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[Release]Qwinn's Unofficial Dragon Age: Origins Fixpack!


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#151
Qwinn1234

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Trefalen, that one made me raise an eyebrow too, but it's made pretty clear that quite a few people did die *before you arrived*, so I just figure the prayer is for them.   I mean, from their perspective, they died the previous night, not exactly old news.

Modifié par Qwinn1234, 24 avril 2010 - 09:01 .


#152
AlanC9

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I'm not sure it's in-scope for you, Qwinn, but according to one of the devs (Kirby?) the post-Goldanna cutscene has an editing error. The "everyone is out for themselves" line wasn't supposed to be the only way to harden Alistair; there was originally supposed to be a line that's appropriate for a non-jerk Warden. They decided to implement only one option, and the wrong one got cut.Unfortunately, she didn't say what the line was supposed to be.



Or should this just be left to the Alistair-specific mods?



Terrific work, BTW.

#153
Qwinn1234

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AlanC9,



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
Nukenin

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If I were making up the line to toughen Alistair, it'd be:

Grey Warden: Look!  *points*  A griffon!

But that's just me. :D

#155
Trefalen

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How about having Goldanna show up for the coronation? Then have Alistair assign her to be a maid ROFLMAO!

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
Qwinn1234

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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
didymos1120

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Qwinn: curious if your thinking about doing anything with the Haven shopkeep thing. There's a replacement shopkeeper, fully voiced and modeled and with the associated merchant object defined, that's (as best I can tell) supposed to show up if the other guy is killed but you end up taking the "Defile the Ashes" route, but the scripts don't handle him and unlike Owen's replacement in Redcliffe, neither he nor his merchant object are placed in the Haven Shop area. He also happens to be the only guy in the whole game with a Greater Tome of The Mortal Vessel and Kaddis of the King's Hound in his inventory. It seems he was cut for some reason, but none of the comments on the relevant objects mention it, nor were they given "debug" names.

Modifié par didymos1120, 25 avril 2010 - 12:29 .


#158
Proleric

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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
Qwinn1234

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Version 2.0 has now been released, with almost 40 new fixes! Hope you'll all enjoy :)

Modifié par Qwinn1234, 20 mai 2010 - 05:49 .


#160
Dreadstruck

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Qwinn, I see you've also added some edited dialogues with Leliana etc. but won't that conflict with other big dialogue fix mods like ZevFix or Morrigan Dialogue fix and so on?

I see ejoslin's name in the credits yes, but does that mean that her fixes are already included?:blink:

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
ladydesire

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If I'm reading what Qwinn wrote properly, he's got the priority setting for his module set so that any other fixes that people may be using will be used instead of his.

#162
Qwinn1234

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Ladydesire is correct. If it works the way I believe it's supposed to, any other mod will override mine if there's a file conflict. That's the only sane way I can see to deal with compatibility issues, given how many files I have to touch for a project of this scope.

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
Qwinn1234

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Ok, my spiel on priority and compatibility:

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
tmp7704

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Qwinn1234 wrote...

PS.  I guess a good way to remember how Priority works is:  Priority 1 really is -Priority One-.  Heh.

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.

Modifié par tmp7704, 24 mai 2010 - 01:37 .


#165
Dreadstruck

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Just out of curiosity, are you the same Qwinn from the Baldur's Gate Pocket Plane forums?

Modifié par Avalla'ch, 29 mai 2010 - 12:05 .


#166
gordonbrown82

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meh

Modifié par gordonbrown82, 28 mai 2010 - 01:11 .


#167
Qwinn1234

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Avalla'ch:

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
Xx_Belzak_xX

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Wow....Um... o.o just...wow. XD

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_*

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I hope you will gonna still update this patch to other versions. !

#170
WiredTexan

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Just a note. With this patch enabled I completed Landsmeet with Anora as ruler and Logain dead. When I leave Landsmeet Alistair is not available. Half the NPC's think Logain is with me, in fact sometimes an invisible Logain interacts with NPC's. The other half think Alistair is in the group and an invisible Alistair interacts with the NPC's. Disabling the mod appears to correct the issue.

#171
JeCy108

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Great work..  Something like this was done for baldures gate 2 way back in the day. It was called the balduredash patch.  I helped the guy track down a bunch of really weird and rare bugs.  I found lots as i cant even count the amount of hours and different play through combos i did.

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
JeCy108

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would you like bugs summited through this thread?   Cause i think i just found something.  I have a save just priror as i just started playing, so you could find the flags im sure.



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
flagondotcom

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Qwinn, now that 1.04 has been released, could you update this thread or the project page with your intentions for a "post 1.04 here's the rest of it" fixpack? I'm hoping that all your fixes will simply match up with things fixed in 1.04 (so the override has no net effect and fixes are still fixed) but it would be nice to have confirmation.

#174
Siven80

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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.

#175
PSUHammer

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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.