Hey thanks for these great mods!! the configurability is such a great feature. I have a question tho, is the 'toxic cloud on hit' passive included in this mod? It's originally from the Stinking Cheater shield. I couldn't find it in the passive abilities list but I could've missed it?? And thanks again!!
I've used the filenames for the menu, not helpful, I know, but the donkeywork gets rather tedious and I'm not getting paid, so I hope you understand when I take a shortcut.
OMG Thank you so much! I suspected that one but when I googled 'dragon age inquisition miasma' this da:o spell came up so I thought it was some kind of knight enchanter ability. All the others on the list are easy to understand 💯💯
I honestly didn't expect this fast a reply. It's amazing that you've made tens of mods that make playing this game so much better and maintained them all to this day! You're a great human being.
hi Svart do you know which ability counts for the "armada captain knife" special aoe passive? https://dragonage.fandom.com/wiki/Armada_Captain%27s_Knife
as in which would that ability be named in the mod because ive been struggling with about 4-5 different ones now (keep getting a passive ability i didnt intend). Thank you!
I do so love these mods, but the "Nicked Blade" seems to be missing from it. On a picture online (https://64.media.tumblr.com/69f9b151754deb4e41d2b819c7f0a4bb/tumblr_ojeqfrZZsy1ufn9wzo3_1280.png) It seems to be the set as "warden".
I have installed the configurable dual-blade dagger and is happy about the appearance of Bloodied Wings.
However, I have found you have created this configurable dagger mod and has been updated recently. It seems like it support more abilities than the dual-blade one. Will the dual-blade mod be updated and include these new abilities?
P.S. I am using Frosty mod manager and I have only try to install configurable dual-blade dagger, dagger, bow, greatsword and maul. However, only dual-blade dagger, dagger, maul can start up the game and show the beginning screen without issue. The other 2 mods will stuck during loading and not able to display the beginning screen
Thanks for the report about things not working with Frosty. I have no idea why some work and some don't, but thanks for letting me know anyway! I'll try to do some analysis of the files when I get chance (note to self) and see if I can find a common factor.
Regarding the dual-bladed dagger - I haven't looked at it for a long time. When I made the mod I didn't realise you can make one dagger into another or how the appearance was dictated by the delayloadbundlehash or ... well... I didn't know very much, frankly. I could probably give it a look. I'll put it on the to-do list.
I have no idea, friend. I don't use Frosty Manager - I don't know much about it. I don't know which of my mods do work with it and which don't. If you find out, please let me know and I'll ... I don't know what I'll do.
Hey Svartal. About this "Multiple Abilities Quirk" thing... well... it isnt really saved in the savefile, it is saved in the weapon itself. When you see or craft a item, a script rolls only the first time to compute his stats. after the item is created or computed, all results are saved in this weapon. :)
There is no easy way to fix that. only destroying the weapon and rebuilding works.. ;)
It seems that when it adds an ability, it's doing this "ApplyTimeline" thing, possibly with a Time On setting of -1 (infinite), so to remove the timeline I'd imagine that somehow it would have to set the Time Off to be something for THAT same ability ... I am completely blind here, just going by words I see in Frosty Editor.
I have no idea how to do that, yet.
So if you craft something with a Time off and that passive, it might turn it off? Or something with the CSM.BWCSMAction_RemoveTimelines?
I think I've worked it out (credit to other people who tried to explain it to me, if they did, but I have to get things to make sense in my head).
The ability (timeline) gets applied to the CHARACTER when they equip the weapon. The ability is removed from the character when they unequip the weapon. If they then change the weapon (re-merge) without unequipping the weapon from the character, the previous ability (timeline) remains on them ... and they won't be able to remove the ability because they haven't got it ON the weapon anymore, so unequipping the weapon won't remove the ability.
The solution should be to::Remove the weapon before re-merging. To remove an ability : make a weapon with the stuck ability on it. When the player unequips the weapon. The ability should get removed.
In fact, that's exactly what other players have said before so... no need to reiterate it.
Hello! I love the mod btw but my favorite dagger blade classified as 009a from the image in the link you put https://78.media.tumblr.com/69f9b151754deb4e41d2b819c7f0a4bb/tumblr_ojeqfrZZsy1ufn9wzo3_1280.png (or otherwise known as the weighted dagger) isn't included in the available appearances :( i know it's a little too late to do so but it would be nice if it could be added .
They fixed it with a Frosty mod. Frosty is a more modern and much improved modding tool. Sadly, it's compatibility with configurable mods is ... unknown.
Unsure if OP still watches this/responds and I'm not sure what I'm doing wrong but I've downloaded and configured the mod with DAIMM without any issues. Bought the schematic from Haven and the dagger schem is showing up in the crafting list without problems, but even when putting all of the crafting materials, the "Craft Item" button is grayed out. Tried making a new char, repairing the game, removing all other mods, etc, but nothing seems to fix it. Are there any restrictions? I have all the DLC as well so it's not a dependency on that.
This happens. I've not nailed down exactly what it is, but I always thought it was something to do with if you make the total slot size of one type being too large, but others have suggested not using DLC materials.
It was the stack size that was preventing the crafting. I tried 29 and it worked but it's already super overkill, one shotting everything lol. So problem solved itself. Thanks a lot for taking the time to respond and help. Got +1 Endorse from me.
86 comments
The ability is;
_170_Item_miasma
I honestly didn't expect this fast a reply. It's amazing that you've made tens of mods that make playing this game so much better and maintained them all to this day! You're a great human being.
Testing limits
I'm hear to report a bug... some timesyes, sometimes not...
If damage materials over 50 peaces, maybe break missions, exemple (Alexius battle).
Better damage config is 30 peaces.
Who will use it, remember to don't do it a GODMOD
https://dragonage.fandom.com/wiki/Nicked_Blade
I could just be blind though xD.
However, I have found you have created this configurable dagger mod and has been updated recently. It seems like it support more abilities than the dual-blade one. Will the dual-blade mod be updated and include these new abilities?
P.S. I am using Frosty mod manager and I have only try to install configurable dual-blade dagger, dagger, bow, greatsword and maul. However, only dual-blade dagger, dagger, maul can start up the game and show the beginning screen without issue. The other 2 mods will stuck during loading and not able to display the beginning screen
Regarding the dual-bladed dagger - I haven't looked at it for a long time. When I made the mod I didn't realise you can make one dagger into another or how the appearance was dictated by the delayloadbundlehash or ... well... I didn't know very much, frankly. I could probably give it a look. I'll put it on the to-do list.
...
7. Make the Dual Dagger mod miles better!
TL;DR I don't know very much, apparently.
I like the SOTF one the most.
About this "Multiple Abilities Quirk" thing... well... it isnt really saved in the savefile, it is saved in the weapon itself. When you see or craft a item, a script rolls only the first time to compute his stats. after the item is created or computed, all results are saved in this weapon. :)
There is no easy way to fix that. only destroying the weapon and rebuilding works.. ;)
I have no idea how to do that, yet.
So if you craft something with a Time off and that passive, it might turn it off?
Or something with the CSM.BWCSMAction_RemoveTimelines?
The ability (timeline) gets applied to the CHARACTER when they equip the weapon.
The ability is removed from the character when they unequip the weapon.
If they then change the weapon (re-merge) without unequipping the weapon from the character, the previous ability (timeline) remains on them
... and they won't be able to remove the ability because they haven't got it ON the weapon anymore, so unequipping the weapon won't remove the ability.
The solution should be to::Remove the weapon before re-merging.
To remove an ability : make a weapon with the stuck ability on it. When the player unequips the weapon. The ability should get removed.
In fact, that's exactly what other players have said before so... no need to reiterate it.
Is it this?
https://dragonage.fandom.com/wiki/Army_Dirk
If you really want that one you can probably modify it by hand using Frosty.
Last time I experimented with that kind of thing, it still didn't fix the issue, but who knows? Maybe I was doing something wrongly.