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The only mod I use for DA is the increased inventory size.
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Maximum tactic slots - Start the game with 25 or 30 tactics slot. Seems silly to me to have to use stat points on that.
Storage chest in camp - For those who didn't buy Warden's keep One mod removed that stupid NPC that advertises the Warden's keep quest from the game entirely (Scummy, Bio/EA. Scummy.) And I might have to install the no helmets mod, seeing how stupid my helmet looks on my mage. Pickpocket cooldown is a good one. And there's also a mod which actually tells you what item you're given, instead of "Item Received" |
It's unclear whether the OP is interested in "content mods" (i.e. not just graphical and UI fixes), but if so it might be worth mentioning the ECCP-related projects. I didn't know about them until recently (and consequently haven't had time to look into it much), but the so-called Extended Community Canon Project apparently attempts to flesh out the game world with additional (interconnected and compatible) story/quest content without straying too far from the source material. Examples of major mods include Dark Times, Alley of Murder, Bloodworks, Ser Gilmore Recruitable NPC, Alistair's Royal Wedding (yes, indeed…) and the upcoming Apostate Mage Origin story. Might be work checking out…
Basic wiki description of ECCP and associated mods: http://en.wikipedia.org/wiki/User:Da…_Canon_project ECCP Project Page: http://social.bioware.com/group/2171/ Extensive ECCP-related mod discussion on the Dragon Age podcast (episode 27): http://dragonagepodcast.com/podcast |
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