For anyone having trouble with the items appearing, you can use this mod to get them in your inventory - ADD ANY ITEM VISUAL DELUXE (https://www.nexusmods.com/dragonage/mods/1825/). I'm hoping this one helped a little for anyone having trouble, not with only my mod, but with any other item mod. Have fun!
Just so you know, staff attacks can never miss and this effect carries over into the forms, so the plus attack isnt doing anything in or out of animal form
I like the idea of a shapeshifting pack, and I'm glad you left the old version up. Perhaps re-categorize it as an alternate or misc. file and call it godlike (or awesome sauce )?
I can see that your original might be considered op for a vanilla game, but in my games I have mods that add enemies and make them smarter (an orange level drake at the Tower of Ishal for instance). According to the description, your newer version takes away all armor stats. If I don't want to die every few seconds I'll be using your more heavily powered version. I'm not asking you to make changes, just not to delete your first pack so more people will be willing to take advantage or your mod.
Thank you for your work, my next mage will be 'traveling on the wild side' with your tools.
are the items of your mods (Blood Mage Pack, Spirit Healer Pack, Shapeshifter Pack) supposed to just apper in the inventory? because they haven't for me
Looks like the items are a bit OP for a character. You're essentially turning your warden (or Morrigan) into a warrior with a staff. I understand that the forms need a buff, but don't forget that you can use this pack without transforming.
So maybe nerf them a bit, similar to what you did with the Blood Mage pack. I found those items to be incredibly well balanced because you give good bonuses (like spellpower, magic, constitution and +1 attribute) but they remain at Origins level. This pack has bonuses that are Awakening level. Maybe lower the stats or try to make the bonuses solely combat-focused with the spellpower and the like kept out of it. That would fit a combat-based specialization, I suppose.
Also, your robes has +10 armor twice. Not sure if that's a typo or not.
11 comments
I can see that your original might be considered op for a vanilla game, but in my games I have mods that add enemies and make them smarter (an orange level drake at the Tower of Ishal for instance). According to the description, your newer version takes away all armor stats. If I don't want to die every few seconds I'll be using your more heavily powered version. I'm not asking you to make changes, just not to delete your first pack so more people will be willing to take advantage or your mod.
Thank you for your work, my next mage will be 'traveling on the wild side' with your tools.
because they haven't for me
So maybe nerf them a bit, similar to what you did with the Blood Mage pack. I found those items to be incredibly well balanced because you give good bonuses (like spellpower, magic, constitution and +1 attribute) but they remain at Origins level. This pack has bonuses that are Awakening level. Maybe lower the stats or try to make the bonuses solely combat-focused with the spellpower and the like kept out of it. That would fit a combat-based specialization, I suppose.
Also, your robes has +10 armor twice. Not sure if that's a typo or not.