Jump to content

Qwinn

Supporter
  • Posts

    799
  • Joined

  • Last visited

Nexus Mods Profile

About Qwinn

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Qwinn's Achievements

Experienced

Experienced (11/14)

  • Dedicated
  • First Post
  • Collaborator
  • Posting Machine
  • Week One Done

Recent Badges

0

Reputation

  1. In response to post #67823186. #67823236 is also a reply to the same post. Agreed. As I said in my interview, respect from a content host towards the content creators is a rare thing in this crazy online world, and it is very very much appreciated.
  2. In response to post #67553571. #67576956 is also a reply to the same post. Version 3.5 of the Qwinn's Ultimate Dragon Age: Origins Fixpack has been released :) I hope you'll all enjoy. Now back to QUASIPC...
  3. Thanks for the kind words all, and to Pickysaurus and Nexus for the soapbox. Just FYI, in celebration of the PC Gamer article, I'm hard at work on version 3.5 of my DA:O Fixpack. Already got another 30 fixes done for it (including a couple of pretty awesome dialogue restorations in the Mage Origin, about 40-45 lines of voiced dialogue total there) and at least another 30 fixes to come. You can keep up with the progress on it on the thread in the mod's Forums tab.
  4. In most cases, the dark face bug is not due to any issues with facegen, it is simply an install/load order issue. A good rule of thumb that will generally avoid the problem is to simply have your installation order match your plugin order as closely as possible. It's easy to do in MO2, just make your left pane order match your right pane order as closely as possible. 95% of the time, the bug is caused by having the install and plugin orders not matching, which results in the meshes and textures from mod A winning the install order conflict, and mod B winning the conflict in the NPC Actor records in the ESP plugin. That mismatch is what most often causes the bug. Note that, if some of your NPC replacers are archived (in BSA files), and others are using loose files, then simply sorting them as described above may not fix the problem, because loose files will always override BSA files regardless of load/plugin order. In those cases, if you want the mod with the files in the BSA to win the conflict, you will have to either extract the BSA so that both mods are using loose files, or archive the one with loose files so that plugin order can establish which one wins the conflict. These days however, at least for SSE, almost all NPC replacers provide a loose files option in their download section.
  5. I never used Loot even when I was a noob at modding. Here's one reason why. If there's a way to handle this with Loot that isn't as ugly as what I have to describe, please let me know When I do my load order, I like having certain categories of mods in a certain succession, for example, in Skyrim SSE: NPC Replacers, then Grass and Tree texture/mesh mods, then Water, Mountain and Road texture/mesh mods, then Weather and lighting mods. There shouldn't be any conflicts between each of those categories, right? (Note that I do NOT have my mods sorted into *actual* categories, did not find an actual need to do this, as I can find things faster just by having all mods listed alphabetically). But I still like having the mods in given categories as the above grouped together, and it's not just for "visual" or "organizational" reasons (though I don't really get why those wouldn't be motive *enough*), it also reflects my research and conclusions from reading author suggestions about which mod types should be generally higher and which should be generally lower in the load order. Like, the general notion that weather and lighting mods should be near the bottom of the load order, and that Realistic Water Two should be near the bottom as well. When I had Loot sort a while ago in Vortex, I suppose because I installed the weather mods earlier on, it left them all near the top of my load order. Anyway.... in my "NPC Replacers" mod category, I have 6 mods. I'm fine with setting up rules that order those 6 mods. The last one of those 6 happens to be a mod called "Fresh Faces". And my first mod in my group of 5 "Grass and Tree mods" is Verdant. To get these groups of mods to follow each other the way I want, I have to create a rule that says "Verdant" must come after "Fresh Faces"... which is silly. The mods have nothing to do with one another, there's no conflict, it's an artificial dependency that I have to create. And if I move Verdant lower in my Grass and Tree mods order for whatever reason, now I have to reassign my rules. Hope that made sense, and if there's a more intuitive way to get these categories to sort in the load order, I'd like to hear it (I really have no experience with Loot prior to this, so yes, I'm a total noob at it. Maybe there's some fantastic way for me to order generally non-conflicting categories, but so far, I haven't seen it.). EDIT: Another thing... it seems to me that if Loot finds some mods in a load order that it doesn't have any rules for, and doesn't find conflicts for, and basically just doesn't recognize, then it doesn't move them, it just leaves them where they are. This effectively means that the install order determined the load order for those mods. So, if I wind up uninstalling and reinstalling everything for whatever reason (hard drive crash, whatever), on my next install, those mods will probably be moved around. So what, you say, if Loot doesn't find a conflict or require an order? Because I simply don't want moving parts in my load order when I'm trying to recreate something - Loot isn't infallible, and maybe there was an unknown file conflict between two files, both archived in BSA's, that work in one order but not another, and I got lucky and had them wind up in the correct order the first time, leaving me with a perfectly working mod installation, I don't want to have to remember that I either have to install things in a certain order OR set up a rule sequencing EVERY SINGLE plugin in order to duplicate what I had before exactly. If I have to do all that, if I have to set up rules for every single mod in order to fix a specific load order, I'd rather use a mod manager that just lets me put them in the order I want by dragging and dropping rather than creating rules for every single mod. All I need is a text file with my previous load order, order them that way, and I've recreated my previous working installation *exactly* with minimal hassle. And recreating my working installation *exactly* gives me peace of mind.
  6. I actually don't import Oghren's approval into Awakening. I do fix a related bug though. You know how the first gift specific to a follower gives 10 approval, then 9, then 8 etc? Oghren's approval didn't import to Awakenings, but the variable tracking how many gifts you'd given him did, meaning if you gave him 5 gifts in Origins, the first gift you give him in Awakenings will only give 6 approval instead of 10. I reset that gifts-received variable so the first gift in Awakenings should give 10 regardless of how many you gave in Awakening. Makes it easier to raise it from 0 in Awakenings. That's it though.
  7. As a modder who has spent many thousands of hours on content creation, I truly appreciate what Nexus is trying to do here. They are only the hosts of the content. It's the modders that are providing the content, but until this, Nexus was the only one that could make any money off that content. I took my Fixpack off Nexus (and moved it to https://qwinnmods.com ) primarily because of that fact, and the simple principle that it was wrong that the only one who couldn't make money off a given piece of content (a mod) was the person who created it, and that is MESSED UP. So I created a website to host my mod and tried to monetize it via ads and Amazon links. I didn't think I'd make much, and reality kept up with my pessimism. But it was the principle of the thing. By simply acknowledging this and taking the politically contentious route of coming up with a reward system for their content creators.... respect. Thank you. I may bring my mod back to Nexus soon.
  8. If you spare Loghain while making Alistair king (via marriage to Anora), he'll be angry and you won't see him until the post-coronation. If Loghain is sacrificed to kill the Archdemon, Alistair will concede you did the right thing and "all is good", in his words, so technically in that respect, you can already do what you're asking. It does allow you to play with Loghain until close to the end and Alistair won't think you suck at the end, but you can't get Loghain to actually be alive at the post-coronation without Alistair pissed off at you ("I don't think we have much to say to one another").
  9. The BETA is over! Version 3.2 is live! Thanks to all of you posting on this thread for all your help and support. I'ma gonna go take a nap.
  10. Alley of murders doesn't use the Chanter's board. It creates a new sign in the Market District, which you interact with to start the quest (which sends to you new locations on the Denerim map). So yeah, definitely a conflict with the area file. (I really wish we could extend area files like we can with GDAs.) But that's just it, there kinda IS, and from the readme it sounded like this was the technique the modder used. It's called PCRSCR and it allows you to add new placeables and creatures to an area without touching any of the existing area files or scripts. That said, I don't use the technique because the one thing you can't seem to create or modifity with it is triggers, and that's the primary reason I touch area files at all. https://dragonagemodding.wordpress.com/2009/11/15/creating-a-custom-merchant-for-the-players-camp-part-1/ If he used this method, and it sounds like he did (note that he doesn't say "You must have this mod installed prior to entering the area for the first time" as it would need to if he were touching the area file directly), I can't imagine why it wouldn't work. This is why I'm asking what actually happens if you try it. And thank you for the kind words, guys! I truly appreciate you all keeping me company and sharing your help, knowledge and opinions throughout this process. Here's hoping v3.2 goes smoothly!
  11. So here's the introduction to the Readme for version 3.2 (which is still on schedule to be released midday Sunday), if anyone's interested. Suggestions on anything to add to this are welcome. Qwinn's Ultimate Dragon Age: Origins Fixpack Author: Paul Escalona (aka Qwinn) Original Release Date: April 15, 2010 Current Release Date: July 21, 2017 Current Version#: 3.2 DONATIONS APPRECIATED: This Fixpack took almost all of my nights and weekends (and even sick and vacation days) for six months just in 2017, while also being fully employed. I intend to maintain and add to this Fixpack as needed and requested by players for some time, but eventually I will of course tire. Donations would be very appreciated and would help put that day off considerably. Thanks in advance! WHAT IT DOES, AND WHAT TO EXPECT: This fixpack attempts to address ALL dialogue, quest, scripting, plot, and MOST item bugs in the base game of Dragon Age: Origins. As of version 3.2 it fixes more than 760 such bugs. It also attempts to restore any cut content that is consistent with all existing content, and that doesn't appear to have been cut for any reason other than time or budget constraints. Note that my intent here is to fix the game, not tweak it to my liking. I only change something if I believe the game's behavior in any given instance was more than likely -not intended- by the developers. In other words, I try to fix bugs. Actual bugs. As opposed to, "I forgot to talk to the guy in the Lothering Chantry for the Blackstone Irregulars and now I can't get back to him, that's a bug, fix it!". No. That was actually intended, as is clear if you read the completed failed entry for that quest. Now, if I make a change to something that someone believes was intended, please do offer up arguments/evidence in support of that in the comments section where you downloaded this or any other forum I may come up with to support this Fixpack. I enjoy hashing that sort of thing out. I have no future plans to do fixpacks for Awakening, DLC, Dragon Age 2 or Inquisition unless Bioware would like to pay me a fair wage to do so. Bioware, consider this my resume :smile: WHAT IT DOESN'T DO: This fixpack makes no attempt to fix combat mechanics. It also makes no changes to graphics, textures or morphs. Any mods that make those sorts of fixes *should* be fully compatible. It does not attempt to fix bugs in Awakening or any of the other DLC, with two exceptions: one related to giving Oghren gifts in Awakening (OG3003), and a fix moving a camera in a specific stage used in dozens of dialogues throughout the game (and probably in the DLC as well) in order to prevent large armor shoulder pauldrons or large weapons from occluding the speaker's face, sometimes completely and for significant stretches of dialogue (see GL3209). RESTORATION HIGHLIGHTS (this is above and beyond many many dozens of lines restored here and there in various dialogues): SPOILER WARNING: This highlight list has a lot of spoilers, don't read it if you haven't played the game before. Restored all broken codex entries (aside from a handful in the "Controls" section) Restored human female cocky soundset Restored option to show mercy to Mandar Dace if fighting him during the Dwarf Noble Origin Restored dozens of scripted approval changes, particularly when first meeting various followers Restored 3 different reactions each to breakups with Morrigan and Zevran, depending on approval level Restored harsh breakup with Leliana Restored turning Morrigan in as an apostate to Greagoir Restored dialogue when taking Morrigan to Flemeth's hut during her personal quest Restored the proper extended ending to Flemeth's Real Grimoire quest. Restored several conversations with Oghren in the Deep Roads Restored Oghren asking to join the party permanently after a king is crowned Restored long dialogue with Wynne about Connor, and fixed bugs usually preventing another long dialogue with her between "Rescue the Queen" and the Landsmeet Restored 18 interparty banters that previously would not play at all Restored Alistair introducing you to Ser Donall in Lothering Restored being able to distract Lanaya (with very high persuade/cunning) long enough to steal her Songbook without getting caught Restored the ability to heal Deygan in "Wounded in the Forest" Restored ability to turn Godwin in to Greagoir Restored several ambient dialogues between Redcliffe villagers and Shale Restored non-functioning morale boosts/penalties to the Redcliffe militia and knights depending on how you prepared them for Attack at Nightfall Restored combat shouts and calls for healing by Redcliffe militia and knights during Attack at Nightfall, which vary depending on morale and sobriety Restored Sophie's Guard being able to catch you ransacking Sophie's room in the Gnawed Noble Tavern Restored 3 of the 5 intended ways to be able to Steal the Teyrns Crown Restored Haven alternate shopkeeper if you side with the Cultists Restored exchange between the beggar and a guard in the Hall of Heroes Restored Vartag confronting you in the Provings if you fought for Harrowmont after agreeing to work for Bhelen Restored the ability for a dwarf noble who didn't kill Trian to be exonerated Restored the ability for a dwarf noble to complete "Of Noble Birth" properly Restored ability for Shale to come rescue you during "Captured!" Restored interjections by Leliana, Morrigan and/or Sten during the Landsmeet if you are betrayed by Anora Restored Alistair thanking you for not making him king Restored dialogue between Loghain and Anora in Redcliffe Castle after the Landsmeet (new in version 3.2!) Restored the last two "Story So Far" updates in the game. Restored many location based party comments and follower interjections during dialogues Restored 13 previously unobtainable items in game COMPATIBILITY: This mod is most likely not going to be compatible with most mods that modify dialogue, quests and some items. The following mods are not compatible, but they are also mainly not necessary as all bugs and restorations they deal with are also dealt with in this fixpack. This list is by no means complete, it's just what I'm aware of: NOT COMPATIBLE AND MOSTLY OR COMPLETELY REDUNDANT Alistair Dialog Patch (ADP) - Bugs are all dealt with, 4 tweaks listed in the readme were not implemented. Zevran Dialogue Fixes (ZDF) - Only things in the readme not dealt with are some tweaks to kisses. Leliana Fixes - All issues dealt with, though not always the same way Morrigan Restoration Pack (MRP) - Only things in the readme not dealt with are Angry Kiss and Dark Ritual Kiss because they are tweaks. Dialogue Tweaks - Bugs addressed, tweaks are not. Tiny Fixes - Completely Redundant A Lost Nug Quest Fix - Completely Redundant (though with different reward) Unobtainable Item BUGFIX - I do not restore 2 two handed swords in Korcari Wilds as I believe they were cut deliberately Jowan and Another Different Jowan - Completely Redundant Ancient Elven Boots Fix - Completely Redundant Fang at Tier 7 - Completely Redundant Golem Registry and Shapers Life Reward Fix - Completely Redundant Shale Will Come For Me Restoration Fix - Completely Redundant Templar Armor Fixes - Completely Redundant The Gnawed Notebook - Completely Redundant Her Hammer is her... uh.. never mind - Completely Redundant Fixed political support in "A Paragon of her Kind" - Completely Redundant, though my implementation is slightly different Cammen's Lament Quest Fix - Fixed much much more thoroughly in this Fixpack Human Female Cocky Voice - Completely Redundant Chevalier Armor Set Bonus Change - Completely redundant Zevring - Fixes are redundant, but I do not make the ring a usable item PARTIALLY COMPATIBLE: Improved Atmosphere - portions of this could probably be added successfully, with some major surgery. Installing both mods in their entirety is known to cause issues with Crime Wave and Trial of Crows quests, and probably many additional issues not yet discovered. Much of IA is redundant, though, as the fixes listed in the Readme are dealt with in this fixpack, but tweaks are not. The following folders would PROBABLY be okay to add (not actually tested): 1. Global (Animations, Materials and Tints only), 5. Awakening Expansion, 6. Downloadable Content, 7.2 Awakening Quick Items, 7.3 Optional Campaign Mods (Release Jowan ONLY), 7.5 Weapons VFX Remover, and the party_barks.dlg (which makes all followers give their location based barks, instead of just one) in "4. Companions / 4.1 Dialog Changes / Global Dialog Changes". Thanks to firepanda of the Nexus forums for helping me put that list together. NOT COMPATIBLE (Confirmed) Equal Love Alley of Murders (which is a shame, never played it but looks interesting) Any mod that modifies companion dialogues - in the very BEST case, you will lose the majority of my fixes pertaining to that character, and I fully expect any attempt to mix such mods with mine to all end in tears. Weepy, bitter tears. For the record, I will not be offering support for any issues reported with such mods installed. SHOULD BE COMPATIBLE * The lists in parentheses are the mods in that category that were reported as fully compatible during v3.0 and v3.1 BETA testing. Any morph, texture or visual/graphics mods (* Bidelles Cosmetics, CC Extra Tints & Tones, Leliana Facemorph, Leliana Sacred Ashes Armor (normal and update v1.1), LOTC's Longer Eyelashes, More_Hairstyles, Morrigan Tweaked, NBaio, Practical Dalish Female Armor, PT's Vibrant Colours, Tucked Hair, UDF Dyekit, Robes of Possession - Retex of Jewelry, Personal Annoyance Remover and pretty much any other mod in this category) Any mods that strictly address combat mechanics (* Full Combatant Dog) Any Awakening-only mods (* several were confirmed but not bothering to list as they should all work) Any mods for other DA:O DLC Some gameplay mods (* Extra Dog Slot, Skip The Fade, ZevranASAP, The Rescue At Ishal, Cousland Sword and Shield, Level 50, FtG UI Mod, FtG Quickbar, AddItem with Console Improved - Script, Damage Statistic Fix) Most mods that only directly alter existing cutscenes should work. (* Better Sex Cutscenes) RECOMMENDED SETTINGS: It came to light in the final days of creating version 3.0 that having Vertical Sync disabled can have some strange effects - specifically, it causes Gorim to not reach your prison cell in the Dwarf Noble origin. I fixed that single issue, but as I did all my development and testing with VSync enabled, I did not catch any other instances where that issue could have an effect. I therefore recommend having VSync enabled if possible. It's not necessary, but I also did all my development with 3D Vision and it worked quite well, aside from some cutscenes looking a little glassy. If you have the hardware for it, I certainly recommend it for Dragon Age: Origins. LANGUAGE SUPPORT: As of version 3.0, there is no multi-language support for this Fixpack. If installing it on a foreign language version, it will replace some of the text with english text. It must be considered an english-only mod for the time being. My apologies to the international players. :sad: How to Install: Use daupdater.exe (found in your Dragon Age installation's bin_ship directory) to install the accompanying .DAZIP file as an addon (viewable and toggle-able from the Downloadable Content menu option). ORGANIZATION: I have organized the readme below hoping to avoid spoilers as much as possible. You therefore won't find much in the way of references to later game events under the companion sections, for example (this is why the ALISTAIR section is so short - he has *tons* of fixes but most of them are listed under the Landsmeet, Dark Ritual, etc. sections for reasons obvious to those already spoiled.) Within each section, I've tried to order the fixes in the order you're likely to come across them within that area, and group fixes pertaining to a specific quest all together, for those trying to use a walkthrough and consult this readme at the same time. I do tend to list side quests prior to main quests. The code system used to reference fixes, established in v3.0 BETA, has been changed as of v3.2 from a 5 character code to 6 characters. The first two alpha characters still denote the category they are listed under in the readme (see the following category list). The next two digits are now the version number where the fix was added to my fixpacks (and it is for this reason that v3.01 BETA is being retconned to be remembered as v3.1 BETA). The last two digits are used to establish the order in the readme. With this new system, I can insert new fixes without having to reorder or renumber existing fixes, and therefore the code used to denote any particular fix should not change from v3.2 on. If you are looking for a specific fix, and it could potentially belong to multiple categories below, you are most likely to find it by finding the *last* category in the following list that matches what you're looking for. For example, you won't find any PLOT ITEM REMOVAL fixes anywhere above that section. If you're looking for a fix to something about Morrigan during the Dark Ritual conversation, you'll find it in the Dark Ritual section, not under Morrigan. If an event is tied to a specific location and can't happen anywhere else, you're most likely to find it in the section for that location (so all restored party bark/comments are listed in the respective location where they can now be heard). Note that there is no PARTY CAMP section - things that can only happen in the party camp will generally be under the relevant companion's section. CATEGORIES: GL0000: GLOBAL (9 Fixes) CM0000: CIRCLE MAGE ORIGIN (6 Fixes) DA0000: DALISH ELF ORIGIN (2 Fixes) DN0000: DWARF NOBLE ORIGIN (18 Fixes) HN0000: HUMAN NOBLE ORIGIN (1 Fix) AL0000: ALISTAIR (9 Fixes) DO0000: DOG (1 Fix) LE0000: LELIANA (29 Fixes) MO0000: MORRIGAN (37 Fixes) OG0000: OGHREN (21 Fixes) SC0000: SECRET COMPANION (1 Fix) SH0000: SHALE (1 Fix) ST0000: STEN (16 Fixes) WY0000: WYNNE (8 Fixes) ZE0000: ZEVRAN (18 Fixes) IB0000: INTERPARTY BANTERS (14 Fixes) OS0000: OSTAGAR (15 Fixes) LO0000: LOTHERING (20 Fixes) BF0000: BRECILIAN FOREST / NATURE OF THE BEAST (46 Fixes) CT0000: CIRCLE TOWER / BROKEN CIRCLE (31 Fixes) RE0000: REDCLIFFE / THE ARL OF REDCLIFFE (50 Fixes) DE0000: DENERIM (Excluding Crime Wave and Endgame) (22 Fixes) BI0000: BLACKSTONE IRREGULARS QUESTS (7 Fixes) CH0000: CHANTER'S BOARD QUESTS (10 Fixes) MC0000: MAGE COLLECTIVE QUESTS (7 Fixes) RA0000: RANDOM AND SCRIPTED ENCOUNTERS (7 Fixes) FI0000: FAVORS FOR INTERESTED PARTIES (6 Fixes) CW0000: CRIME WAVE (21 Fixes) UR0000: HAVEN / THE URN OF SACRED ASHES (29 Fixes) OR0000: ORZAMMAR / A PARAGON OF HER KIND (103 Fixes) RQ0000: RESCUE THE QUEEN (13 Fixes) CA0000: CAPTURED! (10 Fixes) UA0000: DENERIM ALIENAGE / UNREST IN THE ALIENAGE (33 Fixes) LA0000: LANDSMEET (and Post Landsmeet up to Dark Ritual) (27 Fixes) DR0000: DARK RITUAL (14 Fixes) FB0000: FINAL BATTLE (13 Fixes) CO0000: CORONATION (6 Fixes) PC0000: POST-CORONATION (18 Fixes) FU0000: FUNERAL (7 Fixes) SL0000: SLIDESHOW / EPILOGUE (15 Fixes) PI0000: PLOT ITEM REMOVAL (16 Fixes) IF0000: ITEM FIXES (20 Fixes) IR0000: ITEM RESTORATIONS (15 Fixes) RD0000: REDACTED FROM PREVIOUS VERSIONS (6 Redactions) Total number of fixes as of version 3.2: 772
  12. Anyway, I think I've addressed everything (yet again), so back to releasing 3.2. firepanda, if you get a chance, let me know what exactly happened when you tried to use Alley of Murders. I'm guessing it's either a conflict with my Market district area file or area script. Unfortunately there's no real way I can avoid those changes. I thought it might work though as it sounded from the readme like he was implementing it through one of the job boards? I didn't think I would interfere with that. EDIT: This really weird one just cropped up, never happened previously, no idea why. DE3208: Market District: The male Denerim citizen just outside of the Gnawed Noble Tavern would sometimes appear clothed only in his underwear. Fixed. He was wearing one of those unisex "Noble Clothing" that I made stop dropping, but I didn't touch this guy. Switching him to a different one of those. and it appears fine. Very strange. Found a different guy using the same clothing and it seems to appear fine on him. Have any of you ever seen this bug? EDIT 2: Sooo weird. I saw that a few guys are wearing the same clothing in the post-coronation, so I beat the archdemon, and yep, all 3 were naked! So I exported that clothing. Reloaded Denerim. Clothes are there. Great. On a hunch, delete the clothing from the export directory. And it's still fine! Only thing I can figure is I got a corrupted cache file for that clothing somewhere, and exporting/deleting cleared it? What else could it be? Still, it appears I'm not the first person it ever happened to: https://www.reddit.com/r/dragonage/comments/2l46pp/bug_naked_npcs_in_denerim_possibly_elsewhere/ So I'm going to leave that fix in and that clothing exported, just in case. Changing the above bug listing to this: IF3218: "Noble Clothing": The file for one particular set of this type of clothing could sometimes become corrupted, leaving some male characters in their underwear (including the man just outside the Gnawed Noble Tavern in Denerim and three nobles at the post coronation.) This should no longer happen.
  13. Brothel 50% defeated! DE3210: "Pearls Before Swine": The two White Falcons standing in the background should no longer be eyeless during your dialogue with their leader. Thanks to sialivi of the Nexus forums for making me aware of this one. Just moving them in closer to the leader a bit seems to have resolved the problem - I guess the dialogue engine is turning down the graphics detail on things sufficiently far away? If so, man, that range is way too short. Curiously, the scene where that happened is using the exact same dynamic stage and camera where the shoulders/weapons could block the speaker (it was worse with Ignacio because the player has a "lean left" animation with him.).
  14. Sigh. No. It can still happen. I had spent some time playing with the eyeless guys in the brothel, and in that testing I had turned down some of my graphics settings, then forgot I'd done so. I was *really* surprised to find that if you do that, a LOT of the ambient characters in Denerim simply disappear... in fact, I wasted a couple of hours desperately trying to figure out why the 3 ambient people who hang out outside the Gnawed Noble Tavern had simply disappeared. Later realized almost all of the animals and a few characters that walk around had disappeared too. Anyway, destroying the Alistair trigger did seem to improve things slightly... again... but no, still not eliminated. I *have* pretty much confirmed, though, that turning down the graphics settings can eliminate the crashing in Denerim problem. (One oddity - I never crashed loading a game with the settings turned down, but I *did* crash a couple of times when entering the GNT and then immediately turning around and exiting back into the Market.) So that tells me it's almost certainly a running-out-of-memory issue (not surprising). Which is probably why my destroying stuff when it becomes no longer necessary is probably helping a little bit without eliminating it - I'm just making it use slightly less memory with each destroy. Which means a Large Address Aware fix that allows the use of 4gb+ memory is probably the only long term solution. You can't apply that patch directly to the Steam version, but I found this guide as a workaround. Have any of you tried this? https://steamcommunity.com/app/47810/discussions/0/620696522016331346/
  15. ZOMG... if I had been able to make ONE wish that I could get into v3.2, it's to make this a *total* fix - and I think I just did!!!!!! Remember this one? DE3001: Market District: Significantly reduced (though did not manage to eliminate) the lag and crashes that plagued the Denerim Market District, particularly when loading a save game there. I'm going to test it a bunch more times, but... so far I've loaded 12 different saves in the Market District in Denerim in the areas it's most prone to crash, and I *can't* duplicate the crash! What did I do? It's Alistair's fault, of course. Triggers in the game never really go away, they're just deactivated, but the collisions with the trigger still happens, the script still runs, it checks if it has deactivated itself and if so, it just breaks out doing nothing. But it's still there, and the engine still has to run the script every time something enters the trigger. You CAN stop that by actually destroying the trigger, though, instead of deactivating it. In DE3001, I destroyed a bunch of the triggers in the area once they were used, like Landry's four or five triggers, and like 6 triggers for the Steal the Tilver's Key quest. This helped, crashes were a bit less frequent, but they could still happen, sometimes quite a lot, and the closer to the center of the market the worse when you saved your game, the more likely to crash when you loaded it. But I hadn't deactivated the trigger in front of Goldanna's house. You know, the one with *two little kids frantically running in, out and around it*? I set that trigger to destroy itself after it's used... and since then, I cannot duplicate a single crash in the Market district! Maybe I've just been lucky in those 12 tests. I can't say it's fixed for sure yet - but usually even when you COULD get a save to load in Denerim, the little spinning symbol as the load screen went away would stutter. It's not stuttering at ALL now. Really, REALLY excited. Wish me luck!
×
×
  • Create New...