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


Katzapult

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Be aware i can't guarantee compatibility with that mod (even if it worked fine in 2.0, I touch a LOT more files now), and I would use it very sparingly in any areas where you haven't finished most or all of the content and then left the area via the normal route at least once first. If it couldn't cause bugs in the places I mentioned, I'd just go ahead and activate it. Not doing so for a number of reasons, a few of which I've mentioned, but I'm sure there's others I haven't found yet.

 

(Oooh, just thought of another. If you never visit the Frostback Mountains area just outside of Orzammar after doing Orta's quest because you're bypassing it via using that world map mod, Orta will never be set to give you her later reward. Basically, the game frequently simulates "time passing" by your travel through areas... if you bypass entering those areas, those simulations will fail.)

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Think I'm pretty much done with Denerim for now. On to the Urn of Sacred Ashes! I only had 1 fix for this quest in previous versions, listed it here.

 

1. (v1.0) "Urn of the Sacred Ashes": After you find the Urn, zoning from the Gauntlet to Mountaintop gives you 750xp. Go back into the gauntlet and exit again, another 750xp. Repeat ad nauseum and hit the level cap quite quickly. Exploit fixed.

2. (v3.0) If Weylon directed you to the inn at Lake Calahad for information, and later you made going there unnecessary and skipped doing so, a plot marker would remain on the innkeeper forever despite no longer being able to talk to him about the quest.

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Not working tomorrow, so there should be several updates. One thing of note is: The "new shopkeeper" in Haven, the one that has a Greater Tome of the Mortal Vessel and that was only supposed to show if you sided with the cultists? He's actually got a full listing in the Prima Guide, listing his full inventory. That makes me lean heavily toward restoring him. Gonna take a bunch of work, he was barely implemented - will have to add plot variables, conditions to his dialogue, and add him to the shop's area file and script - but the important bits, the store and dialogue, are there and complete, so I don't see anything important stopping me from doing it.

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Bleah, I let myself get sidetracked into seeing if I could create a decent cutscene for Morrigan escaping should you betray her to Greagoir at the end of Broken Circle (I'm sure Morrigan's Restoration restores this, though I've never installed or seen it). The dialogue scripting indicates she should shapechange and escape - given the speculation that she is the squirrel that crosses your path several times in the Korkari Wilds (watching you), I think that would be most appropriate. Has to be something tiny so hiding quickly is plausible, since I can't have her run through locked doors, and a squirrel could plausibly eventually climb out and down from a tower window. I've been working it for a few hours and while I've made some small progress, I doubt I'm going to be able to do a professional job of it any time soon. Anyone around that likes working with cutscenes and would like to tackle it for huge credit in the readme? All I want is, in cir200_greagoir.dlg, after she says "Tis not the last you'll hear from me", is a cutscene where she makes some casty motion (the animation for the heal spell where she'd raise her staff in the air would be fine), shapeshifts into a squirrel and runs toward the closest thing there is near the Circle Tower exit to a crack in the wall and disappears, preferably with the shapeshift sound effect attached (I believe it's called transform_mage). I think the way it's done for Mouse from the mage origin (bhm600_mouse_new.dlg) would be a good basis to start from.

 

I know I could do it eventually, I've made enough progress to believe that, but it would take me a good long while to get it where I'd be truly satisfied with it, and I don't want to lose that much momentum with the hundreds of other fixes I need to get done. It's also the only truly involved cutscene I think I'm going to have to make from scratch, so all the learning I'd have to do for it would be for this one single fix, and the thought of that wearies me. If anyone knows anyone that would like to take a crack at it, as I said, you'll get huge credit in the readme and your work will be immortalized along with the 800 other fixes I'm doing :smile:

 

And, of course, if you wrote Morrigan's Restoration Patch and you're reading this and would like to contribute your work for this fixpack, same deal applies.

 

EDIT: Never mind. Got obsessed and have to do it on my own now. Most of the way there actually. Morrigan already does the motions of casting a spell, turns into a squirrel, runs behind a pillar. Just gotta get the visual and sound effects for the spell casting working now.

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Haha, thanks! My undiagnosed OCD doesn't usually have that effect IRL.

 

And I got it done! I think it looks pretty good (though I've never seen the MRP version, so you'll all have to tell me if it compares after release). Does the MRP have Morrigan shapeshift into an animal and run away, like the dialogue scripting comments say to do? It's what I've done. Morrigan backs up a step toward the door (she's the only one in the view for this scene), delivers her line, casts a spell with lots of effects (I think that turned out pretty nicely), becomes a squirrel, and runs *up* the nearest pillar. I figure that's a pretty plausible escape.

 

Very glad I finally got that done. The scripting comments explicitly state that they only cut this content because it lacked the cinematic and they didn't have time to fix it, so that puts it right near the top of must-do fixes. Figuring out how to make the cutscene work wasn't as bad as I was dreading though (only took me about 10 hours from start to finish!). I have to give them props for the toolset, it's pretty slick.

 

Fix for minor two bugs I noticed while working it:

 

12. (v3.0) If all the mages are killed, when Cullen reports to Greagoir, he speaks toward the PC instead of Greagoir.

 

13. (c3.0) Mage PC's only: Restored an inaccessible line in Greagoir's dialogue that can now be seen if: A) You helped Jowan under Irving's orders in the Mage Origin, and B) You saved Irving but then chose to side with the Templars, and C) you ask Greagoir if that makes up for what happened during the Origin.

 

And of course (yaaaay)

 

14. (v3.0) Restored the ability to tell Greagoir that Morrigan is an apostate, possibly leading to her escape (after which you will not see her again until she offers the Ritual).

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So after I was done, I took a look at the readme for the MRP's version.

 

http://i.imgur.com/voCtLQI.jpg

 

Wow. That looks a LOT more involved than mine. I don't have Morrigan engage in any combat, and from the one bit it does look like the author has Morrigan turn into a dog to escape. That's cool. Mine's not gonna look all that great in comparison to that, I'm afraid - I don't have approaching guards (or anyone else) in the cutscene of her escape, nor can I devote as much time as it would take to get it that detailed for one fix. My goal was to make it decent enough to not be embarrassing to restore that content, and I hope I've done that.

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You achieved your goal of "fixing" the game. TerraEx took it to the next level of "restoring" the game.

But his work focuses on one specific aspect; Morrigan. You're covering... everything!

 

I totally plan to use both of your mods. Best of both worlds! :thumbsup:

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Unfortunately, I can guarantee you they won't be compatible, and it would probably take a crazy amount of work to make them so - and given how much of the content would be duplicative (because we're both fixing the same bugs), you wouldn't gain much either.

 

I do plenty of restoration work. Restoration of cut content does fall within the purview of this fixpack. I do consider everything TerraEx did there to be a fix - a cutscene was needed, and he went all out in making one, which is great, and if I could I would too. But yeah, I'm covering everything, not just one companion.

 

As it stands, I won't be compatible with MRP, ZDF or several of these other dialogue heavy mods that are popular for fixing bugs - but as far as fixes go, they shouldn't be necessary either. If those mods implement stuff that is actual enhancement (as opposed to "fixes" or "restorations"), the only answer to that would have to be to make just those things a separate mod using my files as the base.

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