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


Katzapult

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If you had any idea how much mix-n-match editing of mods I currently do to get the features I want out of all the mods I employ, you wouldn't worry.

 

I'll be the one to decide if I want your fix(es), or TerrEx's, for anything that affects Morrigan. :laugh:

 

(Depending on the mod, it can be as easy as renaming a folder to change which set of files is read last.)

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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.

 

So you're saying that when it comes to bug fixes, your mod should cover the same ground as ZDF and MRP? So if I wanted a bug free experience, I could just install your mod and not MRP or ZDF?

 

Alternatively, how difficult would it be to swap out components like Thandal was mentioning? I know your last mod was a dazip, but would one be able to choose what to install. So like the restored content might be optional or the Morrigan stuff optional?

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"So you're saying that when it comes to bug fixes, your mod should cover the same ground as ZDF and MRP? So if I wanted a bug free experience, I could just install your mod and not MRP or ZDF? "

 

That is the goal, yes. Not to cover what they do specifically - to cover every bug, period. I think I have already fixed many more bugs than those two put together anyway.

 

I hadn't intended to release it any differently (dazip is all I know) but if there is a need for some other method, let me know what's involved. That said, a project like this is honestly just too large to get into trying to be compatible with everything else out there. The entire point is to make multiple fixpacks unnecessary, so spending additional effort to make them compatible seems counterproductive. This project IS all fixes made compatible with one another.

 

(Due to how I've been posting these fixes a few at a time.... I m not sure you guys realize how absolutely monstrous the readme for v3.0 has gotten already, heh.

 

This is rough count, I haven't renumbered them in a while, but should be accurate within + or - 10 total...

 

 

Multiple Companion Fixes (mostly interparty banter): 12

Alistair: 2 (I haven't done him comprehensively yet, saving it for when I get to the Ritual)

Zevran: 8

Sten :13

Morrigan: 19

Leliana: 22

Wynne: 3

Oghren: 16

Dog: 1

 

Origin Fixes: 6

Ostagar: 18

Lothering: 17

Denerim Pre-Landsmeet: 33

Circle Tower: 14

Redcliffe: 40

Brecilian Forest: 40

Orzammar: 98

Haven/Ruined Temple/Gauntlet: 2 (working that now)

Landsmeet/Alienage/Epilogue: 20 from previous versions, haven't added any for v3 yet

 

Sidequests spanning multiple areas: 17

 

Current count, roughly 401 fixes, still a ways to go.

Edited by Qwinn
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@squareinc; What I meant was that I examine the actual, individual filenames of mods (including those of the contents of ".dazip" files) and check them against the filenames in the mods I've already installed. if there are duplicates, (e.g. two .ncs files with the same name) I decide, based on the authors' notes, which one to keep.

 

Yes, this can require the tools to unpack .erf or .gda files, if that's how the mod is built, then repack them after removing the contents I don't want. And yes, this is a lot more work than most players want to do. But since I don't have the time/am not willing to learn how to make some of these mods myself, it allows me to enjoy what is already a great game even more by tweaking things "just so!" :cool:

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@Thandal; I might do that as well. But it seems like Qwinn's fixes are comprehensive so I might mostly go with his.

 

@Qwinn; I just remembered another issue I had and made adjustments to. For Sten's personal quest, when you get the sword in Redcliffe in the chest, the sword can be destroyed and his quest will forever be incomplete. Is it possible to make it a plot item, since I think Morrigan's grimoire is also a plot item (both the one you receive in the Circle and from killing Flemeth). Also, I think I had made the nugs (is that even the correct word?) that you can give Leliana indestructible too but I'm not sure if that was part of a quest.

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Squareinc: if you get the sword from Dwyn, it's a gift item that must be given to Sten. Isn't it the same in the chest? I don't think plot items can be given as gifts, so changing that would break it.

 

I thought both grimoires were gifts too, but I'll check when I get home.

 

I think Leliana's nug is also a gift. I do not intend to make all gifts plot items even if they can still be used as gifts, because I don't see that as a bug. If you destroy a gift rather than give it to the follower who wants it, well, yeah, quest failed, no?

Edited by Qwinn
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Squareinc: if you get the sword from Dwyn, it's a gift item that must be given to Sten. Isn't it the same in the chest? I don't think plot items can be given as gifts, so changing that would break it.

 

I thought both grimoires were gifts too, but I'll check when I get home.

 

I think Leliana's nug is also a gift. I do not intend to make all gifts plot items even if they can still be used as gifts, because I don't see that as a bug. If you destroy a gift rather than give it to the follower who wants it, well, yeah, quest failed, no?

 

 

You're right about plot items not being giftable. I made them indestructible, using the SetIndestructible function. So maybe that's an option. I think when you destroy it though, the quest never fails (at least for Sten I believe). It just becomes something that can't be completed and remains in your journal. Maybe you could look at setting it as indestructible?

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I'll see when I get home, but be warned, inclined to call it not-a-bug. Yes, as you once stated, DA is already kinda over the top in holding the players hand... so if even THEY didn't think preventing the destroy was necessary...

 

On another note, I noticed the other thread where someone asks about "more frequent party barks". As I mentioned a bunch of pages back, for testing purposes I've been playing with my own version which doesn't make the entire party do their barks, but it does make sure one of them does. It's been working flawlessly so far, and I doubt it was really intended that they could randomly ALL fail to do their bark, so I am inclined to include it in v3.0.

Edited by Qwinn
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If you decide to call it not-a-bug, could you make it that the quest would fail then if you destroyed the item? So Sten's quest will fail if you destroy his sword without giving it to him and same with Morrigan.

 

Also, with Morrigan, I remember MRP gives a cutscene when you find the grimoire at the circle. The cutscene plays as you enter camp and you enter a dialogue with Morrigan. Was this cut content and are you restoring it as well?

 

Also, also my mouse often slips when I right click things and I have a habit of clicking boxes too fast so I hope that explains my obsession with destroying items :sad:.

Edited by squareinc
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"Also, also my mouse often slips when I right click things and I have a habit of clicking boxes too fast so I hope that explains my obsession with destroying items :sad:. "

 

I *was* wondering! Okay, I'll eventually take a look, but I hope you're ok with my putting this in a lower priority category.

 

"Also, with Morrigan, I remember MRP gives a cutscene when you find the grimoire at the circle. The cutscene plays as you enter camp and you enter a dialogue with Morrigan. Was this cut content and are you restoring it as well?"

 

Hadn't heard about that one. There actually is a dialogue with Morrigan as you enter camp that takes place *after* you give her the grimoire found in the Circle, when she tells you what she's learned and gives you the quest to go to Flemeth. Is that the one you're referring to? If so, it's not an MRP thing, that works in the vanilla game.

 

I was holding off on doing any more with Morrigan for the same reason as Alistair - so I can get to the Ritual, where I know a lot of bugs are, and be able to test all of my changes at the same time. I'll let you know then what else I can do for Morrigan, beyond the 19 or so fixes I've already done. From what I read at the beginning of the MRP, though, the author was only interested in fixes and restorations, so it's likely I'll deal with whatever issues were found there before I'm done.

 

 

 

 

Did another pass through the party banter file. Found a few more. I checked MRP real quick for mention of the 3 restored Morrigan-Wynne banters and didn't find mention of it, so these 3 may have actually never been fixed before: Don't think anyone ever fixed the issue with the post-dump Morrigan-Leliana dialogue either, though those weren't "previously inaccessible", just easily missed.

 

15. Interparty Banters: A banter between Morrigan and Sten will no longer trigger repeatedly.

 

16. Interparty Banters: Restored 3 previously inaccessible banters between Morrigan and Wynne.

 

17. Interparty Banters: Two romance triangle dialogues that take place after you are given an ultimatum by either Morrigan or Leliana regarding the other would only occur if the person you chose to stay with is the one who issued the ultimatum. Those banters will now play regardless of who issued the ultimatum leading to the dumping in question.

 

18. Interparty Banters: Leliana will no longer congratulate Morrigan about Morrigan being in love with the PC if Leliana is also romancing the PC.

 

 

 

I did notice this in the MRP readme:

 

"-Restored several new "fully voiced" party banters to the game. These relate to the love triangle between Morrigan, Leliana & the Warden and are some of the best in the game. These would never trigger in the standard game due to unfinished and non-functional coding."

 

No idea what this is about. All the Morrigan-Leliana triangle talks I can find work just fine. Perhaps Bioware patched it, but I see nothing wrong with the code and they all triggered for me in testing with no issues. Unless this was about the post-dump dialogues I talked about above, and if so, you COULD see them in game, it just depended on whose ultimatum resulted in the dump. EDIT: No! I get it now. A different bug which I already fixed a while back made those post-dump dialogues not appear even if you stayed with the person giving the ultimatum. So they really wouldn't show up in the vanilla game for anyone. Okay. That's cleared up. I wonder if MRP only made it work for the stayed-with-giver-of-ultimatum method, or both like I just did.

Edited by Qwinn
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