It is highly unlikely that this is compatible with Improved Atmosphere. I will not make a compatible version. Please don't ask for one.
It is also not usable with tmp7704's original Warden Armours mod. I may make a version for that mod at some point, but no promises.
The developer console script (from GWoF) to add most of the items into an existing game is runscript givewardenarmors. The GWoF script does not add copies of the Blighted Warden Commander set. To add those via the dev console, you can use either my Blighted Warden Commander Script for GWoF, or Sir A's Add Add Any Item Visual Deluxe.
Anyone who doesn't like what I've done here is welcome to not download the mod and make their own personal edits of the GWoF files. I will not make customized personal versions of the files to suit everyone's whims; as far as I'm concerned this is well balanced enough, as-is.
A fix for the GWoF/qunari update ItemVariation conflict which does not include my rebalanced stats can be found on the tsm's Waifs and Strays page. Please use only one version of the fix (either the rebalanced version, or the two 'vanilla' stats version).
The Grey Warden Heavy Armor item set bonus is actually not pointing to Diligence (line 20 in the item sets gda), it points to Ancient Elven Armor (line 18) instead. This, of course, is incredibly nitpicky, since the set bonus would be exactly the same if I weren't using the Improved Ancient Elven Armor mod...
Anyway, I noticed that in the process of trying to figure out why the set bonuses work when spawning the equipment with a script, but when bought from Mikhael Dryden (I haven't come across other merchants selling them yet), the set bonuses don't work (and the chest and helmet have different icons). This seems particularly weird given that all the other attributes of Mikhael's armors are appropriately determined by this mod. It's not really a big deal and probably not even an issue with this mod, but I couldn't figure it out, so I'm just asking if you might know what's up.
As noted in the mod description/documentation, the heavy armor set is similar to the Diligence set, not identical. The intentional bonus assigned is '(4 pieces) +5 defense'.
I wanted a 4 piece set bonus for the heavy set, and Diligence is a three piece set.
That's why the ID used is for the Ancient Elven armor bonus, and not the Diligence set bonus (which would be +5 willpower, IIRC.)
No, I can see the set bonuses. The items just lose their unique icon when they transfer from the shop's inventory to mine. Presumably, that's related to the set bonus disappearing as well. But they still keep all the other attributes from your UTI files, which is where it goes beyond my modding ken.
Yeah, it's quite strange and I didn't really imagine it to be caused by your files - I only asked because you appear to be generally quite knowledgeable about these things and there was a chance you might know. Thanks for engaging, anyway.
Hey sky! Just wanted to ask if for the gear to level if I need to do something like put them in a chest and reload that area or if they just automatically update with the character's level. Because so far they haven't been leveling with me so just curious if I need to something to get them to level up or if I accidentally messed up the installation.
None of the gear in DAO automatically levels. In vanilla, it has to be sold to a merchant (except for Old Tegrin) and repurchased (which can be pricey, as the value increases as the tier/material is raised). I believe that on console, some items will scale when stored in the Soldier;s Keep storage chest, but that isn't applicable on PC.
There are mod-added methods of leveling equipment to the player character's current level for no cost, though. Off the top of my head, there's The Magic Box and MerAnne's Camp Storage, both of which I've used. And there's also Scale Inventory Script, which I have not used.
DA wiki info what they call the 'Item tier bug': https://dragonage.fandom.com/wiki/Exploits_(Origins)#Item_tier_bug
Ah, glad to know everything is working as intended then. Thanks for the mod recommendations! Definitely much more convenient than having te sell and re-buy my gear haha.
Oh and just a quick second question, do you know if those mods work with this one? Since they say they don't work with unique equipment and I'm not sure if the Warden gear falls under that.
None of the items from GWoF (both the original versions and my rebalanced versions) have a 'unique' flag, with one exception: the original Blighted Warden Commander set is flagged as unique, and cannot be scaled to the player's level. My rebalancing comes in two flavors: a version that strips the 'unique' flag, allowing the blighted set to be scalled up, and an 'alt' version that retains the 'unique' flag and locks the blighted set to T1 Iron.
hi sky, why is Blighted GWoF has stats worse than normal GWoF set? not to mention it's dropped by Dryden who give Warden Commander Set. I know this a rebalanced mod, but still...
The item properties are identical, for the blighted and non-blighted sets.
The only difference between the two would be if the "alt" version is installed, which, retains the "unique" flag for the blighted set from the original GWoF mod, locking the set to T1 Iron, and thus preventing the base stats from increasing with a higher material tier.
Can you clarify what your question is with regard to Sophia Dryden? I'm really not sure what you are asking, since my mod doesn't affect loot drops at all.
no, nothing about drop loot sky, i just think Blighted GWoF set has low stats considering it dropped by Dryden, a unique dlc enemy. Just kinda feel it should be at least stronger than normal GWoF set no?
Sorry, but I did not take into account anything to do with loot drops or NPCs because I do not use those parts of GWoF, and do not have adequate familiarity with them. And the whole point of rebalancing the GWoF items is to bring them into line with vanilla base game gear, not over-powered DLC items.
hello sky if you are still here and reading this, the medium helmet conflict fix file makes the grey warden hood retain it's grey warden requirement when you used the rebalanced no restriction mod. If you have time and chance, could you change it?
That's a question for the creator(s) of the original mod(s) used as the base for this one. (That being GWoF and/or Warden Armours.) Only the chests, massive helmet, and heavy helmet icons are custom, i.e. newly created for the mods. The other icons (hoods, all boots, all gloves, all weapons) are vanilla/BioWare icon files.
I didn't have anything to do the icons and my files don't alter or affect them in any way.
I've noticed a bug in Awakening, for some reason Justice doesn't count as a grey warden and can't equip these armours due to the grey warden restriction. Besides that great work and thank for the mod!
Not really a bug, in my opinion. Justice isn't a Grey Warden, he's just wearing the rotting corpse of one.
But I'll remake the mod ASAP and upload a new version without the GW restriction. Gotta give the people what they want.
Edit: A version of the mod without the Grey Warden-only restriction is now available from the 'optional files' downloads area. You may need to spawn new versions of the items to see the attribute change, if you already have copies in inventory.
I made changes to the .uti's provided by this mod to alter the Blighted Warden Commander Armor armor provided by the Gray Wardens of Ferelden mod. So I turned Blighted armor into Warden commander armor (same name, description, stats and icons), but I don't know how to change the bonus set of this armor, I wanted to remove the helmet as a requirement of the set, would you be able to help me do it that?
I used existing set bonuses, from the base game, to reduce the overhead of the mod. The number of pieces required for the set bonus is set by the base game GDA file that governs such things.
To remove the helmet requirement, but leave the rest of the set bonus stats as-is, you'd have to create a new set bonus, with it's own GDA file. As far as I can tell the only information on set bonuses that survived the demise of the Bioware Social Network site is this, this and this...
And then you'd need to edit each of the UTI files, to change the set bonus ID that to the ID used by your 'new' set bonus.
Thanks dude, exactly the information I needed, I changed the variable from the set that was in the bighted armor to the variable from warden commander, so I got her set.
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It is also not usable with tmp7704's original Warden Armours mod. I may make a version for that mod at some point, but no promises.
The developer console script (from GWoF) to add most of the items into an existing game is runscript givewardenarmors. The GWoF script does not add copies of the Blighted Warden Commander set. To add those via the dev console, you can use either my Blighted Warden Commander Script for GWoF, or Sir A's Add Add Any Item Visual Deluxe.
Anyone who doesn't like what I've done here is welcome to not download the mod and make their own personal edits of the GWoF files. I will not make customized personal versions of the files to suit everyone's whims; as far as I'm concerned this is well balanced enough, as-is.
Anyone who comments to just say they don't like the mod will be blocked from my content.
Constructive criticism is fine. Informing me that you personally have no use for a mod is of no value.
Anyway, I noticed that in the process of trying to figure out why the set bonuses work when spawning the equipment with a script, but when bought from Mikhael Dryden (I haven't come across other merchants selling them yet), the set bonuses don't work (and the chest and helmet have different icons). This seems particularly weird given that all the other attributes of Mikhael's armors are appropriately determined by this mod. It's not really a big deal and probably not even an issue with this mod, but I couldn't figure it out, so I'm just asking if you might know what's up.
I wanted a 4 piece set bonus for the heavy set, and Diligence is a three piece set.
That's why the ID used is for the Ancient Elven armor bonus, and not the Diligence set bonus (which would be +5 willpower, IIRC.)
Probably a dumb question, but are you not seeing set bonuses on companions in party camp (aka the item set bonus bug)?
There are mod-added methods of leveling equipment to the player character's current level for no cost, though. Off the top of my head, there's The Magic Box and MerAnne's Camp Storage, both of which I've used. And there's also Scale Inventory Script, which I have not used.
DA wiki info what they call the 'Item tier bug': https://dragonage.fandom.com/wiki/Exploits_(Origins)#Item_tier_bug
Oh and just a quick second question, do you know if those mods work with this one? Since they say they don't work with unique equipment and I'm not sure if the Warden gear falls under that.
The only difference between the two would be if the "alt" version is installed, which, retains the "unique" flag for the blighted set from the original GWoF mod, locking the set to T1 Iron, and thus preventing the base stats from increasing with a higher material tier.
Can you clarify what your question is with regard to Sophia Dryden? I'm really not sure what you are asking, since my mod doesn't affect loot drops at all.
I didn't have anything to do the icons and my files don't alter or affect them in any way.
But I'll remake the mod ASAP and upload a new version without the GW restriction. Gotta give the people what they want.
Edit: A version of the mod without the Grey Warden-only restriction is now available from the 'optional files' downloads area. You may need to spawn new versions of the items to see the attribute change, if you already have copies in inventory.
To remove the helmet requirement, but leave the rest of the set bonus stats as-is, you'd have to create a new set bonus, with it's own GDA file. As far as I can tell the only information on set bonuses that survived the demise of the Bioware Social Network site is this, this and this...
And then you'd need to edit each of the UTI files, to change the set bonus ID that to the ID used by your 'new' set bonus.