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Everything posted by squareinc
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Qwinn´s Ultimate DAO Fixpack v3 (no longer beta!)
squareinc replied to Katzapult's topic in Dragon Age: Origins's Discussion
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. -
Qwinn´s Ultimate DAO Fixpack v3 (no longer beta!)
squareinc replied to Katzapult's topic in Dragon Age: Origins's Discussion
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 :) -
Qwinn´s Ultimate DAO Fixpack v3 (no longer beta!)
squareinc replied to Katzapult's topic in Dragon Age: Origins's Discussion
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! -
Qwinn´s Ultimate DAO Fixpack v3 (no longer beta!)
squareinc replied to Katzapult's topic in Dragon Age: Origins's Discussion
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 :) -
Qwinn´s Ultimate DAO Fixpack v3 (no longer beta!)
squareinc replied to Katzapult's topic in Dragon Age: Origins's Discussion
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! -
Qwinn´s Ultimate DAO Fixpack v3 (no longer beta!)
squareinc replied to Katzapult's topic in Dragon Age: Origins's Discussion
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! -
Qwinn´s Ultimate DAO Fixpack v3 (no longer beta!)
squareinc replied to Katzapult's topic in Dragon Age: Origins's Discussion
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 :). -
Qwinn´s Ultimate DAO Fixpack v3 (no longer beta!)
squareinc replied to Katzapult's topic in Dragon Age: Origins's Discussion
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. -
Qwinn´s Ultimate DAO Fixpack v3 (no longer beta!)
squareinc replied to Katzapult's topic in Dragon Age: Origins's Discussion
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! -
Qwinn´s Ultimate DAO Fixpack v3 (no longer beta!)
squareinc replied to Katzapult's topic in Dragon Age: Origins's Discussion
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:. -
Qwinn´s Ultimate DAO Fixpack v3 (no longer beta!)
squareinc replied to Katzapult's topic in Dragon Age: Origins's Discussion
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? -
Qwinn´s Ultimate DAO Fixpack v3 (no longer beta!)
squareinc replied to Katzapult's topic in Dragon Age: Origins's Discussion
@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. -
Qwinn´s Ultimate DAO Fixpack v3 (no longer beta!)
squareinc replied to Katzapult's topic in Dragon Age: Origins's Discussion
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? -
Qwinn´s Ultimate DAO Fixpack v3 (no longer beta!)
squareinc replied to Katzapult's topic in Dragon Age: Origins's Discussion
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! -
Qwinn´s Ultimate DAO Fixpack v3 (no longer beta!)
squareinc replied to Katzapult's topic in Dragon Age: Origins's Discussion
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). -
Qwinn´s Ultimate DAO Fixpack v3 (no longer beta!)
squareinc replied to Katzapult's topic in Dragon Age: Origins's Discussion
Morrigan is the love interest. I've also seen it happen with Alistair. It happens in any area out of camp where you can kiss your partner in public. And Leliana is always the one to comment since she is the first in the order of party members in the game's script (it doesn't matter her in game order). EDIT: You can see it by playing the dialogue in the editor. You will see how the camera always remains on the love interest even though it acts like it was supposed to change to Leliana. -
Qwinn´s Ultimate DAO Fixpack v3 (no longer beta!)
squareinc replied to Katzapult's topic in Dragon Age: Origins's Discussion
Hey Qwinn! I don't have much to add about your Leliana and Zevran question unfortunately. I do remember testing out Leliana's romance though because people were saying your version 2 of the fixpack made it unobtainable. However the romance worked for me just fine. Was it really broken after 1.04? Also, when you kiss your love interest in front of the other party members, I notice that the party member to comment is always based on an order. For example I think the game looks for Leliana and then Alistair and then somebody else. So if Leliana is in your party, she will always be the one commenting on your kiss. Is this intended? Or was it supposed to be a random party member? The game's script makes it a fixed order though. Also also, when Leliana comments on you kissing your love interest, she says 'Get a room you two', but the camera never leaves your love interest and her voice is only heard. The camera only slightly changes the angle and its a very awkward cutscene since the camera always remain on the love interest. For the other dialogues, the camera would change to the character speaking, so it stands out. Is there anything to be done about that? Thanks! -
Qwinn´s Ultimate DAO Fixpack v3 (no longer beta!)
squareinc replied to Katzapult's topic in Dragon Age: Origins's Discussion
I can't believe some people could be like that about modding a game. I was putting off finishing the game because I wouldn't have time to fix any issues I find while playing (I'm someone who has to fix things). By chance I was searching fixpacks in 2017 and saw you were working on yours. You can't imagine how happy I am that finally there will be a comprehensive fixpack so the game would be (almost hopefully) bug free. So I want to say thanks for doing this. I'm glad that someone cares about the game and has the skill to fix it and make it better and not just start some dumb credit controversy. Anyway, I know you're not looking at other mods, but can you say what areas there will be a divergence in focus between your fixes and MRP or ZDF? For example, would choosing yours over MRP mean that there would be less fixes and cut content for Morrigan? Same with ZDF. Right now my load order is: 1. Morrigan Restoration Patch 2. Ancient Elven Boots Vanilla Fix 3. Storage Chest 4. Terra Ex Bann Fix (put the folder in the override folder) 5. White Teeth (put the erf file in the override folder) 6. ZDF Fixes (put the folder in the override folder) 7. z_TerraEx_Silverite (put the folder in the override folder) 8. Sigrund Quest Fix (put the erf file in the override folder) 9. blkblade_drop_fix (put the folder in the override folder) 10. Qwinn DAO Fixpack 11. The four plt_genpt_sten files (put in the override folder) 12. The two plt_urnpt files (put in the override folder) 13 Put the player_core.ncs and sys_soundset_h.nss files in the override folder) 14. i9h_ep1_endgame_cs_fixes.erf (put in the override folder) 15. Put the contents of the Rule Fixes folder into the override folder (this means copy and paste the folders from inside the Rule Fixes folder) 16. plt_ntb210pt_hermit.nss and plt _ntb210pt_hermit.plo (put in the override folder) 17. gen_im_pelt_werewolf_plot.uti, ntb210pt_hermit.ncs and ntb220pt_grand_oak.ncs (put in the override folder) 18. plt_ntb220pt_grand_oak.nss and plt_ntb220pt_grand_oak.plo (put in the override folder) 19. orz400pt_rogek.ncs and orz400im_rogek_lyrium_lot.uti (put in the override folder) 20. genpt_sten_main.ncs (put in the override folder) 21. orz400_rogek.dlb and .dlg files (put in your override folder) 22. the four dagna files and the two janar files (put in the override folder) 23. The What_Is_Built_Endures folder (put in the override folder) 24. Put the contents of the Tiny Fixes folder in the override folder 25. orz340_vartag (two files) and orz330_dulin(two files) in the override folder 26. lite_multi_gax.ncs (put in the override folder) 27. orz420pt_alimar.ncs (put in the override folder) The individual files, except white teeth and endgame fixes, are the ones that I've edited (which will no longer be needed since you're incorporating them). Would you say there's much incompatibility? Also, what about the Orzammar main quest issue where you can double cross both dwarves and end up stuck? And also, the end game fixes where the ending slides don't trigger the correct ones. I know particularly that you don't get Morrigan's love or ring slide because of a bug. Is that something you might look at? Thanks again! You're doing Andraste's work! EDIT: The weird notes in my list of mods and files are meant for me. I usually need to leave myself detailed instructions so I can install the game a few years down the road. -
Qwinn´s Ultimate DAO Fixpack v3 (no longer beta!)
squareinc replied to Katzapult's topic in Dragon Age: Origins's Discussion
Lots of good stuff! Whats your thoughts on the Morrigan Restoration Mod and Zevran Dialogue Fixes though? Would they be compatible? I also use some of the rule fixes mods, but I'll have to wait til I'm home to see exactly which ones. How do you think these would react with your mod? EDIT: I know you spoke about this already, and that your mod has the lowest priority, but I want to know there will be any missed fixes from using MRP and ZDF. I guess the question is are you touching a lot of the same stuff MRP and ZDF touch (filewise that is). -
Qwinn´s Ultimate DAO Fixpack v3 (no longer beta!)
squareinc replied to Katzapult's topic in Dragon Age: Origins's Discussion
Now got home from work. Thanks for including the werewolf pelt :). For the soundset I'll have to ask my gf about Alistair's romance since she's the one who played it through. The others romance dialogues are not as direct. I suspect that the devs wanted it to be vague and passable as friendship since they had to know what their code would do at 100 approval. Then Alistair's clinginess changed all that. I'm glad that your fix is more compartmentalized than mines. I couldn't include any of the h files in the original fix so I had to recreate the functions. In Denerim and Redcliffe, I notice that the chanters board quest markers sometimes don't go even if you complete all the quests. I'm not sure if I experienced it in Denerim explicitly (I think I did) but definitely in Redcliffe. I don't know if that's something to look at. I usually made my small fixes as I came across the bugs in the game. Right now I'm at Orzammar (haven't played in six months) and so that's where my fixes stopped. The politics in Orzammar make the dialogue tricky to trigger. In the Dagna quest (I know you said you fixed it) there was an issue where the dialogue tree order was messing up her responses if you told her you wouldnt help her go to the Circle. Also, in the slum area of Orzammar, the merchant there that can give you info about the cartel takes the wrong amount of gold (this is true with Sten's personal quest too). Also, the lyrium quest dwarf, Rogek or something, doesn't do the right money checks either. This is because in his script, he uses a constant figure for the money checks that is stored in orzammar_constants_h (I probably got the name wrong). So the constant figures are 50, 40, 20 and he uses that for all his money checks, even if it is not relevant to the lyrium quest and it does not match his dialogue. I had fixed this my changing the checks. One other Orzammar thing. The beggar woman who asks for money, can never take money. This is due to the dialogue restrictions. Her dialogue checks to see if she talked to you before and if she did, she plays a different version of her begging line. As such, she can't do a money check and so the game never takes money from the player even if you say you will give to her. I couldn't fix this since that would require dialogues to have more than one conditionals or checks and I could not get it to work. I hope this hasn't been too rambling or confusing. I now got home from work and know this isn't written well. Sorry about that. I hope I could help more! -
Qwinn´s Ultimate DAO Fixpack v3 (no longer beta!)
squareinc replied to Katzapult's topic in Dragon Age: Origins's Discussion
That's great about the werewolf pelt! About the soundset, when I tested it in its vanilla state and looked at the code, it only played the LOVE range at 100 approval. So in my game I had romanced Morrigan, done her quest, but she was only in the 90's and so I got the adore dialogue. Alistair, having done his quest as well, was 100 approval and he started calling me 'my love.' In my code, I changed the range for love to be 76 (the adore level in the game) AND having a romance active, so it would play even if you're not 100 with the character. The original it was just the 100 level for love whether or not the romance was active. I think the developers knew that was a problem too. The comments on that file said they didn't have time to fix it up and it was the E3 test script or something. -
Qwinn´s Ultimate DAO Fixpack v3 (no longer beta!)
squareinc replied to Katzapult's topic in Dragon Age: Origins's Discussion
Wow you've done a lot already! The urn quest is concerning the quest arrow remaining at the Spoiled Princess if you don't get ambushed (you find the diary in Denerim and it opens up the Hidden Village). I like your suggestions concerning the lyrium quest. My solution was chosen because I couldn't get the journal to update so yours is better (it's perfect since you can sell the lyrium and buy it back etc). Concerning the Nature of the Beast, I like your solution. I actually was trying to spawn a werewolf mob, but again I couldn't get it to work so I had to choose a compromise. The only suggestion I would make is that I still don't like the thought of all the pelts being destroyed even if the player has warning (this is just my mental illness showing though and your reasoning is sound). I would still prefer a way to make the pelts at least temporarily indestructible, or something like that. My reasoning was that if you sided with the Oak, the acorn you get is a plot item. Since you only got the 'Great Werewolf Pelt' in my version when you kill the Grand Oak, it was almost as fair as siding with the Oak. I like your idea of spawning one more mob though. I would just ask that one pelt be 'special' or something. For the soundset bug, that made me stop playing for weeks. I had to fix it. The source code is in the sys_soundset_h.nss that is included in the download so you can check it out. It isn't a pretty or efficient fix, but it works flawless and after many hours that was good enough for me. I will check my notes and send any other stuff I did tomorrow or so. If you would like the files or any of my surviving sources, let me know. I'm glad you're including some of these fixes in your fixpack. I use the old version of your fixpack and when I saw it was being updated I was worried how I would update and keep my fixes. Incorporating the fixes takes a load of my mind. PS One other file that I changed was the Orzammar constants file and the ntb_constants or some similar file. This was to add the plot version of the werewolf pelt and to add the plot version of the raw lyrium.. If I think of any other changes I'll let you know. -
Qwinn´s Ultimate DAO Fixpack v3 (no longer beta!)
squareinc replied to Katzapult's topic in Dragon Age: Origins's Discussion
I can send you an in depth list of the changes I've made. Most of them are minor. The player_core is necessary for my soundset fix unfortunately. As such, I only touched the sys_soundset_h file. It was the only way to fix that issue (http://www.nexusmods.com/dragonage/mods/4492/?). The others like the gax file is to prevent the area from closing as you've said. The Sten files are to add a tiny journal entry for his personal quest (since you don't get one after you speak with the merchant in Orzammar) and maybe to clean up some lingering quest arrows. The urn files are to remove the quest arrows from the innkeeper when doing the ashes quest. The dagna and her father's files are to fix that quest. It tweaks the father's dialogue so that it will better reflect what you've done (need to check my notes since i'm not too sure what it was in the first place) as well as fixes some minor dialogue bugs. The other orzammar files fixes the potential bug you can run into if you end up working for both sides vying for the crown. It's mostly a minor dialogue tweak so that if you've double crossed one of them, you shouldnt be able to double cross the other (and then get stuck). I haven't tested this though so who knows if it works. The nature of the beast files make the most subjective changes. Dragon Age in a sense, holds the player's hands. You should not ever be able to get stuck and have to start the game over. If you destroy all the werewolf pelts in the game and kill the Grand Oak, you're stuck. So I changed it. I made it so when the Grand Oak dies, you find a 'Great Werewolf Pelt' entangled amidst its roots. You save it for later. You get it as a plot item. This is the item the Hermit wants. Can't be dropped. Can't be destroyed. Also, the expensive lyrium quest in Orzammar. I changed it so you can't exploit it. You can't just sell it and deliver it as well. It is now a plot item. If you kill the dwarf or fail the quest, it reverts back to a regular item that you can drop and sell so that you can make back your money. Once the quest is active and not failed though, it is a plot item. Sorry for the rambling mess. I can send the files if need be. I don't have the source for all (maybe not most :sad: ) since I am not really a good modder. I just bang my head against these annoyances and get excited when I fix them and I forgot to save the important source files. I can send a more detailed explanation on these and if I forgot any, I can send those too. If you want, you can feel free to use anything I have, though I expect that my stuff is not up to par and you'd have something much better. -
Qwinn´s Ultimate DAO Fixpack v3 (no longer beta!)
squareinc replied to Katzapult's topic in Dragon Age: Origins's Discussion
Well usually the stuff I change isn't that far reaching so I often can just copy over the code of your fixes into the file and make my tweaks on top of that. My stuff are usually fixes as well, but never any intense fixes. I just get rid of some annoyances. The files I've so far edited are (this is copy and pasted from my notes so there might be so oddness): The four plt_genpt_sten files The two plt_urnpt files player_core.ncs plt _ntb210pt_hermit.plo ntb210pt_hermit.ncs and ntb220pt_grand_oak.ncs plt_ntb220pt_grand_oak.plo orz400pt_rogek.ncs genpt_sten_main.ncs orz400_rogek.dlb and .dlg files lite_multi_gax.ncs orz420pt_alimar.ncs orz340_vartag.dlg orz330_dulin.dlg orz200_dagna.dlg orz200_janar.dlg -
Qwinn´s Ultimate DAO Fixpack v3 (no longer beta!)
squareinc replied to Katzapult's topic in Dragon Age: Origins's Discussion
Hey, so this may be an irritating question, but any timeframe on release? Also, would you include the source scripts with the release? I've done some changes to some script files (such as the Hermit quest so that when you kill the Grand Oak you're given a special plot item werewolf pelt so you can't accidentally destroy it). I'd like to combine your fixes to the scripts i also changed so that it would be compatible :)