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


Katzapult

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Okay, yeah, I handle it the same way so that can't be what would prevent the bark. Again, all I can think of is you're interrupting it by entering the tavern. I'd try dealing with whatshisname, saving, then run past the tavern a few times and see if it triggers. I can't imagine what else would prevent it.

 

BTW, that persuade option on whatshisname was in my version 2.0 too :)

 

Speaking of barks, I finally did that analysis of my changes to party_barks.dlg. The only changes I make are Sten fixes ST004 and ST005, and UR015. If IA's mod is to make every companion say their lines, then my Sten fixes making sure his bark is priority aren't needed. So if you don't mind having Shale get scared of lava in the Wyrmlings cavern when there isn't any lava around, then go ahead and overwrite it with IA's version. Shouldn't do any other harm. And good, that's another thing off my plate for now.

Edited by Qwinn
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@Thandal:

Couldn't find my full notes where I had the exact quotes and sources, only found my shorter reminder notes in my customized copy of the fixpack:

  • "Fix - Mana Cleanse Removes Mana" has been reported to cause crashes with DAO 1.05.
  • "Fix - No Stealth Drop on Friendly Spells" breaks progression in Darkspawn Chronicles.
  • "Fix - Gear Minimum Stat Check" makes it impossible to equip items which you don't fulfill some stat requirement to use but the items own stat boost boosts the same stat enough to fulfill it.
  • "Fix - Ability Weapon Requirements" makes Gorim unable to equip his axe in the Dwarf Noble origin.
  • "Fix - Dual Wield Expert with Other Dots" has multiple issues reported.
  • "Fix - Power of Blood Dual Wield Expert" has multiple issues reported.
  • "Tweak - No power of blood damage while exploring" has multiple issues reported.
  • "Tweak - Auto Loot" breaks the quest Unrest in the Alienage.
  • "Tweak - Reapply Buffs on Explore" makes it impossible to end "Blood Thirst" and "Berserk".
  • "Tweak - Nature Damage Per Description" will be removed in the next update.

I haven't personally experienced all of those, so some might not be proper bugs. I have encountered some of them though, like the progression stopping bug with Darkspawn Chronicles.

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@Qwinn; That's it! I usually click on any door I'm heading towards from pretty far away, so was stepping on the "Arl Eamon bought me a gollem doll..." line by having the door open immediately upon arrival. The game probably ticked-off the bark as having been delivered. (BTW, the Ostagar Veteran's name is "Ser Landry".)

 

 

@sialivi; Looking through that list of GT's Fix Pack bugs, I realize I only use a couple of those anyway. "Auto Loot" and "No Power of Blood Damage" are about the only ones, and I don't recall ever having a problem in the Alienage. :laugh:

 

Also, several mods can break "The DLC Which Must Not Be Named". I just rename my "\override" folder when I'm playing that! :thumbsup:

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The only way I can think that auto loot could break UitA is by auto looting the evidence when killing Caladrius. You could manually loot it prematurely too, if you kill him with a henchman still alive, and that would cause a plot marker to get stuck on Caladrius's body, and mess up the journal entries, but it didn't stop you from completing the quest. My fixpack fixes those bugs, though - looting the evidence before finishing the fight shouldn't bug anything out anymore - so it's possible that I've already made auto loot safe for that quest.

 

This is, of course, assuming that items that are autolooted with that mod will properly send the ITEM_ACQUIRED event. If it doesn't, that would explain total breakage. I would think that if that were the case, it would break a lot more than just UitA - for example, you'd never get codex entries for looting items that have one, but maybe that's something that people didn't notice.

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Thandal:

 

"Qwinn; Ooops, sorry. Already waaay past CARE or ADORE now, so can't check that aspect of "triangles" without re-playing a ton."

 

You should have gotten them at some point regardless when talking to Leliana in camp, even if you're already at Love. It's basically two conversations regarding anyone else you're romancing (if they are at Adore or higher). The first one at Care, she can be talked down, the second one, it's an ultimatum. The only way I think you could avoid these is if you talked to the *other* romance interest first, had *them* initiate a triangle dialogue, and broke up with them so you could stay with Leliana. When I say "Care" and "Adore", I mean "Care or Higher" and "Adore or Higher". One of my fixes was that if you got to Adore too quickly, you'd get them in the wrong order, which would mean you'd skip the Care one altogether (because the Adore one would end one of the two romances, the Care one would never come up). So, I'm basically asking - did you ever see those two conversations?

Edited by Qwinn
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Qwinn:

 

There are a bunch of staging issues with Shale if you bring her to the Anvil. Are those issues outside what you can fix when it comes to DLC? If so, have you asked starrarte (author of Bye Oghren) what she was using when working on that for her mod? She's still active on nexus.

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WY006: Wynne: Restored a conversation that was supposed to take place after the completion of "Rescue The Queen" and before the Landsmeet, but that would only occur if you completed the "Captured!" quest in a very specific and violent way (were not rescued, did not use disguises). Also added a couple of approval boosts in this conversation that were called for in the scripting comments but not implemented. Thanks to poster SilverLucario of the Nexus forums (who referred to the mod Additional Adjustments by FJVP for this information) for making me aware of this one.

 

sialivi: I did play with Shale through the Anvil several times and didn't notice any staging issues, but I will try again. Funny side note: There's a line that I almost restored in that conversation where you can offer Shale to ask Caridin for a boon. In fact, I *did* restore it, only to find out why it was blocked - they had the wrong voice actor record the line! The voice actor for Caridin speaks that line for Shale, so I couldn't restore it. It's the only instance I found in the entire game of that kind of mistake in the voiceovers.

 

EDIT: I just played through the whole cutscene with Caridin and Shale. Yes, you do see Shale's shoulder at times when Caridin is talking, but it's the same as most dialogues where you're looking over the player's shoulder at the speaker. Caridin is in full view during these scenes when he's talking, and the camera focuses on Shale just fine whenever Shale is speaking, so I'm really not seeing how it's a bug that needs fixing... or rather, if this requires fixing, so does pretty much every other dialogue. And no, the fact that Shale is DLC would not hamper my working the problem at all, I just don't see a problem. Someone would have to produce screenshots illustrating the problem, anyway, cause on my system, there aren't any.

 

And ooooh, cool - I don't like to add things arbitrarily, but I found a scripting comment that should have given a boost for Wynne's personal quest, so I can do that now!

WY007: "Wynne's Regret": You will now get an approval boost when Wynne discusses the successful completion of her quest in camp. This was not added arbitrarily, but is based on an unimplemented scripting comment calling for it in her dialogue.

 

And another!

ST015: "The Sword of the Beresaad": Fixed a disembodied Leliana interjecting if she is not in the party when picking certain dialogue options when completing this quest.

 

And modified this fix:

 

DN001: "Dwarf Noble Origin": A bit of code that was meant to equip your shield (if you asked for one) and weapons at the end of the introduction to this origin, and again when sent to the Deep Roads near the end of the origin, were also equipping all DLC. They will no longer do so. Thanks to Maeassel of the Nexus forums for making me aware of the first instance, and AdenYeshua for the second.

Edited by Qwinn
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Fired up the toolset for the first time, seems like quite a steep learning curve. If you want to conditionally hide or show a model in a .lvl, do you need to delete it from the .lvl and instead add it as a placeable in the .are file? Or can scripts target models in the .lvl as well?

 

Sorry for going off topic for a moment.

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