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#71
HeroicAntagonist

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Suggestion: note on the DESCRIPTION tab how this affects Dragon Age: Awakening, or even in the "Readme" text file. One should not have to rely on user comments (or "the hard way") to find out about this potentially game-breaking issue. I was a little turned-off when I went to cast a spell with Anders to find that this level 20 mage did not know any spells.

That said, I really enjoyed having this throughout Origins.

#72
Maverick2011

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Oops. Accidentally hit submit twice.

Edited by Maverick2011, 07 December 2010 - 12:19 PM.


#73
Maverick2011

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This mod is incompatible with Dragon Age Rules Fixpack because it modifies EVENT_TYPE_PARTY_MEMBER_HIRED as part of its core files.

I have implemented a temporary workaround based on the premise that gt_1028.ncs and the pointer in engineevents_gt.gda are only necessary for one fix from the Fixpack: Item Set Bonus on Party Change. First, it is necessary to not use the Item Set Bonus fix. I had it installed so I deleted the corresponding files (most people can just delete the folder). Next, I edited engineevents_gt.gda
with GDApp to delete line ID Int 1028. If the premise is correct, this should work.

A true merger would require me to obtain jwv_partymemberhired_event.nss (the script source file for the ncs file) for this mod, as well as gt_1028.nss from the author of the fixpack mod.

Edited by Maverick2011, 07 December 2010 - 12:23 PM.


#74
mctaff

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Urgent Help Required, Please!

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SITUATION: After not having played for nearly a year, I downlowded a bunch of mods, and fired up the Dragon Age icon again. I first started the Witch Hunt DLC, with this and Extra Dog Slot both enabled.

PROBLEM: I have Finn at level 23 with no spells, and Ariane is level 7.

STEPS SO FAR: I have seen the "addinitem" fix listed, so I opened up notepad and the addins.xml and have copy/pasted the addin text as I see it, and edited the "single player" to "DOA_CRP...whatever" of the second entry.

I need the following questions answered:
1) Did I do this correctly?
2) Do I need to somehow do this again, or differently to get this to work in Witch Hunt (as I am aware this fix is for Awakenings (which I will also be playing))
3) related: Do any/all of the other DLC's I have also require something added?
4) Is there a better way of doing this, as I'm not a confident modder (and it seems a pain to have extra lines of crap in an xml file)?
5) Do I have to get rid the Extra Dog Slot mod?
6) Lastly, do I have to begin the DLC over again to get the levelling system to reset or will it automatically fix itself (and put my followers at the correct level) when I have it done correctly?


I appreciate anyone who can help me with this, thanks.

#75
Oddball_E8

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*SPOILERS!*

Dont know if this has been mentioned, but in the "lost in dreams" final battle with the sloth demon its supposed to switch shapes each time you beat him until he is back to his original shape.
With this mod active he only switched twice and then never appeared again (making the quest impossible to finish).
I turned off the mod and loaded my savegame from just before the battle and he worked just the way he was supposed to.

I also noted that each time i rescued my companions from their nightmares they kept repeating the last dialogue over and over, and liliana actually repeated her entire starting dialogue with the deamon even tho i had already killed it (it was not there but it still played its voice files).

also, one of the fade doors dissapeared on the first "island" in the fade (the one where you find the first magician thats all whiny and stuff)

Edited by Oddball_E8, 27 December 2010 - 11:50 PM.


#76
Maverick2011

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HOW TO MAKE THIS WORK WITH AWAKENINGS

I got this to work with the Awakenings expansion. Like McTaff, I followed JonoPhoenix's instructions and it didn't work. So I did some improvising myself and I got it to work! Basically, I just followed JonoPhoenix's instructions, but I added a few extra steps. Do everything here and it should work:

1. Back up your AddIns.xml file (should be in My DocumentsBioWareDragon AgeSettings) in case you mess up.
2. Open your original AddIns.xml in a text editor and do a search for "jwv_no_fol_level".
3. Copy everything from <AddInItem UID="jwv_no_fol_level" Name="No Follower Autolevel" to </AddInItem>
4. Paste at the end of the file after the final </AddInItem>
but before </AddInsList>.
5. In your new duplicate entry at the end of the file, change ExtendedModuleUID= from "Single Player" to "DAO_PRC_EP_1"
6. In your new duplicate entry at the end of the file, change the name parameter (Name="No Follower Autolevel") to anything else that's not identical to the name of any other entry. I just changed mine to Name="No Follower Autolevel Awakenings".
7. Add +1 to the Priority parameter. For example, the priority of my original entry was 100, so in the duplicate, I changed this to Priority="101".

Note that it probably isn't necessary to do everything exactly as I described; some steps may be extraneous. However, I don't have time to isolate the causal factors in what I did (it's probably the name change or the priority change or both). I just know that what I did works, and what JonoPhoenix did wasn't enough, though I would never have figured this out without his tip, so Kudos to him!

Also note that this still doesn't work with DLC's like Leliana's Song and Witch Hunt. At least it works with Awakenings though!

Edited by Maverick2011, 12 February 2011 - 06:46 AM.


#77
millahnna

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Odd issue I've never run into with this mod before. Wynne Autoleveled when I first got her in my party even though the mod was installed and active.

Also, in a City elf origin playthrough, Soris autolevels during the rescue if you don't level him up the first time he joins your party (before the wedding). I reloaded a save and leveled him up prior to the wedding. Then when the rescue scenes happened and he rejoined my party, he had the talents I'd assigned him, plus the talents he normally gets when he autolevels. This made the Arl's Estate ridiculously easy.

Based on reading most recent 30 comments I'm guessing my issue is the rules fix pack. The next time I start over I'll test that theory.

ETA: OK the Rules Fix mod is definitely the culprit for most of my problems. I used the Dalish origin for testing since that is the quickest route to a temp companion. Even with none of the fixes and only the core files to that mod in place, this mod will not work. I'm too inexperienced in the toolset to have the foggiest idea how to fix but based on Maverick's comments I don't think I can. I might poke around at it just for my own education.

I was thinking that perhaps if I could figure out how to turn the rule fix mod into a DAzip it might work. Similarly, I'm wondering if using the mod manager to create an override out of that mod will work. Based on what I know of both options, I doubt it, but I suppose it's worth a shot.

The bug I detailed with Soris happens without the rule fix mod in place, however. That one isn't that big of a deal but there it is. It doesn't SEEM to be another mod conflict from what I can tell but if I find out otherwise I'll report back so others know.

I'm sad to lose the rules fix pack (it was nice to have weakens darkspawn do something) in order to use this mod. But this one is way more essential for me.

ETA: Maverick's premise was correct. To make this usable with the rules fixpack, remove that mod's Item Set Bonus FIx and edit the engineevents_gt.gda file (for that mod) to remove the reference he mentions. I didn't use GDApp, just the toolset.

1. Open the file and select G2DA_ROW_LIST
2. Expand item 14 to verify it says 1028 and EVENT_TYPE_PARTY_MEMBER_HIRED
3. Delete 14 (or whichever number that event type is listed at)
4. Save file and enjoy

Edited by millahnna, 16 July 2011 - 05:30 PM.


#78
BrotherTancred

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I had the same compatibility issues with the rules fixpack millahnna and Maverick2011 mentioned. Thankfully, they're method worked. But I want to add that this mod is incompatible with the Two Specialization Sten mod, because it also modifies the same event line.

#79
MXan

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Update: As of Advanced Tactics version 3.1, Extra Dog Slot version 1.41, and Fixpack 2.0, only the Advanced Tactics mod breaks this (the no auto-levelup mod). At least, on my rig, I can still use the Fixpack and Extra Dog Slot mods with this, but Advanced Tactics breaks it.

#80
Bhryaen

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"Open the Addins.xml file in a text editor, find the reference lines for the addin (line starts with AddinItem and has the info for this addin, ends with /AddinItem). Copy that line and paste it below, and in the copied version, change ExtendedModuleID="Single Player" to ExtendedModuleID="DAO_CRP_EP1". That will keep the addin usable in origins and active in Awakening" - strifeseh, Apr, 2010 This is great to see as a fix, but is there any way to streamline this? I mean, theoretically this fix could also be applied to all the other DLC material, no? I'm trying that, but I don't know where the "DAO_CRP_EP1" comes from. If I did, I could just do another copy-paste for Amgarrak, Leliana's DLC, Morrigan's DLC, etc. At present this great mod has to be disabled to use anything outside of the regular game (and Awakenings now). EDIT: Well, this turns out better than anticipated. You can not only make THIS mod work in any of the expansions- maybe even quest mods- (well, you can keep it from ruining the talents/skills without having to uncheck it in Downloadable Content)... You ALSO use this same rule to make it work for other mods like the No Helm Hack. The address is the same as the name of the DLC in the AddIn folder- which means "DAO_CRP_EP1" is wrong. Instead it's "DAO_PRC_EP_1" (or "DAO_PRC_STR" for "Witch Hunt," for instance).

Edited by Bhryaen, 01 May 2013 - 06:14 PM.





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