Dragon Age: Origins
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mastermahidhar

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  1. mastermahidhar
    mastermahidhar
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    Sticky
    Note: This is a reupload of the mod I had uploaded a few months ago. That version came with some 'extras' that I didn't know how to unlink. This one is cleaner which only affects the spell Blood Sacrifice.
  2. maaaaaaaaap
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    What would be cool, and I don't know if this is at all possible, is to open Blood Sacrifice towards both allies and enemies, once the top tier ability (Blood Control) has been attained. Until then, only allies are affected. 
    1. mastermahidhar
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      I'm sure it's entirely possible. I just don't have needed knowledge for stuff like this. But glad it's working for you. Have fun.
  3. maaaaaaaaap
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    This is actually a very interesting idea, as one would be able to do this based on the skill level of Blood Magic in DA RPG. Testing it to see how it works, test results should be available tomorrow. :-)

    EDIT: tested, and appears to be working as advertised (Blood Sacrifice All).
    Cool. :-)
  4. CALINGA
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    Doesn't seem to work for me sadly, even though I installed it correctly.
    1. mastermahidhar
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      Make sure the files are added to the Override folder in My Documents. Not directly in the game folder. Also, check if there's any other mods changing the same spell.
    2. CALINGA
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      ??Make sure the files are added to the Override folder in My Documents. Not directly in the game folder.
      Already knew that one.
      ?Also, check if there's any other mods changing the same spell.
      How do I do that?
    3. mastermahidhar
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      Mods are generally descriptive about what they affect. Check their notes and stuff and see if there's anything. 
    4. CALINGA
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      There seems to be nothing that touches blood magic spells.
    5. mastermahidhar
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      I've no clue what's causing it then.
  5. PolyjuiceBrewer
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    This might be a dumb question, but if I want the version that lets me take the sacrifice from whomever I wish, do I only need the alternate file or do I also need the main file? Thanks for making this, it's such a great idea! I never normally bothered with that spell, but occasionally using it against enemies (I'm going to add the self-imposed rule that they have to be within arm's reach of my blood mage, to imagine the blood mage is physically making contact with them) during a fight should be fun!
    1. mastermahidhar
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      You only need one or the other. Not both. I'll update the description so that it's more clear.
    2. PolyjuiceBrewer
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      Thank you so much! Morrigan's already having some fun with it, and it really is just the right amount of damage to enemies and health gain for her that it makes the spell actually useful to me, unlike before. This is a mod that makes the spell actually worth having on my hotbar even in the end of Awakening, when I run out of room even on PC with the most slots possible. Too bad I don't play more blood mages, but at least Morrigan can enjoy it, since I spec her as one in every playthrough. I appreciate the clarification and response! Great job on the mod!
    3. balmz
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      advanced quickbar might help
    4. PolyjuiceBrewer
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      Ooh, that mod looks nice! Thank you! Mind you, I mostly end up spamming the first 8 or so spells on my quickbar or talents by the end of the game, but STILL, I like having options!
    5. mastermahidhar
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      +1 to Advanced Quickbar. I use it myself to have different sets of spells on different bars. Also recommend respecialization mod which can help you reset your characters levels whenever you want(in case you don't have that)
    6. PolyjuiceBrewer
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      Oh, I definitely have the respec mod, haha. I couldn't go without it at this point. I downloaded the advanced quickbar mod and I hope to test it out soon, but I can say THIS mod has been a blast to play with! It's just enough of a heal while in Blood Magic mode that it feels worth using, but not so OP that it ruins nightmare mode or anything. Thank you once again for bringing extra life to this old game!
    7. PolyjuiceBrewer
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      (Internet issues, double comment. Sorry.)
    8. mastermahidhar
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      Yeah, compared to all the potion spam you can do in this game. This mod is nothing. I play Nightmare without any consumables and this one is a nice trade.
  6. UroshUchiha
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    I always found it dumb that we couldn't use this ability on enemies. Made no sense. Thank you for this, will download it and use it on my next playthrough!
  7. Tenebunny
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    Does this make it so you can ONLY target Enemies, or Enemies in addition to Allies?
    1. mastermahidhar
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      It switches target of Blood Sacrifice to enemies. Which means you will not be able to target party members anymore(the only allies you could target).

      I don't really know how to get both as I would also like to get the option to choose any blooded creature. Especially those temporary allies(blue circles). 
    2. balmz
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      forcefield works on both allies and foes, maybe you can check the targeting behaviour or target type for that?
    3. mastermahidhar
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      First of all, it is nice to see there are interested people like me(I thought I was the only one) to make modifications such as this to add more 'freedom of choice' to the player.

      Secondly, yes. I've reviewed Forcefield's script and there isn't any distinguishable part of the script so far as I can see that clearly states that the Target of the spell could be any creature. Here:

      Forcefield:
      case ABILITY_SPELL_WALL_OF_FORCE:
              {
                  // remove stacking effects
                  RemoveStackingEffects(stEvent.oTarget, stEvent.oCaster, stEvent.nAbility);
                  if (GetHasEffects(stEvent.oTarget, EFFECT_TYPE_INVALID, ABILITY_SPELL_CRUSHING_PRISON) == TRUE)
                  {
                      effect[] eEffects = GetEffectsByAbilityId(stEvent.oTarget, ABILITY_SPELL_CRUSHING_PRISON);
                      RemoveEffectArray(stEvent.oTarget, eEffects);
                      ForceExplosion(stEvent.oTarget, stEvent.oCaster);
                  } else
                  {
                      float fDuration = GetRankAdjustedEffectDuration(stEvent.oTarget, FORCE_FIELD_DURATION);
                      eEffect = Effect(EFFECT_TYPE_DAMAGE_WARD);
                      ApplyEffectOnObject(EFFECT_DURATION_TYPE_TEMPORARY, eEffect, stEvent.oTarget, fDuration, stEvent.oCaster, stEvent.nAbility);
                      eEffect = EffectParalyze(Ability_GetImpactObjectVfxId(stEvent.nAbility));
                      ApplyEffectOnObject(EFFECT_DURATION_TYPE_TEMPORARY, eEffect, stEvent.oTarget, fDuration, stEvent.oCaster, stEvent.nAbility);
                  }
                  bHostile = TRUE;
                  break;
              }

      That's the whole thing. You can see the first two lines check whether Crushing Prison was cast. The second set of lines define the effect that needs to take place, if so(i.e. Force Explosion). The third set of lines just detail the spell's regular functioning. Then we have "bHostile' which I have no idea what it does.

      In Blood Sacrifice's case, there was actually a clearly written set of lines which required the Caster and the Target to be in the same party for it to work(which is why the spell doesn't work on temporary allies). This, I removed and it magically allowed targeting enemies. Here's what I removed to make it work.

      // if caster and target are party members, or if caster not a party member and target is of the same group
                          int bCasterPartyMember = IsPartyMember(stEvent.oCaster);
                          int bTargetPartyMember = IsPartyMember(stEvent.oTarget);
                          int nCasterGroup = GetGroupId(stEvent.oCaster);
                          int nTargetGroup = GetGroupId(stEvent.oTarget);
                          if (((bCasterPartyMember == TRUE) && (bTargetPartyMember == TRUE)) || ((bCasterPartyMember == FALSE) && (nCasterGroup == nTargetGroup)))
                          {

      Feel free to let me know you figure something out from this cause I can't read beyond the surface level of code to understand what it's talking about.
    4. balmz
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      try checking the abi gda file
    5. mastermahidhar
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      Thank you. It was indeed on the GDA. TargetType just needed to be set to 7, just like it is for Force Field.

      A new optional file has been added called Blood Sacrifice All. Enjoy.