This is merely a warning that the mod was created for an older patch of the game. Unless you find that the mod does not work when you test it in the game, this warning can be safely ignored. You can still apply the mod to your load order and use it in your game.
I haven't encountered any issues, so this is probably caused by a mod conflict or incorrect installation. Make sure you run Frosty as an admin. If you still need help, it's easier to troubleshoot on the Frosty DAV Modding discord: https://discord.gg/pKF9ReTdAh
I haven't encountered any issues, so this is probably caused by a mod conflict or incorrect installation. Make sure you run Frosty as an admin. If you still need help, it's easier to troubleshoot on the Frosty DAV Modding discord: https://discord.gg/pKF9ReTdAh
@Gabett, Can you make the ultimate spell slot accesible to put a normal spell in it? (so that we can have 4 normal spells slots to use in combat) Please.
Thanks for the mod and the optional sparkle remover! I added the main mod into my load last night and my first thought when I opened the skill tree was "Woah, that's an excessive amount of sparkles!". This morning I wake up to an update to fix that exact issue so YAY! Cheers and endorsed!
Man, thank you so much for the UI adjustment - it really is distracting having all of the nodes sparkling like that while trying to look over your skills.
Do you think it will eventually be possible to have a mod that allows you to switch class? Or to use other class abilities? Similar to what we had in Inquisition
I have seen someone on the modding discord looking into adding other classes' abilities to the rune slots, and I think they had some success. So definitely possible.
The former, yeah I think it could definitely happen eventually. The latter I'm not sure. Inquisition has a very different gameplay style, so even if you tried to bring skills over, you would have to adjust them to match the pace, player resources, skill kit limitations, advantage/disadvantage system etc. of the new combat system.
I'm on the brink of figuring out how to increase skill damage (my modifications so far were just removing conditionals and assigning the damage a fixed value.) It's definitely one of my top priorities once I get home in a few days as I have already gotten a request for it.
My Skip Fights mod is made by swapping in a modified version of the mage skill Frost Nova for every class, and it was surprisingly easy to do. Of course that is a cooldown skill (with the CD removed in my mod) and not a class resource consuming skill, so I don't know what would happen if I put eg. a skill that requires mana into the rogue skill tree. My guess is that you wouldn't be able to cast it. I don't know if I can find where it's defined what class resource a skill consumes, but it's worth a look.
So in short, yeah, there's still some stuff I need to figure out, but it looks promising so far.
If you have something specific in mind, you can drop a request on my Gameplay Tweaks mod (that way it's easier for me to keep track of what people are requesting.)
I am away from home for a few days. I will check the comments whenever I can, but I won't be able to fulfill any requests, release updates, or do extensive troubleshooting.
Specifically the alpha build by wavebend. You can find it right next to the mod manager download on the linked github page. If you want to get into modding, the Frosty discord has some useful resources and a lot of people happy to help.
34 comments
You can still apply the mod to your load order and use it in your game.
I love all your mods!
I love all your mods!
Can you make the ultimate spell slot accesible to put a normal spell in it? (so that we can have 4 normal spells slots to use in combat)
Please.
My Skip Fights mod is made by swapping in a modified version of the mage skill Frost Nova for every class, and it was surprisingly easy to do. Of course that is a cooldown skill (with the CD removed in my mod) and not a class resource consuming skill, so I don't know what would happen if I put eg. a skill that requires mana into the rogue skill tree. My guess is that you wouldn't be able to cast it. I don't know if I can find where it's defined what class resource a skill consumes, but it's worth a look.
So in short, yeah, there's still some stuff I need to figure out, but it looks promising so far.
If you have something specific in mind, you can drop a request on my Gameplay Tweaks mod (that way it's easier for me to keep track of what people are requesting.)
I am away from home for a few days. I will check the comments whenever I can, but I won't be able to fulfill any requests, release updates, or do extensive troubleshooting.