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royale011

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royale011

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17 comments

  1. Ionutro
    Ionutro
    • supporter
    • 9 kudos
    Maker bless you.
  2. BattleGranny
    BattleGranny
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    I just tried it and i saw that it is great! Important thing: not only animations work, cooldown works too. Great work, really!
  3. timon001
    timon001
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    Dosn't work for me. Stll have problem My mage can't use warrior skill, for might blow need 2H weapon and staff is a staff. Any idea how solve its ?

    Ok problem solved just need instal Arcane Staff Warrior - DA2 by Roman Mithman mod.
    1. smoothgoal
      smoothgoal
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      That's skill requirement. Nothing to do with this mod. To remove such "requirements"(regardless will it be 2h or to use offensive skills during healing aura) - open the spell/talent file (http://wiki.tesnexus.com/index.php/Modifying_spells_and_abilities_for_Dragon_age_2) and set the BE5E531 column of the corresponding 2h skills to 0.
  4. Kazoot
    Kazoot
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    Nvm, realized what the problem was.
  5. IzamaruIce
    IzamaruIce
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    Honestly one of the best mods out there,congrats. Is there a possibility that you could do this for dragon age origins?
  6. itsthecrazydude
    itsthecrazydude
    • BANNED
    • 1 kudos
    You're a genious
  7. gta_manic
    gta_manic
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    Great mod you have here works like a charm, only thing that sucks is that it doesn't work with Super Lots of Skill Upgrades, but over all this is great
    1. royale011
      royale011
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      Sounds strange. Theorically I never modify any files that can really conflict with the mod you've mentioned so the imcompatibility should be impossible.

      And, theorically too, Super Lots of Skill Upgrades should have no files that change the animation that the talents or spells should cast so it won't influence my mod.

      BTW, I'm using part of Super Lots of Skill Upgrades(in my heavily self-modified version) and I know how it works, so everything happened on you is... strange.

      Still I'll check this out if I have time.
    2. setiweb
      setiweb
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      As for the files themselves there is no conflict. However, for what the files do...

      Your mod modifies certain art/.../*.anb

      SLoSU (and other talent mods) make changes to the abi_base.gda. Some of those talents have their own Animation number. That animation number will point to the anim_combat.gda file. In that you'll see the AnimName that goes with each talent. That animation name will point to the animation_tuning.gda file. And in there you can see where each animname is cross referenced to its BlendTreeName (art/.../*.anb) which your mod may modify.

      Anyway that is a good place to look if you really want to spend the time looking over a ton of talents.
    3. royale011
      royale011
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      Actually I still have questions. I really don't know how animation_tuning.gda works, and since my mod runs OK in my test, I totally ignore this .gda file.

      Like SLoSU, it never modify any .gda directly related to animations. And in my earlier test, I want to make some talents point to a same animation number. like Fireball and Winter's grasp, the animation they cast is the same (which I has verified in the .anb files) though different animation numbers they set (and the animation names they point to are different). But if I change the animation number, like make Winter's Grasp use the animation number that Fireball uses, ingame the former spell you cast will cast the correct animation but the latter one won't (and cast the replacement animation instead).

      What I want to say is I understand that to carelessly change the animation nunber a talent have set may cause big problems, so the animation a talent set should be unique (unless you set the attack animations on talents, because they can be easily cast without any limitation). Another rule is that if you don't change .anb files, you have no possibility make your character cast any animation he/she can't cast in his/her current wielding type before. As far as I now, none of the talent mods make changes on the .anb files, so cast any animation a character can't cast before should be avoided -- they can just make changes on the animations the character can already cast. So in my mind, it shouldn't have any conflicts at all.

      Maybe I need more time to research how these files work, but unfortunately I have no time these days. If anyone could help me, it can be much better.

      Anyway, I will change the description and notice anyone who want to use my mod that it might be conflict with any talent mods that make changes to the animations the talents should cast.
  8. SovereignXII
    SovereignXII
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    • 2 kudos
    Thank you, works like a treat. It's great having my heavy armoured, greatsword weilding mage using his spells properly now!
  9. syraia
    syraia
    • supporter
    • 5 kudos
    not working
    1. royale011
      royale011
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      See my answer below. You should manually add new talents and spells to your character, or using multi class mods.
  10. shuriken200
    shuriken200
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    Nothing happens!! I add it with NMM but i cannot seem to get it to activate ingame! I am using "No restriction" mod too! but i tried to try without. But still no effect! What to do?
    1. royale011
      royale011
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      Actually you need to manually add new talents for your character. Open the console, type "runscript addtalent xxxxxx"(replace xxxxxx with the talent ID or talent tree ID).
      You can check all the talent IDs and talent tree IDs on wiki: http://dragonage.wikia.com/wiki/Console_(Dragon_Age_II).
      Or you can use multi class mods on nexusmods website.

      Beware the restrictions of the talents and spells, since I didn't modify any of the talents and spells. The mod just tweaked the animation trees and allows using any talents and spells on any weapon without corrupted animations. It has none modifications on characters, classes, talents, spells, and even the animations themselves. It just allows you to cast all the animations that any usable talents and spells should cast.