To make it work in Awakening do this: go to Bioware/Dragon Age/Settings/ open the Addins.xml with the Editor/notepad
search for the line that starts with: <AddInItem UID=Spell_Shaping Name=Spell Shaping ....... copy everything from <AddInItem UID........> till </AddInItem> paste it below now you should have the whole spellshaping block twice (one is for Origins, and you wont change it. the other one is for awakening.) Now you change the first line of the copied block from:
<AddInItem UID=Spell_Shaping Name=Spell Shaping ExtendedModuleUID=Single Player Priority=100 Enabled=1 State=2 Format=1>
Mod definitely seems to have only partial functionality at best. It doesn't seem to actually do anything at all in the case of most spells. So far, it *only* seems to apply to area damage - every other effect seems to have full effect on friend or foe, no matter how many ranks you have in this skill.
Basically, this and the more recent no-friendly-fire mod just do not work these days, and both are extremely incompatible with virtually all other mods.
You can use the Dain's Fixes 3.3.1. with Spell Shaping Skill 1.2 if you exclude these parts of the main file: FIXES: Abilities apply impact threat, condition groups, Damage Ward resets threat, DOT stacking, Poison stacking, Spirit death, Telekinetic dual wield, Weakens nearby Darkspawn QOL: Hide modal AoE VFX, Hide modal VFX TWEAKS: Don't dispel 3rd party modals, Lucky
Otherwise, they work together perfectly including with all of the EXTRAS except Hard squash weapon VFX, item stat requirements and Party members unlock under modules.
For me, Spell Shaping is available, and can be activated... but the only one rank give me complete immunity to damage with no Mana Drain on Nightmare difficulty.
Definitely Incompatible with DA Rules Fixpack (https://www.nexusmods.com/dragonage/mods/1601/). Unsure with what specifically, but I think it is something in the core required folder for that mod. In-Game warning message stopped appearing when everything from this mod was removed from overide folder.
RE: Dev Diary So, in case anyone is interested (and why wouldn't you be - it's only 2019, the game is still new, and everyone is excited to keep modding it, right?).
Apparently, temporary duration (EFFECT_DURATION_TYPE_TEMPORARY) effects, like knockback, can still be intercepted by EVENT_APPLY_EFECT handler, but will still get applied even if you don't pass the event to rules_core.ncs. It seems to be specifically related to the duration type, not usage of SetIndividualImpactAOEEvent and EVENT_TYPE_SPELLSCRIPT_INDIVIDUAL_IMPACT. One way to make target object ignore this kind of effects is to call SetIsCurrentEffectValid(FALSE) in your apply_effect handler (discovered through many hours of debugging, reading the logs and bioware source files). There might be other ways, but with this approach, it seems the only engineevent that you need to override is EVENT_APPLY_EFECT. That should make it a bit more compatible with other mods, hopefully, including the mods adding new spells or heavily modifying the existing ones.
there is no dazip file to install , i have the DAO mod manager but this mod cannot be installed by it , can any one help with this ? i dont know how to install this mod even after reading the instructions , i copied the addins and packages folders to my documents-bioware-dragon age and tried the code and it says success talent added but nothing appears , i tried and added the folders to my dragon age installation folder still nothing , where is the dazib file tho ?
118 comments
go to Bioware/Dragon Age/Settings/
open the Addins.xml with the Editor/notepad
search for the line that starts with:
<AddInItem UID=Spell_Shaping Name=Spell Shaping .......
copy everything from <AddInItem UID........> till </AddInItem>
paste it below now you should have the whole spellshaping block twice (one is for Origins, and you wont change it.
the other one is for awakening.)
Now you change the first line of the copied block from:
<AddInItem UID=Spell_Shaping Name=Spell Shaping ExtendedModuleUID=Single Player Priority=100 Enabled=1 State=2 Format=1>
to
<AddInItem UID=Spell_Shaping Name=Spell Shaping ExtendedModuleUID=DAO_PRC_EP_1 Priority=100 Enabled=1 State=2 Format=1>
now you should have the spell shaping block twice.
one with:
ExtendedModuleUID=Single Player ( this one is for Origins)
ExtendedModuleUID=DAO_PRC_EP_1 ( this one is for Awakening)
now it should work.
Just instead of "DAO_PRC_EP_1" put their respective codes:
DAO_PRC_STR
DAO_PRC_GIB
DAO_PRC_LEL
Basically, this and the more recent no-friendly-fire mod just do not work these days, and both are extremely incompatible with virtually all other mods.
FIXES: Abilities apply impact threat, condition groups, Damage Ward resets threat, DOT stacking, Poison stacking, Spirit death, Telekinetic dual wield, Weakens nearby Darkspawn
QOL: Hide modal AoE VFX, Hide modal VFX
TWEAKS: Don't dispel 3rd party modals, Lucky
Otherwise, they work together perfectly including with all of the EXTRAS except Hard squash weapon VFX, item stat requirements and Party members unlock under modules.
For me, Spell Shaping is available, and can be activated... but the only one rank give me complete immunity to damage with no Mana Drain on Nightmare difficulty.
edit... I was/am using version 2.0
So, in case anyone is interested (and why wouldn't you be - it's only 2019, the game is still new, and everyone is excited to keep modding it, right?).
Apparently, temporary duration (EFFECT_DURATION_TYPE_TEMPORARY) effects, like knockback, can still be intercepted by EVENT_APPLY_EFECT handler, but will still get applied even if you don't pass the event to rules_core.ncs. It seems to be specifically related to the duration type, not usage of SetIndividualImpactAOEEvent and EVENT_TYPE_SPELLSCRIPT_INDIVIDUAL_IMPACT.
One way to make target object ignore this kind of effects is to call SetIsCurrentEffectValid(FALSE) in your apply_effect handler (discovered through many hours of debugging, reading the logs and bioware source files). There might be other ways, but with this approach, it seems the only engineevent that you need to override is EVENT_APPLY_EFECT. That should make it a bit more compatible with other mods, hopefully, including the mods adding new spells or heavily modifying the existing ones.