Dragon Age: Origins

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Morozik75

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Aspard

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About this mod

This mod brings about 30 new weapons among the GENIUS gameplay change...

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Greetings, Dragon Age fans!

I would like to offer you a modification for the Dragon Age, nevertheless Dragon Age 2 is coming up in the nearest future! Before moving to the description and features of this modification, I would like attract your attention to the history of creation of it. However, that is only for those, who is interested in it.

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History of creation:
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There is a cool mod on Nexus - Swords of Urukathek
In it, its author - CorvaenOboros - offers some swords based on two different models. But, unfortunately, for some reason:
Primo, these swords had strange parameters (I can say, there were not any at all);
Secundo, author missed the lore of the game and sizes of his blades became insane (in my opinion), e.g.: short swords had long blades, but long sword was really short and "pounchy".
Tertio, there were not VFX support;
Fourth, some complete sets (by appearance) missed daggers or longswords.
But! Honor and respect to the author of this mod! All the models and textures are of the greatest quality! Also, all of them are unique. I have never seen such a good quality in any other game.
So, I decided improve his creation for myself, fixing minuses I have listed before. But when I started to work with them in 3DMax and Photoshop I understood that my job will nott finish with just "fixing". Author, thanks to him again, in the description to his mod has generously written that all of his models and textures could be used freely in any other mods.
And then... Then I decided to fight against the sacred lore of the game - Gameplay. That is why this modification is not just a weapon retexture or redesign. But that is for history of mod creation...

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What this modification gives us:
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It adds 32 equipment items. They are mostly katanas and other weapons in Japanese style, made of unique material - Color Glass. The weapons are offered in different colours, depending on what glass type it is: from frozen venom up to volcanic glass. Than there are claymores, blades and daggers, incrusted with jewels. Again depending in colour on type of gems.
And now... I am going to tell you the MAIN feature of this mod. That is strange, but that is not wonderful sword. Mod CHANGES THE GAMEPLAY!!! Please, remember. So, what is going on?
The idea is that in the game there is parameter called "bonus to damage by primal magic" (e.g. fire or cold). The main idea is that you enchant your weapon with different damage types and on hit you will get additional damage based on that type of enchantment. Well, that is clear to everybody, I think. (At least those, who played the game)
Well, Bioware limited the upper rate of this bonus by +30% in Origins and +50% in Awakening. But this even influence not only on weapons and bonuses, but on the magic itself! Look: if we are going to use different equipment (rings, boots etc.) in sum giving bonuses more than +55%... in Origins it will still count only +30%! I think you agree, that is UNFAIR! And none discussions on balance could not be justified. Perhaps the creators were afraid for players, because that limit works for enemy mages either. For ALL magic in the game.
To conclude... This mod IMPROVES the bonus limit, though appreciably and in three different variations. Middle version (it is by default in the mod): the cap is limited to 210%. The weak one version: the cap is 105% and, at last, the most powerful version: the cap is 420%. Believe me, all the versions are not just random numbers, it was carefully tested. All three versions have they rights for existence. For those, who have doubts or does not want to go far from the lore of the game can use the weak version. In that case the magical damage won't be very attractive, but in any way if you will enchant the fire sword from my mod on fire with a powerful high-leveled mage, the effect will be noticed!
The middle version, that is clear, is a gold-middle, and exactly this version you see on screenshots. I am using this version myself.
The strong version, it's NOT A CHEAT, that's not a direct damage, and there will be not any bonus damage until you put the rune in or enchant the weapon with magic. This version is for those of you, who play or Hard and Nightmare, this high magical damage is really useful for you (e.g. 16 level mage with fully learnt fire-line - Main Hero enchanted the Sten's sword of volcanic glass: now Sten adds 88 fire damage!) Also this is variation for fun if you play on Easy difficulty. Also enemy mages are now more deadly, cause this cap also works for them.
Let's return to our weapons. As you can see on screenshots with parameters, the main feature of these swords and daggers is that all of them have different bonuses to magical damage, everything else is secondary. So we have: I made this mod for melee heroes, for mages and archers there are already mods with bonuses to magic, but our dare friend Dog has no gifts. Fortunately, especially for him I have added special collars, giving bonuses to magical damage. Now everybody are equal.

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Small secrets:
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If your hero take in both hands items with the same effect, e.g. katana and dagger made of volcanic glass (or other) the bonuses to magical damage will be summed up! Really! That's why I made the feature, that gaining high bonuses to e.g. fire damage your hero will get penalties to contrary attributes! (in that case - to cold damage). But that's only in case if you have two weapons with the same bonuses equipped. However, there is also an Agility bonus (I love the dual-wielding)
I hope everybody understand, that process of weapon enchantment and poisoning will become more sensible, at last with my weapons. If you have dagger of frozen poison, it's clever to poison it with natural damage - in that case the summed bonus will be higher. In katana of volcanic glass there is a sense of putting fire rune, the rune effect will be augmented etc.
Also, if you have my sword equipped with bonuses to cold and some other dagger not from this pack (but also with cold attack), the bonus calculation will still work on this dagger! And on the magical power of the Mage also, if all these items are equipped by the Mage.

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Installation:
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There is a Morozik75's Glass Weapons.dazip file in archive. Install it using DAUpdater. This file will add the items into your inventory. If you want the items to be added not directly to your inventory, but to Bodhan's stock, then you must copy the folder from archive (Morozik75's Glass Weapons vendor) and paste it into your Documents\BioWare\Dragon Age\packages\core\override folder. I recommend to install the inventory version first, try everything and then (w/o saving the game) put the items into Bodhan's stock. Moreover, there are additional versions of items, the more stronger one is in "Morozik75's Glass Weapons strong" (You should put this folder into your Documents\BioWare\Dragon Age\packages\core\override). E.g., in standard version the sword has 150% bonus primal damage, but in stronger one it will be 300% (The bonus cap is automatically set to 420%). In weak version the same situation: 75% weapon bonus and a cap of 105% damage.
And now... Imagine 32 items in three different sets. They all should be corrected for translation. I thought I would go mad working on this mod.

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Notes from uploader:
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Morozik75 for some reason couldn't upload the file, so asked me to make this.
Supports English and Russian versions.
Feel free to ask questions, I'll happily answer.
The modification was released on ModGames.net primaly