Here is a list according to dragon age wikia and the list of Qwinn`s fixes for bugs.
* 1 Installation - PC
o 1.1 Graphics Configuration
o 1.2 Graphics : no text appears
o 1.3 Registration Codes
o 1.4 DLC and Dragon Age Updater Service
* 2 XBox 360/PS3
o 2.1 Rogue: Strength vs Dexterity Issue
o 2.2 Romance Sub-Plot Completion with Zevran and Male Character
o 2.3 Leliana Romance Glitch
o 2.4 When The Romance Dies...
o 2.5 Level/XP Glitch
o 2.6 Game Save Errors/Corrupted Save Files
o 2.7 Graphic Glitches
o 2.8 Movement / Game appearance Glitches
o 2.9 Sound Errors
o 2.10 Delays in Triggering of Plot Relative Conversations/Enemies Spawning Treasures/Quest Updates
o 2.11 Delays in Quest Updates Hampering Gameplay
o 2.12 Bridge Glitch
o 2.13 Achievement Glitch
o 2.14 Action Circle
o 2.15 Pathfinding Glitches
o 2.16 Rise of the Vanquished
o 2.17 Orzammar Glitch
o 2.18 Captured! Bug
o 2.19 Warden's Keep Bug
o 2.20 Profile Transfer Glitch
o 2.21 Locked Specializations
o 2.22 XBox 360 - Specializations
o 2.23 PS3 Kolgrim bug
o 2.24 XBox 360 - Berserk bug
o 2.25 Another Achievement Glitch
o 2.26 XBox 360: Wynne Dialog Bug
* 3 PC
o 3.1 Codex Bugs
o 3.2 Graphic Glitches
o 3.3 The Fade
o 3.4 Arl of Redcliffe
o 3.5 Of Noble Birth
o 3.6 Cammen's Lament
o 3.7 Paragon of Her Kind
o 3.8 Misc Bugs
* 4 PS3 Bugs
o 4.1 PS3/Xbox 360-Epilogue bug
* 5 Awakenings Bugs
o 5.1 Non-Transferable Origins Equipment
o 5.2 Wending Wood / Silverite Mine Destroys Main Character's Equipment
o 5.3 Trap Detection
Installation - PC
Graphics Configuration
Problem: The Steam installer defaults to launch the game the first time without configuring graphics setup. This has been known to cause the game to crash (tested: Windows Vista 64 and Windows 7 64).
Solution: Choose option 2 from the Steam launcher and bring up the splash screen, then choose Options. Create and save a graphics profile. Subsequent launches should work.
Graphics : no text appears
Problem: When started, the game displays no text, nor in the start menu, nor in the game itself.
Solution: Reinstalling the game helps sometimes. If you run the game on an old graphic card, a shaders uncompatibility may be the origin of the bug. You can try to download SwiftShader (
http://thepiratebay....wiftShader_2.01) and follow the instructions inside to replace material processes by software processes.
Registration Codes
Problem: The Steam installer says you need to enter a registration key to play the game and get bonus items. No key is required to play the game but they are required to unlock special items in both the Standard and Deluxe editions of the game.
Solution: Right-click on the Dragon Age Origins game in your Steam Games list, and select the CD-Keys option from the context menu. In this window you will see two or more codes (depending on whether you purchased the Standard or the Deluxe edition of the game, and whether you pre-purchased the game). One of them registers the game, and the other one or more are promo codes to unlock bonus items.
* Go to the BioWare registration page to register the game using the Dragon Age: Origins Standard Game CD Key
* Go to the "Redeem Promo Code" page to redeem the other codes.
Note that you need to create an account on the BioWare social site to be able to access these pages and redeem these codes, and you will need to be logged in when running the game (click the button in the lower-left corner of the game's main menu screen).
DLC and Dragon Age Updater Service
Problem: The Steam and Impulse versions of the game (this also applies to the EA Download Manager and perhaps other Digital Download versions) do not show the DLCs in the Downloadable Content window of the main game menu (the list is always empty), or the DLCs say "Unauthorized" beside them and I lose the DLC in-game items.
Solution: If Steam is not running as admin, it will not be able to install the Dragon Age Updater service when it installs the game. The first symptom of this is that the DLCs that should be available with your version of the game will not be in the list of Downloadable Content (the list will be empty).
To install the service, run cmd.exe as administrator, change to the bin_ship directory under the Dragon Age install directory (for Steam this will be ...\\Steam\\steamapps\\common\\dragon age origins\\bin_ship) and run this command:
%WINDIR%\\Microsoft.NET\\Framework\\v2.0.50727\\installutil.exe daupdatersvc.service.exe
(Note: if you don't have .NET 2.0.50727 installed, you might have installutil.exe somewhere else on your system, search for it)
The next problem you will probably have is that after downloading the content and playing for a while, your downloadable content will disappear. Do not save whenever you see this happen, just exit. In the Downloadable Content window, Installed Content tab, you will probably see that most or all of the DLCs will be marked "Unauthorized". This is because the service you installed above needs to be running anytime the game runs, but the game is supposed to start it and stop it automatically when the game starts up and when you quit, respectively. This will happen even if you set the service to Automatic. The problem is that because of broken permissions, the game can stop the service but cannot start it. So you would have to start it manually every time you want to play the game. To fix the permissions, once again run cmd.exe as administrator, and run this command:
sc sdset daupdatersvc D:(A;;CCLCSWRPWPDTLOCRRC;;;SY)(A;;CCDCLCSWRPWPDTLOCRSDRCWDWO;;;BA)(A;;CCLCSWLOCRRCRPWPDT;;;AU)(A;;CCLCSWRPWPDTLOCRRC;;;PU)
From then on, the game will be able to start and stop the service correctly and you can leave it in Manual mode so it only runs when needed. Note however that it may happen, if you start the game and skip the intro screens too quickly, that the service will not have had time to start when you load your game, and it will say "This game relies on premium content and cannot be loaded". Just wait a second and try again, this will give the service time to start and confirm that you have the right to use the "premium content" your savegame was referring to.
XBox 360/PS3
Dragon Age: Origins, like many new games, has a few glitches. The following contains information regarding glitches in the Xbox 360 and PS3 versions:
Rogue: Strength vs Dexterity Issue
When playing as a rogue, or with rogue characters such as Zevran and Leliana, Dexterity is meant to represent the Rogue's attack power and in fact high dexterity is required to equip the best daggers. Unfortunately, according to the official Bioware Forums, there is a problem with this. At the moment, the rogues attack power is being represented in strength alone, meaning that increasing dexterity to use better quality daggers, will not increase attack power as it is supposed to. Bioware released 1.02 patch that should fix this problem.
Romance Sub-Plot Completion with Zevran and Male Character
If you complete the romance sub-plot with Zevran as a male character and choose to travel, the end quotes will refer to your male character as 'her' and 'woman'. It's not known if this will be fixed by any patches or if this is just developer oversight.
Leliana Romance Glitch
There is a glitch involving Leliana which allows you to romance both her and Morrigan at the same time as a male playable character. There has not been any suggestion from Bioware that this will be corrected as it does not interrupt gameplay. This scenario is not persistent, however; both Leliana and Morrigan will eventually confront the Warden and demand he make his choice. Even if the Warden chooses one, he will still have to make the choice again. The effect is a MASSIVE loss of approval from the (twice) rejected character.
When The Romance Dies...
If you are romancing Alistair and choose to recruit the secret companion, Alistair will leave the party (which we're all aware of at this point I think), but because the two of you never officially ended things, you will be prevented from romancing anyone else in your party. Despite high approval ratings even up to love, you do not have an option to invite anyone to your tent or partake in flirtatious banter with them once this has happened because you are still 'officially' seeing Alistair.
Level/XP Glitch
When you are doing the quest "Tainted Blood" you can turn it in before you have done the other parallel quest called "The Grey Wardens Cache". If you do this you will still have the 3 vials and the quest wont be counted as done even though you get the XP. This glitch can be redone infinitely. This means that you can be in lvl 20 when you drink the blood to join the Grey wardens. Which also means that the quartermaster will sell you higher grade weapons and armour while still at Ostagar depending on your level. As of the 1.02a update (PC), this is no longer the case. Subsequent visits to Duncan will not provide the necessary dialogue option to receive experience for the Tainted Blood quest once it has already been done once.
Game Save Errors/Corrupted Save Files
According to posters on the official Bioware Site, many players have stated that the Xbox 360 version of this game has save game corruption issues. Based on the posts, these seem to begin to happen after 40+ hours of gameplay. The saved game becomes corrupted, forcing the player to start a new game. There have also been cases where a corrupted save file will corrupt the saves around it. In one case, a player had 10 different saves for their character and 5 of the files became corrupted. Though another had 8 separate saves and all became corrupted. (Bioware Forum link)
There has been another case where once the files became corrupt it was not possible to save because the moment the save was complete the file became corrupt. This means every time you play the game you must create a new game making play almost impossible.
There has been no official word from Bioware, nor any non-official word as to the release of a patch, but a patch has been released for the PC already. It can be assumed that until further notice, there will be no patch on the Xbox 360.
* The trigger for this bug has been figured out. It has to do with exceeding a pre-existing limit of what can be stored by any vendor in the game at a given time (ie. buying everything in the game and selling it all to the vendor in your camp for easy access) and can easily be avoided. The original post with detailed explanation can be viewed at the following link:
http://social.biowar...index/247529/10 *
Graphic Glitches
Experienced Graphical Glitches:
* Disappearing people
* Vibrating head movements
* Playable character becoming 'stuck' in a certain physical position that will not change despite drawing of weapon, changing of armour or entering/leaving a loading screen area, such as wandering around Redcliffe with arms outstretched and continuing to hold this position even when in battle or having the playable character or other characters in the group getting stuck in 'combat position'.
* Failure to show changed shape.
Movement / Game appearance Glitches
In some cases of a character becoming stuck in certain physical positions that can't change, save the game and reload it. This should change the playable characters posture. Unfortunately this does not work in all instances.
Spoiler Warning!
In my personal experience, this frozen character syndrome has been severe enough to force me to have to start a new game, so make sure you save often until a patch is released to correct this problem. Although it has been suggested to use another character and move them to correct your frozen character, at a certain point in the game, this is not possible as you lose access to your created character. I will investigate this error further as it has only occurred when my created character was a mage and was imprisoned with Alistair. No amount of waiting around or leaving the area with the rescuers would prompt the player character to activate despite the fact that all armour and weapons had been returned and the jail cell was opened. My created character remained in kneeling position despite all of my attempts to change her position.
>As a workaround, close the door from INSIDE the cell using L2/LT and open it again. it should trigger the cutscene. I am unable to close a door once it has been opened using both L buttons. Could someone please confirm this work around works? (Use the plus button to select the door then press A)
For vibrating head movements and disappearing people, there is no solution for this and although they look odd, the game is of course still playable!
Sound Errors
Missing voice on NPC's during one on one conversations. Again there does not seem to be a solution for this. The vocals will eventually come back when the camera angle changes or the NPC moves onto another point of conversation. Actually its not just 1 on 1 conversations. In the Landsmeet there were no voices from the time Anora started talking until after I beat Loghain.
If you have your options set to display text, you will notice that often times the NPC will repeat an already stated portion of the conversation whereas the text above clearly notes they should be saying something else, they will repeat a sentence they have already said. The movements etc make it clear they should be saying the line listed in text, but they never will, they will repeat a line and then move onto the next line in the queue.
Delays in Triggering of Plot Relative Conversations/Enemies Spawning Treasures/Quest Updates
At the end of a battle or the completion of a task, it is sometimes difficult to actually start that end conversation. Though they are usually triggered automatically by completion of the quest. During the Circle of Magi quest, despite wandering around and nearly leaving an area, it is difficult to complete the quest. When this happens, the only solution is waiting for the trigger to happen. Although some say to install the game to your hard drive corrects this problem, I have had the game installed to my hard drive from day one and this problem still occurs.
Plot dialogue following an important fight, in which the main character was in a changed shape sometimes resulted in the combat "mode" not ending, requiring the fight to be done all over again ending with the player in regular shape.
Sometimes during gameplay, you can run into an instance where enemies not spawning to treasure/piles of blood have an impact on gameplay. You can have party members getting trapped by bodies of vanquished enemies (attempting to run to the PC) while you're waiting for them to be spawned to treasure or just into a pile of blood. Although this will happen eventually, the delay (if it exists early in a game) becomes more pronounced as the game goes on and there seems to be a relationshp between this delay and the delay of triggering plot relative conversations. This is especially annoying when you need something off of one of the enemies you have just beaten (Eirik in Haven for example). You may have to stand around for extensive periods of time with your party waiting for this occurrence.
Delays in Quest Updates Hampering Gameplay
This delay could seriously impact your survival rate in areas where the PC is able to pass through a previous blocked passage ( such as the door on which Wynne had a forcefield during the Broken Circle quest) but your companions are unable to pass through this doorway as it is still 'unavailable' to them. You could end up being on your own fighting the first group of monsters you encounter before you realise your group isn't with you.
Triggering of Quest Updates seems to also be related to this delay (i.e. having to stand there or run around in circles until the quest updates in the Fade allowing you to reach a Nightmare or the Sloth Demon as these paths will not be opened until the quest updates).
Another one of these pesky bugs for the quest delays would be the dead trenches. There have been multiple reports of players on the Xbox 360 being unable to find the Dead Trenches, the western entrence being another way to the deep roads which has no Dead Trenches button. Players can try exiting Ortan Thaig via the north exit AFTER getting the journal and the quest update to trigger the Dead Trenches to be unlocked.
Bridge Glitch
2-4 hours into the game: After joining the gray wardens, and the darkspawn engages the king's army, you'll find yourself standing on the bridge filled with archers, ballistaes and catapults. When you begin to run across the bridge towards the tower, you will have to light to complete the quest, you will eventually become knocked down by burnings stones fired from enemy catapults. These catapults have also made a couple of holes in the bridge, and one - I actually think it's the first hole to the right - you can walk into the hole, and even right out the air, and fall off the bridge. You will then find youself standing in the middle of the battle underneath the bridge. Remember to save though before trying this glitch though, as you cannot get back on the Bridge, and will have to load the game! You cannot join the fight, as it is just a park of the environments, and the texture is very bad, but the glitch is fun though.
Achievement Glitch
For anyone who purchased and played the game in the first 4 days may not have properly received their DLC achievements. It would show that the Achievements were unlocked and when they looked at their achievements it may or may not have shown them. If it did show them they were not reflecting points wise in your Gamerscore. MS said try recovering your Gamertag and if you did this they disappeared. They would show through your Dragon Age Community Website but not on your Xbox 360 or xbox.com. All attempts to redo the achievements have also failed. Testing included, deleting the DLC, recovering your gamertag, clearing the cache, downloading the DLC again, disconnecting from live (also ea servers), and replaying. This still didn't unlock the achievements which means something is being stored in the gamertag itself. There is still no official word other than they are aware of the problem and an EA forum admin said if and when they know if you can receive your achievements they will post about it. Here is a link to the EA forum post: EA Forum
This has been fixed as of the January 29th title update along will all other known Achievement bugs.
As of April 20, a number of Achievement glitches still exist: many players have complained that the Master Warden achievement (for killing 500 Darkspawn, multiple playthroughs possible) and the Blight Queller (for killing 1,000 Darkspawn) are not working. Some players report having well over 1,000 Darkspawn deaths but no achievement.
There is also another glitch for the recent DLC, The Darkspawn Cronicals, the achievement Ogre's Keeper will not unlock if the first ogre dies, at all, no replays or difficulty changes allows the achievement to "pop". If you miss it on your first playthrough, you miss out on it entirely.
Action Circle
If you bring up the action circle (Left Trigger) when entering a new area but prior to your view fully loading then the game will not pause while you have it up. After you select an action or close the circle the game will pause. This is the inverse of what SHOULD be happening. To fix this pause the game using the start button and then unpause it.
Pathfinding Glitches
During the Attack at Nightfall in Redcliffe it is possible that the corpses attacking the city will become stuck on the docks or refuse to come down the hill at the windmill. The only way to correct this is to have the Warden and group find the trapped corpse at the docks or attack the corpses up the hill with arrows or go to them up the hill and attack them with melee. This glitch is also applicable to the PS3 version.
Rise of the Vanquished
It is possible for an already vanquished foe to rise from the dead and become an unkillable menace to your party. The newly risen vanquished will have no HP so all damage you to do it will be zero, but they will still be able to do normal/critical damage to your party. The only way to correct this is to revert to a previous save as once in combat mode, you will be unable to leave an area, meaning you will be fighting an unkillable foe for eternity.
This instance happened to me in Lothering with the 'Bandit Leader' on the bridge. He rose from the dead, I went to investigate and he was an undead/unkillable machine who chased me around Lothering. I was forced to revert to an autosave. The following are some ways to attempt to resolve this without being forced to use a save or autosave:
* Using some form of knockdown ability. Stone Fist/Shield Pummel/Pommel Attack/etc.... If you get them down again they usually die.
* Forcing the cutscene/dialogue with the woman and merchant (or other cutscene dialogue). When the scene ended, the Bandit Leader was gone and it was no longer in "combat mode."
Orzammar Glitch
If you complete either of the quests "A Prince's Favor: The First Task" or "A Lord's Trust: The First Task" at any point it is possible to betray either Bhelen or Harrowmont and begin working for the other side. If you do this you either need to speak with Vartag or Dulin. They will ask why you were working for the other side, and it is possible to tell them that you only completed the other's quest in order to spy for their side. If you complete both quests then tell Vartag and Dulin you want to spy on Bhelen and Harrowmont respectively, neither side will trust you. The inability to effectively speak with either candidate or their agents will break the "Paragon of her Kind" quest. Can't have your cake and eat it too.
At the end of 'A Paragon of Her Kind' I chose Harrowmont. Thing is he still shows up as an active quest and I have waited for some time for it to disappear. And when I leave the place the doors get locked behind me and I can't get to him. Fortunately I have made many saves, but I don't know if it will fix it...
Captured! Bug
If you choose to get captured after completing the mission where you have to fight Arl Howe and you also choose not to try and escape there is a bug where when you get to the end of the mission you cannot talk to your main character and continue with the mission. I used my mabari and Wynne and i do not know if using different characters changes this. I reloaded my save point and it worked fine after this.
I chose Leilana and Morrigan and had the same problem. Had to reload the save point and go through the fort again. Worked the 2nd time around.
(If this happens, try entering the cell with the nonresponsive main character, use the D-pad to target the cell door, and try to close it and open it again. This caused the cutscene to trigger and the quest to continue.)
Apparently you do not need the key obtained from the guard to open the door and if you don't have the key when you open the cell to your main character you can only talk to them and they won't rejoin your main party.
Warden's Keep Bug
If you decide to kill Avernus, it is possible that the skeleton's he spawns to assist him in battle will be stuck inside the back room, trapping your party in combat mode after Avernus is dead. Being unable to open doors in combat mode and being unable to get far enough away from the skeletons to end combat mode makes this a game ending situation as you are unable to actually reach the skeletons because they are behind a locked door and appear to be stuck in a pathfinding issue. I was forced to reload from the last autosave and thankfully the skeletons spawned when Avernus summoned them and immediately entered the room.
Profile Transfer Glitch
It is possible to lose all saved information if your XBOX 360 profile is transfered to another XBOX 360 console. Despite this, all downloadable content as well as completed achievements remain. There is no way around this other than re-transfering the profile, however, it is not guarenteed to fix the issue.
Locked Specializations
It is possible to have all unlocked specializations become locked once more, forcing the player to go through the trouble of completing the quests/buying the manuals. If a specialization becomes locked after completing a specialization quest, the player will no longer be able to give any characters those specializations.
For instance: I have 2 Arcane Warriors in my party, myself and Wynne. I want to teach Morrigan how to be an Arcane Warrior but the specialization has become locked and the quest that unlocks Arcane Warrior has already been completed. Morrigan will never be an Arcane Warrior.
I did not notice what caused this but I did not have this problem until after the latest update for the 360 version. It may be related or it may not. Other than that the cause is unknown at this time. The problem is the most recent title update which most likely erased the file that contains all of the stuff a player has done across all playthroughs and saves. All gamesaves are corrupted. There is no fix at this time and Bioware has not given word about a fix. source
Successful way to re-unlock your specializations if you did download the patch is as follows; You have to do a Gamertag Recovery. This forces Microsoft to re-sync your profile and therefor corrects the error applied by the patch. To do this, sign out of all your profiles then select the box for Profile Sign-In, select Recover Gamertag and input the information for your Xbox Live ID. It wont erase or change any of your data because you are simply re-writing the profile you already have back onto to your hard-drive. Then go into an old save file, find a way to re-unlock just one specialization (I suggest using some party members' dialogue options) then save in a NEW file. Exit the game completely, then when you go back in all specializations you had unlocked will be re-opened across your entire profile. Yay!
XBox 360 - Specializations
After some playing, an error has popped up for me that slightly hinders gameplay. Any specialization that requires a book to learn, such as Spirit Healer or Ranger, will not be attainable should you continue playing several other characters and progress through the dialog with characters to unlock specializations again. Example being you played a Warrior, and missed buying the Ranger book or could not afford it, and on your next playthrough you did not unlock the specialization again, but continued unlocking other ones, and continue this chain until you bother to finally purchase the specialization, and now it is no longer available for purchase.
A similar bug will keep specializations locked, even if you have completed the prerequisite requirements. For example, learning Assassin specialization from Zevran, when levelling up the specialization remains 'locked' despite having been taught.
With the newest patch for the game, all of my unlocked specializations have also gone away.
PS3 Kolgrim bug
After you defile the ashes you will meet Kolgrim once again. I chose to fight with him this time by saying "all you guys are too dangerous to live" but before the fight started another dialogue scene suddenly appeared in which i got to speak with Kolgrim normally. After saying goodbye the fight scene started. The same thing happens with sten during "The Fade:Lost in Dreams" quest.
XBox 360 - Berserk bug
The Berserk sustained ability will almost always turn itself off after battle; this can be very frustrating, as it has a 30 second cooldown before it can be activated again, and should be considered by anyone interested in becoming a Berserker.
While this may seem like a bug as other sustained abilities remain after battle it is most likely deliberate as the description given by Oghren of what makes a bezerker implies the ability only lasts as long as your anger hence it would make sense for it to fade after your foes are vanquished.
This is not a bug, as its behavior is consistent with other talents that are only able to be "activated in battle." It is, however, unusual behavior and is not adequately noted in the talent's description. Note that attempting to activate this talent when there are no enemies present will simply start the cooldown timer without activating the talent.
Another Achievement Glitch
After having used the latest bugged patch for the game, certain achievements for the game did not pop at their appropriate times for me, including "Recruiter" and "Traveller" (Despite my party statistics saying I've explored 100% of the world). Perhaps the patch disabled some other flags in addition to the specialization ones? I am currently seeing if clearing the hard drive cache and recovering my GamerTag will allow me to obtain it on another playthrough.67.84.224.173 16:55, January 18, 2010 (UTC)
* This is a known glitch, the one that was supposed to be fixed by the title update. You see, the only problem there was with RtO was that for some reason the new achievements added somehow conflicted with old ones, allowing them to not unlock properly. The minor title update that jacked your specializations was supposed to fix this, but obviously it had problems of its own and just broke them anyway. As far as I know there isn't actually a way to fix this that I have seen confirmed...cache clearing/gamertag recovery might work, but I already have all the achievements so I can't confirm it for myself.
XBox 360: Wynne Dialog Bug
I've found a bug in the XBox 360 version of the game with Wynne's "mothering" regarding your relationship with Morrigan/Leliana. I had romanced Morrigan and then Leliana started doting on me and I told her "let's just be friends!" When I talked to Wynne she started asking about my relationship, I got a couple options:
"You mean Leliana" "You mean Morrigan"
It seemed as if no matter which one I chose, the conversation proceeded to assume I had chosen Leliana. I'm not sure if this is fixed or due to the fact that my relationship chat with Leliana occurred after that with Morrigan (even though I shot her down). Tivadar 03:12, March 3,
PC
Dragon Age: Origins, like many new games, has a few glitches. The following contains information regarding glitches in the PC version:
Codex Bugs
* It is not possible to acquire Codex Entry: The Legend of Luthias Dwarfson when playing as a dwarf, the Ash Warrior Leader assumes that all dwarves know the legend in dialog, and the codex entry is never added.
* Acquiring any codex entries in Dalish Camp sometimes will yield no experience points (post patch 1.02a).
Graphic Glitches
Experienced Graphical Glitches:
* Switching between ranged/melee weapons can sometimes leave you with the wrong visual models; although the game acts as if you're fighting with a bow it may show you performing bow attack animations with a melee weapon - this looks very odd, but doesn't otherwise affect gameplay. This can be corrected by reloading the area. The easiest and quickest way to do this is to quicksave and then immediately load the quicksave.
* Melee weapons may sometimes be 'sheathed' upside down; this may or may not be linked to the visual model issue above, and likewise looks odd but has no effect on gameplay. This can also be corrected by a quicksave-quickload procedure.
* Shaded box surrounding character.
* Game can run too fast on dual-processor systems, making everyone bounce around hyperactively. Can be fixed by pressing CTRL-ALT-DEL, going to "processes", right-clicking on daorigins.exe (which is probably eating 100% of the CPU), selecting "Affinity", then making sure that only one CPU is selected (e.g. CPU0). You have to do this each time you run the game (including after crashes).
The Fade
* When the character is captured by the Sloth Demon in the Fade, you can get trapped in one of the bonus rooms. There's a slight depression in front and under the spirit door leading to the room with a Viking ship. If you go far enough below the door, it activates and takes you to the other side. The other door doesn't have the depression underneath and it's impossible to get back if you haven't learned the spirit form yet.
* While in the fade (The Fade: Lost in Dreams), sometimes shapeshifting does not change your apperance while you still gain their abilities. Usually resolved by restarting the game.
Arl of Redcliffe
* There is a glitch that prohibits the journal and achievement from finishing, but the storyline continues. When entering the castle from the courtyard with Ser Perth and defeating the controlled Bann Teagan, make sure not to talk to Ser Perth before the cutscene. If you do, Perth will ask whether or not you want him to follow you into the castle. Then when given the choice of killing Connor or sacrificing Arlessa, if you choose sacrificing her the game will not progress to the appopriate cutscene. Instead you will be taken out of dialogue as if you chose for more time to think, yet you cannot interact with anyone in the room and Arlessa disappears. In order to advance the quest for the gameplay you have to travel upstairs and kill Connor. Arlessa appears for the cutscene but her and Connor are referred to as dead in the next dialogue with Bann Teagan. The journal now has you down as choosing someone to enter the fade, but since you never send the person, it cannot update and the achievement for completing the quest is never given. The rest of the game acts as if you killed Connor.
* There is also a glitch with the Codex. If you saved the boy with the help of the Circle of Mages, then the Codex of Arlessa and Connor both indicate that the mother was sacrificed to save the boy, even though neither of them died in the ritual with the help of the mages.
* I completed the main story quests, gathering of the armies and what not, but had left almost all of the side quests incomplete. I wanted to get rid of Alistair quick as possible, get Loghain on the team early as possible, so I could be more in control of character progression. After speaking with Arl Eamon and leaving for Denerim to begin the Landsmeet quests, I discovered that if I returned to Redcliffe, any saved game after this point would suffer a load error. I read on another internet source that after the Landsmeet, you can travel anywhere except Redcliffe, because this initiates the end of the game sequence. Understanding this, I believe the glitch I ran into is a result of my attempt to thwart the natural programmed progress of the game. I returned to Redcliffe after beginning the Landsmeet quest, but before finishing it. If you should find yourself similarly inclined to do things out of order, please bear this glitch in mind. It's a real show stopper.
Of Noble Birth
* This quest will appear in any codex as a failed quest if you did not begin the game as a male Dwarven noble after completion of A Paragon of Her Kind quest in Orzammar. To complete this quest successfully, you must begin the game with the appropriate background and then complete the quest by speaking to either Bhelen or Harrowmont about your son (whichever you are working with) before completing the main story quest.
Cammen's Lament
* A Dalish hunter named Cammen laments to you that he can not get a pelt, which he needs to ascend from his apprenticeship and wed Gheyna, because the forest is off-limits during the werewolf crisis. If you select the right dialogue options, you can convince him to allow you to get a wolf pelt for him. However, you MUST return with the pelt BEFORE you complete the werewolf quest! If you return to him AFTER the main quest is completed, he will say to you - without entering into dialogue - that he can get a pelt himself, now that the forest is clear, and will not let you complete the quest. As soon as you leave the area, he disappears forever. The quest will stay in your journal permanently, so remember: Bring the pelt back to him BEFORE you go into the Werewolf Lair!
Paragon of Her Kind
* Under unknown circumstances, Oghren sometimes fail to spawn in Tapsters' and when leaving for the Deep Roads to find Branka. Leaving the player Oghren-less for the rest of the game, causing a wide variety of issues.
* Actually the bug is caused by the player using the 'console' before reaching this point in game. If you have used 'runscript selectparty' console before meeting Oghren in Diamond Quarters speaking to Lolinar, and has progressed to Tapster's Tavern to speak to Dulin or Zerlin's father, then you will not find Oghren there. This may not be the only reason for this bug but it certainly is one reason for it.
* To fix it go to Tapster's, preferbably after acquiring the quest 'The Anvil of the Void', leave the Tavern and use the 'runscript selectparty' console again. Oghren should appear on the screen and remain there from that point onwards.
Misc Bugs
* Ancient Elven Boots do not appear as they are supposed to in the PC version.
* Pickpocketing Rogek on the PC version does not result in 20 Gold.
* There is a no reward bug of the quests The Golem Registry and The Shaper's Life.
* When you import your low level character into Awakening and then load your Origins game all specializations unlocked after import remain.
Item Bugs
* Masterpiece Cold Iron Rune is an armor rune, which adds +12 damage vs. undead. (If you can get them to wear it?)
PS3 Bugs
PS3/Xbox 360-Epilogue bug
After defeating the Archdemon the epilogue failed to load and re-loading the game took me to after the epilogue when you can play the DLC quests.
This bug also shows up in the 360 version of the game, and can usually be fixed by resetting your hard drive cache.
Awakenings Bugs
When meeting up with the Smuggler leader, selecting 'What else?' and 'I can't do this' allows for and indefinate amount of gold and experience through repeating the process.
Non-Transferable Origins Equipment
* Problem: Most DLC equipment (including promotional items and Warden's Keep items) do not carry over with imported characters, so you may start the Awakenings naked and weaponless.
* Solution: You can use XML Notepad (NOT REGULAR NOTEPAD!) to edit the AddIns.xml file to allow those items to carry over, but that's only an option for the PC.
o In XP, the AddIns.xml file in question is located at My Documents\\BioWare\\Dragon Age\\Settings\\AddIns.xml
Wending Wood / Silverite Mine Destroys Main Character's Equipment
* Problem: The Silverite Mine in the Wending Wood may destroy most/all of your main character's and yor companions' equipped armor, weapons, and jewelery. An explanation is available here
http://dragonage.wik...erite_Mine#Bugs
* Solution: Before entering the Silverite Mine, save the game and take off everyone's equipment (leave them in your inventory).
o If your character's equipment has already been lost you may be able to re-purchase certain parts by using this modification that adds a vendor to Vigil Keep.
http://www.dragonage...ile.php?id=1035
Trap Detection
* Problem: The PC cannot detect traps, regardless of Cunning or Device Mastery levels. Awakenings NPC Rogues (Nathaniel & Sigrun) CAN detect them, and the PC can disarm them once another party member detects them.
* Work-around: For now, all you can do is bring Nathaniel or Sigrun with you and ensure they have sufficient levels of Cunning and Device Mastery
Qwinns list
A. General fixes (these 2 fixes, as of v2.0, are the only "core" fixes and thus the only ones that will have an effect on Awakenings or other modules:
1. (v1.0) The Stealing and Dog Fetching bugs introduced in patch 1.03 (where they could not generate random items) are fixed. (v1.1) This is now implemented as a "core" fix and should also fix stealing in Awakening. Many thanks to Nukenin for his advice on how to best implement this patch.
2. (v2.0) Damage from the Chain Lightning spell will now scale by the caster's spellpower - it was previously the only primal spell that did not do so.
B. Origin fixes:
1. (v1.0) "Human Noble": At the beginning of the main hall battle, it was briefly possible to initiate dialogue with Ser Gilmore and prematurely trigger his post-combat dialogue. Doing so would make the exit never open, forcing a game restart/reload. Now, if you talk to him during that brief interval, he just shouts one of several combat barks instead.
2. (v1.0) "Mage": During the Harrowing, if you have acquired your staff and you talk to Bear Mouse, he would prematurely shout, out of context, "And there is a spirit of rage". Then, when you actually got near the spirit of rage, he'd initiate a casual conversation, again quite out of context.
C. Companion Quests, Dialogue and Banters
1. (v1.0) Infinite approval exploit in Sten's second camp dialogue fixed. Can no longer repeatedly ask "Why do the Qunari care about the Blight?" which led to a +4 approval option.
2. (v1.0) "The Sword of the Beresaad": It was possible to go directly from the scavenger in Lake Calahad to Dwyn, skipping Faryn completely, leading to odd and confusing dialogue.
3. (v1.0) If Lothering was destroyed and you never even talked to Sten, you were still getting a codex entry about his death that implied you had met him.
4. (v1.0) "Oghren's Old Flame": Removed infinite loop approval exploit in conversation where Oghren gives his personal quest ("Oh, Maker, we don't have time for this." can only be picked once now.)
5. (v2.0) Several lines in Leliana's dialogue that were meant to show only if she had been "hardened" never appeared because it was checking the wrong variable. Among other important lines, this includes her (very different) reaction if the PC gets married, and her first dialogue with you when she's fallen in love.
6. (v2.0) When discussing Zevran with Leliana, saying "He's been claimed, my apologies" will no longer loop to an earlier state in the conversation.
7. (v2.0) Several fixes to Leliana's post-Marjolaine conversation. Most importantly, this dialogue will no longer restart a romance with Leliana if it has been previously cut off, which could cause problems with other romances.
8. (v2.0) If the PC is getting married, Leliana will now only break up with you if you're actually romancing her.
9. (v2.0) If the PC is getting married, Zevran will now only talk about it in the party camp. If it took place outside of camp, it would cause game-stopping graphic glitches.
10. (v2.0) Morrigan will now offer to teach shapeshifting based upon the intended criteria. If she was at least warm or interested, she would *not* teach it, the opposite was intended.
11. (v2.0) City elves only: When asked by Morrigan about your mother, your standard reply is now consistent with the information provided during the city elf origin story.
12. (v2.0) Talking to Alistair about your companions, you can now say "He and I have a connection" about Zevran only if you're in a romance with Zevran, rather than in a romance with Alistair.
13. (v2.0) When asking Alistair about how he joined the Grey Wardens (post-Joining), when replying "If you don't want to answer, say so", Alistair's responses toward males and females was reversed.
14. (v2.0) Interparty Banters: Oghren will no longer tease Alistair about having sex if he never has (after which he'd then tease him for never having had it)
15. (v2.0) Interparty Banters: Zevran will no longer tease Leliana about not having sex if she recently has.
16. (v2.0) Interparty Banters: Shale will no longer ask Oghren "Would the drunken dwarf have saved its former wife if it could?" if his wife survived.
17. (v2.0) Interparty Banters: Based on comments in the dialogue file, Shale can say to Morrigan, "The swamp witch desires something from it (the Warden)." any time a romance is active with Morrigan, not just once the player has sex with Morrigan.
18. (v2.0) Interparty Banters: Leliana will no longer talk about overhearing Morrigan and the PC having sex if that has never happened.
19. (v2.0) Interparty Banters: A banter between Sten and Alistair ("Draw your weapon.") that only occurred if the player was in a romance with Alistair has been opened up so that it can now occur any time after two major plot quests are completed, as the banter has nothing to do with the PC or romance.
20. (v2.0) Interparty Banters: The banter between Shale and Morrigan where Shale claims to have "no history" will no longer appear after Shale's history has been confirmed through a personal quest.
D. Ostagar:
1. (v1.0) "The Hungry Prisoner": This quest will no longer close with an erroneous entry if you leave Ostagar having acquired the key by feeding the prisoner but without using it on the chest. The quest will remain open, just as it does if you got the key by killing the prisoner. (v2.0) Note that you have an opportunity to use the key during the Return To Ostagar DLC, but that will not close the quest. I'm going to leave this fix as is for now in hopes of finding an elegant solution to that issue for the next version.
2. (v1.0) Dwarves can now hear the tale of Luthias Dwarfson. They actually even have dialogue specific to them during the story.
3. (v2.0) You can now interact with Alistair after receiving the darkspawn blood quest, which opens up a previously inaccessible conversation about the Joining.
4. (v2.0) Rigby's Last Will and Testament: Unimplemented rewards for both courses of action in this quest are restored (more money if you open the lockbox, 300 xp if you deliver it)
5. (v2.0) Undisarmable trap in Korcari Wilds can now be interacted with and disarmed (only by rogues with sufficient skill to detect it, of course). Thanks to didymos1120 for supplying the new coordinates.
E. Lothering:
1. (v1.0) Ancient Elven Boots will now appear in the Lothering Chantry cabinet. This was only bugged in the PC version of the game.
2. (v1.0) "Traps are a Girl's Best Friend": This quest will no longer reset to the beginning after completion.
3. (v1.0) "The Qunari Prisoner": Removed exploit to get maximum Morrigan approval in Lothering by repeatedly failing to intimidate the grand cleric.
4. (v1.0) "Bandits on the Road": If you intimidated the bandits as a mage, and then "practiced your spells" (attacked), one of the bandits would run away in terror. If you then killed the rest off, the quest became uncompletable because that last bandit couldn't be killed. Fixed by removing that fleeing bandit from the bandit team before he runs away.
F. Denerim:
1. (v1.0) "Honor Bound": Unimplemented XP reward for persuading Ser Landry that Wardens would never ally with Darkspawn restored. That this was intended is supported by a comment attached to that reply: "ACTION: The PC should get a good xp bonus for this because he's put doubt in a staunch opponent of the Grey Wardens. It should at least equal the XP for killing him in a duel." A line matching that description already existed in rewards.2da, so I just activated the reward that what was already there.
2. (v1.0) "Crime Wave", subquest "The Lady's Maid": Completing this quest would put a permanent quest marker on Slim Couldry that overwrote all subsequent quest markers. The quest flag on Slim Couldry will now accurately inform the player when he has a new quest available.
3. (v1.0) "Crime Wave", subquest "Steal Ser Nancine's Sword": As an exploit, you could get the sword from her in dialogue, and then use the Stealing skill to pickpocket a second copy off of her. Also, in various dialog paths, you could get Nancine to indicate she was giving you 5 silver or 2 gold, but you didn't actually receive any money in either case. Now you will.
4. (v1.0) "Crime Wave", subquest "Stealing the Teyrn's Crown": This quest has been *completely* reworked. Many of the options that were clearly intended as valid ways to bypass the guards did not actually work when you tried them (the guards would spot and attack you even if they were drunk/unconscious/etc.). They now work as they were intended to. This quest now has five entirely different fully functional methods of being solved (previously, only two of them worked: intimidate or very very high stealth). Also, similar to Ser Nancine, you can no longer get the crown via dialogue and then a second copy via stealing. Many thanks to Spellhold Studios poster Darziak for his help with reorganizing the seneshal's sound files.
5. (v1.0) "Crime Wave", subquest "Steal Master Tilver's Key": Talking to the messenger boy during this quest would (possibly very prematurely) initiate the "Trial of Crows" quest line, even before meeting Zevran or talking to Ignacio. This caused all kinds of havoc with that quest chain.
6. (v1.0) "Crime Wave", subquest "Tears of Andraste": The guards *are* coded to react to your poisoning the drinks table, but due to a scripting error it just wasn't firing properly. I made it fire and I also move them a little during that sequence so they don't fall through the walls quite so much. Now if you find it surprising that a sleeping draught can make someone bleed, hey, me too, but that's apparently as was intended, and the blood does fade away after a few seconds.
7. (v1.0) "Crime Wave": When the entire quest chain was complete, Slim Couldry was supposed to exit the area but did not do so, and would talk about an already completed quest when clicked on.
8. (v2.0) Undisarmable trap in Blood Mage "Deserted Building" in Denerim can now be interacted with and disarmed. Thanks to didymos1120 for supplying the new coordinates.
G. Circle Tower:
1. (v1.0) Bel's Cache will no longer get reactivated as an openable empty container every time you re-enter the Circle Tower second level.
H. Redcliffe:
1. (v1.0) "Arl of Redcliffe": You could break the game by talking to Ser Perth at the very beginning of the fight with Bann Teagan (assuming you entered the castle with Ser Perth, of course). Doing so would repeat the dialogue you are only meant to have with him at the gate, before you actually enter the castle, with game breaking effects. Now he responds to dialogue attempts during that brief interval with one of his combat barks instead.
2. (v1.0) "Arl of Redcliffe": If you allowed Isolde and/or Connor to die, their codex entries would say that they lived, and vice versa.
3. (v1.0) "Arl of Redcliffe": Infinite XP exploit, where after completing the quest the vault door in Redcliffe Castle would be locked every time the area loaded and could be picked again and again for 50xp, fixed.
I. Brecilian Forest:
1. (v1.0) "Lost to the Curse": Under the following conditions, you would get neither XP nor Athras' Pendant when telling Athras of his wife's fate: 1) He actually promised you the amulet when you took the quest, 2) You choose the specific reply "She died, Athras. But not before she sent her love.", and 3) neither Leilana nor Morrigan are present at the time.
2. (v1.0) "Nature of the Beast": The Mad Hermit explicitly requires only one werewolf pelt from you, but if you have a stack you give him all of them. Fixed.
J. Orzamaar / Deep Roads:
1. (v1.0) "Precious Metals": Tons of bugs in this quest fixed. A) Godwin will no longer vanish after talking to him once the Circle quest is completed, which unnecessarily forced you to leave the area and return to talk to him again.

The reply option "Why do you need all that lyrium?" was nonsensically appearing the very first time you talked to him with Rogek's quest in your journal. It wasn't meant to appear until after you'd either sold the lyrium to Godwin or denied it to him. That could cause events to play well out of order. C) You could threaten Godwin that you would turn him in to Greagoir, but you couldn't actually do it. Now you can. (v2.0) Fixed an exploit created by me in v1.0.
2. (v1.0) "A Paragon of her Kind", subquests "Vartag Gavorn" and "Dulin Forender": If you initially talk to Dulin and/or Vartag but end the conversations before accepting either of their first quests, then talk to the Steward and ask what you can do to help break the stalemate, you would get permanent quest markers for these two quests stuck over Dulin and/or Vartag (whichever you'd spoken to) for the rest of the game.
3. (v1.0) "A Paragon of her Kind", subquest "A Lord's Favor: The Second Task": If you were publicly working for Harrowmont but planted the papers in Jarvia's chest for Bhelen, when you reported to Harrowmont that you had killed Jarvia, a journal entry for this quest would remain stuck open and you'd lose out on the rather hefty experience reward for dealing with her.
4. (v1.0) "A Paragon of Her Kind": If you sided with Bhelen before going into the deep roads (whether openly or as double agent) such that you had his version of the "A Paragon of Her Kind" quest open in your journal (Harrowmont has his own version, and you can have both if a double agent), and then you chose Harrowmont as king, the quest would remain open in your journal forever telling you to go back to the assembly to crown a king.
5. (v1.0) "The Shaper's Life": This codex miniquest will now give the player one of the 3 previously unobtainable Shaperate's Blessing weapons, dependent on the player's class.
6. (v1.0) "Thief in the House of Learning": You can sell the tome to a fence for 2.3 gold and 150 XP or return it to the Shaperate for nothing at all. Comments in the Shaperate questgiver's dialogue indicate that returning it should give a "moderate" xp reward, as compared to a "minor" xp reward for selling it. Returning the tome now gives a 250 xp reward.
7. (v1.0) "The Golem Registry": The Shaper tells you "Warden, I hope this artifact from our archives will suffice as a reward.", but if you have recruited Shale, you get nothing. The following comments exist in the script: "// If Shale is Recruited, give player a special golem crystal; otherwise he gets a generic magical item as a reward." The "otherwise" actually works, without Shale recruited you get a Master Hale rune. No golem crystal is given out if you have Shale, however. Going with Small Flawless Spirit Crystal.
8. (v1.0) "An Unlikely Scholar": Removed the quest marker over Janar's head once the quest is completed. It was previously permanent once the quest was initiated.
9. (v1.0) "Asunder": Fixed exploit where, by placing all party members near the altar, pausing, and then having each one spam-click the altar, you could spawn the beast multiple times, receiving his reward as many as ten times over. You cannot get more than one beast now.
10. (v1.0) "A Mother's Hope": If Filda learns that Ruck is alive, the dialogue, graphics, quest journal and comments all indicate that she leaves immediately for the Deep Roads to look for him, but she'd actually stay where she was, still praying but facing the street instead of the stone. She'll actually leave now.
11. (v1.0) "A Mother's Hope": If you asked Ruck to trade after completing Filda's quest, it would put a permanent quest marker on Filda, but it would remain impossible to talk with her.
12. (v1.0) The unique crossbow Nugbane can now be stolen fro