Dragon Age: Origins
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Midgetface Killah

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Eidam

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21 comments

  1. tinman06
    tinman06
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    Could you release your sources? I would like to use some of your mods but would like to customize the settings to my personal taste and will need to make them compatible with other mods I use.
  2. Bescein
    Bescein
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  3. Miles Tails Prower
    Miles Tails Prower
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    I'd like to echo what others have said. Making it separate would be a great idea. Also, could you tell me how you made poisons last longer? 5 minutes isn't enough for me. I'd prefer to have them 10 mins or higher if that's possible. Maybe make another version? Until then, I'll have to avoid this. Thanks~
  4. OlG
    OlG
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    It'll be great if (As others have requested) you could make a separate file with only the poison aspects.

    Non stack+5mns is really great, but I can't use your mod because of the changes you made to poultices. Imho it's not a fix, even if I don't criticize your choice to do it (And anyhow it's your mod you do what you want ;P).
  5. vernvern
    vernvern
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    Because I use the Combat Tweaks mod I don't need the potion effects but would love to see a compatible mod that makes poisons not stack (leaving the default duration intact).
  6. Eidam
    Eidam
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    Indeed! It says so on the description.
  7. Understandable
    Understandable
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    ill pass on the potion mod, but is the talent aoe file for the holy smite scaling? i ilke the idea of it going off str
  8. Eidam
    Eidam
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    Brandzerker: I know it makes health potions more powerful, I recommend playing along with a rebalancing mod! JoshuaRaven said he'd probably add these changes to his next build, but I'm not 100% in agreement with his policy on potions. There's plenty to choose though!

    wavion2: That's a good point, but how do we know Healing Poultices aren't blood magic and thus should heal those whose blood is thicker (higher CON); or maybe it's just magic affected by the vitality of the consumer? If the lore were more precise, you could maybe find a flavor-based claim against this patch - but as game designers are wont to say: "lollore"

    jive: The lacking "-10" is intentional. It's meant as a boost for Mages more than anything, as they would lose a big contributor to their "virtual health", and nobody is going to invest too heavily on CON as they would on Magic, so +10 sounded fair. Same goes with WIL - Mages will always prioritize MAG more.
  9. jive12345
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    I notice that its actually calculating straight up con (50+CON)*FACTOR instead of con modifier (50+CON-10)*FACTOR as would be analogous with magic and spellpower in vanilla. Is this intentional or not?
  10. wavion2
    wavion2
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    I agree. I would like longer lasting poison, but won't download this because of the health/mana potion changes - those are supposed to become more effective with an increased magic stat, and I prefer it that way. If you make a stand-alone poison duration mod, I'll give it a shot.

    Edit: I notice you made a comment earlier about the health/mana changes being due to magic being a worthless stat for warriors/rogues. To each his own. But, consider that a sword strike to a mage will be far more damaging than the same strike to a warrior (especially since mages don't typically wear armor) so doesn't it make sense that a balance to this might be to have potions be more effective on mages? I think this is why potion effectiveness is based on the magic stat, and as a I said, I prefer it that way.
    My 2 cents.