Dragon Age: Origins
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sickNsane810

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sickNsane810

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About this mod

As balanced with the A.I as i could make it. This mod is intended for people looking more for balance and fairness as apposed to difficulty caused by handicaps given to the player or enemy. I am midway through a playtest and so far iv loved it.

Permissions and credits
This mod was designed to work with the Flash creature re-scale mod originally as well as improved atmosphere, however as im starting to rescale all the enemies myself it will probably no longer work with FCR. 

As long as your not using mods that modify Difficulty.GDA, Autoscale.Gda, creatureranks.gda, Diffsettings.gda or as_data.gda. this will work for you.
Extract it into your override folder.

If your using it with improved atmosphere then place it into the custom folder in IA.

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(qbs_autoscale_even)-This file tweaks the stats of monsters based on their rank


I have removed all bonuses to resistances,health, armor and damage etc for monsters and the player what that means is when you face a monster its stats will be the base stats of that creature + whatever equipment it has in game but will not get a handicap of free points.

the stealth/loot tables i haven't touched because i'm not 100% how they work yet but i will probably tweak them eventually.


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(qbs_difficulty)-This file tweaks the in-game difficulty.  (Friendly fire is hard-coded so to truly play a balanced game you should play on nightmare. All bonuses are still removed but friendly fire for the player and a.i is 100% on nightmare.) 

Easy mode is still easy but iv made it a little less so, normal and hard have had all handicaps removed the only key difference is the amount of friendly fire and how likely you are to find healing potions.

The enemy A.I is full like it is on Nightmare Vanilla what this does is makes it so the enemy will use their abilities as often as they can just like a player does in my opinion making it "Fair"All attack and damage bonuses for or against the player are removed as well as all bonuses to healing, resistances etc.

Trap damage is set to 1x its base so no bonuses to trap damage.

 
I hate playing games with artificial difficulty given out through handicaps against the player to make this game harder all that was really needed was very well thought out tactics for each enemy in the game the way we set tactics for our team. 

This mod is for people like me who just enjoy playing it without pulling our hair out. Parts of it are still a challenge because base monster damage without it scaled down is brutal. Weaker monsters are pushovers as they were intended to be where as something like an ogre now becomes a real pain in the ass to bring down.


This mod will most likely not work with mods that edit the Difficulty.GDA, Autoscale.Gda, creatureranks.gda, Diffsettings.gda or as_data.gda.

to us it with FCR just export it into Documents,Bioware,Dragon age,Packages,Core,Overide,zFCR and then delete the 2.difficulty folder from zFCR otherwise just paste it into override but remember any other override files editing  Difficulty.GDA or Autoscale.Gda will conflict.
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(Diffsettings.gda)

This file allows the A.I to critical strike the player, removes the max damage they can inflict on the player and allows massive damage(Usually only available on nightmare.
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(creatureranks.gda)
Changes rank colors as well as the %chance of a deathblow.
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(as_data)
I haven't modified it yet its only included so when i update it will update i'm not 100% how these modifiers work yet.
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Observations and future plans.

First on the list is my own realistic ranks similar to FCR but with my own personally opinions on them im working on it now and will try to include them soon.


I plan on adding several optional features to this mod to balance it out but i havn't decided exactly how to go about it yet.

Ideas include

Decreasing all magical bonuses given on equipment (Vanilla and IA) so they dont make you so much stronger then mobs of your level
OR
Giving some of the mobs player party equivalent gear making them just as tough as the player


I want to eliminate potion chugging from the game entirely and attempt to implement a system similar to the witcher where potions are toxic and therefore can't be consumed in to large of a quantity the two ideas i have for this are to try and make all Health/Stamina/Mana potions cause an injury on use so you will gain emergency health at the cost of one of the games injuries making consecutive potion use weaken the character could also make things interesting if i can find a way to add a chance that it kills you. I havnt decided if id do the same with salves/balms.
OR
Raise the cooldown to 3-5 minutes between potions.
OR
Give some NPC's potions and a tactic string to use them. The amount of potions and type they carry depending on their rank. Also with a cooldown but only around 30sec or so.
OR
Some combination of all three, if anyone would like to help me figure out the necessary files to edit.


I also want to give NPC's with rogue class Bombs/Poison that they actively use. 

All these ideas are to add genuine difficulty to the game without handicapping the player or enemies. I want to give the NPC's all the tools the player has.
which is what bioware should have done to begin with instead of using artificial difficulty in the form of handicaps.

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I'v been modding games for years but i just started with dragon age and anyone with more experience wants to help me piece together some addons for this mod please get ahold of me immediately even if its just for an idea/suggestion.