Well, that's interesting because the Staff have a native ligthning damage, but I ended up using the Andruil's Gift Bow passive and it's working perfectly.
Damage type isn't a passive power, it's a different thing. As you can see below, there are no Abilities, and the damage type, as you correctly state, is 4 = Lightning.
Yeah...this is a weird Staff, but I created a good one, Staff of the Dragon's appearance, Andruil's Gift Bow lightning passive, crafted with Veil Quartz for fire damage and since I use the Rune Tweaks mod I also applied a Frost Rune and I have all 3 elemental damage types on my Staff.
First of all I want to thank you for all year incredible mods. My question which appearance should I choose to have Clarel's Staff which is coded as 023 in the two handed bunch?
I don't think it's been done, and is also difficult (I won't say impossible) due to the mysteries of how the DelayLoadBundleHash refers to the model. The other way to get it would be to ask a model editor to put it on one of the staves we do have access to. I think this would be a Frosty-only mod like this... https://www.nexusmods.com/dragonageinquisition/mods/2813
Ah I see thanks for the swift reply, I thought I could get it via this mod cause in the attached image it has the code 023 in the two-handed staff's section. I thought I was missing something but I guess not, regardless thanks for your support <3
Thank you so much for this! I love Stormbreak for the permashock (thank you attack buff and speed!) but you can't tint that staff (and there has yet to be the dawnstone recolor we NEED sadly lol). Now I can use Deathward and have my ability.
Don't know if the uploader is still following this thread, but your MOD won't work for me because the schematics I have don't appear on your list. Here are the schematics I have:
Apostate Staff Keeper Staff Tyrddas's Staff Yavanalis Lyrium-Infused Staff Brand Encore Hakkon's Wisdom Archon Fire Staff Staff of Corruption Wrath of Lovias Masterwork Enchanter Staff Blade of Tidarion Masterwork Witch Staff Magister Staff
It would be nice to be able to modify the Encore, Tyrdda's or Apostate but they don't appear on the drop-down list.
How do I stop using the staff, but still be able to craft other staves? I find it to be too over powered at the lower levels, but no matter what schematic I use, that staff gets made.
Edit: I bought a staff, and that staff had all the lingering passives. I bought a bow, and used it (I'm using a mod that removes class restrictions on weapons) and the bow had all the same passives. I think this mod simply doesn't work well with my other mods. so new question: How do I remove the mod without having to restart my game?
I'm not sure about your issue. it sounds a bit like the Multiple Abilities Quirk on the description tab. Is that it?
... "If you make this weapon, then save the game, then re-merge with other passive abilities selected, the weapon retains both abilities. Workaround I believe the abilities are stored somewhere on the save file because deleting every merged file did not help. I have loaded up a savegame prior to installing this mod and the [weapons] (even the ones i haven't crafted) reverted back to normal). So [the issue is that abilities are stored in] the savefile[.]
If you find an ability gets stuck on your character, shafyrewynd found a fix. You can make weapon with those abilities again, equip them and go into combat, then leave combat and unequip them. That'll clear the slate.
IE, if Permafrost gets stuck, change the weapon ability in the mod back to Permafrost, make a fresh set and do the above steps. Next time you go into combat, no Permafrost."
You shouldn't HAVE to swap anything around manually, I tried to put everything on the menu, but I encourage everybody to poke around and try changing things to suit themselves. Learn modding, it's fun!
126 comments
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/Witch_Staff_Schematic
But you might find a store mod that has it.
This one has it as item number 699.
https://www.nexusmods.com/dragonageinquisition/mods/3035
https://dragonage.fandom.com/wiki/Blade_of_Tidarion_Schematic
First of all I want to thank you for all year incredible mods. My question which appearance should I choose to have Clarel's Staff which is coded as 023 in the two handed bunch?
It's a prop.
I don't think it's been done, and is also difficult (I won't say impossible) due to the mysteries of how the DelayLoadBundleHash refers to the model.
The other way to get it would be to ask a model editor to put it on one of the staves we do have access to. I think this would be a Frosty-only mod like this... https://www.nexusmods.com/dragonageinquisition/mods/2813
Apostate Staff
Keeper Staff
Tyrddas's Staff
Yavanalis
Lyrium-Infused Staff
Brand
Encore
Hakkon's Wisdom
Archon Fire Staff
Staff of Corruption
Wrath of Lovias
Masterwork Enchanter Staff
Blade of Tidarion
Masterwork Witch Staff
Magister Staff
It would be nice to be able to modify the Encore, Tyrdda's or Apostate but they don't appear on the drop-down list.
Edit: I bought a staff, and that staff had all the lingering passives. I bought a bow, and used it (I'm using a mod that removes class restrictions on weapons) and the bow had all the same passives. I think this mod simply doesn't work well with my other mods. so new question: How do I remove the mod without having to restart my game?
...
"If you make this weapon, then save the game, then re-merge with other passive abilities selected, the weapon retains both abilities.
Workaround
I believe the abilities are stored somewhere on the save file because deleting every merged file did not help. I have loaded up a savegame prior to installing this mod and the [weapons] (even the ones i haven't crafted) reverted back to normal). So [the issue is that abilities are stored in] the savefile[.]
If you find an ability gets stuck on your character, shafyrewynd found a fix. You can make weapon with those abilities again, equip them and go into combat, then leave combat and unequip them. That'll clear the slate.
IE, if Permafrost gets stuck, change the weapon ability in the mod back to Permafrost, make a fresh set and do the above steps. Next time you go into combat, no Permafrost."
Another question, and I hope I am not being a pain.
Is the Fury of the Veil staff on the list of visual options? I can't seem to find it if it is.
Thank you again!