If you saved Amaranthine, DA:2 considers the vigil fallen?!?!
#26
Posté 13 avril 2011 - 01:01
#27
Posté 13 avril 2011 - 01:07
DeaHamlet wrote...
Alex Kershaw wrote...
My 2 DA2 playthroughs worked the complete wrong way around. First time I imported a save from Witch Hunt where I had saved Amaranthine and Vigil was destroyed (I did get all upgrades but brought wrong party members - Anders died, I remember) and got Finding Nathaniel quest (not sure if I left Nathaniel at the keep or even whether he lived or died).
Second playthrough I imported a save from Witch Hunt where I had saved Amaranthine but the Vigil survived and was rebuilt quickly (I got all upgrades and nobody died), then got Fool's Gold, which you're not meant to get unless Nathaniel died, which I'm pretty sure he didn't.
By the way - you don't need to replay Awakenings, Golems, etc. I would just find a save game creator out there to import the flags. If there isn't one for Awakenings, you should be able to use the console in DA2 to change the flags which shouldn't be too difficult, and would even mean you wouldn't have to start DA2 again.
I don't know how to change the flags... and the save game editor is overwhelming to say the least. Trying to read the da2.rim worldstate was a mess, I had to use console to report the world state and it wasn't what I saw in the files. I would love to hear how to change the flags using the console, but I haven't seen any such. The only thing I've seen was a way to force the Finding Nathaniel quest to load anyway which sounds like risky business.
Last time I tried to generate a save game, it told me I let the city burn *le sigh*. And I'd prefer to import MY warden with the decisions I made, with the things I did... *sigh* I just wish it worked properly.
Is there nothing on the zz_vault_debug which is the same used to display current world data? If I remember, when you run that script, the right three options are to do with editing the current world state, are they not?
#28
Posté 13 avril 2011 - 01:09
Alex Kershaw wrote...
Is there nothing on the zz_vault_debug which is the same used to display current world data? If I remember, when you run that script, the right three options are to do with editing the current world state, are they not?
I don't know because the options had a screaming DON'T USE on them which scared me away. Maybe I should use them, it's not like I'm playing a canon playthrough anyway, who cares if I mess it up. (I'm waiting for them to fix the gazillion issues before I redo my canon, sigh)
Will post later tonight the results.
#29
Posté 13 avril 2011 - 01:21
As i understand it the Keep is expected to fall if you choose to save the city but it doesn't equal to all companion in the keep being presumed dead -- i had Oghren stay at the Keep in my game and he's said to spend couple weeks uncoscious after taking on two ogres at once, but eventually recover. The fate of companions may depend on the level of friendship you have with them, not sure.DeaHamlet wrote...
So let a whole city burn and save all my companions, or kill off half the companions? And not even the ones I dislike, because one of them gives a mission in DA:2 that has the last upgrade for Varric?
Just... *sigh* It all seems futile.
#30
Posté 13 avril 2011 - 01:39
Edit: Ok not everyone but those left at the keep.
Modifié par Elessara, 13 avril 2011 - 01:41 .
#31
Posté 13 avril 2011 - 01:46
Elessara wrote...
Yeah except that my epliogues say everyone lives except Velanna (who has a wall fall on her but no corpse found). Unfortunately the import seems to believe that if you left someone at the Keep and then went to save the City then everyone dies.
Edit: Ok not everyone but those left at the keep.
Yep, I'm talking about epilogues versus what the DA:2 import does. Which is... DA:2 assumes that anyone left at the vigil died.
In my case, that's Nathaniel, Anders AND Justice. Justice is supposed to, I did it that way, but the other two are not supposed to died.
#32
Posté 13 avril 2011 - 01:54
#33
Posté 13 avril 2011 - 01:59
#34
Posté 13 avril 2011 - 02:30
#35
Posté 13 avril 2011 - 02:42
JasmoVT wrote...
It is a flaw in Awakening. While the epilogue gets it correct if you look at the codex entry in awakening it fails to reconize the saving of both the city and the keep.
Ok, I'm gonna point out again that Bioware has said that the epilogue slides in both DA:O and DA:A are not fact, they are rumors just cause they say something happened doesn't mean that it did.
#36
Posté 13 avril 2011 - 02:43
#37
Posté 13 avril 2011 - 02:50
LadyBri wrote...
Well, this is weird if one is not supposed to get the "Finding Nathaniel" quest if the city burned. For fun, I am doing a game using the preset "No Compromise" import which I assume has Amaranthine burning because I got the Act 1 quest to kill the conspirators. Lo and behold, I got the "Finding Nathaniel" quest, but now I'm wondering why that happened if you all say that quest only happens if you save Amaranthine and abandon the Keep.
What?! When did I say that?
In fact, if you let the city burn, and protect the vigil you're much more likely to get "Finding Nathaniel".
If you save Amaranthine (aka the city) and leave Nathaniel at the keep, you might not get the mission.
Whoever you leave at the keep seems to be considered dead *sigh*.
#38
Posté 13 avril 2011 - 02:50
Shadowrun1177 wrote...
JasmoVT wrote...
It is a flaw in Awakening. While the epilogue gets it correct if you look at the codex entry in awakening it fails to reconize the saving of both the city and the keep.
Ok, I'm gonna point out again that Bioware has said that the epilogue slides in both DA:O and DA:A are not fact, they are rumors just cause they say something happened doesn't mean that it did.
I heard it the first time, no need to repeat.
But it makes the whole exercises of upgrading the keep rather pointless to me. And those epilogue cards are the devil.
#39
Posté 13 avril 2011 - 02:54
#40
Posté 13 avril 2011 - 02:56
DeaHamlet wrote...
Shadowrun1177 wrote...
JasmoVT wrote...
It is a flaw in Awakening. While the epilogue gets it correct if you look at the codex entry in awakening it fails to reconize the saving of both the city and the keep.
Ok, I'm gonna point out again that Bioware has said that the epilogue slides in both DA:O and DA:A are not fact, they are rumors just cause they say something happened doesn't mean that it did.
I heard it the first time, no need to repeat.
But it makes the whole exercises of upgrading the keep rather pointless to me. And those epilogue cards are the devil.
That wasn't directed at you Dea but at Jasmo.
#41
Posté 13 avril 2011 - 02:57
It's still pretty crappy that you go through the trouble of upgrading the keep to save the companions you leave behind only to have them handwave it to say no they died anyway. Also it's a little distressing to have it be a "rumor" that someone lives. I'd think something like that is pretty obvious. I mean yeah ok they fudge it with Anders faking his death with a badly burned corpse. But it being a rumor that Nathaniel lives and is counted a hero and then go no he really died is kind of stretching it.
#42
Posté 13 avril 2011 - 03:30
#43
Posté 13 avril 2011 - 03:35
DeaHamlet wrote...
You need 100 approval and to have done his quests.Ealos wrote...
So if you have Nathaniel in your party he will always survive into DA2?
You need 100 approval? I had him at 84, which was still enough to be friendly. The epilogue even said he stayed with the Wardens. But you actually need 100 for him to show up?
#44
Posté 13 avril 2011 - 03:45
Jedi Master of Orion wrote...
DeaHamlet wrote...
You need 100 approval and to have done his quests.Ealos wrote...
So if you have Nathaniel in your party he will always survive into DA2?
You need 100 approval? I had him at 84, which was still enough to be friendly. The epilogue even said he stayed with the Wardens. But you actually need 100 for him to show up?
That's what was said in other threads over and over again... I haven't tested it cause in my real save Nathaniel is at the keep and apparently *sigh* died. But he was not 100 either, so *shrug*.
The epilogue apparently is rumors and we ought not to be attached to what it says... apparently. Which I take as a tad insulting... but whatever, DA:2 doesn't even care about anyone from Awakening except Anders and Nathaniel so all I can do is metagame.
And/or figure out how to edit the Witch Hunt save I have. Because editing worldvault and putting it in override seems to do nothing... *even bigger sigh*
And zz_vault_debug doesn't debug anything.
#45
Posté 13 avril 2011 - 04:09
Modifié par Jedi Master of Orion, 13 avril 2011 - 04:09 .
#46
Posté 13 avril 2011 - 04:20
Yeah, if you look at the lines of code, Nathaniel for you probably has died at vigil = true.
It did on mine.
#47
Posté 13 avril 2011 - 04:25
LobselVith8 wrote...
Is this one of the bugs that's supposed to be fixed with the upcoming patch?
I hope so.
That Order of Knights that come out of Vigil's Keep was one of my favorite epilogues. Please don't reduce it to rumor. It was epic! It was an epic-logue!
#48
Posté 13 avril 2011 - 04:30
This only works on PC, obviously.
1. Have to load 2da.rim and load worldvault.gda from it. Find Nathaniel/Anders and write down the codes for them. There's one for each for "died at the keep" (with underscores and whatnots, I'm too tired to load it all up again to see) and Nathaniel has the friendly flag. I had a Witch Hunt import and the friendly flag for Nathaniel was correct. I think they both have the was recruited flag as well. A search will result in something like $..._nathaniel $..._anders, those are the locations to look. If anyone wants, I'll look tomorrow for the exact codes.
2. Once you've written down which codes represent what flags, for example I think Anders flag for died at the keep was 2066, use the save editor to open the latest DA:2 save. Find the @16024 (WVLT, world vault), and then @17607 seems to be the plot flags. Locate the codes and change the values accordingly. For "Finding Nathaniel" you need died at the keep as false=0 and friendly as true=1.
3. Save this save file. Load it in game, runscript zz_vault_debug to check everything was okay. The Nathaniel flag changes did not change the report in the vault debug as there was no line saying Nathaniel was dead or alive. In fact, the game kept reporting either way that he didn't leave the wardens (?!?!).
More detailed instructions (they're for the romance flags but things are very similar): http://social.biowar...0/index/6498551
I already picked up Fool's Gold so I don't know if Finding Nathaniel will trigger for me. Will test in the next playthrough, might be a while though.
Modifié par DeaHamlet, 13 avril 2011 - 04:31 .
#49
Posté 13 avril 2011 - 04:38
#50
Posté 13 avril 2011 - 06:22





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