Qwinn's Unofficial Fixpack
#26
Posté 21 avril 2010 - 01:38
Thanks Qwinn
#27
Posté 21 avril 2010 - 01:53
I think Bioware needs to look not only at Qwinn, but Anakin and Kend as well. Between those three, they have resolved more bugs, balance issues, and design features than the entire Bioware patch team so far. And Bioware has done it before.
Back in the NWN 1 days a modder came out with an infinite dungeon module that was so well received by the community that Bioware brought the guy in and made a premium module out of it, which made money for Bioware.
#28
Posté 21 avril 2010 - 02:55
zartan88 wrote...
one of the main problems is that if you use any mod is that you lose any 'my game is broken' rights as they then tell you to remove many mods.
That said, they did release an all singing and dancing toolset to encourage customer participation.
DAO mods are generally not as invasive as some game mods and, in the main, easier to uninstall - without having to do a clean game reinstall as with some games.
Qwinn's fixpack could be classed as a mod but is reserved for resolving vanilla glitches.
#29
Posté 21 avril 2010 - 03:37
Better than Fallout (3, presumably) without the community patches, though: Bethesda have always been exceptionally bad at fixing bugs so the community patches for FO3, Oblivion etc probably weren't a disincentive for them to sort stuff out - they wouldn't have done it anyway. I do see why people would have concerns that this could turn out to be the case, though I suspect that whatever happens, happens, regardless of how much support the community provides.shadownall wrote...
Thank you for the fixes. The only thing that worries me is if DA turns into Fallout with all the community patches.
And with that in mind, I'd just like to commend Qwinn as another grateful "customer" that he's taken the time to put this package together: the fewer bugs the better as far as I'm concerned. Cheers!
#30
Posté 21 avril 2010 - 04:14
#31
Posté 21 avril 2010 - 06:50
#32
Posté 22 avril 2010 - 02:19
#33
Posté 22 avril 2010 - 04:38
#34
Posté 22 avril 2010 - 05:23
It's a shame that even today, with how much commercialized games become, companies still don't offer patch support.
#35
Posté 24 avril 2010 - 11:33
#36
Posté 24 avril 2010 - 07:41
I mean, I am using a lot of stuff like minor fixes or Improved Atmosphere which already does a lot...
EDIT: Typo, using, not suing
Modifié par Avalla'ch, 25 avril 2010 - 06:56 .
#37
Posté 25 avril 2010 - 06:37
Avalla'ch wrote...
Damn, I am more worried about compability.
I mean, I am suing a lot of stuff like minor fixes or Improved Atmosphere which already does a lot...
I do not envisage that this will be a problem.
There is however, only one way to be sure.....
#38
Posté 25 avril 2010 - 06:57
Dragon Nostril wrote...
There is however, only one way to be sure.....
By which you mean install all the mods. Actually, there's another way: inspect the ERFs in the toolset and see if multiple mods alter the same game files. For instance, all Party Camp merchant mods will include their own version of cam100ar_camp_plains.lst, and so they'll all mutually conflict. Any mods that handle stuff dynamically through scripts, however, even if they spawn stuff in the same area, should be fine. As will mods that alter core game files, so long as they're different files.
Modifié par didymos1120, 25 avril 2010 - 06:57 .
#39
Posté 25 avril 2010 - 07:08
Modifié par Popeandy, 25 avril 2010 - 07:17 .
#40
Posté 26 avril 2010 - 03:05
didymos1120 wrote...
By which you mean install all the mods. Actually, there's another way: inspect the ERFs in the toolset and see if multiple mods alter the same game files. For instance, all Party Camp merchant mods will include their own version of cam100ar_camp_plains.lst, and so they'll all mutually conflict. Any mods that handle stuff dynamically through scripts, however, even if they spawn stuff in the same area, should be fine. As will mods that alter core game files, so long as they're different files.
What about mods that edit every areas etc.? Should I go file by file and check for incompabilities? Sounds like my old days with Jagged Alliance 2 1.13 Mod.
#41
Posté 26 avril 2010 - 05:14
Avalla'ch wrote...
What about mods that edit every areas etc.?
You know of any? I don't. And I don't think you get what I'm saying: when a mod really, truly edits something from the core game, it has to make a copy of the original file, and has to keep the same name. So, yeah: simply open the ERFs. See identically named core game files in ERFs from different mods? Well, then they're not compatible.
Where it really gets tricky is mods that trap the same core events in custom scripts, but aren't obviously altering the same things. However, the only way to be sure that's what's happening is to inspect all the scripts in each mod. Simply seeing a weird effect in the game isn't necessarily going to tell you much.
#42
Posté 26 avril 2010 - 05:42
#43
Posté 26 avril 2010 - 06:20
#44
Posté 26 avril 2010 - 07:43
#45
Posté 08 juin 2010 - 10:29
#46
Posté 09 juin 2010 - 07:23
#47
Posté 09 juin 2010 - 10:08
#48
Posté 26 juillet 2010 - 10:51
#49
Posté 27 juillet 2010 - 12:22
#50
Posté 27 juillet 2010 - 01:13
Persephone wrote...
Amazing fixpack. But Patch 1.04 caused Alistair to vanish after the Landsmeet. (And a ghost Loghain to be heard but not seen) Can this be fixed at all?
So that's what happened to my human male noble when I tried to become king... Good to know.





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