Patch 1.03 - Planning and Prioritization
#376
Posté 15 avril 2011 - 07:47
#377
Posté 15 avril 2011 - 07:57
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?
You may want to look at these pages. The lists are on the main pages.
http://www.dragonage...ile.php?id=928/
http://www.dragonage...ile.php?id=1120
I know that the lists of things those two mods fixes aren't all related to plot flags and romance flags, but you surely know better than me what could affect what.
Modifié par DocDoomII, 15 avril 2011 - 07:58 .
#378
Posté 15 avril 2011 - 08:01
Luke Barrett wrote...
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.
Thanks for the quick response! I was just curious, thanks for sating my curiosity! It would be a welcome addition come DLC time though!
#379
Posté 15 avril 2011 - 08:48
DocDoomII wrote...
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?
You may want to look at these pages. The lists are on the main pages.
http://www.dragonage...ile.php?id=928/
http://www.dragonage...ile.php?id=1120
I know that the lists of things those two mods fixes aren't all related to plot flags and romance flags, but you surely know better than me what could affect what.
(major edit in case my first message sounded confrontational -- I did not mean it that way)
I can add some reassurance here.
There should be no difference between using my mod or Terra_Ex's and the vanilla game as far as imports go. I was very careful with ZDF to not actually change romance and approval flags. Most of my fixes were to .dlgs that had data entry errors. I did have to make some changes to some game scripts, but this mainly consisted of fixing defined flags that were broken.
I know that making changes can lead to unintended consequences, and I made my fixes with that in mind. DA2 seems to import the "romance active" flag and the approval level. Neither of which are affected by ZDF in any way.
Unfortunately, Zevran's dialog defaults to non-romanced whether it's a DAO import or a DAOA/DLC import which makes me think that there's a problem with the defined flag that brings Zevran's romance active and approval level values together. This is on top of any issue with DLC/Awakening not importing approval level. I cannot know for sure without seeing actual in game scripts, but given the way Monochrome Wench's import flag fix works, it's a good guess.
Unfortunately, Zevran also has dialog bugs on top of the import flag problems which I have listed on the previous page that become apparent when using the import flag fix mod.
Modifié par ejoslin, 15 avril 2011 - 09:31 .
#380
Posté 15 avril 2011 - 09:30
Could beejoslin wrote...
edit: I think I completely misunderstood the post I responded to. Moving along now
I just meant that your mod and Terra_Ex's one not only fix problems with romance and plot flags, but that they also restore content and adjust problems that aren't related with 'import-variables'. So the 2 HUGE lists need quite a bit of a trim, in the context we are at the moment :happy:
edit:
ah-ha! i nijaed your edit!
Modifié par DocDoomII, 15 avril 2011 - 09:32 .
#381
Posté 15 avril 2011 - 09:40
DocDoomII wrote...
Could beejoslin wrote...
edit: I think I completely misunderstood the post I responded to. Moving along now
I just meant that your mod and Terra_Ex's one not only fix problem with romance and plot flags, but that they also restore content and adjust problems that aren't related with 'import-variables'. So the 2 HUGE lists need quite a bit of a trim, in the context we are at the moment :happy:
Ahhh, my apologies for my rant! I did edit my post further, and hopefully that is some reassurance!
I don't think at this point in the game that DAO will be fixed further, especially not dialog bugs, which is a shame as there are some wonderful moments that just don't trigger for console users. And unfortunately, without a toolset for DA2, we do need to look to bioware for these types of fixes. This isn't a bad thing, though; community fixpacks are a good thing, but it's better when these types of fixes are available to everyone.
Edit: *grin* I'm the worst ninja editor there is
Modifié par ejoslin, 15 avril 2011 - 09:40 .
#382
Posté 15 avril 2011 - 09:49
The characters experience bars in the menu screens (located below their portraits) are badly calibrated and graphically go out of their container. So for example, a character with 4000 xp out of the 6000xp required for next level up will actually have an experience bar full (it should be at 2/3), but then the bar will progress beyond its container by about half more of the container's length until the character reaches the experience required for level up.
More technically, this progress bar control may not be set to scale with screen resolution, or was simply drawn further than its graphical container in an oversight by whoever designed it.
I'm surprised nobody else mentioned this... and I use 1920x1080 resolution, by the way.
#383
Posté 15 avril 2011 - 10:07
It's annoying to no end, I really want it to work properly.
#384
Posté 15 avril 2011 - 10:10
#385
Posté 15 avril 2011 - 11:22
http://theoreticalvi...aos/detail3.jpg
Seriously guys, was ther eno way to delay the launch of the game a little? It was clearly not ready, I am sure most would have preffered to wait some more.
#386
Posté 15 avril 2011 - 11:51
Add to list of bugs:
- Sundermount Act 2: There's a fight against a Shadow Assassin + Undead that doesn't yield award any experience points.
#387
Posté 16 avril 2011 - 01:04
RamonIAm wrote...
Bioware's office at the moment:
http://theoreticalvi...aos/detail3.jpg
Seriously guys, was ther eno way to delay the launch of the game a little? It was clearly not ready, I am sure most would have preffered to wait some more.
Doubt EA would have approved of that.
#388
Posté 16 avril 2011 - 01:05
Are Anders Rivalry and Friendship love scenes supposed to be exactly the same? It's...kind of jarring on the rivalry mace and doesn't seem to fit with the rest of their relationship. It goes from "I hate you!" from Anders to "I want you beside me UNTIL THE DAY WE DIE." with Hawke in about 2 scenes.
Is that supposed to happen? It feels like a bug given that all the other romances I've played (which admittedy exclude Isabela) have different lovescenes for the friendship/rivalry romances.
Modifié par Ryzaki, 16 avril 2011 - 01:05 .
#389
Posté 16 avril 2011 - 01:08
AMD Phenom II x4 945 CPU
8 Gigs of RAM
Geforce GTX 460 SE
Running windows 7 64 bit
Using the latest beta video drivers from Nvidia...
#390
Posté 16 avril 2011 - 01:13
Current workaround: Have/put Aveline in the party, try to leave the room then walk back in, click on her then walk back out and that seems to trigger the final cut scene.
(Running on PC, Windows 7 64bit, DX11, disc version, all drivers up to date, new game started post 1.02 patch.)
#391
Posté 16 avril 2011 - 03:06
Another no XP fight. This time it's even worse. The fight I'm referring to is the final fight before the Nexus Golem in the Abandoned Thaig accessible through Sundermount. This was one of the most lengthy and stressful fights in the whole game and it yields Z-E-R-O XP. Judging from comparable encounters this fight should have easily given something between 500 and 800 XP. Please fix this in the next patch.
Playing on nightmare btw. if it has something to do with difficulty setting.
#392
Posté 16 avril 2011 - 04:43
I keep my desktop resolution at 1360 by 768, because I like the readable font size. For improved graphics in my game, however, I play all my games at 1920 by 1080 (without changing the desktop resolution before playing).
When I start DA2, the screen appears to be zoomed in on a portion of it, so I see large font, and much of the screen is cut off at the edges of my monitor. I usually first notice this when menus start popping up. The only ways to fix this are:
1, Minimize, then maximize the game. This game is very minimize- unfriendly, however, so this doesn't work well.
2. Set the resolution to something else in the in-game video menu, then reset it back to 1920 by 1080.
With these fixes, the screen "fits" my monitor well. I used to have this problem with Crysis as well.
On another note, this game doesn't seem to like my firewall. It tells me that the Bioware servers are unavailable, despite the fact that it is allowed in my firewall. Strangely, every time I exit the game, Norton Internet Security (my firewall) asks me to "allow" this game again. Note that I don't have this problem with any other game, including Mass Effect 2 and DA:O. Weird, huh?
#393
Posté 16 avril 2011 - 06:08
Also Merrill do not come to visit a dog in act 1 but this is minor glitch of my game I think.
#394
Posté 16 avril 2011 - 06:39
------------------------------------------------------------------------------------------------
Details:
Place of Occurrence: Anywhere
Frequency of Occurrence: Always
Consistency in Reproducing: Always
Steps:
1. Set Anders Tactic "Ally Status Death ->Use Ability Regroup"
2. Have another party member die while Anders is not controlled
Result: Anders' tactics will have him cast Regroup without needing to activate Panacea mode
#395
Posté 16 avril 2011 - 07:13
#396
Posté 16 avril 2011 - 07:20
Also does this fix the game for which was causing things that rengenerate health and mana/stamina to actually regenerate? Before you weren't regenerating no matter how many items that regenerate you had equipped.
#397
Posté 16 avril 2011 - 09:18
#398
Posté 16 avril 2011 - 11:34
Refer to this: http://social.biowar...71451/2#7099851
I'm playing on the PC but it seems so be a shared issue to some extent with other platforms as well.
This still requires more testing to see if this is universal or how wide spread the issue is; I just figured this one out.
#399
Posté 16 avril 2011 - 11:59
#400
Posté 16 avril 2011 - 01:35




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