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Totalbalance

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  1. Yeah, the quest closes and ends after the Paragon plot. The Completed Quests entry says “You failed to deal with Jarvia and her carta.” Wait, “failed to deal with”? That doesn’t sound right. I didn’t plant the papers, but Jarvia is definitely “dealt with” since she’s dead.
  2. Wow, you got it into the game after all? Awsome! You’re definitely right in that it adds a lot, I can’t wait to see it in-game for myself. "I'm only removing plot items upon quest completion and in cases where there is a proper "quest failed" journal state. The ones you listed don't have such a state. I'd consider the plot items to be useful reminders to the player of what they can go back and take care of should they choose to reload an old save to do so. No plans to do anything about those." Got it. What about the Forged Documents though? They’re from Betrayed from Within, given to you by Vartag Gavorn. If you don’t plant them (which the fixpack will now recognize as supporting Harrowmont) they will remain in your inventory forever.
  3. I only have one dialogue related bug to report: When you give Duncan’s shield to Alistair, two possible responses have their conditions reversed. You can only say “You said you wanted something to remember him by.” if you never had that conversation. If you did have that conversation the option “I thought maybe you might want it.” appears instead. Also, I looked at my game’s plot items to see if there’s anything that should not be there. Not sure exactly what you feel like should be removed, but here are some items that were still in my inventory at the end of the game: Contract for Peadan (Started the quest, but never finished it)Scroll of Banastor (Didn’t complete the quest)Forged Documents (Never planted them for Bhelen)Letter of Condolence (Forgot the last widow would be unavailable after the landsmeet)Meteor Metal Ore (Completely forgot about it)Love Letter 10x (Never found enough to turn in) I noticed that there are four keys in the game that are not plot items: Captain Key, Entry Door Key, Bedroom Key and Chantry Cabinet Key. They also have their base item type listed as “Other - Generic” rather than “Other - Key” (not sure if that makes any difference in game). As such they are stored in the “other” section and could potentially be sold. This seems a bit odd - is there any reason why they are not plot items like the rest? As an aside, I found small conversation between Loghain and Queen Anora at redcliffe castle before the final battle. Unfortunately there doesn’t seem to be a good place to restore it, since you need Loghain in your party to trigger it. Damn shame that, since it’s a good exchange. That’s it. Good luck with the 3.2 release!
  4. Glad to hear the music issue was resolved! You asked if there’s anything you’ve missed. From what I can tell, these never got a response: I was able to give the grimoire to Morrigan through the dialogue option, and it worked very nicely. However, the little animation where you hand it over is missing. If you examine Deygan’s equipment the option to heal him is dissapears. You have to exit conversation and click on him again to get it back. If you say “I have come to kill you. The hermit wants you dead.” upon meeting the Grand Oak Tree and then “Not unless you give me a better reason not to.” the option “What’s this about an acorn?” will appear, even though nobody has mentioned the acorn yet. It should probably be replaced with “What's this boon you mentioned?”, like earlier in the conversation. Also, both Alistair and Zevran had a problem regarding their gifts: I gave them the dalish gloves and the broken amulet before they mentioned them. Later when I asked them questions that led to them mentioning the gifts, they acted like I never gave them to them. There’s a different line for if you’ve already given them the gifts, but for some reason those didn’t trigger for me. Found some new ones as well: If you send Irving into the fade: When speaking to the Arl, Irving will speak a line that was obviously meant for Eamon (“I... should trust you? I should…”) which now makes no sense. They basically screwed up and accidentally had the wrong voice actor record the line. It could be solved by replacing it with a similar line from Wynne’s dialogue branch (“Yes, I... I trust you. We must help my son.”). Wynne and Irving have very similar lines, so that could work. When you enter Howe’s estate while disguised, an exchange between one of the cooks and Erlina is supposed to play (“Erlina, where have you been? ”) Instead she’ll give one one of the random barks, and you have to click on the cooks to get the exchange. (Also, what’s with the weird “immersive buckets” exchange? Is that even in the game?) If you walk from Orzammar Commons and into the Hall of Heroes the same music may start to play again, causing the two tracks to blare over each other. Also: "In either case though, Isolde's slide will not play if both her and Connor were saved, as in vanilla. I saw no sense (and still don't) in their epilogues not playing based on that condition. If someone can advance a theory as to why that would cause their fates to play out differently (and because you actually believe it, heh, not just for the sake of argument please), do share." I have something even better than theories: Evidence! (Arl Eamon, during the epilogue. Happens only if Connor died) Eamon: “Isolde seems determined to have another child. She quietly announced this just the other night, in fact. (Chuckles) I will be happy to oblige her. Perhaps we can find happiness yet, after all this.”
  5. Actually, this is a potential dilemma. Unless DA2 is smart enough to check for the original conditions of Isolde's slide playing, then Isolde's slide should *never* play, even if Connor died, because she only has one slide and she dies in it. Do I just retract my fix? Or do I do the additional fix of making Isolde's slide never play? Or does DA2 also check if Connor died, which means Isolde inevitably dies too? The Wiki just says "if Isolde survived" she'll appear in DA2, but I don't know if that just means survived the demon plot, or survived both the demon plot and the epilogue. I did some research, and Isolde will indeed appear in DA2 even if you got the death-by-childbirth epilogue. I wouldn’t worry too much about continuity in the epilogues, though. Bioware’s stance on them is that they are considered to be “rumours”, and if they feel the need to ignore them they will. Most of the things that happen in the slides are never referred to again. Most notably, Cullen’s slides where he goes crazy and murders some apprentices is completely ignored in the next two games. Same with Harrowmont being assassinated. Only a few of them actually acknowledged, like Morrigan being in Celene’s court or Alistair becoming a drunk. Anyway, onto the good stuff: An update on the dark ritual music thing: Uninstalling the fixpack causes the music to play as it should, so it seems to be what’s causing it after all. I decided to play through the landsmeet again to see the various options and found this: If you fail to convince a hardened Alistair and Anora to marry and then choose Alistair he’ll say his unhardened line (“This is where I wake up, usually. Or everyone points and laughs because I have no clothes on…”) rather than his hardened line (“And I accept that decision.”) It’s also very likely that the same thing will happen if Alistair / Anora refuses to marry the human noble player (haven’t tested). Also during the landsmeet: When asking Alistair questions before making your decision, the various questions will disappear and reappear willy nilly. With Anora the conversation is a lot less confusing, with the options disappearing after you’ve asked them. Also, this lore error in one of the last epilogue slides was listed on the wiki. Not sure if it’s within the scope of this mod, but it would be incredibly easy to fix: “These war bands spread havoc, and some even journeyed west into Orlais or crossed the Shining Sea by the Deep Roads. They proved incredibly difficult to wipe out.” Note: The Shining Sea does not exist in Thedas. The name was likely changed to the Waking Sea later in development.
  6. It stands to reason that if you never got the sword, she'd go back to her house, take it with her, and could have sold it for a small foetune on top of what you gave her. There's no real inconsistency there. That's...a good point. I don't think I touched anything that would change the DR music, are you sure it's "usual"? Yeah, I looked up videos of the scene. The track changes immediately upon Morrigan's first line. For me it never started, no matter how long I waited. I'll do some more testing, just in case. Not sure why you think "the future king of Ferelden" line is inappropriate in that circumstance. He is the future king. Well, because at that point Alistair has left the wardens. He isn't joining you on the battlefield - Loghain is. She never mentions Alistair anywhere else in the conversation, only Loghain, as he is not available anymore. Bella kiss: Those 3 guys are the potentially drunk "Militiamen" during Attack At Nightfall. Possible they died during the siege? Considered that. There's three militiamen standing around in the tavern, though. Furthermore, the one guy who does appear is not there when walking around, and magically appears for the kiss scene. Very odd.
  7. There! Finished the game. Well, kind of: First of all, the epilogue is unfortunately broken now if you helped Kaitlyn. After Kaitlyn’s slide it will simply exit the slideshow and you’re back at the coronation. You can restart it by talking to the guard, but it will always stop at Kaitlyn making it impossible to finish the game. D’oh! So close! Also, a small inconsistency in Kaitlyn’s epilogue: it mentions “the small fortune she made from her father’s sword”, even if you gave her money but never even found out about the sword. Maybe there could be a separate but otherwise identical “small fortune she received from the Hero of Ferelden” slide? At the start of the dark ritual conversation the usual sinister music fails to play. Instead the cosy ol’ Redcliffe theme continues to play, which kind of ruins the scene. I married Alistair to Anora and recruited Loghain, but during the dark ritual conversation I got the “Do you let Alistair, the future king of Ferelden, take the blow instead?” line. During the final battle in the alienage, elven mages can’t say “You can fight like elves or die helpless. Your choice.” to Shianni. There is the possibility that this was intentional as the comments say “dalish only” and it does sound like a dalish thing to say. But there was a “dalish only” comment with Alarith as well and that did not make any sense, so it’s probably just elven mages being forgotten about, as per usual. Sigh. Thoughts? SL008: Slideshow: Restored the slides for the fate of Connor and Isolde that would not play if Arl Eamon remained in Denerim to advise Alistair. Also, if Connor lived, you would not see Isolde's slide. I’m pretty sure that last one is intentional. With this change Isolde will die no matter what, except she can a cameo in Dragon Age 2 if she survived. I believe the implication is that she and Eamon will only have another child if they lose Connor. Of course, most of the epilogue slides end up retconned anyway, but I think this will just make things even more confusing. I was able to have Loghain’s post-coronation conversation twice, one after the other. The first time he (correctly) did not know how we survived. The second he suddenly started blabbing about Morrigan’s ritual, which I never approached him about. After this he gives the correct ambient dialogue. Also, not sure about the details but I just remembered one that I've experienced before: When kissing Bella there will be a shot of the militia staring. Sometimes there's three of them, but other times there might just be one. TB, I'll check Slim staying after only the stealing quests tonight. If he's still there after the Landsmeet, yeah, I probably need to remove him. You did "Steal the Teyrn's Crown" or no? And if you did, what'd you think? I did steal it, yes. Worked fine! Wasn't able to poison them though, since I wasn't skilled enough. But tried as many possibilities as I could and found no glitches.
  8. And the reason you never got it is cause no one ever has. Nothing makes it fire, and if it did, you'd only get a disembodied Morrigan giving her line if she wasn't present, and only her line if she was. Wow, haha. I actually saw Leliana’s line quoted on her DA wiki page and simply assumed it was in the game already. How fortunate! I'm gonna go with - the remains are on a boat floating down the river toward Andraste, since they say it's HER fires that should cleanse them! Yeah, that's the ticket! Sure, let’s go with that :D I was aware of it, and unfixable, unfortunately, I spent a WHILE on my first pass of these guys looking for anything that I could extract the word "her" out of from his dialogue, but he never says anything like it. Would simply taking out the “Pay him?” work? “No, Wade, No! We’ll charge you -” would work in context, right? Incorrect. You can ask to do both chains if you put a point into Stealing. It's not limited to rogues at all (and this seems intentional - it looks like it was originally going to be restricted and then they changed their minds). If you didn't get the option to do the stealth quests, it's cause you didn't ask him to give them to you. What was Slim's dialogue once you finished his quests? Note that one of them may not open up until after the Landsmeet is over. Oh, I’ve figured it out now: I only got the pick-pocket missions because I selected “Swiping things is my specialty” during his initial conversation. That seems to lock you out of the burglary missions, unfortunately. I thought you could ask for those later. After completing the stealing missions all I get is the “Warden, I’m humbled” dialogue with the only option being “I’ll see you later”(after the landsmeet). Is that intentional?
  9. Finished through the Sacred Urn and Landsmeet plots. Here’s what I have this time: Sacred Urn: For some reason, the barks the party gives after fighting their shadowy doppelgangers did not trigger for me (urn230_party_reaction.dlg). There’s some dialogue for the cultists in Haven if you sided with them that was left unused, meant to show how they are recovering (like a nurse tending to a cultist, a mother praying for her dead family and two villagers chatting). Who knows, some of it might be salvageable. Also, the funeral ceremony implies that they are burning the bodies of their fallen, but there are no pyres in sight. Circle: You know that post-plot Cammen dialogue I mentioned? Well, the same applies to Carroll the Templar. He normally disappears completely after Broken Circle, but has a single line for when the plot is done. It looks like he’s supposed to be in the tower with the rest of the Templars (if you’ve sided with the mages, that is). Also, regarding Cullen’s post plot dialogue: If you side with the templars you can have a conversation with Cullen where he explains why he is still there, as the other Templars have left. After that he has a single bark: “I wish I could have gone with them... to fight.” However, this line plays even if you’ve sided with the mages, and I doubt Cullen wants to hang out with more mages after what he just went through. There’s another line that seems more appropriate: “I'm glad I'm still alive, but the Circle's future still remains to be seen.” In the area where Kinnon, Petra and Keili stand at the end of Broken Circle everyone, including the player, isn’t actually standing on the floor. They're hovering a bit above it. Once you walk past the benches in that room, it’s as though you’re walking up on an invisible step that covers half the floor. Denerim: Bann Ceorlic does not deliver his ambient bark when clicked on, instead the conversation between him and Sighart repeats. During Captured!, if you escape while disguised as guards Alistair’s Regulation Sword remains equipped. There’s some serious wonkiness regarding the Ser Cauthrien confrontation just before the landsmeet. First of all, she’s supposedly surrounded by her soldiers (based on scripting comments, continuity and common sense) and yet during the conversation she is completely alone. If you end up fighting, her soldiers will appear out of nowhere for the battle. If you end the confrontation peacefully, Cauthrien will kneel down and ask for you to spare Loghain. According to the scripting comments her soldiers are supposed to do the same along with her for this moment. Instead they are - once again - never seen and Cauthrien will blip away right in front of you. She has a bark for this moment that goes unused, so it makes no sense for her to disappear anyway. If you ask Wade to make drake scale armor for you, he'll claim he should be paying you. Herren will always respond with “Pay him? No, Wade, no!” regardless of the player’s gender. There is no “Pay her?” line, unfortunately, so solving this would require some audio editing. If you get caught by Sophie’s guard the camera does not focus on Alistair or Zevran when they say their lines. We’ve got yet another elf who does not recognize elven mages as elves: Alarith, the alienage shopkeeper. He will correctly identify elves at first, only to forget upon subsequent conversations. This leads to him refusing to barter with you, even though you can when you first talk to him. You can only do the burglary missions if you are a rogue with the stealth skill, right? Cause after doing the stealing missions as a mage, Slim Couldry is still standing there with nothing to talk about. Is he supposed to walk away after you’re done with him, or did I miss out on the burglary missions somehow? Companions: The option to ask Sten “Do you find ferelden very strange?” constantly reappears, even after having already had that discussion. The followup questions do not reappear, so asking this leads nowhere. OG014: Oghren: Oghren could initiate an almost completely identical conversation with you about Branka up to four times in a row in camp based on having completed main plot quests, and repeated potential approval boosts from them but only IF you were already at Friendly when they each occurred. Once you have had this friendly conversation with him, you won't get it again. Having played through the game with Oghren now, I think it would make way more sense if he stopped initiating that type of conversation after he’s confessed what’s bothering him. Having him moping and telling you to leave him alone after you’ve become friends, and the player asking “What’s wrong” after he’s already told them what’s wrong just seems odd. There’s no reason for those moments to keep triggering, other than having your relationship with Oghren revert for a brief moment and then go back to “Right here, old pal”. When Wynne talks about your love interest, if you’re romancing both Leliana and Morrigan you can select either “You know about me and Morrigan/Leliana?” If you choose “You know about me and Morrigan?”, she’ll start talking about Leliana instead. I assume things get even weirder if you throw Zevran into the mix as well. The approval levels displayed do not always match up with their actual approval level for me. Zevran’s approval was at 70 and displayed “Adore”, except he was recognized by the game as being only at “Care”. I only got “Adore”-related dialogue if i bumped it up to 71. A similar thing happened with Alistair, with “Friendly” being displayed despite him only being at “Warm”. And finally, found two more people who just disappear instead of walking away. Just mentioning them for completeness’ sake: the elf who says he will contact the other clans after NotB is finished, and the guard you can relieve from polishing the armor during Captured!. That’s it! Only the final battle left.
  10. Ah. Yeah, it's completely gone. Didn't notice that. No difference on reentering the estate.
  11. No worries, it worked! I have a save available from just before curing Eamon. I installed the update, started the landsmeet quest again and now the gate opens as it should. Yay!
  12. Er, I seem to have run into a rather big issue: when leaving Arl Eamon’s estate after the Landsmeet has started the gates are still closed. It's definitely the fixpack, as uninstalling it fixes the issue. In other words, I’m stuck. This might be a bit problematic...
  13. Just finished with the Brecilian Forest and - as usual - got some minor stuff to report. (Also, I can confirm that the "Elf in the corner"- thing happened in my game. I forgot to mention it earlier.) I was able to heal Deygan with magic, but afterwards he referred to my elven mage a human. (Sidenote: Why is there even dialogue for dwarves and dalish elves here, if only mages can heal him? Maybe originally you could have your companions heal him? Or maybe the writers just screwed up). There’s no sound effect for when casting the healing spell on Deygan. If you examine Deygan’s equipment the option to heal him is dissapears. You have to exit conversation and click on him again to get it back. There was a scripting comment regarding Deygan that caught my attention: it says that “Deygan dies after the player finished the plot either way”, “the plot” presumably being Nature of the Beast. But instead he just disappears after the plot’s done, if you never found him. I think maybe he’s supposed to be flagged as dead, so you can still return his body to the camp and / or loot his corpse. Thoughts on this? There was a tiny problem with Zathrian’s new position: During conversation with the player (when talking about Athras) he might do this little walking animation and can end up briefly walking up on the elf’s sickbed behind him. Is it possible to move him just a eensy bit forward to avoid this? Athras does not give his non-dalish elf greeting to elven mages. If you break up Cammen and Gheyna by telling Cammen that Gheyna insulted him (“Because you were ugly and she was through playing with you.”) he doesn’t actually run towards Gheyna when he dumps her. They just have their conversation even though they not even close to each other. I also noticed that Cammen has dialogue for after Nature of the Beast is completed, different for every outcome of his quest. But since he dissapears after his quest, it goes unused. Maybe he should return to camp after the curse is dealt with? If you say “I have come to kill you. The hermit wants you dead.” upon meeting the Grand Oak Tree and then “Not unless you give me a better reason not to.” the option “What’s this about an acorn?” will appear, even though nobody has mentioned the acorn yet. It should probably be replaced with “What's this boon you mentioned?”, like earlier in the conversation. Also, both Alistair and Zevran had a problem regarding their gifts: I gave them the dalish gloves and the broken amulet before they mentioned them. Later when I asked them questions that led to them mentioning the gifts, they acted like I never gave them to them. There’s a different line for if you’ve already given them the gifts, but for some reason those didn’t trigger for me. In other news, you asked for something I liked. I tried doing the Morrigan/Leliana love triangle and got falsely accused of “wading through her swamp”. Heh. It was a bit weird at first and while some options made it possible to play it as innocent, the second conversation (at adore) made it a bit harder. Sometimes it feels like the writers assumed no one would romance Morrigan without sleeping with her. But then again it’s not like my character was completely innocent - they did kiss a few times. I think you are absolutely right in that Leliana would assume things went further. During the breakup Morrigan even said “You should have bedded me while you had the chance!”, and I don’t think she ever bragged about sleeping with the Warden during banters either. So it feels pretty much established by now that it was all (mostly) in Leliana’s head. Overall, I think it works very well. That’s it for now, Haven is next!
  14. "As for Five Pages guy, he doesn't have any legit reason to be angry. Just as legit that that scream is due to fear." Actually, the comments says "Angry and desperate. "Defend me, Assholes!" " And, well, he certainly sounds angry... :whistling: "Looking at the dialogue and scripts involved, I don't think this is possible. The flag that gets set when you choose that option seems to be checked for correctly in its condition. Did you actually witness it in game or just deduce it from looking in the toolset?" It did indeed happen in the game for me. In fact, on further inspection it's the "Tell me about the quest for the sacred Urn." that dissapears after asking it once while "You mentioned something about an urn...?" never does. "Yeah, should probably take care of that... does she stand up due to ambient lines, or during cutscene dialogue?" She sits down all the time, but the moment you talk to her she will get up on her feet. If you end the conversation she'll sit down again. "You mean if you start an attack on him? If he does, it's scripted for him to run around, not unusual, Trian bounces all over the place when you fight him in the dwarf noble origin." Ah, sorry for being so vague. I was actually referring to when you first meet him and he runs away as the spiders attack you. Just as the cutscene ends he very briefly flips around for a second. Not that noticable, to be honest, but I try to be thorough. "Do you mean your first click resulted in nothing? He shouldn't give the new dialogue until after talking to Kardol. And the "This place makes my skin crawl" line is set to be once per game, so that part isn't a bug." Hmm, if I remember correctly I got the "This place makes my skin crawl" before the new dialogue, and it happened after the fight with the broodmother. That explains it. I just sort of assumed that the new dialogue would trigger first since barks usually indicate that the character has no actual conversations at the moment. Maybe switching them around would be ideal? Or maybe not, I don't know. Oh, and I found a few more at the end of the Orzammar Quest: After talking to Harrowmont after he's been crowned king he blips away at the end of the conversation. Same with Kardol.
  15. Didn’t use Feastday gifts. Anyway, here we go: Circle Tower: Petra, Kinnon and Keili (the surviving mages who are with Wynne) each have a single bark after you’ve talked to them once. Kinnon’s line not as ambient, unlike the others’. I suggest changing it to ambient for consistency. A petty one: During Four Pages, Four Pages, Beyha Joam will angrily scream “Get them!” with a neutral facial expression. Redcliffe: When talking to Llloyd, “Who are you anyway?” never disappears, even after you’ve already asked him that. When talking to Ser Perth, the option “You mentioned something about an urn...?” never disappears, even though “Tell me about the quest for the sacred Urn.” is supposed to replace it. Orzammar: The guard / beggar conversation works great… but clicking on one of the guards afterwards causes the conversation to repeat. Or rather, the guard holds the conversation with himself. After that, he greets you as usual. If you tell dagna she should stay after talking to her dad she will run away, but after the conversation she won’t actually move anywhere. If you go to the circle tower and get permission for Dagna to study there, there’s no option here to tell her to stay even after you bring up her dad. That seems like an oversight to me. I mean, why can you bring her dad up only to be forced to send her off? Nadezda, a beggar in dust town, mentions that her feet are crippled: (“Guardsman broke my sodding kneecaps and had me kneel in dung until the infection set in. Never healed proper.”) But during the conversation she will stand up while talking. After giving Baizyl his love letters back he will walks away, but remains in place after the conversation. I tried working publicly for Harrowmont, and offered to be a double agent for Bhelen. The guard in front of Bhelen’s door in the royal palace tells me to go inside to meet him, and the nobles talk as though I’m working publicly for him. When first meeting Ruck he very briefly turns around before the battle starts. Got Oghren’s new dialogue in the Dead Trenches, but it triggered after clicking on him twice. After that, he only says the “stop wasing time” line instead of his “this place gives me the creeps” one. Phew, that was quite a lot of them. At least they seem very complicated to solve. Good luck! :smile:
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