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Dragon Age Origins: Reanimation
By Leon Fenten
This is my second mod that I have made and decided to post on Nexus, my first was a very similar project called "Conjuration" "Reanimation" is an off-shoot of my previous mod.
This Mod adds 12 new spells to the Mages spell list, at the moment I havent set any prerequisite requirements like level or stats. They all revolve around Reanimating skeletal minions all of which with different abilities and skills.
Reanimate Guardian - is a sword and shield creature with related skills.
Reanimate Archer - is equipped with a long bow and can unlock/disarm.
Reanimate Battler - is equipped with a two handed great sword.
Reanimate Heretic - is equipped with two daggers and can use stealth.
Reanimate Healer - has mainly healing and curing spells.
Reanimate With - has mainly cursing and debuffing spells.
Reanimate Wizard - has mainly direct and AOE damage spells.
Reanimate Shaman - has mainly buffing spells.
You can have more then one creature animated at once but not more then one of the same class, so you can have a Wizard and a Guardian (mana permitting) but not two Healers. Due to the fact that they gain a skill/spell every level like your party and you can have more then one at once your Reanimated minions are only at 50% of your level... at first.
The other four spells are a mastery line that increase the power of your creatures (and one level helps the caster too) so your minions can end up with a higher level, (up to 75% of your level) new weapon sets and permanent buffs.
I have setup default tactics for all the creatures but due to a conflict with Anakin55 "Advanced Combat Tactics" I had to make a basic tactic set. That doesn't mean this mod doesn't work with Anakins it just meant I couldn't make my Custom Preset tactics to work properly you can still have both mods running and change the tactics yourself.
There are no other "required" mods but there are a few suggested ones.
I suggest you use all of Anakins "Advanced" mods because they really make a difference and help fix a lot of annoying bugs etc. Also due to the fact that tactics are already preset for all my creatures you might want the mod "One tactic per level" by Maximius. One last mod that is suggested is "Dragon Age Mutator" by TheMutator solely for the patch it can apply that makes your pets not disappear after every single load screen or area change.
By the way I do apologise in advanced if my poor excuse for Spell Icons makes your eyes bleed, or if the spell descriptions make you cringe :-P
NOTE: There is one major draw back to summoning multiple creatures on one character, the abilities of both/all summons will be deactivated and I have found no way around this, so make sure you set up your tactics just the way you want.
Other Mods essential:
Other Mods suggested:
Advanced Tactics by Anakin.
Advanced Quick bar by Anakin so you can have all the spells easily accessible
Dragon Age Mutator by TheMutator to stop summons disappearing on loading areas etc
One Tactic per level by Maximius
String ID Begin: 805750000
String ID End: 805760000
Summons.GDA: 81- 88
ABI_Base.GDA: 484001 - 485020
Passive_Abilities.GDA: 48530 - 48540
M2DA.GDA: 15011 - 15020
Script Files: Ability_Summon_R_H & Talent_Pet_R
Any other mods with changes to these string numbers etc will cause conflicts.
I have also included all the source files so if you want to adjust anything or clean up my messy scripts please feel free to do so but if you repost please give credit where credit is due.
Any suggestions or bugs please let me know :-)