Dragon Age 2
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AJTarcza

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AJTarcza

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23 comments

  1. fredamora
    fredamora
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    Is there a list of the creature tags somewhere? Thanks.
    1. AJTarcza
      AJTarcza
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      Yep, the main download for the mod contains a txt file with a list of all of the creature tags that the mod supports
    2. fredamora
      fredamora
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      Great! Big thanks for the mod. I remember there being something like this in DAO, which was a useful mod as it added more challenge to the game and it helped with roleplaying. Will endorse as soon as I can.
  2. GreenDragonNM
    GreenDragonNM
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    Hello, It's Me After A While. I was just gonna ask if you are planning to make this kind of mod In Dragon Age: Inquisition. I am just wondering because nobody has made such a mod yet for that game and I was wondering if you are planning to make A DAI port for this mod. It would be cool to have in that game, but I get it if you are busy with other projects. Thank you :)
  3. Sangren38
    Sangren38
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    Great mod, but the script 2 long...

    Can DA2 run batch script?
  4. GreenDragonNM
    GreenDragonNM
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    Here's Another Idea I Though Of For A Separate Mod. What If You Can Give Them New Abilities As Well. For Example, How Nuncio And Castillon Are Assassins With The Healing Aura Ability And The Ability Where They Throw Like Some Kind Of Bomb At You That Knocks You Back And Slows Your Movement Speed. Another Example Is How Namrevlis Is A Mage With Electricity Abilities And Blood Magic. That Is Another Interesting Idea If Your Down To Make It. I Just Don't Know How It Would Work Though. Same For Dragon Age: Origins As Well How You Can Give A Mage Like An Ability The Devs Didn't Give Them. For Example, A Mage With Aura Of Weakness, Tempest, A Warrior With Aura Of Fire And Fire Bolt, etc. This Would Be Good For Like Giving Enemies Or Allies A Unique Ability For Them. Just A Suggestion, It's Up To You.
    1. AJTarcza
      AJTarcza
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      That's definitely something I can look into, although I don't know enough about how that part of the game works to confidently say whether or not I could do it. Adding an ability to a creature is easy enough but I suspect getting them to actually use the ability in combat would involve messing with their combat AI which I've never done before
    2. GreenDragonNM
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      That's Understandable. It's Easy To Do It In Skyrim. You Just Open The Console, Click On Them, And Add An Ability To Them. They Use It Just Fine As Well. But, When It Comes To Dragon Age, Yeah That Understandable How It Can Be Tricky Depending On How To Make The AI Use It.
  5. Ocludo
    Ocludo
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    I love this mod, and I'd love it even more if the spawned creatures followed you about like summons... but I'm pretty sure this is a bit more complex than just spawning them; right now, I've only used this mod as a means of decorating my estate with golems kkkkkkkkk

    nevertheless, damn useful
    1. AJTarcza
      AJTarcza
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      Something I had looked into previously was making a DA2 port of the zz_test_hire console command from Origins that allowed you to add any NPC to your party. Unfortunately, due to the fact that Bioware never released the source scripts for DA2 like they did for Origins it turned out to be a bit trickier than I had anticipated so I gave up on it for the time being. I'll let you know if I ever get that working though.
    2. Ocludo
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      sure man, thanks. dont know if you are aware of it, but in the mod "Kirkwall Expanded" there's a feature of mercenaries that functions as summons. they're items that u use from the inventory, like potions, and then they get added like temporary allies. 

      could be useful.
  6. GreenDragonNM
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    I Just Thought About This, But What If You Can Make It To Where You Can Set Their Ranks As Well By Spawning Them, Both Friendly And Hostile. For Like An Example: You Put Something Like Runscript Spawn_cr [Creature ID] [Friendly Or Hostile] [Rank ID]. It's Just A Suggestion. It Definitely Would Extend The Idea of like making your like own boss, elite, or something... Unless you can do such a thing.
    1. AJTarcza
      AJTarcza
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      Good idea! I've updated the mod with this feature
    2. GreenDragonNM
      GreenDragonNM
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      Awesome!! Can You Do The Same For Dragon Age Origins Script?
    3. AJTarcza
      AJTarcza
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      Origins script has been updated with the same changes
    4. GreenDragonNM
      GreenDragonNM
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      Nice! Thank You Soo Much, Man! When I See New Things I Can Request, I'll Let You Know :) Your Incredibly Talented!
  7. GreenDragonNM
    GreenDragonNM
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    Very Awesome Mod! Although... There Is Some Weird Bugs For Some Of The Creatures Such As Danarius. When I Spawn Him, He Only Has 1% Of Health (Meaning One Hit Kills Him), He Doesn't Attack, And He Doesn't Move. Arishok's Weapons Doesn't Appear In His Hands, But Everything Else Works Just Fine For Him. Can You Like See If You Can Check All The Creatures To Make Sure There's No Bugs On Them? You Don't Have To, Because That Is Soo Much Work, Lol. Also, If You Can't Fix The Bugs That's All Good. The Mod Is Very Accurate And Awesome As It Is! Loved The Dragon Age: Origins One, Too! I Always Wanted To Have Such A Mod! Now I Never Get Bored, Lol. It's Also Good For XP Farming Purposes! Hope You Get This Message And Have A Blessed Day :)
    1. AJTarcza
      AJTarcza
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      Thanks for the heads up! I've updated the mod to fix the issues with Danarius and the Arishok's weapons.

      Also, while I was testing the script I found out that there are a few variations of creatures that you fight in the game that don't have weapons in their inventory at all since they are only used for cutscenes/dialogue but will still fight unarmed if spawned as hostile. Some examples include dae200cr_meredith and eye000cr_prosper. To spawn these characters with their weapons, you should instead use dae300cr_meredith and eye600cr_boss_prosper respectively. 

      Here are the technical details for both problems in case you're interested:


      • The problem with Danarius had to do with the "Rank" value in his utc file being CREATURE_RANK_INVALID, so I updated the script to spawn any creatures with that rank as CREATURE_RANK_NORMAL instead. This worked for Danarius, but there are still issues with some characters like Cassandra (dae000cr_cassandra) who have the "Combatant" value in their utc file set to "Non Combatant" which causes a similar issue, and as far as I could tell there's no way to change that in a script so unfortunately those creatures will still be broken.
      • The problem with the Arishok's weapons was that his utc file has the weapons assigned to the ItemList struct rather than the Equip_ItemList struct, so they're in his inventory but not actually equipped (which is why you don't see the weapons on his model at all until you go to meet him during Demands of the Qun). To fix this, I made it so that the script will search a spawned creature's inventory for loose weapons and equip them.
    2. GreenDragonNM
      GreenDragonNM
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      Huh... Very Interesting! I'm Happy You Where Able To Fix The Mod :) Now, Time To Have Fun With It! Oh And Thank You! 
  8. Ocludo
    Ocludo
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    thanks man! great for roleplaying
  9. scree64
    scree64
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    hello,
    To make sure I understand (sorry the English is not my mother language) we decide what and when the creatures appear or they appear randomly by themselves ?
    1. AJTarcza
      AJTarcza
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      You decide what creature you want to appear and then they will appear right away after running the script
    2. scree64
      scree64
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      okay, thank you