Hi Septpas, I have finally finished the mod I was working on and I wanted to thank you for letting me have a look at yours, it helped me figure things out faster. I have credited you on my mod. Thanks again for sharing the project file!
I don't understand your question. This mod is just about the rings fixes. Unless you are asking mihayrosu. In that case, you should do it on his/her mod page.
Hi, I know this is an off topic question, but I was wondering if you know how to edit item stats with Frosty Editor. I assume you have dealth with this when fixing the rings. I know items have links to item stat entities, but I don't see where are the values on them. If you are able to, could you teach me how to handle item stats please?
Hi mihayrosu, it is a long time since I did a few mods for DAI and everything is blocked by rust in my mind. I uploaded the project file in Miscellaneous so you can see how it was done. This is as much as I can do...
Thanks for the answer! Based on observations from your project and some digging into the Lua script that computes stats, I managed to figure out how items works. The 'stats' on armor and weapons work how they are seen in the crafting menu, they are a 'material' with a multiplier and a value. So for instance an item with 10 STR might have a 'stat' assigned to it that has tier4 material and thus has a 2x multiplier, so that's why the value on it is set to 5.
God, I'm so glad I finally understand this oddity!
I have pretty much fixed all of the bugged ability rings as part of the overhaul mod that I'm working on. Basically the abilities that have faulty rings have their damage/duration defined directly in the description. The description value needs to be changed so that it references a 'DesignerProperty', which the rings can then apply changes to. Abilities with working rings can be checked for reference.
Also, for the Grappling Chain ring, that one can only apply to the skill upgrade that adds damage, so the ring reference should be moved from the 'Upgrades' section of the base ability to that particular upgrade (also needs a DesignerProperty that stores damage value, like with others). I've done all of these and everything works like a charm.
Don't use the fact that I'm doing those fixes as part of my mod to not implement in yours, as I am not going for accurate ring bonus values. I go for whatever feels good for each particular ability.
That's good news! When you publish your mod, you should make the project file available as well so I may see where I could fix the rings that I could not change.
You could also publish two versions of your mod. The one you have in mind and one with the vanilla values as they should have been (so, my mod but complete). If you go for it, tell me when it is done so I could remove my mod. Actually, it would be the best solution since I am not sure I will play DAI again and have the incentive to go back into the program labyrinth...
maybe fix ring of doubt too please mate. it never crits on first spell cast. thing is f*#@ing useless, and when i go stealth they just follow me around. its so f*#@ing annoying lol
The Ring of Doubt inconvenience is greater than its usefulness indeed but to make it more playable would require a more fundamental tweak than just changing a few values as it was done for the fixed rings of this mod. I'm afraid my skills are not good enough for that kind of code change...
Hello, English is not good, machine translation reply, can you release DAIModManager's MOD? Frosty Mod Manager and Editor is not very convenient. Thank you
Sorry for the late reply and for the negative response but the Frosty Mod Manager can manage both extensions (daimod and fbmod) and is still in development while DAIModManager doesn't and is not on both counts. So, maybe it is time for a practical decision...
I'm here from the mode "Bugs be gone", and I see that you are really active currently, i really enjoy that someone try to fix this game after all this time ^^. I would like to ask you something : i notice a bug on a spell : Annulment from templar specialization, when you use it with a barrier on you, you gain 2 bars of guard by characters with barrier on them. I would like to know if i'm the only one, and because you're active on the game, if you experiment this bug.
Thanks you in advance and well done for your mods.
Yes, same effect in my game. It is just another inconsistency by careless Bioware. I won't dig for that one but you could look at DA3/Party/Warrior/Templar/Dispel/party_warrior_templar_dispel_upgrade2_abilitydata, with the Frosty Editor or Mod Maker. The bug is in there or somewhere connected to it.
That said, it is not the worse of this game bugs and with the bloody "combat freezing bug", all warriors should have both Combat Roll and Charging Bull to unfreeze them and with the other major abilities, that doesn't leave much room for Spell Purge in mid-late game 8 active ability slots... Anyway, your Templar probably have its Guard full most of the time so, the occasions when that bug gives undue advantage must be very rare... It is better to take that one philosophically, I think.
Thanks for you reply, i was surprised than no one mention that bug (probably because it a buff for us), but i wanted to do a templar without any guard generation spell, to get more challenge, so i will use the second spell improvment to avoid this bug. And for you "combat freezing bug", i didn't notice this bug often, and i just have to switch to the character freezed, and use jump to unfreeze him, so the two spells you mention are not mandatory for me, and the combo spell purge + wrath of heaven is the stronger tool of templar so...
But once again thank you.
Edit : I search on Mod maker, i find 3 assets under the one you mention, it seems that is those 3 the problem, but i don't know what can i do :x, (never create a mod of my life and don't know how)
16 comments
Unless you are asking mihayrosu. In that case, you should do it on his/her mod page.
God, I'm so glad I finally understand this oddity!
Also, for the Grappling Chain ring, that one can only apply to the skill upgrade that adds damage, so the ring reference should be moved from the 'Upgrades' section of the base ability to that particular upgrade (also needs a DesignerProperty that stores damage value, like with others). I've done all of these and everything works like a charm.
Don't use the fact that I'm doing those fixes as part of my mod to not implement in yours, as I am not going for accurate ring bonus values. I go for whatever feels good for each particular ability.
When you publish your mod, you should make the project file available as well so I may see where I could fix the rings that I could not change.
You could also publish two versions of your mod. The one you have in mind and one with the vanilla values as they should have been (so, my mod but complete). If you go for it, tell me when it is done so I could remove my mod.
Actually, it would be the best solution since I am not sure I will play DAI again and have the incentive to go back into the program labyrinth...
I'm afraid my skills are not good enough for that kind of code change...
So, maybe it is time for a practical decision...
I'm here from the mode "Bugs be gone", and I see that you are really active currently, i really enjoy that someone try to fix this game after all this time ^^. I would like to ask you something : i notice a bug on a spell : Annulment from templar specialization, when you use it with a barrier on you, you gain 2 bars of guard by characters with barrier on them. I would like to know if i'm the only one, and because you're active on the game, if you experiment this bug.
Thanks you in advance and well done for your mods.
I won't dig for that one but you could look at DA3/Party/Warrior/Templar/Dispel/party_warrior_templar_dispel_upgrade2_abilitydata, with the Frosty Editor or Mod Maker. The bug is in there or somewhere connected to it.
That said, it is not the worse of this game bugs and with the bloody "combat freezing bug", all warriors should have both Combat Roll and Charging Bull to unfreeze them and with the other major abilities, that doesn't leave much room for Spell Purge in mid-late game 8 active ability slots...
Anyway, your Templar probably have its Guard full most of the time so, the occasions when that bug gives undue advantage must be very rare... It is better to take that one philosophically, I think.
But once again thank you.
Edit : I search on Mod maker, i find 3 assets under the one you mention, it seems that is those 3 the problem, but i don't know what can i do :x, (never create a mod of my life and don't know how)