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Qwinn´s Ultimate DAO Fixpack v3 (no longer beta!)


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By the way, I'm currently under the probably mistaken assumption that I've addressed everything that's been brought up. If I missed something, please let me know.

 

And still hoping for more reports, particularly of the "I finished!" variety. Thanks to all who have done so so far!

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Throwing my hat in, I think it's pretty obvious that it's a bug. There is not enough evidence to definitely say one way or another. But, why so few items? Outside of two or three items, we don't see this farm style item grab anywhere besides the third game, and even then it's found ON a farmable place. If it was intended to be this way the developers obviously mistook their game for someone else Dragon Age is not one of those games. The whole game was intended to give you a feeling of urgency and uniting ferelden, not grind for loot drops.

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Hi,

Yeah, it was a bit unclear. I'm glad it helped. :smile:

---

Some small things I noticed....

***With a Destroyed Redcliff***

-The 1st conversation with Isolde...

"This is a mistake you could be killed." (or something like that)

Teagan: "I have no illusions....You on the other hand have proven quite formidable."

No idea why he would say that, since all you've done so far is not be there while everyone dies.

-Jowan conversation in cell...

Sten: "a foolish decision, it will come back to haunt you." he's looking at Alistair to his right and not at the warden.

-Battle with teagan and guards, if someone dies, their revival lines can play at the same time as teagan's/isolde's lines at the begining of the cutscene.

-Fade demon is half in, half out of the ground.

-Journal entry for "Arl of Redcliff" states that "the demon has been vanquished, and the village saved." I suppose the buildings are still standing..... But the people, not so much.....

***Denerim

-Mage quest, Blood Warning: Only one of the doors in the market has a quest marker.

-If you finish a quest for the mages in the Market (Notices of Termination) the ! doesn't appear over the Rep.

-Solving Problems quest: Sal at the pearl doesn't automatically say his lines, his lips are moving though. Will say if clicked on. Will also automatically say them if you save in the pearl and then reload. Will also automatically say them if you go up to him before Isabela finishs her dueling scene.

----

And about these....

IF009: "Shielded Dwarven Armor":
IF010: "Owen's Remasterwork Helm":
IF008: "Helm of the Red":
IF011: "Eamon's Shield":

"...making it effectively useless."

Useless?
USELESS?
USELESS!!!!!

Yeah, I suppose for a warrior they aren't terribly useful....

But for a rogue, at this point in the game?

They're priceless.

-Shielded Dwarven Armor; Tier 3 steel, req. strength of 18. Guess who you find that starts at strength 18? Leliana. Just like that nice set of Heavy Chainmail in Lothering is for Sten, and you find the Templar armor at the Tower for Alistar, this is great for Leliana.

Or a player who goes to the Tower first could put a few points into strength and use it themselves.

-Owen's Remasterwork Helm; Tier 2 gray iron, req. strength of 12.

A light helm, great for a rogue. A point or two of str before or after getting it and you have a nice mix and match piece of armor.

And a little bit later in the game...

-Helm of the Red; Tier 3 Steel req. strength of 22
-Eamon's Shield Steel Tier 3 Steel req. strength of 22

For a rogue archer who likes/needs to switch to melee once in a while (for only a couple of extra points of str vis-a-vis req for tier 7 lt armor, or nothing extra if you're going for Ancient Elven armor), these 2 items are really good.

 

Sure you'll find/buy better stuff eventually, but for the early/mid and even into the late game these are very useable.

 

And pretend I wrote a long paragraph about the limited amount of light armors vs the vast varity of the rest....

 

Cheers

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I think you missed this part brought up by firepanda:

 

"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."
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I just finshed the game (human rogue ) with the fixpack installed, no problem apart from the castle gate. The restored stuff looks good btw.

 

Also, I agree that fade wall is a bug. It's description sounds like it's meant to match the sword.

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Glad to hear the music issue was resolved! You asked if there’s anything you’ve missed. From what I can tell, these never got a response:


  • I was able to give the grimoire to Morrigan through the dialogue option, and it worked very nicely. However, the little animation where you hand it over is missing.

  • If you examine Deygan’s equipment the option to heal him is dissapears. You have to exit conversation and click on him again to get it back.

  • If you say “I have come to kill you. The hermit wants you dead.” upon meeting the Grand Oak Tree and then “Not unless you give me a better reason not to.” the option “What’s this about an acorn?” will appear, even though nobody has mentioned the acorn yet. It should probably be replaced with “What's this boon you mentioned?”, like earlier in the conversation.

  • Also, both Alistair and Zevran had a problem regarding their gifts: I gave them the dalish gloves and the broken amulet before they mentioned them. Later when I asked them questions that led to them mentioning the gifts, they acted like I never gave them to them. There’s a different line for if you’ve already given them the gifts, but for some reason those didn’t trigger for me.

Found some new ones as well:


  • If you send Irving into the fade: When speaking to the Arl, Irving will speak a line that was obviously meant for Eamon (“I... should trust you? I should…”) which now makes no sense. They basically screwed up and accidentally had the wrong voice actor record the line. It could be solved by replacing it with a similar line from Wynne’s dialogue branch (“Yes, I... I trust you. We must help my son.”). Wynne and Irving have very similar lines, so that could work.

  • When you enter Howe’s estate while disguised, an exchange between one of the cooks and Erlina is supposed to play (“Erlina, where have you been? ”) Instead she’ll give one one of the random barks, and you have to click on the cooks to get the exchange. (Also, what’s with the weird “immersive buckets” exchange? Is that even in the game?)

  • If you walk from Orzammar Commons and into the Hall of Heroes the same music may start to play again, causing the two tracks to blare over each other.

Also:


"In either case though, Isolde's slide will not play if both her and Connor were saved, as in vanilla. I saw no sense (and still don't) in their epilogues not playing based on that condition. If someone can advance a theory as to why that would cause their fates to play out differently (and because you actually believe it, heh, not just for the sake of argument please), do share."


I have something even better than theories: Evidence!


(Arl Eamon, during the epilogue. Happens only if Connor died)

Eamon: “Isolde seems determined to have another child. She quietly announced this just the other night, in fact. (Chuckles) I will be happy to oblige her. Perhaps we can find happiness yet, after all this.”
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Well, I think my plan to not add any new fixes, only fixing stuff I broke, between 3.01 and 3.1 is already shot. There's already more new stuff going into the next version than went into 3.01. So I might as well keep going and just get everything in. If anything I'm adding now doesn't work right, I'm sure I'll hear about it eventually, but I don't see any of this actually becoming game breaking.

 

By the time I'm done dealing with the reports on this page, I assume another "Finished" report will come in and I can release 3.1.

 

Fix #'s are likely to change as I progress.

 

dgm22 time!

 

***With a Destroyed Redcliff***

-The 1st conversation with Isolde...

"This is a mistake you could be killed." (or something like that)

Teagan: "I have no illusions....You on the other hand have proven quite formidable."

No idea why he would say that, since all you've done so far is not be there while everyone dies.

RE034: "The Arl of Redcliffe": When talking to Teagan and Isolde at the mill, Teagan will no longer claim you've "proven (yourself) quite formidable" if all you've done is let Redcliffe be destroyed. Thanks to dgm22 of the Nexus forums for making me aware of this one.

 

Sten: "a foolish decision, it will come back to haunt you." he's looking at Alistair to his right and not at the warden.

No obvious reason for this, the Listener tag is properly set to "PLAYER". There's no way to "HeadLook" him at the player in the stage work, since the stage only has "HENCHMAN1, 2, 3", not Sten in particular. Looking like too much work for too little gain. Perhaps he simply avoids looking you in the eye as he says it because SHAME! SHAME!

 

-Battle with teagan and guards, if someone dies, their revival lines can play at the same time as teagan's/isolde's lines at the begining of the cutscene.

I really can't think of any good safe way to avoid this, unfortunately. The revivals are automatic when the combat ends, I have no good place to interfere with it (and I think it'd be dangerous to try), nor any good safe way to delay the post-siege speech starting. There's no existing examples of that possibility being accounted for that I can think of in all the dialogues that immediately follow a battle (which is quite a few). This one involves an area transition between the battle and the speech, which may be what's allowing the revival lines to get queued up into the sound buffer before the starting dialogue can interrupt it. Again, no way I know of to deal with that, as the area transition *must* fire even if the party is still in combat (and the scripting comments even say that explicitly).

 

Fade demon is half in, half out of the ground.

 

Yeah, I was aware of this one. I forget why I skipped working on it at the time, maybe "Hey, it's the Fade, she can wait for you where she wants, even buried in the ground", heh. Honestly I think I was just a bit overwhelmed at that point and meant to get back to it but forgot. It's dealt with, thanks for the reminder.

 

RE036: Fade: The desire demon at the heart of the Fade should no longer be found buried in the ground up to her waist.

 

-Journal entry for "Arl of Redcliff" states that "the demon has been vanquished, and the village saved." I suppose the buildings are still standing..... But the people, not so much.....

Nnnng. Bunch of work and mucking about with an important plot file for little gain. The buildings count, darnit! Maaaaybe a later version, but not doing this mid-beta. Thanks for the report tho, noted for future consideration.

 

-Mage quest, Blood Warning: Only one of the doors in the market has a quest marker.

 

MC006: "Blood of Warning": A missing quest marker on one of the two doors in the Denerim Market district has been restored. Thanks to dgm22 of the Nexus forums for making me aware of this one.

 

If you finish a quest for the mages in the Market (Notices of Termination) the ! doesn't appear over the Rep.

 

MC007: "Notices of Termination": If the third apprentice you delivered the notice to was the one in the Market District, the mage collective representative wouldn't get marked as having a reward until you left the area and returned. Fixed. Thanks to dgm22 of the Nexus forums for making me aware of this one.

 

-Solving Problems quest: Sal at the pearl doesn't automatically say his lines, his lips are moving though.

That's really weird. His dialogue *is* firiing, if you have subtitles on you can read it just fine, and if you turn the sound WAY up, you can hear the lines, but they sound like they're very far away and they kinda echo. Run back out into the hall while he's still talking and suddenly it goes audible. Bizarre. It has nothing to do with Isabela in particular - you can make it happen again by talking to one of the bouncers and then click on Sal again. That eliminates it being something wrong with the trigger too. Not a clue why it's happening or how to fix it (and I tried, adding speaker and listener tags, etc., but it makes no difference at all. Nothing different between his dialogue file and anyone else's that I can see.. Making sure "PREVSPEAKER" could never be the default speaker or listener, etc, does nothing. So weird.

 

And pretend I wrote a long paragraph about the limited amount of light armors vs the vast varity of the rest....

You've successfully argued that they could be useful to a rogue in their broken state, but, and I know you will dislike this answer, you've only convinced me so far to edit the word "useless" out of the Readme, not to reverse the change, and that's because I don't think the *intent* was to make these rewards rogue-friendly. Oghren says the shielded dwarven armor is awesome and he wants to wear it. Why? He's not a rogue. The Helm of the Red is heavy helm, not something generally associated with archery or rogues, heh. 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? While I sympathize with the argument that there's not enough rogue gear available in the early game, and in fact I agree with it, that seems to me a separate issue altogether. I see no support for the notion that the materials were nerfed to horribleness on all of these items specifically to appeal to rogues - I'd expect the rewards to actually *be* rogue items if that were the case. I still think the items were intended to scale, and I can't see ignoring that intent because rogue gear wasn't properly balanced. I didn't make this change because "useless items are useless", but because I don't think the way it is was intentional.

 

Don't get me wrong, you raised a valid point. But it doesn't make me regret the change, it just makes me regret my word choice in calling them "useless" in the readme, and I will change that.

 

Great reports, thanks for taking the time, and you did get a few more credits to your name! It's really appreciated.

Edited by Qwinn
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Dangrath:

 

I think you missed this part brought up by firepanda:

"Dragon Age Rules Fixpack Item Fixes

While I do fix items, these are "combat mechanic" fixes in the sense that I believe they need to be fixed with .GDA's, and I am trying to avoid going down that route due to compatibility issues (yes, I know, multiple GDA's *should* be able to work together without issue but... it's a can of worms. I may look at them in the future, but not for now.

 

Also, I agree that fade wall is a bug. It's description sounds like it's meant to match the sword.

Mmm, I'm not seeing that in the descriptions for the two items in the wiki. But, that said, my mind is not made up on this matter. If more people want to chime in pro-or-con this change, I'm willing to count votes, as the main thing holding me back is how controversial it might be. The thing is, the best argument for the change is that these two items are *inconsistent*. Do I generally consider consistency alone sufficient to deem something a bug? Not always, but In some cases, actually, yeah. Codex entries that don't give any xp are a lot more common than rare item drops, but I fix them because that xp is "customary". I can think of a couple of other examples. Are there really *no* rare item drops in Dragon Age 2? Not even theoretical mistakes? Cause if that's true, it goes a fair way toward convincing me that the intent was that there not be any at all. And yeah, "The whole game was intended to give you a feeling of urgency and uniting ferelden, not grind for loot drops." is a decent argument carrying some weight with me as well. So, if more folks want to chime in that they think it's a bug, or the opposite, my mind is still open to hearing both sides.

 

I mentioned earlier that the tower guard during Ostagar has a helm that has a strength requirement too high to re-equip. A grey iron Soldier's Helm has 20 strength and the guard has 19 iirc.

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. I'll look into this one some more, no answer yet tho.

 

As for Totalbalance's post: I think I already did the first handful, may have forgotten to post that I did so, will double check and confirm. I'll work on the new ones brought up. But on the last point, let me put this out there now:

 

"In either case though, Isolde's slide will not play if both her and Connor were saved, as in vanilla. I saw no sense (and still don't) in their epilogues not playing based on that condition. If someone can advance a theory as to why that would cause their fates to play out differently (and because you actually believe it, heh, not just for the sake of argument please), do share."
I have something even better than theories: Evidence!
(Arl Eamon, during the epilogue. Happens only if Connor died)
Eamon: “Isolde seems determined to have another child. She quietly announced this just the other night, in fact. (Chuckles) I will be happy to oblige her. Perhaps we can find happiness yet, after all this.”
Sorry that I was vague/confusing in my request. When I said "that condition", I meant the condition that the Arl stays in Denerim or returns to Redcliffe. In the vanilla game, if he stays in Denerim, Isolde and Connor get no epilogue, and I can't see any reason for that. I would presume they would stay with him, and Connor would still be sent to study as a mage, and if Connor died, Isolde would still want to have another child. I didn't mean Connor living or dying as "that condition". Sorry about that.
Edited by Qwinn
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