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


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@Qwinn

just a quick line to say your fixpqack has been on my machine since you initially put it out. I couldn't imagine DAO without it.

 

A big thank you for the initial fix pack and my infinite esteem for the heroic job you're doing this time round

 

Guys like you make gaming worthwhile for people like me who don't have the expertise or affinity to fix games

 

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Thanks ThingTheWiz! Very glad to hear you liked the previous version. I think you'll like v3.0 way more. I know I'm enjoying it more! Lots of cool content gets restored that I never saw before.

Wound up working Morrigan's dialogue some more tonight. Working the banters pointed me at a bunch more bugs. Sooo many bugs. Can't wait for the Ritual to squash them.

 

19. (v3.0) If you were in a romance with Morrigan and told her "We must end this", you were supposed to get different dialogues depending on whether Morrigan was Interested, Care, Adore or In Love. Instead, you only got her "Interested" dialogue. The Care, Adore and In Love responses to that method of breakup are now restored.

 

20. (v3.0) When discussing "our nights together", the option "I like that idea. Let's do that" (only available in camp) was supposed to trigger a kiss but failed to do so.

 

21. (v3.0) If you broke up with Morrigan after the ritual, the flag that she was "STILL_IN_LOVE" would be set even if Morrigan was never in love with the player in the first place. Just having an active romance is all that was necessary. Among other effects, this could trigger her Ring epilogue even if her approval had dropped quite low. Morrigan will now need to be in love with the player during the breakup to be still in love afterwards. The Ring epilogue will only occur if Morrigan loved the player. Speaking of which...

 

22. (v3.0) It is no longer necessary to break up with Morrigan after the Ritual to get her Ring epilogue in Origins. You can avoid the breakup by just not talking to her afterwards, and by avoiding that, you should also get the dark haired sorceress epilogue in Awakenings. Note that if you do talk to her and break up, then you cannot get the "dark haired sorceress" epilogue in Awakenings, because...

 

23. (v3.0) The golden mirror will no longer unconditionally reactivate a romance with Morrigan that had previously been cut off. This was widely used as an exploit to maintain multiple romances (sorry - it creates bugs galore all over the place, and I'm sure it screws up imported saves into further sequels too), but also more legitimately to get both desired romance epilogues in Origins and Awakenings for those who were just romancing Morrigan. The latter use is no longer necessary because you no longer have to break up with Morrigan to get the Ring epilogue in Origins (see previous fix). Note that the mirror can still reverse a number of ways in which a romance with Morrigan can be cut off, such as merely insulting her - just not ALL of them (for example, if Morrigan was dumped for someone else, or you broke up after the ritual, it won't restart the romance.)

 

24. (v3.0) If you never attempted Morrigan's personal quest, you'd get the epilogue that Flemeth is dead. No longer.

 

25. (v3.0) Various breakups with Morrigan that were supposed to close off restarting a romance with her would fail to do so.

 

26. (v3.0) Restored Morrigan dialogue if she is taken to Flemeth's hut with her personal quest active.

Edited by Qwinn
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About the grimoire, I know MRP makes one of them not a gift, but rather a cutscene. So when you receive the grimoire (I think it's the fake one at the circle), you don't gift it to Morrigan, but get a cutscene when you go back to camp. I might be remembering this wrong and it might be Flemeth's real grimoire that you get he cutscene for. Is there a cutscene as soon as you enter camp after killing Flemeth?

 

Also thanks for keeping the indestructible stuff in mind ;). If it's not something you want to do, I'll just ask you how to make a separate little script that the game will read so I could try to make a safety net for my slippery fingers :) (also, my not getting a new script file to ever work was why my original soundset fix had to use player_core. So knowing how to get that to work would be helpful regardless).

 

Another thing... I remember a random encounter when you're traveling on the map. You meet some soldiers fighting darkspawn in a farm area (I think mages are there on a hill too, helping out). When you win and kill all the darkspawn, and try to talk to the surviving soldiers, the voice always comes from one guy. So if I talk to a soldier somewhere in the corner of the farm, a guy in the middle of the farm will have the text appear on his head and the voice will come from him, far away.

 

Thanks for reading!

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Yah, I think what you're thinking of is when coming back to camp with the real grimoire. There is indeed a lot of dialogue that was clearly meant to autostart when you return to camp - nothing equivalent exists for the circle grimoire. I'll be working on restoring that today.

 

As for how you can do the indestructible stuff for yourself, I wouldn't bother with a script, just change the item files themselves. It shouldn't cause any conflict with my fixpack.

 

As for getting a new script to work - I don't think there's any way around modifying player_core for that particular issue.

 

Interesting on the random encounter. Not sure which one you're talking about... if it's one triggered by waking up Arl Eamon (which I suspect is true), I haven't triggered it yet, but I'll keep an eye out.

Edited by Qwinn
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Yah, I think what you're thinking of is when coming back to camp with the real grimoire. There is indeed a lot of dialogue that was clearly meant to autostart when you return to camp - nothing equivalent exists for the circle grimoire. I'll be working on restoring that today.

 

As for how you can do the indestructible stuff for yourself, I wouldn't bother with a script, just change the item files themselves. It shouldn't cause any conflict with my fixpack.

 

As for getting a new script to work - I don't think there's any way around modifying player_core for that particular issue.

 

Interesting on the random encounter. Not sure which one you're talking about... if it's one triggered by waking up Arl Eamon (which I suspect is true), I haven't triggered it yet, but I'll keep an eye out.

 

 

I guess it's a shame that there's no way around player core. But about a new script, I could never create a completely new .ncs file (like squareincscript.ncs) that can be read by the game. Anyway to do that?

 

Also, last time I tried editing an item and placing the uti file in my override, it never worked. I can create completely new items and put the uti in the override and they will appear, but i could never modify an existing item. It always used the vanilla properties. Any thoughts or advice on that?

 

For the random encounter, yeah I think it was after Eamon's quest since I normally do his first. I wish I had more details but it's been almost a year since I played. I just know when you're finished you could talk to the survivors and all the dialogue plays from one guy who stays in the middle-ish part of the field.

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This project IS all fixes made compatible with one another.

I thought you were just focusing on dialog/relationship type fixes, not necessarily a universally complete pack covering everything. Should I be reporting bugs with rules, gameplay and other things? For example, Shale/ dog/ Sten are missing +4 in racial stats, and Sten his starting specialization (I gave him Reaver).

 

I was wondering if you'd be willing to look at two specific things for me.

 

http://dragonage.wikia.com/wiki/Tomes_(Origins)

 

Tome of the Mortal Vessel is a book which gives +1 stat point. Can you see if there are any dev notes indicating this was supposed to grant more? +1 stat is meaningless, and certainly not worth the 15 gold listing price. The +1 skill book, something you only get every three levels, is only 10 gold.

 

http://dragonage.wikia.com/wiki/Stealing:_Profitable_Targets

 

From the above list of hardest stealing targets, Branka is head and shoulders above everyone else needing 110 stealing to succeed. The next highest are in the 70s. Can you see if there's any special reason why her stealing score is so insanely high? Just a reminder, Stealing only gives +5/ rank, along with +5/ Stealth rank (which non-rogues can't get). Max Stealing and Stealth only gives +40, needing the rest from Cunning.

Edited by aeroldoth
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"I guess it's a shame that there's no way around player core. But about a new script, I could never create a completely new .ncs file (like squareincscript.ncs) that can be read by the game. Anyway to do that?"

 

Did you make a new plot file attached to it? Most scripts are attached to a plot file with the actions to take when a main flag is set or conditions upon which to return true (defined flags). Some exceptions are area scripts (which are automatically run when you enter their area), trigger scripts (attached to triggers) and creature scripts (attached to creature files). Once your new plot and script are set up, something somewhere has to run it - either modify a dialogue to set/check your main flags or check your defined flags, or add a set/check using your new plot file to an existing script. Here's a tip, as it took me a while to figure out - to add a totally new plot to a dialogue so it can be used, in the dialogue next to the Condition and Action, click the 3 little dots. This will allow you to search for any plot file in the game for your new conditions and actions.

 

Oh, and you don't create a .ncs file directly. You create a .nss script. Compiling/exporting it will create the .ncs. Oh... in case you didn't know... anytime you think something should work and doesn't, do these 3 things: "Tools - > Export -> Export without dependent resources", "Tools -> Export -> Generate Module XML" and "Tools -> Export -> Generate Manifest XML".

 

"I thought you were just focusing on dialog/relationship type fixes, not necessarily a universally complete pack covering everything"

 

Correct, as stated at length previously, I am not attempting rules or combat fixes. Those will require other mods, and there shouldn't be compatibility issues. If there are, I am definitely willing to work to resolve them. I am covering.... everything else. I didn't think I needed to reiterate that point in order to make the statement you are responding to without creating confusion, sorry.

 

"Can you see if there are any dev notes indicating this was supposed to grant more?"

 

No, in fact, it's pretty certain that is as intended, because there is a Greater Tome of the Mortal Vessel that grants +3 points. Unfortunately, it's not available in the vanilla game, but there is an unimplemented merchant with one in the Haven area that I intend to restore, though only in certain conditions (after siding with the Cult).

 

"From the above list of hardest stealing targets, Branka is head and shoulders above everyone else needing 110 stealing to succeed."

 

There are creatures in game that are impossible to steal from. They just didn't make that list because what would be the point? Branka is the hardest to steal from among targets that CAN be stolen from, that's all. In fact, she probably is impossible to steal from without cheats to the cunning score, tho perhaps turning the difficulty to easy could help. Honestly not sure why they bothered to add her to that list. Don't let the fact that someone added her to it for no good reason disturb you.

Edited by Qwinn
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I've taken a good thorough look at the unimplemented cutscene when returning with the real grimoire to the camp, and pretty sure I can handle the restoration with no major issues. I am going to make life easier on myself, though, and go back to working on the Urn of Sacred Ashes before attempting to tackle it, as I will probably need to kill Flemeth repeatedly to test out whatever changes I need to make, and having drake and dragon scale armor will make that a lot easier.

Edited by Qwinn
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Thanks for the tip about the script files. The plot part is usually the thing I'm not familiar with and so that's why I stayed away from it mostly. What about the item files, the uti? Any advice on how to edit an existing item? For example, I tried setting Sten's sword as indestructible in the item editor, but when I export and place the file in my override it doesn't work (I'm talking about eight months ago though, I haven't done this recently) and just uses the vanilla properties. So I had to edit the script and set the item as indestructible there.

 

Also, just so I don't stray completely off topic. I remember that in the Orzammar commons, some of the statues are clickable and have the codex symbol but you don't get any (visible) codex entries. I'm not sure if you mentioned this as a fix earlier; I just didn't want to be asking for help and not offer any bugs for you to squash :).

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Some changes to an item won't work if the item has already been created in your save game (depending on the value you're changing - some changes will be dynamic but some won't, not sure about indestructible). In Sten's sword's case, that means you'd have to load a save from before you entered Dwyn's house in Redcliffe. If you were only checking by loading a save game where you already had the sword in your possession, or already entered Dwyn's house so that the pre-change sword was already placed in the chest or on Dwyn, that's probably why it didn't work.

 

And thanks for the codex thing - yeah, I noticed those too. They're just road signs giving you directions around Orzammar, basically (you see the directions as stringhead text over the sign), and don't have a codex attached. I don't *think* there's anything bugged about the way that's implemented, but if I find another similar non-codex placeable somewhere else, I'll compare the implementation.

Edited by Qwinn
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