Dragon Age: Origins

File information

Last updated

Original upload

Created by

Jake Zahn

Uploaded by

Offkorn

Virus scan

Safe to use

About this mod

Imports FFT\'s Jobs and their abilities to Dragon Age.

Permissions and credits
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
NEW VERSION
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\

------------------------
Requirements
------------------------

The combat_humanoid.anb file from Orgolove's Blue Mage Mod

There are three ways to go about getting this:

1) Install that Mod and activate it
2) Extract that Mod's orgo_wild_modcore.erf into your AddIns\fft_conv\core\override directory
3) Extract combat_humanoid.anb from that Mod's orgo_wild_modcore.erf into your AddIns\fft_conv\core\override directory

Without it, the following abilities will not work correctly: Dash and Earth Slash.

------------------------
Getting Started
------------------------

After installing/activating this Mod and its requirements mentioned above, you must use the runscript addfftjobs console command to add the starter skills to the selected character.

Until that is done, you will not have access to the new abilities.

------------------------
Description
------------------------

This Mod aims to import the various Jobs found in the Playstation game Final Fantasy Tactics, as well as their abilities, into Dragon Age.

In addition to that, it also adds an approximation of the Job Point system which must be used in order to learn the abilities. Job Points are directly awarded to any character who defeats an opponent, as well as any of the character's allies.

Job Points are awarded to the defeating character's currently active Job (or to the Squire Job if none are active).
Example:

Alistair has the Knight Job active and kills a Genlock, gaining 16 XP.

Alistair will receive 8 JP toward the Knight Job, and all of his allies will receive 4 JP toward the Knight Job.
------------------------
Basics
------------------------
  • Once a Job is selected, you will be able to spend JP to learn that Job's abilities and that Job's Active Ability set will be available for use.
  • To use a Job's Active Abilities, you have to either have that Job active or have that Job's Secondary Ability active.
  • You are allowed to have 1 Secondary Ability, 1 Reaction Ability, 1 Support Ability, and 1 Movement Ability active at the same time. These abilities can be from any Job.
  • Reaction Abilities have a <constitution>% chance of firing.<li>Most of the magic-using Jobs' abilities have a chance of missing.</li><li>A creature's Faith rating is added once it has been targeted by a FFT spell.</li><li>Only those who have the Chemist Job or the Use Item Secondary Ability active can use the items covered by the Chemist abilities.<br></li></constitution>


------------------------
Compatibility
------------------------

- Compatible with the Class and Specialization Pack Mod
- Compatible with the Spirit Eater Mod
- Combat Tweaks compatibility files included

------------------------
Console Commands
------------------------

runscript addfftjobs
runscript addjp #
runscript checkfaith