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Final dialogue with companions won't trigger


Katarsi

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There's one interesting thing as well :) Somehow I had managed to make White Teeth and Dragon Age Redesigned work together without conflict. I had tested this while I still had those saves. Just to be clear, I had installed White Teeth after the whole mess with the missing dialogue. It worked like a charm.

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  On 1/15/2016 at 12:15 PM, mcgoy said:

For files installed with dazips, the folder stays in Addins, but any portions of the mod in Addins aren't used.

 

any files in packages/core/override have to be removed manually

I know - about the manual removal from override :smile: I thought that I was being careful with placing them properly so the files wouldn't conflict. However, I'm convinced that some dazip file had caused the problem, since my override folder was properly arranged. Everything is clean now, so the problem shouldn't repeat... I hope :blush:

 

As for dazips, their files in AddIns probably are used, since in the Qunari Update mod it's specified that files from AddIns and data folders must be deleted manually after uninstalling the dazip, so it could be uninstalled properly. Some mods obviously inflict the game more profoundly than others.

Edited by Katarsi
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Let's start with the basics.

 

ZRS and ZDF are not compatible and will never be. They affect the same files and there is no way to change them on your own. I talked with Cmessaz about it. Sorry. It just cannot be done.

 

As per ZDF's readme, GateKisses are to be installed after (and overwrite any files). The readme is actually rather good with explaining what to delete. ZevRing, ZDF, GateKisses, Extra Dog Slot, MRP and Rory by Immortality all work together. I have all these running without a hiccup, albeit Extra Dog Slot must be disabled when breaking out of Fort Drakon if you want to have a double heist. I did not do that and Zevran came alone, pulling his single trick, then when he joined the Warden Shartan (the mabari) came running and drooling happily as if he had been following Zev. But otherwise it is all good and well. Certainly not affecting the last farewells. I even took the dog to the Archdemon with no problem through the mod and choosing the final party went without a slip. You might want to use the whistle to call him off before choosing the three companions and then summon him once more. The cutscenes work correctly too.

 

I have Alistair's Dark Ritual and the nightmare mod too with the aforementioned mods. No conflicts. The ritual did not trigger due to my "fault" only. I did not realise it required to romance Al. Just use the .override file provided later and it should trigger.

 

Basically try a clean install, start with appearance mods, then equipment and the more important files like fixes. DAModder is useful to keep it tidy. With dialogue mods, read their readmes twice or more. This is crucial. ZDF, ZevRing, GateKisses, MRP and Rory can all be made to work together if you install them in the correct order by following the instructions. For ZRS, you have to choose one over the other. Naturally it requires ZevRing. Alistair's counterpart to ZRS is not my thing so I cannot tell you how to fix this part. Cmessaz told be LRS will work alongside ZRS. And the dog mod should be fine to matter what.

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I want to clarify one point about what MagdelenaDwojniak said above:

 

 

  Reveal hidden contents

 

 

Good Luck!

 

 

TL;DR: The last file found when searching alphanumerically though all your mod folders is the one that will be used in-game.

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This is my understanding, which may or may not be entirely correct: load order is alphabetical within packages\core\override but it's different (and stupidly complicated) with dazip addins. Those sort by priority (but most addins are just set to 100 by default) and then by installation order, where I believe mods installed later override mods installed earlier. BUT the game also processes everything in addins\[module]\module BEFORE everything in addins\[module]core (so core overrides module), THEN everything in packages\core\override. So an addin could overwrite and be overwritten by the same module at the same time depending on their installation order, priority, and whether their files are in module or core (or packages\core\data......)

 

Addins would work better for compatibility if nobody overrode core if they didn't need to, or if everybody just made standalone modules that don't affect Single Player. But since this is absolutely not the case, the definite easiest way (though not easy by any means) to assure inter-mod compatibility for SP (but potentially mess with standalone campaigns) is to just manually install everything as loose files in packages\core\override and sort out load order by hand. (But then this won't work for any mod that needs its own talktable.......)

Edited by starrarte
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First - yes, it would be better not to change Core/Single Player resources. I try to avoid it whenever possible.

 

I think we all agree that the order is always:

1. DAO/Bioware code

2. Addins

3. Packages

with addins overriding DAO/Bioware and Packages overriding both (if the same files are present)

 

For dazip files/addins, the toolset creates the folder structure within the addin folder for that mod. A modder would have to manually agree to have two versions of a file in the dazip for the file to be located in a dazip in two places. Not that it can't happen, but it is more likely to be a bug than a feature :D

 

Processing Addins before Packages is established as the order, but within Addins and within Packages, it seems to be ... random. I'm not going to repeat the testing, but here is the reason that I say that:

 

Party Pickers - three mods with party pickers use the prefixes

dt_

kc_

mer_

for file names and within the names of the dazip/folder. Based on the 'alphanumeric' theory, if I use zzz_ for my mod/file prefix, my partypicker will be used and I won't have to create override versions for each of the other partypickers. Experience tells me that this is FAR from true. It just gets hideously worse if both the appearance and the Companions that appear on the partypicker were modded. The appearance of the partypicker can be from one mod while the Companions that appear are from another. This causes the ever popular Companions embedded in (or under) the floor!

 

This is true both within the Addins folder and within the Packages folder. As anyone who has had to release compatible partypickers can verify, you have to tell players MAKE SURE YOU HAVE ONLY ONE VERSION IN YOUR OVERRIDE. That doesn't usually help, but it makes the mod author feel better.

 

~~~~~

The same is true of modifying Core/SP resources within the Addin folder. If multiple mods modify the same resource, the mod that is actually used doesn't appear to have anything to do with the order based on the name of the mod. I would suspect that it has more to do with the "StringID Begin", but I'm not going to spend time trying to test that theory.

 

Modifying Core/SP resources within Packages folder, I suspect that the folder names aren't that important or every modder would be naming their folders aaa_ or zzz_ to make sure that THEIR variation is the one that is used.

 

~~~~~~~

Order of installation is absolutely meaningless to the game. It may matter to the various mod managers or it may make it easier for the mod author to explain which files to remove for compatibility, but the game engine couldn't care less.

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@Katarsi; If you (or the mods you're tweaking) are making changes to things in the "C:\Program Files (x86)\Origin Games\Dragon Age\modules\single player" folder, you're waaaaay beyond my DAO modding skilz. :laugh:

 

 

@mcgoy; I can't believe that the search order for files in "\addins" is random, but absolutely agree that it's not worth all the re-testing to figure it out. (Yet. Well... Maybe. Damn this OCD! :tongue: )

 

 

Side Note: In checking things for this topic I noticed that I have two sets of some of the official DLC in the "\addins" folders. One set under "\Program Files...", and the other under my user profile. I believe this is a leftover from when I had the original retail disc install -plus- all the DLC as it was released, then did a complete re-install when I got the retail disc of the UE, then did another complete re-install to have all my BioWare games via EA/Origin.

 

Any mods packaged as .dazip files put themselves in the "\addins" folder under my profile, but I *think* EA/Origin put the official ones under "\Program Files". So my first set of tests will be to remove what look like BioWare's .dazips from the set under my profile and see if I can still load LS, GoA, WH, and "The DLC Which Must Not Be Named".

 

 

Wish me luck as I head down the rabbit hole! :thumbsup:

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  Quote

 

@mcgoy; I can't believe that the search order for files in "\addins" is random, but absolutely agree that it's not worth all the re-testing to figure it out. (Yet. Well... Maybe. Damn this OCD! :tongue: )

That was what I was told when I started creating Companion mods and based on the weird results if I forgot a Companion mod when I was creating partypickers.... It may not be RANDOM, but it isn't something that a human can determine just by looking! Now if you find out that it is alphabetical order with the last mod being the 'winner', let me know! I have a mod idea that.....

 

  Quote

 

Side Note: In checking things for this topic I noticed that I have two sets of some of the official DLC in the "\addins" folders. One set under "\Program Files...", and the other under my user profile. I believe this is a leftover from when I had the original retail disc install -plus- all the DLC as it was released, then did a complete re-install when I got the retail disc of the UE, then did another complete re-install to have all my BioWare games via EA/Origin.

The UE version has the official DLC only under \Program Files....

If it helps.

 

I have carrots if you want to leave a trail to get out!

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