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Patch 1.03 - Planning and Prioritization


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#351
AubreyFleming

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Give us back Orana please, even after main campaign is complete.
I had her in act 2 and whole act 3, but after game end, she disappeared. :(

#352
Whailor

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Import bugs are still present after the 1.02 patch, specifically:

1) In DA: O my Warden did become a Chancellor - DA2 tells after import that he did not;
2) In DA: O Awakening my player did not save Vigil's Keep, only person who died there was Kristoff/Justice - DA2 tells that Anders died (not a biggie since he appears in DA2 anyway, but still);
3) Architect was killed, in DA2 the "zz_vault_debug" script tells that he is dead too - but Nathaniel in Deep Roads tells that Architect is alive;

These are the most glaring bugs right now.

#353
Luke Barrett

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Elysium-Fic wrote...

Luke, I just want to confirm that the devs are aware--as ejoslin has pointed out a number of times--that the problems with former DAO companions/love interests aren't just import-related. Even with a completely "correct" import achieved via mods and dev console/savegame editing, there are still problems with dialogue misfiring. So it's a combination of import problems AND dialogue scripting/cues. Since the list on the first page only says "import problems" I want to be certain the dialogue scripting problems get proper recognition as well.


We're aware that some of these are not a product of the larger import issue. Do you happen to have a comprehensive list so I can make sure we didn't miss any?

#354
Luke Barrett

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AubreyFleming wrote...

Give us back Orana please, even after main campaign is complete.
I had her in act 2 and whole act 3, but after game end, she disappeared. :(


Post-Campaign right now is just a template (more or less) and doesn't really reflect your game at all. We're working on making sure this is done correctly before any DLC is released.

#355
PaganOak

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and what about the Mourning quest ? luke please , tell why this isn't fixed on the patch ?

#356
Luke Barrett

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Assuming you're referring to Merrill's mourning 'quest', it's not supposed to be in the game. The notification was supposed to be removed but I guess that didn't happen. All it was is Merrill saying a quick line about the loss of your sibling - there are no plotflags or anything important that come of it.

#357
Evil_Matt

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Evil_Matt wrote...

Could the in-game UI elements (particularly the portraits) be relocated to the central monitor in Eyefinity/NVSurround resolutions? It's not particularly usable to have them waaaay over on the left edge of a 6048 pixels / 3x 22" monitor wide display! Even the likes of the Assassin's Creed games manage to get this right, and as the out of game menus, cutscenes etc in DA2 all manage to display correctly on the central monitor I can't see why the HUD elements should be different?


Luke, any comments/acknowledgement on the UI?  Even a straight "no we won't be fixing this" would be preferable to being ignored.  It's kinda what I'm expecting given the half-assed support from Bioware for Eyefinity in the past :crying:

#358
Luke Barrett

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Last I had seen this issue was not going to be addressed. I'll re-open it and see if I can change someones mind but it is fairly low priority. In the mean time you may want to make a request in the modding section - I suspect someone there has the ability to modify/move UI elements

#359
Mongoose22

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Luke Barrett wrote...

Assuming you're referring to Merrill's mourning 'quest', it's not supposed to be in the game. The notification was supposed to be removed but I guess that didn't happen. All it was is Merrill saying a quick line about the loss of your sibling - there are no plotflags or anything important that come of it.


Is there any way we could get a log of the actual conversation, out of curiosity?  It's not so much the plot flag as the character interaction, after all.

#360
Luke Barrett

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I think* you can still use debug commands to get it to fire, no? I'm sure a community member would happily oblige your request if that is in fact the case.

#361
Wulfram

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Is it new that Heroic Aura doesn't apply itself to characters joining the party, until you reactivate it?

#362
Evil_Matt

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Luke Barrett wrote...

Last I had seen this issue was not going to be addressed. I'll re-open it and see if I can change someones mind but it is fairly low priority. In the mean time you may want to make a request in the modding section - I suspect someone there has the ability to modify/move UI elements


Cheers for giving it a go B)

#363
Foefaller

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Wulfram wrote...

Is it new that Heroic Aura doesn't apply itself to characters joining the party, until you reactivate it?


I don't think so, I remember having to turn off and back on Heroic Aura (and other party-wide sustains) after battles when party member where knocked out, which I assume is similar.

#364
PaganOak

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Luke Barrett wrote...

Assuming you're referring to Merrill's mourning 'quest', it's not supposed to be in the game. The notification was supposed to be removed but I guess that didn't happen. All it was is Merrill saying a quick line about the loss of your sibling - there are no plotflags or anything important that come of it.


so , you mean that the quest is there only in the fact , when your brother dies ?

Modifié par PaganOak, 15 avril 2011 - 04:55 .


#365
Elrona_gf

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Sorry for repeating it, but does "Import Issues" in the list include Nathaniel and Anders considered dead if left behind in fully upgraded Vigil's Keep (Awakening)? The Awakening epilogue clearly states they both live but in DA2 it is not so. To obtain "Finding Nathaniel" quest we currently need to use Monochrome Wench's mod.

#366
Elysium-Fic

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Luke Barrett wrote...

Elysium-Fic wrote...

Luke, I just want to confirm that the devs are aware--as ejoslin has pointed out a number of times--that the problems with former DAO companions/love interests aren't just import-related. Even with a completely "correct" import achieved via mods and dev console/savegame editing, there are still problems with dialogue misfiring. So it's a combination of import problems AND dialogue scripting/cues. Since the list on the first page only says "import problems" I want to be certain the dialogue scripting problems get proper recognition as well.


We're aware that some of these are not a product of the larger import issue. Do you happen to have a comprehensive list so I can make sure we didn't miss any?


I believe ejoslin has posted a number of times in these threads listing them. She'd be a better resource for a point-by-point list than I would.

#367
Luke Barrett

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Elrona_gf wrote...

Sorry for repeating it, but does "Import Issues" in the list include Nathaniel and Anders considered dead if left behind in fully upgraded Vigil's Keep (Awakening)? The Awakening epilogue clearly states they both live but in DA2 it is not so. To obtain "Finding Nathaniel" quest we currently need to use Monochrome Wench's mod.


It falls under Import Issues (Awakening). According to everything I've learned on the issues with DAA the game only recognizes your characters as living if you brought them with you to fight the Broodmother because apparently there is no post-game save in DAA. So, if you don't want to use that mod you'll need to replay the end of Awakenings and bring Nathaniel with you to the end.

This, along with the approval issue (both Awakenings) are being looked at.

#368
ejoslin

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Luke Barrett wrote...

Elysium-Fic wrote...

Luke, I just want to confirm that the devs are aware--as ejoslin has pointed out a number of times--that the problems with former DAO companions/love interests aren't just import-related. Even with a completely "correct" import achieved via mods and dev console/savegame editing, there are still problems with dialogue misfiring. So it's a combination of import problems AND dialogue scripting/cues. Since the list on the first page only says "import problems" I want to be certain the dialogue scripting problems get proper recognition as well.


We're aware that some of these are not a product of the larger import issue. Do you happen to have a comprehensive list so I can make sure we didn't miss any?


Unfortunately, without being able to look at the code, I can't give a comprehensive list, but these are what I'm aware of when using the mod that "fixes" the import flags (I believe what the mod does is take away the approval requirement).

For anyone who is going to quote this, I am ONLY referring to Zevran when in a romance with the warden and ONLY with the import flag fix mod.

For a living warden import, this is what is happening.  I'm not sure what is a bug and what is not -- I am assuming that incorrect lines are triggering based on what I've seen in the talk table.

Zevran responds to Hawke flirting in the first conversation with him. He is not turning Hawke down.  I believe this is happening with both a living and a dead warden.  In the talk table, there appears to be lines where he turns Hawke down, either because he is in mourning or because he is committed elsewhere.  Those are not triggering.

Zevran, also in the intial conversation is giving a line, based on tone, that sounds like it's a mourning line.  It may not be -- it just sounds like it is.  This is the line.  "Ah, as wise as you are breathtaking. You remind me of... a very dear friend. "  

In the second conversation back in the antivan camp after the fight, here are some issues.

If Isabela is in the party, Zevran does reject her, but they are obviously the "dead warden" lines -- he's turning down Isabela becaues the memories are too fresh. These lines trigger even if the warden is alive, and is stated everywhere else in the game to be alive.  The talk table has other lines that appear to be for him rejecting Isabela if the warden is alive that do not trigger.

If Isabela is not in the party and Hawke flirted with Zevran, he propositions Hawke.  I'm assuming that given he rejects Isabela and at some point rejects Hawke (hard to tell exactly what lines go where in the talk table) that this is incorrect.

Zevran does not give the proper goodbye if in a romance with a living warden.  He instead says, "It is time to move on, as they say. I've a little war to wage back home, and so little time." There's a line in the talk table that appears to be more appropriate for a romanced warden which isn't triggering.\\

Edit: I'd like to add that I've heard about a bug of Alistair's with the import flag fix (though I've not encountered it myself as I don't have a gray-warden-romanced_alistair import).  With Gray Warden Alistair, with monochrome wench's fix, both the friendship and the romance lines trigger at the same time.

Modifié par ejoslin, 15 avril 2011 - 05:49 .


#369
Elrona_gf

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Luke Barrett wrote...

Elrona_gf wrote...

Sorry for repeating it, but does "Import Issues" in the list include Nathaniel and Anders considered dead if left behind in fully upgraded Vigil's Keep (Awakening)? The Awakening epilogue clearly states they both live but in DA2 it is not so. To obtain "Finding Nathaniel" quest we currently need to use Monochrome Wench's mod.


It falls under Import Issues (Awakening). According to everything I've learned on the issues with DAA the game only recognizes your characters as living if you brought them with you to fight the Broodmother because apparently there is no post-game save in DAA. So, if you don't want to use that mod you'll need to replay the end of Awakenings and bring Nathaniel with you to the end.

This, along with the approval issue (both Awakenings) are being looked at.

Well, I'd rather use the mod for now and wait for an official fix. I've read several times that people went with Nathaniel  to the last battle but still didn't get the quest in DA2. So maybe it's more complicated in the end (approval levels again)?
Just wanted to be sure it wasn't  forgotten. Thank you for the clarification! :)

Modifié par Elrona_gf, 15 avril 2011 - 05:30 .


#370
ziyon conqueror

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There was an issue during the "Faith" quest. I brought along Sebastian, Isabela and Varric and saw the results of a certain "Pearl" scene from DAO. After Varric says his unique dialogue line, the screen briefly turned into a blue view of Kirkwall before going to normal. I don,t know if it's a bug or the result of a mod I got.

#371
xoxiin

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<spoiler warning>

Ok, I have two things from "A New Path".

First, during the cut-scene when you talk to Merrill at her house after the quest, the mirror just suddenly disappears without explanation. I read that Merrill is supposed to destroy the mirror, but I tried playing through this part a couple times and it just simply vanished. Is part of the cut-scene being skipped or something?

I'll also mention that I was in Act 3 before the patch and had the problem where this scene was playing out of order, but went back to an earlier save to do other Act 3 quests until I installed the patch.

The second thing, which is much more of a minor thing, is that (spoiler warning again) when Merrill is crying over Keeper Marethari's body, Marethari is still blinking and has eye movement when she's supposed to be dead. It's not a big deal, but it kind of takes away from the emotional moment.

#372
sami jo

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I can confirm what ejoslin reported regarding a romanced Zevran in his cameo. Without monochrome wench's fix, none of the romance lines trigger at all. The import problem seems to be broader than just the missing approval flags from DAA as none of the romance lines are triggering in an Origins import with his approval at +100 love. The import fix does give the proper romanced codex for Zevran.

Warden Alistair's romanced lines do not trigger without the import fix mod either, and with the mod, what seem to be romance lines are playing concurrently with the non-romanced lines. It's difficult to hear the lines but it sounds as if he is referring to the Warden in the past tense as if she were dead even if she is alive. The amulet he gives Hawke changes. I have not tried this with wandering drunk Alistair. If Alistair married the Warden he is correctly recognizing it as it does not check a romance flag. I have heard that others are having similar problems as Warden Alistair if he is king but not married to the Warden.

The import fix mod causes Leliana's romanced lines to trigger correctly if the Warden is still alive. I haven't seen anything about a romanced Lel with the US ending.

In other import weirdness, the game thinks Lel had a three-way with Isabella whether she did or not.

#373
Jilinna

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Luke Barrett wrote...

AubreyFleming wrote...

Give us back Orana please, even after main campaign is complete.
I had her in act 2 and whole act 3, but after game end, she disappeared. :(


Post-Campaign right now is just a template (more or less) and doesn't really reflect your game at all. We're working on making sure this is done correctly before any DLC is released.


Hmm, i always thought the removal of Orana, the various interaction points in Hawkes estate & if one romanaced Anders or Merrill to the point of moving in with hawke was intentional in the post-campaign save. So does that mean if one romances Merrill or Anders there suppost to be in the hawke estate as well post-campaign?

I was able to however quite accidently, make Anders appear in the hawke estate post-campaign by clicking on the door to leave the house, and once in the party selection screen clicked confirm with no party members selected, then I esc'ed the kirkwall map and low and behold Anders appeared at my hawkes door step! :wub:
So yeah he is in my estate any how.  :innocent:
was just curious if Anders and Merrill are suppost to stay in hawkes estate come post-campaign.[smilie]../../../images/forum/emoticons/tongue.png[/smilie]

EDIT: Spelling.

Modifié par Jilinna, 15 avril 2011 - 07:41 .


#374
Luke Barrett

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I don't have exact details on the specifics of what the intent of the estate is Post-Campaign. I just know there are a few things that are being added/changed to it for when DLC releases. That said, don't take what I said as a statement that your LI or Orana WILL be in your house in post-campaign, simply that the current situation is not permanent.

Modifié par Luke Barrett, 15 avril 2011 - 07:36 .


#375
Jade Elf

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Wulfram wrote...

Is it new that Heroic Aura doesn't apply itself to characters joining the party, until you reactivate it?


I've noticed that as well. This also applies to revived party members after a battle. At least, the icon doesn't show - I haven't checked if the actual bonus still applies or not...

Modifié par Jade Elf, 15 avril 2011 - 07:42 .