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


Katzapult

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So I decided to re-read this entire thread myself, to see if I missed anything, and to give credit where it's due for making me aware of a bug if I forgot to do so. Oh, and one note to LadyHonor on something she said that I didn't look into at the time:

 

"in my enchanting mementoes mod, I needed to capture the flag when you give Alistair his mother's amulet but it was impossible to do it without editing the dialog line because for some insane reason it set it and cleared it in the same dang line"

 

If I'm interpreting this correctly, that's not what's going on there actually. It doesn't set it - it checks the *condition* that the flag be true in order to play the line, and if it does, it clears the flag immediately so that event doesn't play again. (It's actually not possible to set and clear on the same dialogue line unless done with a script). This is the way they handle all "Events" in the dialogues. You don't get the Event until the flag is true (in that case set in the just-gave-a-gift script) and as soon as the line plays, it clears the flag so you don't get the same event again the next time you talk to him.

 

 

Anyway, here's the fixes to which I've added credit to posters here for making me aware of them:

 

7. (v3.0) "The Mabari Hound": If you didn't get the quest before getting the flower, and you choose the reply "Daveth mentioned a reward", you were supposed to still get reward options but due to a bug they didn't appear. Now they will. Credit to Nexus Forums poster aeroldoth for making me aware of this one.

 

8. (v3.0) "The Mabari Hound": The rewards for this quest were strangely implemented. The more money you demanded, the more xp you received, and if you asked for no reward, you got no xp (or anything else) at all. This is the reverse of how rewards are implemented in the rest of the game. The rewards have been fixed so that the amount of xp you receive is inversely proportional to how much silver you request and receive. Credit to Nexus Forums poster aeroldoth for making me aware of this issue.

 

28. (v3.0) "The Arl of Redcliffe": When Alistair confronts you in camp after the events surrounding Connor and Isolde, you can no longer say "There was no time to try the Circle of Magi" if the Circle was never an option because you sided with the Templars in Broken Circle. Credit to LadyHonor of the Nexus Forums for making me aware of this one.

 

29. (v3.0) "The Arl of Redcliffe": When Alistair confronts you in camp after the events surrounding Connor and Isolde, if Jowan did the ritual, Alistair will no longer say "We could have tried the Circle of Magi!" if that wasn't an option because you sided with the Templars in Broken Circle. Credit to LadyHonor of the Nexus Forums for making me aware of this one.

 

 

And here's one I said I'd fix but hadn't gotten around to.

 

17. (v3.0) "Last Will and Testament": As the Beloved Amulet that you get when you open the lockbox has no use as a quest item, it will no longer be a plot item and can be sold. Credit to aeroldoth of the Nexus Forums for making me aware of this one.

 

 

As for not magically disabling the traps in Zevran's ambush, aeroldoth, it turns out that Zevran can't disarm one single trap in the entire area, and he doesn't come up with a skill point that you can spend on Deft Hands so that he *can* disarm them. I dunno, seems like a pretty crappy introduction to a thief character to be useless in that regard... and what if you aren't a thief and didn't bring Leliana along to deal with them? Those traps are nasty and the party could encounter a lot of trouble getting out - or at least a lot of trouble looting bodies that were surrounded by traps if you killed them from a distance, like I just did. While I appreciate your point of view and WOULD have done it if Zevran were able to disarm them, given the circumstances, I think it creates more problems than it solves, and I don't think it's one I can do. Sorry.

 

 

theskymoves will get a general credit at the end of the readme for her occasional help (such as pointing me to the new home of the toolset, stopping me wasting my time trying to find an item on a Lothering character, etc.), since I don't have a specific bug fix to credit her with yet.

 

And Thandal will get credit in the same section for being most consistent encouragement in this thread, heheh.

 

I think with that, I've extended credit where it's due so far - if I've missed anyone who thinks they missed out on deserved credit for anything posted so far, please let me know.

Edited by Qwinn
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In the Side Quests section:

 

8. (v3.0) "Justice Must Be Served": Delivering the lyrium potions to Harrith, thus completing "A Gift of Silence", does close "Justice Must Be Served" and was supposed to cut off being able to deliver potions to Tavith for this quest, but this was bugged and you could still give Tavith potions for the reward, although this would not change the failed closed journal entry. You can now only complete one of the two quests, as was intended.

Edited by Qwinn
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So I'd love to do a big restoration for Slim Couldry's first Sneak quest, "The Absent Mistress"... the one where you just walk right by the guard, pick the lock, take everything you want, and leave. Ever think that was kinda absurdly easy? Well, Sophie's guard has an entire dialogue with which to confront you in the room. Problem is it only happens if you destroy the door to the room, which alerts her. Wait. Destroy the door? You can't destroy doors. That's right, you can't, which makes all that dialogue and choices and follower approval, etc., completely inaccessible.

 

I'm thinking in order to restore this lost content, making it an *actual* sneak quest, as in, Sophie's guard will actually be in the room as opposed to out in the bar, and as long as you or a follower are sneaking successfully (I'd make it require 2 points of stealth), she won't be alerted and you can take the stuff. Of course, you can just walk right in too - the dialogue where she confronts you leaves plenty of persuade and intimidate options where she'll just leave you to it. Seems like that would be a nice bit of content to restore though, cause really, without that dialogue, this really is one of the lamest quests ever.

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Lots of good stuff! Whats your thoughts on the Morrigan Restoration Mod and Zevran Dialogue Fixes though? Would they be compatible? I also use some of the rule fixes mods, but I'll have to wait til I'm home to see exactly which ones. How do you think these would react with your mod?

 

EDIT: I know you spoke about this already, and that your mod has the lowest priority, but I want to know there will be any missed fixes from using MRP and ZDF. I guess the question is are you touching a lot of the same stuff MRP and ZDF touch (filewise that is).

Edited by squareinc
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I will touch a LOT of the same files as those two mods, probably all of them in fact, and I doubt they will be fully compatible even with the priority setting. That said, I will hopefully find and also fix anything in them that is a bugfix before I'm done. I'm avoiding consulting them for now, hoping to find as much as I can on my own, but before I release v3.0 I will take a look at the readmes and see if I missed anything (with credit to those mods for finding/making me aware the bug existed).

 

Why do it this way? Because of all the crap I was handed 6 years ago, with (obviously false) accusations that all I was doing was compiling other modder's work and putting it under my own name - when all I did was briefly glance at the readme of ZDF. If it wasn't for that, I *would* be consulting other mods and they'd be getting credit from me right and left... but now, no, or at least only if I couldn't find it by myself first. Ironic, huh?

 

(I was even told back then that I was ethically obligated to credit the dragon age wiki - THE WIKI - every time I discovered a bug in it. It was so absurd, 6 years later I still get annoyed thinking about it, and v3.0 would've been released 4 years ago if not for that crap.

Edited by Qwinn
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Oh, sorry, missed the first question. The combat and ability fix packs like Just Another Fixpack or Dragon Age Rules Fixpack should work fine with my fixpack, we're addressing totally different types of bugs. I'm deliberately avoiding messing with the files they touch... actually, the latter at least seems to do EVERYTHING with GDA's, from what I could tell. The only GDA I'm working with is for rewards.xls. I wouldn't even know how to go about doing what he's doing with them, so there shouldn't be any conflict at all. (I really am curious how he's correcting scripting bugs with GDA's, since I know at least some of those bugs are plainly visible in the scripts).

Edited by Qwinn
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@Qwinn; Didn't realize you got flamed by idiots last time. If it happened here on the Nexus, I never saw it (and was one of two Staff back the who spent all their time in the Beware, not BethSoft, games' areas.)

 

Please don't put up with any such crap this time. Just learn to use the "Report" button! :wink:

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I can't believe some people could be like that about modding a game. I was putting off finishing the game because I wouldn't have time to fix any issues I find while playing (I'm someone who has to fix things). By chance I was searching fixpacks in 2017 and saw you were working on yours. You can't imagine how happy I am that finally there will be a comprehensive fixpack so the game would be (almost hopefully) bug free.

 

So I want to say thanks for doing this. I'm glad that someone cares about the game and has the skill to fix it and make it better and not just start some dumb credit controversy.

 

Anyway, I know you're not looking at other mods, but can you say what areas there will be a divergence in focus between your fixes and MRP or ZDF? For example, would choosing yours over MRP mean that there would be less fixes and cut content for Morrigan? Same with ZDF. Right now my load order is:

 

1. Morrigan Restoration Patch
2. Ancient Elven Boots Vanilla Fix
3. Storage Chest
4. Terra Ex Bann Fix (put the folder in the override folder)
5. White Teeth (put the erf file in the override folder)
6. ZDF Fixes (put the folder in the override folder)
7. z_TerraEx_Silverite (put the folder in the override folder)
8. Sigrund Quest Fix (put the erf file in the override folder)
9. blkblade_drop_fix (put the folder in the override folder)
10. Qwinn DAO Fixpack
11. The four plt_genpt_sten files (put in the override folder)
12. The two plt_urnpt files (put in the override folder)
13 Put the player_core.ncs and sys_soundset_h.nss files in the override folder)
14. i9h_ep1_endgame_cs_fixes.erf (put in the override folder)
15. Put the contents of the Rule Fixes folder into the override folder (this means copy and paste the folders from inside the Rule Fixes folder)
16. plt_ntb210pt_hermit.nss and plt _ntb210pt_hermit.plo (put in the override folder)
17. gen_im_pelt_werewolf_plot.uti, ntb210pt_hermit.ncs and ntb220pt_grand_oak.ncs (put in the override folder)
18. plt_ntb220pt_grand_oak.nss and plt_ntb220pt_grand_oak.plo (put in the override folder)
19. orz400pt_rogek.ncs and orz400im_rogek_lyrium_lot.uti (put in the override folder)
20. genpt_sten_main.ncs (put in the override folder)
21. orz400_rogek.dlb and .dlg files (put in your override folder)
22. the four dagna files and the two janar files (put in the override folder)
23. The What_Is_Built_Endures folder (put in the override folder)
24. Put the contents of the Tiny Fixes folder in the override folder
25. orz340_vartag (two files) and orz330_dulin(two files) in the override folder
26. lite_multi_gax.ncs (put in the override folder)
27. orz420pt_alimar.ncs (put in the override folder)
The individual files, except white teeth and endgame fixes, are the ones that I've edited (which will no longer be needed since you're incorporating them). Would you say there's much incompatibility?
Also, what about the Orzammar main quest issue where you can double cross both dwarves and end up stuck? And also, the end game fixes where the ending slides don't trigger the correct ones. I know particularly that you don't get Morrigan's love or ring slide because of a bug. Is that something you might look at?
Thanks again! You're doing Andraste's work!
EDIT: The weird notes in my list of mods and files are meant for me. I usually need to leave myself detailed instructions so I can install the game a few years down the road.
Edited by squareinc
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Yeah, I'll be going over the epilogues and ending slides thoroughly, don't worry about that. I know the Landsmeet on is the buggiest part of the game. Several of the other mods I didn't even hear of before. But I can't really answer your questions until I read what ZDF and MRP actually do, and I'm not doing that till I've found everything I can on my own (yes, the crap I was given wasn't that I looked at *how* mods were done or read their code... cause I never did unless I was basically asked to the way you asked me... I was given crap just for finding out about bugs from their readmes.) I will look at the readmes before release, to make sure, but I'm hoping by then I'll have done enough on my own that whatever is left will be trivial
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