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squareinc

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  1. Nothing much to add except a big congrats on the release and I can't wait for it to be finished so I can do a playthrough. These days I've been wanting to play BG EE but there's just a dumb bug I want Beamdog to fix so I have to wait for that to be sorted. It'll be refreshing to be able to jump into Dragon Age and know that it will be a pristine experience. Thanks for all the hard work.
  2. Hey Qwinn I don't have anything constructive to add, but I just want to say thanks again for doing this! It means a lot to me and I'm sure others as well. I love this game and all the hard work you're doing and have done makes it much, much better. Keep up the great work and if I have anymore bugs or quirks I'll be sure to let you know :)
  3. Hey Qwinn I haven't been able to keep up with this forum due to work. I love reading all these fixes that'll be in. And I've renamed the Planescape fixpack file I keep to Qwinn's Fixpack ;). Anyway I saw a few pages ago that you said that you're trying not to overlap your mod with the rule fixes mod. So do you recommend that we use that mod with yours? I know some of the fixes in that mod have issues (one of them has some barrel issue in Darkspawn Chronicles) so I only use a few of the fixes. Are you not going to implement those fixes and would the only way to get those fixes would be to continue using the rules mod? Thanks again!
  4. Hey Qwinn Just wanted to say congrats on the Planescape credit! I didn't know you did the fixpacks for that. I've been using it for years now. You seem to have made a lot of my childhood bugfree. Did you do any work on BG I or II? Congrats again and I'm looking forward for this DA fixpack :)
  5. Hey Qwinn! Great stuff you've been doing! I have a question about Wynne's personal quest, but I might be remembering wrong. When you go to the elf camp, without Wynne there is a quest marker above the elf guy's head in the camp circle, but you can't talk to him unless he is in your party. My question is whether the quest marker is supposed to be there even if Wynne isn't in your party. I might be mis-remembering though. Thanks!
  6. I think you're right about the item properties being saved if you enter Dwynn's house. I believe the save I tested to see if Sten's sword would change to indestructible was at Dwynn's house right before I initiated dialogue. I will make the changes (if you decide not to, or not mark the quests as failed that is :p) when I start my new game with your fixpack. Thanks for the info!
  7. Thanks for the tip about the script files. The plot part is usually the thing I'm not familiar with and so that's why I stayed away from it mostly. What about the item files, the uti? Any advice on how to edit an existing item? For example, I tried setting Sten's sword as indestructible in the item editor, but when I export and place the file in my override it doesn't work (I'm talking about eight months ago though, I haven't done this recently) and just uses the vanilla properties. So I had to edit the script and set the item as indestructible there. Also, just so I don't stray completely off topic. I remember that in the Orzammar commons, some of the statues are clickable and have the codex symbol but you don't get any (visible) codex entries. I'm not sure if you mentioned this as a fix earlier; I just didn't want to be asking for help and not offer any bugs for you to squash :).
  8. I guess it's a shame that there's no way around player core. But about a new script, I could never create a completely new .ncs file (like squareincscript.ncs) that can be read by the game. Anyway to do that? Also, last time I tried editing an item and placing the uti file in my override, it never worked. I can create completely new items and put the uti in the override and they will appear, but i could never modify an existing item. It always used the vanilla properties. Any thoughts or advice on that? For the random encounter, yeah I think it was after Eamon's quest since I normally do his first. I wish I had more details but it's been almost a year since I played. I just know when you're finished you could talk to the survivors and all the dialogue plays from one guy who stays in the middle-ish part of the field.
  9. About the grimoire, I know MRP makes one of them not a gift, but rather a cutscene. So when you receive the grimoire (I think it's the fake one at the circle), you don't gift it to Morrigan, but get a cutscene when you go back to camp. I might be remembering this wrong and it might be Flemeth's real grimoire that you get he cutscene for. Is there a cutscene as soon as you enter camp after killing Flemeth? Also thanks for keeping the indestructible stuff in mind ;). If it's not something you want to do, I'll just ask you how to make a separate little script that the game will read so I could try to make a safety net for my slippery fingers :) (also, my not getting a new script file to ever work was why my original soundset fix had to use player_core. So knowing how to get that to work would be helpful regardless). Another thing... I remember a random encounter when you're traveling on the map. You meet some soldiers fighting darkspawn in a farm area (I think mages are there on a hill too, helping out). When you win and kill all the darkspawn, and try to talk to the surviving soldiers, the voice always comes from one guy. So if I talk to a soldier somewhere in the corner of the farm, a guy in the middle of the farm will have the text appear on his head and the voice will come from him, far away. Thanks for reading!
  10. If you decide to call it not-a-bug, could you make it that the quest would fail then if you destroyed the item? So Sten's quest will fail if you destroy his sword without giving it to him and same with Morrigan. Also, with Morrigan, I remember MRP gives a cutscene when you find the grimoire at the circle. The cutscene plays as you enter camp and you enter a dialogue with Morrigan. Was this cut content and are you restoring it as well? Also, also my mouse often slips when I right click things and I have a habit of clicking boxes too fast so I hope that explains my obsession with destroying items :sad:.
  11. You're right about plot items not being giftable. I made them indestructible, using the SetIndestructible function. So maybe that's an option. I think when you destroy it though, the quest never fails (at least for Sten I believe). It just becomes something that can't be completed and remains in your journal. Maybe you could look at setting it as indestructible?
  12. @Thandal; I might do that as well. But it seems like Qwinn's fixes are comprehensive so I might mostly go with his. @Qwinn; I just remembered another issue I had and made adjustments to. For Sten's personal quest, when you get the sword in Redcliffe in the chest, the sword can be destroyed and his quest will forever be incomplete. Is it possible to make it a plot item, since I think Morrigan's grimoire is also a plot item (both the one you receive in the Circle and from killing Flemeth). Also, I think I had made the nugs (is that even the correct word?) that you can give Leliana indestructible too but I'm not sure if that was part of a quest.
  13. So you're saying that when it comes to bug fixes, your mod should cover the same ground as ZDF and MRP? So if I wanted a bug free experience, I could just install your mod and not MRP or ZDF? Alternatively, how difficult would it be to swap out components like Thandal was mentioning? I know your last mod was a dazip, but would one be able to choose what to install. So like the restored content might be optional or the Morrigan stuff optional?
  14. Hmm I guess I was mistaken again. I could have sworn that it didn't work when we played the female character. Anyway, thanks for looking! I play a Morrigan romance on my main save and that's where I noticed it, so I'm glad it's fixed. On another note, have you looked into the possibility of breaking the main Orzammar questline by siding with both claimants to the throne? I know on the Dragon Age Wiki they say this is possible, though I haven't done it myself. Is it something you'll look at? Also, for the Crime Wave quest, stealing the guy's key to open the chest, there is something that happened to me that I'm not sure if it's a bug. When you go up to him and his guards to steal the key, if you're seen by the guards after talking to him the first time, you'll get a dialogue by the guards and then you'll be teleported to near the Chantry. This means that you'll never be able to walk that alley as the guards' dialogue triggers and you'll keep getting sent back to the Chantry. Is this meant to happen? I know you've made some fixes to the Crime Wave, but I don't remember reading about that, so I thought I'd ask. Thanks again!
  15. Hey Qwinn You're right about the Leliana dialogue. It is "Go on you two.' I was remembering it wrong. I'm glad it's fixed :smile: EDIT: About Alistair, I just meant that when my female warden kisses him, the same Leliana bug happens (the camera doesn't focus on her).
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