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Epilogue Bug


woodtortiose

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Hello, I just finished a playthrough with a heavily modded game, and I had no problems or issues until the epilogue. I'm playing a human noble female, accepted morrigans dark ritual offer, chose alistair for king with 'I'll rule beside him' option at landsmeet, and I left alistair at the gates when I entered fort drakon. When the epilogue starts playing, anora's taking the throne, and my dialogue with her suggests that alistair died, even though he's standing right there! When I leave the palace and all the epilogue texts are playing, they reflect alistair becoming king and getting married (tangent - why does a female human noble pc become a 'princess consort' when she marries alistair instead of queen?).

 

I disabled a few mods and loaded a save right before speaking with morrigan about the ritual, played the entire denerim invasion again, and got the same result. I really dont want to use this method to figure out the problem, because its about an hour runthrough each time. I was hoping that someone recognises this bug and knows the cause, since i'm sure its a mod conflict and I'm using many popular mods, including:

 

improved atmosphere

dahlialynns royal wedding epilogue

inno's pocket plane

polygamy

more options at the pearl

morrigan dark promise

better sex scenes

dragon age redesigned

equal love

the pearl redone

morrigan restoration patch

etc (most other mods are armor addons, quests, ui, etc that I cant see being part of the problem)

 

 

Does anyone recognise this? Could it be an equal love/other mod coflict since both alistair and morrigan were in love with the pc, and when i spoke to morrigan about the ritual, I had dialogue options to do it myself (though pc is female) or have alistair do it. I tried it both ways with the same result. Anyway, if this has happened to anyone before, I'd love to know about it. Thanks

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I'm betting on improved atmosphere as the culprit and if I am right there is nothing you can do to save your epilogue short of loading a very early save, force loading and replaying pretty much your entire game. Might also be "morrigan dark promise" as I can't find a mod by that name anywhere to check it.
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Aargh! This is really pissing me off. I did some research and it seems that epilogue bugs like this happen even in unmodded games. I just said the heck with it and started Awakenings, which I've never played before. When i got to the part where you meet alistair in the beginning, he he didnt acknowledge any prior relationship and the experience was very unsatisfactory. After spending days playing a character that you're working to become queen, it falls apart at the absolute very end, then carries over to the expansion! I dont want to play the whole game over with the same origin, yet I dont want to continue awakenings like this. this might put me off DA for a while.

 

 

Anyway, thanks for the response RB. The mod you couldnt find is here:

 

http://www.dragonagenexus.com/downloads/file.php?id=1611

 

its actually dark ritual, not dark promise. Very cool little cutscene.

 

I wish that I understood how the game 'knows' what choices and decisions youve made that would effect the outcome, so at least i'd have an idea of how early a save I had to go back to. Better yet would be if this info was somewhere that could be edited to reflect the choices you actually made(or wish you had), thereby force triggering the right ending. Then I could load the save right before fighting the AD and go from there. I doubt its that simple.

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Yes, I'm patched to 1.04. What i really need is a save game editor. Does anyone know if one exists?

 

 

 

Edit:

 

Theres an .xml file with every save game, and theres a section called 'event list'. Each event is recorded like this:

 

<e ID="1239813533" t="793" utc="1291333501"

 

I imagine that ID represents the specific event, but I've no idea what values t= and utc= represent.

 

 

I suspect that if I can find a list of what these numbers represent, I can edit them and solve my problem.

Edited by woodtortiose
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Yeah, whats up with that? I've found lots of instructions for using the toolset to edit a savegame characters stats, equipment, face, skills etc, but nothing about changing event flags and such. I figured I'd see if I could figure it out myself, but apparently I dont have the memory. Its an endgame save I want to edit, 25 mbs or so, you'd think it wouldn't be a problem. I wonder if I can use the toolset to do anything. I'm starting to get a little disappointed with Bioware. They released a toolset, so it seems they want to encourage modding, yet the toolset barely works and the game engine is apparently a huge mystery, so they cripple modding possibilities. Is this intentional, or are they just poor programs? Bethesda might have issues of their own, but there was very little you couldn't do with the construction set.
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I don't think they ever intended for the toolset to be used to edit late game saves. It works just fine for early saves, modding equipment, critters, NPC's, areas, etc. Perhaps it is the game engine itself that causes the problems or perhaps they are just good storytellers with really lousy programmers.

 

You may want to give the console debug routines a shot, again no guarantees it will fix your problem. From the Wiki:

runscript zz_app_debug -Starts the Approval Debug Helper Script which allows changing approval rates and setting flags like romance eligible.

runscript zz_cli_debug - Jumps you to the climax at Redcliffe castle (use at own risk)

runscript zz_epi_debug - Starts the Epilogue Debug and allows changing plot states and starting the epilogue immediately.

runscript zz_pre_debug - Starts the Prelude Debug Helper Script which allows modification of plot states and teleporting.

runscript zz_ran_debug - Starts the Random Encounters Debug Helper Script which allows modification of plot states and teleporting.

runscript zz_lot_debug - Starts the Lothering Debug Helper Script which allows modification of plot states and teleporting.

runscript zz_cir_debug - Starts the Circle of Magi Debug Helper Script which allows modification of plot states and teleporting.

runscript zz_orz_debug - Starts the Paragon of her Kind Debug Helper Script which allows modification of plot states and teleporting.

runscript zz_ntb_debug -Starts the Nature of the Beast Debug Helper Script which allows modification of the plot states and teleporting.

runscript zz_arl_debug - Starts the Arl Eamon Debug Helper Script which allows modification of plot states and teleporting.

runscript zz_urn_debug - Starts the Urn of Sacred Ashes which allows modification of plot states and teleporting.

runscript zz_den_debug - Starts the Denerim Debug Helper Script which allows modification of plot states and teleporting around Denerim and the Landsmeet

runscript zz_bec_debug - city elf origin debug helper script

runscript zz_bed_debug - dalish elf origin helper script

runscript zz_bhm_debug - mage origin helper script

runscript zz_bhn_debug - human noble origin helper script

runscript zz_bdn_debug - dwarf noble origin helper script

runscript zz_bdc_debug - dwarf commoner origin helper script

runscript zz_shl_debug - Starts the Stone Prisoner Debug Helper Script which allows modification of plot states and teleporting. (if you have the Stone Prisoner DLC)

runscript zz_gwb_debug - Starts the Warden's Keep Debug Helper Script which allows modification of plot states and teleporting. (if you have the Warden's Keep DLC)

unscript zz_dlc_debug - Starts some Test Script which allows some modifications of plot states and teleporting.

runscript zz_wmp_debug - Starts the World Map Debug Helper Script which allows altering the main plot states and finish any of the main quests immediately.

runscript zz_camp_debug - Allows you to set the plot flag for and start the camp ambush, as well as teleport to the first camp you make.

runscript zz_kcc_debug - Starts Return to Ostagar Debug Helper Script (DLC).

 

Good luck :thumbsup:

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RB you did it again! I had looked on the wiki trying to find the debug command for the epilogue, but somehow missed it. Worked like a charm! Now I'm going to start awakenings again to see if it works right in there as well. Thanks a lot!

 

 

Thandal, that mod looks like it just might work, odd I never saw it before. I think I might try that my next playthrough, so I dont have to do the debugging. Thanks for the heads up!

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