone to use any talents/skills in correct animation while using any kind of weapon.
- Requirements
- Permissions and credits
According to the report, this mod might be incompatible with any talent mods that change the animations the talents should cast. See Bug section below.
#Description updated on 03-13-2014#
Notifications on first:
This is not a mod that tweaks your characters, classes, talents, spells, and even animations themselves. It just allows you to cast all the animations that any usable spells and talents should cast without checking your character's wielding style.
If you want to add new talents and spells to your characters, you have two ways to go:
1. Manually adding new abilities or new talent trees:
Select a character, then open the console, type "runscript addtalent xxxxxx"(replace xxxxxx with correct talent ID or talent tree ID), and you can see your selected character's new ability on the first quick slot, or you can check his/her new talent tree on main menu.
You can find the talent IDs and talent tree IDs on wiki: http://dragonage.wikia.com/wiki/Console_(Dragon_Age_II)
2. Using multi-class mods or any mods that tweak character's talents or spells, or even add new talents and spells to your character.
You can find them on any DA2 mod website like nexusmods.
#Description updates end#
Originally posted at Baidu Tieba http://tieba.baidu.com/p/2855024457
-Introduction -
This is a small mod only modifies animation blend tree (.anb files) for all weapons and allows anyone to use any talents/skills in correct animation while using any kind of weapon. With this mod, modders can create new abilities without the limitation of using animation, and those players who are favored in multiclass will no longer facing any problems like no VFX, no animation, no ability effects while casting talents/spells that don't belong to the character's current class before. That means you can create a real Arcane Warrior!
-How does it work? -
I spent long time extracting and analyzing the files with hashed names to find out and categorize the .anb file designated in combat_style.gda, then add all the missing animations to every weapon .anb files, which can be found in other files.
-What can it do? -
Now you can use any talents or skills while using any kind of weapons, like using Fireball while dual-wielding, or using Evade while equipping 2H weapon. The two abilities I mentioned above couldn't be correctly executed by original game because the .anb files corresponding to the weapons do not contain these animations.
Due to some the animations point to one ability can be different because of the weapon (like Vendetta and Assassinate), I choose the animations by my favor. Like Assassinate, equipping 1H and shield will cast the original dual-wield version animation while equipping 2H or staff will cast Tallis version (casted by Drop Dead ability).
-Who may use it? -
This mod is for the modder who wanna create new abilities without the shackles of the animation limits on weapons, or for those players who wanna playing characters in multiclass, like a mage using melee weapons or bows. So now your Arcane Warrior dream can really be true!
-Requirements-
Mark of the Assassin DLC.
-Installation and Uninstallation-
Put the only .erf file to Override folder and check it in game.
While you want to uninstall this mod, just delete this .erf file and everything is done.
-Any future plans? -
#Updated on 03-14-2014#
Actually now I got a plan, but I'm busy preparing for some test, so it might not be started now. Furthermore, this plan should got huge work and I don't think I can finish it just by myself.
What I want to do is, to add all characters' animations for talents and spells to all enemies' animation trees, then create all the character-usable talents and spells' copies, which belong to enemy skills.
I want to solve a problem that most of the enemies can only have few skills and just attack you(in a much lower attack speed than characters), and give a relatively equal places for both sides. Also, I understand that to finish this work, some tweaks of the game balance should be applied.
But all of them above is not the most important thing. The process of extracting all animation tree files, categorizing them and adding new animation nodes can be really dull, annoying, error-prone and can cost much, much more time and energy of you that you can imagine, just because the original files is encrypted, and there can be no easier way to add new animation nodes to one animation tree (at least I've not found out any of them) so you should add them one by one, then change the node pointers one by one. Only by finishing this part can we move to the follow parts.
I may got much more free time on May or June 2014. Hope there can be someone who is interested in this work.
#Update ends, you can check original version below#
I have no plan for further development, like adding animations that belongs to enemy creatures in original game, or creating new abilities.
Adding new animations to animation tree can be dull, because some values in all nodes in the file must be changed and can leave huge works. I have no foundation using python, so I can't make my work easier by writing .py code, and any change to any file can be a huge work because I have to alter hundreds of items one by one.
Creating new abilities based on free-casting animations are not what I'm caring about, so just leave it to the modders who are interested in this work.
-Any bugs? -
#Description updated on 03-21-2014#
Using any talent mods that change the animations some talents should cast while using this mod may cause incompatibility problems. Now I don't understand how it happens (because it shouldn't happen in my mind now, but it really occurs) so I need time to find out how.
Unfortunately I'm very busy right now and it may continue in one or two months, so I can't do anything on this mod right now. Hope someone can help me fix them, if there can be one.
#Description updates end#
Actually due to the tedious work creating this mod, I have no time checking whether all the abilities can cast the correct animations well.
Some of the bugs can't be fixed by myself due to the original animations, which can lead to the dislocations of the weapons, even can let you see the weapon sticking in the character's armor and body. Some of the bugs might be caused by my carelessness, just report to me and I may see if I have time to fix them.
-Permissions-
In addition to use this mod, you can modify this file by yourself, but you should notice me at first.
-Credits-
Original .anb files made by BioWare
File modification by royale011
Tools:
GDApp by elys, originally posted at http://social.bioware.com/project/755/
pyGFF by Mephales, originally posted at http://social.bioware.com/project/1936/
-Written in the last-
Thanks for reading all the description while tolerating my poor English. Just enjoy this mod.