Patch 1.03 - Planning and Prioritization
#76
Posté 12 avril 2011 - 08:42
#77
Posté 12 avril 2011 - 08:43
Luke Barrett wrote...
After talking to the design team it was established that this quest was supposed to be cut from the game and somehow remnants of it stuck around in some fashion. Rest assure it has no affect on anything going forward (and even when it was in the game it was a very brief conversation with not plot modifying flags). Sorry for the confusion.
First of all, thanks for your many replies! As to the above - sorry, but that doesn't make sense. Merril's entire Act 3 quest is still there and works fine, just the final part - the "mourning" bit comes at the start of it, as opposed to the end after the main quest/mission is done... Unless you mean that just the last part (Merril at her place, crying) is what was supposed to be omitted?
#78
Posté 12 avril 2011 - 08:46
Jade Elf wrote...
Luke Barrett wrote...
After talking to the design team it was established that this quest was supposed to be cut from the game and somehow remnants of it stuck around in some fashion. Rest assure it has no affect on anything going forward (and even when it was in the game it was a very brief conversation with not plot modifying flags). Sorry for the confusion.
First of all, thanks for your many replies! As to the above - sorry, but that doesn't make sense. Merril's entire Act 3 quest is still there and works fine, just the final part - the "mourning" bit comes at the start of it, as opposed to the end after the main quest/mission is done... Unless you mean that just the last part (Merril at her place, crying) is what was supposed to be omitted?
Err... "Mourning" is, or was supposed to be, a short catch-up quest at the beginning of Act 2. It's about Hawke's sibling.
Merrill's Act 3 quest is fixed.
Modifié par JediMB, 12 avril 2011 - 08:46 .
#79
Posté 12 avril 2011 - 08:46
Jade Elf wrote...
Luke Barrett wrote...
After talking to the design team it was established that this quest was supposed to be cut from the game and somehow remnants of it stuck around in some fashion. Rest assure it has no affect on anything going forward (and even when it was in the game it was a very brief conversation with not plot modifying flags). Sorry for the confusion.
First of all, thanks for your many replies! As to the above - sorry, but that doesn't make sense. Merril's entire Act 3 quest is still there and works fine, just the final part - the "mourning" bit comes at the start of it, as opposed to the end after the main quest/mission is done... Unless you mean that just the last part (Merril at her place, crying) is what was supposed to be omitted?
No, he's referring to the "Mourning" quest that Merrill was supposed to get at the beginning of Act 2, but which auto-finishes as soon as you get it. Merrill has two different quests depending on whether you took your sibling with you to the Deep Roads or not in Act 1; apparently the one that triggers if you take your sibling with you was cut, but not all the way, so it still shows up in your journal; you just can't play it.
My question is, wasn't this one of the fixes that was supposed to go in? So neither a fix for making it playable nor a fix to remove it completely ever happened?
Modifié par Mongoose22, 12 avril 2011 - 08:50 .
#80
Posté 12 avril 2011 - 09:02
#81
Posté 12 avril 2011 - 09:22
When I use the mod that fixes the import bugs, Zevran still thinks the warden is dead, still responds to Hawke's flirting, still turns down Isabela (as he's supposed to) though again, he is giving the dead dialog. With the import flag fix mod, the proper codex is triggering.
Without the mod, the romance is not acknowledged at all. There's no romance acknowledgement in the codex entry, and only non-romance lines trigger.
Edit: Just saw Zevran was added to the list of needed fixes! Thank you!
Modifié par ejoslin, 12 avril 2011 - 10:00 .
#82
Posté 12 avril 2011 - 09:30
social.bioware.com/forum/1/topic/300/index/6438943
Modifié par fastidiou5, 12 avril 2011 - 09:30 .
#83
Posté 12 avril 2011 - 09:30
Come to think, that wasn't actually mentioned in the notes, so I suppose there's no surprise there. I will just leave this here, anyway.
#84
Posté 12 avril 2011 - 09:34
fastidiou5 wrote...
Lag unless holding mouse button (or hovering cursor over abilites bar) is still present. For more details, see this thread:
social.bioware.com/forum/1/topic/300/index/6438943
I can confirm this, and I just started a new playthrough on a freshly installed game with the new patch. And I really got my hopes up when I saw that the patch was released.
#85
Posté 12 avril 2011 - 09:48
And maybe it's just me, but if I was making a priority list, the game not launching would rank above Zevran import issues or other minor quest bugs. Please please PLEASE add this to the list so I know it's at least on the table. I've been bringing this issue up about weekly since the game's release and still nothing.
Thanks. I hope this issue can be resolved once and for all.
SteveGarbage wrote...
SteveGarbage wrote...
My weekly re-post of this PhysX issue I'm still getting:SteveGarbage wrote...
Since this appears to be the launch-issue HQ, we've been trying to deal with a launching PhysX Error. The game runs the first time configuration without issue, but when you attempt to start it, it gives an "Error initializing PhysX" and then shuts down. The program never gets off the desktop.
Myself and others with this issue have extensively tried to troubleshoot the problem with no luck. We tried the current Beta Patch release with no success. We've tried all the "typical" fixes from updating and uninstalling/reinstalling drivers (BIOS/video/sound, you name it, just about all of them) as well as uninstalling/reinstalling and/or updated the PhysX package from the Nvidia site, making us believe this is a software issue beyond our grasp to handle.
For more information we have a substantial thread on this issue in the demo forum, as well as one I started on this issue here in the PC Techncial Self Help Forum:
Error Initializing PhysX (demo forum thread, 8 pages): http://social.biowar...index/6150178/1
and Error Initializing PhysX - Game Unplayable (PC support forum thread: http://social.biowar...14339/1#6562917
Here's the problem in a nutshell:Rifster wrote...
$#%^@! Game not running
Just continuing to hope this issue is being looked into for a possible resolution. I did receive some feedback from some BioWare staff earlier and sent in a couple requested logs, but have since seen nothing on this. Just keeping it at the forefront with gentle reminders from time to time.
Another poster brought it to my attention in one of the threads related to this issue and I have to concur with him - Dragon Age 2 utilizes PhysX 2.8.4.4 package. That PhysX package utilizes SSE2 instructions, which makes it incompatible with older processors, namely, the Athlon XP processor that myself and others experienced this problem have.
So I have to ask - can you guys, BioWare, issue a patch that would allow for a "legacy" PhysX support that would allow non SSE2 processors to play the game? Because it appears in the current state if the game uses this PhysX build, that it will never be playable on my system or any other system with a non SSE2 instruction-capable processor.
Yes, I realize that the old Athlon XP processor is well below the game's minimum specs. I suppose it would be easy to just neglect the problem and chalk it up to a "that's what you get for trying to operate below the minimum" but I would hope that this could be an issue that would be supportable.
A quick Google search shows that such a "legacy" fix has been made for the game "Dogfighter" so I'm hopeful that a similar patch could be released for Dragon Age 2.
#86
Posté 12 avril 2011 - 09:53
#87
Posté 12 avril 2011 - 09:53
When mousing over a chracter portrait and holding right click (a frequent occurence the way I play, basically I switch characters and immediately re-orient the camera) the character portrait remains highlighted after the mouse pointer is no longe on it, making it impossible to highlight or target anything on the screen (placeables or creatures). The problem is easily fixed by placing the mouse pointer on the glitchy highlighted character portrait again, but it does get annoying because it happens all the time.
Modifié par _Loc_N_lol_, 12 avril 2011 - 09:53 .
#88
Posté 12 avril 2011 - 09:58
Elrona_gf wrote...
Thank you a lot for the patch! But as was said above, it didn't fix import save games issues (OC+Awakening+all DLC). When checking the world state with console, I still get "didn't romance Leliana", "Warden didn't sleep with Leliana" (my warden successfully romanced her).
Also "Anders died" and "Nathaniel left the wardens". When I check the save game with editor I see that Nathaniel died in Vigil's Keep siege. I defended Amaranthine and left Nathaniel and Anders in fully upgraded Vigil's Keep so none of my characters died in epilogue. But game still thinks that Vigil's Keep was destroyed and all the defenders were killed. No "finding Nathaniel" quest for me again, I guess.
Tried it on the old save and on newly made one (new game with save game import).
There is a player created mod that 99% fixes ALL import issues when importing from DAO, DAOA, etc to DA2
social.bioware.com/project/4364/
use that until BW comes out with 1.03 and fixes things. I can confirm it works great!
Modifié par TallBearNC, 12 avril 2011 - 10:04 .
#89
Posté 12 avril 2011 - 10:02
#90
Posté 12 avril 2011 - 10:02
#91
Posté 12 avril 2011 - 10:04
It's only for that cutscene and to my knowledge your savegame should be in tact. That said, you can just finish the endgame fight again to regenerate the post-campaign save if you want to be 100% sure.
Modifié par Luke Barrett, 12 avril 2011 - 10:34 .
#92
Posté 12 avril 2011 - 10:16
TallBearNC wrote...
Elrona_gf wrote...
Thank you a lot for the patch! But as was said above, it didn't fix import save games issues (OC+Awakening+all DLC). When checking the world state with console, I still get "didn't romance Leliana", "Warden didn't sleep with Leliana" (my warden successfully romanced her).
Also "Anders died" and "Nathaniel left the wardens". When I check the save game with editor I see that Nathaniel died in Vigil's Keep siege. I defended Amaranthine and left Nathaniel and Anders in fully upgraded Vigil's Keep so none of my characters died in epilogue. But game still thinks that Vigil's Keep was destroyed and all the defenders were killed. No "finding Nathaniel" quest for me again, I guess.
Tried it on the old save and on newly made one (new game with save game import).
There is a player created mod that 99% fixes ALL import issues when importing from DAO, DAOA, etc to DA2![]()
social.bioware.com/project/4364/
use that until BW comes out with 1.03 and fixes things. I can confirm it works great!
It does not work for fixing Zevran and Alistair if romanced. They remain bugged even with this mod. They have bugs that go beyond the scope of the import flags.
Modifié par ejoslin, 12 avril 2011 - 10:16 .
#94
Posté 12 avril 2011 - 10:27
#95
Posté 12 avril 2011 - 10:31
Tested every combination I could think of to get the correct Morrigan values to show with zz_vault_debug and just cant get it to register the relationship properly.
*Witchhunt save (with and without mw_import_fix) results in: Unrecognized/incorrect history/romance and incorrect flags
*Awakenings save (with and without mw_import_fix) results in: Unrecognized/incorrect history/romance and incorrect flags
*savegen-1.0a created save (with and without mw_import_fix) results in: Correct History, unrecognized romance (Morrigan), correct flags
*Origins epilogue save completed 03/11 with latest patch and no mods (with and without mw_import_fix) results in: Unrecognized/incorrect history/romance and correct flags.
The Origins saves are not importing correctly.
Even correct flag values are not being interpreted correctly. (at least in the case of Morrigan romance)
---------------
As frustrating as this is for me I can only imagine how the developers/designers feel right now.
Modifié par madoffler, 12 avril 2011 - 10:59 .
#96
Posté 12 avril 2011 - 10:32
I moved from 360 to PC and spent many many hours replaying so that I had 3 completed saves for import (all Zev romances) and this was a bit of a chore as I'd already around 10 playthroughs on the 360. I want to be able to use these saves with all the correct choices acknowledged. I don't think it's a lot to ask.
#97
Posté 12 avril 2011 - 10:38
madoffler wrote...
=[Sections bolded for emphases not anger]=
Tested every combination I could think of to get the correct Morrigan values to show with zz_vault_debug and just cant get it to register the relationship properly.
*Witchhunt save (with and without mw_import_fix) results in: Unrecognized/incorrect history/romance and incorrect flags
*Awakenings save (with and without mw_import_fix) results in: Unrecognized/incorrect history/romance and incorrect flags
*savegen-1.0a created save (with and without mw_import_fix) results in: Correct History, unrecognized romance (Morrigan), correct flags
*Origins epilogue save completed 03/11 with latest patch and no mods (with and without mw_import_fix) results in: Unrecognized/incorrect history/romance and incorrect flags
The Origins saves are not importing correctly.
Even correct flag values are not being interpreted correctly. (at least in the case of Morrigan romance)
---------------
As frustrating as this is for me I can only imagine how the developers/designers feel right now.
Just to try to crunch down that info:
Awakening (and therefore Witch Hunt, assuming you imported in to it from awakening saves) are known to have issues. Also, as a side note, nothing from Witch Hunt (plotflags) are called in DA2.
Your savegen1.0a save seems to be the best, except that the Morrigan romance isn't working. The one that really troubles me is that NONE of your flafgs are accurate from a vanilla origins import. Is this correct?
#98
Posté 12 avril 2011 - 10:41
ejoslin wrote...
TallBearNC wrote...
Elrona_gf wrote...
Thank you a lot for the patch! But as was said above, it didn't fix import save games issues (OC+Awakening+all DLC). When checking the world state with console, I still get "didn't romance Leliana", "Warden didn't sleep with Leliana" (my warden successfully romanced her).
Also "Anders died" and "Nathaniel left the wardens". When I check the save game with editor I see that Nathaniel died in Vigil's Keep siege. I defended Amaranthine and left Nathaniel and Anders in fully upgraded Vigil's Keep so none of my characters died in epilogue. But game still thinks that Vigil's Keep was destroyed and all the defenders were killed. No "finding Nathaniel" quest for me again, I guess.
Tried it on the old save and on newly made one (new game with save game import).
There is a player created mod that 99% fixes ALL import issues when importing from DAO, DAOA, etc to DA2![]()
social.bioware.com/project/4364/
use that until BW comes out with 1.03 and fixes things. I can confirm it works great!
It does not work for fixing Zevran and Alistair if romanced. They remain bugged even with this mod. They have bugs that go beyond the scope of the import flags.
Is there any spot that tells what exactly remains bugged, if you have the mod, & what's dependent upon Origins imports vs Awakening ones? (I'm assuming, say, Warden Alistair remains bugged whether it's from Orgins or Awakening)
And if you don't use Awakening, will you not see Nathaniel?
Modifié par stobie, 12 avril 2011 - 10:43 .
#99
Posté 12 avril 2011 - 10:49
stobie wrote...
ejoslin wrote...
TallBearNC wrote...
Elrona_gf wrote...
Thank you a lot for the patch! But as was said above, it didn't fix import save games issues (OC+Awakening+all DLC). When checking the world state with console, I still get "didn't romance Leliana", "Warden didn't sleep with Leliana" (my warden successfully romanced her).
Also "Anders died" and "Nathaniel left the wardens". When I check the save game with editor I see that Nathaniel died in Vigil's Keep siege. I defended Amaranthine and left Nathaniel and Anders in fully upgraded Vigil's Keep so none of my characters died in epilogue. But game still thinks that Vigil's Keep was destroyed and all the defenders were killed. No "finding Nathaniel" quest for me again, I guess.
Tried it on the old save and on newly made one (new game with save game import).
There is a player created mod that 99% fixes ALL import issues when importing from DAO, DAOA, etc to DA2![]()
social.bioware.com/project/4364/
use that until BW comes out with 1.03 and fixes things. I can confirm it works great!
It does not work for fixing Zevran and Alistair if romanced. They remain bugged even with this mod. They have bugs that go beyond the scope of the import flags.
Is there any spot that tells what exactly remains bugged, if you have the mod, & what's dependent upon Origins imports vs Awakening ones? (I'm assuming, say, Warden Alistair remains bugged whether it's from Orgins or Awakening)
And if you don't use Awakening, will you not see Nathaniel?
No matter what import you're using, it's bugged. However, looking at an Origins save with pyGFF, you can see that the romance active flag is set and the approval is at 100. For DLC and Awakening imports, the approval is NOT there.
Here's what happens in the vanilla game:
Zevran does not acknowledge the romance at all.
Zevran's codex does not mention the warden as his lover, nor does it mention him helping defeat the blight.
With the import flag fix mod here's what happens -- this is for both Origins and Awakening/DLC imports:
Zevran thinks the warden is dead.
Zevran will still have sex with Hawke
Zevran will turn down Isabela on the grounds that he is still in mourning (even with an alive warden)
He never states he has a warden to return to -- he gives the non-romanced goodbye (which presumably would be the dead-warden goodbye as well)
His romance codex DOES trigger properly, however. It talks both about him helping defeat the blight and how the warden was his lover and backed his cause against the crows (paraphrased greatly).
I'm definitely not the only person who has encountered these bugs. In this thread, many people say it's also happening to them. In fact, I've never seen anyone say it's working properly! There has been much said in other places about how "faithful" zevran ends up being.
What the import fix does, I believe, is strip away the requirement of the approval so you only need "romance active" to trigger the romance dialogs. This would explain why DAO and Awakening/DLC imports behave the same way with the mod active.
Modifié par ejoslin, 12 avril 2011 - 10:52 .
#100
Posté 12 avril 2011 - 10:51
Modifié par Luke Barrett, 12 avril 2011 - 10:53 .




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