Three possibilities for FrostyMM mods not working at all :
- You still have DAIModMaker mods applied, in which case you have to remove the "Patch_ModManagerMerge" folder from your "Update" folder in your DA:I installation location. Otherwise it'll override Frostys mods. - You have to manually go into in your DA:I installation location, open the ModData folder, then the Update folder inside, then the Patch folder inside, edit the file "Package.mft" with notepad and change the version "12" to version "13" (or higher), save file and launch the game. - You haven't launched Frosty as admin or don't have administrative rights over your DA:I installation location, in which case ModData isn't being created properly.
I can't seem to get my game to launch, even after all of the troubleshooting. Moving the patch, rebuilding it, renaming it, changing the version number. It will get to the first load screen before the title screen and then CTD. I suppose there could be an incompatibility in my load order, has anyone found any outright incompatibilities with any other mods I should be aware of? In the end, it's fine if I can't get it to work. Though it seems like a very cool mod, so nice work :)
You dont need to. Just rename the Patch_ModManagerMerge to Patch and Rename the Patch Folder to something like Patch_Backup. Then load the game via Frosty Mod Manager and all is fine.
I understand that the mod is old and, most likely, they will not answer me. But is there a way to replace a mage's basic attack with a Spiritual Blade?
Hey There, i really like your mod. For some time now im playing a Knight Enchanter with a Onehanded Magic blade and i thought maybe you could make a similar mod for onehanded blades. I would like the Normal Onehanded attack, but as secondary i want the Primary attack from your mod. Like normally i hit with the sword, but while pressing the left thumbstick i shoot magick missiles out of my other hand. Could you do that please?
It doesn't? The rate of fire for mage basic attacks is still the same for AI followers. It just seems 'slower' because they're not going at the same speed as you, who is going faster than the default speed.
Since this mod allows the staff to now have two animations, with the E3 ranged attack being the primary, and the released version being the secondary "melee magic" attack using your "toggle" -
Would it be possible to assign the E3 ranged magic attack animation as the "toggled" secondary animation to other weapons? Because I am using
"All Ability Trees for Inquisitor - FMM" [https://www.nexusmods.com/dragonageinquisition/mods/2032/?tab=description]
"No Class Restrictions on Weapons" - Also has files for Mix-Matching Weapons/attack animations (Greatswords used like dual daggers, etc.) [https://www.nexusmods.com/dragonageinquisition/mods/760/?tab=files]
"Elemental Damage for Non-Staff Weapons" [https://www.nexusmods.com/dragonageinquisition/mods/2030]
With that last one adding elemental damage to other weapons, I'd like to have 2H Sword [Main normaly attack] with the E3 ranged as the "toggled" ranged attack. What do you think?
68 comments
- You still have DAIModMaker mods applied, in which case you have to remove the "Patch_ModManagerMerge" folder from your "Update" folder in your DA:I installation location. Otherwise it'll override Frostys mods.
- You have to manually go into in your DA:I installation location, open the ModData folder, then the Update folder inside, then the Patch folder inside, edit the file "Package.mft" with notepad and change the version "12" to version "13" (or higher), save file and launch the game.
- You haven't launched Frosty as admin or don't have administrative rights over your DA:I installation location, in which case ModData isn't being created properly.
Frosty doesnt work with the new EA Desktop launcher. :(
Why make this only frosty compatible, why not daimod, why not both, you are a very mean person. "(
Would it be possible to assign the E3 ranged magic attack animation as the "toggled" secondary animation to other weapons? Because I am using
"All Ability Trees for Inquisitor - FMM"
[https://www.nexusmods.com/dragonageinquisition/mods/2032/?tab=description]
"No Class Restrictions on Weapons" - Also has files for Mix-Matching Weapons/attack animations (Greatswords used like dual daggers, etc.)
[https://www.nexusmods.com/dragonageinquisition/mods/760/?tab=files]
"Elemental Damage for Non-Staff Weapons"
[https://www.nexusmods.com/dragonageinquisition/mods/2030]
With that last one adding elemental damage to other weapons, I'd like to have 2H Sword [Main normaly attack] with the E3 ranged as the "toggled" ranged attack. What do you think?