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    •  Downloads: 2596

    •  File Size: 60249

    •  Version: 0.81
    •  Author: harfen

Super Lots of Skill Upgrades for Dragon Age 2 v0.81

This mod adds a few more upgrades to flesh out the talent trees. Around +250 or more, somewhere in that range.

New in this version:

Made the modals base 10% to reduce my compat headaches (this means an extra file for the NPCs, who will get full treatment later)

-reduced level requirements for most upgrades
(to +1 over the highest vanilla upgrade level req and +1 per further upgrade)

-a playtest version with no points-in-tree or level requirements at all

-minor name changes

Pending approval to post it, there is an initial Glowing Eyes for Hawke v1.0c compatibility fix done

Overview

This mod includes upgrades for all Active and Sustained talents and spells normally available to Hawke. Passives are left alone. The individual NPC specialization trees (Fenris' Lyrium Ghost, Anders' Vengeance, and the like) are also unmodified thus far.

I've tried to make sure they 1) work and b) are reasonable, but please note that I have not been able to test anywhere near every single combination and so I'm sure there are a lot of upgrades here that are broken, behave unexpectedly, are overpowered/underpowered/stupid, etc.

There are too many upgrades to go through individually (I will try to document them all at a later date once more things are working properly), but some points:

-nearly everything now has four upgrades

-skills with one vanilla upgrade get three new ones, skills with two vanilla upgrades get two new ones

-upgrades are similar to existing effects, due to things and stuff

-area of effect is not changed, due to stuff and things

-upgrades mostly complement each other, for example upgrade A: +dmg/effect, Upgrade B: -cooldown/+duration

-the fourth upgrades for normal skills are Cross-Tree (see below), requiring a Hawke specialization

-damage upgrades are usually in the sort of 25% region per

-fourth upgrades for sustained skills lower reserve cost by 5%

-new upgrades have incrementally increased level and point investment requirements as appropriate

-effects were chosen so the descriptive text would be reasonably... descriptive

-upgrades have generic names reused from the string tables but at least you can tell them apart

-description "Duration: 10" means plus 10 in an upgrade, "Cost:-5" means -5% in a sustained, and so on... mouse over the main talent icon to see the effect after you select before you confirm

-for Damage Over Time skills like e.g. Firestorm, "Fire Damage: 12 every 0 seconds" means it is adding 12 damage at the normal ability's interval (the zero is from the fact that it's actually increasing the interval by 0.01 seconds, an expedient fudge since upgrade fields are additive; mmm... expedient fudge)

-a handful of skills may still upgrade values that don't show up in the description; these are probably nonworking leftovers from development or minor things I left in as a Feature (increased Scythe distance springs to mind)

There are a few skills that have hidden upgrade slots already used by the game (mostly for Varric). This is usually why some ability only shows three upgrades instead of four.


Cross Tree Upgrades (XTUs)

XTUs are upgrades found throughout the normal ability trees that require a single Specialization Point in the root of one corresponding matched specialization out of the nine (three per class) available. Like skill synergies in other games, except here you still have to spend a point so not really. XTUs all require level 14.

The trees match up as follows

Force Mage: unlocks XTUs in Elemental and Arcane
Spirit Healer: unlocks XTUs in Creation and Primal
Blood Mage: unlocks XTUs in Entropy and Spirit

  • Templar: unlocks XTUs in Weapon+Shield and Defender
  • Reaver: unlocks XTUs in Two-Handed and Vanguard
  • Berserker: unlocks XTUs in Warmonger and Battlemaster



  • Assassin: unlocks XTUs in Sabotage and Specialist->Precision
  • Duelist: unlocks XTUs in Scoundrel and Specialist->Power
  • Shadow: unlocks XTUs in Subterfuge and Specialist->Speed



Rogue Archery and Dual Weapon don't have XTUs; neither do the specialization trees themselves.

Installation

Unzip/copy all abi_base_slsu_*.gda files to your documents' BioWareDragon Age 2packagescoreoverride folder. There should be 28 of them now.

You don't need to start a new game, but you'll probably want to respec.

Uninstallation

Delete the abi_base_slsu_*.gda files from Override, noting below.

!!IMPORTANT!!: If you intend to continue on with the same game, be sure to use a Maker's Sigh and save your game (or make note of your total ability points to add back later) before deleting these mod files, else you will find upon reload that you've lost the ability points you had invested in the new upgrades.

If this happens, you'll need to edit your savegame or use the console or whatever it is you kids do nowadays to give yourself your ability points back. Or reinstall the mod and reload then respec then resave then reuninstall the mod then reload, which seems silly.

Compatibility

This is very likely to conflict with mods that change any of the player skills, as all the base abilities had to be modified to have their upgrade fields filled in. In theory something that just modifies the vanilla upgrades and nothing else would be okay.

The chief symptom of such a conflict would be that you would be still able to see/select/invest points in the new upgrades, but they wouldn't actually have any effect.

If you have a mod that only touches certain skill trees, you should be able to just remove/not install the conflicting .gda file from this (unless the other mod needlessly includes the whole of abi_base.gda or something). For example, if you have SuperAwesome2HMod.erf don't simultaneously use the abi_base_slsu_twohanded.gda file.

Mods that don't touch abi_base at all should be fine. I hope.

Lots of Skill Upgrades

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 Downloads offline


Super Lots of Skill Upgrades for Dragon Age 2 v0.81

This mod adds a few more upgrades to flesh out the talent trees. Around +250 or more, somewhere in that range.

New in this version:

Made the modals base 10% to reduce my compat headaches (this means an extra file for the NPCs, who will get full treatment later)

-reduced level requirements for most upgrades
(to +1 over the highest vanilla upgrade level req and +1 per further upgrade)

-a playtest version with no points-in-tree or level requirements at all

-minor name changes

Pending approval to post it, there is an initial Glowing Eyes for Hawke v1.0c compatibility fix done

Overview

This mod includes upgrades for all Active and Sustained talents and spells normally available to Hawke. Passives are left alone. The individual NPC specialization trees (Fenris' Lyrium Ghost, Anders' Vengeance, and the like) are also unmodified thus far.

I've tried to make sure they 1) work and b) are reasonable, but please note that I have not been able to test anywhere near every single combination and so I'm sure there are a lot of upgrades here that are broken, behave unexpectedly, are overpowered/underpowered/stupid, etc.

There are too many upgrades to go through individually (I will try to document them all at a later date once more things are working properly), but some points:

-nearly everything now has four upgrades

-skills with one vanilla upgrade get three new ones, skills with two vanilla upgrades get two new ones

-upgrades are similar to existing effects, due to things and stuff

-area of effect is not changed, due to stuff and things

-upgrades mostly complement each other, for example upgrade A: +dmg/effect, Upgrade B: -cooldown/+duration

-the fourth upgrades for normal skills are Cross-Tree (see below), requiring a Hawke specialization

-damage upgrades are usually in the sort of 25% region per

-fourth upgrades for sustained skills lower reserve cost by 5%

-new upgrades have incrementally increased level and point investment requirements as appropriate

-effects were chosen so the descriptive text would be reasonably... descriptive

-upgrades have generic names reused from the string tables but at least you can tell them apart

-description "Duration: 10" means plus 10 in an upgrade, "Cost:-5" means -5% in a sustained, and so on... mouse over the main talent icon to see the effect after you select before you confirm

-for Damage Over Time skills like e.g. Firestorm, "Fire Damage: 12 every 0 seconds" means it is adding 12 damage at the normal ability's interval (the zero is from the fact that it's actually increasing the interval by 0.01 seconds, an expedient fudge since upgrade fields are additive; mmm... expedient fudge)

-a handful of skills may still upgrade values that don't show up in the description; these are probably nonworking leftovers from development or minor things I left in as a Feature (increased Scythe distance springs to mind)

There are a few skills that have hidden upgrade slots already used by the game (mostly for Varric). This is usually why some ability only shows three upgrades instead of four.


Cross Tree Upgrades (XTUs)

XTUs are upgrades found throughout the normal ability trees that require a single Specialization Point in the root of one corresponding matched specialization out of the nine (three per class) available. Like skill synergies in other games, except here you still have to spend a point so not really. XTUs all require level 14.

The trees match up as follows

Force Mage: unlocks XTUs in Elemental and Arcane
Spirit Healer: unlocks XTUs in Creation and Primal
Blood Mage: unlocks XTUs in Entropy and Spirit

  • Templar: unlocks XTUs in Weapon+Shield and Defender
  • Reaver: unlocks XTUs in Two-Handed and Vanguard
  • Berserker: unlocks XTUs in Warmonger and Battlemaster



  • Assassin: unlocks XTUs in Sabotage and Specialist->Precision
  • Duelist: unlocks XTUs in Scoundrel and Specialist->Power
  • Shadow: unlocks XTUs in Subterfuge and Specialist->Speed



Rogue Archery and Dual Weapon don't have XTUs; neither do the specialization trees themselves.

Installation

Unzip/copy all abi_base_slsu_*.gda files to your documents' BioWareDragon Age 2packagescoreoverride folder. There should be 28 of them now.

You don't need to start a new game, but you'll probably want to respec.

Uninstallation

Delete the abi_base_slsu_*.gda files from Override, noting below.

!!IMPORTANT!!: If you intend to continue on with the same game, be sure to use a Maker's Sigh and save your game (or make note of your total ability points to add back later) before deleting these mod files, else you will find upon reload that you've lost the ability points you had invested in the new upgrades.

If this happens, you'll need to edit your savegame or use the console or whatever it is you kids do nowadays to give yourself your ability points back. Or reinstall the mod and reload then respec then resave then reuninstall the mod then reload, which seems silly.

Compatibility

This is very likely to conflict with mods that change any of the player skills, as all the base abilities had to be modified to have their upgrade fields filled in. In theory something that just modifies the vanilla upgrades and nothing else would be okay.

The chief symptom of such a conflict would be that you would be still able to see/select/invest points in the new upgrades, but they wouldn't actually have any effect.

If you have a mod that only touches certain skill trees, you should be able to just remove/not install the conflicting .gda file from this (unless the other mod needlessly includes the whole of abi_base.gda or something). For example, if you have SuperAwesome2HMod.erf don't simultaneously use the abi_base_slsu_twohanded.gda file.

Mods that don't touch abi_base at all should be fine. I hope.


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