Dragon Age: Inquisition
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  1. NinjaReb0rn
    NinjaReb0rn
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    It's been over a year since the last release of Skills Enhanced, and I've been gathering feedback and searching for more bugs to fix ever since.

    To my surprise the list of things to change for what was initially v1.4.1 blew out of proportion, so here we are at version 1.5, bringing even more bugfixes and quality of life improvements to this already big project, but also reverting a few of the previous tweaks which weren't quite necessary.

    Here are the most notable changes:
    - Reverted most of the tweaks to Templar abilities, including the nerf to Weaken combo. I may revisit those once I actually do a templar playthrough and get a better feel for the class.
    - Reverted the tweaks to the Archery passives and Leaping Shot as they were working just fine as they were.
    - Animation speed was increased for several abilities in order to make them feel less clunky to use, including: Mighty Blow, Earthshaking Strike, Long Shot, Twin Fangs jump, Cloak of Shadows, Wall of Fire/Ice, Dispel, Wounded Veil.
    - Long Shot has received an overhaul. It has a lower and more granular damage scaling with distance, but is cheaper and faster to cast.
    - Elemental Mines have slightly increased trigger radius and can detonate on impact, but the hidden 125% damage bonus on Throw Everything was removed. They should now properly detonate on giants and bears.
    - Stealth ability now lasts until cancelled, just like the stealth gained from Skirmisher and Shot from the Shadows. The ability can also be used to cancel stealth effects from other sources. Stealth effects cast during Clinging Shadows no longer get cancelled but instead replace the Clinging Shadows effect.
    - Gaps in the Armor passive has been fixed to properly increase armor penetration by 25%.
    - Whirlwind no longer gets interrupted by enemy blocks and no longer briefly slows down time on every hit. Vortex of Steel upgrade can no longer pull bosses.
    - Blessed blades has been bugfixed. It no longer secretly reduces the cooldowns of Spell Purge and Wrath of Heaven by -8s when they are cast inside the circle. Lights in the Shadow upgrade now properly reduces the cooldown of said spells with every hit while inside the circle.
    - Ring of Pain has been bugfixed to properly scale damage with missing hp, and no longer uses 5% of max stamina/s instead of the stated cost. Painbringer upgrade no longer switches damage type from Spirit to Physical.
    - Lunge and Slash has been reworked to be more focused on aoe damage and gap closing. The enhancing ring now also increases max dash range.
    - Payback Strike damage bonus has been bugfixed to apply correctly.
    - Over Here upgrade for Bodyguard now properly taunts enemies attacking party members.
    - It'll Cost You passive now reflects damage based on the character's armor rating rather than % of damage received, which was scaling down the more protection you had. Because it was using the same effect, Belt of Retaliation was adjusted to return damage based on character level.
    - Firestorm no longer uses the tier 2 version for all focus levels. It will now fire a wave of 15 meteors for each focus level. The first wave of meteors is targeted, the rest are random.
    - Blizzard has received multiple tweaks. It now hits every second instead of 2 and Ice Storm upgrade freezes targets every 8s instead of 14. The cost of Winter Winds has been raised to compensate for the extra power.
    - Static Cage lasts an additional second and Tethering Cage now deals part of its damage to targets inside.
    - Pull of the Abyss duration was bugfixed. It no longer lasts only 6.5s, but the duration was reduced from 12 to 10 seconds for balancing reasons.
    - Fire Mine and Frost Mine activate slightly faster on their normal(non-array) versions.
    - Dispel removes more barrier from enemies and has slightly faster cast speed.
    - Enhanced Barrier Ring hidden bonuses have been removed. It no longer increases the ability cooldown by 10s, nor does it reduce mana cost by 15.
    - Enhanced Winter's Grasp Ring no longer secretly gives the Lightning Cage upgrade to the wearer, lol!
    - Enhanced Charging Bull Ring now also increases the guard generated on hit.
    - Plenty of other smaller fixes and tweaks which can be seen in the DOCS section.

    As usual, let me know if you find any bugs or have suggestions for future versions of this mod. I did my best to thoroughly test the changes, but I can only do so much on my own.

    I would also love to hear how you feel about the mod in general. Which changes do you like the most and which ones do you dislike?

    Many thanks to Lamppost in Winter for helping me figure out some of the fixes included in this version, saved me a lot of headache!
  2. LittleShurry
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    Ayy Keep me posted(tracking for now)!! haven't downloaded the file yet due to the problem on some previous comment and im glad your still working on it since your still active :> and i'ma wait for that ;) chao

    Update: decide to use it :> since im playing mage and so far as i read its fixed and rebalance :>
    Update: I don't know if everyone experiencing this, I encounter a problem or a bug During your accident time travel with Dorian Pavus to stop Gereon Alexius. Everytime i start combo with skill suddenly "Lost connection to session" on final boss fight after 10 - 15 seconds. By disabling this mod everything return to normal no more lost connection session.
    1. NinjaReb0rn
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      Hi LittleShurry, that's an interesting find. Could you specify which skills are you using when the game crashes?
    2. LittleShurry
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      Sorry for very late reply, been busy for past few days. I'm playing as mage, As long as i noticed everytime i used the Flashfire, Immolate it will "Lost connection" for 5 - 10 sec but if not and im using light skill just like i stated above 10 - 15, but sometimes its Disconnected less than 2 seconds into the game When varric use his Long Shot + Eagle Eye.
    3. NinjaReb0rn
      NinjaReb0rn
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      I'm not sure if it is the same problem you were having, but I found that combo detonating asleep targets can result in disconnects depending on area. I am fixing it for v1.5, hopefully it also solves your issue.
    4. flydragonzzx001
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      Great mod! Consider it a must-have. Thank you so much for your continuing effort.

      I also encounter similar 'lost connection' error in Haven protecting battle. Cannot figure out which skill or effect cause the error, it's totally random. Sometime it'll jump to main menu in enemy first wave, sometime in 2nd or 3rd wave.

      Also it cause similar error in some dialog cut scenes (e.g. first time talk to Cullan in Skyhold).
    5. NinjaReb0rn
      NinjaReb0rn
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      Thanks for the feedback flydragonzzx001, I will investigate this scenario once I start working on the next version.
      Could you please provide your party composition (main char spec included)? It would make testing a lot easier for me.
    6. flydragonzzx001
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      Sorry for the late reply:)

      My party composition roughly like:
      Inquisitor:no spec, Archery to Full Draw & Stealth with 2nd upgrade.
      Blackwall: no spec,Vanguard to Livid & Shield Wall
      Cassandra: no spec, can't remenber her skill investment :(
      Solas:no spec, Spirit to Rejuvenating Barrier & Winter's Grasp

      Hope these info could be useful and thank you so much for your effort.
  3. valshares24
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    Is this intended for an inquisitor? For Solas the lines are like in vanilla.
    1. NinjaReb0rn
      NinjaReb0rn
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      That is indeed a bug, thanks for pointing it out! I will address it in the next version of the mod.
  4. valshares24
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    Is there a chance that you will add version only with bugfixes without balance changes?
    1. NinjaReb0rn
      NinjaReb0rn
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      Perhaps, although it won't be any time soon as I'm a bit burnt out on modding atm. Is there a particular tweak you don't resonate with?

      The reason this mod contains both bugfixes and tweaks is because Bioware were nowhere close to finishing the tuning and balancing of the abilities in the first place, so a lot of them aren't fun to use at all or straight up break the game.
    2. valshares24
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      Sorry for the late reply, I was playing with this mod. Overall I liked all the changes except one, Resurgence for Cass/Rally for Vivi. In vanilla i liked that Vivienne could urgently use the resurgence and resurrect the tank.
    3. NinjaReb0rn
      NinjaReb0rn
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      Thanks for the feedback. I will consider reverting the Resurgence-Rally swap for a future version.
  5. Orbite
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    Even if it is my only mod, i get this error (frosty version 1.0.6.3):

    Empty path name is not legal.
       at Frosty.ModSupport.FrostyModExecutor.Run(FileSystem inFs, CancellationToken cancelToken, ILogger inLogger, String rootPath, String modPackName, String additionalArgs, String[] modPaths)
       at FrostyModManager.MainWindow.<>c__DisplayClass16_0.<launchButton_Click>b__0(FrostyTaskWindow task)
       at System.Threading.Tasks.Task.Execute()
    --- End of stack trace from previous location where exeption was thrown  ---
       at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
       at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
       at Frosty.Core.Windows.FrostyTaskWindow.<FrostyTaskWindow_Loaded>d__19.MoveNext()
    --- End of stack trace from previous location where exeption was thrown ---
       at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
       at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
       at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
    1. NinjaReb0rn
      NinjaReb0rn
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      Hi Orbite, from the error text it seems that either Frosty Mod Manager, Dragon Age Inquisition or my mod file is placed in an odd location. Perhaps try and make sure they are on the same drive. Otherwise I'm not sure what it could be, this stack trace doesn't tell much.
  6. dietrichenstein
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    This mod is just amazing and genuinely makes combat feel so much better. I absolutely love it, it's a must have - but there is just one thing that I do really, really dislike about it, the switch of Resurgence and Rally. I'm totally fine with the balance tweaks to the skills themselves but I feel very strongly that these skills just do not belong in each other's tree's and it really upsets Knight Enchanter & Templar builds (which I guess I feel quite strongly about because these are my two favourite classes to play.) Especially for a Knight Enchanter with a focus on the Spirit/Ice or Spirit/Storm trees. I respect your reasoning behind the the switch but I just can't agree with it at all. :(

    So I just wanted to ask if you would consider restoring these to their original places or even helping out a complete noob to switch them back myself?

    Thank you again for this amazing mod :)
    1. NinjaReb0rn
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      Hi dietrichenstein, you're making a fair point. I will consider reversing the Rally-Resurgence swap in a future version of the mod.

      For now, what you can do to reverse those abilities is open the project file with Frosty Editor, then in the folder structure look for DA3/party/AbilityTrees folder. Select that and in the file list below find the files Knight-Enchanter, Vivienne, Templar and Cassandra. Right click each one of them and select Revert. Then do File -> Export to Mod and load the resulting file in the Mod Manager.

      I don't have Frosty installed atm, so I'm not sure if the file names are exactly as described, just peek around and see if the abilities inside match the ones of Knight-Enchanter and Templar. Hope this helps.
  7. valshares24
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    During Walking Fortress character takes damage when falling from a height. Not sure if this is intended or not.
    1. NinjaReb0rn
      NinjaReb0rn
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      This behavior is intended, as it prevents jumping to all sorts of places you're not supposed to.
  8. Vrani
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    For some odd reason I can still use version 1.3.1, but both 1.4 and 1.5 causes Frosty to crash when trying to install it. Then when trying again it throws up an error telling me that the mod is already installed and the closes.
    The fbmod file is inside Frosty's mods folder, but the mod itself doesn't appear in the actual menu so I'm not sure how to install it otherwise.
    Any help would be much appreciated (:
    1. NinjaReb0rn
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      Hi Vrani,

      You can try to remove the mod manually from the ModData folder inside DAI installation folder. If that doesn't work, you can try to delete the cache folder of Frosty Mod Manager and set up the mods again. If that still doesn't works, reinstalling Frosty Mod Manager should do the trick.
    2. Vrani
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      Tried all 3 solutions, sadly still no luck ):
      I'll just stick with version 1.3.1 for now, that one installs just fine (:
    3. NinjaReb0rn
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      You can also try repairing the game on Steam/EA App. That might work.
  9. A1Elucidator
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    any chance you can fix the passive perk "Gaps in the Armor" in the Assassin specialization tree? the other bug fixing mods dont seem to have it either T o T
    1. NinjaReb0rn
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      From the looks of it, it seems that Gaps in the Armor tries to increase the current Armor Pen by 25% rather than give a flat bonus. I will consider fixing it for the next version.
    2. NinjaReb0rn
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      There you go, you can enjoy the fixed Gaps in the Armor passive in v1.5!
  10. Shunshi
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    It is normal that when I try to import the mod the Frosty just crash and when I search the mods the Skill enhanced does not appear in my mod list?
    1. NinjaReb0rn
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      I think it's an issue with the Frosty Mod Manager, I'm also getting odd behaviors since Origin went down and I have to use EA App, even with other Frosty games. I'm hoping the next version of Frosty will fix those odd behaviors.
    2. CaseClosed76
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      Dang any news or suggestions? just got the same problem.
  11. crumb008
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    Anyway to get a version of this for use with DAIModmanager? I'm dont have any frosty mods...
    1. NinjaReb0rn
      NinjaReb0rn
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      Hi, I'm afraid there's only the Frosty version, but daimod files are compatible with Frosty Mod Manager as far as I'm aware, so you should be able to use your current mods with Frosty.
    2. Kanarus
      Kanarus
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      Frosty doesn't work as reliably with DAI as it does with other games which is why most still prefer to use dai mm