Qwinn Posted March 26, 2017 Share Posted March 26, 2017 (edited) So. Needing some advice/knowledge here. I'm working on Dead Drops, the infamous bug where there would be no dead drop in Redcliffe. Here's the thing - I find it odd that no one in any posts I've read has mentioned yet (that I can see) that the barrels are INVISIBLE until you click on them. You do get a quest marker and a place to click on though, so they're not hard to find. The barrel has showed up in Redcliffe for me - invisible, but there and can be clicked on, and it becomes visible when you do. Everyone seems to agree that the quest worked fine until version 1.02, but then Bioware patched something that caused the barrel to not show up in Redcliffe. The script that should be activating it, but doesn't, I haven't touched yet, so no matter what I should be getting the patched version of that code. The area file for Redcliffe, though, that actually tells the code in the previous script to run when you enter the area - I've touched that a bunch of times. The question becomes relevant - do the scripts I pull up in the editor have the patches in them? If their being invisible was the original bug in 1.02 that Bioware patched (and therefore broke something else), then it seems I *am* pulling up pre-patch scripts in the toolset. Ewwww. EDIT: Just found this thread. So thankfully I'm not the only person in the world to discover the invisible barrels. http://fextralife.com/forums/t101669/dead-drops-quest-problem/ I wish I knew whether the people saying it worked in 1.02 mean that the quest markers were there so the quest could be completed, but the barrels were still invisible. Anyone remember anything about this quest? Would help me fix. Knowing if the barrels are visible in unmodded 1.05 would help too. Edited March 26, 2017 by Qwinn Link to comment Share on other sites More sharing options...
aeroldoth Posted March 26, 2017 Share Posted March 26, 2017 "So the final mission reward is going to be 12 gold and 400 xp." So the xp rewards are going to be 50/50/50/400? That's a big jump. Wouldn't it be better to smooth them out, say... 100/100/100/250? 400 is almost 3x the other quests combined, and a whopping 8x each individual mission. Plus, 50 is really small for a mission. You can get that from disarming a hard trap. Link to comment Share on other sites More sharing options...
Qwinn Posted March 27, 2017 Share Posted March 27, 2017 "So the xp rewards are going to be 50/50/50/400? That's a big jump. Wouldn't it be better to smooth them out, say... 100/100/100/250? 400 is almost 3x the other quests combined, and a whopping 8x each individual mission. " We're talking almost imperceptible movement of the xp bar, even for the big one. I doubt anyone would notice if it were smoothed out. And the very small subquest reward with larger chain reward is pretty standard for this game. "Plus, 50 is really small for a mission. You can get that from disarming a hard trap." True - but also very standard for this game. Much harder subquests than these have 50 xp rewards. Link to comment Share on other sites More sharing options...
Qwinn Posted March 27, 2017 Share Posted March 27, 2017 (edited) 9. (v3.0) "Dead Drops": The barrels for the Dead Drops will no longer be invisible until you click on them. 10. (v3.0) "Dead Drops": The dead drops will now immediately become non-interactive when you make your initial delivery - previously you had to leave and reenter the area for them to deactivate. 11. (v3.0) "Dead Drops": Per comments in the dead drops dialogue file, failing to disarm or poking the explosives with a stick was supposed to apply a random injury to the player. Makes sense, so mote it be. 12. (v3.0) "Dead Drops": Many people have reported that the Redcliffe barrel would sometimes not appear - however, I was unable to duplicate the problem myself. I have made a change that could help. If anyone ever encounters this problem with my fixpack installed, please please let me know, and include any pertinent details, in particular, does it *remain* missing if you leave and reenter the area, and was a dialogue initiated when you entered the area (by Alistair or Teagan) and found that you couldn't find the barrel? Are there Darkspawn around (in which case the barrel -shouldn't- be there), did you complete the siege, did you wake up Eamon, any information like that would be helpful - but I'm hopeful the bug won't happen anymore with what I've already done. 13. (v3.0) Cashing in all available rewards at one representative of a board side quest faction wouldn't deactivate the "reward available" marker on the representatives in other towns if you visited their areas previously and didn't cash the rewards in then. And one more for the Redcliffe section: 40. (v3.0) Between the siege and retaking the castle, a man burns the bodies of the dead by the left side of the Chantry. Once the castle is retaken, the man disappears, the bodies disappear, but the fire keeps burning, with no apparent source of fuel, forever. Fixed. Edited March 27, 2017 by Qwinn Link to comment Share on other sites More sharing options...
aeroldoth Posted March 27, 2017 Share Posted March 27, 2017 #40 And here I didn't report that one, thinking it came from IA. Link to comment Share on other sites More sharing options...
squareinc Posted March 27, 2017 Share Posted March 27, 2017 (edited) Hey Qwinn You're right about the Leliana dialogue. It is "Go on you two.' I was remembering it wrong. I'm glad it's fixed :smile: EDIT: About Alistair, I just meant that when my female warden kisses him, the same Leliana bug happens (the camera doesn't focus on her). Edited March 27, 2017 by squareinc Link to comment Share on other sites More sharing options...
Qwinn Posted March 28, 2017 Share Posted March 28, 2017 (edited) Two more for the Circle Tower: 10. (v3.0) When the Broken Circle quest is done, a praying Templar can be found in the Lake Calenhad docks. When you approach, he prays a few lines and eventually leaves the area. If you leave the area before he finishes leaving himself, however, the next time you returned to the docks he'd be found stuck in praying position somewhere between the lake and the exit, forever. 11. (v3.0) Female mage wardens only: Fixed camera not focusing on Zevran during a comment he makes when speaking to Cullen just before meeting Uldred. More side quest love: 14. (v3.0) "Letters of Condolences": Fixed a bugged condition on one of Morrigan's lines should she be the one to deliver the widows the news. 15. (v3.0) "Letters of Condolences": You can no longer ask for someone in your party to handle delivering the bad news for you if you only have Dog and/or Shale in the party, since they have no appropriate dialogue, causing the conversation to abort prematurely. Morrigan: 37. (v3.0) Fixed camera not focusing on a non-romanced Leliana when she comments after you kiss Morrigan in public. Credit to squareinc on the Nexus forums for pointing this one out to me. squareinc, I couldn't find a similar problem in Alistair's dialogue. Leliana's lines following a kiss with Alistair seem fine to me, and preview line focuses on her. Edited March 28, 2017 by Qwinn Link to comment Share on other sites More sharing options...
Qwinn Posted March 28, 2017 Share Posted March 28, 2017 So as an interesting side note, I found out why the party picker wasn't enabled in the market district: It's all Alistair's fault! When the Market district is entered, it activates or deactivates Goldanna's door depending on whether Alistair is in the party. So, if he was in the party when you entered the area, then switched him out, you could enter Goldanna's house without Alistair in the party. Which is no HUGE deal, Goldanna is just cleaning the floor in the back room, can't be interacted with. But Leliana shows us a better way! Once her plot is activated, the door to Marjolaine's house is always active - however, if you click on it without Leliana in the party, you get a floaty message saying "Leliana would want to be with you for this" and you're prevented from entering. I've duplicated this code so that the same happens with Alistair - Goldanna's door will remain active whether he's in the party or not, but if you try to go in without Alistair present, you'll get the same sort of message for him. I'm glad I found this - I was keeping an eye out for this exact sort of thing with the party picker, assuming maybe they had a reason for doing it - and now that I've found one, and dealt with it, I feel more comfortable with making the change. If there's any other reasons for the party picker to be disabled, they're not in the area file, and that's where they'd be most likely to be, so I think we're good with that change now. Link to comment Share on other sites More sharing options...
Qwinn Posted March 28, 2017 Share Posted March 28, 2017 (edited) 16. (v3.0) "New Ground": Due to various scripting errors, the guard contact would incorrectly despawn when you gave Gorim or the Sister "K"'s signal, forcing the player to leave and reenter the area to respawn him. He will always be where he needs to be now. 17. (v3.0) "New Ground": Due to even more of the exact same scripting error, it was quite possible for this quest to play out in reverse order. You could easily encounter D's lieutenant while traveling in Denerim any time after accepting this quest and before giving the first 3 signals, and giving those signals or talking to the guard after killing "D" would also set the journal entries out of order. (This is what happens when you forget to put break; statements at the end of each case, kids!) Edited March 28, 2017 by Qwinn Link to comment Share on other sites More sharing options...
aeroldoth Posted March 28, 2017 Share Posted March 28, 2017 Could you enable world access from Orz city? You can go from camp to the city, but not back. I was just in Orz and wanted to make some potions and realized my stuff was back at camp. So I had to walk all the way outside, port to camp, get the stuff, port to the city, and then realize I forgot something. So I had to walk out all over again, and being tired, wound up having to go back to camp three times for things I forgot. Again, since you can go from camp straight to the city, seems fair to be able to go from the city to camp. Link to comment Share on other sites More sharing options...
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