For anyone replaying DA2 and want to try this mod, definitely do. It works great. I'd recommend picking up something to give you Seb's passive for the Archery tree if you want to deal decent damage with a Bow.
Great work! Im having a blast playing wiht all ur mods for the fisrt time - Just finished Act1-.
Just some Feedback: The ability that puts enemys to sleep its very OP, it last too long (even without upgrade) and the cooldown is quite short. The combination of those two facts makes it so no matter the amount of enemies this ability makes controlling the battle very easy even on nightmare. Also , it seems to put anything to sleep , from a critter to a boss. At least i semeed to been able to cheese the Act1 boss intercalating attacks with bard sleep/mute abilities, he never even moved. The party killed the enemies ads and that was it.
I think The duration could be shortened , the cooldown made longer or some combination of the two.
Wanted to give that feedback in case an update is in the cards, regardless, love your work.
Thanks for letting me know! The whole mod could use an overhaul, but I'm not sure when I'll get around to that. I'll definitely keep that in mind for when I do, though!
So far all abilities are working as intended. There is one possible comment, more of a note than any issue, Avvar War Song seems potentially overpowered. It may be a combination of the song and other mods/gear/etc. though, but it definitely feels like my party is obliterating all things when I have it enabled on Hard setting with a rogue Hawke.
Oop, missed this comment! Honestly, it's very probably OP. This was my first attempt at new spells, really, and it could use a major overhaul, because I've gotten much better at scripting since then. :D I'll try to get around to that before too long!
I think I'm completely okay. By all means, tune, enhance, make better. But I am fully in love with this spec. Tuning tweaks to make it more balanced are great, but I have no clue how you made this so great. It feels like this spec (a wee bit of OP damage aside) was always supposed to be in the game. Between this and Fade Walker for your additional mage specs, it's a whole new game and entirely amazing.
Thank you for this mod. Sadly i encountered a problem regarding sustained songs. For some reason they take over all of my stamina.(Although i tested it on a mage character via console command.) I use your additional mage specs mod as well which works flawlessly. I noticed someone had a similar problem with wisp sustained ability in the comments and you fixed it. I was hoping you could do it here too. Or maybe an optional file to remove the cost altogether if i am not being too greedy ? :p
Honestly, i did not want to bother you since it must be tiresome but i was really looking forward to having bard songs from DAO in this game. Hope you see this comment, thanks again for your mods.
Edit: Forgot to mention that i use the visual effect remover optional file for songs. Probably unrelated but yeah.
I can take a look into it! Honestly, I had this mod hidden for a while because I got a lot better at scripting between this and the Mage Specs mod and I was meaning to update it, but then I got sidetracked. I would guess the same solution will probably work here as worked with Mage Specs, so provided I can remember how I fixed that (I... *think* I do?) I can fix it here, too. Sorry about that!
ETA: Went ahead and updated the scripts a bit. I used the same technique to fix it here that I did with Spell Wisp, so hopefully it works for you! If not, I've also included a free-of-charge version. :)
I did not expect such a quick response, you even went ahead and updated the whole thing! I gave it a try and it seems to work quite well. Optional no-cost sounds tempting. Why not use that too ? After all i am the champion of Kirkwall. I should preserve my stamina for the good of the city. Yes! *Evil smirk*
No but seriously great work. It is good to see Dragon Age games are still getting some care from community after all these years. Thank you so much for the fix. I recommend this mod and the additional mage specs to anyone reading this. Essential stuff.
I tried it on my rogue and the strange thing is, it took all of Fenris's stamina. The sustained songs was the first one I used and there was no way to get his stamina back up again. I used it on my rogue and added it to Varric, middle of Act 1 and both of us are okay but the only good with Fenris is his Strength, everything else is 15 and below. He never dies on me, even on nightmare and I forgot I was playing on normal and he was dead doing the first quest for Fenreyal..(Sp). REALLY!!!!??? So even though I love this mod I removed it because of that. I will try it again when I start another rogue and see how it works then. Otherwise it works awesome.
Update: Removed the mod and now my Fenris is back to "normal". When I start a new game I will add an update here and let everyone know if it affects him again. Strange that he was the only one it seemed to affect, at least in my game. Endorsed though, great mod!!
Okay, this is definitely VERY strange, and I'll see what I can do about looking into it! Do you remember which of the sustained songs in particular caused this?
Looking into it a bit more, I think this may be the same thing that the above commenter experienced, just manifesting in a different way. I'll try a new method for the script and upload what I hope is a fix in a bit.
It was my rogue that used it, so I know it was not my mage. All I can say it was one of the first three. Sorry I cannot be more specific than that. No matter if I use it or not great mode and endorsed!!
For some reason, the "Requires Authorization" change from 0 to 1 in my game... strange. I edited, everything work excellent. Now, a spec for warriors! <3
I'm crap at tutorials, but I'll see about making one if/when I get around to releasing another spec. In the meantime, the process is very similar to the way it's done in DAO (the toolset wiki has some tutorials that I used to figure out a lot of stuff http://www.datoolset.net/wiki/Main_Page) and I'm happy to answer specific questions.
Do you have any plans for more specs? s#*!, even more skill trees? Didnt know this was possible with the near zero modability of da2. Even if this is a complete buggy mess your showing a lot of possibilities for modding this game
I have a few other ideas, though they're not ready for release.
Can I ask what bugs you've encountered? Its installation is slightly more complicated than other mods, but compatibility issues aside, this mod really shouldn't be a buggy mess.
Hadnt tried it when i posted this. I put the bard_spec folder in my addins folder but the names and descriptions in the ability page are all still blank though so havnt really been able to try the mod at all.
That's one of the installation complications I was mentioning. Use the Alternate Bard_Spec Folder in the optional downloads if your talktable isn't appearing.
The game will only allow a total of 11 talent trees for each character. Are you using All Specs - Abilities for Everyone? The user below reported that using that + Bard Spec will cause all of the specs to overlay (because it adds a 12th talent tree). What you need to do if you want to use both is use the script "removetalent" to remove one of the other trees from a character. I'm going to try to clarify this a bit more in my Compatibility section on the main page, but basically: you cannot have more than 11 specs, so you will need to decide if you want the Bard spec in place of one of the other trees.
The Spec is intended for Rogues, but if you use the command to add it to Warriors and Mages I believe it will still work.
What a great idea ! Thank you for all your efforts, the images look wonderful !
Sadly I cannot use it for now, the moment I install it - all in the correct place and by starting a new game - all abilities suddenly become layn over each other with bard specialization on top like a layer cake or something. Maybe its due to my other mod which changes abilities: 'All specs - abilities for everyone.' Has anybody encountered that as well or any idea how to solve it? I'd so love to use the new specialization!
Edit: Tried taking the all specs mod out, same result, that mod wasn't the culprit, so I'm lost
Unfortunately, I think that actually is the culprit -- I tried downloading All Specs - Abilities for Everyone, started a new game with that and Bard Spec, and the same thing happened to me. (When you took out Abilities for All, did you start a new game again? Also, the issue here is going to be the "class_abilities_rogue.gda" file, so if that was still in your override, it's going to be the issue.)
ETA: Actually, I just tested using All Specs - Abilities for Everyone, and then adding Sebastian's tree on top of that, and the same layering issue occurred. I think the problem is there are just too many talent trees when that occurs. I'll make a note of it on the description page, but unfortunately I think in this case it's a trade off -- you can only have a set total number of skill trees before the game breaks.
thank you for your fast reply. As to your question, yes, I started a new game after deleting all specs and it didn't work... Did a search on nexus too. There are also 2 mods that can do the same as 'all specs', which is 'no restrictions' - for the player char only- and 'unlock companion skills & weapon trees' for all other chars. So now I tried it with those two on a fresh game and suddenly it worked. Additionally I got to tell you how much I like the 'notes above the head' effect, looks very funny indeed. Great mod, kudos and endorsed! BTW: Maybe you could add this to your description under compatibility section?
Hmm, I haven't tested this yet myself (mainly because I don't tend to enable the console that often), but I wonder if doing a runscript removetalent would help alleviate the overlapping problem. I love the All Specs mod, because it gives much greater freedom, but even I wouldn't think a character would ever use all 11 trees. If you remove 1 tree (say, removing Marksman, Archery or the very useless Specialist from Isabela), would that enable Bard to be added underneath the cap?
If I get around to it, I'll test out the remove talent function and see if doing so enables Bard to be visible on the talent sheet. But it is late, so if someone else wants to give it a try, then: https://dragonage.fandom.com/wiki/Ability_ID_codes_(Dragon_Age_II)
I definitely think removing talents would resolve the issue, as long as you get back down to 11 or fewer. (Although I know with Hawke at least, I've tried on many occasions to remove the Blood Magic tree from my character, because I never use it, only to have it stubbornly reappear -- that may be something hardcoded with the specs; I'm not sure.)
Just tried it for the first time myself, and after a bit of work (I first tried using the console inside Merrill's home and it didn't like it, tried it outside worked fine) managed remove the dual weapon tree from Varric - which he doesn't need - and managed to add Bard Specialisation on to him no problems. I already wanted to tinker anyway with the trees because Merrill didn't receive the 'Blood Mage' tree and I wanted her to have that instead of her Dalish Pariah Tree, so I did an AddTalent on her while I was going.
Short story short, your best bet casual87 is to decide which tree a character can do without, and just drop it with the runscript removetalent before using the songbook or the console. I mean, if you really need all the trees, removetalent only 'hides' a tree from your ability sheet, so if you really wanted to, you could still keep investing in a tree and hide it once you're done, but just remember to ensure the quickbar is set up right before you hide a tree you still want to use.
58 comments
Just some Feedback: The ability that puts enemys to sleep its very OP, it last too long (even without upgrade) and the cooldown is quite short. The combination of those two facts makes it so no matter the amount of enemies this ability makes controlling the battle very easy even on nightmare. Also , it seems to put anything to sleep , from a critter to a boss. At least i semeed to been able to cheese the Act1 boss intercalating attacks with bard sleep/mute abilities, he never even moved. The party killed the enemies ads and that was it.
I think The duration could be shortened , the cooldown made longer or some combination of the two.
Wanted to give that feedback in case an update is in the cards, regardless, love your work.
So far all abilities are working as intended. There is one possible comment, more of a note than any issue, Avvar War Song seems potentially overpowered. It may be a combination of the song and other mods/gear/etc. though, but it definitely feels like my party is obliterating all things when I have it enabled on Hard setting with a rogue Hawke.
Honestly, i did not want to bother you since it must be tiresome but i was really looking forward to having bard songs from DAO in this game. Hope you see this comment, thanks again for your mods.
Edit: Forgot to mention that i use the visual effect remover optional file for songs. Probably unrelated but yeah.
ETA: Went ahead and updated the scripts a bit. I used the same technique to fix it here that I did with Spell Wisp, so hopefully it works for you! If not, I've also included a free-of-charge version. :)
No but seriously great work. It is good to see Dragon Age games are still getting some care from community after all these years. Thank you so much for the fix. I recommend this mod and the additional mage specs to anyone reading this. Essential stuff.
Update: Removed the mod and now my Fenris is back to "normal". When I start a new game I will add an update here and let everyone know if it affects him again. Strange that he was the only one it seemed to affect, at least in my game. Endorsed though, great mod!!
Looking into it a bit more, I think this may be the same thing that the above commenter experienced, just manifesting in a different way. I'll try a new method for the script and upload what I hope is a fix in a bit.
I have plans for a Warrior Spec, but it might take a bit. :)
Did you made some notes from your work steps, you would/could share?
Can I ask what bugs you've encountered? Its installation is slightly more complicated than other mods, but compatibility issues aside, this mod really shouldn't be a buggy mess.
I was thinking of maybe having certain equipment, like instruments, add different buffs to the songs... but then I got lazy, haha. XD
The Spec is intended for Rogues, but if you use the command to add it to Warriors and Mages I believe it will still work.
Sadly I cannot use it for now, the moment I install it - all in the correct place and by starting a new game - all abilities suddenly become layn over each other with bard specialization on top like a layer cake or something.
Maybe its due to my other mod which changes abilities: 'All specs - abilities for everyone.'
Has anybody encountered that as well or any idea how to solve it? I'd so love to use the new specialization!
Edit: Tried taking the all specs mod out, same result, that mod wasn't the culprit, so I'm lost
ETA: Actually, I just tested using All Specs - Abilities for Everyone, and then adding Sebastian's tree on top of that, and the same layering issue occurred. I think the problem is there are just too many talent trees when that occurs. I'll make a note of it on the description page, but unfortunately I think in this case it's a trade off -- you can only have a set total number of skill trees before the game breaks.
As to your question, yes, I started a new game after deleting all specs and it didn't work...
Did a search on nexus too. There are also 2 mods that can do the same as 'all specs', which is 'no restrictions' - for the player char only- and 'unlock companion skills & weapon trees' for all other chars. So now I tried it with those two on a fresh game and suddenly it worked. Additionally I got to tell you how much I like the 'notes above the head' effect, looks very funny indeed. Great mod, kudos and endorsed!
BTW: Maybe you could add this to your description under compatibility section?
If I get around to it, I'll test out the remove talent function and see if doing so enables Bard to be visible on the talent sheet. But it is late, so if someone else wants to give it a try, then: https://dragonage.fandom.com/wiki/Ability_ID_codes_(Dragon_Age_II)
Short story short, your best bet casual87 is to decide which tree a character can do without, and just drop it with the runscript removetalent before using the songbook or the console. I mean, if you really need all the trees, removetalent only 'hides' a tree from your ability sheet, so if you really wanted to, you could still keep investing in a tree and hide it once you're done, but just remember to ensure the quickbar is set up right before you hide a tree you still want to use.