I have an updated version of my own I made, similar to this mod and it's related mods. It addresses the certain passives that don't work in this mod and works in my updated version. So you do not have to runscript the real talents, because my mod does it automatically for you when you put a point into the placeholder version. It also includes more talents and allows for customization, as well as it being player mage only, so to not clutter up other mages' spellbooks in your party.
I can confirm this as well, so DO NOT use the current version of the mod, stick to 1.0, otherwise Sweep, Momentum, and Whirlwind will all be non-functional.
is it possible to add only the first row of passives? having all 12 skills available sounds like too much and really the main issue with arcane warrior dual wielding is the lack of some of the passives that make your auto attacks better.
Because Archery is cool and some people may want it for roleplay reasons. For me, personally, I love Archery so I would love to have an AW that can do archery.
actually that sounds like a legit thing for a support mage. you save your mana pool for healing and buffs and maybe some cc, and your damage comes from the arrows. that's actually the arcane archer specialization in dnd. though bow casters would likely fit more in line with bards since their kit is very support oriented.
use this mod: https://www.nexusmods.com/dragonage/mods/3469 it includes a script that allows to respec the mod's abilities (it works with the 2 handed and weapon and shield versions of the mod too).
I personally also had issues with this mod and found a different way of making the basic premise of the mod (Arcane Warrior DW) work effectively by making Combat Magic give you Dual Wielding
If anyone wants to do it this way then it's a simple fix:
- In the Toolset go to: Ability_Scripts -> Spells -> Modal -> spell_modal
- Line 45 is where Combat Magic begins.
- Add a line under Line 47. Paste this text in: eEffects[5] = EffectAddAbility(3036, stEvent.oCaster);
- Save & Check In
- Export without dependent resources.
- Place the spell_modal.ncs file override folder.
Done.
Now, whenever you have Combat Magic active, you also get the effects of Dual Wield Mastery.
Maybe make it always active, like using magic to wear armor and weapons in C. Magic or the passive after it? It would be annoying to have to go into C. Magic just to equip my 2 swords...
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runscript addtalent 3036
This will unlock Dual-Weapon Mastery and you'll be able to wield two main-hand swords.
Th other ID codes for the rest of the tree are 6 for training, 8 for finesse, and 5 for expert
I personally also had issues with this mod and found a different way of making the basic premise of the mod (Arcane Warrior DW) work effectively by making Combat Magic give you Dual Wielding
If anyone wants to do it this way then it's a simple fix:
- In the Toolset go to: Ability_Scripts -> Spells -> Modal -> spell_modal
- Line 45 is where Combat Magic begins.
- Add a line under Line 47. Paste this text in: eEffects[5] = EffectAddAbility(3036, stEvent.oCaster);
- Save & Check In
- Export without dependent resources.
- Place the spell_modal.ncs file override folder.
Done.
Now, whenever you have Combat Magic active, you also get the effects of Dual Wield Mastery.