Graphics and Atmosphere:
Improved Atmosphere -- adds more ambiance to the game world and a lot more, I highly recommend it. This mod changes a lot of things in regards to what characters wear and what they're doing in game, so you may want to read through before you install.
Dragon Age Redesigned -- Another major overhaul of the game in terms of graphics, all good in my opinion.
JB Textures -- Improves the look of the game, giving it a more high-res appearance.
Circles Be Gone -- Removes the targeting circles from the game. Makes it a hell of a lot easier to take screen shots and enjoy the view of the game.
Resized Shale -- Makes Shale a lot bigger than the original in-game model, as fitting for a gigantic stone golem. Makes some cut-scenes look silly due to un-adjusted camera angles, but still a good mod.
Shale Retextured HD -- Improves Shale's bodily textures to a high-res quality.
No Helmet Hack 1.6 - This mod makes helmets invisible "
by placing helmets in the cloak slot. Each character maintains their own visibility setting. The helmets are visible on the inventory paperdoll for comparison and easy swapping."
Weapon Enchantment and Poison VFX Remover -- Removes the visual crust from weapon enchantments and poison coatings.
Weapon VFX Remover -- Removes the visual effects from Rune enchantments on weapons.
Personal Annoyance Remover -- Removes/reduces the visual effects from many of the sustained modes. Note that there is an option to download a version of Combat Tweaks with this file already installed
Character Generator:
More Hairstyles -- Adds more hairstyle options to the character generator.
Pineappletree's Vibrant Colors -- Adds more colors and tones options for the character generator.
Silent PC -- Gives you the option to select a "Silent" voice set at the character generator.
Items & Related:
Camp Chest - This adds an invaluable chest to the player camp for all the pack rats out there.
Leliana's True Sacred Ashes Armor - This mod gives you an armor for Leliana modeled after the one she wore in the Sacred Ashes CG trailer.
Gray Warden Runic Armor - This mod gives you a powerful set of armor, three shields, and several swords as a variant of the Warden armor.
Madd Gift Guide - This mod edits the item description for gifts with the name of the companion it is intended for.
Gift Guide - Awakening - This is a companion mod to Madd Gift Guide that adds support for The Stone Prisoner, Return to Ostagar and Awakening.
Gameplay & Combat:
Extra Dog Slot -- Makes Dog a permanent 5th member by allowing him to be summoned by the Warden. Keep in mind he counts as a Summon so if your Warden is a Ranger, you won't be able to have Dog and one of your summoned animals out at the same time.
Full Combatant Dog -- Improves Dog's base stats and gives him access to more abilities, making him more of a contributing party member. I was never able to get it to work exactly how it states in the description, but it works well enough for me.
Advanced Tactics -- Gives you a ton of new tactics options for setting up your AI. A must-have.
Custom Number of Tactics Slots -- Starts you out with 10 Tactics Slots and allows you to gain more per level-up depending on which exptable file you use.
Combat Tweaks -- Overhauls a lot of the spells, talents and formulas in the game. Most of the changes are well-balanced in my opinion and apply to all creatures, not just your party.
No Automatic Deactivation -- Stops the automatic deactivation of certain sustained abilities at the end of combat, such as Berserk and Blood Magic. Really useful.
Skip the Fade - Don't like the Fade mission, or just want to get through it quickly on a another playthrough? This mod teleports you directly to your companions instead of going through the entire section, as well as giving you all the attribute points, experience points, and codex entries you would have normally earned if you completed the Fade.
Lock Bash - This mod allows you to bash or force locked doors and chest opens, with a number of configuration options such as item breakage and stat requirements.
Special:
AddItem Script -- Adds a runscript additem command to the developer console. Very handy.
Console - Add Points -- Adds a runscript givepoints command to the developer console. Very handy and a great way to give spec points to characters who don't normally earn them(Shale, Dog) or ones that "forget" to start out with a spec(Sten).
Console - Respec -- Adds a runscript respec command to the developer console, allowing a quicker/lazier method of respecing your characters. Only works if you already have
Character Respecialization installed.
The Winter Forge -- Adds a new crafting skill, "Enchantment" to game, to be used in conjunction with the new Winter Forge added to the campsite. A pretty in-depth system that allows you to create entirely new items or modify existing ones with custom stats, effects and abilities.
Awakening in the OC -- Adds the resources, specializations, spells, skills and talents of the Awakening campaign to the OC. Love it.
slinks s3 RAVAge -- Totally overhauls the game world, mostly in terms of combat encounters, weapons, armor and items. Definitely not for everyone, but good if you're seeking more variety in the game or a bigger challenge. Personally I love it.
Morrigan Restoration Patch Dialogue Fixpack -- Restores lines and scenes that were cut from the game before release. Fleshes her character out a lot more, making her seem less one-dimensional. Worth checking out if only just to see the missing scenes, such as ratting her out to the Templars at the Circle Tower, or the post-Flemeth encounter scene.
Ser Gilmore Party Member -- Brings back Ser Gilmore from the human noble origin and makes him a full-fledged, fully-voiced party member. The only thing that keeps this mod from being perfect is the fact that lacks is interactive party banter, and doesn't comment on interesting things seen by the party. Other than that it's a great mod worth checking out at least once.
Duchells Companions -- A set of face-morphs for the companions. You can pick and chose the ones you want to use. I use the Ser Gilmore V1 morph, since I can't stand gingers and it makes him look a lot more of a badass.
Dragon Age Rules Fixpack -- A set of tweaks and bug fixes, but most importantly a modified events manager file that allows it to take on more of a load without crashing the game. The tweaks and bug fix files are entirely module and don't have to be added, but the Core Files folder does need to be installed for anything to work, as it also includes the events manager files. Very useful.
Character Respecialization - "
This addon allows the player to reset the base attributes, specialization points, spells, talents and skills of the hero character and any of the party members to the default values and returns the remaining points so they can be spent again. The addon takes into account every bonus point the characters receive during the game including CE and DLC items, tomes, bonus points from the Fade, etc."
Dialogue Tweaks - This mod "
changes companion dialogues for consistency, bug fixing, and adds new minor options. All dialogue is voiced by original game voice actors; these are changes to scripting, text, and dialogue conditions to make use of or correct existing dialogue." The creator suggests using the following two mods in conjunction with Dialogue Tweaks:
Alistair Dialog Patch - This mod "
fixes many endgame dialogue issues relating to Alistair and his status, as well as some other adjustments to Alistair's general dialogue and romance-related dialogue."
Endgame Dialogue Fixes - This mod makes "
corrections to endgame dialogue issues relating to Alistair and his status, as well as optional endgame slideshow changes to expand on the original story."
Posts
I haven't played a mage yet, but I keep hearing how blood mage was disappointing and force mage is unstoppable destruction.
I haven't been able to bring myself to play MageHawke yet. I played warrior, then rogue, and now I've been dicking around with yet another warrior.
I'm thinking I might make a Mage, spec him out as a healbot, and then just control Varric through the whole game.
That's part of the Mass Effect route, though. Bioware stripped down the NPCs to make them more visually unique, but in the process reduced the complexity of builds and (in my opinion) weakened the RPG aspects of the game. It's still a good game, its still a lot of fun, but I really feel that it's weaker for the integration of the Mass Effect stylings.
I was hoping that Dragon Age 2 would be to Dragon Age what Baldur's Gate 2 was to Baldur's Gate, a bigger, more complex version that expanded and improved everything that came before it. Instead we got a completely new direction. Its not a bad thing, I just would love a bigger, more complex Dragon Age.
I'm trying to decide if a quick runthrough is worth it to get things exactly right for my Nightmare run.
If you just want to get things right for a DA2 import it's probably easier to use a save game generator...even a "quick" runthrough of DA:O is gonna be 20+ hours.
You typical Dragon Age 2 side quest - go through the cave/ruins/mine/storehouse/mountain/cliff side and kill all bandits/demons/skeletons/spiders/dragons, have a short conversation with the dungeon boss, kill said dungeon boss. This will be repeated over and over and over and, yes, over again and you always go to the very same locations and kill the very same enemy hordes. There are preciously few side quests that break up this routine and it drove me mad (I even switched to casual difficulty mid-way through the game). The game basically assumes you are brain-dead, because that might be the only possible reason to enjoy this sisyphean task. Most MMOs have probably a more diverse quest range than DA2.
Wow did we play the same game? I can't help but feel like you're trolling quite a bit. The quests were varied, a lot of the companion and major side quests were great. I think you're being a little to general. I mean you could describe any game like that. Go here... killl this and this and this.. talk to someone... etc etc, it really doesn't mean shit when you say it like that
I think this change would've added more urgency/motivation to the first act.
For me, when you are immersed in a game world you feel what the player character is feeling and the PC behaves in a way consistent with the role you're playing, this gives motivation to follow the story and weight to decisions that are made.
For example, in the DA:O noble origin I felt pretty damn sad when those bastards killed 'my' family and I was angry and motivated to go get revenge. This sad feeling gave the whole storyline resonance and interest that would have been lacking if they didn't portray it so well - by having you speak to your dying father after seeing many innocent members of your family killed and the heroic last stand of your mother. That was easy immersion to evoke because of the extreme nature of the events.
Now, as for the DA2 situation of being poor: If you want to get your player immersed in this situation and hence the storyline, then you need to illustrate what the situation is well in order to motivate them to go acquire the funds. For some people the fun of getting that money is not motivation enough. If you don't have that clear initial motivation then the adventure part may seem a little aimless, which is something that a few here have commented on (but not I, because as I said, I haven't played it yet). My argument was that it is difficult to immerse the player in that specific situation and therefore generate the motivation that is necessary to give the player drive and purpose, something that I would suggest is essential to a story driven RPG.
Obviously people are going to be more or less familiar with poverty and hence will have different thresholds for immersion in that situation, but based on some of the comments here, Bioware could have done a better job.
indeed, we must have played different games
Big shoe-horns.
"Readers who prefer tension and romance, Maledictions: The Offering, delivers... As serious YA fiction, I’ll give it five stars out of five. As a novel? Four and a half." - Liz Ellor
My new novel:
Maledictions: The Offering.
Now in Paperback!
Sure, and I feel like I'm feeding the trolls even as I write this, but there is all kinds of quests in this game. There's a quest to escort a Qunari mage through the underside of the city, there's a quest to help your companion come to grips with family that has betrayed him. There's quests to help your companions deal with their weaknesses, whether it's insecurity, being pursed by others etc etc. You're being way too general when you say all the quests are the same. Just because some of the quests require you to go to the beach, doesn't mean every quest in the game is the same, come on now..
Also for real: every time I go to the Only Mansion in Kirkwall I just want to hit the level designers.
http://troublethinking.wordpress.com (Updated Wed) http://twitter.com/#!/Durandal4532
Your description of a 'typical' side quest in DA2 is pretty much identical to the description of a 'typical' side quest in every RPG ever made.
What's more, it's not even accurate. There's the escort the qunari mage quest, the hook up the guard captain with her main-squeeze-to-be quest, the meet the party member's long-lost sister quest, the save the kid you met in act one from fade demons quest...
It doesn't actually change anything gameplay-wise if I escort a character, have to light up torches on the way or collect some rare minerals, it plays out exactly the same every time. Those things are just flavor. And you're already accusing me of being a troll the second time, I just have a different opinion than you man. Basically I agree with what durandal4532 wrote.
I like the talky bits!
@Yougottawanna
I did say there are exceptions, but the vast number of quests are identical
Yes but different doors are unlocked each time what fun! It's like a dx9 version of hide and seek. Hit Tab.. look around ooh that says door. As opposed to mysterious unopening door with no nameplate.
Yeah, but PS3 saves are encrypted.
Yes, I DO know that I'm doing it wrong, but it's a little late for that...
Force magic is unstoppable... CC.
It's really not that destructive. It has one small AoE that does really great damage against staggered targets. That's kind of it. But it has great direct control, and it adds force to your elemental attacks, granting them control as well.
I'm sorry, but occasionally right-clicking on an object and otherwise doing the exact same thing as always does not make for varied quests
as for examples, my memory is bad for this, but in Fallout:NV you have to guard a weapon store and control the customers at the entrance, and in Oblivion: Shivering Islands there is a quest where you have to set up traps in a dungeon to kill an adventurer group.
I wouldn't mind having more level-upgrading gear at all, but a lot of people love upgrading their gear through loot. It's why games like Diablo exist.
As streamlined as it was, ME2 had a good idea with allowing for unlocked stuff to be available for all teammates, eliminating a lot of pointless stuff from our inventory. It might be interesting to go a little further with crafting/inventory for DA3: make it so that you can find recipes (and recipe upgrades) for various kinds of gear, and then you can slot in as needed. Like, you find a diagram for an Amulet of Hit Points, which gives a certain bonus to (duh) hit points, which you can use, or you can use that other kind of amulet you found, the Amulet of Attack Bonus. The bonuses would either scale with level or need to be upgraded as you progress through the game. There's something there; I wouldn't want to entirely eliminate unique loot, though. Just make it so that you can always equip generic gear without it cluttering your inventory.
My main problem with DA2 inventory was that it was kinda difficult to assign rings or dual weapons while looking at the stats; they'd inevitably go into the wrong slot for some reason.
Also, the font was way too small. I was glad that there were no descriptions of items, because it would've caused me massive eye-strain.
As much as I love the story and gameplay of DA2, the fact of the matter is that it could've used another six months or so of playtesting and UI improvements. The whole promise of EA to not interfere with the release schedules of Bioware games is starting to ring a bit hollow. Glad the Good Doctors got to be Vice Presidents or whatever, though...
Because "collect X bear tongues" is more diverse than "gather proof of templar abuse" or "go into fade to rescue a budding mage from demons" or "help your party tank get a date"? Seriously, I know that almost all the quests result in Hawke killing a bunch of dudes, but that... that's kinda what the game is, and the first game was about some Warden killing a bunch of dudes. I'm not seeing how you were snookered into something you wouldn't like, here.
Yeah, those were cool but each was the exception and not the rule (and there were similar exceptions in DA2, as listed above by me and others). In both New Vegas and Oblivion, as in the bulk of all RPGs, most side quests are "go here, kill that," and it's the same in DA2. If you don't like side quests where you have to kill bad guys and retrieve macguffins you're in the wrong genre, not just the wrong game.
Nobody's getting offended, I don't think. We're just pointing out how you're kinda, well, wrong. I mean, I get what you're saying, there is a certain repetative nature to the dude-killing in the quests, but the actual quests themselves, like what you're trying to do, in the story, are pretty diverse. I mean, I couldn't for the life of me imagine that All That Remains and The Long Road were generic, even though the basic gameplay elements: go through area, kill dudes, go further, kill more dudes, meet up with NPC, talk (then kill even more dudes), are both essentially the same.
And to those claiming a lack of imput on the story: Just because you don't get ending slides (I do love ending slides, by the way) doesn't mean you couldn't change the ending. All the people that lived or died hinging on your actions essentially effects the ending. It's not like two people's endgame save-state to bring to DA3 will be the same, generally... meaning that they got different endings, even if the Varric framing device that carried us out-of-game wasn't different.
Another thing with playing a spirit healer. Do I just dump all my points into willpower or should I balance it out between Magic/willpower?
2.) What is their tactics setup?
May be a bug though
Man, they had the perfect set up with the Mercenary/Smuggler thing and then after giving you this choice.....it was all fucking irrelevant.
Weird as hell there.
Borderlands 2 PA Xbox Metatag - Bazillion Guns
It wasn't irrelevant. Your old employer would contact you back with jobs now and then. Unless THOSE quests were the same, which I doubt.
I've heard you have to erase & re-download it.
right, I did that, I was just wondering if playthroughs in progress will recognize it or if you have to start over.