Qwinn Posted February 5, 2017 Share Posted February 5, 2017 (edited) Heh, so I figured out why I never heard that Lothering bark about needing to finish everything before leaving as the Darkspawn are coming. It's because the trigger for it is literally like 2 steps away from the trigger for Sten to do this little chant thing from his cage. If you sloooowly approach Sten's cage a step at a time, you can hear it... but if you just run straight through (and who doesn't), Sten's chant aborts the line about leaving Lothering. There's another really badly placed trigger (actually, two triggers) for a bark in the East Brecilian forest. The first time you visit the area where the "Mage's Treasure" starting gravestone is, it's populated by two ogres. You can approach this area from two directions so there's a trigger for each, and in *both* cases, the triggers are placed almost precisely so that the banters fire just as the ogres notice you and combat begins, so you can hardly notice the bark going off over the combat starting music and sounds. Some of these triggers are placed REALLY badly. To fix that would require modifying the area files. Which is getting more and more tempting when I see total cockups like those. Edited February 5, 2017 by Qwinn Link to comment Share on other sites More sharing options...
Qwinn Posted February 5, 2017 Share Posted February 5, 2017 (edited) 32. (v3.0) Fixed broken scripted approval changes for Alistair, Leliana and Morrigan depending on how you deal with the Phylactery that gives Arcane Warrior Specialization. 33. (v3.0) If you betrayed the phylactery, the phylactery remained clickable because you were supposed to get a post-betrayal description of it, but that description didn't work and nothing would happen when you clicked on it. You will now get the intended description. Edited February 5, 2017 by Qwinn Link to comment Share on other sites More sharing options...
Qwinn Posted February 5, 2017 Share Posted February 5, 2017 These aren't done yet, so not sure if I *can* fix them yet, but it's what I'm working on: It is clear from scripting comments and Panowen's dialogue that, if the curse is lifted and you choose to attack the cured humans, they are supposed to flee for the exit (though they are supposed to be marked hostile during this so you can try to kill them as they flee). Instead, they all attack normally. Later, Panowen's dialogue makes no sense because you can only "Lie" that you killed them, or say "They fled before I could kill them". I will try to make the flee logic while hostile work, if I can't, they'll flee non-hostile (Alternatively, I *think* there's enough lines in Panowen's dialogue that I *could* change it around so that you can truthfully tell her you killed them. I actually think that'd be more fun, but that wasn't the intent per the scripting comments, so I will stick to intent as far as I am able.) Also, Athras has a post-save-the-elves dialogue state that oddly cannot be seen unless you have never talked to him before, and that dialogue makes all kinds of references to having talked to him before! I'll do what I can to fix that as well. Link to comment Share on other sites More sharing options...
Qwinn Posted February 6, 2017 Share Posted February 6, 2017 34. (v3.0) Per scripting comments, If Zathrian removed the curse, and you choose to attack the cured humans, they were supposed to run for an exit, not fight back. This makes events consistent with Panowen's dialogue later in the forest. I won't be making any changes to Athras in regards to what I mentioned in the previous post. That odd state does serve to prevent Athras from initially giving you his quest (where he mentions he's not allowed into the forest) after Nature of the Beast is complete, and as I have no viable means of otherwise preventing that, it's good enough to leave as it is (the most problematic dialogue choices in the case that he never gave you his quest are prevented by their own conditions, anyway). Link to comment Share on other sites More sharing options...
Qwinn Posted February 7, 2017 Share Posted February 7, 2017 (edited) 35. (v3.0) Once Nature of the Beast is resolved, Sarel will no longer refer to Keeper Lanaya if Keeper Zathrian survived. This one was a bear. Had to splice sound files to make a new line referring to Keeper Zathrian instead. But it's working great! I'm very happy with it, and I've successfully relearned how to get new sounds in game with proper lip syncing, which is going to come in VERY handy when I reimplement the Alistair-Isn't-Always-King-Damnit fixes. Edited February 7, 2017 by Qwinn Link to comment Share on other sites More sharing options...
LadyHonor Posted February 7, 2017 Share Posted February 7, 2017 lol I like what you've named that Alistair fix. Link to comment Share on other sites More sharing options...
Qwinn Posted February 8, 2017 Share Posted February 8, 2017 (edited) 36. (v3.0) Once Nature of the Beast is resolved, if Zathrian sacrificed himself to remove the curse, instead of Lanaya saying "The essence of the wolf's heart has banished all traces of cursed blood from the hunters" (because it didn't), Lanaya will credit Zathrian for curing the hunters instead.. Yep, that took more sound work. A hell of a lot quicker and easier when I've got the steps down though. Edited February 8, 2017 by Qwinn Link to comment Share on other sites More sharing options...
Qwinn Posted February 8, 2017 Share Posted February 8, 2017 Okay! So pretty sure that's it for the Brecilian Forest. At least, if there's more bugs, I'm not sure where to go looking for them. So, to recap, here's a more organized list of all the bugs being fixed in the Brecilian Forest in version 3.0: Brecilian Forest: 1. (v3.0) Doing quests around the Brecilian Forest before talking to Sarel or Lanaya will no longer interfere with your properly seeing their very long introductory dialogues. In particular, saving the halla or helping Athras would prevent you from ever seeing Sarel's lengthy introductory dialogue. Note that attempting to steal or otherwise deeply angering the clan can still cause them to never be willing to speak to you. 2. (v3.0) Lanaya will now become more, rather than less, forthcoming as the clan's opinion of you improves. 3. (v3.0) Following certain conversation paths with Lanaya would increase her personal opinion of you... and then you could ask her your first question again, "Tell me more about yourself", which would reset her personal opinion of you back down to the beginning. 4. (v3.0) Restored 4 long codex entries in the History section given by Sarel that were broken due to his script not being properly associated to his plot. 5. (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 or 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. 6. (v3.0) Once you agree to help find Witherfang, the option to ask Zathrian for equipment would come up in virtually every dialogue choice, even after he'd already agreed and sent you to Varathorn for it. Once he has sent you to Varathorn, the option won't appear anymore. 7. (v3.0) When Zathrian *does* send you to Varathorn (requires accepting the Witherfang quest) for equipment, he says he'll tell Varathorn to put some goods together for you. Thing is, the chest and the equipment is always there, even if you don't agree to the quest. The chest will now not be clickable (as in, empty) until Zathrian tells Varathorn to put the equipment there. 8. (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. 9. (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. 10. (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 agree to help (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 heard about Danyla from Athras before finding her. This also fixes an infinite Morrigan approval exploit. 11. (v1.0) "Lost to the Curse": Under the following conditions, you would get neither XP nor Athras' Pendant when telling Athras of his wife's fate: 1) He actually promised you the amulet when you took the quest, 2) You choose the specific reply "She died, Athras. But not before she sent her love.", and 3) neither Leilana nor Morrigan are present at the time. 12. (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. 13. (v3.0) "Lost to the Curse": If you completed the quest without giving Athras the scarf, and then traded the scarf to the hermit, the quest would appear to be reopened (you'd get a "NEW QUEST: Lost to the Curse" popup), though thankfully that didn't affect your closed journal entry or actually reopen the quest. You won't get the false popup anymore. 14. (v3.0) "Lost to the Curse": An interjection by Sten in Athras' dialogue would not play if Shale was also in the party. 15. (v3.0) "Rare Ironbark": Due to a scripting error, when you accepted Varathorn's quest, at the end of the conversation he would always open his store even if you didn't ask to barter. 16. (v3.0) "Rare Ironbark": When asking Valathorn for two items, if the player is not Dalish and your clan attitude is high, you'd get the choice of two seemingly identical responses "You wouldn't have any wood at all if not for me, remember?", but one required more persuasion than the other to pass. 17. (v3.0) "Cammen's Lament": If you annoy Cammen the first time you talk to him before he tells you his story ("So be one and stop wishing for it"), on the second conversation he'll be angry but you can get him to open up, share his problems with you and thank you profusely for offering to help, but then on every following conversation he'll be even angrier with you and won't talk to you at all. This fix makes it so that if you can persuade him to tell you his problems in the second conversation, he'll get over his initial irritation. 18. (v3.0) "Cammen's Lament": Only one of the four dialogue paths in Cammen's dialogue where you agree to talk to Gheyna set the proper flag, updated the quest journal and put a plot marker on her, and because of this if you took any of the 3 bad paths and didn't talk to her before completing Nature of the Beast, the quest would stay stuck open in your journal forever. 19. (v3.0) "Cammen's Lament": If you seduce Gheyna, what was (per the scripting comments, and obviously given her character) supposed to be a high approval decrease from Wynne instead applied a high approval increase. 20. (v3.0) "Cammen's Lament": If you agree to bring Cammen a pelt, and do not agree to talk to Gheyna for him, and you do not give him a pelt before completing "Nature of the Beast", the quest would be stuck in your open quest log forever. The fix actually also restores a minor unused starting quest state with previously unseen text in the quest journal, at the point where you've been told that Cammen needs a pelt but you haven't agreed to get it for him yet. It also fixes a bug that caused several dialogue paths to leave a start-quest exclamation point on Cammen even after he gave you his quest. 21. (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 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 to do so, please do. 22. (v3.0) "Wounded in the Forest": If your character (party members don't count) had healing abilities, you were supposed to have the option of healing Deygan yourself, but the wrong script was being checked to determine if you had those abilities. After fixing that script and a couple of other minor bugs, you can now heal Deygan yourself, which restores quite a bit of previously unseen dialogue. 23. (v1.0) "Nature of the Beast": The Mad Hermit explicitly requires only one werewolf pelt from you, but if you have a stack you give him all of them. Fixed. (v3.0) "Cammen's Lament": Cammen suffered from the exact same issue with regular wolf pelts. 24. (v3.0) "Nature of the Beast": 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, since the Oak is unkillable at that point, and this would leave a permanent plot marker on the Grand Oak. Several paths that would allow you to get the quest multiple times have also been closed. 25. (v3.0) "Nature of the Beast": 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). 26. (v3.0) "Nature of the Beast": It was possible to exploit a number of bugs to get multiple acorns, helmets and books from the hermit. The helmet was particularly easy - just equip it then trade for another. You can now only obtain one of each of the items. 27. (v3.0) "Nature of the Beast": Leliana's reaction to meeting the Grand Oak would only play under certain party configurations. 28. (v3.0) "Nature of the Beast": If you agreed to kill the Grand Oak for the hermit, when you came back from killing it he'd react as if you didn't agree, and vice versa. Also, the hermit could acknowledge your killing the oak multiple times, and give you the dialogue starting the quests to kill the oak or get a werewolf pelt more than once. You'll only be given and complete the quests once each now. 29. (v3.0) "Nature of the Beast": An important potential question for the hermit, "What can you tell me about the forest?", which you would only see if you hadn't found the barrier yet, was only visible in one easily missed dialogue path (when you ask the hermit if he has a question and he says "It is your turn to ask, is it not?"). You can always ask this question when it's your turn to ask one now (assuming you meet the other conditions). 30. (v3.0) "Nature of the Beast": Returning the acorn should no longer leave a permanent plot marker on the Grand Oak. 31. (v3.0) "Nature of the Beast": Restored party comments that were meant to play when you discovered the door blocked by the werewolves in the top level of the ruins. The comment should play when you click on the locked door. Please note that, like ALL party barks in the game, there is still a random chance they won't play at all (a fix for that problem may be released as a separate install). 32. (v3.0) "The Arcane Warrior": Fixed broken scripted approval changes for Alistair, Leliana and Morrigan depending on how you deal with the Phylactery that gives Arcane Warrior Specialization. 33. (v3.0) "The Arcane Warrior": If you betrayed the phylactery, the phylactery remained clickable because you were supposed to get a post-betrayal description of it, but that description didn't work and nothing would happen when you clicked on it. You will now get the intended description. 34. (v3.0) "Nature of the Beast": Per scripting comments, If Zathrian removed the curse, and you choose to attack the cured humans, they were supposed to run for an exit, not fight back. This makes events consistent with Panowen's dialogue later in the forest. 35. (v3.0) "Nature of the Beast": Once Nature of the Beast is resolved, Sarel will no longer refer to Keeper Lanaya if Keeper Zathrian survived. 36. (v3.0) "Nature of the Beast": Once Nature of the Beast is resolved, if Zathrian sacrificed himself to remove the curse, instead of Lanaya saying "The essence of the wolf's heart has banished all traces of cursed blood from the hunters" (because it didn't), Lanaya will properly credit Zathrian for curing the hunters instead. Phew! I think I'll be doing Orzammar next. Link to comment Share on other sites More sharing options...
Qwinn Posted February 8, 2017 Share Posted February 8, 2017 More Sten personal quest fixes: 11. (v3.0) "The Sword of the Beresaad": When talking with Faryn, if you bribed him, you only had copper deducted instead of gold. Also, when you try to haggle him, your dialogue choice is "Three sovereigns." but all of the underlying code and script comments indicate it was supposed to be two. Corrected the dialogue. 12. (v3.0) "The Sword of the Beresaad": When talking with Dwyn, if you buy the sword and haggle him down to 2 gold, nothing would actually be deducted from you. Also, all the checks (other than the full price 6 gold check) to make sure you had enough gold were incorrectly checking that you had that amount of copper, then (other than the 2) deducting gold. Link to comment Share on other sites More sharing options...
Qwinn Posted February 9, 2017 Share Posted February 9, 2017 (edited) Well, all that futzing about with trying to get Zathrian and Lanaya to talk to each other paid off. 16. (v3.0) Restored a previously unseen altercation between a guard and a beggar in the Hall of Heroes. The altercation will happen when you approach the beggar, he talks to you, then you move away from him. Took a while to figure out how to tinker it to get it to work. The idea was clearly to have some dwarf guards patrolling the hall and eventually running into him, but the patrolling guards were never implemented, I got it working with one of the stationary guards though by activating it when the player exits the trigger that starts the beggar's, well, begging. It's working wonderfully well. I think it lends good flavor to the area, and it always seemed silly to me that the guards would allow a casteless beggar to take up permanent residence in their Hall of Heroes. Edited February 9, 2017 by Qwinn Link to comment Share on other sites More sharing options...
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