Qwinn Posted January 29, 2017 Share Posted January 29, 2017 (edited) Ok, it's an official fix going into v3.0 now: 8. (v3.0) "Wounded in the Forest": You would get different loot depending on whether you looted Deygan's equipment via dialogue or off his corpse. His corpse would drop 7 elf-flight arrows, and the dialogue mentions he has these arrows when you examine his equipment, but you wouldn't actually get them if you looted him via dialogue. Now you will. As for his weapon, you'd get a unique named axe ("Deygan's Dal'Thanu") from dialogue but only a generic dagger from his corpse. You'll now get only his named axe from looting him either way. Note that I cannot replicate in-game reports in the Dragon Age Wiki that you can exploit a bug to get his items once from his dialogue and a second set from his corpse, nor can I spot a hole in the code that would permit this. If anyone can replicate this and can give me the precise steps (including dialogue path) to do so, please do. For now I'm just going to assume that this exploit, if possible at all, can only be done on PS3 or Xbox. Edited January 29, 2017 by Qwinn Link to comment Share on other sites More sharing options...
Qwinn Posted January 29, 2017 Share Posted January 29, 2017 (edited) 9. (v3.0) Restored 4 long codex entries in the Culture and History section given by Sarel that were broken due to his script not being properly associated to his plot. 10. (v3.0) Fixed a bug in Sarel's introductory dialogue with a Dalish Elf PC where, if Sten was in your party and Morrigan, Oghren and Wynne were not, the conversation would end abruptly and prematurely. Also due to the same bug, depending on the party configuration, various companion introductions would not take place. Edited January 29, 2017 by Qwinn Link to comment Share on other sites More sharing options...
Qwinn Posted January 29, 2017 Share Posted January 29, 2017 Interparty Banters: Fixed 7 broken Alistair-Zevran banters and four Oghren-Shale banters. Link to comment Share on other sites More sharing options...
Qwinn Posted January 30, 2017 Share Posted January 30, 2017 (edited) 11. (v3.0) It was possible to exploit a bug to trade the hermit for multiple helmets, acorns and books. The helmet was particularly easy - get one, equip it, then trade for another. You can now only acquire one of each item from the hermit. This also prevents getting stuck with a second acorn as a plot item forever. Edited January 31, 2017 by Qwinn Link to comment Share on other sites More sharing options...
Qwinn Posted January 31, 2017 Share Posted January 31, 2017 12. (v3.0) You can no longer get the quest from the Hermit to kill the Grand Oak after you've already traded the Oak for a way into the heart of the forest (at which point the grand oak can no longer *be* killed). This prevents getting a permanent quest marker on the Grand Oak after having already completed its quest and an uncompletable quest entry in your journal. 13 (v3.0) A couple of items you can trade to the Hermit in some dialogue paths weren't available to trade in others (in particular Deygan's boots). 14. (v3.0) Mithra has various stringhead comments about your activities around the camp, but due to some bad settings and depending on the order you do your quests, you'd likely never see more than one or two of them. She'll now remark on the quest outcomes she has comments about only once, rather than forever. 15. (v3.0) All of the placeable objects (statues, etc.) that trigger a codex entry in the Dalish Camp failed to give the customary 50 xp reward. This also fixes one statue in the Dalish Camp that would remain clickable even after obtaining its codex entry. 16. (v3.0) Leliana's reaction when first meeting the Grand Oak would only play under certain party configurations. Link to comment Share on other sites More sharing options...
Qwinn Posted January 31, 2017 Share Posted January 31, 2017 (edited) 17. (v3.0) "Lost to the Curse": A couple of paths in Athras' dialogue end with him disappearing (generally when the player gives him reason to lose all hope) with no update to the quest, leaving it permanently uncompletable. A new closing quest state was added to close the quest properly when this happens. 18. (v3.0) "Lost to the Curse": If you closed the quest without giving Athras the scarf, and then traded the scarf to the hermit, you'd get a false "NEW QUEST: Lost To The Curse" popup (though it thankfully wouldn't actually reopen the quest). You won't get the false popup anymore. 19. (v3.0) "Lost to the Curse": An interjection by Sten in Athras' dialogue would not play if Shale was also in the party. Edited January 31, 2017 by Qwinn Link to comment Share on other sites More sharing options...
Qwinn Posted January 31, 2017 Share Posted January 31, 2017 (edited) 20. (v3.0) "Lost to the Curse": Until you agree to help look for Danyla, both you and Athras would become amnesiacs regarding talking about his problem (and it's much much worse if you find Danyla before talking to him, because then you *can't* agree to help). Every time you persuade him to tell you his problems, if you don't specifically agree to look for her (and assuming you don't end things by giving him the scarf, if you have it), the next time you talk to him, both you and he would forget that he already told you about Danyla, and if you already have the scarf, your only options are to give it to him or to ask him (even though you already know) why he has the sadz and hear his story again (and again... and again). You will both now remember his problem (and that you know it) once he's told you regardless of who you talked to first, and if you had the scarf already and don't end things by giving it to him at that point, the next time you talk to him you will have the same options that you would have had had you gotten his quest before finding her. This also fixes an infinite Morrigan approval exploit. Also, I have to revise a description of my bug fix about "Lost To The Curse" being reopened... in those cases, you *do* get a "New Quest" popup box (and my fixes resolve that problem), but testing reveals that once a quest is closed, triggering an open journal entry does not reopen the quest to the point that it goes back into your open quest journal section, so you don't actually get stuck with an open quest. You'll just get a "New Quest" popup and then it'll say "Quest Completed" and it should keep the old text of how you resolved it in the journal. So, that and other similar fixes to come are really only addressing the fake New Quest popup and the plot markers that those quest states put on creatures involved in the quests. Edited February 1, 2017 by Qwinn Link to comment Share on other sites More sharing options...
Qwinn Posted February 1, 2017 Share Posted February 1, 2017 (edited) Oooh... that amnesia fix in my last post? Just realized it also fixes an infinite Morrigan approval exploit (by telling him "I really don't have time to be a search party" or "I've no time for this sort of errand" every time you get him to tell you his story.) Edited February 1, 2017 by Qwinn Link to comment Share on other sites More sharing options...
Qwinn Posted February 1, 2017 Share Posted February 1, 2017 (edited) Well, I just spent my evening trying to complete the bits and pieces that exist in Lanaya's dialogue that were meant to allow you to get the songbook from the chest prior to finishing Nature of the Beast. Reading the comments in scripts and dialogue, the original intent was clearly this: Zathrian would normally stand over by the wounded. If you tried to open her chest and got Lanaya's warning once, you'd get the option to tell her that Zathrian called for her. It was set to be VERY tough to accomplish - required either high coercion (3 points in it wasn't enough for me) or high cunning and medium coercion to get her to believe you. She would then walk off to Zathrian, who would tell her that he didn't actually call for her, and then she'd walk back to her usual spot, during which time you could open the chest and take the contents without her seeing you. I got pretty close... I was able to get Zathrian to move back to the wounded after his initial dialogue and get her to go to him when you told her he called for her. I couldn't get her ambient dialogue with Zathrian to initiate automatically once she reached him though, I changed the script attached to an existing trigger to fire off the conversation when she entered it, but it only triggered the dialogue if *I* entered it, even though nothing in my trigger script restricted it to me. The toolset wiki doesn't mention any restrictions on that use of triggers either, it says the event fires when "a creature" enters the trigger, so I don't know what to make of it. I see the "ambient movement" stuff gets used a lot and I could probably figure it out given time, but then I'd probably also have to make a new stage for any conversations you had with Zathrian at his new location, and stage creation is another thing I don't have a lot of experience in yet, so bleah. It'd be pretty neat to get it working but it would take a lot of time away from the other types of bugs I'm fixing. I may take another crack at it down the line, but I don't want it to bring the rest of the project to a screeching halt if I can help it. Figured I'd mention it if anyone else wants to take a crack at it, if someone can get it working and wanted me to include it in the fixpack I'd be happy to do so with full credit given. Alternately, can anyone think of any point in the game where one creature walks over to another (or you) and then initiates dialogue with them (or you) once they get there (outside of a cutscene, of course)? What I'm looking for is seeing a dialogue getting initiated by something *other than* the player's movement... if the player's movement starts a creature walking somewhere, that's fine, I just need to see somewhere where dialogue starts without the player needing to move into a trigger or clicking on someone to start it. I need to see a *script* start it, one that first moves the creature and then starts dialogue once they get there. Somewhere where the player sees any creature actually moving toward the player (outside of a cutscene) before initiating a dialogue with the player would be perfect. I've thought about it and I can't think of one in any of the areas I've just gone over so far, all the ambient dialogues I can remember seeing seem to happen with the creatures already at their beginning locations when their dialogue starts, or else it's all in a cutscene, or it's triggered by the *player's* entering a trigger. If I could find somewhere where it's already done, I'm sure I could duplicate the logic to make it happen much easier. Edited February 1, 2017 by Qwinn Link to comment Share on other sites More sharing options...
Qwinn Posted February 1, 2017 Share Posted February 1, 2017 Bleah, found a command (CommandStartConversation) that would work if the dialogue were in Zathrian's dialogue file, but it's in Lanaya's, so when I use it it teleports Zathrian back to me and starts a conversation with *him* instead of her. Grumble. Link to comment Share on other sites More sharing options...
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