Dragon Age: Origins

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Melee Caster Class and Abilities
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Be able to spec into weapon, class and specialization abilities from rogues and warriors as a mage. Even before you get your first Specialization. To delete aka opt out of specific abilities go to Documents\BioWare\Dragon Age\AddIns\Melee_Caster\core\data\Melee Caster Abilities, and pick and choose what you want to keep or delete. However, be sure to keep the _Core file folder.

Just to be clear I have no idea what determines the order of spell and talent categories in the GUI spellbook, generally though the classes mage/rogue/warrior and specializations seem to stay on top while talents and spells rearrange over the slightest innocuous changes. So the players spellbook is going to be a bit messy if you have all the talents with your existing spells.

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Melee Caster Class
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The Mage Class to be more rogue-like also has, affects all mages (delete the CLA_Melee_Mage.gda file to opt out):

  • +3 dexterity, increased dexterity start stats (previously 0 dexterity)
  • +3 cunning, increased cunning start stats (previously +1 cunning)
  • +5 health, more start health (to match rogue)
  • +5 attack, more base attack (to match rogue)
  • +10 defense, more base defense (to match rogue)
  • +0.1 damage per level, more damage per level (to match rogue)
  • 2 levels per skill (to match rogue)

As an added bonus Warriors also will get 2 levels per skill (to match rogue).

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Weapon Abilities
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All weapon talents are available for the player mage only. However, you do not have to go all; if you don't want to either. Delete the appropriate files to opt out.

  • ABI_Archery.gda
  • ABI_Dual_Weapon.gda
  • ABI_Two_Handed.gda
  • ABI_Weapon_Shield.gda

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Class Abilities
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Both Rogue and Warrior will be available for the player mage only. So you can choose either path when you become an Arcane Warrior or go hybrid. Delete the appropriate files to opt out.

  • ABI_Rogue.gda
  • ABI_Warrior.gda

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Specialization Abilities
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I even made these available, for the player mage only, but one problem. There is a cap on how many specializations you can have on the GUI when selecting a Specialization. So Instead these will unlock/be added to your spellbook in the same similar way you unlock them in game. Isabela will grant you Duelist, Alistair will grant you Templar, etc. However, for Ranger since I cannot figure how to trigger via the Specialization Books, instead you get it from Morrigan when she teaches Shapeshifting. Works retroactively. Delete the appropriate files to opt out or simply just not ask to learn these.

  • ABI_Assassin.gda
  • ABI_Bard.gda
  • ABI_Berserker.gda
  • ABI_Champion.gda
  • ABI_Duelist.gda
  • ABI_Ranger.gda
  • ABI_Reaver.gda
  • ABI_Templar.gda

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Particular Passives
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Also note there are some troublesome passive talents that do not seem to easily transfer. If you ever tried other mods that gave talents for mages, you may have not been getting the below passives.


Since these are passives though, I scripted in that if you put a point in the placeholder (the spellbook version) of the talent, the real talent will be added. This so far has worked with testing but there may be a chance some might not. And in other situations I had to do work arounds, so Duelist technically do not need to have Dueling enabled to use the other Duelist activated talents, same idea with Berserker. 

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Arcane Warrior Spellcasting
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More Spells can be casted with Drawn Weapons for Arcane Warrior (delete the ABI_Acrane_War_SC.gda file to opt out):


I didn't want to go all, especially some of the really overpowered spells like Paralyze and Mass Paralysis.  

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Hidden Rogue
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To gain the ability to backstab the Hidden Rogue Ability will be granted to the mage if they have unlocked Assassin, Duelist or has Dual-Weapon TrainingDirty Fighting or Below the Belt abilities. Note there may be a slight delay in showing up in spellbook, especially the rogue skills.

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Stealth, Lockpicking and Stealing Skills
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Stealth and Lockpicking are now skills, Rogue or Hidden Rogue required. Stealing cooldown reduced to 1 second. Delete the CLA_Skills.gda file to opt out.

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Also note when both Miasma and Stealth are enabled while pre-engaging in combat—conflict. Once your Miasma radius touches an enemy it will knock you out of stealth and enemies are aware of you. Just make sure when stealthed Miasma is disabled till you are visible/engaged in combat. You can—after combat is engaged—re-stealth if you are skilled to Combat Stealth even with Miasma enabled. 

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Dark Passage
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Version 3.1 Update
Requires Wardens Keep


Dark Passage will be granted to the player mage upon learning Stealth. To be able to see via skills you need Power of Blood GUI from Pet Peeves Fix Patch (GUI Icon and Visual Replacers).

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Tome of Unlearning Compatible
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For Refund Abilities compatibly aka Tome of Unlearning for Awakening or those who have Awakening resources in Origins.

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Melee Caster PAR (Optional File)
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With Permission Approval.

I have made available a Personal Annoyance Remover version as well, place it the Documents\BioWare\Dragon Age\packages\core\override.

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Class Concept Art GUI Icons (Optional File)
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If you are using my Concept Art GUI Icons, you need this optional file to keep the concept art icons and still get the Melee Caster Class benefits. Replace/delete CLA_class_conceptart.gda and place CLA_Melee_Mage_CA.gda in the Documents\BioWare\Dragon Age\packages\core\override.

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Minimal Conflicts
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I have set up this mod in such a way to minimize the chance of conflicts. This does not interfere with regular spells or abilities scripts it simply extends. The below should be the only files with possible conflicts.

  • ABI_Acrane_War_SC.gda (with mods that edit ABI_ for the listed Arcane Warrior Spellcasting spells above)
  • ABI_Skills.gda (with any mods that edit ABI_  for Stealth, Lockpicking or Stealing Abilities)
  • CLA_Melee_Mage.gda (with any other mods that edit CLA_ for Mages, Rogues or Warriors but will not conflict with specialization mods)
  • ability_summon_h.nss (with mods that may have custom summon abilities)

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HollownessDevoured