Rare Weapons

Autor:AintiarnaLast updated:03/01/2016 14:12:56198.9K94KB

Dragon Age Inquisition Rare Weapons-1-lagofast mod master
Dragon Age Inquisition Rare Weapons-2-lagofast mod master
Dragon Age Inquisition Rare Weapons-3-lagofast mod master
Dragon Age Inquisition Rare Weapons-4-lagofast mod master
Dragon Age Inquisition Rare Weapons-5-lagofast mod master
Dragon Age Inquisition Rare Weapons-6-lagofast mod master
Dragon Age Inquisition Rare Weapons-7-lagofast mod master
Dragon Age Inquisition Rare Weapons-8-lagofast mod master
Dragon Age Inquisition Rare Weapons-1-lagofast mod master
Dragon Age Inquisition Rare Weapons-2-lagofast mod master
Dragon Age Inquisition Rare Weapons-3-lagofast mod master
Dragon Age Inquisition Rare Weapons-4-lagofast mod master
Dragon Age Inquisition Rare Weapons-5-lagofast mod master
Dragon Age Inquisition Rare Weapons-6-lagofast mod master
Dragon Age Inquisition Rare Weapons-7-lagofast mod master
Dragon Age Inquisition Rare Weapons-8-lagofast mod master

Mod Introduction

Adds tier 4 schematics for various weapons. Now with optional class-unrestricted version.
Rare Weapons

Requires Trespasser DLC. 

Many appealing weapons in the game either lack blueprints, are too hard to acquire, or end up being too low-level to be useful. Stormbreak is a prime example—you need the Short List perk just to buy it, and even then, it's only level 8.

What I'm attempting to do with this mod is take some tier 1 schematics and re-purpose them to allow some of these other weapons to be crafted. I've tried to make them high tier 4 yet hopefully not overpowered.

But please note: this mod is meant for Inquisition veterans on their Nth playthrough—players who've seen it all, done it all, and are completely tired of farming for schematics. Chances are, you’ll already have most of the best ones from the Golden Nug at the start of the game in Haven anyway. Want to craft these weapons at level 2 and still face a challenge? Crank the difficulty up to Nightmare, or give my Pandemonium Difficulty Setting mod a try.

This is the current list. All schematics allow masterwork crafting in addition to the special abilities they already possess.

  • Stormbreak - Can only take runes, so I've given it a high base damage. Uses the tier 1 Apostate Staff schematic. Now has the "permashock" ability. Seawreck has some nice recolours of the staff. here That work with this mod.
  • Deathward Metal offense, upgradeable. Uses Tier 1 Keeper Staff schematic. Now has "Heal 1% of max HP on hit" ability.
  • Yavanalis - Hawke's Key model from DA2. Rune only. Uses the tier 1 apprentice staff schematic. Also has the permafrost ability.
  • Tyrdda's Staff - Rune only. Has the permaflame passive ability. Unlike the other, this one uses a tier 2 schematic - the disciple staff.
  • Single Incarnation - Can only accept runes. Uses a Tier 1 Double-Bearded Axe blueprint. Possesses a unique leaping attack ability.
  • Certainty - Meredith/Samson's Sword. Rune only. Uses Tier 1 Fereldan Greatsword schematic. Chance to trigger Shield Bash.
  • Refined Greatsword - Closest sword I could find to the Inquisitor's cut-scene model that is usable in game. Also has the "rampage" ability (extra damage on kill). Uses the tier 1 maul schematic.
  • Starfang - I think this is a multiplayer-only weapon. It uses the Tier 1 Templar Greatsword schematic and now has a chance to trigger Unbowed.
  • Evanura - Couldn't resist this one since I play so many Dalish Inquisitors. Only accepts runes. Uses the tier 1 broadsword schematic. Has a chance to trigger the "Defensive Buff" ability.
  • Inquisition Longsword - Cassandra's starting weapon. Can only equip runes. Uses the tier 1 mace schematic. Also has the "Blessed Blades" ability.
  • Pirate Captain's Cutlass - Seeing so many people using Isabela's Admiral Coat probably inspired this one. Can take full longsword upgrades. Uses the tier 1 axe schematic. Also has the chance to taunt enemies ability.
  • Serrated Qunari Blade - Rune only, uses Tier 1 Arming Sword schematic. Heals 25% of damage taken.
  • Inquisition Shield Cassandra's starting shield. Uses the tier 1 round shield schematic. Also has the Horn of Valor ability.
  • March of the Everlasting - Uses Tier 1 round shield schematic. Also has ability: +10% damage per enemy within 8 meters.
  • Grey Warden Sentry Shield Heal 20% of damage taken. Uses the Tier 1 Kite Shield blueprint.
  • Agony - Can only accept runes. Uses the Tier 1 Curved Dagger blueprint. Now has more crafting slots and the +50 stamina on kill perk.
  • Armada Captain's Knife - This already had a tier 2 schematic, so I upgraded it to tier 4 and added it to the shop. Can take dual blade upgrade.
  • Allied Blade of Tuhna - One of Dagna's weapons. Rune upgrades only. Uses the tier 1 balanced dagger schematic. 75% faster movement speed in stealth.
  • Soul Bleeder - DW Rogue Hawke's Key model from DA2. Rune only. Uses the Tier 1 Rugged Dagger schematic. Also includes the 30% damage bonus when not hit ability.
  • Balanced Sniper Bow - Uses the tier 1 recurved longbow schematic. Has the piercing arrows ability.
  • Longbow of the Griffon - Can only take runes. Uses the tier 1 Hunting Bow schematic. Has the unique triple shot effect.
  • Balanced Raider Longbow - Uses Tier 1 Rugged Longbow schematic. Ability: Explosive Arrows.

I've included a separate daimod that adds the schematics to Seggrit's shop in Haven and its equivalent in Skyhold. (I believe you need to save Seggrit in Haven for that shop to appear — it's the one that still sells Inquisition armor.) If you don't save Seggrit, all but one of the schematics will drop randomly from Tier 1 chests, or can be purchased from the Dwarven bookseller in Redcliffe. I ran out of space, so you might notice a few extra items in the shop. That's because it's actually a copy of the Hissing Wastes shop. Just buy the weapon schematics and uninstall the shop mod if you don't like it. Don't uninstall the weapon mod.

Notes

  • If your inquisitor already owns one of the tier 1 schematics I've reused, it will display the old name (e.g. apostate staff) in the crafting menu. The name is baked into your save file. It won't affect the crafted weapon in any other way.
  • After purchasing the schematics, it is safe to remove the shop mod (TMMRareWeaponsShop) if you wish to install a different store mod.
  • If you remove the schematics mod (TMMRareWeaponsMage/warrior/rogue), the schematics will revert to their Tier 1 versions, and your crafted weapons will also appear as Tier 1. However, the ones you've already made will at least keep their stats.
  • I’ll release new versions as I add more weapons, but you’ll be able to upgrade seamlessly without it affecting any weapons you’ve already crafted using this mod.
  • The game will still recognize the schematics as Tier 1, and they will remain so. not sync with the nug. The exception is Tyrdda's staff, which will work, but as far as the nug is concerned, it's still the Tier 2 Disciple Staff, so it doesn't matter.
  • The schematics are still in the tier 1 loot tables, so they may drop as random loot if you choose not to purchase them.
  • If you've installed the Stormbreak and Deathward mod from my Odds and Ends, you can remove it and install this one instead. It won't affect any weapons you may already have crafted.  Do not install both.

As with all modded games, keep regular save files in case there are any issues.

Bugs

The Masterwork Enchanter Staff The *Jaws of Hakkon* DLC staff schematic, for some unknown reason, does not have its own equip item template like all other staff schematics. It simply reuses the Tier 1 Apprentice Staff template. This means any staff crafted with this schematic will use the same model (i.e., Yavanalis/Hawke's Key) and have the Permafrost passive. There is nothing I can do about this.

No Class Restrictions

  • Use this version instead of the main one if you want to remove all class restrictions from schematics. It can also be used with the shop mod if you wish to purchase the schematics from the stores in Haven and Skyhold.
  • All weapons except bows (their animations are rogue-only) have been unlocked. Not all combinations will work well, so expect some trial and error. Certain talents are incompatible with specific weapons—for example, two-handed abilities cannot be used with a staff.
  • Mages will likely benefit most from this mod, as their abilities work with most weapons.
  • The mod can be used with No Class Restrictions on Weapons by tidius560 and Mx-T — just make sure my mod is placed lower in your Mod Manager load order, and it will override any necessary records. This will unlock all weapons in the game.
  • The other caveats of the No Class Restrictions mod also apply. Dual wielding anything other than two daggers will result in a nasty graphical glitch.


The only other mod visible in the images is the fantastic Wild Hair by cos76.

Installation

Download DAI Mod Manager here.

Installation instructions are here.

Join the DAI Modding Discord if you need further help. https://discord.gg/wzJG7Mq

Troubleshooting

Please read these Troubleshooting Tips If you have a problem, check DAI Modder Central before posting a comment.

Compatibility

This mod's No Class version can be used with No Class Restrictions on Weapons but Rare Weapons must be placed below all of that mod's files in the load order so it can properly override the necessary files. You may see some warnings, but both mods should function as intended if you follow these instructions.

My Other Mods

Pandemonium Difficulty Setting
MoreLoot - Prologue
MoreLoot - Remade
Immersive Starting Armors
Crossroads Crafting Supply
Opulent Tints
Redcliffe Crafting Supply
Redcliffe Supply DLC Edition
Schematic Spree
Irritating Dialogue Removal
Armour - No Class Restrictions Remade
Invisible Spiders
Open All Halla Doors
Tirnoney's Odds and Ends

Credits

Thanks to the developers at DAITools for making great modding tools.

Thanks to tklivory for the great resource that is DAI Modder Central.

Thanks to Mx-T for suggestions and help testing the no class restrictions version of the mod.

Modder's Notes

Want to create your own weapon schematics? I’ve uploaded a tutorial that anyone with a decent level of experience should be able to follow. I’ll just restate what I’ve written at the bottom of it. I’m fine with anyone using the PDF file for their own modding projects. Maybe you’ll follow the guide, or figure it all out yourself and make a weapon schematic mod. Then you’ll want to upload it to DAITools or Nexus. That’s fine by me. But why not reach out to me, so we can avoid duplicates or even try to make our mods compatible? Or maybe you think you’ve made a better schematic for the same weapon as mine and want to upload that. That’s fine by me too. We’re all just trying to have fun making mods for a great game, I hope.
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