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Comprehensive Fixpack Take 42


Jengonthanda

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Seeing as how most of existing fixpacks are outdated I decided to make my very own fixpack. The idea was to play through the game several times fixing every plot related bug I encounterю Slowly but I worrit along vast ocean of bugs, glitches, issues, omissions, and whatnot. Still on the first plathrough but already have something to show for it.

 

So here is the question. Is it worth it to make it public?

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I applaud your willingness to make the effort.

 

As someone who uses "Qwinn's", the "DA Core Rules", and the "MRP" fixpacks, I know and appreciate the difference this can make.

 

Two observations:

 

1. Complete documentation including a mapping, (or at least a listing) of the files involved would be essential to my determination of whether I'd even give a "newcomer" a try.

 

2. Finish the job first. There's no way I'd want to install another "partial" fix, (unless it solved a problem no one else has. :whistling: )

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Finishing it goes without saying. I myself used Qwinn's, MRP, ZDF, some others in my playthroughs. But first of all installing a dozen of mods never seemed quite appealing to me. And secondly, it's not unusual overlapping files so you can get either fixed A or fixed B but not both.

 

As for documentation, right now it's 96 changed files and changes mostly consist of secondary and even tertiary stuff no one seemed to be bothered to fix like Ser Perth knights morale during A Village Under Siege, Leliana's line checking for Loghain in the party when talking to caged Sten in Lothering, or First Enchanter Irving appearing in two places if you get Circle help to cure Connor but return to the tower before starting the ritual. I'm also trying to fix things Qwinn's pack fixes and for the most part popular targets for fixpacks - followers.

 

If you start paying attention and digging many things are complete and total mess. To name some, mage origin is full of glitches and there is a somewhat funny glitch if you have both Oghren and Zevran in your party while talking to Ruck and tell him "I should go" Zevran will offer to put Ruck out of his misery. By default it goes like this:

 

Player "I should go."

...

Zevran "We should at least put him out of his misery."

...

Player "Perhaps you're right."

Oghren "Sodding right, I'm right. Now do it quick so we can get back to business."

 

So yeah, unless authors of popular fixpacks fixed them but thought such small things are not worth mentioning in changelog, ther is quite a number of solved problems no one else solved.

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  • 2 weeks later...

I am not sure if anyone cares but these are the fixes I have so far after one playthrough. They seem to be working only it's hard to know for sure if they break something else.

 

Origins

 

Magi

1) Mouse says he and the Warden have already passed the place where the demon will emerge even if they haven't.

2) Under certain conditions Mouse can announce appearance of the demon of rage before it actually happens.

3) In conversation with Nial camera for no reason at all sometimes switches to Senior Enchanter Torrin who stands near by.

4) It is possible to obtain several copies of Signed Rod of Fire Request Form.

5) Senior Enchanter Sweeney acts as if he signed the request form even if he didn't.

 

Ostagar and Korcari Wilds

1) If asked about the Joining Alistair suggests to talk to him after Duncan tasks wardens with retrieving blood and treaties. However after Duncan gives his quests Alistair wouldn't talk about anything.

2) Hungry Deserter. If the Warden feeds the prisoner and gets the key in return but doesn't use it until the battle starts, the quest is getting closed with erroneous journal entry.

3) Hungry Deserter. It is possible to get several sets of food and water.

4) The Warden of dwarven origin is unable to get codex entry about Luthias Dwarfson.

5) Last Will and Testament. The quest doesn't have reward for any course of actions.

6) Last Will and Testament. Rigby's will stays with the Warden forever.

7) One of the traps can't be disarmed but still can be triggered.

8) Magic Greatsword and Ornamental Sword don't have droppable flag checked.

 

Lothering

1) Bandits on the Road. If the Warden is a mage and intimidates one of the bandits to flee, the quest can't be completed.

2) Traps are a Girl's Best Friends. The quest can be turned in infinite amount of times.

3) In conversation with Sten one of Leliana's lines is blocked.

4) The Qunari Prisoner. Leliana doesn't object to intimidating Revered Mother.

5) The Qunari Prisoner. If the party consist of Morrigan, Leliana and Alistair, Leliana doesn't object to intimidating Revered Mother.

6) The Qunari Prisoner. Constantly failing to intimidate Revered Mother without Alistair and Leliana in the party leads to infinite approval from Morrigan.

7) Ancient Elven Boots are not in the cabinet.

 

Redcliff

1) Even if the Warden gives the knights holy symbols their moral wouldn't change.

2) Giving Kaitlyn money after the siege doesn't have the same effect as if they were given before the siege.

3) Bella won't repine at unhappy lot if the Warden makes Lloyed to join the militia before talking to her.

4) In conversation with Lloyd if Oghren is recruited but not in the party he will speak.

5) The warden can ask Bella about “that elf in the corner” even if the Warden talked to Berwick and knows his identity before talking to her.

6) If Bella left in charge of the taverb and is persuaded to become a maid she still owns the tavern.

7) If the Warden enters castle main hall with Ser Perth there is a small window to talk to him before fight with Bann Teagan ensues. This may lead to game-breaking effects.

8) If the Warden decides to ask Circle of Magi for help and Irving agrees he leaves for Castle Redcliff. However should the Warden exit the Tower and come back before proceeding with exorcism Irving will be there and none the wiser about events in Redcliff.

9) Codex entries for Isolde and Connor are mismatched.

10) After the demon is dealt with vault door will lock itself every time the Warden enters second floor of the castle essentially becoming source of unlimited experience points.

 

Village of Haven

1) Drake Scale Armor. If the Warden find drake scale after talking to Herren the quest acts as if drake scale armor has been discussed with Herren and Wade.

2) After completing the Gauntlet exiting to Mountain Top grants experience points. Which can be repeated infinite amount of times.

 

Circle Tower

1) Bel's Cache reactivates itself every time the Warden enters second floor of the tower.

2) Uthkiel the Crusher and Vereveel don't have plot assist marks upon them.

3) In conversation with Cullen Wynne speaks even if she is not in the group.

4) In conversation with Cullen under certain conditions Zevran makes a remark. During that remark camera doesn't show him.

5) After Uldred has been dealt with and if the Warden is a bloodmage Wynne doesn't confront the Warden.

6) Godwin will hide in his closet even after Uldred has been dealt with.

 

Orzammar

1) Under certain conditions talking to Steward Bandelor puts permanent flags on vartag Gavorn and Duling Forender.

2) In conversation with Vartag Gavorn one of persuasion checks actually checks for posion.

3) Thief in the House of Learning. Returning stolen tome to Shaperate doesn't grant any reward.

4) Thief in the House of Learning. Finding stolen tome doesn't grant any reward.

5) An Unlikely Scholar. Starting the quest doesn't put plot assist marks on First Enchanter Irving and Greagoir as it should.

6) An Unlikely Scholar. If the Warden doesn't talk to Janar during the quest permanent plot assist marks stays upon him.

7) An Unlikely Scholar. Talking to Janar about Dagna but helping her to get to the Circle leaves Janar whenever the Warden talks to him asking not to encourage Dagna.

8) An Unlikely Scholar. When telling Janar that Dagna left for Circle Morrigan has a say about this but camera doesn't show her when she talks.

9) Precious Metals. The Warden can ask why does Godwin needs lyrium before discussing anything related to smuggling with him.

10) Precious Metals. The Warden can't tell Greagoir about Godwin's operation.

11) Precious Metals. Greagoire's confronting Godwin is unnoticeable for the Warden.

12) Precious Metals. If Godwin is confronted he will still be on second floor of the tower.

13) Second quest for Harrowmont can't be completed if the Warden planted documents for Bhelen.

14) A Mother's Hope. If the Warden let Filda know that Ruck is alive she doesn't go anywhere despite her saying she will.

15) Talking to Ruck after A Mother's Hope is complete puts permanent plot assist mark upon Filda.

16) Talking to Ruck with Zevran and Oghren in the party leads to situation where Oghren will answer to a line adressed to Zevran.

17) Talking to Ruck with Zevran in the party the Warden can't finish the conversation without killing Ruck.

18) Asunder. It is possible to summon demon several times.

19) Bhelen's version of A Paragon of Her Kind remains open should Harrowmont become king.

20) Completing Orzammar's main plot fails Of Noble Birth quest for everyone. Although the quest itself available only for male noble dwarves.

21) The Shaper's Life. Completing the quest doesn't give any reward.

22) The Golem Registry. Is Shale is recruited completing the quest doesn't give any reward.

23) An Admirable Topsider. Parts of the blade remain in the inventory forever.

 

Brecilian Forest

1) One of the statues in dalish camp remains clickable after the Warden gets its codex.

2) Sarel doesn't give codex entries he's supposed to.

3) Lost to the Curse. Under certain conditions it is possible to not to receive reward for completing the quest.

4) Conversations and dialogue options meant for the Warden with medium attitude from the clan are available on higher attitude.

5) Giving Danyla's scarf to Mad Hermit updates Lost to the Curse quest even if it has been completed already.

6) Talking to Mad Hermit about acorn puts permanent plot assist marker on Grand Oak.

7) Mad Hermit takes all werewolf pelts the Warden has instead of just one.

 

Denerim

1) Honour Bound. Neither defeating Ser Landry in duel, nor persuading him not to pursue the duel lends any reward.

2) Friends of Red Jenny. The letter with instruction to steal the box remains in the Warden's possession forever.

3) Lady in Waiting. Completing the quest leaves permanent plot assist mark on Slim Couldry.

4) A Stolen Blade. It is possible to obtain two Ser Nancine's swords.

5) A Stolen Blade. In order to part with her sword Ser Nancine may be persuaded to purchase something from the Warden. However the Warden never recieves any money.

6) Market Day. If the Warden chooses to pay messenger boy to distract guards talking to him starts The Trial of Crows quest. Even if it's not the time.

7) The Traitor's Crown. It is possible to get two crowns.

8) Captured! If Sten is paired with Wynne to rescue the Warden while waiting for the captain Sten is talking to invisible Oghren.

9) If the Warden is city elf talking to Shianni under certain conditions may lead ti inappropriate intervention from Alistair.

10) The Warden can ask Soris where Shianni is only if the Warden already talked to her.

11) Something Wicked. Examining one clue over and over confuses journal into thinking many clues have been found.

12) Something Wicked. Telling Ser Otto beggars story doesn't register as clue if it was the first clue the Warden talks to him about.

13) Hearing Voices. Beggar's amulet remains in Warden's inventory forever.

14) It is possible to get two Summer Swords.

15) If the Warden meets with Ser Cauthrien before Landsmeet chamber one of persuation check checks for poison.

16) The Tears of Andraste. Poisoning guards doesn't work.

17) Unbound. Killing Gaxkang removes Dirty Back Alley map pin even if there are active quests in there.

 

Chanter's Board

1) Back Alley Justice. If the Warden starts the quest by killing one of the gangs the quest cannot be completed.

2) Notices of Death. The Warden is given five letters although there are only four widows.

3) Skin Deep. Corpse galls remain in the Warden's inventory forever.

4) Jowan's Intention. The quest automatically starts after Arl Eamon is healed which makes it uncompletable.

 

The Blackstone Irregulars

1) Change in Leadership. It is possible to meet Taoran before talking to his father which could mess up the quest.

 

The Mages' Collective

1) Have You Seen Me? Feldspar's Ring remains in the Warden's inventory forever.

2) Scrolls of Banastor. Scrolls of Banastor remain in the inventroy forever.

3) Defending the Collective. Bundled Testimonies remain in the inventory forever.

 

Climax

1) When darkspawn attack Redcliff one of the building that previously had door is missing it.

2) In conversation with Riordan Loghain speaks even if he's been killed.

3) When discussing dark ritual Alistair refers to himself as king even if he isn't.

4) The Warden could ask Morrigan why she didn't mention the ritual before only if Alistair no longer recruited.

5) Under certain conditions Morrigan doesn't aknowledge Warden's active romance with Leliana when talking about dark ritual.

6) Alistair and Loghain know about the purpose of the ritual and the child even if the Warden never told them about neither.

7) Under certain conditions Alistair can prematurely end farewell scene at city gates.

8) At city gates some of the followers don't recognize their current relationship with the Warden, outcome of their personal quests and information given to them the night before.

9) During battle of Denerim exiting Market and Alienage marks the other district as lost even if the Warden hasn't been there or already killed the general.

 

Epilogue

1) Alistair knows what dark ritual does and about the child even if he's never told about neither.

2) If Alistair is engaged to Anora and made ultimate sacrifice Anora acts as if he's alive.

3) Lands are given to dalish regardles of boon the Warden chose.

4) Bella's fate is dependent on fate of Bevin and Kaitlyn.

5) If Zevran is in romance with the Warden, female epilogue slide shows regardless of warden's gender.

 

Companions

 

Alistair

1) During his personal quest Goldana refers to Alistair as king even if he isn't.

2) When discussing dark ritual dialogue options meant for neutral and hostile wardens available to everyone.

 

Morrigan

1) If the Warden gives Morrigan grimoire and then tells her to leave, on the next visit to the camp invisible Morrigan will discuss with the Warden what she read in the grimoire.

2) Morrigan teaches shapeshifting under wrong conditions.

3) Option to ask Morrigan to teach shapeshifting doesn't disappear after she taught the Warden.

4) Firing Morigan for some reason clears corresponding flag instead of setting it.

 

Leliana

1) Leliana never becomes party storyteller.

2) If romance with Leliana is started before she tells the Warden about her background, option to ask her about her past is unavailable.

3) Talking to Leliana after dealing with Marjolaine can initiate romance with the Warden of any gender without player knowing it.

4) Breaking up with Leliana in “I enjoy the nights...” conversation doesn't cut off romance.

5) Conversation leading to sex scene doesn't acknowledge hardening of Leliana.

6) Some options intended to be available for male wardens at adore approval are available only to female wardens.

 

Sten

1) It is possible to gain infinite approval from Sten asking him over and over why do qunari care about the blight.

2) During Sten's personal quest it is possible to skip Faryn and go straight to Dwynn.

3) Sten never talks about people of a farmhold he murdered.

 

Zevran

1) Cutscene with Zevran's ambush is missing descriptive line.

2) One of approval flags always returns false making some dialogue options unavailable,

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Impressive detective work! (I seem to recall reading that some of these were corrected in patch 1.04, but may be misremembering...) I do know that some have been addressed in other Fixpacks (or stand alone mods: "Ancient Elven Boots Fix").

 

Which just brings one back to the problem making a "comprehensive" pack, doesn't it? :laugh:

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None of aforementioned bugs were addressed as of patch 1.05. And yes, some (quite a lot actually) of them are fixed by another fixpacks or standalone mods.

 

As for making "comprehensive" pack, what is listed here is what I actually fixed (at least I hope I did). There are a lot of stuff I haven't fixed or haven't encountered yet. There are also under hood bugs some of which I fixed but didn't mention because I don't rightly know how to describe what they do.

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Wow, such a long list.

 

There are bug that I don't even know, which could be useful, such as infinite approval and exp http://forums.nexusmods.com/public/style_emoticons/dark/biggrin.gif.

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There are a lot of stuff I haven't fixed or haven't encountered yet.

 

So basically it'll be yet another incomplete fixpack? You could also try contacting _redruM_ and tinman06, creators of the Dragon Age Overhaul mod. I recall them mentioning a desire to completely substitute Combat Tweaks, which implies massive amount of bug fixing. And it just so happens that you already fixed quite a big load of bugs.

 

I'm not their representative by any means, just giving an advice of a possible solution to releasing your Fixpack. SpaceAlex is finishing the new version of his Improved Atmosphere mod. You can try contacting him too.

 

And yeah. compiling all the fixes from those numerous packs was very difficult and tedious. It's quite rare for a moddable game to have so many Fixpacks. I hope you don't rush it and manage to fix as many bugs as you can. On the other hand you can always release updates. Ouh and avoiding fixing same things as ZDF, Morrigan Restoration Project and Improved Atmosphere would save you a lot of time. Well, not quite sure about IA, but, as far as I know, ZDF and MRP have all dialogue bugs and anomalies fixed perfectly.

Edited by Naudriel
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... Ouh and avoiding fixing same things as ZDF, Morrigan Restoration Project and Improved Atmosphere would save you a lot of time. Well, not quite sure about IA, but, as far as I know, ZDF and MRP have all dialogue bugs and anomalies fixed perfectly.

But the whole point of the OP's effort is to make it so that one doesn't have to use multiple Fixpacks.

So by definition it has to duplicate the work of all the other "partial" ones out there! :laugh:

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... Ouh and avoiding fixing same things as ZDF, Morrigan Restoration Project and Improved Atmosphere would save you a lot of time. Well, not quite sure about IA, but, as far as I know, ZDF and MRP have all dialogue bugs and anomalies fixed perfectly.

But the whole point of the OP's effort is to make it so that one doesn't have to use multiple Fixpacks.

So by definition it has to duplicate the work of all the other "partial" ones out there! :laugh:

 

That's A LOT of extra work. I had the impression he was going to concentrate only on gameplay bugs. Why fix the dialogue if we already have the best and only mod for it. That's up to him of course.

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