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DId anyone here fix the dead companion bug of Awakening's end using Law and Order Fixes Mod?


hikodanna

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I'm at the endgame of Awakening and I've done everything you can possibly do to ensure Vigil's Keep survives should you choose to save Amaranthine, but naturally that doesn't stop the game from flagging your companions at the keep as dead, even if the epilogue says the Keep didn't fall and only one or no companions died. Anyway, according to the DragonAge wiki there is a fix to the bug using one of the Law and Order Fixes Mod files, specifically "getsetplotflag":

 

 

 

Downloading getsetplotflag and running the following console commands will both correct the erroneous codex entries for Nathaniel, Anders and Oghren (the only characters who can survive when left behind at the keep) and ensure that they are flagged as alive when imported into future games (confirmed with Nathaniel and Anders in Dragon Age II; Oghren cannot be confirmed as he does not appear in any other games).
  • runscript zz_getsetplotflag set cod_cha_nathaniel 12 0
  • runscript zz_getsetplotflag set cod_cha_anders 13 0
  • runscript zz_getsetplotflag set cod_cha_ep1oghren 7 0

OK, so I decided to leave Nathaniel, Anders, and Oghren at the keep and complete Assault on Amaranthine with Velanna, Sigrun, Justice, and put faith in this mod working... but I don't understand when it is that I am supposed to run the console command to fix the options! I just assumed when I completed Assault that a codex entry would pop up telling me Either Nathaniel, Anders, or Oghren had died, but nothing happens. Do I just run the scripts at any point during the last quest before the end of the game and they work by preventing a death flag, or do you get the chance to run them after the ending to correct an already written death flag? I'm a bit confused because it's not like there's any way to know the command has worked at the point in the game where I am right now, when i tested running the Nathaniel plotflag it just said SUCCESS with no other notification (but then the CC always says SUCCESS when you enter an actual command, whether it worked or not).

 

Just as a side question: If I decide to Burn Amaranthine and save the keep, does that have any affect on future Dragon Age sequels? I couldn't find an answer to that online, all the conversation gets bogged down in Amaranthine vs Vigil's Keep talk.

Edited by hikodanna
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As you've probably figured out, running the script with those args is designed to set plot flags to a particular value.

It looks to me like those flags are used to do these things:
-- Provide the proper codex entries for those characters.
-- Provide the correct version of the ending slides you're shown when you complete the game.
-- Import their status to DA2. World states imported to DAI are generated by the Dragon Age Keep, which allows you to create your own world state regardless of saves.

Exactly when you should run them depends on when the game's logic sets them. It's possible that they're set as soon as you make the choice to protect Amaranthine, but it's also possible it doesn't happen until later. I can make a couple of suggestions that might help you figure out when they're set.

-- Keep tabs on the content of their character codex entries - look at them before and after you make the decision to protect Amaranthine, and see if there are any changes.
-- Turn on script logging, and watch the log to see when those flags are accessed and set.

To turn on script logging, you'll need to create a text only file (like with Notepad or similar) and save it in your game install directory, as bin_ship\ECLog.ini. The content of that file should be:

[LogTypes]
Script=1


Once you've done that, you'll see a lot more entries in your log file (in your documents directory, under BioWare/Dragon Age/Logs).

GetPlot means the game is retrieving the plot flag to check it.
SetPlot means the game is setting the plot flag to the specified value.

Here are some example entries - note that plot flags are identified by the name of the plot and the specific flag within that plot:

Script GetPlot [int000pt_main] [INT_MAIN__INTRO_CUTSCENE_COMPLETE] = [0]
Script SetPlot [int000pt_main] [INT_MAIN__INTRO_CUTSCENE_COMPLETE] -> [1]

Before I end this, I'd like to explain the arguments used in those commands you've found, so you'll understand how to do this. In this command:
runscript zz_getsetplotflag set cod_cha_nathaniel 12 0

... runscript zz_getsetplotflag tells the command console you want to run the script of that name.
... set tells it that you want to set a plot flag..
... cod_cha_nathaniel is the name of the plot whose flag you wish to set
... 12 refers to the specific flag within that plot you wish to set. Sometimes the logging prints the actual value (12); sometimes it uses a constant (INT_MAIN__INTRO_CUTSCENE_COMPLETE).
... 0 is the value that you are setting it to (valid values are 0 and 1).

Don't be surprised if that script doesn't generate any log entries - it probably doesn't.

---------------------------------------------------------------------------------------------------

 

If you don't care about the codex entries and ending slides while you're actually playing, you can always load your last save, run the commands, and save it again to use that modified save file as your import to DA2.

 

As to what difference those plot flags make in DA2:

-- There may be some dialogue differences in the case of Anders'.

-- As for Nathaniel, his survival determines which of 2 alternative sidequests are available to you. You'll get one or the other.

-- I don't think Oghren's survival impacts DA2 in any way.

-- As for DAI - you'll set up your imported world state via the Dragon Age Keep, anyway.

 

Hope I helped.

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*bookmarking Pasquale's amazing explanation for reference*

 

There is an alternative to using the dev console to set plot flags for import to DA2: Gibbed Dragon Age Save Generator. I've used it for all my DA2 runs, and found that the decisions I've chosen are always respected in DA2. (Not advocating for one solution or the other, just offering an easy-to-use solution that hasn't been mentioned. :) )

Edited by theskymoves
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Awesome Pasquale, thanks! I think the best course of action will be to fight my way to the final boss with two sets of parties (Nathaniel, Anders, Justice then Velanna, Oghren, Sigrun) and then get two separate saves, then experiment from there, see what happens. At least I have a better idea of what will be going on with the plotflags!

 

 

*bookmarking Pasquale's amazing explanation for reference*

 

There is an alternative to using the dev console to set plot flags for import to DA2: Gibbed Dragon Age Save Generator. I've used it for all my DA2 runs, and found that the decisions I've chosen are always respected in DA2. (Not advocating for one solution or the other, just offering an easy-to-use solution that hasn't been mentioned. :smile: )

 

Great to have options though, thanks! I did wonder if there was a mod for DA2 that installs the Nathaniel quest even if he died, but wasn't getting far with searches!

 

Also just to clarify: I don't really care that much whether any of the characters are officially dead by the end of the game story-wise, it's just the open-ended question of whether Oghren/Sigrun/Velanna might turn up in DA4 or a future sequel if you kept them alive that kinda needles at the OCD gamer in me! Same for Amaranthine, don't care if it burns, but I don't know how that affects future games. Does the Warden become hated? etc.TBH from what I've read Bioware have mostly retconned Awakening and the most important roles come back even if they died (I believe Anders/Justice return even if they're flagged as dead), so it really is paranoia on my part!

 

Anyway, I can report back on what I've done and observed codex-wise (the DragonAge Wiki seems to suggest there is a codex entry that getsetplotflag fixes) in the game.

Edited by hikodanna
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Awesome Pasquale, thanks! I think the best course of action will be to fight my way to the final boss with two sets of parties (Nathaniel, Anders, Justice then Velanna, Oghren, Sigrun) and then get two separate saves, then experiment from there, see what happens. At least I have a better idea of what will be going on with the plotflags!

 

 

*bookmarking Pasquale's amazing explanation for reference*

 

There is an alternative to using the dev console to set plot flags for import to DA2: Gibbed Dragon Age Save Generator. I've used it for all my DA2 runs, and found that the decisions I've chosen are always respected in DA2. (Not advocating for one solution or the other, just offering an easy-to-use solution that hasn't been mentioned. :smile: )

 

Great to have options though, thanks! I did wonder if there was a mod for DA2 that installs the Nathaniel quest even if he died, but wasn't getting far with searches!

 

Also just to clarify: I don't really care that much whether any of the characters are officially dead by the end of the game story-wise, it's just the open-ended question of whether Oghren/Sigrun/Velanna might turn up in DA4 or a future sequel if you kept them alive that kinda needles at the OCD gamer in me! Same for Amaranthine, don't care if it burns, but I don't know how that affects future games. Does the Warden become hated? etc.TBH from what I've read Bioware have mostly retconned Awakening and the most important roles come back even if they died (I believe Anders/Justice return even if they're flagged as dead), so it really is paranoia on my part!

 

Anyway, I can report back on what I've done and observed codex-wise (the DragonAge Wiki seems to suggest there is a codex entry that getsetplotflag fixes) in the game.

 

I won't say it's impossible, but it's really really really unlikely that there will be any kind of DAO>DAA>DA2>DAI>DA4 save import, so the actual plot flags in save games won't matter. Just like DAI, the players should be able to tailor their world state via the Dragon Age Keep (or its replacement, though I can't imagine Bioware will go to that kind of trouble).

 

And yes, Bioware is VERY fond of bringing characters back from the dead... Leliana, Anders, Oghren (pretty sure you can kill Oghren...) all appear in subsequent player content, from beyond the grave.

 

As far as DA2 mods which fix the Nathaniel import bug, there's Import Vault Fixes, which addresses that an quite a few other plot flags which are broken. (Ive always used the Gibbed Save Gen, but as you say, it's good to have diffent options to choose from. :smile: )

Edited by theskymoves
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Awesome Pasquale, thanks! I think the best course of action will be to fight my way to the final boss with two sets of parties (Nathaniel, Anders, Justice then Velanna, Oghren, Sigrun) and then get two separate saves, then experiment from there, see what happens. At least I have a better idea of what will be going on with the plotflags!

Happy to be of service.

 

Also just to clarify: I don't really care that much whether any of the characters are officially dead by the end of the game story-wise, it's just the open-ended question of whether Oghren/Sigrun/Velanna might turn up in DA4 or a future sequel if you kept them alive that kinda needles at the OCD gamer in me! Same for Amaranthine, don't care if it burns, but I don't know how that affects future games. Does the Warden become hated? etc.TBH from what I've read Bioware have mostly retconned Awakening and the most important roles come back even if they died (I believe Anders/Justice return even if they're flagged as dead), so it really is paranoia on my part!

Did you say OCD? I resemble that remark, lol.

 

I think a lot of us have multiple playthroughs with different wardens that made different decisions, and we can see how they impact the next game when we import those saves.

 

I won't say it's impossible, but it's really really really unlikely that there will be any kind of DAO>DAA>DA2>DAI>DA4 save import, so the actual plot flags in save games won't matter. Just like DAI, the players should be able to tailor their world state via the Dragon Age Keep (or its replacement, though I can't imagine Bioware will go to that kind of trouble).

Hooboy, the implications of trying to maintain world state without the Keep...

 

AFAIK, there are a couple of reasons why they needed to go there (develop the Keep)

-- Inconsistencies/discrepancies with save files and transfers. I think some plot flags were just plain broke, and others might not have been imported and were needed later. Like for example if Oghren did become of interest in DA4 but nothing about him was imported from DAO/DAA -> DA2 or DAI, you're kind of out of luck.

-- Changing platforms. For example, DAO & DA2 were released on PS3; DAI on PS3 & PS4. There really isn't a way to import a DA2 save from PS3 -> PS4, so they needed to do something to mitigate that - thus, the Keep. It also allows people to change platforms altogether. I originally played DAO & DA2 on PS3, but bought DAI on PC. (Actually I have all 3 games on PC now.)

 

The other option is for each new game to have a startup sequence that allows players to input key decisions from previous games.

 

Either way, it's kind of handy because you can set up conditions unique to each DAI run without having actually made those decisions in a prior game.

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OK, here's an update on what I discovered: I now understand why this bug surfaced: For some completely insane reason Bioware decided not to make an auto-epilogue save after defeating the final boss in Awakening like they did in Origins, so you're left with your final pre-boss save as the one that takes you forward, which is loaded with the false flag that vigils keep was destroyed and all your companions there dead!

 

What i've discovered, after playing through Assault on Amaranthine and repeatedly checking my character codex entries is that when you defeat the Armored Ogre right at the end of that quest you get a Codex update indicating that the Armored Ogre Codex entry has been added to your journal. This is the point in the game when it make a very surreptitious "update" to your character codexes saying the companions at vigils keep have died. You get absolutely no notification of this.

 

Anyway I entered the getsetplotflag script commands listed in the DragonAge wiki and quoted above and they made no change whatsoever for Nathaniel and Anders, still dead, but Oghren's command worked and he is now no longer listed as dead in my journal. What's more he doesn;t get listed as dead when I go back to my pre-amaranthine save and complete the Amaranthine quest again from scratch. It seems he is perma-glagged in my game as surviving the assault.

 

I guess with the plotflag commands not working on Anders and Nathaniel, and armed with the knowledge that my game saves mean diddly by the time DA: I comes around and I need to use the Keep to set my story, the best course of action is to stick to my Anders/Nathaniel/Justice "safe" save where they come with me to Amaranthine and survive.

Edited by hikodanna
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