Dragon Age: Inquisition

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  1. zaninvictus
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    Liolande, would you be willing to post your fbproject files so that we could further tweak them for personal use?
    1. Liolande
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      the problem is: these fbproject files have many more changes than the original files in here... and many of them are my own personal reference.. i edited many scripts in the projectfiles, because the scripts in the base game are full with unusefull junks and make the game a bit slower... ^^
    2. zaninvictus
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      Understood. Thank you regardless; really enjoying the fact that you posted these!
  2. zaninvictus
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    Hi! Coming back to DAI and very interested to try this. An earlier poster mentioned issues freezing in DLC areas... I’m just curious whether the mod author & others are hitting this, or whether it’s just that poster.

    Thank you for all of your work with this mod!
    1. zaninvictus
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      Another question: All the downloads state that “No Class Restrictions on Weapons” is a required mod to use the mod.

      However, the description seems to indicate that it’s recommended (so the player can use other weapons), but not strictly required (where a mage using a staff wouldn’t function correctly without it). Can you please clarify whether it’s required vs. just recommended?
    2. UltraInstinctPB
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      I have tested most mods from this post, I Think only CharStatChanges, ManaStaminaChanges and BarrierLower causes the game to freeze in dlc areas. The mod Author can't do anything about it, because its some kinda of problem with Frosty itself.
      No Class Restrictions on Weapons is not required, but the Skills from the 1h&Shield, 2h, bow and dagger skilltrees require the weapon unless you have the mod that alows you to use these Skills without the weapon.
    3. Liolande
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      I couldn't have answered better, thx UltraInstinctPB! :)
    4. zaninvictus
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      Thank you both! I’ve installed many of the mods (without “No Class Restrictions on Weapons”) - they all are working great and I am really enjoying the flexibility!

      Liolande, since you seem to be taking requests: I’m using your Skills Tree Overhaul (Inquisitor) mod, and love how it adds those passives. Any chance that you could also add the “10% for Walking Bomb on 5s, with 75% weapon damage” passive? Also, do we know if these stack with the fade-touched material of the same bonus?
    5. Liolande
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      isnt it already in there? i thougth so? and no, these bonuses dont stack with the fade-touched materials. when you equip a armor or a weapon with the same passive ability it is so: you earn the ability and can see them in the Inquisitor - tree already active.
    6. zaninvictus
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      I checked three times now... if you think it’s there then options include a) I’ve missed it multiple times (there are a lot of selections but I’d be really embarrassed if that’s happened), and b) it’s called something else that I’m not associating with the buff?
  3. UltraInstinctPB
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    great mod, but i have 2 problems:
    game freezes with CharStatChanges and/or ManaStaminaChanges when opening menu/map/inventory/etc. while in dlc area
    i dont get any barrier from fade shield (tested with 1h and staff)
    i have these mods installed:
    AllSkillTreesCompanions
    AllSkillTreesForInquisitor
    SkillBalanceBuffedMelee
    ReaverBuffsWithFireDmg
    AccessoriesNoClass
    ClassBonusesForAll(UnchangedManaRegeneration)
    ItemBuffsX1.4
    DifficultLowChallange
    Crafting More Tiers

    No skill Requirement
    Enable all Ability Upgrades(Except Inquisitor Tree
    Templars Unbound
    True Double Ability Points
    Inventory Capacity
    More Banter
    MoreInqLevels
    Remove Weapon class Restrictions from tidus560
    Heart Breaker Difficulty - New abilities and faster enemies
    1. Liolande
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      Sry for the late reply.
      Yes the DLCs are very squeamish with mods.. sadly there are many mods that cause exactly the same errors that you described in the DLC.

      But the fade shield: this isnt really a bug, you dont use the barrierlower file, what means your maxbarrier stat is extremely high and you will not notice the barrier that you receive after damage done. But I can assure you that it works. (exactly with the percent of your damage done, before my file it wasnt really 30%, the tooltip in the vanilla game lies!! it was 80%!).
      If you want the barrier not to collapse immediately after the first enemy hit, I also recommend using one of my mod files in which your armor counts even if the barrier is present. normally it doesn't! ("ArmorVsMagic" or "ArmorAndBarrier"). Note!: both are scriptchanges which works well in the normal game, but the DLCs dont like script edits!

      Btw because of that i have contacted the Frosty Creators, because it is frosty that implement the scriptchanges not correctly in the DLCs... but they dont answer me..
    2. UltraInstinctPB
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      Thx for the reply
      so without barrierlower the Decay rate is almost higher then the barrier created with fade shield
      example: maxBarrier 4000
      Decay Rate 5.85% (with Knight Protector) -> 234 Barrier loss per second
      Barrier Created with Fade Shield: 80 Weapon Damage, Spirit Blade 110% Spirit Damage -> 88 damage --> less than 20Barrier
      unfortunately barrierlower causes the same problem with dlc's
    3. Liolande
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      exactly!
      because i changed the barriermult in the script, barrierlower dont work with the dlc... sadly.. and the frostyCreators still no answer my request..
      dont forget the other abilities with 300%+ weapondamage.. all of them create fade shields.

      when it is helpful for you i can add a file that highers the fadeshield ability again?
      or you download a mod here from the nexus that alters your shield decay rate.. there is one, but i dont remember the name of it..
    4. UltraInstinctPB
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      was just doing a example calculation,
      I am using 'Tweaks for faster mana regen' by chrono414 and have lowered the barrier Decay Rate to 3% per second,
      also i have edited fadeshield by myself,
      running now with another difficulty mod to increase enemy Health and damage
      together with Spirit Blade Toggleable by Naviruo i play now a Knight Enchanter/Inferno/Reaver Build, totally fun


  4. Farquard
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    Frosty says that there are no istallable mods and when i try to unpack the files with winrar i get a break opperation notice.
    1. Liolande
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      frosty is to blame here... make sure you have the latest version(1.0.5.9) - try to unpack the files in the frostymodmanager folder - there must be a folder called "mods". if not, create it. restart frosty mod manager and the mods should apear in your list now.

      with the mod files everything is fine.
    2. Farquard
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      But as I said, I can't unpack with winrar.
    3. Farquard
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      It says.
      !fFiler fra browserAllSkillTreesCompanions-3054-0-2-1593611051.rar The archive is either in unknown format or damaged
    4. Liolande
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      again: the files are fine... i tryed it myself a few minutes ago and everyother have no problems with that... is winrar uptodate? have you tryed winzip?
    5. Farquard
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      I thought winrar would update automaticly. Updatet it and now i can unpack. Thanks mate and sorry for wasting your time.
    6. Liolande
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      all fine! :) have fun!
  5. auroranin
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    Love this mod! Only issue I'm having is that now my mages can't do the veilfire and mage only things. :(
    1. Liolande
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      i don't think that has to do with my mod. no one else reported this error?
    2. auroranin
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      I probably did something stupid with something else more than likely!. :D

      *edit: figured it out. It was a different mod that gave all the skill trees to the companions that was messing with that. :'(
    3. Liolande
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      auroranin if you still want all skill trees for your companions - i added i file for that.
      and it is compatible with all of my mods. so try it out and have fun!
  6. NektoNiktoNeT
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    Finally, I tried this mod and I must say that this is a great job, thanks.

    As for the EnemyValuesMedium, the description says that it is fully compatible with every other difficult mod, but I honestly didn’t feel any difference using it with the Lamp's Heartbreaker difficulty - increased health and damage. But it’s not so important, in general, after installing your SkillBalance and xzfelix's Human Enemy Extra Passive Abilities, I began to die more often, which is nice :)
    Thanks again, I sincerely hope that you will remain interested in working on this mod and updating it as long as possible)

    [Edit] forget what I said about the lack of difference, apparently something went wrong, restarting the game somehow helped. Everything works as intended
    1. Liolande
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      thx! and yes i will update this as often as i play the game. but at this moment i must say that i have no more ideas what i can change or mod. i have changed everything to what i want and enjoy playing. but when you got an idea - let me know.

      about the EnemyValuesMedium, it is a script edit/change. and iam sure no one else have done this in theyr mod-difficult files. when its activated, it should work as intended.
    2. Mechaheart
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      Hi Liolande,

      Great work with all of these mods! So much effort that shows some great results! Not sure if you saw my earlier message (it was down quite a few) about whether you'd be able (or willing!) to copy your awesome inquisitor tree to varric's tree? Sounds odd but having the mod that allows companions to have all skill trees would let them choose passive too. Completely understand if that's too much to ask for.

      Great job on everything so far!
      Mecha
    3. Liolande
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      oh sry i thought it was only a idea, not a request... sure i can, its not difficult.. but i can also give the companions the inquisitor abilitytree if you want? :)

      edit: and when I am already in these files, the other ability trees too? :)
    4. Liolande
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      Mechaheart its online now - have fun! :)
    5. Mechaheart
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      What a legend! Thanks so much!
  7. Rikushai
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    this mod is really awsome :D it enhances the game in so many ways. i saw you added a few patch files. And i hope this idea here is something you could do:

    it would be pretty awsome, if the two-handed dmg skills could be cast with staves^^ i dont know if that is possible to do^^
    1. Liolande
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      yes this is possible and not a big deal, give me a day or two.
      but because i need to edit the abilities for this, it gets overritten by the "skillbalance" - modfiles - so... should i alter something from this abilities too? Damage for example? and you need to load this file after the "skillbalance" - files.
    2. Rikushai
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      sounds great, thank you :D nah if you ask me, you dont have to make skillbalance-changes but it is up to you :)
      And thank you for the fast reply :D
    3. Liolande
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      No problem. well.. i need no skillbalance for me anymore, because in my game the enemy armors now reduce my magic damage too. :) (without that - magic abilities are far more stronger than the melee abilities)
      btw i uploaded this file too under the "misc" - files.
    4. Rikushai
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      edit:// doublepost for no reason... x.X
    5. Rikushai
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      ah nice, i will defently try that out, once i notice the imbqalance - my playtrhough is .. pretty new right now :D
    6. Liolande
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      öhm ok this was supereasy.. allready done it and uploaded it under the "optional" files.
      Name: TwohandedAbilitiesDontNeedTwohanders

      I tryed it and... I have to admit that it's pretty nice.. i will play with it too i guess..
    7. Rikushai
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      wow thats fast, thank you! :D

      i really like the staff-animations. and pretty much dislike any meelee animations x'D
      But i like spellsword-gameplay.. so i guess meelee Staff's is a good solution :D
  8. DirtyLilToaster
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    Fantastic mod, I love the thought and detail that went into it.
    But ive found an odd issue: When I take any perk from the inquisitor tree it is not refunded when you respec, though you do get the point back. So if youre like me and took the prismatic axe for the extra elemental damage but dont like the way it looks, well....thats on there for good. Youll have to reload a save before you took the perk. I dont know if theres a way around this or not so for others just be warned to make a save before you try the extra perks added to the inquisitor tree.
    1. Liolande
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      Yep you are right, i noticed that too, and i cant find a fix for that until now. but i keep trying.... was started to thinking if i should use another skilltree, because everything you choose in the inquisitorskilltree is stuck there forever... its a base game problem, and not a mod issue. look: https://www.reddit.com/r/dragonage/comments/3jtetk/dai_spoilerspersistant_mark_of_the_inquisitor/
      but i dont know witch skilltree i shoud edit and choose for the abilities. :(
    2. Liolande
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      Ok i found a quick fix for that. now the abilities forced to refund by the respec amulet. i need a little more testing, will upload it in a few hours.

      Edit: ok, tested and works well, i updated the file. All abilities except "Mark of the Rift" and "Focused Teamwork" are refundable with the respec amulet now.
    3. DirtyLilToaster
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      Thank you for that. I have been having TONS of fun with this mod so by no means take these as "hey you need to fix this" just my thoughts and observations.
      How hard is it to make a new tree? Or add on to an existing one? You could always add the inquisitor skills to a fitting tree like prismatic blade going into knight enchanter but the ax version could maybe go into one of the 2 handed trees. Granted you fixed the respec issue I'm just curious what else can be done.

      Also, the charge for spirit blade(or whatever the ability for knight enchanter is called) as well as the passive where you gain barrier as you deal damage;
      Ive notice its much greater for a staff then with a 2h or a 1h weapon. Now I know its based off damage you do, so you'd expect the 2h with the most damage per swing, yet its not. But I also have pretty much all of your optional files including the one that buffs staff damage(and the barrier nerf). So it makes sense that a damage buff for the staff would cause it to charge faster. Am I right here or is it something else causing this?
    4. Liolande
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      The KnightEnchanter Barrier is really based on damage done.. all damage done! the problem with a melee weapon is the enemy armor - each point of armor reduce your weapondamage by 1. and a skill based on physical damage is calculated like this example: your weapondmg - 100 ; enemy armor - 60 ; skill "shieldsmash with 300% weapondmg"
      Damage done: 100 - 60 = 40 x 3(skillbased multi) = 120 damage done!
      you see? this is why i make two versions of my skillbalance file - one with more skillbased damage on "weaponshield/twohander/Dual/bows".
      Elementaldamage isnt reduced by armor - so - more damage done.. this is the reason why the staff has much lower base weapon damages. before my mods.

      the charges of the spiritblade is mostly the same, with one exception: the rate of attacks. more damagenumbers = more charges. means weak but faster weapons can build up more charges than a weak twohander. and a rune on your weapon mostly doubles your charge income for the spiritblade.

      About the skilltrees: to create a new one it isnt impossible, but much more work than you may think. it isnt only creating a new one for its own, you need to insert it to many root-blueprints. if you do not, then your game crashes after start. and to add the skills to existing skilltrees... well.. i have started that, was my first thought too. but then this file becomes incompatible with many mods here on the nexus that alters the skilltrees too (a good gamingpartner of me use one that made all skills available directly, for example) and then i decided to only alters one skilltree.. and in the inquisitor tree is much room for that.
      maybe i continue this project in the future?
    5. Mechaheart
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      Hi, first of all. Love your mod(s). So much great stuff I'm keen to use for my next play through. It sounds odd, as it sort of relies on the daimod that allows companions to have all skill trees, but if Varric's archery tree was replaced that would allow another tree. It's essentially a duplicate archery tree that is redundant if you have all the trees.

      Once again, great work!
  9. Maadstarr
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    I wanted to see if there is an issue with the "Fade Shield" ability in the Knight-Enchanter tree. I went out to the hinterlands and fought the Druffalo's on that one farm so i could try out different abilities you added. Everything was going great till I added the Fade shield. They didn't come anywhere close to hurting me but once I added that ability they were killing me. Also, the shield doesn't really build any charge like I think it should cause it goes down very quickly when vanilla you are basically invincible. I did add many of your additional files including the recommended balance changes.
    1. Liolande
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      ah then you maybe dont use my "barriermedium" file, could it be? in the base game the barrier is calculated with the offhand- damage value. this is no problem when you use a staff or a twohander, but with a shield the barriervalue is much lower.
      i tryed this yesterday too, with weaponshield, twohander and a staff. with and without the fade shield skill i run into a horde of bandits (3 non elite and 2 elite), ALONE! without partymembers!
      the outcome: with the fade shield skill and a staff i blowed them to dust without taking a scratch!
      with the weaponshield it was a little tricky(because they flanked me all the time), but impossible without the "fadeshield skill".
      with the twohander i needed a lot of kiting and waiting until my abilities are ready again - with the fadeshield i have made it, but without? no way!

      after that i made a mod only for me that lowers the fadeshield skill to 10%!! because it was really strong!
      but i will help you if i can - i only need a little more input: which mods do you use of my list? are there other mods on your list that maybe overrides my changes? look at the "conflicts" tab in the frostymodmanager - and was the druffalo that kills you maybe an elite? (they receive lower damage, but deal higher damages) which weapon did you use? which skills? how many damage did you done to them? ... sry its a lot..
      maybe you can try it again and see if this time all works fine now? please just remember: the fade shield skill IS nerfed to 20%, down from 80%, but 20% from 1k damagehits are still 200 shieldbarrier. you maybe dont see this on you character because the base game maxbarrier is so damn high with the right weapon(over 3k and more...) - you can look for it in the spirit skill tree( simply highlight the spiritbarrier) how high your maxbarrier is.
    2. Maadstarr
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      I was using the staff I had before I added your mod. Your mods I added are...

      AllskilltreesForInquisitor
      SkillBalance
      ItemBuffs
      CharStatChanges
      DifficultMediumChallange
      ManaStaminaChanges
      SkillTreesOverhaul(Inquisitor)

      Only other mods related to talents is Rogue and Mage Focus ability swaps (https://www.nexusmods.com/dragonageinquisition/mods/1236?tab=files)

      As for the Druffalo it was a white name non-elite. They were all the same ones I kept killing and would reload the save when I killed them all to try different abilities. I was trying out the new Overhaul for the Inquisitor tree file.

      I went back in and equipped a gray item staff with just some crit damage bonus. For abilities I reset my talents to nothing and went and fought a level 7 Druffalo while I am at level 23. I let it charge me and beat on me for a bit and it did nothing to my health. I then reloaded the save and added only the knight-chanter tree minus the Focus ability and the Disruption Field. I selected Amplified Blade for Spirit Blade and Decloaking Blast for Fade Cloak. I found the same level 7 Druffalo and let it beat on me and charge me and it still didn't hurt me. Finally I started rotating the two abilities and I took damage when I swung my spirit blade. I then proceeded to lose half my health when the Druffalo attacked me and then a moment later I died.

      Damage to the druffalo with the level 20 gray item staff per hit was 1 damage. The actual Knight-Enchanter abilities seemed correct with over a 1000 for most of the fully charged Spirit Blade swings and around 700 for the Decloaking blast.

      I tested a bit more and did the abilities in the Knight-Enchanter tree one by one starting with only Spirit Blade (with Amplified Blade) and Fade Cloak (with Decloaking Blast). I noticed again I took no damage if I started the fight with a basic attack and just let it charge me and beat on me but once I started swinging my Spirit Blade and using Fade cloak I was taking a little bit of damage. Not enough to kill me very fast. Next I reloaded the save and added Combat Clarity and same result of just a little bit of damage received. Reloaded again and added Fade Shield. Rotation was Fade Cloak > let it expire and damage the Druffalo > use Spirit Blade that is at max stacks > next attack from Druffalo takes half my health. I let it beat on me some more and I didn't take much damage so I did the rotation again and this time I didn't take much damage again. I did the rotation one more time and it killed me.

      I did not have any other abilities selected in my talents (I used a necklace to reset my points).

      Sorry if I missed anything you needed just let me know what other info I can provide. Thank you very much for looking into this I love this mod very much.
    3. Liolande
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      no thats enough and i see the problem. its hard to explain, but i will try:
      on level 20 you have a relative high amount of armor, this is why a level 7 druffalo cant hurt you anymore(because he do only physical damage)

      But!! (its a vanilla game design!): when you have a barrier, the armor dont counts anymore!! example: you have 500 life and 300 armor, the druffalo do 150 base damage = he hurts you for only 1 damage all the time.
      Now with a little amount of shieldbarrier: 500 life, but only 20 shieldbarrier (from a simple autohit for example - the armor dont counts anymore until you shieldbarrier is fully depleted!!) he do damage to you! his 150 basedamage - your 20 shieldbarrier = 130 damage to your life! and this goes on and on... you see what i mean?
      But this isnt that bad i think, because the shieldbarrier was primary designed to protect you from magic (your armor doesn't count here anyway) and against an enemy in your level it is still an advantage, especially if you use skills that cause high damage.

      I can change it to a way, that the armor still counts for you even if you are shielded (its no problem, i exaclty know how i can do that), but then you are really unbeatable..

      edit: oh and against melee or physical attackers, block ratings are better: here your armor counts all the time.. this is the difference between barrier and block.
    4. Maadstarr
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      I think that makes sense I am just confused about the shield part. I did not have an active shield while I was fighting it. I didn't have the ability selected because I wanted to see if it was just the Fade Shield ability that was causing my death. And I only died once I started using the actual abilities like I was killing myself somehow.
    5. Liolande
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      no.. it is really the "ignorArmor" part in the spiritbarrier itself... little anoying, i know.. but when you aware of that, its just fine... simply do enough damage and all is good for now..
      or: pair it with the "line in the sand" - ability i edited (its included in the skillbalance) in the chevalier tree (it now provides you with a high amount of blockrating) and melees cant hurt you until your blockrating is depleted.. there are some cool ability pairs for survivals.. and because you use my difficultMediumChallange, you just need it..
  10. kallman89
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    Rly fun idea, may i make a suggestion to make a "solo" version/addition where you gain 2-3 skill points on lev up and maby some easy way to make companions not contribute in combat, not sure what way is the best. Maby reduce ther damage by 100%. Or simply leave companions alone. Just an idea.
    1. Liolande
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      And good ideas but here on the nexus allready exists mods for exactly what you asked for.
      Names:
      "True Double Ability Points" from ElysianMods
      "Party Members Do Not Attack" from Padme4000

      And it is possible to turn off all theyr learned abilities in the game itself, or even go without your partymembers by not choosing one of them in the Party Member Selection Screen.