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firepanda

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  1. Yup, the whole game has a memory leak, which usually rears its head at the market district. I remember when I first started playing the game on my old potato notebook (which didn't even have a graphics card). I got through the first half of the game fine, but everything turned to s*** in Denerim. 1 fps and it would crash outside Marjolaine's house. So yeah, I don't imagine there's a way to de-lag things completely. ~~~ 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.) ~~~ That missing eyes bug is really odd. It's not a texture that's disappearing, because missing eye textures actually a pretty common bug -- the irises just become a rather unsettling black. I've never heard of a model's eyes disappearing entirely before. ~~~ And congrats on reaching 3.2! I'll read through the new readme tomorrow.
  2. Yeah sorry, it's clear the notes were referring to the mod's beta and not the base game. My bad. Anyway thanks for all this work. I never thought of DA:O as a particularly buggy game, but the sheer number of bugs you've found and fixed is astonishing. (And that's not even touching combat, core scripts, textures or morphs.) Out of curiosity what work is left to do, or scheduled for 3.3? EDIT: I forgot to mention. There is an infinite approval exploit for Zevran which you may not be aware of.
  3. Incompatible with Zevring, sadly. You have fixed the main bug though (where you wouldn't get his ring the second time). It does, however mention two extra bugs, which I'm not sure if you've fixed yet. ---> If you talked to Zevran after he refused the tent and you were in public, some dialogue was missing. This is fixed. ---> If you accepted the ring the first time and then talked to Zevran after the tent scene, the dialogue abruptly ended. This is fixed. Ejoslin also mentions another change, which maaay be an oversight. You need to reject the earring the first time he offers it. Then when he declares his feelings, you need to tell him either, "I'm no wiser than you," or "Maybe it would be better for you if we stopped." He will offer the earring a second time, and the warden will be able to take that as a proposal. Telling him, "I do, and I feel the same" will lead to the dialog ending WITHOUT the second offer of the earring. If you're on a PC, Charsen's mod, ZevRing, corrects this, but otherwise, I'd suggest not selecting that option, as nice as it is ~~~~ Parts of IA should be compatible. I think the 'Animations', 'Tints', 'Materials', '7.2 Awakening Quick Items', '7.4 Bodies Stay', '7.5 Weapons VFX Remover' would be fine. (Disclaimer: I have tested none of this.) Has anyone tried pulling the Forstback Mountains area file and the Ash Warrior's dialogue to see if that works? I think that (along with the Orzammar weapons merchant) is the only restoration that Qwinn decided against, so it would be nice if it worked. Also, while you've made a number of modifications around Jowan, I don't think you've edited his actual dialogue file. So it's possible that the 'Release Jowan' change in 7.3 will work fine! I'm excited to try this out on my next playthrough. ~~~~ It's also completely, horrifically incompatible with Alley of Murders, which simply makes far too many changes. Real shame, because that's a fantastic mod. ~~~~ I also don't see how it would be incompatible with Awakening in the OC (which is almost entirely gameplay), but who knows what kinds of issues can crop up in two mods this big.
  4. Yup, big fan. I'm all in favour of including unobtrusive and mostly complete content like this, even if it's not necessarily exactly as the developers intended it.
  5. Wow. Uh. Don't overwork yourself man. I completely agree with your decisions not to mess with combat or bark scripts. I'm also mostly persuaded on the item changes (still skeptical of Owen's remasterwork though, since it has no dialogue implying it's meant to be good). It's a bit of a shame you can't fix the staff scaling. I wonder, could you change the rewards script and let everything compile, then delete everything unnecessary, since most scripts that include it don't need staff scaling? And apologies for the error on Orta's reward. I misremembered the dev comment.
  6. Just remembered another thing. After completing 'Lost to the Memories', you can return to Orzammar and speak to Orta again. She will say that the expedition to Ortan Thaig was successful, thank you again and give you 10 gold. However, in the toolset, there is a developer comment (in the dlg file I think?) that she should give you gold and 'something nice' (as in, part of the spoils from the expedition -- I'm a bit hazy on the exact wording). You could perhaps add an item to the rewards.gda file to reflect that? ~~ And sorry that all my 'bug reports' (and whining) are about items, which you're probably completely sick of by now. That's just the part of the game that I've modded the most.
  7. I'm currently playing through the Korcari Wilds and noticed the player has a combat bark saying "I'm sensing more darkspawn", which doesn't make sense pre-joining. I think I'm using the female sultry voice. There's actually an even more explicit line in the 'experienced' voice set: 'Warden senses tingling'. This can play at the start of *any* battle (in fact I think it can even play in the origin). "-But seriously... Game design. Redcliff is designed to be one of the first areas the player goes to. " ... "I don't see much support for this, actually." If you ask Alastair for his opinion on where you should go, he suggests Redcliffe. Also, in terms of area scaling, Redcliffe is the easiest along with Circle Tower (which is why the Attack at Nightfall is so easy if you leave it to the end). For that matter, how many high-quality items are there in Redcliffe? Just scanning through the items available in this area, almost every item you can find is steel or lower. (Eamon's Shield, Chevalier's Mace, Helm of the Red, Heavy Maul, Shielded Dwarven Armor, Owen's Remasterwork are all steel or lower. The Fox's Bow is Sylvanwood, the Green Sword is Veridium). It seems to me that the quality of Helm of the Red, Owen's Remasterwork, Shielded Dwarven Armor are entirely in line with the area. The item quality in Redcliffe in general, is designed with a player straight out of Lothering in mind. I agree with you that this is silly (personally, I do Circle and Orzammar first), but a design decision that widespread can't really be called a bug. Also, did you make a decision on the Gateway Amulet (IR007)? As I mentioned, the author of the 'Unobtainable Item Fixes' mod gave it to the unrelated Gangue Shade, seemingly without good reason.
  8. Oops, yeah you're quite right about the scaling items. Mea culpa. Generally, I agree with you that the low quality of the items is odd. I'm just not sure I would call then bugs per se (more of a gameplay/story disconnect). It's a semantic difference though. Actually, what is up with the staff scaling bug? You only ever find iron staves in the wild (including Isolde's reward) and I think shopkeeper staves only goes up to red steel. It doesn't matter that much, but it's very odd.
  9. Ok, finished my playthrough (female dwarf commoner rogue, making liberal use of runscript killallhostiles). :happy: Didn't encounter anything game-breaking or obviously out of place, although I wasn't searching super hard for bugs. I actually have never had to look into how joinable henchmen get their stats assigned. Both the archer and soldier that can join you have a "Soldier's Helm", but apparently only one of 'em gets the 20 strength. This page details how attributes are set for companions. Basically, every companion is assigned a GDA containing the auto-level defaults, which in turn determine their stats when you recruit them. (If the player is a low level, the henchmen will be low level as well, and will have lower strength, possibly not enough to wear their armor.) IIRC, the Soldier is set to ALWarrior, but the Tower Guard is set to ALScapper (or something like that) and thus gets less strength per level. You could set the Tower Guard to ALWarrior as well, or create an entirely new auto-level setup. Or you could give him a lighter helmet. Are there really *no* rare item drops in Dragon Age 2? Not even theoretical mistakes? I've already said my piece, but thought I'd elaborate on the loot system in the sequels, if that's something you're taking into account. In DA2, the loot system was expanded so that generic treasure has randomly-generated stats and small, random bonuses. That said, these are distinct from the (much better) unique, named items, which are still fixed drops like in DA:O. To my knowledge, there are no 'rare drops' at all in DA2 (a search on the wiki also turns up nothing). DA:I is a completely different ballgame, since the best items are crafted, not found. That said, 'found items' come in different tiers -- common, rare and unique. Common and rare items drop randomly, similar to the generic treasure in DA:O and DA2. Unique items do not -- generally they are found in set locations (exceptions: trial rewards and items sold by shopkeepers, but those still aren't really 'random drops' in the MMORPG sense). Light Armor Changes (IF008, IF009, IF010, IF011) Ok, I do see an issue with these changes. Simply put, the item quality of unique equipment never varies with the player's level (in the base game at least). This becomes clear when you scan through the list of unique equipment, taking note of the item qualities. (That list omits some weaker unique items, but the principle holds if you look at any other item list on the wiki.) Basically, an item's quality will vary only if (1) it is generic, weak equipment that drops randomly (e.g. Darkspawn Sword) or (2) it's obtained in DLC (e.g. Warden Commander Armor). The changes are not unwarranted, but they are inconsistent with the way the base game handles unique items. (And to add onto dmg22's point, the items are useful to warriors as well if you go straight to Redcliffe from Lothering. If for some reason you do Redcliffe last, they're kind of a joke though.) If Owen sees value in making items of terrible materials so rogues can use them, why is his whole store made of tier 6 and 7 items? Hm, is this right? I thought the generic items sold in his store scaled to the player's level, like any other merchant. Redcliffe is reasonably early-game, so it seems odd he would always sell dragonbone items. EDIT: Just checked an early save. He sells good ol' veridium for me. On a related note, IF013 seems unnecessary (especially since item quality for staves only affects the base auto-attack). There are other unique mid-game staves with low item quality (e.g. Lightning Rod, Wilhelm's Magus Staff are both grey iron).
  10. Ok, I promise this is the last you'll hear from me on this. I found an interview with Mike Laidlaw, lead designer for DA:O. He reaffirms my point: there should not be randomness for unique items. (Emphasis mine.) There are only two unique items that are 'rare' in the base game. This randomness goes against the design principle quoted above. And we know that devs don't always set inventory flags correctly. Surely it stands to reason that these are bugs, not exceptions? (And regarding Star Metal and Axameter, you can travel from place to place indefinitely, and eventually trigger the encounter. Fade Wall is a reward, which you can't refight Gaxkang for.) ~ EDIT: Also, I'm doing a playthrough now, no problems so far. Just kind of busy rn, so I'll need the weekend to finish it. (I instead spend my spare time searching through decade-old dev interviews.)
  11. Hm that's very odd -- the devs gave Ignacio his own item, just to give him better stats? Regardless, it's good to see the mystery solved. Another bug that I haven't seen mentioned in the readme (though I could have sworn v2 fixed it). The pressure plate in 'Forest Stream' (the random encounter for Leliana's Path) can be detected but not disarmed.
  12. Thanks for the prompt response. https://social.bioware.com/wiki/datoolset/index.php/Treasure_system If you set TS_OVERRIDE_EQUIPMENT to a negative number, equipped items will never drop. (If they are equipped and marked droppable, they'll still always drop.) Regarding fade wall, I strongly disagree. Gaxkang is the most powerful boss in the base game, and something of a 'bonus boss' as well. Why would he drop one item 100% of the time and another item (arguably the worse of the two) 5% of the time? That makes no sense. More fundamentally, it goes against the idea of 'grind-free' Bioware RPGs. In DA:O, encounters are fixed, mobs don't respawn and you get most items etc in a single playthrough without resetting. There's no way to make something a rare drop, because developers didn't want items to be 'rare' (outside of genetic treasure, which is handled separately). To my knowledge there are only two unique items in the base game that require constant resetting: Fade Wall and the Robes of the Gifted. It's clear to me that both are bugs, similar to how Nugbane and Greagoir's Shield were mistakenly marked equipped.
  13. (Cross-posting from the v3 thread, since this seems to be better for bug submissions.) Went through my notes and my modlist. v3 already implements most of them, but there are a few that might fall under the scope of this mod. Equipped Item Drops Every equipped item in the game has a small chance of dropping (unless a specific override flag is set). Some items, notably Chevalier's Armor, can only be obtained this way. But because of this, there are several places where players can get items they shouldn't. Most unique items that people think of as 'rare' have had this oversight and should be made 100% or unobtainable, including: Safety tape 'DO NOT USE' noble clothingInvisible templar gloves and boots (only by friendly-firing the templar in Lake Calenhad -- the hostile templars in Citcle Tower have been set correctly)Sophia Dryden's Shield (looks like they retinted the unique Duncan's Shield but forgot to set it as undroppable, since the tooltip's unchanged)Fade Wall (why would Gaxkang even have a shield equipped? Should guaranteed drop)Robes of the Gifted (should be guaranteed drop)Dragon Age Rules Fixpack Item Fixes Haven't looked at it myself, but it seems like there are some item fixes which could be incorporated. For instance: Fixes Legion of the Dead Heraldry to give +3 stats like all other heraldries.Fixes Magebane/Soldierbane to correctly remove mana/stamina instead of adding it.Fixes Repeater Gloves (from Return to Ostagar DLC) to properly gives -0.3s to your aim time, instead of -3.0s.Fixes the bug where swift salve will add 0.9s to your aim time instead of subtracting 0.1s.More Unobtainable Items I generally like the way you've done the item restorations. The following items remain unobtainable in game: Shale's Remarkable Diamond (Sold by Garin on consoles, but not on PC.)Shale's Remarkable GarnetKaddis of the King's HoundsSome generic jewellery giftsMagic Greatsword and Ornamental Sword in Korcari WildsExactly which items should be included is up for debate. Clearly the missing Diamond is a bugged and should be restored. I'd argue the Garnet should be given a home as well, since (after restoring the diamond and the tattered notebook) it would be the only unobtainable 'companion gift' in the game. Unusually, two Remarkable Rubies can be obtained, one in the Alienage and another in Cadash Thaig. It's likely that this is a mistake and one of these drops should be for the Garnet. It seems a decision has been made on the greatswords already, although I disagree. If they were cut, why are they still sitting in the creatures' inventories? And this leaves both the major bosses in the area with no unique loot, which always bugged me. (Also, it's not like Ornamental Sword is actually a usable item. It's pretty clearly meant to be sold for cash and seems like a very reasonable reward for beating Gazarath.) The kaddis was possibly meant to be sold by the Ash Warrior in the Frostbacks, who was cut and is missing animations. Personally, I prefer playing with this content restored, but I can see why you don't want to include it. Finally, I'd argue that IR007 should be redacted. Gateway Amulet is mentioned in the rewards gda file as a reward from the Lothering Chanter's Board -- it has nothing to do with the Gangue Shade. (If anything, Dead Metal Bucket is the most appropriate drop for the Gangue Shade, with Nugbane being the obvious reward for the Lost Nug, and Dwarven Defender being carried by the Mines Commander. I never understood why the Mines Commander had Nugbane.) Fade Shapeshifting in Redcliffe If you complete The Fade:Lost in Dreams (unlocking all shapeshifting forms), then go to Redcliffe and enter the fade, you won't be able to shapeshift again. This seems like an oversight but from what I can tell, it would be tricky to fix. There seem to be a whole bunch of one-time plot-flags associated with fade shapeshifting and I couldn't figure out how to reset them correctly. You might have more success. Female Human Cocky Voice There's a perfectly functional 'Cocky' voice for female humans, which for some reason is inaccessible in the base game. This mod (http://www.nexusmods.com/dragonage/mods/1677) restores it. Blood Mage Confrontation There was an optional addon to Dialog Tweaks which restored Wynne's blood mage confrontation (the author added a line to Eamon's dialogue so the main plot wouldn't break).
  14. What about killable children mods? There are about five of them floating around. Does anyone have any experience with them? Killable Children (nexusmods.com/skyrim/mods/774) has the most endorsements, but that's because it's been around the longest. They can't be pickpocketed but can be targets for TG radiant quests and they grow and shrink when interacting with objects, amongst other issues.Non-essential Children (nexusmods.com/skyrim/mods/13202) seems to avoid all the major bugs above, but I haven't tried it. It's also Hearthfire compatible and has a GEMS endorsement. It's not Dragonborn compatible, so Aeta (I think she's the only child in DB) might not be non-essential.Killable and Lootable Children (nexusmods.com/skyrim/mods/17849) looks similar to NEC, but the documentation isn't as thorough. It's been updated this year though.I've seen Stranger Danger (nexusmods.com/skyrim/mods/37660) mentioned on /r/skyrim and the like, but it doesn't seem to do anything the above two don't do.This lets you kill everything, so probably isn't that desirable. (nexusmods.com/skyrim/mods/18388)RS Children has this as a side effect and ignores essentiality.
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