Totalbalance Posted May 28, 2017 Share Posted May 28, 2017 Oh hey, you pretty much got them all. Nicely done! Changing the requirements for crisis conversations does sound like a good idea - I've never even come close to reaching -100 even if I try. Anyway, I’m gonna keep digging around and see if I can find any last bugs and restorations. I may have found a really, really funny and obscure one… Link to comment Share on other sites More sharing options...
Qwinn Posted May 28, 2017 Share Posted May 28, 2017 (edited) "Another thing pops to mind, what of those bugs when importing saves from DA:O to DA2. I read somewhere about some flags not being marked properly or something (forgive my ignorance)..." I fix the sets of lots of flags. Entirely possible what I've done may fix a bug in DA2. Or I could be breaking something, if the coders of DA2 were aware of the bug and programmed things to account for it. Really no way to know as yet - but I would think that if a bug isn't being set correctly or consistently in DA:O, and I make it correct/consistent, that it is much more likely to fix a bug in the sequel than create one. I have not yet played any of the sequels, so I don't really know what to look out for in this regard. If someone knows of a list of bugged flags that have an effect on DA2, that'd be quite useful to me. So far the only fix I've implemented that has a direct intentional effect on any DLC/sequel is that gifts given to Oghren in Origins will no longer apply diminishing returns to the gifts given in Awakenings. Not that I've been able to test if it works yet, mind you. "Oh hey, you pretty much got them all. Nicely done!" Thanks. That's the plan - all of 'em, everywhere. The number of issues I'm not handling or putting off for another release, I can still count on one hand at the moment, whereas I think the fix list is over 800 right now (I'll know once I can finalize the fixlist, hopefully soon.) Any help finding stuff is appreciated. Edited May 28, 2017 by Qwinn Link to comment Share on other sites More sharing options...
Qwinn Posted May 28, 2017 Share Posted May 28, 2017 (edited) Oghren: 19. (v3.0) Crisis dialogue (requires -100 approval): Oghren will no longer blink out of existence when the player chooses to <Kill him>. Instead, as scripting comments indicate should have been the case, combat will be re-initiated (one blow will finish him off, if you already fought him down to surrender) and all his equipment will be recoverable from his body. Thanks for TotalBalance of the Nexus Forums for making me aware of this one. TotalBalance, you also said this: "Also, for some reason the dialogue after the fight doesn’t trigger automatically - I had to click on him again to trigger it. " I can't reproduce this one. He always reinitiates dialogue with me when I beat him into submission. Can you reproduce it? Was the dialogue initiated by clicking on him within camp, or by returning to camp? If you can tell me what dialogue choices led to that, that would help a lot too. Edited May 28, 2017 by Qwinn Link to comment Share on other sites More sharing options...
Totalbalance Posted May 28, 2017 Share Posted May 28, 2017 Got it both in camp and returning from camp. But I tried it with some other save files and it worked fine this time, so it might have been something with my game or an old mod that messed up. So that was probably my fault. Sorry! Link to comment Share on other sites More sharing options...
Qwinn Posted May 28, 2017 Share Posted May 28, 2017 (edited) Cool, thanks for following up, I'll take that one off my list. As for the wynne camera close up in her hostile dialogue, that appears to be intended. I checked it out and while different, I don't think it's overly jarring to the point of calling it a bug... I think they wanted to make her angry facial expression more explicit. I *think* that covers absolutely everything you mentioned except for the Gheyna ambient thing, which as I said, if I ever address ambient mechanics as a global thing, it'll be in a future release. It doesn't really affect gameplay, (doesn't affect flags, dialogue, plot, etc.), and adding a fix later shouldn't make save games with v3.0 incompatible, so I don't want to hold up all those kinds of fixes for it. STEN: 16. (v3.0) Crisis dialogue (requires -100 approval): Reworked the approval that Sten ends up at if he is persuaded or intimidated to stay, in order to match up with the intent in the scripting comments. This also fixes a bug where, if you persuade him with "I'm being cautious", he'd still be in crisis coming out of the conversation. Edited May 28, 2017 by Qwinn Link to comment Share on other sites More sharing options...
itchanddino Posted May 29, 2017 Share Posted May 29, 2017 Hey Qwinn, Just wanted to say thanks for all of your hard work! I just installed your fix pack for Planescape: Torment for my first playthrough. I can't wait for this one to be done so I can finally finish playing DAO! Link to comment Share on other sites More sharing options...
Qwinn Posted May 29, 2017 Share Posted May 29, 2017 (edited) Thanks itchanddino! Just so you're aware, the Planescape Torment: Enhanced Edition recently released *is* my Fixpack. They did buy the rights to it from me and did implement it completely as far as I know, and they apparently did a lot of improvements to the UI as well. That said, they did NOT implement Unfinished Business, and I doubt it or the Tweak Pack are compatible with PST:EE, so if you want to install those too, then yep, keep using the original version plus my fixpack. If you're not going to use UB or the tweak pack, though, then I'd say go with PST:EE. So! Good news. I finished the game with Alistair hardened and engaged to Anora doing Morrigan's ritual and everything went beautifully. In fact, I noticed this in the IA readme: If Alistair and Anora marry, a proper BIK cutscene should now play, which shows both getting coronated. Before, it was impossible to get this scene to show, due to a bug in the script. The only scenes that would ever play were either the one featuring only the queen or only the king. (New in v2.0.)This movie played just fine for me. It's *entirely* possible - likely even - that fixes I made to other bugs fixed this as well, though I don't see anything overtly wrong in the original code that fires off that movie. Anyone know if it was fixed in v1.05 or something, and this line in IA just predates it? It'd be good to know, as I don't want to list it as a bug I fixed if it wasn't broken in 1.05. And here's another few fixes for the epilogues: 128. (v3.0) Epilogue: If Oghren's personal quest was completed, Felsi would appear next to him after the coronation. She has been removed, since in his dialogue he says "I might just look up Felsi again" under those conditions. 129. (v3.0) Zathrian would only appear at the player's funeral if he sacrificed himself to end the curse. 130. (v3.0) Brother Genitivi would always appear at the funeral, even if killed. Edited May 29, 2017 by Qwinn Link to comment Share on other sites More sharing options...
Qwinn Posted May 29, 2017 Share Posted May 29, 2017 (edited) Revisiting a fix from version 1.0: 7. (v1.0) Dog can now be interacted with during the post-coronation sequence, but don't expect much from this. It's mainly here just to reassure the player that, yes, Dog *did* survive. It was hard to be sure previously. (v3.0) In the v1.0 fix, Dog would get a "Happy Bark" stringhead but he could not be heard actually barking. He will now respond in a manner befitting the occasion, complete with audio. Aaaaand... 7a. (v3.0) Dog will no longer be present at the post-coronation if he was not recruited. Edited May 29, 2017 by Qwinn Link to comment Share on other sites More sharing options...
Qwinn Posted May 29, 2017 Share Posted May 29, 2017 (edited) Okay, so as far as that coronation from IA bit is concerned, this much is true and now fixed: 131. (v3.0) If Alistair and Anora were engaged and Loghain was recruited, only Anora would be crowned at the coronation. Looking at the original scripts, though, if Alistair and Anora were engaged and Alistair was still in the party, the movie showing both of them being crowned should have played just fine. This bug was related to the fact that, if Loghain is recruited, even if Alistair is to be king, Anora is the one that goes to Redcliffe, gives the speech outside of Denerim and gives the speech post-coronation. Alistair basically opts out of everything except possibly being king if he leaves the party - you won't see him at all between Arl Eamon's estate after the Landsmeet and the post-coronation. All that was intended, but which coronation scene played was also taking the same condition (Alistair still in party) into account, which is incorrect. Getting EXTREMELY close to being done and locking the fixlist down now. Like - today. TotalBalance, if you still had a bug to report, better get it in quick! 132. (v3.0) During the player's funeral, the new king or queen automatically grants the race/class based boon that can be chosen by the player if they survive (exception: Dwarf Commoners, can't be fixed due to lack of dialogue), but these boons had no effect on the epilogue slideshow. Now they will. Edited May 29, 2017 by Qwinn Link to comment Share on other sites More sharing options...
shades01 Posted May 29, 2017 Share Posted May 29, 2017 Qwinn, man, haven't felt like this since they announced Baldur's Gate 2. Fine work... Link to comment Share on other sites More sharing options...
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