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About this mod
Plot awarded skills from recruiting Alistair, Morrigan, Leliana, Sten and Zevran; as well as some other plot triggered events.
- Permissions and credits
- Changelogs
Installation
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Requires: A RAR file extractor.
Extract the MasterManipulator DAZip file and install with DAUpdater, DAModder or DAO-Modmanager.
Place:
- Talents Moved to Skills (Optional File)
- Skills Every 2 Levels (Optional File)
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Version 2.0
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Description
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Plot awarded skills from recruiting Alistair, Morrigan, Leliana, Sten and Zevran. As well as some other plot triggered events. Some skills I refer to as "what is yours is mine" skill cloning; so when you get Morrigan you gain Herbalism up to III, Leliana you gain Poison-Making I and Stealing I/II, Zevran Poison-Making II/III and if Rogue/Hidden Rogue Stealth I/II/III. This is mostly so you can still have the functions of the skills without the member in the party. Some overlapping incase you don't recruit certain party members. The reason I called this mod Master Manipulator is because it was original meant as a leg up for Persuasion/Coercion. Then eventually, adding skill sniping from your companions.
Includes:
- Coercion I/II skills awarded when Alistair recruited
- Coercion III and IV skills awarded through "Plot Triggers"
- Herbalism I/II/III when Morrigan recruited
- Lockpicking I/II skills awarded when Leliana recruited, if rogue/hidden rogue
- Poison-Making I skill awarded when Leliana recruited
- Poison-Making I/II/III skill awarded when Zevran recruited
- Stealing I/II skills awarded when Leliana recruited
- Stealing I/II/III/IV skills awarded through "Plot Triggers"
- Stealth I/II/III awarded when Zevran recruited, if rogue/hidden rogue
- Survival I/II skill awarded when Sten recruited
- Survival I/II/III skill awarded through "Plot Trigger"
- Lockpicking and Stealth moved to Skills (Talents Moved to Skills Optional File)
- Stealing on a 1 second cooldown (Talents Moved to Skills Optional File)
- More skills per level for Mages and Warriors, to match Rogues: 1 every 2 levels (Skills Every 2 Levels Optional File)
Versions 1.0-1.2
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Installation
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Requires: A RAR file extractor.
Place "Master Manipulator" or "Master Manipulator with Hidden Rogue" folder in:
Documents\BioWare\Dragon Age\packages\core\override
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Description
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Plot awarded Persuasion/Coercion and Stealing Skills (up to 4 levels each depending on what you already had skilled into and if you trigger the plots). Includes Lockpicking/Deft Hands (for Rogues and Hidden Rogues) and Stealth moved to Skills. Due to the migration of Skills and if you have additional Skills added to your game (see additional notes), these Skills are Plot awarded early so you can Skill where you want. So many skills so little time! You must pick one "Original" or "Hidden Rogue" Version.
Includes:
- Persuasion/Coercion I/II Skills awarded through "Plot Trigger"
- Persuasion/Coercion III and IV Skills awarded through "Plot Triggers" (v1.1 Update)
- Stealing I/II Skills awarded through "Plot Trigger"
- Stealing III and IV Skills awarded through "Plot Triggers" (v1.1 Update)
- Survival I Skill awarded through "Plot Trigger" (Optional File)
- Lockpicking and Stealth moved to Skills
- Stealing on a 1 second cooldown
Stealing no longer drops you out of stealth (v1.2 Update) this currently causes an error resulting in not actually getting anything, delete skill_stealing.ncs for now.- More Skills per level for Mages and Warriors (to match Rogues, 1 every 2 levels)
Hidden Rogue Version:
- Hidden Rogue Talent for any Class, Daveth also awards "Hidden Rogue" and "Dark Passage" (if you have Warden's Keep) to the player no matter the Class. So the player of any class or any origin can Lockpick.
I did two levels because some racial or origins come with them as start skills anyways, early game Persuasion/Coercion is almost needed right away and Stealing is sometimes just skipped because of the inconvenience of skilling or use hardly worth it—to many—besides opening a quest in Denerim Market District. Also, I have some mods of extra Skills and you many have issue choosing due to how low the frequency Skill Points are awarded this mod is to remedy that.
So you are about to start your new life with the Wardens and the first ones you meet are Jory and Daveth—the other recruits, and the junior member Alistair. Daveth was a decent pickpocket but not good enough to be unnoticed by Duncan but enough to strike his interest—upon meeting him you gain some pickpocketing skill(s). Upon meeting Alistair, from the beginning you notice you have influence over him, especially when you try—this helps improve your influencing skill(s) on others.
Plot Triggers:
- If you find and talk to Jory then* Daveth, you will be awarded Stealing I and II.
- When you find Alistair, you will be awarded Coercion I and II (guaranteed every time).
- While gaining entry to the Circle of Magi during Broken Circle/convincing Carroll to let you pass, you will be awarded Coercion III (v1.1 Update)
- If you persuade the White Falcons at the Pearl to leave during Pearls Before Swine, you will be awarded Coercion IV (v1.1 Update)
- If you pick both stealing and break-ins during Crime Wave, you will be awarded Stealing III and after Slim Couldry leaves (till after Landsmeet) Stealing IV** (v1.1 Update)
- Upon healing the Mabari during Ostagar, you will be awarded Survival I (Optional File)
*For some reason the Script only initiates it if you talk to them in that order. But this means if you have a rogue (or any class playthrough) that you want to bypass these skills just find/speak in reverse order or not at all and they will not be awarded.
**I have not tested this one yet, I can't find a save file that aligns but it is suppose to be triggered for when "Couldry Leaves for Now".
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Additional Notes
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Believe it or not Lockpicking and Stealth are labeled "Skills" in the Toolset Scripts and grouped with Skills in ABI_base.xml, but only Lockpicking is hardwired to the Rogue/Hidden Rogue Ability. That is one reason I moved these skills to Skills, but it does show that without Lockpicking/Stealth the Rogue Class is a little lackluster which begs the question "were these abilities granted to the rogue class to make it more useful?" Well after many playthroughs, I find I dislike carrying a class around just to unlock, disarm and sneak/stealth. It may not be completely cannon, but I found it really annoying when Isabela said, I lack the skill required (aka you are not a rogue).
Also the player holds the responsibility of Coercion/Persuade—something else in the Toolset Coercion is labeled "Persuade" which is why I tend say both Coercion and Persuasion—so, sorry if that confuses people. So more opportunities only available if you skill into it or have high cunning, high cunning—which you really only do if you are a cunning rogue. Player specific skill that in some cases you have to skill up fast enough or you fall behind, and I did skill in it every playthrough, just felt it is something that could be plot earned at this stage for players.
So for many little reasons plot awarded skills and the rearranging of these skills and adding hidden rogue to the player makes sense to me, no not every Ferelden can learn everything, but I felt the player (of any class) capable of some rogue skills/talents turn skills—so let's be sneaky witch thieves!
Related Content:
- Demonology Specializations (Demonologist and Necromancer)
- Melee Caster Class (Arcane Warrior Revision)
Uninstall
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Delete said files.