Modifié par Qwinn1234, 24 avril 2010 - 09:01 .
[Release]Qwinn's Unofficial Dragon Age: Origins Fixpack!
#151
Posté 24 avril 2010 - 08:59
#152
Posté 24 avril 2010 - 05:32
Or should this just be left to the Alistair-specific mods?
Terrific work, BTW.
#153
Posté 24 avril 2010 - 07:26
Yep, I'd consider something like that in-scope, but unfortunately after taking a look at the dialogue files, there's nothing I can see to salvage in there. They didn't cut it by just putting a non-passable condition on it... I don't see any line anywhere in the post-Goldanna conversation that could count as "hardening" that I could activate. I'd have to pretty much make it up from scratch... unless this dev gave the *exact* text that was supposed to work, but as you said none was provided. If I *could* get that, sure, I'd implement it, but I don't think it's in scope for me to just make up a line. (If I *did*, it'd probably be "You need to look out for yourself too, Alistair." or something like that, which would still fit with his responses later)
And thanks for the kind words
#154
Posté 24 avril 2010 - 09:21
Grey Warden: Look! *points* A griffon!
But that's just me.
#155
Posté 24 avril 2010 - 10:42
On a serious note, don't forget the xp increase for entering the high dragon area when seeking the sacred ashes. Each time you and your party enter from either entrance (3) you gain xp.
Modifié par Trefalen, 24 avril 2010 - 10:47 .
#156
Posté 25 avril 2010 - 12:18
On a serious note, don't forget the xp increase for entering the high dragon area when seeking the sacred ashes. Each time you and your party enter from either entrance (3) you gain xp.
In version 1.0, I already made the 750xp gain when zoning from the Gauntlet to Mountaintop one-time only. I didn't notice any xp gain moving from the runs to mountaintop though. I'll test later tonight.
Modifié par Qwinn1234, 25 avril 2010 - 12:19 .
#157
Posté 25 avril 2010 - 12:28
Modifié par didymos1120, 25 avril 2010 - 12:29 .
#158
Posté 04 mai 2010 - 12:43
Nukenin wrote...
I went ahead and added a little blurb on Event Handler Conflict (and mention of Event Manager as a possible solution) to the Compatibility page at the toolset Wiki. Guilt trip wins. :innocent:
With some trepidation, I've had a go at consolidating your useful addition with the other script section, hopefully clarifying what that's about, too.
#159
Posté 20 mai 2010 - 05:48
Modifié par Qwinn1234, 20 mai 2010 - 05:49 .
#160
Posté 21 mai 2010 - 11:26
I see ejoslin's name in the credits yes, but does that mean that her fixes are already included?
Here: http://www.dragonage...file.php?id=928
And here: http://www.dragonage...ile.php?id=1120
Modifié par Avalla'ch, 21 mai 2010 - 11:32 .
#161
Posté 21 mai 2010 - 10:31
#162
Posté 22 mai 2010 - 12:24
That said, the purpose of the project entails that, eventually, if all you are looking for is fixes, you shouldn't have to install any other mods. If you're looking for added content or tweaks, of course, then yes, you will still want to install other mods. But I'm hoping that my mod can eventually be considered a one-stop shop for all bugfixes.
As of version 2.0, I think I've got at least 90% of the bugs listed on the Zevran Dialog Fixes project details page dealt with one way or another (and note - I may not always fix a bug the same way another modder has... I basically just find out what the bug is, look at it for myself, and fix it how seems best to me. I very often don't even know *how* the bug was originally dealt with.)
I think I also have most of the Alistair Dialog Patch covered, at least the parts that aren't tweaks. I worked closely with Lady Olivia and weebeady on the Alistair stuff, so they gave me a lot of good information. There's a couple of lingering issues, I think, but I believe it's mostly covered.
I'm not sure about the Morrigan patch... I know I have a few of the bugs in it fixed, but I'm not sure yet about some of it either, from the brief perusal I've given it so far I have more investigation to do before determining whether (by my criteria) some of those changes constitute tweaks or fixes.
By version 3.0 I hope to have nailed down every issue in those mods as a bug or a tweak, and fixed all those I consider bugs. But in the meantime, version 2.0 does, I think, cover most of the stuff that isn't at all controversial. After it's been out for a bit, and any kinks in it are worked out, and we know that this method of dealing with mod compatibility works, then I'll see about getting the last few issues ironed out.
One thing of note: I haven't yet worked on the epilogue slideshow file. I know of one or two bugs in it, but they didn't yet seem worth the possible compatibility hassle, at least not until we're sure that the whole Priority mechanism is working the way I think it does.
Modifié par Qwinn1234, 22 mai 2010 - 12:25 .
#163
Posté 23 mai 2010 - 01:58
I've set my Priority to 110. The default is 100. Am I correct in that most mods out there are still set to 100? Are they all? I know Bioware DLCs have priorities all over the map, but I haven't heard of any player mods playing with this field. Is that just me being really ignorant? I dunno, maybe the field's use is common knowledge at DANexus, I haven't read enough there to know it isn't yet.
Anyway, yeah, I'm 110. And the way it works is, the lower the Priority (as an integer), the higher the priority. Heh. Took me a bit to wrap my head around that. What I mean is, when the game looks for a file, it looks for it in priority 100 mods before it looks for it in 110, and later still it'll look in 120, etc. But the *first* version of the file that it finds is the one that actually runs. (Not intuitive for me, I'm more used to a LIFO construct).
So if your mod is set to 100, it finds your file before mine, and yours then runs. That leaves 101-109 for any modders who want to play with "I want to override the Fixpack but let other mods override mine". And there's -plenty- of room for people who want to be even lower priority than me, above 110.
Why didn't I just make mine something like 800? Because of the Bioware DLCs. I did want to have higher priority than *them*, in case that code ever becomes available (not interested in hacked versions, but thanks anyway) - cause if I'm lower (er - higher - sigh) priority than them, I can't fix 'em should it become necessary. And if a DLC includes a file I touch, well, my fixes in that file wouldn't work.
Ok, sorry to be so boring for those who have read this with no need of that knowledge, but figured it might be valuable to any modders who want to take advantage of that field as well for any reason. And in case someone else has already set their Priority to something higher than 110, this is me saying, I really need to know
PS. I guess a good way to remember how Priority works is: Priority 1 really is -Priority One-. Heh.
Modifié par Qwinn1234, 23 mai 2010 - 02:08 .
#164
Posté 24 mai 2010 - 01:36
Alternatively -- the "priority" is the item's number in the queue. The engine is functioning like a clerk who calls out "now serving number 100. Now serving number 101." And so on.Qwinn1234 wrote...
PS. I guess a good way to remember how Priority works is: Priority 1 really is -Priority One-. Heh.
Modifié par tmp7704, 24 mai 2010 - 01:37 .
#165
Posté 26 mai 2010 - 12:15
Modifié par Avalla'ch, 29 mai 2010 - 12:05 .
#166
Posté 28 mai 2010 - 12:40
Modifié par gordonbrown82, 28 mai 2010 - 01:11 .
#167
Posté 29 mai 2010 - 12:46
Yep, I've posted there before. I remember beta-testing Simding0's Quest Pack for him ages ago, and some posts re: other mods. Didn't create any mods hosted at that board though... all of my stuff is either here or at Spellhold Studios (for PS:T). Never did any BG2 mods, that game has been fixed up and modded pretty thoroughly before I decided to get into the modding gig myself
As far as priority, the one report I've gotten suggests that it *is* working as predicted, so, yay
Modifié par Qwinn1234, 29 mai 2010 - 12:47 .
#168
Posté 30 mai 2010 - 11:00
Bioware has what, an entire team of programmers, and they...well, they kinda suck. And you did all their work for them, by yourself (mostly). And Then some. XD This is far better than anything Bioware has released. Which mind you, seems to cause more problems than it solves.... :|
Yeeeah... >_> All hail the Game Crashing 1.03 patch. Joy...just what everyone wants, a "Killer" fix.... xD
*downloads* x3
#169
Guest_Calin Pandurescu_*
Posté 20 juin 2010 - 11:49
Guest_Calin Pandurescu_*
#170
Posté 10 juillet 2010 - 04:36
#171
Posté 12 juillet 2010 - 05:03
anyways, quick Q.. this patch once activated will automatically start working? Im just gonna leave off with new saves just incase there is a problem, on the other side of the coin, unchecking the mod activity will leave it inactive? just trying to figure out how this whole thing works.
#172
Posté 12 juillet 2010 - 05:32
i have accually found a bunch of dialoge mistakes, but im guessing seeing its all voiced changing it isnt an option. Ways to save money i supose, cant have every option for everything, unlike text based.
Modifié par JeCy108, 12 juillet 2010 - 05:59 .
#173
Posté 20 juillet 2010 - 03:04
#174
Posté 21 juillet 2010 - 07:57
Quick question though. Have you changed anything todo with loot drops?
In the mages tower theres usually 2 belts (Buckle of the Winds +3 def) that drop and on my first playthrough with this mod they never dropped yet the dropped in every other playthrough before i installed this fixpack.
#175
Posté 23 juillet 2010 - 12:02
Siven80 wrote...
great fixpack.
Quick question though. Have you changed anything todo with loot drops?
In the mages tower theres usually 2 belts (Buckle of the Winds +3 def) that drop and on my first playthrough with this mod they never dropped yet the dropped in every other playthrough before i installed this fixpack.
I think that kind of loot is random...you were just unlucky this time.





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