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lucklessly

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lucklesslyy

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14 comments

  1. Snekrifice
    Snekrifice
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    Finally, I can do a spirit mage without spending points on useless abilities... I just hope it doesn't bug out.
  2. Chandlore
    Chandlore
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    Does this mod's Offensive Spirit Healer functionality also apply to Anders' Martyr ability?
    1. lucklesslyy
      lucklesslyy
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      yes
  3. tinsum
    tinsum
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    Finally, I have seen such a mod appear. Spell points are the most valuable resource in the game, but with so many garbage spells as a prerequisite
  4. Shad0wAng3l09
    Shad0wAng3l09
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    Static Discharge in the Primal mage branch still has it's level and skill requirements using the offensive spirit healer and barrier fix version
    1. lucklesslyy
      lucklesslyy
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      I'm sorry, there isn't a talent called "static discharge" in the DA2 primal tree
      https://dragonage.fandom.com/wiki/Primal_spells_(Dragon_Age_II)

      are you using another talent mod? I am currently playing da2 with the my No Requirements + OSH mod and have had no issues, but it's possible I missed something or uploaded the wrong version
    2. Shad0wAng3l09
      Shad0wAng3l09
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      yep turns out I forgot to delete Talents rebalanced. Downloaded it last year and hadn't touched the game in a while. Turns out none of that mods apply at all, even the other two abilities added by that mode, just Static Discharge. Modding is weird
    3. Shad0wAng3l09
      Shad0wAng3l09
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      Honestly I may try to add the 3 abilities added by that mod. Seems like a good place to start learning how to mod DA2
    4. lucklesslyy
      lucklesslyy
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      yeah, just from my look at talent rebalance mod, you'll need pyGFF to unpack the .erf, which should then give you the talent .gda files. you can in theory edit those in pyGFF, but I would recommend using GDApp instead because it's easier to see what you're doing. the talent .gda file looks like a giant spreadsheet table

      prereq_in - column for points prereq, set to 0 for none
      prereq_lv - column for  level prereq, set to 0 for none
      $B2DE6B6B - is more complicated, it's a six digit integer and I think it determines both which tree and where in the tree a talent it, with each different digit indicating different information

      ABCDEF
      A - class, 1 is warrior, 2 is rogue, 3 is mage
      BC - talent tree
      DEF - position in tree

      so winter's grasp is a mage talent in the elemental tree, and it's default $B2DE6B6B value is
      301001
      3 for mage, 01 for primal, 001 for first position

      cone of cold's $B2DE6B6B default value is 301010, the 010 placing in the second position in the tree. changing this value in CoC to winter's grasp's value of 301001 places them both in the first position of the tree with no prereqs.

      so basically you want to modify the $B2DE6B6B value to be xxx001 on every talent (but not the upgrades because those don't matter, don't change those values it might break something). I think editing the first 3 digits would allow you to move talents to different talent trees but I haven't messed with it so I don't know.

      for the OSH editing, you just need to change the offensive spell's $BE5E5317 value from 6144 to 4096.

      probably the reason this mod and talent rebalance were semi-compatible is because it added new talents and those wouldn't have been overwritten by my mod or other mods, so were just added to the tree as they were. the best way to make talent rebalance with no requirement is to edit the talent rebalance gda files with the above changes, since that will keep the new talents as well as the other talent changes that mod made. once you did that you could use that without my mod and it should all work
    5. Shad0wAng3l09
      Shad0wAng3l09
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      And how would I package the mod back into a ERF? 
    6. lucklesslyy
      lucklesslyy
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      ERFv3 Packer. But you don't need to repack the .gda files into an erf, mine and other ability mods have them loose. you can do what you want
    7. Shad0wAng3l09
      Shad0wAng3l09
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      Doin it to keep my install clean. Gonna just replace the original erf file and keep it in a backup folder. Really appreciate the help pointing me toward the right tools!
  5. MaxofRed
    MaxofRed
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    v1.0 abilities was bugging me too, so I'm happy to hear my mod helped. Enjoy and good job sharing.
    1. lucklesslyy
      lucklesslyy
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      oh thank you!

      and yeah, I think I understand why a lot of mods accidentally downgrade to 1.0 talents, but I prefer the updated ones because I largely agree with the balancing changes and in general want to play the most updated version of the game. I'm glad I was able to make this myself