Dragon Age: Origins

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Dennis Lee

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kend7510

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2119 comments

  1. n3007
    n3007
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    ATTENTION!

    This mod breaks Detailed Tooltips-mod. There are no descriptions at all.

    I just uninstalled this, seems buggy enough. I'd recommend everyone to use Qwinns up-to-date fixpack with Dragon Age Rules fixpack. The author of more recent Qwinn fixpack has confirmed they are compatible.
    1. Johrdan360
      Johrdan360
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      same here,break the description of all abilities
    2. xanthus1942
      xanthus1942
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      Is there any way to get descriptions back? I uninstalled the mod, and there are still no descriptions for talents.
    3. aradjha
      aradjha
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      reload an earlier save before you installed the mod, or reroll a new character. You could also give "More detailed tooltips" a shot. Make sure it has priority in the override folder. But im not sure that will work. I suspect that once you've saved the game in that state, you're stuck with it.
    4. kenlon
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      Note - this does not break the tooltips. What does break it is that Vortex installs DA:O mods incorrectly. If you install the dazips using daupdater, it's fine.
    5. Dhristo1
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      kenlon I used DAO Modmanager and it still broke the spell explanations in the spell book. This tells me there si something wrong with the way the mod is compiled rather than what install software you use.
    6. Dhristo1
      Dhristo1
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      OK fresh install and all that, using DAModder, and Combat Tweaks works and tool tips show, even with QUDAO Fixpack installed. It seems Vortex has some more work to be done on it, or it just can't handle these older mods. :(
    7. ReverieFate
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      Hey, I know I'm late by a couple of years but I do know how to restore the descriptions :D Be sure, after having deleted the mod with your trusty mod manager, to also delete:
      denl_combattweaks file at C:\...\Documents\BioWare\Dragon Age\packages\
      core\override.

      denl_combattweaks folders at
      C:\...\Documents\BioWare\Dragon Age\AddIns
      C:\...\Documents\BioWare\Dragon Age\packages\core\override.

      denl_combattweaks_package file at C:\Users\...\BioWare\Dragon Age\packages\core\data
    8. mushplomplom
      mushplomplom
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      Thanks so much this worked for me.
    9. hally580627
      hally580627
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      thanks man
  2. tolmir
    tolmir
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    sustained abilities still disappear for me when I shapeshift, could be because I have jx specialization mod, where in the files could I change this ?

    fixed it, it was in fact jx spell_shapeshift.ncs that was overriding combat tweaks.
  3. kallasbr
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    Does anyone with experience know if it is possible to extract the mod part to use separately?

    + Now modals will stay active while shapeshifting. You can deactivate the
    active modals while shapeshifted, but you cannot activate one. (Tweak does NOT
    extend to fade shapes.)"
    1. DLuf
      DLuf
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      Not for this feature. It's part of the code for shapeshifting.
      The code for this part is in the file spell_shapeshift.ncs. Try copying this file from the mod and dropping it into your Override folder, see if it works.
    2. kallasbr
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      it looks like it worked, thanks
    3. kallasbr
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      Resurrecting this old post to warn anyone interested, that just adding the shapeshifting script causes a bug (as far as I know, maybe there are more), Flying Swarm does not cause damage.
  4. pnldr194
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    Having the feeling this mod can make lockpicking harder. I have level 3 lockpicking unlocked and so far can't open two chests in the mage tower. Does the ''fScale'' in the autoscaleCTtweaks files also affect lockpicking difficulty? Thanks.
    1. DLuf
      DLuf
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      This mod doesn't touch lockpicking. Your ability to pick locks is affected by Cunning as well. Each talent in the lockpicking tree gives 10 points, then you add (Cunning - 10) to that. Lockpicking talents alone won't guarantee that you can open every lock.
  5. Irradaven
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    All humanoid characters have only 1 death animation and this is the animation of deathblow by a shield. It doesn't matter what the character was actually killed with, even arrows and magic will result in the same shield death animation. Maybe someone had the same problem?
    Only this mod and JX - Dragon Age Extended installed.
    1. itsbsky
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      did you ever find out a fix for this? its bugging tf out of me
    2. DLuf
      DLuf
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      Definitely a conflict between mods. Try looking for files called anim_xxx.2da in override folder. This file determines what action uses what anim. You can open 2da files with GDApp. Look for entries starting with "Death Blow". (You can first try deleting these files from override and see if that fixes the problem)
  6. mayuchie64
    mayuchie64
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    Found two bugs

    1. Shapeshifting staff unequip bug

    When trying to shapeshift, the magic staff or weapon is unequipped and must be re equipped after leaving shapeshifting form. Tested with morrigan not sure if its the same on player character. Current workaround is to swap weapon sets to a blank one but not sure if the magic staff spellpower will apply to the form.

    2. Frost Weapon effect applies permanently to bows.

    Iced weapon status does not disappear when frost weapon is disabled specifically on Bows, doesnt seem to do the same thing on swords or daggers. Not sure if intentional.
  7. kallasbr
    kallasbr
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    i know its a weird question but bear with me.

    Can i use this mod (no PAR included) with PARv7?

    If there is a conflict, does anyone know what breaks specifically?
    1. DLuf
      DLuf
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      No, you cannot, one of the two mods will not work (or parts of it, in Combat Tweaks' case) depending on which mod is overriding which, because the two mods modifying the same scripts (you can see that both mods contain some files of the same name).
    2. kallasbr
      kallasbr
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      that's what i thought, i saw the same scripts, but part of me hoped maybe i could use them separately.
      Thanks for the answer.
    3. kallasbr
      kallasbr
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      and dain's fixes effects remover, is it incompatible too?

      the built-in version of annoyance remover does not remove shale effects
    4. DLuf
      DLuf
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      @kallasbr
      If you mean whether you can use Dain's vfx remover component with Combat Tweaks, then I suspect you can, as Dain's implementation doesn't override script files. The original annoyance remover tweaks rewrite (and override) original scripts, removing the vfx implementation in the original codes. The source codes for Shale's abilities are encrypted like most DLC contents, and AFAIK, not many people have taken the time to rewrite the codes for Shale's abilitie - at least, up to the time when I made the mod Shale Abilities Reworked (shameful self-promotion). Since their codes are not readily accessible like base game abilities', many mods that alter abilities do not include Shale and Awakening ones.
    5. kallasbr
      kallasbr
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      ty, I will test and see if it works. Shale Abilities Rework I already use it, impossible to play with shale without a mod that fixes her talents
    6. kallasbr
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      So, I did some tests and apparently there is an incompatibility, the Hide modal VFX causes, dispel magic and cleasing area, to remove friendly sustain spells, I don't know if it breaks anything else besides that.
      While I'm on the subject, I followed your advice months ago on how to make dain's and CT compatible, following the compatibility doc on the page of one of your mods, I had the same problem (dispel magic) with some dain' modules that your document says to be compatible they are the following.
      - Weakens Nearby Darkspawn
      - Generates Cleansing Aura
      - lucky
      - And now also Hide modal VFX

      Abusing your goodwill, do you have any idea why these modules are incompatible? or do they just break that small part of the CT (dispel and cleasing area)?
    7. DLuf
      DLuf
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      Afte rechecking those components from Dain's fixes, I believe the reason here is that those components intercept the "apply effect" event and insert their own implementation of applying an effect on a creature. So when the effect being applied is the "dispel effect", the game reverts to the original implementation of dispel. Essentially, to retain the dispel tweak implemented by Combat Tweaks, any script that calls the "apply effect" function needs to be recompiled, in order for it to recognize this particular change for dispel effect. So, in the toolset, first you need the script for dispel effect that comes from Combat Tweaks (effect_dispel_h), then you need the main scripts for Dain's components, then you recompile these main scripts so they register the change in the dispel script.
    8. kallasbr
      kallasbr
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      is there another software that allows me to recompile scripts besides the toolset?
      I've tried installing the tool set several times in the past to no avail.

      and would the "apply effect" event reverting to the original break anything other than the dispel?

      Edit. I found another problem... much bigger, every time I enter an area with mabari dominance, instead of gaining attributes, dog permanently loses 3 points in str will and cons.

      this seems to be much more complicated than (my rudimentary) knowledge is able to fix
    9. DLuf
      DLuf
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      You need the toolset because there are functions hardcoded into the compiler, so it has to be that specific compiler, i.e. the toolset, that can compile the codes. A generic compiler won't know what these functions mean and won't compile.

      I don't see how the mabari dominance effect would get broken. Besides, the bonus is supposed to be 2 instead of 3. Are you sure you don't have any other mod that would affect this?
    10. kallasbr
      kallasbr
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      combat tweak mabari bonus is 5, it seems to me that this bug permanently removes the 3 points that CT would give, and the error happens when I have Hide modal VFX on override, and it doesn't happen when I remove it.

      I did some more quick tests with Hide modal VFX installed, and removing combat tweaks, and the error did not occur.
      seems to be a conflict between Hide modal VFX and CT,
      well i'll try to install the toolset one more time, if i can't i'll have to choose between dain's and CT.
    11. DLuf
      DLuf
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      "combat tweak mabari bonus is 5"
      I see, then that makes sense. Because "hide modal vfx" would revert the application of this bonus to the original implementation, which is +2.
    12. kallasbr
      kallasbr
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      so hypothetically, to fix it, I would have to compile several scripts, having to first find which ones have conflicts?
    13. DLuf
      DLuf
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      Just one for each conflicting component. A component from Dain's Fixes may have several scripts, but for this problem you only need to recompile the one that performs the application of effect (ApplyEffectOnObject).
    14. kallasbr
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      OK. After hours of banging my head against the wall trying to get the sql database working, I finally managed to install the toolset, but I don't have any experience scripting in dragon age (or in general really), can you direct me to any good tutorials?
    15. DLuf
      DLuf
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      http://www.datoolset.net/wiki/Scripting_overview
      You can start here, then make your way toward the "Abilities" section. I'm willing to help out if I'm able to; just pm me.
      In the Palette Window - Script to the right, you'll want to right-click > Check Out a script if you're going to make changes to it. Then you can edit, save, and compile the script. After compilation the newly compiled script (.ncs) will go to the folder toolsetexport in your override folder and will take effect the next time you launch the game. Files in this folder are also prioritized by the game, i.e. if there are multiple copies of the same file in your override folder, the file in toolsetexport will override the others.
  8. kallasbr
    kallasbr
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    fixed
  9. nathanciel
    nathanciel
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    Trying to make my own tweak, but for some reason Deadly Strike won't work properly even when I changed the script in talent_singletarget.ncs to follow the original Source.

    @DLuf Your thoughts?
    1. DLuf
      DLuf
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      What exactly are you trying to achieve with Deady Strike? How are you scripting it? And what exactly is the problem?
    2. nathanciel
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      There were two problems, but I got it working now

      • The first problem was Deadly Strike not having any animation or effect whatsoever despite consuming stamina. This was remedied by editing Deadly Strike parameters in ABI_CT.gda to follow the original abi_base.gda
      • The second problem was Deadly Strike not connecting at all, even with proper animation. This was fixed by adding impact lines at the very end of Deadly Strike section in talent_singletarget.ncs:

      I wanted to add instant kill effect on Deadly Strike (<=50% HP for lieutenants and <=100% HP for normal/critters) and now it's working as intended.'

      On a side note, I don't suppose you know of any mod that gave Sten equippable body paint? The one without shoulder pads?
    3. nathanciel
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      Double post, can't delete this one.
    4. DLuf
      DLuf
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      I don't, sorry.
    5. nathanciel
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      @DLuf then do you know a way to change NPC's default equipment? I want to remove Sten's ugly rag clothing - he looks better while shirtless and with DA2 qunari mod.
    6. DLuf
      DLuf
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      You can try editing his creature file gen00fl_sten
    7. nathanciel
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      @DLuf One last thing if you don't mind...

      I've been trying to change Healing Poultice and Lyrium Potion so that their recovery amount is based on a fixed percentage of user health, but so far my attempts have resulted in lower amount than expected.

      case ABILITY_ITEM_LESSER_HEALTH_POULTICE:
              {
                  float fHeal = GetCreatureProperty(stEvent.oCaster, PROPERTY_DEPLETABLE_HEALTH, PROPERTY_VALUE_TOTAL) * 0.20;
                  eEffect = EffectHeal(fHeal);
                  ApplyEffectOnObject(EFFECT_DURATION_TYPE_INSTANT, eEffect, stEvent.oTarget, 0.0f, stEvent.oCaster, stEvent.nAbility);
                  break;
              }

      Lesser Health Poultice should have healed my character by 20%, but when I used it on a character with 344 Max HP, I healed for 58 HP instead of 69.

      Am I using the wrong script? Why is the healing amount lower than expected?

      P.S: I'm not using any equipment that grants bonus HP, but I do take some passives which increases character max HP 
    8. DLuf
      DLuf
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      Are you playing on Hardcore/Nightmare? On those difficulty settings healing amount is reduced to 85%.
    9. nathanciel
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      Ah, that explains a lot, thanks.

      Sorry for asking again, but do you know:
      1. How to remove Friendly Fire from Nightmare difficulty (I know we can tweak Easy difficulty to match Nightmare parameters, but is there a direct method?)

      2. How to extract and edit Stone Prisoner (Shale) and Warden's Keep DLC talent source (I heard they're not encrypted, unlike Awakening source)
    10. DLuf
      DLuf
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      I pm'd you.
    11. laidback99
      laidback99
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      May I also know the first question's answer? Removing friendly fire?
    12. DLuf
      DLuf
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      @laidback99
      I believe there are two ways of achieving this. One is by directly modifying the codes where damage / effects are applied, like Combat Tweaks goes about it. For damage there is a section in the header script effect_damage_h that specifies "no friendly fire" on Casual difficulty. To be completely unaffected by aoe i.e. no damage AND no status effects, it's more work as you'd need to get into the code for individual spells to exclude allies from the aoe. The second way is by engine event overrides, like how Dain's Fixes does it. I imagine the way you go about this is, you create your own script to intercept the event "apply effect" - whenever the game tries to apply any effect (including damage) on a creature, you add a check to filter out allies of the caster, or something along those lines. The second approach has more compatibility and less invasive.
    13. laidback99
      laidback99
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      Oh wow these are way above my league. Thanks for answering anyway:)
  10. perfidezloba
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    I don't know for sure if its this mod or another but whenever I level up the game has a chance to crash. A lot of the time it will crash on level up very few times will I make it past it. Does the game itself have any reasons to crash on its own? Maybe I have conflicting mods but I don't have any that mess with gameplay just looks. Does the game crash at a certain fps or load? I don't really know where else to post this but hopefully someone see's it and can help. If so thank you. 
    Edit: Maybe its the ram I read that if it exceeds a certain amount that it crashes and I check I have been going up to 6 or so. Is there any way to limit it?
    Edit 2: This fixed it for me or rather this guy is a god send.
    https://steamcommunity.com/sharedfiles/filedetails/?id=233222451