Loving this mod, but just noticed an error: Rough hide's description in-game states that it will provide +1.5 CON but it still shows up and is applied as +1.5 CUN in crafting. Not sure if you are open to updating this mod still (I know it's been years), but would appreciate it if you could! Personally I'm playing this before Veilguard comes out.
Otherwise just take this as an FYI for anyone still using this mod :)
Hi NoOneKnows1, I've noticed another issue where Silverite gives +1.75 STR instead of CUN, and Paragon's Luster gives +1.5 STR instead of WLP. Sorry for the random dribs and drabs of pickups but I'm only noticing the discrepancies as I'm crafting using a particular material.
Thanks again for the sharp eye Uploaded a new version
You caught me right as I was getting back into dai modding, good timing. I left the old version up because the new version might give problems with old saves. Because (a while ago) I changed my version number before I was making mods and forgot to change it back. That is why some of my mods in FMM gives an version error.
I'm having a mod conflict or something that causes my Ram Leather item's name to be blank. Can anyone think of any mod that might cause this? I have a pretty extensive mod list so it will take me some time to go through it and I thought it might be easier to ask for some help and hope for the best while I do.
I think I had that same problem. I can't remember what fixed it short of reloading a game before you picked up your first ram leather. If you do not have a save to test that out, try selling all ram leather then get some new, that might fix it.
Yeah I figured it's something with my save being a bit bungled up. I'll try selling all my ram leather though, thanks for the suggestion! Either way, at least so far it's only a single item, and I've seen quite a lot of the items that this game has to offer, so it's not that big of a problem at least.
I found a bug and looking for conformation: Using Tusket Ivory on t2 warden Helmet and Dwarven Helmet- Shows and employs no effect in the Utility slot.
I have deleted/moved some files: relating to Flames and item pack (found them to be cheesy) so I am not sure if it is that or not.
I noticed that too in my current playthrough, I hadn't noticed it before because it's a material that's not part of the "vanilla" package. But I found some in a lootsack and was going to report it! But you beat me to it! :-)
Slaughter some innocent Tuskets and you should find it in their remains. So it was both huh? That is not good I am not sure how to fix unless because it is a dlc t3-4 material from hakkon. and the text file needs to be included from that as well. Any other bugs from that material let me know please, thanks.
I rarely kill critters that don't attack me. Any of the "canines"--wolves, hyenas, feral wardogs--and other "vermin" I have no compunction for, but I don't even do the Ram Meat quest for the Hunter anymore because I don't really like killing those rams. Call me a sentimentalist! :-)
Occasionally some critter gets caught in the crossfire but that's not my fault, they're the ones in the wrong place at the wrong time.
EDIT: Downloaded the "new" file, which has the same mod number (1.2) and still shows Tusket Ivory as +1.25 Strength in the description but nothing happens when you select it in a Utility slot. Possibly you uploaded the wrong version?
UM= Unique Materials Tusket Ivory is just completly messed up. OK FIXED will upload in a few hours. No, the new file was an 'optional' file just a plain html file showing the mats. and the effects, much like Fandomο»Ώ but w/o the css. I think it is mostly accurate. Up until about 6 months ago I did not even know what the class restrictions meant.
EDIT: Important 1. These values are XP amounts needed to reach the next level NOT total XP. 2. This is a XP table change not a XP addition or reduction, I suspect the other mods do it the same. Mine------------default----------70% (estimated but multiplying default by 1.7) L2 10---------------400--------------400? L3 6800------------1000------------1700 L4 15200----------1500------------2550 L5 22800----------3242------------5171 L6 28200----------3498-----------5947 L7 31700----------4023-----------6839 L8 33900----------4626-----------7864 L9 35400----------7093-----------12058 L10 36500----------8157-----------13867 L11 37300----------9381-----------15948 L13 37800----------10788---------18340 L14 38300----------15508---------26364 L15 38600----------17834---------30318 L16 38900----------20509---------34865 L17 39100----------23586---------40096
The image below shows 6 plot curves default follows a (D) type curve. 70% (+/-)follows that same but just moved. Mine Follows an (E) type curve What this means is that you play a lot, a lot more game before you hit the 'boredom wall' because it is not necessarily the increase it is the total so they (the column) just need to be added up.
Missed Comment... I looked into adding more slots but those that know say it is not possible... yeah horrible decision going with that route but it is all about consoles even tho player made mods keep the money coming in, maybe not a lot more but more than 0. I am going to have to make an adjustment to pk extras for compatibility = move added 2h axe and remove the respec amulets. I made a new one that is reusable and will be added to the container after the first rift. So I still have been busy with the mod even the comp is messed but parts are coming in 2 days.
Yeah, it's hard to imagine how to add any additional slots--though the devs found a workaround for that in the Trespasser DLC, when you get Anchor Discharge. Something like Left-Stick + Right-Buffer? I forget, but it's there. And if you can add an extra skill by adding the left-stick as a modifier, possibly you might be able to add more than one. Dunno, not my wheelhouse obviously. But I'd settle for putting your basic Focus power there from the start, since otherwise I generally don't even bother keeping it available.
'Looking forward to it'. Really!?? You are just being polite now. It is just about a nothing change. I modded about 100 schematics with DAIMM until I realized it was the materials that were that real problem. So with this new mod (Going with the name Practical Overhaul (PO) for now) I told myself I am not going to edit schematics.....but I am. I have a theme: Armor type have more armor but the least Utility, Coat has the least armor but the most Utility, and Mail is the middle ground (default numbers the others are +1 or -1) this gives a minor variation. This is what I used with the armors before. The weapons I'll just edit out the poorly scaled.
I was not aware that Anchor Discharge did that. I play w/ a mouse so that would be hard to test, but I might look it to that. Well it should not be that tough (except tough engine to mod) a glorified copy an paste, the slots are there in both the char.menu and on screen. But it not.
I look forward to all your mods :-) And I've already said I'm likely not to use the War Table one on account of not wanting to lose access to CWTO, so it's not like I just say these things! :-)
The real reason I'm pleased at the changes you're making to PK-Extras is that it will eliminate an anomaly that I've been taking advantage of: once you get to a store in Haven, you notice that of the four Amulets of Respec you harvest during the Prologue, you can sell two at 1G and two at 52G. So I sell those two and buy the 1G one that Harritt sells, and now I have three total which is more than ample to my needs, plus I'm 100+G to the good! :-)
TBH, I mostly don't use them anymore, I figure the initial skills the game gives you are part of the limitations I want to accept. Almost the only time I respec is when I get my Specialization, at which point I sometimes like to put a few skill points in there! :-) The other time is when I decide to change Cass from a 1H to 2H Warrior, although I haven't done that lately.
Oh! I had no idea of the sell price... will fix my reusable. I get odd thing during testing and maybe others but Solas has only shield and Varric only has only one double dagger skill. And I like Cass as 2h but I have been testing w/ 1h and it is not as horrible as i thought.
PO is a hugely varied mod and the parts are woven so xp, wt, fixes, perks, and anything else that is weird that I am able to change will probably be in there. btw what version does your package.mft say?
I assume PO is a typo for PK, but correct me if I'm wrong.
I have 14 separate files named "package.mft" in my DAI directory. The only two that I can read that have a version number are "D:\SteamLibrary\steamapps\common\Dragon Age Inquisition\Update\Patch\package.mft" and "D:\SteamLibrary\steamapps\common\Dragon Age Inquisition\ModData\Default\Update\patch\package.mft".
ah 12 good my comp was going crazy saying version is wrong so i was changing everything to 13 just to get it to play but I think they are all 12 again, thanks. po practical overhaul.
FWIW all the mods of yours I'm using throw that same warning, but it doesn't seem to affect anything. Kinda like the older DAIMM mods I'm still using...
What did you think of the xp numbers? I think I'm going to change #1 to 10 xp so that your followers can level up after that that second rift (along with you), instead of at haven, what do you think?
I like the idea of getting an additional level for the followers after the second rift. That will make a huge difference in the Prologue boss fight, which IMHO is the hardest in the game, no lie. Currently that's one of the only places where I usually need to cheese things--drop down the difficulty level mostly, although sometimes I can get by with just replenishing my healing potions (i.e. turning off Travel Light) on the bridge before meeting Leliana and Roderick.
As I said in a Steam forum post, that is the one and only boss fight where you're a prisoner of the system: other than the one extra skill point, you're stuck with the original skills and gear (including the pre-programmed loot), and--crucially--no regeneration potions (and of course only eight healing potions). The only times I don't have to do that are as a Rogue: I often have to as a Warrior and almost always as a Mage.
As to the levels you presented, I started to make a comparison with the mods I've used (70/80/90 percent reduction) and I'm not sure I see your approach as significantly different. Haven't done the math but I am comfortable with the mods I'm using, so this one may be in the category of "nice work but not really for me" as is also true of E_Seer, Run Sprint Jump, and the one with the modified Berserk crafting materials.
BTW you mentioned doing something with the Flames and Spoils stuff--I'd like that, as I agree with your assessment. They're another aspect of the "why waste your time on the regular stuff when these are so much better?" syndrome for which I also reproach the crafting system. And since I never use the schematics at all, they just clutter up my inventory and make it more tedious to look up what I want.
Flames et al are going to be available at Seggirts shop and instead you'll pick up some (lowest level) armor schematics; remade to be a bit weaker than you can find later, say Redcliffe and low bosses. I'll play and piece out where a nice upgrade would be found, bought, or rewarded at the WT. So WT, store, perks (goodbye 'Short List'), and some schematic mods won't be compatible.
Gut BE and Val R. of L2 schematics so the player will find them around. I am not going to change that loot tables (random finds) so one could still find L2 stuff.
Thanks for that summary. Alas, I probably won't want to give up the fast War Table so it won't be for me. But it sounds great! :-)
...I suppose it would be asking too much for you to break this down into pieces so I could use some of the bits that don't implicate the WT? Perfectly understandable if not but I figured it couldn't hurt to ask.
EDIT: A thought about schematics. The Dwarven Bookseller in Redcliffe VIllage sells a passel of T1 schematics which I never use, since obviously you get access to T2 schematics in both VR and BE before that. Maybe just swap things so the VR guy has the Dwarven Bookseller's schematics and vice versa? And for BE you could make it so it doesn't show up on the WT until you've reached Skyhold or some other critical moment, much like some of the vendors in VR. Surely that would solve most of these issues without your having to redo every shop in Ferelden? :-)
I can't for the life of me understand why people hate the war table so much it is the second most endorsed on nexus dai. I usually run out of war table operations long before the game is over (minus any additions that I pick up. I look forward to them I even thought about adding more of them if possible.
No it is not going to be possible the whole thing is integrated and metered (was going to add more but I'd just be repeating myself). :)
I know, the DBS in redcliffe is currently pointless but won't be. I have not found out how the 'world unlocks' mod files are handled yet. I thought about placing a cost requirement on BE(45) and even VR but then thought that was heavy handed I want something to seem to someone that has never played (or played a bunch) to think this does not feel like a mod, that it is fairly seamless; that if BW did not have to sell as many copies by appealing to the largest crowd, this would be how they would have done it (is that too arrogant?)
I don't "hate" the War Table. I like the WT very much actually.
However I find the lengthy wait times for WT ops pointless and irritating. They strike me as a needless way to lengthen the game--a particularly inane form of grinding if you will. All the more so that even before there were mods to speed up the WT you could play silly buggers with your computer's clock function to avoid having to fire up WT ops overnight and then find out the result the next day.
So...if I understand what you're saying, your mods to the WT are so tightly coupled to the mods you're making to stores and such that you can't separate them? That's too bad. I would have liked to play with the store mods and such but I guess I won't be after all :-(
I'll still comment on what you describe if you like but at this point I don't really feel I have skin in the game regarding the PO (?) mod so I will refrain if you prefer. Don't want to come across as the dog in the manger! :-)
Commenting is fine, the end product can only be improved I don't disagree with why, the WT is fairly cheesy, just the approach. Something like Tyrdda's staff (had to look up) takes as much as 24hr real time. That, on my time table, equals 46 months. I was thinking, following the leads it would take about 4-6 months game time equaling 2 1/2 - 4 1/2 hours real time. Now that is the long ones cut, but the short ones stand a good chance of becoming a bit longer. Off the top of my head is 'escape routes for agents' 30 mins? clearly manual labor is not something the dev's ever did. So unless the inquisition is using slaves it would take much longer. That is minimum of 2 months hard work through bedrock that is 1:30 real time.
ο»ΏSurveying, Getting bids, hiring man power, tools, food, labor strikes, disposing of rubble, fashioning a camouflage door, transplanting plants and shrubs.
The only one I leave a bit long is finding the hero of Ferelden. Finding a moving target would take some time. I is not so intertwined WT0 might be able to work to some degree as long as I do not change the main WT operation file (this points to rewards and that is the main change I am doing) the 'main file' sets the time and who are the advisors (which I might change a couple of few). But PO would have to load later in order to work.
I agree with you but it brings me to another pet peeve, which applies both to the WT and more generally to the game.
As the Inquisitor--even before that, while you're "only" the Herald--you stand at the pinnacle of a substantial organization: soldiers, ex-Templars, mages, Chantry sisters, scouts, and no doubt many others. You have a quartermaster organization headed successively by Threnn and then that other cheeky fellow who seems to have gotten his job through nepotism--not that nepotism is necessarily a bad thing ;-)
But when it comes to basic, elementary tasks, like resource collection, you--the Inquisitor actual!--wind up doing all the heavy lifting. I can collect more resources in a few seconds "in the wild" than my entire organization can collect using the WT! Even in my first playthroughs, I noticed this most painfully in the Arbor Wilds, where you spend more time harvesting Stormheart and Silverite than fighting the enemy! Absolutely ridiculous, and--more to the point--profoundly de-immersive.
And to make it worse, your organization--meaning the WT advisors--can only do one thing apiece at a time. Now maybe that can be argued to be reasonable when it's very high-level negotiations, but even there, Josie usually writes "our top negotiators" or "our best diplomats" or something of that nature. So why then is it impossible for her--or Cullen, or Leliana--to manage more than one task at a time? I mean, that certainly wasn't MY experience as a manager in Real Life!
And even if you concede that, why can't you set up a queue of WT and other tasks all at once? I mean, that's how production queues work in strategy games, right? When you're running an empire of dozens or even hundreds of cities or planets, you don't have to go and personally and directly tell them what structure or improvements to build each and every time they finish one, right?
So the way I see the shortened WT, it's a reflection of the idea that as a leader of a large and diversified organization, you should be able to get things done without constantly running back and forth to the WT while keeping your eye on the clock.
EDIT: Here's two suggestions. I don't know if either would even be possible, but I suggest them as ideas. Obviously if they can't be done or would be too much like work, feel free to say so! :-) But if nothing else they might give you a better idea that you actually could and would implement! :-)
1. Right now, Influence Points serve one and only one purpose: to crack open new levels of influence which in turn allow you to acquire Inquisition Perks. What if you could also use Influence Points to speed up WT ops? That would be interesting as it would require you to make the tradeoff between Perks and WT outcomes. And it would incentivize you to spend more time earning influence since there would be something else to spend them on.
2. Another possibility: Power Points. Already now, the WT ops are divided between those that require Power Points which resolve instantaneously, and those that are on a fixed schedule. What if you could spend Power to make a timed WT op resolve more quickly? Again, that would require you to consider the tradeoffs, and would also--as with the previous suggestion--incentivize you to earn more Power while on campaign.
Hahaha, oh yeah I have either said those same things or at least thought them hundreds of times. In da1 awakening you found a few (3?) ore deposits where Herrin (sp?) made weapons and armor. That was better in that regard but there was no crafting so that was worse. So BW had to come up with something and the burden falls to the Hero but maybe all the other stuff gathered went to the support staff, meh, that is how I have to look at it.
Unfortunately your suggestions while intriguing are not possible, at least my understanding. Agents are the only to reduce the time it takes (5% per?) that number might be changeable. I am unsure that you can add any more either.
If it were up to me for a war table: I delegate the tasks, the tasks take much longer but can have multiple tasks and can shift the priorities (literately grabbing the current task moving it in the slider bar) the more tasks, the advisors resources get stretched so they all take longer but you can set the amount of focus to get a particular task done faster.
Pet peeve of mine is how a character can swing a 1/2 ton of steel like it was a tree branch of, at most, half its size. This, if I am able will change.
I thought the resource and crafting in DA2 wasn't too terrible. Of course it was much more limited, but the part I liked was that once you found a resource, it kept producing for you. None of this "I'm spending more time harvesting than fighting" syndrome.
Yeah...if we could make the WT over from scratch it would be a lot different. But like you say probably infeasible. Oh well!
I sent some time updating the XP conversation with XP tables of mine / default / and a 70% with a picture. You can see that my version really starts to level out by level 8 and by 16 17 they catch up and pass mine and just get worse (over 60k 70 k 80k ~ 100k+).
I'm still having a hard time making the comparison because the Excel chart I made up for myself uses a completely different algorithmic approach:
1. Take the default XP required to go up a level. 2. Multiply said XP by the reduced XP multiplier, e.g. for 70 percent reduction, multiply by 0.3. 3. Compare cum XP using reduced earned XP to default level-up requirements.
Example:
Default L3 cum XP required: (400 + 1000 = )1400.
1. L2-L3 default: 1000 x 0.3 = 300, cum 700 (still less than 1400, so still L2) 2. L3-L4 default: 1500 x 0.3 = 450, cum 1150 (still less than 1400, so still L2) 3. L4-L5 default: 3042 x 0.3 = 912, cum 2062 (finally over 1400, so now you are L3)
I believe your comparison is not quite correct as the percentage reductions result in a rotation of the XP curve, not merely a shift. The upward slope of the curve is reduced, yielding a cumulative reduction effect.
There is a way to reduce the xp earned but it is a much more difficult than changing the xp table, unless it only reduces the xp from combat. What files are file(s) that are edited on that mod? Please list them: NotNeeded/NotNeeded/NotNeeded/JustThisPart I am using /DA3ExperiencenceSettings Have to compare apples to apples.
Oh I missed your last post... I forgot da2 did that. I guess it is a trade off, I like harvesting... free stuff!!
Mod link: https://www.nexusmods.com/dragonageinquisition/mods/3093
From the description: "All versions of this mod are incompatible with any mod that changes levels or leveling speed. This is due to needing to edit 'DA3ExperienceSettings.ebx'."
Files affected (there's only two so I'm providing the full path info):
The mod maker originally had problems getting anything other than the creature XP to adjust, but eventually figured it out.
I'm using the 70 percent reduction / 30 percent earned version in my current playthrough and I've done pretty much everything you can do prior to Champions of the just / In Hushed Whispers, excepting only the Forbidden Oasis (which I never do anymore); the four level 3 rifts (Redcliffe Farm, Hafter's Woods x 2, and Fallow Mire rift #2); and These Demons Are Clever in the Fallow Mire.
I'm currently Level 5 and have no shot at Level 6 before having to go on the recruiting mission (CotJ/IHW).
Ah I see now how that mod was done. Defiantly going about it differently. That clears the confusion, I changed the table that one changes the xp rewards (as stated) I did mine the way I did because I did not like the default curve (exponentially greater amounts) Last night I looked at trials and saw the 'take it slow' I wondered about that one. Yeah does not look much too different between the 2 at least at low levels (I got to level 6 barely) I killed the hint. dragon (cheese technique), like I said everything before the attack on haven.
But this is crucial you'll never get close to max level. I guess that is not a thing for you since you restart over a lot. But for people playing trespasser it might. Anyway thanks again for the info.
You are certainly right about max level but I start to get bored around 16th level and by 20+ I'm just not interested. Too "rock-'em-sock-'em-robots" for me. Also I don't find the Trespasser episode all that interesting. I've done it plenty of times and at this point I could do it in my sleep.
Deep Roads scales to your level (with a hard deck around level 14) so I can do that one without too much trouble, and Frostback Basin requires a little more oomph, around level 18-20. Basically if I can defeat the level 5 rifts in the Emerald Graves and the Emprise I figure I can take on the Frostback basin. My basic rule of thumb is, I can take on anythign that's my level or maybe a level or two above me without breaking a sweat.
But as far as the core game goes, I've defeated Cory as low as level 12. And by level 16 it isn't even hard.
All of this, BTW, at Nightmare with Even Ground, Rest Easy and Travel Light. TBH Rest Easy is meaningless for me as I almost never use my Rift powers. And Travel Light only signifies during In Hushed Whispers owing to the fact you can't equip Dory with Regen potions.
Ironically the lower-level rifts get really tough when using Even Ground--often tougher than the rifts that are supposed to be at that level. Discovered that when I went to the Exalted Plains late in the game--I was maybe level 15-16--and the level 2 rifts were very tough indeed! :-) Much tougher than the level 3 ones! OK--except for that really horrible one where you draw both a Revenant and an Arcane Horror--that one's always tough! :-)
Heh robots I think I or my friend had a set (original ones not the remakes). Looks like you are going to have to learn to mod to get what you want...super insane living nightmare mod. Heh.
I'm doing a run at 70 percent XP reduction at the moment. I did In Hushed Whispers at level 5 and In Your Heart Shall Burn at level 6 and while both were tough, they weren't overwhelming. I also managed to do the Waterfall rift (L3) on the Storm Coast with that party while taking care of the Darkspawn on the Storm Coast mission. That was a tough one but I did prevail.
But at the end of the day I am not interested in an overwhelming challenge. I could add in the other Trials, as well as Friendly Fire. and that would make things harder. But I don't see the point. This isn't about challenging myself: it's about having a good time.
Years ago, I read a book called Flow: The Psychology of Peak Performance. The author's argument was summed up in a simple chart where the horizontal axis was what he called "task maturity"--how well you did something--and the vertical axis was "task difficulty." He had a 45-degree line coming up from the origin, and his argument was that you wanted to be on or very close to that line. As you got better, you needed stiffer challenges, but not so stiff that you were overwhelmed. He labeled the zone below the line--where task maturity was significantly greater than task difficulty--as "boredom" and the upper part--where task difficulty was significantly greater than task maturity--as "stress."
I don't want to be bored, but neither do I want to be stressed. So the trick is to dial up the difficulty just enough that I stay near the diagonal, notwithstanding that I have at this point over 4000 hours in, which means about 50+ playthroughs.
Which is why, at the end of the day, I'd rather have the freedom to dial down my earned experience in a variable way than to use a one-size-fits-all curated XP table as you plan to implement. Right now 30 percent XP seems about right. When that gets too easy I'll try 20 percent. When that gets too easy I'll try 10 percent. So we'll see.
Well technically speaking you do have a one size fits all you just have more options to choose a different one size. Anyway... I was looking at the file and it looks like a modder does not even have to use the other file (the lua script file) the main file has a adjuster on it. But w/o testing it might still need both.
I have moved on to recreating some of the DaiMM mods that I use (so they load when testing my own mods) right now I have done jerrybullet's 'No Skill Requirements' and am going a step further and moving the icons so they don't over lap.
I'm a big fan of jerrybullett's mods. Five of the eight DAIMM mods I'm using are his, including No Perk Requirements. I also use Sigils Reworked, Templars Unbound, and two QoL mods, Elusive Sound and Visual Removed and Exalted Plains Ambience SFX Removed.
Obviously I can't address why the other modder needed to mod that script but I do know he was having a lot of trouble getting anything besides creature kill XP to change. So I'm guessing it has something to do with that, but as I say, I really don't know. Anyhow...I just report on stuff, I'm no modder myself! :-)
Ah yeah, that is probably it.. do you get a lot of xp from combat or from questing? I know there is the bugged perk (I'll be fixing that) that gives you more xp.
I am close to wrapping up the remake of skills and I had a thought of making a 'improved passives' mod I came up with this one when I was doing weapon and shield and there is 2 there ripe for editing one is bear /wolves instead of (or also) adding a + to melee defense (+3 too strong or too weak?) and there is another that um something about bolts this would add ranged defense any thoughts? add, replace. changing the utility from 3 to 6 giving a 3 to attack instead of 1.5 plus whatever the other effects that come with. Looking for a good balance but with a 'hey I want that passive maybe even before that active' feel. I have not gone through even half of the passives to even consider doing this since there has to be a majority of passives that are 'ripe'.
Another one even less considered than the previous but just a 'want' at time but setting the focus to (up to) 3 different times instead of (pardon the vulgarity) blowing your wad each time.
Regarding XP, I'd say that most of them come from quests rather than kills. Also, lore readings: unmodded XP are 50XP for each item you read, even some of the plaques in Val Royeaux--in your first visit their you can collect 30+ of those for over 1500XP, enough for a level at that stage of the game. Also, lots of XP for closing rifts, thought I suppose technically those are quests as well.
Regarding passives, I've come to realize that passives are in many ways more important than actives, and even in the actives it's more about the ones that help the whole party than the ones that help the individual party member. Examples of the latter would include Toxic Cloud with Lost In The Mist, which gives everyone in the area of effect up to three layers of Elusive, which is effectively a complete one-shot defense against anything. Get Varric to that point and keep spamming it while clustering around him and you can take down virtually anything without a scratch.
Another example would be Horn Of Valor with Fortifying Blast. While it's active every party member generates 10 percent Guard each time they get a hit! Again, at lower levels especially, this makes you nearly impervious even to the worst the enemy can throw at you. I often reconfigure Cass to have that right out of the gate once I get to Haven, giving up her two Sword-And-Shield starting powers.
I agree the S&S passives seem weak, especially when compared to the ones in the Vanguard tree. I usually go after It'll Cost You, a very good passive that comes right between two very good actives, Charging Bull--another skill that's OP, especially in the early part of the game--and Livid, which I improve with Still Standing, which makes it as good or better than either Challenge or War Cry. Then I'll take Untouchable Defense, which dovetails well with all the other stuff I've done that improves Guard.
Regarding your specific questions about Turn The Bolt (50% ranged damage resistance, front only) and Turn The Blade (20% damage reduction, front only), I agree they seem weak but I lack the concrete experience to really comment since as previously described I tend to ignore the S&S tree entirely, even when I'm doing a S&S warrior as opposed to a 2H warrior.
As an aside I find that ignoring the subspecialty skill trees for both Warrior and Rogue is preferable since the OP skills are mostly in the other two trees and it also allows you more flexibility in how you deploy your party--stabby rogue/twanger rogue and 1H/2H warrior.
Ok thanks I never considered touching the upgrades but I do use valor from the start, I do not know if I ever used toxic cloud my team usually kind of spread out.
The passives like subterfuge-> Mercy killing I'd just change to dex. and total of +6 but Ambush I might do the +6 too but then add a +5 to armor penetration constant.
I might add this to just PO since the PO package is mainly bundled because of the text entries (keep the string entries straight) and the xp portion to efficiently dole out the goodies.
I'll probably shelve it for now but build a list over time.
With Toxic Cloud/Lost In The Mist you can prep before combat as--unlike Guard--it's persistent even if you fast-travel. You can apply up to three layers of LitM at any time and you don't lose it until you take a hit. The downside is that ANY hit strips off a layer. But that still gives you what amounts to three free attacks before you need to worry about the enemy's "back-at-you."
I just finished my 70 percent reduction run and battling Cory was getting my entire party killed on the second level--the part where he hops up on walls to avoid melee--until I realized I hadn't fleeted up with LitM. After that it was a doddle.
The only "downside" is that it makes your characters look weird, they're surrounded by a kind of purple nimbus, and there's also a weird buzzing sound effect. But I use jerrybullett's mod to deal with that.
Separate issue: I installed your mod that nerfs the Berserk penalties on the Fade-touched items--I went with the 30 percent version--and the description in my current game still says "20 percent damage boost/200 percent damage from all sources." Were you not able to change the description, or does it only work in a new game?
OK Getting back to da3 modding for my new mod and there is not a better place to list this.
I have made an xp mod that i play usually but this is an even steeper curve and I am testing it to make sure that it is not too tough. Why? Mainly this part of the mod is to get more use out of tier 1 materials/schematics before you can just buy t2 materials.
I am just going to use this post and update it as I progress a bit through before working on the other parts of the mod. You can comment if you want but it is just a journal type of post. --------------------------------------------------------------------------------------------------------- +I started a new game with my XP leveling. Just hit lvl 2 at the usual time, closing first rift, now I have 6700 to next (default lvl 4.5). +Closed 2nd Rift xp @1900 4900 to lvl 3 would already be at lvl 3 by default. +Got caught up in another aspect of of the mod since last night buttttttt HUGE breakthrough now back to playing. +Well I am never going to get out of haven at this rate, so much to do. +Ok so I just set modding aside to play test closed my 3rd, 4th rift, and cleared x-roads, still getting close to lvl 3 so not too bad. +Val Royaloughscvwe perked up on knowledge so reading helped get to lvl 3 oooohhhh yeah! Now 15200 to lvl 4. +Dennet, Templars, Mages, and supplies and food, entering Redcliffe recruited the healer and just like that lvl 4 just 22800 'till lvl 5. +I have to say I am really enjoying this play through ... I am playing like it is the mod already done (by not getting the op stuff) I have equipped 1 piece armor Heavy Adventure Armor and the like, that I have never done before. I have always bought t2 schematics from BE and crafted OP stuff. I am playing on hard lvl and have had about 3~5 'deaths'. That is new. I think in the last 10x playings I had 1-2. +Limiting your abilities by limiting levels is proving interesting. +I died many times. I do not think all my followers and my pc ever fully died before. I went to the forbidden oasis and the spiders kicked my ass, repeatedly. time to crawl back to the hinterlands. +Cleared FO, Valammar getting near lvl 5 only 2k to go. So much retreating I never did that also going back to camp for more healing potions. +Made lvl 5 clearing most of Fallow Mire. Getting to Widris is going to be too tough right now. 28200 until lvl 6. +Had to go see those spiders again to get to lvl 6 still waiting for the rest of the crew. I had to change tactics had to use 2 mages to survive the tougher parts. I have done everything I can before making the decision. +Well my computer is officially screwed... I am stuck at 'in your heart...' and computer keeps crashing there. All new parts have been ordered 8 core, 32 gb ram, 2 h2 ssd 2 tb total, 12gb vid card, mobo and case.. should be here no later than the 10th then a day or two to assemble and transfer software. then I can get back but in the mean time I think I can restart the game and focus on the areas I can get to and plan out where treasures can be found like chests, dead bodies war table. The idea here is to place one of a kind items (like schematics) in reachable places that make sense.. One place was to add armor leg upgrades when picking up Sara's 'too many breeches', but I am not sure because I do not always recruit her. So maybe not one of a kind in those types of situations. +A number of days since last posting.. Was waiting for parts to show they did but the mobo was missing parts...long story short bought local and assembled computer and now /partitioning/formatting drives and doing software. I have been busy tho making a couple of small clone mods(daimm) converting to frosty for testing purposes and working on the parts of the game I can get to. +Computer assembled, I forgot how much I despised Microsoft. I had win 10 with no updates (this computer and the one I am replacing do not go online except for extreme need) it ran great, flawless even but I simply can not ever trust MS online, (not until they change to a Unix kernel like apple did). Horrible updates that don't separate security and stability from (terrible) features. So I get a god awful gui and tons of 'features' I did not want. That said I got dai installed, da2, and a bunch of supporting software. +I am becoming a modding god!! Oh well not a noob I got 2 of my 'wants' to work. Convinced myself that it could not be done, but BAM! got it. Healing Potion perk and inventory perk, anyone ever want more? ----------------------------------------------------------------------------------------------------------
An example of the changes I am going to make to the war table operations : The Chantry Remains. -- I have a particular dislike with this one. It relies a random chance to be successful or not, leading to one of two different new WT ops. with a total of 3 possible rewards. This is immersion breaking for me; I save, select TCR WTO, exit, advance time, see if Cass. disapproves, then continue with Cullen to get the amulet. If not, do it over. There will be one possible reward outcome and the other will be moved. Teyrn of Highever. -- Is just the opposite. Following the text it seems like if you went with Lelinna you should not get the same reward for sending a letter than making an actual showing. So she would get influence where as the other two would get the sword and a (probably a t-1 Wide-Blade Sword) schematic for the troops or so the text says. I also plan to get every 'random only' schematic available somewhere, along with path specific rewards being available some other way. Oh and I'm probably going to gut the Black Emporium.
The changes sound worthwhile. I also dislike the Fereldan Sword since those are a dime a dozen and you generally already have a better weapon to start with. How about just a Fereldan Sword (or equivalent) schematic?
One concern: I use the CWTO mod. Will your War Table changes be compatible with that, or indeed any of the other War Table speedup mods that are out there? I don't mind doing something about mod loading order if required but I really won't give up CWTO no matter how good your mod is, sorry! :-(
Could you lay out the actual XP requirements you are implementing for each level, for the first few at least? I know lvl 2 will always be 400XP, I believe it's hardcoded, but what about lvls 3-6 or even 3-8? I'd like to compare your approach with the straight XP percentage reduction mods I've used previously--70, 80 or 90 percent reductions, IOW you get only 30, 20 or 10 percent of what you'd normally earn.
For your own comparison I made up a spreadsheet a while back that calculates what level you'd earn at each of 50/70/80/90 percent reductions. Here's what it looks like for levels 3-12 (lvls 1-2 are always the same, obviously). The notation is by levels, baseline (no reduction)/50/70/80/90 percent reduction:
Yeah the sword will remain but will have a schematic as well. wide blade most likely. An offer of sincerity and the paper for practicality.
I've been keeping a journal of my xp, what I have done and at what level. see top post) It is not hardcoded. But you need to level up at the first rift or you can progress. mine is 600 you have 700 after closing the rift. but as far as a comparison, no I have not played with out a xp mod for quite some time. I keep tweaking it more and more steep. I might have hit a wall and might have to back off a bit.
Compatibility with any wt mod no, sorry I have designed a time frame for wt ops. factoring distance for travel time, what is being traveled (bird w/ note or troop movements for example), time on the ground, response, etc. A shortened explanation 1 hr real time = 1 month in game time. ex: Cullen marches troops to western approach would in reality take about a month to get there and the commander on the ground could preform the action then an after action report via raven.
Heh no wonder you did not want 'gather metals' if you could just spam the get. No I am not one that enjoys a 'blatant cheat' mods. I never really had a problem with the WT, besides the fact there is not enough connection to game reality/player experience. I set it in motion go out and save a part of the world return to see those lazy advisors just standing around waiting for me to make the next decision.
UM was going to be a part of this next mod but I figured I could break off this part. But the rest (if I can implement all of it) will be one big mod experience.
One thing I knew I could not implement was my roster reallocation mod that adds Dorian and Cole from the start. I have not uploaded that cheat mod yet. along with a few tweak mods that I want to implement but I doubt that they can be added and will need there own mod.
Yeah I saw the journal but it's hard to tease out what the actual numbers are for comparison purposes. I figured you had them laid out so it wouldn't be an imposition to ask.
...What's "UM?" You wrote "UM was going to be a part of this next mod but I figured I could break off this part." Not quite sure what that means.
You are right that spamming the War Table resource-gathering missions makes the game too easy, but even before CWTO allowed me to do that I was concerned about the anomaly of having access to a Tier 3 metal that early in the game.
In fact I simply practice some self-restraint now, I only run those missions when I am doing some other mission(s) as well and even then I only use the War Table resources for upgrades and not full-up armors or weapons.
Similarly I rarely use Silverite--which you start getting in stupidly large quantities once you crack open the Emprise--for Rogue or Mage armors. Honestly I would just eliminate that "no class armor limitations" feature that Silverite has (along with Dales Loden Cloth and whichever Leather also shares it) entirely. Way too powerful IMHO.
Getting back to the XP issues my personal experience (no pun intended) is that limiting your XP earnings changes the game's focus from skills to equipment, which in turn forces you into a lot more crafting than I'd like owing to the gear level limitations. Not entirely sure I find those aspects altogether satisfying. In truth I tend to build up basic skills by improving them and also I lean heavily on passives so it's not too much of an issue, but my main concern is that the game becomes boring once you hit level 16 or so.
At that point you have more active skills than you can fit into your eight slots and so you start having to pick and choose, which is a bit annoying, and by then you and your enemies are both so powerful the game turns into what we used to call "rock 'em/sock 'em robots." Or to borrow a phrase from a review I once read of the game, "tank-and-spank." :-)
You might want to check Summer Stone. The description appears to be in line with your approach but the actual effects are still the original ones. Easy to notice since when you scroll through the metals on a Utility slot every one of the others (so far at least) shows 4M = +5 bonus, except Summer Stone which shows +4, and not the attribute in the description.
I realize I should have taken more detailed notes but hopefully this will be sufficient.
Oh oh oh, 4m= 4 materials I have been working on a mod for another game so I am not locked in to... eh never mind. Yeah the Summerstone was not set properly +1 CN instead of +1.25 WP. Now corrected.
Dales was just labeled incorrectly. Now corrected. I can upload a new version or wait untill you find another flaw, your call.
I'll keep an eye out but honestly I'm not actively looking, just noticing stuff as I play. Not a big deal either way so why don't we let it ride for the moment? That way you can stay focused on whatever else you've got going :-)
Aye aye. I'll try to take a more systematic look in my current playthrough, I don't think I have every material yet but I'm certainly getting there! :-)
EDIT:
Dragonling Scales in UTILITY shows +1.25 Magic in the description but only give +6 vice +8 in a x6 slot.
Silk Brocade in OFFENSE shows +2.5 Crit Chance in description but actually provide +9 in a x6 slot, which is consistent with +1.25/+8 for Cotton, so here the description appears to be wrong.
Deepstalker Hide in DEFENSE shows +2.5 Stagger On Being Hit but actually provide +5 in a x4 slot, so again description appears to be wrong, consistent with Rough Hide at +1.5/+6.
Lambswool in DEFENSE shows +2 but provides +10 in a x4 slot, description appears to be off as the other elemental defense materials all provide +2.5/+10.
That's what I have thus far. Here's what I don't have:
Tier 2 unverified: Serrault Glass.
Tier 3 unverified: Nevarrite, Silverite, Volcanic Aurum; all Leathers other than Great Bear Hide and Wyvern Scales; all Cloths other than Infused Vyrantium Samite, Plush Fustian Velvet and Royale Sea Silk.
Tier 4: NONE verified.
Some of the missing Tier 3 materials will get filled in tomorrow (Tuesday 9/12) when I crack open the Emprise. Will continue to update as I gain access to more materials! :-) Though at this point you may have to check the Tier 4 yourself, as there's not much chance of my getting to the DLC any time soon. :-(
These fixes are not difficult to correct just to find. I appreciate the work you are doing/have done. Fixed the ones listed and Serault as well (Utility). I'll go through the tier 4 in a few days and upload after your TPS report...er I mean T3 report.
Silverite: UTILITY description states +1.75 Dex, actual is +4 Con / +5 Str in a 5x slot. Since you said in your mod description you were doing away with split bonuses I should have noticed that earlier! Presumably it should be +9 Dex like Volcanic Aurum.
Volcanic Aurum checks out. Still missing Nevarrite which I can only get in the Hissing Wastes or at the Emporium.
No new Leathers. Dales Loden Wool as previously noted states Tier 2 vice Tier 3 but otherwise seems OK.
In addition to the Tier 4 materials you will probably need to check Avvar Cotton, only available in the Frostback Basin; Imperial Vestment Cotton, only available in the Arbor Wilds; and Royale Sea Silk, only available in the Hissing Wastes and the Arbor Wilds. If I get another Perk I'll go for the top-tier materials perk in connections and that may help. But I expect for the Avvar stuff you're on your own since it only came in with the DLC :-(
EDIT: Got the Tier 3 materials perk and the War Table op you get after taking over all three keeps and chatting up Bonnie Sims. Here's the latest:
CLOTH: 5 of 7 check out, now missing only Avvar Cotton and Infused Vyrantium Samite.
LEATHER: 3 of 8 check out, still missing Hardened Gurgut Skin, Hardened Gurn Hide, Hardened Tusket Skin, Lurker Scales and Snoufleur Skin.
METAL: 5 of 6 check out, now missing only Nevarrite. As previously mentioned Silverite in Utility is still a split value that does not track to the description.
Additionally, both Phoenix Scales and Varghest Scales (Tier 2) show in as split values that do not track to the revised descriptions. Can't remember if I've already mentioned those so figured I'd repeat it now.
That's all for now! :-)
EDIT #2: Have now checked Nevarrite and found it to be fully satisfactory. All metals have been verified except for Dragonbone and Ice Dragonbone. This is also true of the Dragon and Ice Dragon leather and cloth components.
EDIT #3: Infused Vyrantium Samite, Hardened Gurn Hide and Lurker Scales all check out.
Frosty is throwing an exception when I add this mod to my panoply. If there's anything I should know about loading order or adverse interactions with other mods, let me know. Also I can provide additional details as required.
EDIT: Belay my last, I hadn't realized there was a new (1.0.6.2) version and the exception occurred under the one I was using (1.0.6.1).
Hey bar, and anyone else that reads this... When you craft make sure that the description and effects match. I doubled and some I even triple checked, but doing this mod eyes get crossed and some, though few, issues might have slipped through (Probably the tier 1 metal if any). Can check on added effects when equipped by opening 'Character Record' then 'Attributes Tab'
Sorry to be so late responding. I've been using your mod for two months now and it's really refreshing. Particularly nice is that now you can add the same characteristic to both parts of an add-in to armor or weapons, which was previously flat-out impossible if they were different material types, i.e. metal/cloth/leather.
In answer to your question I'm embarrassed to admit I haven't paid that close attention, but I did notice a few discrepancies between the revised effects as described in the inventory and the weapons/armor crafting stations on the one hand, and the shops on the other. I noticed this in the Black Emporium, I needed a couple bits of stuff to finish improving something and the description in the shop was different than the other. Wound up bouncing back and forth between Skyhold and the BE until I figured it out. Can't rightly recall which ones though, sorry :-(
Was this a brand new character/game? Hmm, just looking at BE in the editor and BE does not have it own materials. So different materials should not be, unless it is not a new game. If it is then I don't know how it would it would be fixed.
I do plan (next mod) to do something with BE's materials and recipes then make Haven and Skyhold stores improved. But I have not been working on it because my computer is melting and I have to rebuild it.
Yep, brand new char and game. IIRC the material in question was a Tier 1 leather, maybe Fennec or Canine? Anyhow I eventually figured out what I needed.
To be clear, the discrepancy was between the shop description and the actual characteristics as parsed by the crafting station, not between shop and inventory or between stated and actual improvements.
I was just about to reply but a storm killed the power until now (well except for 5 mins then back off again). My computer is still iffy, but I looked quickly at the dialog files and not much looks to be BE exclusively. And nothing loads when searching specific names like tier 1 but I'll look more.
Thanks. I can't seem to repeat the discrepancy. Now I'm thinking this was at the Crossroads Merchant in the Hinterlands, so my bad for saying it was at the Black Emporium :-(
Unrelated query: one of my slight peeves is that once you capture Griffon Wing Keep in the Western Approach you knock open War Table access to Everite, a Tier 3 metal.
Now of course it takes a while to build up a stock, but it's a fantastically good crafting material that IMHO kinda breaks the game. Significantly better heavy armor; powerful staves that throw lightning (which is the best anytime you're not fighting Pride Demons); and improved strength, attack and melee defense for your warriors' greaves and paldrons. Effectively it renders the Tier 2 metals almost irrelevant.
So I was wondering if you'd consider nerfing its armor value as you did with (IIRC) Dales Loden Wool?
Hmm well xroads merch is even more baffling, at least BE is a wonky/unfriendly (as I have read in places) dlc so that would have made some sense. ---------------------------------------------
All the tiers should be the proportionally the same; meaning the effect (whichever that may be) should have an even improvement from the previous tier. If the dales loden is outside that scale than it is an error.
I am not exactly sure what to do about material gathering (for my next big mod) I know I was going to even out who can get what (not just lileanna everytime). But eventually you'll get tier 3 materials. For instance it is rather easy to get a ton of Silverite and Dawnstone. I am also looking at adding (mine for personal use mod) xp scaling, this slows down the super fast leveling that dai has as default. Iirc I am level 10+ before clearing the hinterlands, that is ridiculous.
With that in mind there might be a way to limit the resource gathering by level (limit tier 3 to >10 but before 16 when you can buy it.
I'll be very interested in your new mod. FWIW the Emporium makes Tier 1 available immediately, Tier 2 when you hit 8th level, and of course Tier 3 at 16th as you said. So you might want to stay consistent with that.
You are right that getting Tier 3 materials in the wild is relatively straightforward...once you have access to those regions. Silverite and Dawnstone are found in the Emprise du Lion, which is a region where the hard deck on enemies is 16th level. So if you are willing to risk being one-shotted every time you meet an enemy--and let's not forget--can afford to spend the 20 Power needed to crack open the region in the first place--yeah, sure.
My issue with Everite from "Gather Metals" is that it becomes available so early. The Western Approach is typically either the first or second region you crack open after reaching Skyhold--the other being Crestwood--and you can usually strap on Griffon Wing Keep at a fairly low level. So it just seems way out of sync with the availability of other Tier 3 materials. As an obvious contrast, once you take Suledin Keep in the Emprise, it cracks opne the operations "Gather Leather" and "Gather Cloth," both of which give you access to Tier 3 materials--Great Bear Hide and the Tier 3 version of Velvet IIRC.
On a related topic, I think the whole crafting system is undermined by the lack of level limits for the schematics. The items you can craft are on a par--slightly better, partly because you can tailor them to your needs--with looted items, unless you get lucky and get a higher-level schematic too soon. A good example is the reward you get for the quest "Negotiate a Deal for Weapon Plans," where you get a schematic for either the Anderfels Cleaver, a Tier 3 weapon that is insanely OP, or the Masterwork Sentinel Shield, ditto.
So if you are in the mood to consider a suggestion, maybe you could find a way to add level restrictions to schematics? :-)
Hate to give the 'dickhead' answer but... you could always refrain from gathering with lelianna ;P I would be open to suggestions, though they have to be in contest and within my capabilities. That said. I am not sure I could easily overhaul schematics in that way, that might require its own mod.
I am leery of placing too many insurmountable restrictions (my name for da3 is Dragon Age Inquisition Restriction) without some sort of reason. (not that this was specifically directed at your suggestion). But some of the things might make the game more linear. (As you said earlier open up some areas before the move to Skyhold, that would be good).
Lightning/shock is good but I have moved to frost/cold as my favorite chilled then 1000x weapon dmg.
Well obviously I can refrain from doing these things, and I try diligently to do so. But ISTM this is more akin to setting the difficulty level or activating trials than anything else. And of course, modding is optional ex hypothesi.
That being said, far be it from me to add to your workload. It was just a thought. And it's an itch I've wanted to scratch, and I figured, well, you've already modded pretty much every crafting component, why not ask?
I should point out that your mod has expanded my horizons already, including in the war table ops: under the Leather one, I used to never do anything besides Great Bear Hide. Now you've actually made it worthwhile to get August Ram Leather, so I find myself going after that instead.
I agree with your assessment of the improved Winter's Grasp, but what I especially like about Lightning is the AoE spell at the bottom, Lightning Cage. If you use the first improvement--the one that does extra Lightning damage every time you get a hit--it's like having a Lightning rune on each and every weapon your party wields. That ain't nothing! :-) And the other powers in the Lightning tree ain't too shabby either--both Chain Lightning and Energy Barrage are super-useful, the first as a crowd-control and the second as a finisher move on tough opponents.
BTW I missed your earlier comment about XP limiting, you should be aware that there's already a very good series of mods that covers that. The original mod was to speed up XP but I asked the modder if they'd be willing to do some lowering and I got reductions of 70, 80 , and 90 percent i.e. earning 30, 20, or 10 percent of the normal rate. So you might want to take a squint at those.
Edit: I also missed your response re: Dales Loden Wool. Going blind in my old age! But I noticed that you'd changed its tier from Tier 3 to Tier 2, so that was how I knew you'd nerfed its use as an armor crafting material.
s#*!, Dales was a mistake, need to fix. Was that in writing/dialog, effect, or both?
The xp would change the quadratic slope; from a jagged flat then increasing exponentially line (lots of levels at lower levels)... Mine increases sharply the first six levels then starts to level out. (this is the amount of increase from the last leveling amount). This allows you time to use tier 1 materials... Looking at the figure it looks like you'll need about 28,200 additional xp to get to level 4 (default 3,498 ), however it does not get over 40000 even at late stages in the game (default level 25 is about 110,000 mine is 40,100)... all that said my xp requires 27 xp more than default xp to max out.
Durn, and here I thought you had sensibly adjusted it down to account for the ridiculously large amount of it you get from killing Red Templars in the Emprise! :-) It's visible in the description and it definitely carries over into the crafted item.
BTW I used Chain Lightning with the extra hits for a long time, but I tried the other upgrade--where it has a stacking bonus but never strikes twice in the same place twice (heh)--and found it to be even better when you're dealing with a large crowd, like the ones you get when you're defending Haven. Put the Lightning Cage around them and then hit them with the "never strikes twice but keeps getting better and better with each new strike" upgraded Chain Lightning and...woohoo! You can hear the bacon crackling! :-)
92 comments
Otherwise just take this as an FYI for anyone still using this mod :)
Uploaded new version.
Uploaded a new version
You caught me right as I was getting back into dai modding, good timing.
I left the old version up because the new version might give problems with old saves. Because (a while ago) I changed my version number before I was making mods and forgot to change it back. That is why some of my mods in FMM gives an version error.
I could go into all the insane amount of work that went into making this mod if you wanted.
not have a save to test that out, try selling all ram leather then get
some new, that might fix it.
I made the mod with a wrong version number it won't affect your game.
Using Tusket Ivory on t2 warden Helmet and Dwarven Helmet- Shows and employs no effect in the Utility slot.
I have deleted/moved some files: relating to Flames and item pack (found them to be cheesy) so I am not sure if it is that or not.
So it was both huh? That is not good I am not sure how to fix unless because it is a dlc t3-4 material from hakkon. and the text file needs to be included from that as well. Any other bugs from that material let me know please, thanks.
Occasionally some critter gets caught in the crossfire but that's not my fault, they're the ones in the wrong place at the wrong time.
EDIT: Downloaded the "new" file, which has the same mod number (1.2) and still shows Tusket Ivory as +1.25 Strength in the description but nothing happens when you select it in a Utility slot. Possibly you uploaded the wrong version?
Tusket Ivory is just completly messed up. OK FIXED will upload in a few hours.No, the new file was an 'optional' file just a plain html file showing the mats. and the effects, much like Fandomο»Ώ but w/o the css. I think it is mostly accurate.
Up until about 6 months ago I did not even know what the class restrictions meant.
EDIT: Important 1. These values are XP amounts needed to reach the next level NOT total XP.
2. This is a XP table change not a XP addition or reduction, I suspect the other mods do it the same.
Mine------------default----------70% (estimated but multiplying default by 1.7)
L2 10---------------400--------------400?
L3 6800------------1000------------1700
L4 15200----------1500------------2550
L5 22800----------3242------------5171
L6 28200----------3498-----------5947
L7 31700----------4023-----------6839
L8 33900----------4626-----------7864
L9 35400----------7093-----------12058
L10 36500----------8157-----------13867
L11 37300----------9381-----------15948
L13 37800----------10788---------18340
L14 38300----------15508---------26364
L15 38600----------17834---------30318
L16 38900----------20509---------34865
L17 39100----------23586---------40096
The image below shows 6 plot curves default follows a (D) type curve. 70% (+/-)follows that same but just moved.
Mine Follows an (E) type curve
What this means is that you play a lot, a lot more game before you hit the 'boredom wall' because it is not necessarily the increase it is the total so they (the column) just need to be added up.
And thanks for unpacking "UM"--I'm apparently too thick to have figured it out. Or too senile! :-)
I looked into adding more slots but those that know say it is not possible... yeah horrible decision going with that route but it is all about consoles even tho player made mods keep the money coming in, maybe not a lot more but more than 0.
I am going to have to make an adjustment to pk extras for compatibility = move added 2h axe and remove the respec amulets. I made a new one that is reusable and will be added to the container after the first rift.
So I still have been busy with the mod even the comp is messed but parts are coming in 2 days.
Looking forward to the rewickered PK-extras! :-)
I modded about 100 schematics with DAIMM until I realized it was the materials that were that real problem. So with this new mod (Going with the name Practical Overhaul (PO) for now) I told myself I am not going to edit schematics.....but I am. I have a theme: Armor type have more armor but the least Utility, Coat has the least armor but the most Utility, and Mail is the middle ground (default numbers the others are +1 or -1) this gives a minor variation. This is what I used with the armors before. The weapons I'll just edit out the poorly scaled.
I was not aware that Anchor Discharge did that. I play w/ a mouse so that would be hard to test, but I might look it to that.
Well it should not be that tough (except tough engine to mod) a glorified copy an paste, the slots are there in both the char.menu and on screen. But it not.
The real reason I'm pleased at the changes you're making to PK-Extras is that it will eliminate an anomaly that I've been taking advantage of: once you get to a store in Haven, you notice that of the four Amulets of Respec you harvest during the Prologue, you can sell two at 1G and two at 52G. So I sell those two and buy the 1G one that Harritt sells, and now I have three total which is more than ample to my needs, plus I'm 100+G to the good! :-)
TBH, I mostly don't use them anymore, I figure the initial skills the game gives you are part of the limitations I want to accept. Almost the only time I respec is when I get my Specialization, at which point I sometimes like to put a few skill points in there! :-) The other time is when I decide to change Cass from a 1H to 2H Warrior, although I haven't done that lately.
I get odd thing during testing and maybe others but Solas has only shield and Varric only has only one double dagger skill. And I like Cass as 2h but I have been testing w/ 1h and it is not as horrible as i thought.
PO is a hugely varied mod and the parts are woven so xp, wt, fixes, perks, and anything else that is weird that I am able to change will probably be in there.
btw what version does your package.mft say?
I have 14 separate files named "package.mft" in my DAI directory. The only two that I can read that have a version number are "D:\SteamLibrary\steamapps\common\Dragon Age Inquisition\Update\Patch\package.mft" and "D:\SteamLibrary\steamapps\common\Dragon Age Inquisition\ModData\Default\Update\patch\package.mft".
The entire text of both files is as follows:
Name patch
Authoritative
Version 12
Hope this helps.
po practical overhaul.
FWIW all the mods of yours I'm using throw that same warning, but it doesn't seem to affect anything. Kinda like the older DAIMM mods I'm still using...
And thanks for the correction! :-)
I think I'm going to change #1 to 10 xp so that your followers can level up after that that second rift (along with you), instead of at haven, what do you think?
As I said in a Steam forum post, that is the one and only boss fight where you're a prisoner of the system: other than the one extra skill point, you're stuck with the original skills and gear (including the pre-programmed loot), and--crucially--no regeneration potions (and of course only eight healing potions). The only times I don't have to do that are as a Rogue: I often have to as a Warrior and almost always as a Mage.
As to the levels you presented, I started to make a comparison with the mods I've used (70/80/90 percent reduction) and I'm not sure I see your approach as significantly different. Haven't done the math but I am comfortable with the mods I'm using, so this one may be in the category of "nice work but not really for me" as is also true of E_Seer, Run Sprint Jump, and the one with the modified Berserk crafting materials.
BTW you mentioned doing something with the Flames and Spoils stuff--I'd like that, as I agree with your assessment. They're another aspect of the "why waste your time on the regular stuff when these are so much better?" syndrome for which I also reproach the crafting system. And since I never use the schematics at all, they just clutter up my inventory and make it more tedious to look up what I want.
So WT, store, perks (goodbye 'Short List'), and some schematic mods won't be compatible.
Gut BE and Val R. of L2 schematics so the player will find them around. I am not going to change that loot tables (random finds) so one could still find L2 stuff.
...I suppose it would be asking too much for you to break this down into pieces so I could use some of the bits that don't implicate the WT? Perfectly understandable if not but I figured it couldn't hurt to ask.
EDIT: A thought about schematics. The Dwarven Bookseller in Redcliffe VIllage sells a passel of T1 schematics which I never use, since obviously you get access to T2 schematics in both VR and BE before that. Maybe just swap things so the VR guy has the Dwarven Bookseller's schematics and vice versa? And for BE you could make it so it doesn't show up on the WT until you've reached Skyhold or some other critical moment, much like some of the vendors in VR. Surely that would solve most of these issues without your having to redo every shop in Ferelden? :-)
I usually run out of war table operations long before the game is over (minus any additions that I pick up. I look forward to them I even thought about adding more of them if possible.
No it is not going to be possible the whole thing is integrated and metered (was going to add more but I'd just be repeating myself). :)
I know, the DBS in redcliffe is currently pointless but won't be.
I have not found out how the 'world unlocks' mod files are handled yet. I thought about placing a cost requirement on BE(45) and even VR but then thought that was heavy handed I want something to seem to someone that has never played (or played a bunch) to think this does not feel like a mod, that it is fairly seamless; that if BW did not have to sell as many copies by appealing to the largest crowd, this would be how they would have done it (is that too arrogant?)
However I find the lengthy wait times for WT ops pointless and irritating. They strike me as a needless way to lengthen the game--a particularly inane form of grinding if you will. All the more so that even before there were mods to speed up the WT you could play silly buggers with your computer's clock function to avoid having to fire up WT ops overnight and then find out the result the next day.
So...if I understand what you're saying, your mods to the WT are so tightly coupled to the mods you're making to stores and such that you can't separate them? That's too bad. I would have liked to play with the store mods and such but I guess I won't be after all :-(
I'll still comment on what you describe if you like but at this point I don't really feel I have skin in the game regarding the PO (?) mod so I will refrain if you prefer. Don't want to come across as the dog in the manger! :-)
I don't disagree with why, the WT is fairly cheesy, just the approach.
Something like Tyrdda's staff (had to look up) takes as much as 24hr real time. That, on my time table, equals 46 months.
I was thinking, following the leads it would take about 4-6 months game time equaling 2 1/2 - 4 1/2 hours real time.
Now that is the long ones cut, but the short ones stand a good chance of becoming a bit longer. Off the top of my head is 'escape routes for agents' 30 mins? clearly manual labor is not something the dev's ever did. So unless the inquisition is using slaves it would take much longer. That is minimum of 2 months hard work through bedrock that is 1:30 real time.
- ο»ΏSurveying, Getting bids, hiring man power, tools, food, labor strikes, disposing of rubble, fashioning a camouflage door, transplanting plants and shrubs.
The only one I leave a bit long is finding the hero of Ferelden. Finding a moving target would take some time.I is not so intertwined WT0 might be able to work to some degree as long as I do not change the main WT operation file (this points to rewards and that is the main change I am doing) the 'main file' sets the time and who are the advisors (which I might change a couple of few). But PO would have to load later in order to work.
As the Inquisitor--even before that, while you're "only" the Herald--you stand at the pinnacle of a substantial organization: soldiers, ex-Templars, mages, Chantry sisters, scouts, and no doubt many others. You have a quartermaster organization headed successively by Threnn and then that other cheeky fellow who seems to have gotten his job through nepotism--not that nepotism is necessarily a bad thing ;-)
But when it comes to basic, elementary tasks, like resource collection, you--the Inquisitor actual!--wind up doing all the heavy lifting. I can collect more resources in a few seconds "in the wild" than my entire organization can collect using the WT! Even in my first playthroughs, I noticed this most painfully in the Arbor Wilds, where you spend more time harvesting Stormheart and Silverite than fighting the enemy! Absolutely ridiculous, and--more to the point--profoundly de-immersive.
And to make it worse, your organization--meaning the WT advisors--can only do one thing apiece at a time. Now maybe that can be argued to be reasonable when it's very high-level negotiations, but even there, Josie usually writes "our top negotiators" or "our best diplomats" or something of that nature. So why then is it impossible for her--or Cullen, or Leliana--to manage more than one task at a time? I mean, that certainly wasn't MY experience as a manager in Real Life!
And even if you concede that, why can't you set up a queue of WT and other tasks all at once? I mean, that's how production queues work in strategy games, right? When you're running an empire of dozens or even hundreds of cities or planets, you don't have to go and personally and directly tell them what structure or improvements to build each and every time they finish one, right?
So the way I see the shortened WT, it's a reflection of the idea that as a leader of a large and diversified organization, you should be able to get things done without constantly running back and forth to the WT while keeping your eye on the clock.
EDIT: Here's two suggestions. I don't know if either would even be possible, but I suggest them as ideas. Obviously if they can't be done or would be too much like work, feel free to say so! :-) But if nothing else they might give you a better idea that you actually could and would implement! :-)
1. Right now, Influence Points serve one and only one purpose: to crack open new levels of influence which in turn allow you to acquire Inquisition Perks. What if you could also use Influence Points to speed up WT ops? That would be interesting as it would require you to make the tradeoff between Perks and WT outcomes. And it would incentivize you to spend more time earning influence since there would be something else to spend them on.
2. Another possibility: Power Points. Already now, the WT ops are divided between those that require Power Points which resolve instantaneously, and those that are on a fixed schedule. What if you could spend Power to make a timed WT op resolve more quickly? Again, that would require you to consider the tradeoffs, and would also--as with the previous suggestion--incentivize you to earn more Power while on campaign.
In da1 awakening you found a few (3?) ore deposits where Herrin (sp?) made weapons and armor. That was better in that regard but there was no crafting so that was worse. So BW had to come up with something and the burden falls to the Hero but maybe all the other stuff gathered went to the support staff, meh, that is how I have to look at it.
Unfortunately your suggestions while intriguing are not possible, at least my understanding. Agents are the only to reduce the time it takes (5% per?) that number might be changeable. I am unsure that you can add any more either.
If it were up to me for a war table: I delegate the tasks, the tasks take much longer but can have multiple tasks and can shift the priorities (literately grabbing the current task moving it in the slider bar) the more tasks, the advisors resources get stretched so they all take longer but you can set the amount of focus to get a particular task done faster.
Pet peeve of mine is how a character can swing a 1/2 ton of steel like it was a tree branch of, at most, half its size.
This, if I am able will change.
Yeah...if we could make the WT over from scratch it would be a lot different. But like you say probably infeasible. Oh well!
1. Take the default XP required to go up a level.
2. Multiply said XP by the reduced XP multiplier, e.g. for 70 percent reduction, multiply by 0.3.
3. Compare cum XP using reduced earned XP to default level-up requirements.
Example:
Default L3 cum XP required: (400 + 1000 = )1400.
1. L2-L3 default: 1000 x 0.3 = 300, cum 700 (still less than 1400, so still L2)
2. L3-L4 default: 1500 x 0.3 = 450, cum 1150 (still less than 1400, so still L2)
3. L4-L5 default: 3042 x 0.3 = 912, cum 2062 (finally over 1400, so now you are L3)
I believe your comparison is not quite correct as the percentage reductions result in a rotation of the XP curve, not merely a shift. The upward slope of the curve is reduced, yielding a cumulative reduction effect.
What files are file(s) that are edited on that mod? Please list them: NotNeeded/NotNeeded/NotNeeded/JustThisPart
I am using /DA3ExperiencenceSettings
Have to compare apples to apples.
Oh I missed your last post... I forgot da2 did that. I guess it is a trade off, I like harvesting... free stuff!!
From the description: "All versions of this mod are incompatible with any mod that changes levels or leveling speed. This is due to needing to edit 'DA3ExperienceSettings.ebx'."
Files affected (there's only two so I'm providing the full path info):
[EBX] da3/configurations/da3experiencesettings
[RES] da3/scripts/stats/stat_compute_creature_xpreward_script/luarunnercompiledlua_101b25ee_1af8_48d5_a60b_fe33659873a5_win32
The mod maker originally had problems getting anything other than the creature XP to adjust, but eventually figured it out.
I'm using the 70 percent reduction / 30 percent earned version in my current playthrough and I've done pretty much everything you can do prior to Champions of the just / In Hushed Whispers, excepting only the Forbidden Oasis (which I never do anymore); the four level 3 rifts (Redcliffe Farm, Hafter's Woods x 2, and Fallow Mire rift #2); and These Demons Are Clever in the Fallow Mire.
I'm currently Level 5 and have no shot at Level 6 before having to go on the recruiting mission (CotJ/IHW).
Hope this helps.
I did mine the way I did because I did not like the default curve (exponentially greater amounts)
Last night I looked at trials and saw the 'take it slow' I wondered about that one.
Yeah does not look much too different between the 2 at least at low levels (I got to level 6 barely) I killed the hint. dragon (cheese technique), like I said everything before the attack on haven.
But this is crucial you'll never get close to max level. I guess that is not a thing for you since you restart over a lot. But for people playing trespasser it might.
Anyway thanks again for the info.
Deep Roads scales to your level (with a hard deck around level 14) so I can do that one without too much trouble, and Frostback Basin requires a little more oomph, around level 18-20. Basically if I can defeat the level 5 rifts in the Emerald Graves and the Emprise I figure I can take on the Frostback basin. My basic rule of thumb is, I can take on anythign that's my level or maybe a level or two above me without breaking a sweat.
But as far as the core game goes, I've defeated Cory as low as level 12. And by level 16 it isn't even hard.
All of this, BTW, at Nightmare with Even Ground, Rest Easy and Travel Light. TBH Rest Easy is meaningless for me as I almost never use my Rift powers. And Travel Light only signifies during In Hushed Whispers owing to the fact you can't equip Dory with Regen potions.
Ironically the lower-level rifts get really tough when using Even Ground--often tougher than the rifts that are supposed to be at that level. Discovered that when I went to the Exalted Plains late in the game--I was maybe level 15-16--and the level 2 rifts were very tough indeed! :-) Much tougher than the level 3 ones! OK--except for that really horrible one where you draw both a Revenant and an Arcane Horror--that one's always tough! :-)
Looks like you are going to have to learn to mod to get what you want...super insane living nightmare mod. Heh.
But at the end of the day I am not interested in an overwhelming challenge. I could add in the other Trials, as well as Friendly Fire. and that would make things harder. But I don't see the point. This isn't about challenging myself: it's about having a good time.
Years ago, I read a book called Flow: The Psychology of Peak Performance. The author's argument was summed up in a simple chart where the horizontal axis was what he called "task maturity"--how well you did something--and the vertical axis was "task difficulty." He had a 45-degree line coming up from the origin, and his argument was that you wanted to be on or very close to that line. As you got better, you needed stiffer challenges, but not so stiff that you were overwhelmed. He labeled the zone below the line--where task maturity was significantly greater than task difficulty--as "boredom" and the upper part--where task difficulty was significantly greater than task maturity--as "stress."
I don't want to be bored, but neither do I want to be stressed. So the trick is to dial up the difficulty just enough that I stay near the diagonal, notwithstanding that I have at this point over 4000 hours in, which means about 50+ playthroughs.
Which is why, at the end of the day, I'd rather have the freedom to dial down my earned experience in a variable way than to use a one-size-fits-all curated XP table as you plan to implement. Right now 30 percent XP seems about right. When that gets too easy I'll try 20 percent. When that gets too easy I'll try 10 percent. So we'll see.
Anyway... I was looking at the file and it looks like a modder does not even have to use the other file (the lua script file) the main file has a adjuster on it. But w/o testing it might still need both.
I have moved on to recreating some of the DaiMM mods that I use (so they load when testing my own mods) right now I have done jerrybullet's 'No Skill Requirements' and am going a step further and moving the icons so they don't over lap.
Obviously I can't address why the other modder needed to mod that script but I do know he was having a lot of trouble getting anything besides creature kill XP to change. So I'm guessing it has something to do with that, but as I say, I really don't know. Anyhow...I just report on stuff, I'm no modder myself! :-)
I am close to wrapping up the remake of skills and I had a thought of making a 'improved passives' mod
I came up with this one when I was doing weapon and shield and there is 2 there ripe for editing one is bear /wolves instead of (or also) adding a + to melee defense (+3 too strong or too weak?)
and there is another that um something about bolts this would add ranged defense
any thoughts? add, replace. changing the utility from 3 to 6 giving a 3 to attack instead of 1.5 plus whatever the other effects that come with. Looking for a good balance but with a 'hey I want that passive maybe even before that active' feel.
I have not gone through even half of the passives to even consider doing this since there has to be a majority of passives that are 'ripe'.
Another one even less considered than the previous but just a 'want' at time but setting the focus to (up to) 3 different times instead of (pardon the vulgarity) blowing your wad each time.
Regarding passives, I've come to realize that passives are in many ways more important than actives, and even in the actives it's more about the ones that help the whole party than the ones that help the individual party member. Examples of the latter would include Toxic Cloud with Lost In The Mist, which gives everyone in the area of effect up to three layers of Elusive, which is effectively a complete one-shot defense against anything. Get Varric to that point and keep spamming it while clustering around him and you can take down virtually anything without a scratch.
Another example would be Horn Of Valor with Fortifying Blast. While it's active every party member generates 10 percent Guard each time they get a hit! Again, at lower levels especially, this makes you nearly impervious even to the worst the enemy can throw at you. I often reconfigure Cass to have that right out of the gate once I get to Haven, giving up her two Sword-And-Shield starting powers.
I agree the S&S passives seem weak, especially when compared to the ones in the Vanguard tree. I usually go after It'll Cost You, a very good passive that comes right between two very good actives, Charging Bull--another skill that's OP, especially in the early part of the game--and Livid, which I improve with Still Standing, which makes it as good or better than either Challenge or War Cry. Then I'll take Untouchable Defense, which dovetails well with all the other stuff I've done that improves Guard.
Regarding your specific questions about Turn The Bolt (50% ranged damage resistance, front only) and Turn The Blade (20% damage reduction, front only), I agree they seem weak but I lack the concrete experience to really comment since as previously described I tend to ignore the S&S tree entirely, even when I'm doing a S&S warrior as opposed to a 2H warrior.
As an aside I find that ignoring the subspecialty skill trees for both Warrior and Rogue is preferable since the OP skills are mostly in the other two trees and it also allows you more flexibility in how you deploy your party--stabby rogue/twanger rogue and 1H/2H warrior.
I never considered touching the upgrades but I do use valor from the start, I do not know if I ever used toxic cloud my team usually kind of spread out.
The passives like subterfuge-> Mercy killing I'd just change to dex. and total of +6 but Ambush I might do the +6 too but then add a +5 to armor penetration constant.
I might add this to just PO since the PO package is mainly bundled because of the text entries (keep the string entries straight) and the xp portion to efficiently dole out the goodies.
I'll probably shelve it for now but build a list over time.
I just finished my 70 percent reduction run and battling Cory was getting my entire party killed on the second level--the part where he hops up on walls to avoid melee--until I realized I hadn't fleeted up with LitM. After that it was a doddle.
The only "downside" is that it makes your characters look weird, they're surrounded by a kind of purple nimbus, and there's also a weird buzzing sound effect. But I use jerrybullett's mod to deal with that.
Separate issue: I installed your mod that nerfs the Berserk penalties on the Fade-touched items--I went with the 30 percent version--and the description in my current game still says "20 percent damage boost/200 percent damage from all sources." Were you not able to change the description, or does it only work in a new game?
Um I do not think you need to start a new.... checking, I just did not change the test I'll get on that in a bit. Thanks.
LitM seems quite powerful.
I have made an xp mod that i play usually but this is an even steeper curve and I am testing it to make sure that it is not too tough.
Why? Mainly this part of the mod is to get more use out of tier 1 materials/schematics before you can just buy t2 materials.
I am just going to use this post and update it as I progress a bit through before working on the other parts of the mod.
You can comment if you want but it is just a journal type of post.
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+I started a new game with my XP leveling. Just hit lvl 2 at the usual time, closing first rift, now I have 6700 to next (default lvl 4.5).
+Closed 2nd Rift xp @1900 4900 to lvl 3 would already be at lvl 3 by default.
+Got caught up in another aspect of of the mod since last night buttttttt HUGE breakthrough now back to playing.
+Well I am never going to get out of haven at this rate, so much to do.
+Ok so I just set modding aside to play test closed my 3rd, 4th rift, and cleared x-roads, still getting close to lvl 3 so not too bad.
+Val Royaloughscvwe perked up on knowledge so reading helped get to lvl 3 oooohhhh yeah! Now 15200 to lvl 4.
+Dennet, Templars, Mages, and supplies and food, entering Redcliffe recruited the healer and just like that lvl 4 just 22800 'till lvl 5.
+I have to say I am really enjoying this play through ... I am playing like it is the mod already done (by not getting the op stuff) I have equipped 1 piece armor Heavy Adventure Armor and the like, that I have never done before. I have always bought t2 schematics from BE and crafted OP stuff. I am playing on hard lvl and have had about 3~5 'deaths'. That is new. I think in the last 10x playings I had 1-2.
+Limiting your abilities by limiting levels is proving interesting.
+I died many times. I do not think all my followers and my pc ever fully died before. I went to the forbidden oasis and the spiders kicked my ass, repeatedly. time to crawl back to the hinterlands.
+Cleared FO, Valammar getting near lvl 5 only 2k to go. So much retreating I never did that also going back to camp for more healing potions.
+Made lvl 5 clearing most of Fallow Mire. Getting to Widris is going to be too tough right now. 28200 until lvl 6.
+Had to go see those spiders again to get to lvl 6 still waiting for the rest of the crew. I had to change tactics had to use 2 mages to survive the tougher parts. I have done everything I can before making the decision.
+Well my computer is officially screwed... I am stuck at 'in your heart...' and computer keeps crashing there. All new parts have been ordered 8 core, 32 gb ram, 2 h2 ssd 2 tb total, 12gb vid card, mobo and case.. should be here no later than the 10th then a day or two to assemble and transfer software. then I can get back but in the mean time I think I can restart the game and focus on the areas I can get to and plan out where treasures can be found like chests, dead bodies war table. The idea here is to place one of a kind items (like schematics) in reachable places that make sense.. One place was to add armor leg upgrades when picking up Sara's 'too many breeches', but I am not sure because I do not always recruit her. So maybe not one of a kind in those types of situations.
+A number of days since last posting.. Was waiting for parts to show they did but the mobo was missing parts...long story short bought local and assembled computer and now /partitioning/formatting drives and doing software.
I have been busy tho making a couple of small clone mods(daimm) converting to frosty for testing purposes and working on the parts of the game I can get to.
+Computer assembled, I forgot how much I despised Microsoft. I had win 10 with no updates (this computer and the one I am replacing do not go online except for extreme need) it ran great, flawless even but I simply can not ever trust MS online, (not until they change to a Unix kernel like apple did). Horrible updates that don't separate security and stability from (terrible) features. So I get a god awful gui and tons of 'features' I did not want.
That said I got dai installed, da2, and a bunch of supporting software.
+I am becoming a modding god!! Oh well not a noob I got 2 of my 'wants' to work. Convinced myself that it could not be done, but BAM! got it. Healing Potion perk and inventory perk, anyone ever want more?
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The Chantry Remains. -- I have a particular dislike with this one. It relies a random chance to be successful or not, leading to one of two different new WT ops. with a total of 3 possible rewards. This is immersion breaking for me; I save, select TCR WTO, exit, advance time, see if Cass. disapproves, then continue with Cullen to get the amulet. If not, do it over. There will be one possible reward outcome and the other will be moved.
Teyrn of Highever. -- Is just the opposite. Following the text it seems like if you went with Lelinna you should not get the same reward for sending a letter than making an actual showing. So she would get influence where as the other two would get the sword and a (probably a t-1 Wide-Blade Sword) schematic for the troops or so the text says.
I also plan to get every 'random only' schematic available somewhere, along with path specific rewards being available some other way.
Oh and I'm probably going to gut the Black Emporium.
One concern: I use the CWTO mod. Will your War Table changes be compatible with that, or indeed any of the other War Table speedup mods that are out there? I don't mind doing something about mod loading order if required but I really won't give up CWTO no matter how good your mod is, sorry! :-(
For your own comparison I made up a spreadsheet a while back that calculates what level you'd earn at each of 50/70/80/90 percent reductions. Here's what it looks like for levels 3-12 (lvls 1-2 are always the same, obviously). The notation is by levels, baseline (no reduction)/50/70/80/90 percent reduction:
3/2/2/2/2
4/3/2/2/2
5/4/3/3/2
6/4/4/3/2
7/5/4/4/3
8/5/4/4/3
9/6/5/4/3
10/7/6/5/4
11/8/6/5/4
12/9/7/6/4
I've experimented with all of these and for me, 70 percent reduction seems to be the sweet spot.
I've been keeping a journal of my xp, what I have done and at what level. see top post)
It is not hardcoded. But you need to level up at the first rift or you can progress. mine is 600 you have 700 after closing the rift.
but as far as a comparison, no I have not played with out a xp mod for quite some time. I keep tweaking it more and more steep. I might have hit a wall and might have to back off a bit.
Compatibility with any wt mod no, sorry I have designed a time frame for wt ops. factoring distance for travel time, what is being traveled (bird w/ note or troop movements for example), time on the ground, response, etc.
A shortened explanation 1 hr real time = 1 month in game time. ex: Cullen marches troops to western approach would in reality take about a month to get there and the commander on the ground could preform the action then an after action report via raven.
Heh no wonder you did not want 'gather metals' if you could just spam the get.
No I am not one that enjoys a 'blatant cheat' mods. I never really had a problem with the WT, besides the fact there is not enough connection to game reality/player experience. I set it in motion go out and save a part of the world return to see those lazy advisors just standing around waiting for me to make the next decision.
UM was going to be a part of this next mod but I figured I could break off this part. But the rest (if I can implement all of it) will be one big mod experience.
One thing I knew I could not implement was my roster reallocation mod that adds Dorian and Cole from the start.
I have not uploaded that cheat mod yet. along with a few tweak mods that I want to implement but I doubt that they can be added and will need there own mod.
...What's "UM?" You wrote "UM was going to be a part of this next mod but I figured I could break off this part." Not quite sure what that means.
You are right that spamming the War Table resource-gathering missions makes the game too easy, but even before CWTO allowed me to do that I was concerned about the anomaly of having access to a Tier 3 metal that early in the game.
In fact I simply practice some self-restraint now, I only run those missions when I am doing some other mission(s) as well and even then I only use the War Table resources for upgrades and not full-up armors or weapons.
Similarly I rarely use Silverite--which you start getting in stupidly large quantities once you crack open the Emprise--for Rogue or Mage armors. Honestly I would just eliminate that "no class armor limitations" feature that Silverite has (along with Dales Loden Cloth and whichever Leather also shares it) entirely. Way too powerful IMHO.
Getting back to the XP issues my personal experience (no pun intended) is that limiting your XP earnings changes the game's focus from skills to equipment, which in turn forces you into a lot more crafting than I'd like owing to the gear level limitations. Not entirely sure I find those aspects altogether satisfying. In truth I tend to build up basic skills by improving them and also I lean heavily on passives so it's not too much of an issue, but my main concern is that the game becomes boring once you hit level 16 or so.
At that point you have more active skills than you can fit into your eight slots and so you start having to pick and choose, which is a bit annoying, and by then you and your enemies are both so powerful the game turns into what we used to call "rock 'em/sock 'em robots." Or to borrow a phrase from a review I once read of the game, "tank-and-spank." :-)
Corrections made hopefully all are correct now.
Thanks to barzai00 for pointing them out.
Other than that all seems well! :-)
I realize I should have taken more detailed notes but hopefully this will be sufficient.
Yeah the Summerstone was not set properly +1 CN instead of +1.25 WP. Now corrected.
Dales was just labeled incorrectly. Now corrected.
I can upload a new version or wait untill you find another flaw, your call.
EDIT:
Dragonling Scales in UTILITY shows +1.25 Magic in the description but only give +6 vice +8 in a x6 slot.
Silk Brocade in OFFENSE shows +2.5 Crit Chance in description but actually provide +9 in a x6 slot, which is consistent with +1.25/+8 for Cotton, so here the description appears to be wrong.
Deepstalker Hide in DEFENSE shows +2.5 Stagger On Being Hit but actually provide +5 in a x4 slot, so again description appears to be wrong, consistent with Rough Hide at +1.5/+6.
Lambswool in DEFENSE shows +2 but provides +10 in a x4 slot, description appears to be off as the other elemental defense materials all provide +2.5/+10.
That's what I have thus far. Here's what I don't have:
Tier 2 unverified: Serrault Glass.
Tier 3 unverified: Nevarrite, Silverite, Volcanic Aurum; all Leathers other than Great Bear Hide and Wyvern Scales; all Cloths other than Infused Vyrantium Samite, Plush Fustian Velvet and Royale Sea Silk.
Tier 4: NONE verified.
Some of the missing Tier 3 materials will get filled in tomorrow (Tuesday 9/12) when I crack open the Emprise. Will continue to update as I gain access to more materials! :-) Though at this point you may have to check the Tier 4 yourself, as there's not much chance of my getting to the DLC any time soon. :-(
Fixed the ones listed and Serault as well (Utility).
I'll go through the tier 4 in a few days and upload after your TPS report...er I mean T3 report.
OK, got some new Tier 3 materials:
Silverite: UTILITY description states +1.75 Dex, actual is +4 Con / +5 Str in a 5x slot. Since you said in your mod description you were doing away with split bonuses I should have noticed that earlier! Presumably it should be +9 Dex like Volcanic Aurum.
Volcanic Aurum checks out. Still missing Nevarrite which I can only get in the Hissing Wastes or at the Emporium.
No new Leathers. Dales Loden Wool as previously noted states Tier 2 vice Tier 3 but otherwise seems OK.
In addition to the Tier 4 materials you will probably need to check Avvar Cotton, only available in the Frostback Basin; Imperial Vestment Cotton, only available in the Arbor Wilds; and Royale Sea Silk, only available in the Hissing Wastes and the Arbor Wilds. If I get another Perk I'll go for the top-tier materials perk in connections and that may help. But I expect for the Avvar stuff you're on your own since it only came in with the DLC :-(
EDIT: Got the Tier 3 materials perk and the War Table op you get after taking over all three keeps and chatting up Bonnie Sims. Here's the latest:
CLOTH: 5 of 7 check out, now missing only Avvar Cotton and Infused Vyrantium Samite.
LEATHER: 3 of 8 check out, still missing Hardened Gurgut Skin, Hardened Gurn Hide, Hardened Tusket Skin, Lurker Scales and Snoufleur Skin.
METAL: 5 of 6 check out, now missing only Nevarrite. As previously mentioned Silverite in Utility is still a split value that does not track to the description.
Additionally, both Phoenix Scales and Varghest Scales (Tier 2) show in as split values that do not track to the revised descriptions. Can't remember if I've already mentioned those so figured I'd repeat it now.
That's all for now! :-)
EDIT #2: Have now checked Nevarrite and found it to be fully satisfactory. All metals have been verified except for Dragonbone and Ice Dragonbone. This is also true of the Dragon and Ice Dragon leather and cloth components.
EDIT #3: Infused Vyrantium Samite, Hardened Gurn Hide and Lurker Scales all check out.
EDIT: Belay my last, I hadn't realized there was a new (1.0.6.2) version and the exception occurred under the one I was using (1.0.6.1).
When you craft make sure that the description and effects match. I doubled and some I even triple checked, but doing this mod eyes get crossed and some, though few, issues might have slipped through (Probably the tier 1 metal if any).
Can check on added effects when equipped by opening 'Character Record' then 'Attributes Tab'
In answer to your question I'm embarrassed to admit I haven't paid that close attention, but I did notice a few discrepancies between the revised effects as described in the inventory and the weapons/armor crafting stations on the one hand, and the shops on the other. I noticed this in the Black Emporium, I needed a couple bits of stuff to finish improving something and the description in the shop was different than the other. Wound up bouncing back and forth between Skyhold and the BE until I figured it out. Can't rightly recall which ones though, sorry :-(
Hmm, just looking at BE in the editor and BE does not have it own materials. So different materials should not be, unless it is not a new game. If it is then I don't know how it would it would be fixed.
I do plan (next mod) to do something with BE's materials and recipes then make Haven and Skyhold stores improved.
But I have not been working on it because my computer is melting and I have to rebuild it.
To be clear, the discrepancy was between the shop description and the actual characteristics as parsed by the crafting station, not between shop and inventory or between stated and actual improvements.
My computer is still iffy, but I looked quickly at the dialog files and not much looks to be BE exclusively. And nothing loads when searching specific names like tier 1 but I'll look more.
Unrelated query: one of my slight peeves is that once you capture Griffon Wing Keep in the Western Approach you knock open War Table access to Everite, a Tier 3 metal.
Now of course it takes a while to build up a stock, but it's a fantastically good crafting material that IMHO kinda breaks the game. Significantly better heavy armor; powerful staves that throw lightning (which is the best anytime you're not fighting Pride Demons); and improved strength, attack and melee defense for your warriors' greaves and paldrons. Effectively it renders the Tier 2 metals almost irrelevant.
So I was wondering if you'd consider nerfing its armor value as you did with (IIRC) Dales Loden Wool?
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All the tiers should be the proportionally the same; meaning the effect (whichever that may be) should have an even improvement from the previous tier. If the dales loden is outside that scale than it is an error.
I am not exactly sure what to do about material gathering (for my next big mod) I know I was going to even out who can get what (not just lileanna everytime). But eventually you'll get tier 3 materials. For instance it is rather easy to get a ton of Silverite and Dawnstone. I am also looking at adding (mine for personal use mod) xp scaling, this slows down the super fast leveling that dai has as default. Iirc I am level 10+ before clearing the hinterlands, that is ridiculous.
With that in mind there might be a way to limit the resource gathering by level (limit tier 3 to >10 but before 16 when you can buy it.
You are right that getting Tier 3 materials in the wild is relatively straightforward...once you have access to those regions. Silverite and Dawnstone are found in the Emprise du Lion, which is a region where the hard deck on enemies is 16th level. So if you are willing to risk being one-shotted every time you meet an enemy--and let's not forget--can afford to spend the 20 Power needed to crack open the region in the first place--yeah, sure.
My issue with Everite from "Gather Metals" is that it becomes available so early. The Western Approach is typically either the first or second region you crack open after reaching Skyhold--the other being Crestwood--and you can usually strap on Griffon Wing Keep at a fairly low level. So it just seems way out of sync with the availability of other Tier 3 materials. As an obvious contrast, once you take Suledin Keep in the Emprise, it cracks opne the operations "Gather Leather" and "Gather Cloth," both of which give you access to Tier 3 materials--Great Bear Hide and the Tier 3 version of Velvet IIRC.
On a related topic, I think the whole crafting system is undermined by the lack of level limits for the schematics. The items you can craft are on a par--slightly better, partly because you can tailor them to your needs--with looted items, unless you get lucky and get a higher-level schematic too soon. A good example is the reward you get for the quest "Negotiate a Deal for Weapon Plans," where you get a schematic for either the Anderfels Cleaver, a Tier 3 weapon that is insanely OP, or the Masterwork Sentinel Shield, ditto.
So if you are in the mood to consider a suggestion, maybe you could find a way to add level restrictions to schematics? :-)
I would be open to suggestions, though they have to be in contest and within my capabilities. That said.
I am not sure I could easily overhaul schematics in that way, that might require its own mod.
I am leery of placing too many insurmountable restrictions (my name for da3 is Dragon Age
InquisitionRestriction) without some sort of reason. (not that this was specifically directed at your suggestion). But some of the things might make the game more linear. (As you said earlier open up some areas before the move to Skyhold, that would be good).Lightning/shock is good but I have moved to frost/cold as my favorite chilled then 1000x weapon dmg.
That being said, far be it from me to add to your workload. It was just a thought. And it's an itch I've wanted to scratch, and I figured, well, you've already modded pretty much every crafting component, why not ask?
I should point out that your mod has expanded my horizons already, including in the war table ops: under the Leather one, I used to never do anything besides Great Bear Hide. Now you've actually made it worthwhile to get August Ram Leather, so I find myself going after that instead.
I agree with your assessment of the improved Winter's Grasp, but what I especially like about Lightning is the AoE spell at the bottom, Lightning Cage. If you use the first improvement--the one that does extra Lightning damage every time you get a hit--it's like having a Lightning rune on each and every weapon your party wields. That ain't nothing! :-) And the other powers in the Lightning tree ain't too shabby either--both Chain Lightning and Energy Barrage are super-useful, the first as a crowd-control and the second as a finisher move on tough opponents.
BTW I missed your earlier comment about XP limiting, you should be aware that there's already a very good series of mods that covers that. The original mod was to speed up XP but I asked the modder if they'd be willing to do some lowering and I got reductions of 70, 80 , and 90 percent i.e. earning 30, 20, or 10 percent of the normal rate. So you might want to take a squint at those.
Edit: I also missed your response re: Dales Loden Wool. Going blind in my old age! But I noticed that you'd changed its tier from Tier 3 to Tier 2, so that was how I knew you'd nerfed its use as an armor crafting material.
The xp would change the quadratic slope; from a jagged flat then increasing exponentially line (lots of levels at lower levels)... Mine increases sharply the first six levels then starts to level out. (this is the amount of increase from the last leveling amount). This allows you time to use tier 1 materials... Looking at the figure it looks like you'll need about 28,200 additional xp to get to level 4 (default 3,498 ), however it does not get over 40000 even at late stages in the game (default level 25 is about 110,000 mine is 40,100)... all that said my xp requires 27 xp more than default xp to max out.
yeah chain with 2 extra hits ο»Ώπ π
BTW I used Chain Lightning with the extra hits for a long time, but I tried the other upgrade--where it has a stacking bonus but never strikes twice in the same place twice (heh)--and found it to be even better when you're dealing with a large crowd, like the ones you get when you're defending Haven. Put the Lightning Cage around them and then hit them with the "never strikes twice but keeps getting better and better with each new strike" upgraded Chain Lightning and...woohoo! You can hear the bacon crackling! :-)