Dragon Age: Origins

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dainbramage

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dainbramage

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934 comments

  1. NoSignal05
    NoSignal05
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    I can't for the life of me get the extra tactics slot module working in any of the expansions, but only in Awakenings is it an issue. It worked fine in the base game though.
    1. NoSignal05
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      Nvm, it's fine, I just needed to start a new Awakenings run.
  2. ronin0069
    ronin0069
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    Is there a way to confirm if the mod is working?

    I've placed the fixes folder into "Documents\Bioware\Dragon Age\packages\core\override" folder. I don't think the mod is working because the Helm of Honnleath tweak (which removes the strength requirement to equip it) doesn't work, and I just wanted to ask if there was any other way to check if the mod was working.

    The other mods in that same folder "Helmet hack" and "1 second cooldown" both seem to be working. Removing either or both doesn't make Dain's Fix work. I'm stumped, any ideas?

    Edit: Some bits are working, some still aren't. Some vanilla features are now bugged (Modals through tactics for a couple of companions). Still don't know how to fix it.
    1. DLuf
      DLuf
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      Changes to item stats don't apply to existing items, i.e items that have already spawned in your game world. You have to either load to before the item appears in your game, or use the console to spawn a new instance of that item. Other than that, if you think something isn't working properly, you need to describe in detail what seems to be wrong with it. It's hard to troubleshoot if you simply say "it's bugged".
  3. Nymzz
    Nymzz
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    really looking forward for an update of this mod, there seem to be a lot of problems that need to be fixed

    Maybe add a TXT explaining what every bug fix does and for the other folders too
  4. RayvonMysterion
    RayvonMysterion
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    im not sure how to add it to the doa manager as its not installing automatically
  5. Senji975310
    Senji975310
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    Thank you so much.
  6. shamankorzara
    shamankorzara
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    Love the work you've done.  I mostly use the ones relating to range attacking, skill fixes and skill speed (especially the haste bug fix).  Also using a few of the quality of life ones that are really saving me some time.  After couple hours of testing the ones that I'm am using are working perfectly so thank you for the hard work!
  7. nexmodsstink
    nexmodsstink
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    Hey, your mod is amazing, but I noticed that Anti-Magic Ward began not working consistently. It's not blocking Paralyze and Crushing Prison spells properly anymore. I'm not using any other mods that would influence spells or talents, so I'm assuming something might've went wrong with your mod.
  8. Mops413
    Mops413
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    (edit)

    The instant-aim for ranged talents isn't working.

    Hard to tell for sure because there are many things to test if they work, but other stuff works fine so far. I'm using all the fixes and the optional stuff. Am I doing something wrong or is there a step easy to miss?

    As far as I can tell several Extras aren't working. I've double checked the location of the files, and have deleted the ones in the main folder that were suggested in the readme. All the Extras are in good place according to readme....
  9. jonnymb98
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    Did anyone else encounter an issue where during the Dwarf Noble Origin, your followers (Gorim, the scout, etc) have way more abilities than they should? Gorim had Shield Balance, Powerful, and Threaten on top of his normal talents. The scout had Scattershot and 2 levels of Deft Hands.
    1. jonnymb98
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      So this actually seems to be a bug with the vanilla game. Manually saving and reloading at any point during the Dwarf Noble Origin causes your temporary followers (Gorim, Ivo, and the Scout) to receive a few extra abilities.

      Is there a way you could address this in your mod?
  10. Seelen91
    Seelen91
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    This time i have issues with the ranged aim speed bug fix. Autoattacking with a bow while under the haste spell is still resulting in slower aim speed, hence the mod didn't fix it. I also have the issue when attacking with a mage staff. When one of my mages, turns on haste and starts attacking, it takes about twice as much time to fire off a projectile. I can't remember if that was the case before modding my game but from what i could find online, everyone seemed to suggest that only bow/xbow aim time is negativily effected by the haste spell bug.

    I want to resolve 2 issues. First, i want to make dain's aim speed bug fix work in my game. Second, i want to get rid of the staff autoattack delay when under the effect of haste.
    I checked for conflicting files in my override folder but couldn't find any, i still tried and removed all of my combat associated mods from my override folder without any success. The staves autoattack issue would persist. I could go further and just remove everything, but that would take enormous amounts of time and effort and at that point i might aswell reinstall the game with a new mod set up.
    Edit: Apperently haste always affected staves by reducing their aim speed.
    Edit2: Found the issue! Mastermahidhas Mod "Spellcasting Weapons Drawn" was causing the issue, even though he does have a compability version with dain's fixes, the haste spell is excluded and his haste version will override the fix from dain.