Dragon Age: Origins

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dainbramage

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dainbramage

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928 comments

  1. Senji975310
    Senji975310
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    Thank you so much.
  2. shamankorzara
    shamankorzara
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    Love the work you've done.  I mostly use the ones relating to range attacking, skill fixes and skill speed (especially the haste bug fix).  Also using a few of the quality of life ones that are really saving me some time.  After couple hours of testing the ones that I'm am using are working perfectly so thank you for the hard work!
  3. nexmodsstink
    nexmodsstink
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    Hey, your mod is amazing, but I noticed that Anti-Magic Ward began not working consistently. It's not blocking Paralyze and Crushing Prison spells properly anymore. I'm not using any other mods that would influence spells or talents, so I'm assuming something might've went wrong with your mod.
  4. Mops413
    Mops413
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    (edit)

    The instant-aim for ranged talents isn't working.

    Hard to tell for sure because there are many things to test if they work, but other stuff works fine so far. I'm using all the fixes and the optional stuff. Am I doing something wrong or is there a step easy to miss?

    As far as I can tell several Extras aren't working. I've double checked the location of the files, and have deleted the ones in the main folder that were suggested in the readme. All the Extras are in good place according to readme....
  5. jonnymb98
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    Did anyone else encounter an issue where during the Dwarf Noble Origin, your followers (Gorim, the scout, etc) have way more abilities than they should? Gorim had Shield Balance, Powerful, and Threaten on top of his normal talents. The scout had Scattershot and 2 levels of Deft Hands.
    1. jonnymb98
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      So this actually seems to be a bug with the vanilla game. Manually saving and reloading at any point during the Dwarf Noble Origin causes your temporary followers (Gorim, Ivo, and the Scout) to receive a few extra abilities.

      Is there a way you could address this in your mod?
  6. Seelen91
    Seelen91
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    This time i have issues with the ranged aim speed bug fix. Autoattacking with a bow while under the haste spell is still resulting in slower aim speed, hence the mod didn't fix it. I also have the issue when attacking with a mage staff. When one of my mages, turns on haste and starts attacking, it takes about twice as much time to fire off a projectile. I can't remember if that was the case before modding my game but from what i could find online, everyone seemed to suggest that only bow/xbow aim time is negativily effected by the haste spell bug.

    I want to resolve 2 issues. First, i want to make dain's aim speed bug fix work in my game. Second, i want to get rid of the staff autoattack delay when under the effect of haste.
    I checked for conflicting files in my override folder but couldn't find any, i still tried and removed all of my combat associated mods from my override folder without any success. The staves autoattack issue would persist. I could go further and just remove everything, but that would take enormous amounts of time and effort and at that point i might aswell reinstall the game with a new mod set up.
    Edit: Apperently haste always affected staves by reducing their aim speed.
    Edit2: Found the issue! Mastermahidhas Mod "Spellcasting Weapons Drawn" was causing the issue, even though he does have a compability version with dain's fixes, the haste spell is excluded and his haste version will override the fix from dain.
  7. Seelen91
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    Under the bugfix section, Dual Weapon Expert, Monster Abilities and Supressing fire have all a shared ncs file called rules_damaged.ncs which i thought is a problem because that usually leads to conflicts or not? Same thing with the bugfix for dot duration which shares talent_singletarget.ncs with the attackresolution tweak.
    Im also trying to get the extra which removes the aim duration on ranged talents to work but for some reason i can't do it.
    My override folder only contains cmdpending_talentaim.ncs which has no duplicates but there are 2 engineevents_cmdpending.gda files, one from attack resolution and the other from ranged talent aim time. Could that have something to do with my issue?

    Edit: I found the solution to my talent aim time problem, Enemy Pull Exploits Fix has a eventmanager.ncs file which conflicts with Dain's fixes so i removed the EPEF mod to get it to work. Im still not sure about the above bugfixes that share ncs files.
  8. DonProtein
    DonProtein
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    Hey there Dain. Thanks for the absolutely must-have mod, first of all.

    I think I've found a critical bug, though. Lucky fix seems to be causing permanent stats decrease every time you unqeuip the item with Lucky. I don't have any other mods that change Lucky functionality.

    For instance, if I continuously equip/unqeuip item with +1 Lucky for 10 times, my character'll end up with -10 permanent Crit Chance. It he had 15% Crit Chance, after this procedure, he'll now have just 5%, etc.

    Tldr: Lucky [description] on items is updated properly as what it should be with your mod installed, but bonuses aren't actually added, and decrease the affected stats permanently per every item unequip. I've noticed this after my warrior with Axameter was trying different equipment, so I've unqeuipped Axameter several times, and noticed my Crit Chance suspiciously and permanently went down.

    Removing the \Lucky folder of Dain's Fixes from my override and testing on a new save removes the issue - unqeuipping Lucky items doesn't cause the perma stat decrease anymore.
    Not a big deal for me personally as I loaded earlier save, removed Lucky folder and only then unequipped the item, but other people may have cut their characters crit chance for some time now without knowing it. It's just nearly impossible to notice as Lucky items are quite rare in the game and power is usually 1-2 %, so most likely that's why the bug went unnoticed for a long time, not noticing practical 1-2 % loss of stat between different gear.

    Thanks in advance!
  9. AdenYeshua
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    I have found a fix that is in Dragon Age Rules Fixpack that did not make it over...

    * Fix - Haste Weapon SpeedFixes the bug where if you drop below 0.5s weapon speed, it will reset to 1.0s.

    I found that stacking haste on my Arcane Warrior resulted in slower hits, party seems unaffected though...
    1. Shabdez
      Shabdez
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      OK, I'm late to the party but was wondering the same thing. For anyone curious and for what it's worth anyway: After reading carefully through the readme of DARF, I stumbled over this for the "Messy Kills Add Gore" module:
      While it seems likely that the property is intended to increase the chance to perform a Deathblow, such a fix overlaps with Fix - Haste Weapon Speed and cannot be decoupled, thus this alternative tweak.

      Dain's Fixpack DOES add the Mesy Kill Deathblow fix ( - Implements the Messy Kills item property, doubling the chance of a deathblow), so I would assume the Haste Weapon Speed Fix from DARF couldn't be implemented at the same time for the same reason.
  10. Spartan117B01
    Spartan117B01
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    Is this compatible with Deathblow Multipliers by InBleedingRapture?

    Update: The mods are compatible. The included combat_h.nss file is a resource file.