Qwinn Posted May 8, 2017 Share Posted May 8, 2017 (edited) Been rethinking the Market/Alienage thing a bit, might retract part of it. Let me just ask: Do any of you consider the fact that you can walk into the Market, see a bunch of darkspawn, leave, go to Alienage, spend a while clearing that, then go back to the market and find nothing at all changed and the general has patiently waited for you to kill him to be a bug? Cause a couple things I did hinge on answering yes to that. I guess another way to look at it is, do you consider that you can leave the Market at all, AND return later, but are locked into the Alienage till you kill the general, is that inconsistency a bug? And if so, which way should it be made consistent? Edited May 8, 2017 by Qwinn Link to comment Share on other sites More sharing options...
AdenYeshua Posted May 8, 2017 Share Posted May 8, 2017 (edited) As for the general waiting I think that's one of those things the end player expects since it is very apparent there is no real time combat situation going on. I guess you could lock the player in or have a popup "must help the general or this area is lost" Edited May 8, 2017 by AdenYeshua Link to comment Share on other sites More sharing options...
Qwinn Posted May 8, 2017 Share Posted May 8, 2017 RE: "no real time combat situation", I would submit Redcliffe being destroyed if you leave it before defending it. Link to comment Share on other sites More sharing options...
Enkida Posted May 8, 2017 Share Posted May 8, 2017 (edited) Let me just ask: Do any of you consider the fact that you can walk into the Market, see a bunch of darkspawn, leave, go to Alienage, spend a while clearing that, then go back to the market and find nothing at all changed and the general has patiently waited for you to kill him to be a bug? Cause a couple things I did hinge on answering yes to that. I guess another way to look at it is, do you consider that you can leave the Market at all, AND return later, but are locked into the Alienage till you kill the general, is that inconsistency a bug? And if so, which way should it be made consistent? I'd consider it a bug. I have no strong opinion either way on whether or not you should be locked into every individual area until it's finished, or if you should be allowed to swan in and out of every area as often as you can. But I do think the answer should be consistent whether it's option A or option B. Actually, considering I just played through to Lothring again recently, I think the Darkspawn, who can canonically sense you as per conversation with Alistair and Morrigan (at the beginning of the game, post-Ostagar at Flemeth's hut) would hunt you down and not let you leave an area, if the whole reason you were in that area was specifically to kill their leader the Archdemon. It's already canon established that they CAN and WILL sense you if they are over a certain level of intelligence, and everything in Denerim is the best and brightest the Darkspawn have to offer - so why would they let you off? Related note - I read about this on the Armored Ogres mod discussion page at some point I believe, or maybe it was the Forced Deathblows discussion page, but according to one of those mod authors, Awakening introduced a bug in finishing blows on Ogres where the warden (or other character doing the slaying) would sometimes leap in the wrong direction and perform the killing move on empty airspace (while the Ogre was going through the killmove animation on another part of your screen). Not sure if it's something you want to look into, but I thought I'd mention it here just in case! Edited May 8, 2017 by Enkida Link to comment Share on other sites More sharing options...
AdenYeshua Posted May 8, 2017 Share Posted May 8, 2017 RE: "no real time combat situation", I would submit Redcliffe being destroyed if you leave it before defending it. To a point, I accidentally entered Redcliff before and the game allows you to leave without losing Redcliff as long as you don't trigger the first scene. This is consistent throughout the game I believe just in case the player clicked on an area he/she didn't mean to. Your way seems more lore friendly though, and I'm all for that. @Enkidna - I don't think this includes gameplay fixes, though I did notice he fixed some item descriptions. I would like to beg ask that you consider compatibility or incorporate these bug fixes as I think they are essential to the vanilla experience. That is all I ever wanted (besides warden armors) just a nice plain working vanilla Dragon Age. Plus I love the idea of your mod being an end all, a one-stop shop if you will of all fixes. Awakening Silverite Mines Bugfix - [Click Here] Dragon Age Rules Fixpack - [Click Here] DLC in Awakening and Awakening Fixes - [Click Here] Awakening Blackblade Armor Dragon Drop Fix - [Click Here] Ancient Elven Boots Fix - [Click Here] Unobtainable item BUGFIX - [Click Here] A Lost Nug Quest Fix DAO - [Click Here] Plus Healing Received Fix - [Click Here] Dual Striking fix - [Click Here] Law and Order Fixes - [Click Here] Golem Registry and Shapers Life Reward Fix - [Click Here] Awakening Bugfixes - [Click Here] A Fallen Templar Quest Fix - [Click Here] Just Another Fixpack - [Click Here] Dead Templar and Fade Qunari Fix - [Click Here] Black Templar Fix - [Click Here] Dain's Fixes - [Click Here] Cammens Lament Quest-Fix - [Click Here] Item rune slot fixes - [Click Here] Fixed Political Support in 'A Paragon of Her Kind' - [Click Here] Lightning and Shock Magic Requirement Fix - [Click Here] --I think that's just about all of them, there are some rune fixing/drop mods but I have to sort those of what's lore friendly and what people thought it should have been. At the very least you can reference this list... hopefully it is a little helpful. Link to comment Share on other sites More sharing options...
Qwinn Posted May 8, 2017 Share Posted May 8, 2017 (edited) "though I did notice he fixed some item descriptions." I did? Remind me, I don't recall that. Of that list you posted, Aden, the following are neither necessary nor compatible with my fixpack: Ancient Elven Boots FixA Lost Nug Quest FixFixed political support in 'A Paragon of her Kind'Cammen's Lament Quest FixGolem Registry and Shaper's Life Reward Fix I've fixed everything in those mods, in several cases (such as Cammen's Lament Quest Fix) much more thoroughly. I restore several, but not all, of the items in Unobtainables, based on whether I concluded the item isn't present deliberately or accidentally. The upgrade to The Fang is an interesting issue I'll have to look into. There are actually several items where the PC version differs from the console versions, and I haven't previously treated that as a bug, but in the case of Fang, it may be worth doing. The PC version is pretty much pathetically lame for that point in the game, and even the console version (while much better) doesn't seem crazy overpowered compared to other daggers that are available, so I'm leaning toward, yes, making the stats match the console version. The Fallen Templar is something I hadn't looked at before. I see the guy's point that the guy is described as a Knight of Redcliffe - but is it impossible for someone to be a Knight of Redcliffe AND a Templar? If so, why? You can be a Templar and a Grey Warden. Heck, you can make Sten and Oghren into Templars. Unless there's lore that says that a Templar could never be knighted, or that a Knight could not learn how to be a Templar. (but dwarves and Qunari can?)... I'm not moved to deem it a bug. This mod would very likely conflict with mine as well, as I do make a number of unrelated fixes to Ser Donall's dialogue. Dead Templar and Qunari Fade fix, same deal, though this one probably wouldn't conflict. I took a look at Item Rune Slot fixes. I already fixed Ageless, of course. I will add a fix to enable rune slots on the Crow Dagger. The other items seem to come from DLC and I'm still not sure how folks are messing with those, as they don't appear in the toolset for me... I will have to look into it at some point, though I am not currently planning on a comprehensive awakening fixpack! Maybe someday, if I get any unexpectedly good results (like employment) from doing *this* fixpack. Anyway, this mod would probably be compatible with mine (meaning it's okay to overwrite my files with the files from this mod), as I won't do anything to those items aside from the rune slot enable. Edited May 8, 2017 by Qwinn Link to comment Share on other sites More sharing options...
Qwinn Posted May 8, 2017 Share Posted May 8, 2017 (edited) 4. (v3.0) The weapon Crow Dagger will now have rune slots enabled if acquired at a high enough level. 5. (v3.0) The dagger Fang, a City Elf's possible reward for completing Unrest in the Alienage, had different stats in the PC version versus the console versions. The PC version's stats are terrible enough for the level at which it can be acquired as to qualify as useless, and therefore bugged in my view, whereas the console version's stats are nicely balanced. Fang's material and properties now match that of Fang in the console versions of the game. Edited May 8, 2017 by Qwinn Link to comment Share on other sites More sharing options...
AdenYeshua Posted May 8, 2017 Share Posted May 8, 2017 (edited) Well, at least it was of some use... I thought you fixed a book and a piece of wood staff awhile back. Your fixes are so many I lost track. It was a list I've come to use over the years and in those fixpacks, I did not cross-reference them with the fixes thus far. As for being a Knight of Redcliffe and a Templar, that is a huge no... Sure the game lets you pick the class bonuses but even that is not lore friendly nor does anybody comment on your class choice (besides the ones defaulted) reason being is very simple. There would often be two conflicting oaths. If an Arl ordered you as a knight to hide a mage that would directly contradict your oath as a templar. A Grey Warden is able to get around this by essentially nullifying all past oath(s) taken. For the greater good. Even Kings are not exempt from this. Basically, Allistar is no longer a templar, just as any branches the player takes at the beginning do not matter. Edited May 9, 2017 by AdenYeshua Link to comment Share on other sites More sharing options...
Qwinn Posted May 9, 2017 Share Posted May 9, 2017 Hmmm... while I'm not sure I would buy the "multiple oaths" argument all by itself (in your hypothetical, the Arl would be giving an *illegal* order per the Chantry, one that would even get a non-Templar in trouble and even a non-Templar would be justified in refusing that order, never mind a Templar), but, reading the knight's note and looking at scripting comments and most aspects of the quest, as well as some research on Templars in the Wiki, I've decided yeah, it's more likely than not a bug. In my admittedly incomplete research, the only person I found in the wiki's list of Templar characters that was not a member of the Templar Order is this guy: http://dragonage.wikia.com/wiki/Ser_(character) I didn't go through the *whole* list, but after checking a bunch, and not finding another Templar serving an Arl, I figured fair enough and I give. I will change the quest's name and journal entries to A Fallen Knight. Link to comment Share on other sites More sharing options...
AdenYeshua Posted May 9, 2017 Share Posted May 9, 2017 I was under the impression the Arl's acted independently even given a choice to follow the king or not. They seem to be independent and decide for themselves if following the chantry is something they wish to do. In my hypothetical argument was just to name one instance. The Chantry has a number of laws that the templars could directly contradict their sworn duty as a knight. I simply posed the question "What happens when that does?" If the Chantry for whatever reason labeled an Arl as a heretic to be put to death (for whatever reason) what would he do then?. Link to comment Share on other sites More sharing options...
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