I would recommend steering clear of this mod, although it seems cool. After installing it I couldn't get rid of it without reinstalling the whole game.
I'm really liking this mod so far, now I can delete the mod that let's arcane warrior learn the warrior's shield and weapon tree and focus on this one, but, is it possible that this mod conflicts with "Arcane Warrior Weapon Drawn Casting"? Because after installing it my character started sheating his weapon again... But appart from that the mod seems legit, I'm using the weapon version.
Nope, nevermind, works as a charm. It was due to another mod that alters the spells and that I forgot I was testing. Once I removed it all works fine. So thank you for a must in my DA ; Origins mod list. And I read somewhere on the comments that someone wasn't able to uninstall the mod but for me it was easy, I just uninstalled it using the DAO ModManager and it was gone. Of course, first deactivate the energy or a grey square may stay in your status tab.
I'm having an issue. I don't know if this is some sort of bug, or simply a feature of this mod, but I thought I would try commenting about it anyways.
I'm also unsure if other people have had this issue--it could be that I did something wrong in the installation process? I used DAUpdater to install it.
When I play the game, it doesn't show the names and descriptions of each ability. This is rather annoying, because I have to refer back to this page to figure out what each ability does, or simply find it out while playing.
Probably a bit late, but I had this issue. In my case, what happened was that apparently my browser renamed the *.dazip to *.zip, messing with the installation. If inside the zip you find a "Contents" folder and a file called "manifest.xml", that's the case.
I saw the solution on reddit, but I dont think i can post links here... It's fairly easy tho:
1 - Make sure you can see the extension of your files (Go to control panel --> Appearance and Personalization tab -->Folder Options --> Uncheck “Hide Extensions for Known File Types”). 2 - Simply "rename" the extension from "*.zip" to "*.dazip". (The post said to extract the files and then rezip it, but it wasn't necessary for me) 3 - Install normally
This mod is what made me want to give Arcane Warrior a try, and I can't imagine playing AW without it now! These talents make the concept of an "Arcane Warrior," being a fusion of magic and weaponry work. I used the weapon variant of the mod, with a sword and shield AW, which added to the fusion feel more than I think the energy orb variant would have.
The sword and board talents work beautifully. Fade Strike is the go-to ability; the fact it will do what a shield bash will, from a distance, makes it perfect for a strategy to knock your opponent off their feet as you close in to strike. Some comments take issue with the Force Blast being overpowered. In fairness, anyone playing with Awakening in the OC gets access to the Battlemage specialty by lvl 14, and Hand of Winter which freezes every enemy surrounding you for as long as the paralysis of Force Blast affords. And I've seen plenty of enemies resist the paralysis once you reach your teen levels, unless you min-max your spellpower. AW already has a case of Multiple Attribute Deficiency — you need CON for Health points if you're going to tank, WILL for Mana, MAG for spellpower and spell requisites, and who doesn't want at least 16 CUN to get that persuasion up? Balancing for MAD in turn balances Force Blast, IMO.
I do think the second tree for dual wielding, at least for the weapon variant, is self-defeating. While the idea of a dual wielding AW is great, the DEX requirements of the offhand weapons means you either add yet another stat to the MAD, or else you stick with a crap tier weapon on the offhand. As-is, the only reason for investing into the dual tree on the weapon variant of the mod is to get the Fade Master capstone for its bonuses to the sword and board tree. What would have been better as the first ability of the dual wield tree would have been a sustained ability to substitute MAG for DEX weapons in the same way Combat Magic substitutes Magic for STR weapons.
The D&-er in me wants to see yet another talent tree in this line — one for archery talents. Arcane Archery anyone?
As it stands though, this mod is indispensable if you want to make a tanking, sword and board Arcane Warrior, and really feel like your Mage can sling spells and swing weapons alike.
(To the comment just below mine, sounds like they didn't get a complete uninstall of the mod with whatever mod manager they used. I was able to uninstall/deactivate the mod just fine.)
Idk if this mod is still alive (judging by the date of the comments i'd say it isn't) but I've found a damn annoying bug. Occasionally, when i cast Force Blast my game crashes. I cant seem to replicate it, and it seems to be random. It doesn't have anything to do with the number of enemies hit by it, as I've hit like 10 guys and nothing, but then hit 2 and it crashes me.
Really annoying, but it happens maybe once or twice ever 30 odd uses? Maybe less? Not a big enough deal not to use the mod, for anyone wondering. Its a GREAT addition to all arcane warriors (i'd recommend the shield tree, its fun).
It does not sound like this mod is being supported. To answer a few questions, in general it works pretty well, and adds some new options to the Arcane Warrior. It does not seem to work with the respec mod, however, which would be the only bug I've noticed.
I see below no one is answering the questions I am also wondering about. Can anyone who is currently using this list some of the pros and cons they experienced? Thanks!
Edit: I guess since I've asked I might as well do it myself. I'll just delete it if it proves to be more of a hassle to have downloaded than said.
119 comments
I'm also unsure if other people have had this issue--it could be that I did something wrong in the installation process? I used DAUpdater to install it.
When I play the game, it doesn't show the names and descriptions of each ability. This is rather annoying, because I have to refer back to this page to figure out what each ability does, or simply find it out while playing.
I saw the solution on reddit, but I dont think i can post links here... It's fairly easy tho:
1 - Make sure you can see the extension of your files (Go to control panel --> Appearance and Personalization tab -->Folder Options --> Uncheck “Hide Extensions for Known File Types”).
2 - Simply "rename" the extension from "*.zip" to "*.dazip". (The post said to extract the files and then rezip it, but it wasn't necessary for me)
3 - Install normally
The sword and board talents work beautifully. Fade Strike is the go-to ability; the fact it will do what a shield bash will, from a distance, makes it perfect for a strategy to knock your opponent off their feet as you close in to strike. Some comments take issue with the Force Blast being overpowered. In fairness, anyone playing with Awakening in the OC gets access to the Battlemage specialty by lvl 14, and Hand of Winter which freezes every enemy surrounding you for as long as the paralysis of Force Blast affords. And I've seen plenty of enemies resist the paralysis once you reach your teen levels, unless you min-max your spellpower. AW already has a case of Multiple Attribute Deficiency — you need CON for Health points if you're going to tank, WILL for Mana, MAG for spellpower and spell requisites, and who doesn't want at least 16 CUN to get that persuasion up? Balancing for MAD in turn balances Force Blast, IMO.
I do think the second tree for dual wielding, at least for the weapon variant, is self-defeating. While the idea of a dual wielding AW is great, the DEX requirements of the offhand weapons means you either add yet another stat to the MAD, or else you stick with a crap tier weapon on the offhand. As-is, the only reason for investing into the dual tree on the weapon variant of the mod is to get the Fade Master capstone for its bonuses to the sword and board tree. What would have been better as the first ability of the dual wield tree would have been a sustained ability to substitute MAG for DEX weapons in the same way Combat Magic substitutes Magic for STR weapons.
The D&
As it stands though, this mod is indispensable if you want to make a tanking, sword and board Arcane Warrior, and really feel like your Mage can sling spells and swing weapons alike.
(To the comment just below mine, sounds like they didn't get a complete uninstall of the mod with whatever mod manager they used. I was able to uninstall/deactivate the mod just fine.)
It doesn't have anything to do with the number of enemies hit by it, as I've hit like 10 guys and nothing, but then hit 2 and it crashes me.
Really annoying, but it happens maybe once or twice ever 30 odd uses? Maybe less? Not a big enough deal not to use the mod, for anyone wondering. Its a GREAT addition to all arcane warriors (i'd recommend the shield tree, its fun).
Edit: I guess since I've asked I might as well do it myself. I'll just delete it if it proves to be more of a hassle to have downloaded than said.