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Finding Nathaniel / Fool's Gold?


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85 réponses à ce sujet

#26
Raygereio

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gelfie wrote...
My choices are:
1. Continue on, use the console to trigger the quest, Finding Nathaniel, in Act III. Hope it works without further stuffing up anything else including future expansions or DLCs.
2. Restart Act II and complete it without speaking to Yevhan. Hope that the quest will trigger naturally in Act III - or cross my fingers and use the console as above.
3. Wait for a mod or a patch.

Option 3 might be the best way forward as you say, TBB.


Option 2 is a no-go anyway. If you got the Fool's Gold quest, that already means you won't get the Finding Nathaniel Quest as they are mutually exclusive.
As far as I can tell using the console to trigger the quest won't bork anything up. I had to do it as well. Though the quest itself once activated like that it feels somewhat glitchy. If you just want to do the quest for the cameo of Nathaniel and the sibling-moment then I'd just make a solid save, console your way through that quest and then reload.

#27
gelfie

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Thanks Ray and TJ. :)

#28
JulianoV

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To add to TJPags hypothesis, which sounds spot-on to me, I had Nate alive, but I killed the Architect.

#29
Superninfreak

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For the record I spared the Architect and had Nate live.

However, I did leave him to defend the Vigil, and saved the town.

Like I've said before though, I'm still getting the Fool's Gold quest.

Anyway, I'm playing the 360 version of the game.

Modifié par Superninfreak, 20 mars 2011 - 12:59 .


#30
Terastar

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I killed the Architect and Broodmother but I had Nate with me and I saved the town. The Keep was totally upgraded. I only lost Justice. (Now, I know where he went to the creep!!)I get the Fools Gold Quest.

Modifié par Terastar, 20 mars 2011 - 01:12 .


#31
Terastar

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Forgot to say I get the Fools Gold Quest. I was really wanting to see Nate.

#32
HarlequinKing

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So what is the debug console command to fix this, anyway?

#33
gelfie

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The console command you need to enter is: runscript zz_dae_debug

It won't "fix" anything so much as allow you to start the Act III quest, Finding Nathaniel.
There's a guide to enabling console commands plus any others of interest on the Dragon Age Wiki under 'Console (Dragon Age II).'

#34
Kline1003

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So I don't get it. It isn't a glitch? I killed the Architect but I haven't heard that actually matters. I also made Carver a Warden...I just don't get it. WTF Bioware? If this is a glitch, wouldn't they have fixed it by now? It's a pretty big one..

#35
TJPags

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Kline1003 wrote...

So I don't get it. It isn't a glitch? I killed the Architect but I haven't heard that actually matters. I also made Carver a Warden...I just don't get it. WTF Bioware? If this is a glitch, wouldn't they have fixed it by now? It's a pretty big one..


They haven't fixed anything yet, so don't get too crazy about this.

Not sure what you're asking though.  Nate appearing if you killed him is a bug.  Nate referencing the Architect if the Architect is dead is likely also a bug, but they haven't specifically said so, that I have seen.

Does that help?

#36
Kline1003

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TJPags wrote...

Kline1003 wrote...

So I don't get it. It isn't a glitch? I killed the Architect but I haven't heard that actually matters. I also made Carver a Warden...I just don't get it. WTF Bioware? If this is a glitch, wouldn't they have fixed it by now? It's a pretty big one..


They haven't fixed anything yet, so don't get too crazy about this.

Not sure what you're asking though.  Nate appearing if you killed him is a bug.  Nate referencing the Architect if the Architect is dead is likely also a bug, but they haven't specifically said so, that I have seen.

Does that help?


OH okay I was just getting confused if having let the Architect live was the reason why the quest doesn't show up. But the base bug(I guess that what you'll call it, since the quest has so many...) is that if you do Fool's Gold(which has no connection what so ever to the quest) it for some reason shuts off this quest. 

And yeah I think there is slightly a reason to go crazy, or at least be pissed :-p. I don't usually comment on bugs that are minor, but anything that affects the end game really shows a lack of polish and professionalism...

#37
TJPags

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Kline1003 wrote...

TJPags wrote...

Kline1003 wrote...

So I don't get it. It isn't a glitch? I killed the Architect but I haven't heard that actually matters. I also made Carver a Warden...I just don't get it. WTF Bioware? If this is a glitch, wouldn't they have fixed it by now? It's a pretty big one..


They haven't fixed anything yet, so don't get too crazy about this.

Not sure what you're asking though.  Nate appearing if you killed him is a bug.  Nate referencing the Architect if the Architect is dead is likely also a bug, but they haven't specifically said so, that I have seen.

Does that help?


OH okay I was just getting confused if having let the Architect live was the reason why the quest doesn't show up. But the base bug(I guess that what you'll call it, since the quest has so many...) is that if you do Fool's Gold(which has no connection what so ever to the quest) it for some reason shuts off this quest. 

And yeah I think there is slightly a reason to go crazy, or at least be pissed :-p. I don't usually comment on bugs that are minor, but anything that affects the end game really shows a lack of polish and professionalism...


Ahhh, okay.

Fools Gold, I think, is supposed to be a replacement quest.  It's not that one shuts down the other.  It's that they shouldn't both appear.  I haven't seen anyone yet indicate that they got Fools Gold when they imported a live Nate AND a live Architect.  Rather, I'm seeing pople say they had either Nate or Architect dead, and got the Nate quest.  I also haven't seen anyone get both.

As to bugs in general, I agree.  But this one doesn't affect the end game at all - that I'm aware of, anyway.

#38
Kline1003

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Ahhh, okay.

Fools Gold, I think, is supposed to be a replacement quest.  It's not that one shuts down the other.  It's that they shouldn't both appear.  I haven't seen anyone yet indicate that they got Fools Gold when they imported a live Nate AND a live Architect.  Rather, I'm seeing pople say they had either Nate or Architect dead, and got the Nate quest.  I also haven't seen anyone get both.

As to bugs in general, I agree.  But this one doesn't affect the end game at all - that I'm aware of, anyway.


Oh I see...I mean my Architect was dead so I just don't get it....I guess Nate's quest involves a living Architect then? *Shrugs* Oh well...*sighs*

Modifié par Kline1003, 21 mars 2011 - 02:54 .


#39
erilben

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To get Nathaniel, you need his approval at 100, he must not be dead, he must be recruited and he must be friendly eligible. Some reason the saves don't seem to keep his approval, and he often ends up dead when he's not. I was able to edit a save to fix to add his approval and unset him being dead, and then I got him to appear.

#40
TJPags

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Kline1003 wrote...



Ahhh, okay.

Fools Gold, I think, is supposed to be a replacement quest.  It's not that one shuts down the other.  It's that they shouldn't both appear.  I haven't seen anyone yet indicate that they got Fools Gold when they imported a live Nate AND a live Architect.  Rather, I'm seeing pople say they had either Nate or Architect dead, and got the Nate quest.  I also haven't seen anyone get both.

As to bugs in general, I agree.  But this one doesn't affect the end game at all - that I'm aware of, anyway.


Oh I see...I mean my Architect was dead so I just don't get it....I guess Nate's quest involves a living Architect then? *Shrugs* Oh well...*sighs*



Yes, I think it's a requirement since, in the quest, Nathaniel is looking for the Architect, no?  Can't do that if he's dead, can ya?

#41
Kline1003

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Yeah I had him at 100, he was recruited, alive and well...

So I guess it was letting the Architect live. Dang it! I knew I should have let the bastard live. He was just sooo shady, haha. 

Modifié par Kline1003, 21 mars 2011 - 03:02 .


#42
erilben

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TJPags wrote...

Yes, I think it's a requirement since, in the quest, Nathaniel is looking for the Architect, no?  Can't do that if he's dead, can ya?


I got the Nathaniel quest to appear with the achitect dead.

#43
TJPags

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erilben wrote...

TJPags wrote...

Yes, I think it's a requirement since, in the quest, Nathaniel is looking for the Architect, no?  Can't do that if he's dead, can ya?


I got the Nathaniel quest to appear with the achitect dead.




Did he tell you the Architect was alive? 

#44
erilben

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TJPags wrote...

erilben wrote...

TJPags wrote...

Yes, I think it's a requirement since, in the quest, Nathaniel is looking for the Architect, no?  Can't do that if he's dead, can ya?


I got the Nathaniel quest to appear with the achitect dead.




Did he tell you the Architect was alive? 


Yeah. He said the Architect was alive.

Modifié par erilben, 21 mars 2011 - 03:13 .


#45
TJPags

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erilben wrote...

TJPags wrote...

erilben wrote...

TJPags wrote...

Yes, I think it's a requirement since, in the quest, Nathaniel is looking for the Architect, no?  Can't do that if he's dead, can ya?


I got the Nathaniel quest to appear with the achitect dead.




Did he tell you the Architect was alive? 


Yeah. He said the Architect was alive.



There's your bug.  Posted Image

#46
erilben

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Kline1003 wrote...

Yeah I had him at 100, he was recruited, alive and well...

So I guess it was letting the Architect live. Dang it! I knew I should have let the bastard live. He was just sooo shady, haha. 


Even if you did those things, it doesn't mean your save has them. I had him alive, recruited, did his quest (so he should be friendly eligiable) and he was at 100 approval. He didn't appear. I open my save with an editor, and I saw that his approval was missing, and that's he is dead. I fix those two things, and got him to appear. But then Nathaniel talked about the architect being alive even though I killed him. I even made sure the flags correctly set to the architect being dead.

Modifié par erilben, 21 mars 2011 - 03:25 .


#47
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?

#48
TJPags

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thesuperdarkone wrote...

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?


Who or what is the Warden Stroud?  Posted Image

#49
thesuperdarkone

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TJPags wrote...

thesuperdarkone wrote...

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?


Who or what is the Warden Stroud?  Posted Image

 

http://dragonage.wikia.com/wiki/Stroud

#50
erilben

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When does Stroud say Anders is suppose to be dead? In the deep roads or the second time you can met him? My save had Anders as being "dead" but Stroud never said anything about it.

However Anders and Nathaniel are set to dead, and I did save Amaranthine. Maybe they always get set as dead if you don't save the Keep.