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Finding Nathaniel quest.-Spoilers. Please help!


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#51
Capt. Kirrahe

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Of all the bugs I've encountered so far, this is one of the most irritating - When you spend 40+ hours doing a completionist run, being deprived of a quest and an integral part of the story is pretty unacceptable.

What bothers me is the apparent requirement that the architect survive. I wonder if this will end up shortchanging me in future dlc and sequel imports. I don't want to let that vashedan live. He's a big archdemon awakening boob.

#52
Suron

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DarkDoc25 wrote...

Asch Lavigne wrote...

DarkDoc25 wrote...

I'm not as upset about missing the cameo. I can always get it on another play through. But I want Bethany back in my party, and that's the only way I can get her.


No it isn't. She makes a cameo again, that's all. She is gone for good after Act 1. Same for Carver.


No, they can rejoin your party during The Last Straw Quest at the end of the game if you do the Finding Nathaniel quest.  But that's the only way if you let them become a Warden.  I have the guide.


well spanky your guide is wrong.  I didn't get (so didn't do) the Finding Nathaniel quest and Bethany rejoined me at the end of my first playthrough.

see that's why it's stupid to buy a guide and why they're a waste of money...most of the time they're outdated and/or just flatout wrong.

#53
PirateT138

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Point of reference: Both Zev and Nate are doable with the No Compromise pre-composed Warden Story.

#54
Raygereio

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thesuperdarkone wrote...
Has anyone done a playthrough where you saved Vigils Keep, made Nathaniel a Warden, and did his companion quest and still got the quest or not?

Yup; I did that and spared the Architect and for extra bonus the plot flag from zz_vault_debug says all those flags are properly recognized in DA2; only I still got the Fool's Gold quest instead of Finding Nathaniel.
Looks like this slightly more then just a bug in the import function.

Modifié par Raygereio, 19 mars 2011 - 02:04 .


#55
EvilEresh

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Edge2177 wrote...

Fool's Gold in Act 2 shuts this off, you can reactivate it with the console command runscript zz_dae_debug

It's listed in the side quest off quest catagory of act 3 finding Nathaniel if I remember right.


I finished DA:O and Awakenings so many times and wanted to see the impact of the different choices that I took.  The first game that I imported was the one with the right choices for this and it was bugged!  

While I don't usually turn on the dev console for any of my games, I did for the Nathaniel quest.  If you've finished the game, you can't walk around the world map.  There's an option in debug to enable the world map again.  Switch that on and switch on the accept quest flag for this quest and you're golden.  

#56
Kline1003

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So wait...you can't do this mission if you did Fool's Gold because of a bug...and the games been out two weeks and this is an intergal part of the story and they STILL haven't released a fix for it. You'd think they'd work on that right away. How unprofessional and really GROSS of bioware. You pay money and they release a product like this?

#57
thesuperdarkone

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Wait, I just noticed something. When I never got Finding Nathaniel, the Warden Stroud said that Anders is supposed to be dead when I imported the save where I saved Amaranthine and fully upgraded the Keep. When I imported the save where I saved the Keep, Stroud said that Anders should be retired in hunting Darkspawn AND I don't have the Fool's Gold dwarves anywhere in their location. Could this have anything to do with saving the Keep or not?

#58
thesuperdarkone

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bump for more ideas

#59
Noviere

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Kline1003 wrote...

So wait...you can't do this mission if you did Fool's Gold because of a bug...and the games been out two weeks and this is an intergal part of the story and they STILL haven't released a fix for it. You'd think they'd work on that right away. How unprofessional and really GROSS of bioware. You pay money and they release a product like this?

Fool's Gold is not supposed to be available if Nathaniel was recruited/survived in Awakenings. That's what the guide says anyway(one requires Nate was recruited/survived, one requires Nate was killed/not recruited). Doing Fool's Gold won't lock you out of Finding Nathaniel, because if it even appears in your game, you won't be offered Finding Nathaniel.

Modifié par Noviere, 21 mars 2011 - 12:45 .


#60
elenilote

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WTF? Nate does a cameo? Holy cow, how I didn't know this!? I imported a DAO story where I did not complete Awakening, do I still get this?

#61
Ealos

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If you ignore Yevren in Act II does Nat show up in III?

#62
Noviere

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Ealos wrote...

If you ignore Yevren in Act II does Nat show up in III?

He shouldn't. Yevren should only appear if the game thinks Nate is dead.

#63
Ealos

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Noviere wrote...

Ealos wrote...

If you ignore Yevren in Act II does Nat show up in III?

He shouldn't. Yevren should only appear if the game thinks Nate is dead.


Drat

#64
Bairen

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Mine save ruined my immersion for my game.
I imported my save from DAO where: Nate was alive; His Companion quest for his sister was done; Amaranthine was saved; Vigil's keep reclaimed; Architect was killed;

I got the Finding Nathaniel quest from it. I am on the 360 with the signature edition. I went into the deep roads to do this quest, Find Nate, and he starts talking about the still living Architect. I am not amused. How does this look for future playthroughs I wonder.

#65
lafiite

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For everyone's info - On 360, I loaded my awakenings save which included sparing the Architect, doing Nathanial's side quest, making Nathanial a Warden, protecting the town after having completely upgraded the Keep (so that everyone there survives) and keeping everyone alive through the final battle. I DID NOT get the Fool's Gold Quest... rather I met Delilah in ACT II in the chantry (or Chantry courtyard, I can't remember), who sent me into the Deep Roads to find Nathanial - if it helps, in a conversation with Nathanial about WHY he is in the Deep Roads, he refers to the Architect, so It could be that the Architect must have been spared to trigger this Quest.

#66
Robhuzz

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How come I have to find out about a nathanial cameo on the forums AFTER finishing the game. Ahh well, guess this'll be fixed in the upcoming patch.

@ Lafiite

In my import Nathanial survived (as did all my other companions) and I left the architect alive in awakening. I did do the fool's gold quest though but the 'leave the architect alive' flag doesn't seem to be necessary to trigger this quest. Although this flag does show up in the 'import save data' right at the character creating menu.

Like I said, better wait for a patch before starting a 2nd playthrough

#67
TJPags

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lafiite wrote...

For everyone's info - On 360, I loaded my awakenings save which included sparing the Architect, doing Nathanial's side quest, making Nathanial a Warden, protecting the town after having completely upgraded the Keep (so that everyone there survives) and keeping everyone alive through the final battle. I DID NOT get the Fool's Gold Quest... rather I met Delilah in ACT II in the chantry (or Chantry courtyard, I can't remember), who sent me into the Deep Roads to find Nathanial - if it helps, in a conversation with Nathanial about WHY he is in the Deep Roads, he refers to the Architect, so It could be that the Architect must have been spared to trigger this Quest.


I;m pretty sure this is the case.

Although I haven't gotten it (I always kill the Architect), I've heard from MANY people who say they killed the Architect, got this quest, and Nate referred to the Architect as alive.  That's clearly a bug.  I've yet to see anyone say that Nate didn't refer to the Architect as alive.

It makes sense, since the quest involves Nate's search for the Architect.  Dead Architect makes no sense for this quest.

The two quests should not trigger in the same game, so it's not like accepting Fool's Gold prevents you from getting Nate's quest.  Rather, Fool's Gold should trigger if the requirements for Nate aren't met.

No definitive word from the devs that I've seen on the Architect issue, but it seems clear anyway.

#68
tehprincessJ

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I've imported directly from Origins this time, just to get this quest, and somehow Yevhen (quest giver for 'Fool's Gold') is STILL hanging out in Hightown come Act 2. So this piece of ish is still bugged anyway you look at it.

Again, I play on xbox. This business where parts of the game are only playable if you mess with them on PC is completely unacceptable.

#69
TheBlackBaron

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tehprincessJ wrote...

I've imported directly from Origins this time, just to get this quest, and somehow Yevhen (quest giver for 'Fool's Gold') is STILL hanging out in Hightown come Act 2. So this piece of ish is still bugged anyway you look at it.

Again, I play on xbox. This business where parts of the game are only playable if you mess with them on PC is completely unacceptable.


Actually, if the Architect defaults to being dead if you don't get that far in Awakening, then it would make sense that Fool's Gold fires assuming the Architect being alive is required for Finding Nathaniel to fire. 

Anybody know a way to confirm that? 

#70
tehprincessJ

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I suppose I could redo the end of 'Awakening' and spare the Architect (although the thought of going back after playing DA2 makes my head hurt), and just skip 'Golems' and 'Witch Hunt', but I'd assumed that if the default says that the Architect lives, then anyone who imports from 'Origins' should have the same default. Is this not the case? What happens when I import my dead Warden? I suppose I'll see and report back here, but it may take me a while.

#71
JamesX

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You had to add in the Natheniel "Befriend" and "Approval" World Stage flag into your save game.

You can read about it in the tech support forum. It is the huge thread about Romance States not being saved, and they found the solution for Natheniel import state near the end of the discussion.

Replying Awakenings would work as long as you do not import that into Witch Hunt.

The main cause seems to be that for some reason the game still checks for companion's approval rating (such as Lilianna's and Nethaniels).  Which subsequent import into other expansions strips away.

So Awakening Strips away Approval Rating from Origins, and Witch Hunt strips away approval rating from Awakening saves.

Modifié par JamesX, 22 mars 2011 - 11:29 .


#72
Aveiceae

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Bairen wrote...

Mine save ruined my immersion for my game.
I imported my save from DAO where: Nate was alive; His Companion quest for his sister was done; Amaranthine was saved; Vigil's keep reclaimed; Architect was killed;

I got the Finding Nathaniel quest from it. I am on the 360 with the signature edition. I went into the deep roads to do this quest, Find Nate, and he starts talking about the still living Architect. I am not amused. How does this look for future playthroughs I wonder.


I had the exact same thing happen, on PC - I killed the architect, but when talking to Nate, he made it sound like I'd spared the Architect instead. Made me a little worried that my save transfer was bugged.

#73
JamesX

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Aveiceae wrote...

I had the exact same thing happen, on PC - I killed the architect, but when talking to Nate, he made it sound like I'd spared the Architect instead. Made me a little worried that my save transfer was bugged.

This is also a known bug.  It isn't indicitive of a import issue.  He does this regardless of how the world state is set.

#74
TJPags

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Aveiceae wrote...

Bairen wrote...

Mine save ruined my immersion for my game.
I imported my save from DAO where: Nate was alive; His Companion quest for his sister was done; Amaranthine was saved; Vigil's keep reclaimed; Architect was killed;

I got the Finding Nathaniel quest from it. I am on the 360 with the signature edition. I went into the deep roads to do this quest, Find Nate, and he starts talking about the still living Architect. I am not amused. How does this look for future playthroughs I wonder.


I had the exact same thing happen, on PC - I killed the architect, but when talking to Nate, he made it sound like I'd spared the Architect instead. Made me a little worried that my save transfer was bugged.


Yes, your save transfer was bugged.

Since the Nate quest involves the Architect, it stands to reason that a live Architect is a requirement for the quest to trigger.

I don't know what the guide says (apparently it doesn't mention the Architect) nor do I know what flags exist, or which are read, or which overide others . . . but if Nate is looking for the Architect, then the Architect is alive.  So getting the quest with a dead Architect seems to be a bug.

#75
thesuperdarkone

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JamesX wrote...

You had to add in the Natheniel "Befriend" and "Approval" World Stage flag into your save game.

You can read about it in the tech support forum. It is the huge thread about Romance States not being saved, and they found the solution for Natheniel import state near the end of the discussion.

Replying Awakenings would work as long as you do not import that into Witch Hunt.

The main cause seems to be that for some reason the game still checks for companion's approval rating (such as Lilianna's and Nethaniels).  Which subsequent import into other expansions strips away.

So Awakening Strips away Approval Rating from Origins, and Witch Hunt strips away approval rating from Awakening saves.

 

So it IS glitched:blink: Thanks for the info. WE NEED A PATCH ASAP!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!:o