Any news about this mod? It's the ONLY mod on nexus that allows rangers to maintain all of their summoned animals simultaneously. AND it makes Stealing & Trap-Making rogue talents. I mean, it's a GREAT mod for roleplay. Not to mention making Warriors no longer have access to the archery makes sense... I wish the author fixed this or someone else made a new one.
The goal of this modification, and many of my other ones, is to increase replayability by forcing players to specialize and better differentiate the classes. That and trap making seems more in line with a rogue- to me at least.
It's not at all difficult to edit the files to remove the change you don't like. GDApp is what you need for that: https://www.nexusmods.com/dragonage/mods/214
Dalish Warriors are Hunters (Tamlen). It's why this mod would not work well if you play Dalish Warrior - you'd need to leave it out of your mod list because a Dalish Warrior without bow talents would make no sense. A Dalish Warrior without the ability to fashion traps to hunt with would make no sense. You wouldn't be Dalish then, you'd be a City Elf.......
Dalish Mages? They are busy learning everything they can from the Keeper. When the Keeper wants fresh Venison for tonight's meal she just sends some hunters out. When she wants her clan to go search for Tamlen, she sends the Hunters out - and the mage is just there to gather knowledge the Keeper can use later.
I really like how this mod separates the rogue and warrior skills, as it's just visual spam to have a two handed weapon assassin having access to several weapon trees totally irrelevant for them.
Picked up what seems to be a bug, if you're interested: When starting as a dwarf, warrior, casteless, you're supposed to be a warrior choosing between two handed or one handed+shield, but no matter what you choose you start having two daggers, and one skill is set at a two weapon strike, so a "rogue pollution". Not entirely sure it is due to this mod, as I haven't tested without, but I find it likely.
The trouble you're having is totally because of my mod. I simply removed the trees without any consideration for starting builds. I didn't consider this because I use Advanced Party which essentially makes characters a blank slate. Alternatively, you could use Respecification which would achieve the same end.
Obviously, the best solution would be to go in and change the starting build that you mentioned but I'm afraid that I do not know how. If anyone is interested in contributing to the mod by making this change let me know.
What should be considered a two handed weapon when bows are twohanded? Because only warriors are able to use the talents it be differentating warrior who uses a bow compared to a rouge if bows benefited from sustainable talents.
16 comments
Strange, i can lockpick without the proper skill if i have pickpocket.
It's some bug with this mod or something else?
Tested.
It's the ONLY mod on nexus that allows rangers to maintain all of their summoned animals simultaneously.
AND it makes Stealing & Trap-Making rogue talents.
I mean, it's a GREAT mod for roleplay.
Not to mention making Warriors no longer have access to the archery makes sense...
I wish the author fixed this or someone else made a new one.
It's not at all difficult to edit the files to remove the change you don't like. GDApp is what you need for that:
https://www.nexusmods.com/dragonage/mods/214
Dalish Mages? They are busy learning everything they can from the Keeper. When the Keeper wants fresh Venison for tonight's meal she just sends some hunters out. When she wants her clan to go search for Tamlen, she sends the Hunters out - and the mage is just there to gather knowledge the Keeper can use later.
Picked up what seems to be a bug, if you're interested: When starting as a dwarf, warrior, casteless, you're supposed to be a warrior choosing between two handed or one handed+shield, but no matter what you choose you start having two daggers, and one skill is set at a two weapon strike, so a "rogue pollution". Not entirely sure it is due to this mod, as I haven't tested without, but I find it likely.
That said, big thanks for the mod!
The trouble you're having is totally because of my mod. I simply removed the trees without any consideration for starting builds. I didn't consider this because I use Advanced Party which essentially makes characters a blank slate. Alternatively, you could use Respecification which would achieve the same end.
Obviously, the best solution would be to go in and change the starting build that you mentioned but I'm afraid that I do not know how. If anyone is interested in contributing to the mod by making this change let me know.