Qwinn Posted May 10, 2017 Share Posted May 10, 2017 (edited) Oh, one last thing for tonight. I finally got to the coronation! I will do a few more runs to test things more thoroughly, but this first run was with Anora as sole queen and Alistair still in my party. I did *not* take him to the final battle because I wanted to see if my restoration of him at the coronation in that circumstance worked. It did... and his dialogue was fine... but. He actually appears on the podium next to Anora. Which seems awkward, given the political situation. Does he appear in that spot if he's not king and you *do* take him to the final battle? I will see it for myself eventually in my testing, but it would be good to know ahead of time... if he appears elsewhere in that circumstance, I can try to move him to that other spot before I continue testing. I may wind up having to retract that, as it was more in the lines of a restoration than a fix, because it does appear it was done deliberately. I wasn't sure why, as his dialogue is only *very slightly* off if he didn't go to the final scene with you, and IMO a lot less "off" than him not even appearing at the coronation at all. The only thing I can think of is - Anora doesn't want him there due to the political situation, but if he went with you and was present for killing the archdemon, than she can't really deny him a place there. If that's the motivation behind leaving him out if he's not king and you don't take him to the end... well, I guess I can't really argue with that, and might have to leave him out. Bleah. He's a cool character and it's a shame not to get to say goodbye to him, IMO, though if it weren't for testing I'd always take him to the end anyway, so I guess if someone LIKES Alistair they can just do that and it's not that big a deal. What do you all think? Edited May 10, 2017 by Qwinn Link to comment Share on other sites More sharing options...
Enkida Posted May 10, 2017 Share Posted May 10, 2017 (edited) To be honest, I think most people who "like" Alistair are going to be overwriting your 3.0 fixpack with one of the plethora of Alistair expansion mods that completely change the epilogue anyway (adding in weddings, funerals, proposals, etc, etc) so you can probably use your own discretion there. The only solid advice I can give here is to make sure whatever you do doesn't conflict with DahliaLynn's mods, as almost every and any Alistair expansion I have seen - even those that conflict with one another - are meant to be used with her work (namely the Wedding, but also her other stuff). Fixes: I know you said you were going to stay away from "graphic" fixes, but as you went and fixed the Fallen Templar/Knight thing anyway (and yay for that!), I thought I'd list the ones I think are of note here, just in case they're considered bigger than a "graphic" fix by others. Now with links! These are all from theskymove's blog, but I've seen multiple authors correcting some these in different mods. Templar Armor Fixeshttps://kinlochhold.tumblr.com/post/146271583887/templar-armour-fixes-v10-file-under-stuff-that The Gnawed Notebookhttps://kinlochhold.tumblr.com/post/151984510482/the-gnawed-notebook-v10-file-under-happy-bark WTF Lyrium Dust. I'll just say it again, this mod, much like the bow mesh replacer (I do archery), are mandatory for me :happy:https://kinlochhold.tumblr.com/post/141794181487/wtf-lyrium-dust-v10-category-scraping-the Actually what the hell. I do actually do medieval archery, and what the maker of this mod said is 100% correct. Normal people would not be able to use these vanilla bows in the real world, and the vanilla bows look better with the thin meshes on top of that. Heck, it even fixes the vanilla game hand clipping visual bug.Bow Replacer (mesh fix)http://www.nexusmods.com/dragonage/mods/1467/? Elfy!Ghost boy (Brecilian Forest)https://kinlochhold.tumblr.com/post/146520911465/elfy-ghostboy-v10-file-under-mamae-would-be Her hammer is her ... (Myaja hammer fix)https://kinlochhold.tumblr.com/post/146371588792/her-hammer-is-her-uh-never-mind-v10-file Elora is a mage (outfit swap)https://kinlochhold.tumblr.com/post/146324914967/elora-is-a-mage-v10-elora-the-halla-keeper-in Aldous isn't a tranquil (outfit swap)https://kinlochhold.tumblr.com/post/146756905211/aldous-isnt-a-tranquil-v10-file-under-the Better Mages, Better Templars, WTF Tranquil?https://kinlochhold.tumblr.com/post/151346764037/better-mages-better-templars-wtf-tranquil-for The most important fix I took away from this one that I've seen other mod authors fixes is the willy nilly dispersment of what must be clearly labelled as Tranquil Robes to non-tranquil NPCs. I've seen at least two other mods fixing that one in particular. The Redcliffe Seven (they're dead, Jim)https://kinlochhold.tumblr.com/post/146285610977/the-redcliffe-seven-category-boldly-tweaking Ariane's (dalish) weapons (weapon model swap)https://kinlochhold.tumblr.com/post/157415669327/dalish-weapons-for-ariane-v10-file-under-more This one deals with WItch Hunt DLC content, as an aside. If I can think of more I'll throw them in, but those were the ones that struck me as fixes rather than tweaks. Edited May 10, 2017 by Enkida Link to comment Share on other sites More sharing options...
Qwinn Posted May 10, 2017 Share Posted May 10, 2017 (edited) Tattered Notebook I already restored. Myaja's hammer and the Templar armor bits being inconsistent on material are also definitely bugs. I will fix those two with credit to theskymoves for finding them. The rest seem to deal with graphics/morphs (and arent really bugs IMO, though some are quite clever - I like the Redcliffe 7 one!) The rest of the mods should not cauae any conflicts with mine. Well, the Alistair ones you mentioned probably will. Unavoidable. Edited May 10, 2017 by Qwinn Link to comment Share on other sites More sharing options...
theskymoves Posted May 10, 2017 Share Posted May 10, 2017 Oh, one last thing for tonight. I finally got to the coronation! I will do a few more runs to test things more thoroughly, but this first run was with Anora as sole queen and Alistair still in my party. I did *not* take him to the final battle because I wanted to see if my restoration of him at the coronation in that circumstance worked. It did... and his dialogue was fine... but. He actually appears on the podium next to Anora. Which seems awkward, given the political situation. Does he appear in that spot if he's not king and you *do* take him to the final battle? I will see it for myself eventually in my testing, but it would be good to know ahead of time... if he appears elsewhere in that circumstance, I can try to move him to that other spot before I continue testing. Yes. Screencaps of the epilogue/boon ceremony with Queen Anora and Grey-Warden-Alistair-who-was-in-the-Archdemon-party-and-even-got-the-dragon-ride: http://68.media.tumblr.com/3a3e2229ff2209f1acefd96530bae4b0/tumblr_opqnwsaU001uf33zto1_1280.jpg http://68.media.tumblr.com/4ec1cc59a21840f66c1003dd25abc951/tumblr_opqnwsaU001uf33zto2_1280.jpg Link to comment Share on other sites More sharing options...
Qwinn Posted May 10, 2017 Share Posted May 10, 2017 Interesting, thanks thesky! Hmmm, that makes me want to just leave my change in then. I don't see why his staying to defend the gates makes him persona non grata at the coronation. It may be that they thought his first lines weren't appropriate in that circumstance (from memory: "I wasn't sure either of us would make it to the archdemon, but you did make it, didnt you?") but that seems a trivial issue compared to his completely unexplained absence at the coronation. I suspect many many people would assume the latter was a bug, and virtually no one would have a real problem with that line uttered by Alistair left at the gates (its not like anyone KNEW the archdemon wouldn't attack the gates). So, yeah, for now I'm inclined to leave it the way I have it now, where he'll always be there if he's alive and not exiled. Link to comment Share on other sites More sharing options...
Qwinn Posted May 10, 2017 Share Posted May 10, 2017 (edited) I finally get to make a Shale section in the Readme! 1. (v3.0) Shale will no longer appear to be a broken golem from the Deep Roads if you load a save game in the post-Coronation area. Mage Origin: 7. (v3.0) "Mage Origin": When Gregoire and Irving confront the player, Jowan and Lily as they leave the basement, if the player was working undercover for Irving, Irving tells Gregoire that the player was following his orders. If the player is female, Jowan realizes you betrayed him and curses you, but then would forget that you betrayed him in all future conversations. If the player is male, that entire bit of dialogue is simply skipped. The male path is now fixed, and Jowan will remember that you betrayed him. Credit for making me aware of this one goes to SpaceAlex and the readme of Improved Atmosphere Denerim: 112. (v3.0) Gorim will stop shouting at you about his wares once you've spoken to him. Yes, it turns out that his shouting at you forever was actually not intended. 113. (v3.0) Gorim will now always recognize Oghren the first time you talk to him with Oghren in your party. Previously, he would only recognize Oghren if he was with you the first time you talked to Gorim. Note that, by design, you will never get this conversation if you are a Dwarf Noble. Credit for making me aware of this one goes to SpaceAlex and the readme of Improved Atmosphere. Edited May 10, 2017 by Qwinn Link to comment Share on other sites More sharing options...
Qwinn Posted May 11, 2017 Share Posted May 11, 2017 More IA stuff: I've decided not to restore the Khaddis merchant or the weapons merchant in the Orzammar area, because there is clear evidence that they were deliberately cut (hint: The comment in their merchant files is "cut". And there are no items in their inventories either, so to restore them I'd have to make up completely arbitrary inventories, unlike the second Haven merchant whose merchant file was complete), Still, I don't make changes to the Orzammar Commons or Frostback Mountain Pass areas, so if any mods out there specifically put them in (or you want to just extract those files from IA, it should work fine. As long as he didn't modify the Orzammar Commons area script, anyway, as there are some important fixes in my fixpack for that one, but I don't see why he'd have needed to. Link to comment Share on other sites More sharing options...
Qwinn Posted May 11, 2017 Share Posted May 11, 2017 (edited) Items Section: 6. (v3.0) The Templar Gauntlets worn by Templar NPC's now has the same material progression as the rest of their armor set. This prevents the gloves from having a markedly different coloring than the rest of the armor in the early game. Credit for making me aware of this one goes to theskymoves and the readme of her "Templar Armor Fix" mod. Orzammar:100. (v3.0) Myaja will now wield a large hammer instead of a mace and shield during the Provings, in order to be consistent with both the Proving Master and Seweryn's dialogues. Credit for making me aware of this one goes to theskymoves and the readme of her "Her Hammer is her… uh… never mind" mod. As for "Better Mages Better Templars WTF Tranquil", I will not attempt to implement this, as I think it's more of a tweak pack than a bug fix pack. Don't get me wrong, I think they're decent and perfectly justifiable tweaks, I just don't think any of it arises to the level of clear-cut "bug" - they may just have been wanting to increase the diversity of the models actually used (I don't know if the mod decreases or increases that, mind you, I'm just saying there's plausible reasons for their choices in most of these, even if we don't agree with them.) I also don't think that because one can see in the toolset that a model is named "Tranquil Robes" (words the player will never see in game, btw) means only Tranquils could use a robe that looks like that, it's not necessarily a uniform nor particularly distinctive or unique as robes go IMO. The good news is, I compared all the modified creature files with the ones I change, and the mod should be fully compatible. Lyrium Dust: I get the motivation behind the change, but theskymoves herself in the description of the mod points out lore in DA:2 that is consistent with the original color, so not necessarily a bug. And even if I agreed it was a bug, it's outside the scope of the kind of fixes I'm making (I put it in the "texture/morph" category, which I don't address). Obviously fully compatible. Ditto with the rest of theskymoves' mods. Lots of good stuff there, but the two I've credited her with are the ones I think meet my criterion for flat out bug. If she, or anyone else, would like to make a case that something else rises to the level of bug, please do, I may have missed something. I don't foresee any conflicts with any of the other mods that have been listed for me here so far. The bow replacement one I would consider a bug (particularly the hand clipping thing), but it's not the kind of bug my fixpack addresses. I don't do *any* textures or morphs, so that any mods specifically aimed at those have zero chance of causing conflicts. Again, should be compatible. Edited May 11, 2017 by Qwinn Link to comment Share on other sites More sharing options...
Qwinn Posted May 11, 2017 Share Posted May 11, 2017 (edited) Items section: 7. (v3.0) The previously unobtainable crossbow "Dwarven Defender" will now be dropped by Rogek in the Orzammar slums if you kill him (it was actually already equipped as his only weapon, I have just made it drop on his death). Note that killing him means you won't be able to claim his reward from his quest, so obtaining this weapon will be rather expensive. Side quests: 26. (v3.0) "Jowan's Intentions": One of the refugees Jowan is helping looks... exactly like Jowan. Fixed. Credit for making me aware of this one goes to theskymoves and the readme of her "Jowan and another different Jowan" mod. Paragon of Her Kind: 101. (v3.0) Corrected Darvianak's last name from "Volney" to "Vollney", to be consistent with the way it is spelled in various dialogues around the Provings and to match the name of his house. Credit for making me aware of this one goes to danexuslurker and the readme of his "Tiny Fixes" mod. Edited May 11, 2017 by Qwinn Link to comment Share on other sites More sharing options...
Qwinn Posted May 11, 2017 Share Posted May 11, 2017 (edited) Aaaactually, I just looked at theskymoves' *complete* mod list, and yeah, there's definitely one more I have to agree is a flat out bug: Epilogue: 114. (v3.0) During the funeral, Connor has the appearance of an elven boy. He will now look like Connor. Credit for making me aware of this one goes to theskymoves and the readme of her "Connor Isn't an Elf! Epilogue Fix" mod. Note that she cleans up his appearance in her mod, removing bruising, etc. I do not - he will look like Connor did in Redcliffe, bruises and all. If you wish to clean Connor up, feel free to replace my version of Epilogue Connor with hers (file epi200cr_connor.utc). I also agree that the ghost boy in the Brecilian Ruins should be an elf. I'm going to try just giving him the head morph that Epilogue Connor used to have, and see if it works (I don't know if his white hair, etc., is required to give it the proper ghosty look). If that doesn't work, and actual modification of the morph is required to make it look right, then I will just put a line in the readme recommending to use theskymove's mod for that fix, as I'm adamant about not changing any morphs or textures in this mod, for no-brainer compatibility with such mods. (Note for clarity: I'm obviously not against changing the morph used in a creature file to a different vanilla morph if it's required to fix a bug, like Epilogue Connor and the Jowan refugee above - the only 2 instances in my fixpack. That's modifying creature files, which I've already done in several other cases for different reasons. When I say I'm not changing textures or morphs, I mean that I am not directly modifying any morphs or texture files, which is a different thing. Any mods that do *that*, and that don't require changing creature files, should be fully compatible with my fixpack, though if they have to change the creature file too to get it into the game, there might be a conflict there. I don't change any major creature files though - all minor characters, and not many of them. 8 in Orzammar, 2 in the Brecilian Forest, one corpse in Lothering, a Genlock Master Assassin, a Redcliffe Soldier in one random encounter area, and Epilogue Connor and the Jowan's Intention refugee. That's it.) Edited May 11, 2017 by Qwinn Link to comment Share on other sites More sharing options...
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