Jump to content

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


Katzapult

Recommended Posts

17. (v3.0) "An Unlikely Scholar": If you went to the Circle Tower and got an answer for Dagna, return to her and mention her father's disapproval before telling her that answer, she was supposed to ask you again if you got an answer but this failed due to an unset flag, causing you to be unable to tell her the good news or to get any reward.

 

18. (v3.0) "An Unlikely Scholar": Dagna will no longer appear in the Circle Tower saying "The Circle is amazing! Thank you so much for making this possible!" if the Templars were recruited and Gregoire refused to allow her entry.

 

19. (v3.0) "An Unlikely Scholar": If Janar knows you wanted to help Dagna join the Circle, you will now be able to tell him that Dagna left for the Tower once she has done so (though you probably don't want to since he doesn't take the news well, but the option is there now.) Previously you could only tell him she left if you'd never mentioned Dagna to him before.

Edited by Qwinn
Link to comment
Share on other sites

  • Replies 1.2k
  • Created
  • Last Reply

Top Posters In This Topic

A revisit of one of my v1.0 fixes:

 

10. (v1.0) "A Mother's Hope": If Filda learns that Ruck is alive, the dialogue, graphics, quest journal and comments all indicate that she leaves immediately for the Deep Roads to look for him, but she'd actually stay where she was, still praying but facing the street instead of the stone. She'll actually leave now. (v3.0) Turns out that once you completed her quest (in any way, not just when she learns he's alive), Filda was supposed to be gone the next time you entered the Commons, but due to a different bug, she didn't disappear until the main Paragon plot was done. The way that code was written made Filda reappear when you left and reentered the area after I had her leave in the v1.0 fix. Oops. Also, as a change to the v1.0 fix, Filda will actually run to the Deep Roads exit now instead of just vanishing on the spot.

Edited by Qwinn
Link to comment
Share on other sites

Okay, scratch the previous post, here's how it's going to go down in the Readme. This covers every bug I can find in this quest so far, with Filda, though I haven't gotten to Ruck yet. I didn't need Ruck to test Filda, but I do need Ruck to test Ruck. He's definitely going to have to get a ton of fixes from what I can already see, important plot flags not getting set in bunches of dialogue paths (like, "RUCK_FOUND", heh). I look forward to getting to him, but still a few other side quests to work on before hitting the tunnels.

 

10. (v1.0 - REDACTED, See below) "A Mother's Hope": If you asked Ruck to trade after completing Filda's quest, it would put a permanent quest marker on Filda, but it would remain impossible to talk with her.

 

20. (v3.0) "A Mother's Hope": Further investigation revealed the true bug causing the above issue (and several others): Filda was supposed to disappear the next time you left the Commons after completing her quest (in any way), but instead she disappeared when a King was chosen (and she did have some post-King dialogue that could therefore never be seen, as well as making this quest uncompletable if you didn't finish it before the King was crowned). By removing her at the proper time, many reported issues including the redacted one above can never happen.

 

21. (v1.0) "A Mother's Hope": If Filda learns that Ruck is alive, the dialogue, graphics, quest journal and comments all indicate that she leaves immediately for the Deep Roads to look for him, but she'd actually stay where she was, still praying but facing wherever you were standing instead of the Stone. She'll stop worshipping you and actually leave now. (v3.0) In v1.0 she would just vanish (and due to the previous bug, she would reappear if you left the Commons and returned before the King was crowned - oops). Now she will actually run to the Deep Roads exit (during which she can say her final line for this ending) and disappear forever (per script comments: "Filda runs off and eventually dies off-screen in the Deep Roads, searching for Ruck.") .

 

22. (v3.0) "A Mother's Hope": Several other dialogue paths with Filda also resulted in the conversation ending with Filda praying toward wherever you were standing instead of the Stone. The endings where she believes Ruck is dead and keeps praying until you leave the Commons are now fixed.

 

23. (v3.0) "A Mother's Hope": An option to lie and tell Filda that Ruck died heroically long ago when in fact it was you that killed him was only available after a King was crowned, and since crowning a King removed her, you could never use it. You can now use it before or after a King is crowned, along with all the other options.

 

24. (v3.0) "A Mother's Hope": In a couple of Filda's dialogue paths, you could only ask about the Deep Roads and the Darkspawn there if you'd already been told about it.

Edited by Qwinn
Link to comment
Share on other sites

Precious Metals has to be the buggiest quest I've encountered in this game. Dear God. Seriously, at this rate, Orzammar is going to have well over 100 fixes listed in the Readme before I'm done.

 

 

 

25. (v1.0) "Precious Metals": Godwin will no longer vanish after talking to him once the Circle quest is completed, which unnecessarily forced you to leave the area and return to talk to him again.

 

26. (v3.0) "Precious Metals": You can no longer get the quest from Rogek if all the Circle mages (which includes Godwin) are dead. Be aware that if you try to get the quest if they're all dead, he won't trust you anymore and he will leave, so do anything else you need to with him first.

 

27. (v1.0) "Precious Metals": The reply option "Why do you need all that lyrium?" was nonsensically appearing the very first time you talked to him with Rogek's quest in your journal. It wasn't meant to appear until after you'd either sold the lyrium to Godwin or denied it to him. That could cause events to play well out of order.

 

28. (v3.0) "Precious Metals": Due to a bug, if you ever refused to sell the Lyrium to Godwin, he'd forget that you had it and the quest would become uncompletable successfully. Amusingly, the first line this fix restores is: "You still have my lyrium though... and I'm not going to soon forget that.". Heh.

 

29. (v3.0) "Precious Metals": If you sold the lyrium to a merchant, you could still also sell it to Godwin. In fact, the dialogue never checks that you actually have the lyrium, which (in combination with some of the other plot flag fixes I did) allowed for unlimited exploits and absurd situations. You can no longer trade the lyrium unless you actually have it in your possession.

 

30. (v1.0) "Precious Metals": You could threaten Godwin that you would turn him in to Greagoir, but you couldn't actually do it. Now, once you've found out why he wanted the lyrium, you can. (v3.0) Additional fixes, such as Godwin was supposed to disappear permanently after doing this but he'd still reappear.

 

31. (v3.0) "Precious Metals": If the lyrium ever leaves your possession for an instant (other than selling it to Godwin or donating it to Greagoir in the restored dialogue with him about it), the quest fails and closes. The game assumes you sold it to a merchant. The problem is this also happens by putting it in your storage chest, or if you have it when you encounter various events in game where you temporarily lose all of your inventory (for example, the Captured plot). And even if you did sell it to a merchant, you could always buy it back and deliver it and claim Rogek's payment, but the quest would still be marked that you failed to deliver the lyrium. With this fix, the quest will still update if you no longer possess the lyrium, but it won't close the quest, suggesting instead that you reacquire it or tell Rogek you won't be delivering it. If you reacquire it, the quest journal will revert to what it was before you lost possession of the lyrium. If you tell Rogek you won't be delivering it (which you can only do if you don't have it on you at the moment), the quest will be closed stating that you'll never be paid by Rogek for delivering the lyrium (even though you still can reacquire and deliver it to Godwin at that point, but that doesn't make the final closing state untrue).

 

32. (v3.0) "Precious Metals": Certain dialog paths could allow you to negotiate a second time with Rogek for the lyrium, although nothing would be gained or deducted in doing so.

 

33. (v3.0) "Paragon of her Kind": If you bribed Rogek with 5 silvers to tell you about Jarvia, only 40 copper was deducted, and it would be deducted whether he accepted the bribe or not. If you bribed Rogek with 15 gold to tell you about Jarvia, nothing was deducted.

 

34. (v3.0) "Precious Metals": Replying "Thanks for the tip" after getting the info on Jarvia by bribing Rogek with 15 gold or previously agreeing to smuggle would cause him to leave forever and, if you had already accepted his quest, made the quest uncompletable.

Edited by Qwinn
Link to comment
Share on other sites

And still not done! Seriously, I've had to almost completely rewrite every single case in Rogek's script at this point to get the dialogue working the way it's meant to.

 

35. (v3.0) "Precious Metals / Paragon of her Kind": You cannot ask Rogek about Jarvia if you've already accepted Precious Metals. This is the opposite of the intent. If you've accepted his quest and haven't completed it, he was supposed to give you the 15 gold bribe information for free. This can now be done.

Link to comment
Share on other sites

So since I'm planning to start testing the main quests, I spent the day reimplementing all of my old fixes so that, if by modifying any of those files I'm undoing an official Bioware fix, I can test for that as I play through. They're all reimplemented now. This is the only one of those that's worthy of any additional note:

 

14. (v1.0) "Of Noble Birth": A number of dialogue errors fixed. In particular, it should be a lot less common to get "If X becomes king, he'll take care of you" reply options after the king has been crowned, and you will no longer get Mardy giving her mid-quest dialogue in the castle after the quest is completed. (v3.0) For the record, this also fixes an infinite xp exploit where, if you didn't tell Mardy any good news until the King agreed to take her in, you could name your child for 100xp at a time infinitely. I do not, however, see any mechanism for her being moved from her original spot to the castle or estate as she should be. This is slated for a future fix, when I'm in a better position to test it (i.e. playing a dwarf noble).

Edited by Qwinn
Link to comment
Share on other sites

A brief revisit back to the Brecilian Forest:

 

 

37. (v3.0) "Nature of the Beast": If you killed Witherfang and then Zathrian, then went back upstairs to the Gatekeeper room, the Gatekeeper would attack you but his three guards would be non-hostile and just stand there.

 

38. (v3.0) "Nature of the Beast": When talking to him at the werewolf lair, Zathrian will no longer say that you claimed the werewolves regained their minds if you never actually claimed it.

Link to comment
Share on other sites

Haven't started the main Orzammar quest yet, but got some more side quest love done.

 

36. (v3.0) "Zerlinda's Woe": You must now have enough money to offer some to Zerlinda, and if you do, it will now actually be deducted.

 

37. (v3.0) "Zerlinda's Woe": If you refused to help Zerlinda ("Then I'll let you fix your own problems"), the resulting journal entry that should have been in the closed section (since it closes off all progress) was instead in the open section, forever uncompletable. Also, another dialog option where you refuse to help ("You're right. I guess you're on your own.") will now also close the quest.

 

38. (v3.0) "Zerlinda's Woe": Zerlinda would forget that you'd met her previously until you accepted her quest. This restores an entire previously inaccessible dialog branch that you can see if you end her initial conversation early.

 

39. (v3.0) "Zerlinda's Woe": Ordel could be exploited in order to get the Bully and Menacing achievements by repeatedly leaving and reentering the tavern to respawn him and repeating his initial dialogue. He will no longer reappear in the tavern once he's agreed to take Zerlinda home.

Edited by Qwinn
Link to comment
Share on other sites

One more for Zerlinda:

 

40. (v3.0) "Zerlinda's Woe": If you sent Zerlinda to the Chantry, when you visited her there, she'd have a Quest Available marker (exclamation point) on her. Removed.

 

 

Now I've spent the last couple of days trying to actually verify when the Wiki is right and wrong in regards to the Orzammar quests, and I'm finding it's mostly wrong. Here's a big one, which comes from the description of both quests "Betrayal from Within" and "Shifting Allegiances":

 

"If the Warden should first talk to Vartag, and agrees to help him, then talk with Dulin after leaving the Assembly, the Warden can be given both Harrowmont's and Bhelen's first task. Should the Warden then enter the Proving, but not finish it, then finish Bhelen's quest, then talk to Vartag and convince him they will spy on Harrowmont for him; and finally return and finish the Proving, then speak with Dulin, you will be given the chance to make the same deal with Dulin. This creates an infinite, and most probably unbreakable loop of each asking for information. This is potentially game breaking, and an earlier save may need to be utilized."

 

I can't duplicate this. The moment you declare for Harrowmont to the guy running the Proving, you fail Bhelen's quest and the papers for Dace and Helmi are removed. Tried talking to Dace anyway and no, you can't continue with his quest.

 

Also, from "A Prince's Favor: The First Task", the wiki claims both there and in the page for Gorim Saelac that if you do Bhelen's quest when talking to Lord Dace, you can get a 25% discount from Gorim's store in Denerim. I see no evidence of this in the code, a flag called "SHOP_DISCOUNT" does exist in Dace's plot file but it is never set in his script or his dialogue, and anyway Gorim's script never checks for it. I *could* make it work, but I frankly have no idea why anyone thinks Gorim is the guy to give the discount in the first place. In the Dwarf Noble story, Gorim can say that he *doesn't* trust a member of the Dace family, so it seems unlikely he'd be the one to base a discount on a Dace's say-so. Is this something that works only for the PS3/Xbox? Or is it false info from the Prima Guide or something? I don't own the guide, so at this point unless someone can give me a hint as to why anyone thinks Gorim gives that discount, I'm not going to touch it.

Link to comment
Share on other sites

One thing about this, though, is that I *did* learn how to have a merchant give a discount. And I've already passed a merchant who was supposed to give a discount but did not: the merchant in Lothering who you can help, drive off, or force to stop overcharging. There's enough scripting comments and plot flags related to the discount around to convince me that the discount was in fact supposed to be real that I'm inclined to implement it, but since the actual figure isn't provided, I'll keep it minimal, 10% (he's definitely a greedy bastard anyway).

 

EDIT: Implemented and tested. This goes in the Lothering section:

 

17. (v3.0) The Unscrupulous Merchant in Lothering promises you a discount if you help him, but his prices are the same whether you side with or against him. There's enough comments in the scripting to indicate there really was supposed to be at least *some* discount applied. He will now give you a 10% discount on his goods if you help him (though his prices remain quite high compared to most merchants regardless).

Edited by Qwinn
Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...