If you need a reminder of just how old Dragon Age: Origin is, this mod is all you need. From Mass Effect 2, you could choose whether you want to see the face of your character using a checkbox that made helmets visible or invisible.
dragon age origins no helmet mod
Download: https://shoxet.com/2vG5pe
When it comes to games, it can be pretty annoying when your character, or their companions for that matter, gets stuck wearing some clunky-looking helmet that hides their face. By the time Bioware released Mass Effect 2, it had included the option to make helmets invisible, but regrettably, Origins came before this and so players were stuck with their helmets.
No Helmet Hack - Adds an inventory item that allows toggling for helmets showing/not showing on character models. Make sure to remove headgear from your character before importing to another module to avoid issues.Steal Cooldown Reduced - Reduces said cooldown to 1,5 seconds (I wouldn't bother with the skill otherwise, despite Slim Couldry's quests).UDK (Universal Dye Kit) - Change the colour of armor and weapons to your liking (can operate as a portable rune enchanter as well).The Winter Forge - Allows you to change the appearance and magic properties of your items.FIXES
Great idea, poor execution - fix did not work for me. I was still able to drain and receive life from enemy targets under the effect of force field. I didn't see any vanilla code in the script that stops enemies draining life from you or from receiving the health bonus while under force field, but it could be in another script.I checked the source script and the correct object was not being passed to the modded code (the caster object was passed twice in vanilla script for some reason instead of caster and target objects), the index of the object to check was invalid (indexing starts at 0 so even if the target object had been passed correctly using the second index (1), the script listed index 2 when checking for force field effect), and even if those parts had been right the fix allows for the life to be drained from the target just not gained by the caster (unless the drain is stopped in another script).A better place to put the changes if you want to make the spell ineffective on any target with the force field effect is in the event pending section, and it can easily be implemented using event manager for compatibility with other mods.I rewrote the scripts for both drain life and drain mana (they are very similar) to not allow either spell to be cast on any target under the effect of force field. I use combat tweaks so I used its scripts as a base instead of the vanilla scripts so the change wouldn't break that mod. You can use anakin's event manager ( =726) to implement the fix w/o modifying combat tweaks or vanilla files while still maintaining compatibility with CT and vanilla game, but I haven't gotten around to tyring it yet.EDIT: I traced the function that applies the damage to core_h.nss, which just passes it directly to the engine so there's no way to know exactly why the damage does not get applied to the target in certain circumstances or directly fix it, although the application of the healing affect to the caster is in the spell script. It is possible to block the healing effect on the caster only when the target is a party member under force field and not vice versa for when the target is an enemy, but that wouldn't be fair now would it? According to the dragon age wiki force field is supposed to block all damaging effects (I would include drain life/mana and healing in this category), but not buffs/debuffs, and should do this regardless of who the caster or target is.An alternate fix would be to try to bypass the bug in the engine's application of the damage by falsely telling it the damage is from a different ability/spell but making sure the effect is the same.posted @ 19:56, 29 January 2011 , edited by tinman06 at 00:51, 30 January 2011
The 'Adopted' and Dalish Mage Origin mods will both allow you to be a non-circle mage. If you just google 'dragon age origins mods' and then 'Adopted' or 'Dalish Mage Origin' they should come up, and they're both on nexus.
Import the dragon age mmh you are using as a template. As before it will import with skeleton, glowing green boxes and collision bubbles, take care to move or delete none of these. Do not move the model from its starting position.
You may want to Poly> Weld polygons to make it easier to weight paint.Copy the skin modifier from the dragon age mmh. Paste it into the modifier list of your new mesh. It should now register as having absorbed the weighting, if you click Paint Weights to check. You can delete the template mmh now, it has served its purpose. 2ff7e9595c
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