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Dragon Age Rules Fixpack


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#41
WakeXT

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I haven't had time to play Witch Hunt unfortunately, but if anyone wants to help out and upload their saved game at the bugged point to a file sharing service, I can take a quick look at it.

The most likely offender is the "Tweak - Hostility Affecting Items" component. Try just removing that part and see if everything works fine.


http://www.megaupload.com/?d=6UVW5DXJ

Includes 2 save games of a newly created Warden - first in the Circle of Mages before entering the basement and the second one in the basement.
Played through and killed all rifts without problems (even when on the last one my mage died, so it was a pretty nasty and long fight on Nightmare).

#42
gastank

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@WakeXT: Thanks!

It's working fine for me on my local copy. There have been past versions where mobs wouldn't die - if anyone comes across this problem, I would recommend completely deleting all components of the mod, then re-downloading and re-installing the latest version.

#43
Dragoon001

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Hello Gastank

I'm using your latest build 1.3.1 and
Dragon Age Mutator 014 which offer various tweaks.
http://www.dragonage...file.php?id=166

One of the "tweaks" from DAM 0.14 I'm using is "Display rewarded and stolen items
Whenever you use pickpocket or receive rewards through quests or other means beside looting you now get a message above your characters head telling you what it was."

I found this fix is incompatible with your "Fix - Increases Monetary Gain"

When I remove your fix the game display received items that I have stolen again. The file that causing is "skill_stealing.ncs"

Is there a way to make them compatible? Maybe you could even even include this tweak into your compilation.

For your reference I uploaded the files "Dragon Age Mutator" installed on my system, including with a list of the tweaks I'm actually using.

http://www.file-uplo...utator.rar.html

#44
gastank

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@dragoon: Unfortunately that particular fix requires fairly deep coding changes and there's no simple way to do it besides entirely replacing skill_staling.ncs.

It might be far far more easier to make a "floaty message for items received" mod that's compatible with everything, so I may look into adding that in a future version.

For now, you can delete the conflicting script, seeing as 5% more stolen gold isn't going to amount to much.



#45
Dragoon001

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@Gastank

Thanks for the quick reply.
I will do as you suggested. However if time permits you could do an alternative "floaty message for items received" mod, that would be awesome.
The standard "Item Recieved" message followed with browsing your inventory to see what you got is rather inconvenient.

#46
gastank

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Should have a new version soon with about twice as many fixes & tweaks. Pretty much everything from:

* http://social.biowar...sion/1773/&p=11
* http://social.biowar...-4622346-1.html
are addressed if they're truly bugs & are fixable (quite a few from those lists are not bugs and are working as intended.)

Some key additions are:
* Shale's Rock Barrage finally fixed
* Remove graphics & ground effects from modals - compatible with practically everything, including custom spells
* Automatically apply party buffs on resurrections & summons - also compatible with practically everything
* Automatically apply item set bonuses when changing party members

I'm going to at least run everything through Witch Hunt first before releasing, but in the meanwhile now's the time to put in any request for fixes/tweaks.

#47
TalliNV

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Thank you for your hard work, these are great fixes!

A double Thank You for making the fixes separate from each other so we can pick and choose!

#48
WakeXT

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@gastank:
Could you explain what was wrong with Rock Barrage randomly firing from a technical point of view? At first I thought it was dependent on targets in the area affected or the target itself (targeting a player/mob vs. targeting the ground) but those guesses turned out to be untrue.

#49
gastank

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@Wake: I've narrowed it down to an animation issue. As far as I can tell, there's a mismatch between the animation & Shale's model that prevents the animation from finishing, thus the spell never actually fires. Without the source, there's no way to determine exactly what the problem is. Patch 1.03 introduced a lot of model updates, and since that patch broke the ability, I'm fairly certain I'm in the right ballpark. I suspect that sometimes, in some particular configuration her model matches up with the animation and the ability works. I've just never been able to reproduce anything to any degree of certainty.

What I've done is merely chained a "legal" animation to play after the normal Barrage animation - she now tosses the rocks up, then pounds her fists together (same as when she changes modes) and causes the rocks to start falling.

There are still some animation issues, such as the rocks flying up too early, and other odd things. But for all functional purposes, the ability works and will be usable again.

#50
Uomoz87

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http://social.biowar...sion/1773/&p=11

Glad you could use my post, I'm desperate thinking how much this game is bugged! I'll wait your next release before a new playthrough! Will it be compatible with Qwinn fixpack?

Kudos, File of the Month and Endorsement added.




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