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Gibbed's Dragon Age Save Generator


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#76
Crunchyinmilk

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pingupower wrote...

Does anyone know if Nathaniel survives in this editor if I check recruited?

For the quest in DA2 I mean.


I don't know the exact combination required, but recruited alone may not be enough.

More often than not he leaves the wardens, based on the upgrade status of vigil keep (fully upgraded + survived = left the wardens), and whether Amaranthine survived.

If you check both Amaranthine saved AND "keep siege completed", then despite what the summary will say at the import screen, the game plays out as if Amaranthine was destroyed. The nobles revolt (Sargeant Johanna shows up) and Nathaniel leaves the wardens.

I need to test this out myself because I recently have a hosed import where Nathaniel didn't show up.

#77
SapphireFire

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I have read that the "Finding Nathaniel" quest has very specific requirements. He has to survive in Awakening, your sibling must join the Wardens, and you must not do the "Fool's Gold" quest in Act 2. Apparently there is some connection between these two quests, and doing one will cancel the other.

There's also a few bugs with the flags of save-imports changing during the game:

  • If a saved game is imported from Awakening in which Nathaniel
    survived, this quest still may not trigger, unlocking the quest "Fool's
    Gold" in Act 2 instead.
  • If a saved game is imported from play-through in which Awakening
    was completed, the decision about whether or not the Architect was
    spared might not be checked properly by the quest. Nathaniel may state
    that he was spared even if the player had killed it.
I suppose if you encounter this bug, you could use the console to force the quest to activate.

Modifié par SapphireFire, 16 mars 2011 - 01:13 .


#78
TheChronoMaster

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Your sibling doesn't have to join the wardens. I can personally confirm that from experience.

#79
IronVanguard

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Indeed. I got the quest, and Beth was in the Circle.

Very useful program. Really saves me some time to try a new import.

#80
Naitaka

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So what flag condition do I need for Finding Nathaniel quest to show up? Survived but Vigil Keep Siege not completed? What about friendly eligable?

No matter what combination I do it always say Nat left the Warden...

Modifié par Naitaka, 17 mars 2011 - 07:45 .


#81
Genaeve

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Little question here regarding the DA Save Gen; In 10. Companions, who is Barkspawn? I don't remember Barkspawn.
FYI Thank you for this, I love it! It's a godsend

#82
Raltar

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Anyone figure out a trick to getting to work for those of us that can't select any options?

#83
stenorman2001

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Does anyone know the settings that need to be set to prevent Nathaniel having left the Wardens? He seems to be set to that regardless of what settings I play around with. Did anyone successfully get his quest to appear and if so, what settings did you have?

#84
Naitaka

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stenorman2001 wrote...

Does anyone know the settings that need to be set to prevent Nathaniel having left the Wardens? He seems to be set to that regardless of what settings I play around with. Did anyone successfully get his quest to appear and if so, what settings did you have?


That's what I want to know as well, can anyone give us a hand here? :crying:

#85
Siibi

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This is great! Gibbed's save editors are the best

#86
snfonseka

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Excellent! Many thanks :)

#87
Naitaka

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stenorman2001 wrote...

Does anyone know the settings that need to be set to prevent Nathaniel having left the Wardens? He seems to be set to that regardless of what settings I play around with. Did anyone successfully get his quest to appear and if so, what settings did you have?


Ok I figured it out, you need to set Nathaniel's approval to above friendly to have him not leave the Warden.  By adding a value in the 17603 array that correspond to Nath's approval.

Check here for detailed instruction on how to fix Leliana's romance flag, same applies to Nathaniel as well.

#88
mcneil_1

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Genaeve wrote...

Little question here regarding the DA Save Gen; In 10. Companions, who is Barkspawn? I don't remember Barkspawn.
FYI Thank you for this, I love it! It's a godsend

Barkspawn is the mabari hound you can get :)

#89
stenorman2001

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@Naitaka Thanks, but viewing the file seems very confusing. Could you give us a dumbed-down version perhaps on how to alter the file to add the appropriate variable in.

#90
Naitaka

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stenorman2001 wrote...

@Naitaka Thanks, but viewing the file seems very confusing. Could you give us a dumbed-down version perhaps on how to alter the file to add the appropriate variable in.


Alright, first get the GFF Editor from here, extract it and run editor.exe. Now browse to your save folder and find the save you want to edit and back it up first.

Then, press Ctrl + O in the editor, browse to the save file you want to edit and press Open. Expand the list, find the array 16024, and expand that.

Then, find 17603 array under it and expand. While still with 17603 array selected, use the Add under the Edit menu on the bottom, and add a new value.

There should be a new entry under 17603 with the value "0, 0". Expand the new entry and under 17601, write in 1443, press the save button on the bottom of the window. Then click on 17602 and edit the value to 100, press save.

When that is done, press Ctrl + Alt + S on your keyboard, and overwrite the save file you just edited. Go in game and run the runscript zz_vault_debug script to check if your Nathaniel flag had set correctly or not.

Hope that's alittle more clear. 

#91
stenorman2001

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EDIT: Removed the previous entry after I read the post above.

I've tried placing it in according to the instructions above, but I'm still getting the same problem of Nathaniel left the wardens. Would there be another flag to set somewhere else? 

Modifié par stenorman2001, 18 mars 2011 - 10:09 .


#92
stenorman2001

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stenorman2001 wrote...

EDIT: Removed the previous entry after I read the post above.

I've tried placing it in according to the instructions above, but I'm still getting the same problem of Nathaniel left the wardens. Would there be another flag to set somewhere else? 


Yay it works thanks very much Naitaka, you also have to set the 2085 flag (GXA_APP_NATHANIEL_FRIENDLY_ELIGIBLE) to true in 17607 to enable it. Guess this must get lost if you import a save game that isn't from Awakening directly.

#93
Naitaka

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stenorman2001 wrote...

stenorman2001 wrote...

EDIT: Removed the previous entry after I read the post above.

I've tried placing it in according to the instructions above, but I'm still getting the same problem of Nathaniel left the wardens. Would there be another flag to set somewhere else? 


Yay it works thanks very much Naitaka, you also have to set the 2085 flag (GXA_APP_NATHANIEL_FRIENDLY_ELIGIBLE) to true in 17607 to enable it. Guess this must get lost if you import a save game that isn't from Awakening directly.


That's my assumptiona s well. DA:A strip all of DA:O's variable while WH strip all of DA:A's variable during import. Which is kind of strange because DA:A was still able read the romance plot flag correctly even without the LI's approval rating. Oh well, at least it seems to be much less of a problem than we previously believed.

#94
AbsolutGrndZer0

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mcneil_1 wrote...

Genaeve wrote...

Little question here regarding the DA Save Gen; In 10. Companions, who is Barkspawn? I don't remember Barkspawn.
FYI Thank you for this, I love it! It's a godsend

Barkspawn is the mabari hound you can get :)


Yes, Barkspawn was the name Penny Arcade gave the mabari in an early DA comic they did, and then if you play Darkspawn Chronicles, Bioware had Alistair name his mabari Barkspawn.

#95
AbsolutGrndZer0

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Man... much as t sucks, I might just delete all my DA2 characters and start all over, creating my saves as I KNOW they should be.

#96
AbsolutGrndZer0

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OH and question... if "Anders is dead" and/or Leliana is dead is checked... it still doesn't matter?

#97
mesmerizedish

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AbsolutGrndZer0 wrote...

OH and question... if "Anders is dead" and/or Leliana is dead is checked... it still doesn't matter?


That's my impression. I think maybe there would have been some in-story explanation for it. Maybe there actually is, and I've just not encountered it.

Interestingly, the default seems to have Anders die at Vigil's Keep. I imported a save from vanilla Origins to test some of the romance flags for the sake of cameo bugs, and that import (with no Awakening data) had Anders dead :wizard:

#98
AbsolutGrndZer0

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ishmaeltheforsaken wrote...

AbsolutGrndZer0 wrote...

OH and question... if "Anders is dead" and/or Leliana is dead is checked... it still doesn't matter?


That's my impression. I think maybe there would have been some in-story explanation for it. Maybe there actually is, and I've just not encountered it.

Interestingly, the default seems to have Anders die at Vigil's Keep. I imported a save from vanilla Origins to test some of the romance flags for the sake of cameo bugs, and that import (with no Awakening data) had Anders dead :wizard:


Ok, that IS weird.

#99
Genaeve

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Thank you, McNeil and Absolute :)

#100
translucentwolf

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miss-post

Modifié par translucentwolf, 18 mars 2011 - 02:40 .