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** The Origins/Awakening COMMUNITY FIXIT PROJECT **


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#26
sami jo

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satans_karma wrote...

sami jo wrote...

satans_karma wrote...

Alistair's boon dialogue needs to be fixed as it's not setting the proper plot flags. That affects not only the epilogue slideshow but possibly importation into DA2. I'm not sure if one of the dialogue tweak mods listed above fixes that issue or not, but I fixed it by gff editing the .dlg file. (Also, I'd love it if that dialogue resource could be fixed in the toolset. It shows up completely blank.)


This is fixed with ZDFalong with several other end-game plot flags.



Terra X had a fix for it, but she used scipting (I think). Are there other non-scripted fixes available?


Ejoslin is actually using Terra_Ex's scripts with permission in the most current version of ZDF.  She had a different fix up for a while, but shifted to the scripts.  The two have collaborated a lot to make their respective mods compatible.  I *think* that the fix is also included in the most recent version of MRP.  If using the dazip version of MRP and the manual version of ZDF, the two will not conflict. 

(Edited to correct poor grammar)

Modifié par sami jo, 01 juin 2011 - 03:36 .


#27
sami jo

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RaenImrahl wrote...

Adding... this is one reason why it's important, when nominating fixes in this thread, to include details about just what said fixes do. Can somone dig up the details of @ovi_187 fixpack and post here?


Wall of text is...wallish.  I'll pull up the changelog for the other fixpack I suggested as well.  Based on ovi_187's Fixpack changelog, it also tweaks behavior of several abilities and such instead of fixing as well.  (Edited to add link)

The changelog is:
(monster_singletarget)
- Fix for enemy wolves' Howl ability for not correctly applying the -5 defense penalty.

(talent_arrow_slaying)
- Fixed a bug in the damage calculation's rank adjustment.

(passive_abilities)
- Champion spec gets 1 to defence instead of uselessly to cunning.
- Templar spec gets 2 to willpower instead of magic.

(spell_constants_h)
- Haste now correctly apply a -0.2s aim duration bonus.

(item_singletarget)
- Weapons and Poison coatings dont stack anymore.

(item_constants_h)
- Swift Salve now correctly apply an aim duration bonus of -0.1s.

(itemprps)
- "Increases hostility and intimidation" (1517) now works.
- "Reduces hostility" (1519) now works.
- Crow Poison/Concentrated Crow Poison now apply stun effect as intended.

(itemstats)
- Crossbows now get bonus damage from strength and dexterity, like longbows and shortbows.

(bitm_base)
- Crossbow equip requirement changed from strength to dexterity.

(itemsets)
- Chevalier armor set now gets proper willpower and constitution bonus.

(spell_modal)
- Haste now has proper mana regeneration penalty.

(spell_singletarget)
- Stonefist now deals nature damage instead of physical damage (only spell in nature tree that didnt).
- Blood Control now deals damage only if the target resists control.
- Curse of Morality now properly prevents health regeneration in target during combat.
-
Force Field now clears all threat from the target under its effect.
Also, targets with Anti-Magic Ward (AMW) are now immune to Force Field.

- AMW now blocks secondary effects from the Paralysis Explosion spell combination. (pt1)
- Spells now generate impact threat.

(spell_blizzard)
- AMW now blocks secondary effects from Blizzard.

(spell_aoe_duration)
- Glyph of Repulsion now properly affect wolfs and blightwolfs.
- AMW now blocks secondary effects from Earthquake.
- AMW now blocks secondary effects from the Paralysis Explosion spell combination. (pt2)
- AMW now blocks secondary effects from Tempest.
- AMW now blocks secondary effects from Storm of the Century spell combination.

(spell_aoe_instant)
- Mana Cleanse now removes mana from enemy spellcasters. Before, it was replenishing their mana.
- Spells that affect enemies now generate impact threat.

(spell_cone)
- AMW now blocks secondary effects from Shock and Cone of Cold.
- Spells now generate impact threat.
- Cone of cold gets proper resistance check like other elemental spells.

(spell_drainlife)
- Force Field, AMW or Glyph of Neurtralization now block health replenishment in caster.
- Spell now generate impact threat.

(spell_drainmana)
- Spell now generate impact threat.

(spell_stingingswarm)
- Stinging Swarm now generate impact threat.

(spell_grease)
- AMW now blocks secondary effects of Grease.

(ai_threat_h)
- Threaten now get a bonus if caster has Frightening Appearance.
- Fix for characters with melee weapons generating +5 more threat on appearance.
- Bugfix for hated enemy threat.

(effect_confusion_h)
- Removed rank adjustment in the code. Rank adjustment now handled in spells/talents only.

(talent_singletarget)
-
Mighty Blow Should apply a slow effect if target fail a physical
resistance check against attacker's strength, like the talent
description suggest. 20% slow for 5 sec.
- Talents now generate impact threat.

(talent_aoe_duration)
- Talents now generate impact threat.
- Fix for rally breaking stealth.

(talent_aoe_instant)
- Talents now generate impact threat.

(player_core)
- Buffs are now resupplied on ressurected characters.

(module_core)
- Main character now gets 3.0% base critical chance.
- "% healing effects" now works properly.
- Party members added through party-picker now get buffs applied to them and itemsets recalculated.

(sys_itemprops_h)
- Magebane/Soldier bane now drain mana/stamina instead of adding.
- "Increases hostility and intimidation" item property now works.

(sys_resistances_h)
- Removed attribute modifier check from resistance calculation to avoid Spellpower-10 bug.

(sys_traps_h)
- Trap making skill level 2 & 4 now gives a bonus to trap detection radius.

(core_h)
- Combat magic now uses spellpower for attack calculation.
- Fixed bug where spellpower was applied a -10 modifier.
- Bug fix for vanilla bug where multiple attack speed increase effects would reset to normal.

(effects_h)
- (Wardens's Peak DLC) Removed persistent status icon from Bloody Grasp.

(combat_damage_h)
- Fixed Shattering Blows so now it properly applies damage bonus.
- Shield Wall now reduces damage dealt by 20%.
- Stunning Blows activates only on critical hits. New hits refresh penalty.
- Destroyer now activates on every hit. New hits refresh penalty.
- Lacerate now only works on targets that bleed.
- Rogues with Coup De Grace talent now get shatter check with backstabs. Also, attacking out of stealth results in critical hit.

(ability_h)
- Possible fix for Dual Weapon Expert self inflicting DOT (The Tainted Blade,Blood Thirst,Aura of Pain).
- Modals Blood Magic and Berserk wont disable out of combat.

(combat_h)
- Misdirection Hex now converts backstabs to hits instead of misses.
- Standardizes Always critcals/Non-critical abilities/situations.

TWEAKS
------
(Marjolaine)
- equipped with orlesian bow, par vollen willstone, ring of ages, seal of the rat red, dwarven smith's belt non droppable.

(More Tactics Slots)
- increases tactics slots gained per level to a max of 20 at lvl 35.

(Oghren)
- now gets dwarven resistance.

Modifié par sami jo, 01 juin 2011 - 03:35 .


#28
sami jo

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Equally wallish changelog for Dragon Age Rules Fixpack from its DAnexus page.  Each fix or tweak has its own folder, so they can be separated out to only include true fixes.

FIXES:* Fix - Ability Weapon Requirements
Fixes the bug where some abilities that require melee weapons remain active when ranged weapons are swapped in.

* Fix - Arrow of Slaying Level Based Damage
Bonus
damage for Arrow of Slaying was not coded accurately as (level
difference)^2, but rather as a bitwise XOR with 2. This fixes it so that
the level based bonus damage is once again the square of the level
difference on targets of lower level.

* Fix - Blood Control Damage on Resist
Enemies
that resist blood control will now properly suffer a DoT. Enemies that
get controlled no longer get a DoT as well. Some enemies have dialogue
attached and automatically resist the spell.

* Fix - No Crushing Prison Friendly Target
Fixes Crushing Prison so you can no longer target friendlies with it.

* Fix - Curse of Mortality Combat Health Regen
Fixes the bug where Curse of Mortality was not properly preventing health regen during combat.

* Fix - Destroyer Debuff on Normal Hits
Fixes the bug where the destroyer debuff was only applying on critical hits and not on normal hits.

* Fix - Dual Wield Expert with Other Dots
Fixes the bug where Dual Wield Expert would not apply its effect is another DoT was present on the target.

* Fix - Find Vitals
Fixes Find Vitals to properly apply its passive bonus

* Fix - Force Field Blocks Drain
Fixes
the bug where you can drain health from targets with force field via
Drain Life or Blood Sacrifice, even though you cause no damage. Now
there is no draining of health to accompany the lack of damage.

* Fix - Gear Minimum Stat Check
Fixes
the bug where you can continue to wear gear even if you no longer meet
the minimum stat requirements. Unequippable items will be removed after
you close the inventory screen. You may edit the color and duration of
the message displayed when gear is removed by editting
"gtfixpack_gmsc1224.gda" with GDApp. In the "Active" column, you can
enter in hexcode the duration in seconds, followed by the hexcode for
the desired color. The default setting is 0x3FF0000, or Red for 3
seconds.

* Fix - Haste Ranged Aim
Fixes the bug where haste will add 0.8s to your aim time instead of subtracting 0.2s.

* Fix - Haste Weapon Speed
Fixes the bug where if you drop below 0.5s weapon speed, it will reset to 1.0s.

* Fix - Healing Received
Fixes
the bug where healing received was not properly initialized on
characters, thus the items had no effect. This fix will apply to your
character whenever you equip any items with the +healing received
property.

* Fix - Increases Monetary Gain
Fixes monetary gain
items to properly give additional 5% gold from killing monsters. This
fix has a peculiar behavior as described below.

1. Does NOT affect gold from chests or stealing. Such a fix would alter core game scripts beyond the scope of this pack.
2. Does NOT stack with itself on the same character.
3. Does NOT stack with XP bonus from Archivists Sash on the same character.
4.
DOES stack with similar properties on different characters. If your PC
has the Archivist's Sash + 2 Monetary Gain items, none would stack and
only the latest equipped applies. If your PC has the Archivist's Sash,
an NPC has Guildmaster's Belt, and another has Pearl of the Anoited, you
would get +25XP from Codex and 10% additional gold from monsters.

2,
3, and 4 may not make much sense, but it is how the framework for these
'reward bonus' properties were coded by Bioware, and as such the
behavior is retained. 'Reward Bonus' are coded as effects, and not
attributes, and thus do not stack with each other on the same character.
This fix merely makes monster/stealing gold read off the correct
effect.


* Fix - Item Set Bonus on Party Change
Fixes the bug where party members would not have item set bonus applied when added to the party.

* Fix - Legion of the Dead Heraldry
Fixes Legion of the Dead Heraldry to give +3 stats like all other heraldries.

*Fix - Magebane/Soldierbane Removes Mana/Stamina
Fixes these poisons to correctly remove mana/stamina instead of adding it.

* Fix - Mana Cleanse Removes Mana
Fixes the bug where Mana Cleanse was adding mana instead of removing mana.

* Fix - Mighty Blow Slows
Fixes the bug where Might Blow wasn't applying a slow effect. Now slows by 50% for 3s (as per a level 0 Slow Rune).

* Fix - Monster Canine Howl Defense Penalty
Fixes the bug where enemy canine monsters' howl did not apply a defense penalty.

* Fix - No Stacking Poisons & Coatings
Fixes the bug where you could stack more than one poison and one coating on your weapon.

* Fix - No Stealth Drop on Friendly Spells
Fiexes the bug where stealth would drop on entering friendly spells.

* Fix - Party Buffs on Resurrection
Fixes
the bug where party members who resurrect after dying would not receive
existing party buffs. This fix effectively causes your party to
deactivate and re-activate party buffs instantly when a party member is
resurrected. The corresponding buffs will be applied immediately, but
will also start the appropriate cooldown. Buffs checked for are: Haste,
Frost/Flaming/Telek Weapon, Song of Valor/Courage.

* Fix - Party Buffs on Summon
Fixes
the bug where summons would not receive existing party buffs. This fix
effectively causes your party to deactivate and re-activate party buffs
instantly when a summon is cast. The corresponding buffs will be applied
immediately, but will also start the appropriate cooldown. Buffs
checked for are: Haste, Frost/Flaming/Telek Weapon, Song of
Valor/Courage.

* Fix - PC Base Crit Chance
Fixes the bug where
the PC had 0% base crit chance, instead of 3%. Fix is applied whenever
the PC equips a weapon in the main hand.

* Fix - Power of Blood Dual Wield Expert
Fixes
the bug where the blowback damage from Power of Blood modals for
warrior & rogue were causing Dual Wield Expert DoT to apply.

* Fix - Repeater Gloves Proper Rapid Aim
Fixes Repeater Gloves (from Return to Ostagar DLC) to properly gives -0.3s to your aim time, instead of -3.0s.

* Fix - Shale Rock Barrage
Shale's
Rock Barrage now functions properly again. She will throw rocks up into
the air, then slam her fists together causing them to start falling
down.

* Fix - Shattering Blow
Fixes Shattering Blow to properly give damage bonus against constructs (golems, skeletons, corpses, sylvans)

* Fix - Shield Wall Reduces Damage
Fixes
the bug where Shield Wall was not reducing damage. Now reduces weapon
damage by 20%. Armor penetration, enchantmant damage, and non-weapon
damage is not affected. Note that your character sheet damage numbers
may not go down by 20%, as that figure is a guesstimate based on weapon
speed buffs.

* Fix - Swift Salve Ranged Aim
Fixes the bug where swift salve will add 0.9s to your aim time instead of subtracting 0.1s.

* Fix - Weaken Nearby Darkspawn
Fixes
the bug where the Weaken Nearby Darkspawn property was not functioning.
Now causes darkspawn within 2.5m to be penalized -5 attack and -5
defense.

TWEAKS
* Tweak - Aim Accuracy Stacking
Aim
doubles the critical acquired from Accuracy, so activating Accuracy
then Aim is vastly different from vice versa. This tweaks Aim to not
double the bonus from Accuracy, but only the pre-Accuracy crit chance.

* Tweak - Auto Loot
Automatically
loot without bringing up the inventory screen. This tweak will not
affect chests that have no randomly generated treasure, nor will it
autoloot plot items. This should help avoid potential plot/quest related
problems. Also will only autoloot when the Main Character loots;
followers will bring up the inventory screen as normal.

* Tweak - Auto Loot Kills
Automatically loot mobs when they die. Will only autoloot when the mob dies while the hero is currently being controlled.

* Tweak - Chain Lightning Propogates After Kill
Tweaks
Chain Lightning to continue chaining even if it kills its target.
However, if the target dies before the bolt arrives, there will be no
chaining (No chaining off of corpses).

* Tweak - Display Received Items
Display
the named of received items above the character's head. It is possible
to change the color and duration of the message by editting
"gtfixpack_dri1216.gda" using GDApp or the toolset. In the "Active"
cell, you can enter in hexcode the duration followed by the color code.
For example, the default settings is 3 seconds, with color code 00FF00
(bright green), thus you would enter 0x300FF00. This converts into the
normal number of 50396928. To change it to display for 5 seconds, you
would use 0x500FF00, or 83951360. To change it to display for 5 seconds
in darker green, you would use 0x500CC00, or 83938304. The first number
cannot exceed F, or 15 seconds.

* Tweak - Force Field Reduces Threat
Creatures
that cannot attack their target due to being out of range or not having
line of sight reduces threat on that target by 75%. This tweaks applies
the same reduction if the target has a Force Field.

* Tweak - Helpful Party Members
Party
rogues will follow up on their words by actually unlocking/disarming
chests & traps after making their helpful comments when the PC
fails.

* Tweak - Hostility Affecting Items
Despite what many
believe, existing coding indicates that items with "Reduces Hostility"
are intended to speed up the decay of threat, not reduce the generation
of threat. However, the decay appears to be hard coded into the engine
at -0.5 threat per second, and cannot be affected by scripts. This tweak
makes it so that the "Reduces Hostility" reduces threat from damage by
5% for each power level, and "Increases Hostility and Intimidation"
increases threat from damage by 5% for each power level. Different
hostility affecting items have differing power levels. Note that the
"Increases Hostility" (without Intimidation) property on items like
Cadash Stompers are currently functional and add 5 points of threat to
each attack.

* Tweak - Messy Kills Adds Gore
Changes the
"Messy Kills" item property to have a chance to add more gore to the
target being hit. While it seems likely that the property is intended to
increase the chance to perform a Deathblow, such a fix overlaps with
Fix - Haste Weapon Speed and cannot be decoupled, thus this alternative
tweak.

* Tweak - Misdirection Backstab to Hits
Changes Misdirection Hex to convert backstabs to hits if the backstab would have been a critical.

* Tweak - Nature Damage Spells per Description
Changes
Stonefist & Walking Bomb DOTs to be nature damage. Walking Bomb
explosion remain physical damage (being hit by flying body parts).

* Tweak - No Deactivation on Weapon Swaps
Modal abilities that have weapon requirements instantly reactivate after deactivating upon a weapon swap

* Tweak - No Helmet
Helmets
will be removed during exploration and re-equipped during combat. The
last helmet you put on will be 'remembered.' To cause a new helmet to be
remembered, simply equip another helmet.

* Tweak - No Power of Blood Damage While Exploring
Disables
Tainted Blood self-damage while exploring to stop the annoying 'head
bob' animation. This will also standardize the spells between Origin
& Awakening to do the same self damage in both campaigns.

* Tweak - Scattershot Shatters After Kill
Tweaks
scattershot so it shatters even if the initial shot kills the target.
If the target dies before the initial shot lands, it will not shatter.

* Tweak - XP on All Deaths
Gives the party XP when monsters kill other monsters.

* Tweak - Reapply Buffs on Explore
Certain modals are turned off when you leave combat mode. This tweak re-applies thems.

* Tweak - Remove Modal VFX
This
tweak functions very similarly to the widely popular PAR by removing
the graphics from modal abilities. All modal abilities are affected,
including abilities from Awakening, DLCs, and any custom abilities. You
may change this duration by editting "gtfixpack_rmvfx1214.gda" with
GDApp. Set the "Active" column for how long you want VFX to be
displayed. The minimum setting is 1 second, as a value of 0 will disable
this component. The default value is 3 seconds.

* Tweak - Remove Modal VFX Ground AoE
This
tweak removes the ground effect AoE from modal abilities like Rally.
Abilities that leave you stationary, such as One with Nature, Captivate,
and Shale's Aura are not affected. All AoE modal abilities are
affected, including abilities from Awakening, DLCs, and any custom
abilities. You may change this duration by editting
"gtfixpack_rmvfxa1215.gda" with GDApp. Set the "Active" column for how
long you want VFX to be displayed. The minimum setting is 1 second, as a
value of 0 will disable this component. The default value is 3 seconds.

* Tweak - Remove Rally & Air of Insolence Sounds
Removes all sounds from these two abilities.

* Tweak - Slow Rune Rank Affects Duration
Changes
SLow Rune such that the rank of the rune affects duration of the slow
effect, as per Paralyze Runes. Duration is 3s + 2s per rune rank. Proc
chance remains at 10%, slow effect remains 50% movement speed.

* Tweak - Standardize Crit Interactions
Standardizes
the interaction between the various always-crit/never-crit abilities.
Now, each will negate the other on a one for one basis. So if you have 2
always-crit abilities and 1 never-crit ability, you will always crit.
If you have 1 of each, you will attack as normal.

Alway Crit: Attacking out of stealth, Death Hex, Autocrit mob effect
Never Crit: Double Strike, Rapid Shot

#29
RaenImrahl

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@sami jo -- Thank you!!

#30
sami jo

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Since the changes for ZDF and MRP haven't been listed yet... (I think EJ provided a full list of all dialogue errors she knows of and has fixed to Luke already). 

Changelogs from ZDF page.  The changed kisses are obviously tweaks, but the folders for them are separate:

ZDF Base

-You now get Zevran's proper
dialog at the City Gates. If he's in love, you no longer get his
"friendly" dialog and if he's at friendly, you no longer get his "warm"
dialog.
-If Alistair is hostile and in your party at the gates, his
dialog no longer cuts off prematurely, ending the entire scene. You now
will get his entire dialog, and the dialog of your love interest.
-Zevran's
discussion with a human noble who is marrying Alistair/Anora no longer
can trigger anywhere, leading to a glitched screen. It now can only be
triggered in camp, as intended.
-Alistair no longer refers to himself
as king if he isn't king at the city gates. His "in love" and "still
in love" dialogs should also appear as appropriate.
-Alistair should no longer know about the ritual if the warden performed it.
-If
you are marrying Alistair for political reasons and are at Friendly or
Warm, Alistair will now give the proper dialog post-landsmeet
-If Morrigan is in love and left at the gates, her dialog will no longer cut off before she says her final goodbye.


ZDF Complete
IN addition to the above
fixes, I also make the following repairs. These are all in separate
folders. Delete whichever ones you don't want. If you want to delete
particular parts of an addon but are not sure how, feel free to contact
me and I'll tell you which particular files to get rid of.

Zevran Main Fixes:
-Zevran now will not refer to a female warden as a man during his jealousy talk regarding Leliana.
-All first time sexytime responses lead to a kiss as intended.
-When
Zevran thanks the warden for freeing him from the crows, the line "I
think of you as more than a friend." now only appears if the romance is
not active and able to be started (this line starts the romance). If
Zevran and the warden are in a romance, there now is a line, "I think of
you as a friend, and more." that appears, and leads to his friendship
declaration ("Then allow me to say this...") with the associated codex
entry.
-At Arl Eamon's estate, if you're in a romance with Zevran, you now get his proper romance greetings.
-If
Zevran offers the earring the second time, the warden now receives the
earring and the conversation ends with the scripted kiss (non-ZevRing
versions only as ZevRing not only fixes both of these issues, but gives
an equippable earring instead of just a plot gift).
-After the
Taliesen encounter, if the conversation leads to a public kiss and
Zevran is not leaving, (the line is, "It would be hard to kiss you if
you left,") the relationship now properly updates to love. (non-DT
versions only -- Dialog Tweaks had already fixed this).
-Fixes the
bug introduced in DT .93a. If you approach Zevran for the tent, then
change your mind, the conversation will no longer cut off when you
approach him again. (Dialog Tweaks only).

Alistair:
-Alistair no longer refers to himself as king if he isn't king.
-If
you are marrying Alistair for political reasons and are at Friendly or
Warm, Alistair will now give the proper dialog at the post-coronation
ceremony.
-When discussing the dark ritual with Alistair, responses
that should be available only to a hostile/neutral Warden no longer
appear for all Wardens
-The proper "still in love" dialogs should appear if Alistair is still in love with the warden.
-At
the funeral, if Alistair is still in love but Zevran or Leliana are in
love, Alistair will give the friendship dialog so the camera will focus
on the love interest.
-During the conversation Alistair has about
the other companions, the choice, "He and I have a connection" appears
when the romance is active with Zevran, as intended.
-Alistair now
discusses not being made king with the warden if the warden becomes
engaged to Anora or makes Anora the solo queen.
-If you do Alistair's
personal quest after the Landsmeet is over and Alistair is not king, he
will no longer be called king, though Goldanna will still call him a
prince a couple of times.
-The broken cutscene when Alistair propositions the warden is now fixed. The elf and human kisses were repaired by tmp7704.
-Unlocks a dialog in Ostegar regarding the joining when speaking with Alistair.

City Elf Alienage Fix:
-Now
when a city elf returs to the Alienage with their romance partner, the
romance partner asks for an explanation; it no longer defaults to
Alistair or a glitched screen. This is the same as: City Elf Romance Alienage Fix.

Leliana:
-Leliana's "Your Zevran" conversation no longer loops.
-Leliana's declaration of love is different if she's hardened.
-Leliana now gives the proper response if hardened when asked what her future plans are.
-Leliana
will respond appropriately the warden is marrying Alistair/Anora. If
she is the love interest and hardened, the proper dialog will trigger.
If she is not involved in the warden, she will no longer break up with
them.
-Leliana will no longer confront a male warden who had agreed
to marry Anora before the landsmeet but does not end up engaged to her.
-There
are now a couple of appropriate responses for a gay/bisexual male
warden when Leliana confronts him at "Care" if he's slept with Zevran.
-When
discussing the afterlife, a choice that was only supposed to be visible
to humans now actually appears for humans but no one else.
-Leliana will now always declare her feelings and proposition the warden after she falls in love.
-During
the post-Marjolaine conversation, males now get the lines that were
intended for males and females get the lines that were intended for
females.
-Female wardens are now far less likely to be ninja-romanced by Leliana in the post-Marjolaine conversation.
-Male wardens who do not have the romance cut off should now have one more chance to start the romance post-Marjolaine.
-If the warden breaks up with Leliana in the conversation she has at "adore," the breakup will work.
-Leliana will now give her personal quest at high approval ratings (non-DT version only as DT had already fixed this).

Isabela:
-When playing the card game with Isabela, if Zevran offers to help cheat, the additional action is now available

Riorden_Loghain_Fix
-This
should fix Loghain speaking from the dead in the conversation with
Riorden in Redcliff castle if Alistair is still a companion but not
king.

Fergus_post_coronation
-This now has Fergus properly mention the wedding to a Female Warden who's marrying Alistair.

Anora_post_coronation
-Anora should no longer act like she's marrying Alistair if Alistair did the ultimate sacrifice.

Cauthrien
-Fixes a bug where a persuade check was checking for high poison skill instead of a very high persuade skill.

Sarel Fix
Fixes
a conversation bug in the conversation he has with a Dalish elf where
under one circumstance the dialog would cut off prematurely and in
another the proper lines would not trigger.

Dwarf_kiss_fix
-This
fixes the problem of the dwarf warden kissing Zevran's nose during the
vanilla default sexytime kiss (the kiss that is in the vanilla game for
subsequent tent visits -- it's also used as the kiss for the (kiss him) option in dialog tweaks).

EF_kiss_fix
-This extends and repairs the default kiss and the post-Taliesen kiss.

Denerim Priests
Fixes a conversation cutoff that can happen when talking to the priests outside of the Denerim Chantry.

Cullen Fix
Makes a few changes to the conversation with Cullen right outside of the Harrowing Chamber.
-If you're a female mage and get Zevran's line, the camera will focus on him as he says it.
-If
you spare the mages, the only way to not lose approval with Sten is to
pass the persuade check now, but passing the persuade check will no
longer result in a loss of approval.
-Wynne will speak if in the party, as appropriate, and not when she's not in the party.
-I
added one line to allow you to change your mind about killing the mages
after Zevran tries to talk you out of it so you don't have to fight
Wynne -- this line was written by Nonvita and I had used it in an
informal mod several months ago. Thank you, setiweb, for highlighting
the camera issue and having me reexamine this conversation!

Party Banter
Restores 12 banters in all, 7 between Alistair and Zevran, 1 between Zevran and Leliana, and 4 between Oghren and Shale.

In addition, it fixes the following bugs:
-One of the restored conversations with Alistair and Zevran will only trigger if Alistair is in a romance but not in love.
-Several
banters where companions talk about Alistair having sex with the warden
will now only trigger if the romance is active and Alistair and the
warden have actually had sex.
-A banter between Zevran and Oghren now
only triggers once the Orzammar questline is done, consistent with
other discussions where camp is mentioned with Oghren.
-A banter
between Morrigan and Leliana will now only trigger when Morrigan is in
love and Leliana is not romanced (thank you Terra_Ex, for this fix -- I
am utilizing his work with permission).
-A banter between Morrigan and Sten will now only trigger once per game.

Slideshow Fix
-Zevran's in love slide, if leaving Denerim, should now trigger properly for male wardens.
-Alistair's in love slide, if staying in Denerim, should only reference Queen Anora if Anora is actually queen.
-Morrigan's in love slide should now trigger if Morrigan is either in love or still in love (rather than just still in love).
-If the werewolves are cured and allowed to go, their proper slide should trigger.
-If a city elf asks for the Alienage boon, the proper slides should trigger.
-the Dalish boon no longer triggers for everyone under a certain circumstance
-The proper slides for the fate of the Sacred Ashes now triggers if Brother Genitivi is alive.
-Fixed an irregularity with Bella's epilogue cards triggering being dependent on Kaitlyn's epilogue cards.
-The
flags for the city elf, human noble, dwarven and magi boons when
Alistair is king are now set properly (thank you Terra_Ex for fixing
this)

Kaitlyn Fix
-Sets the proper flags if you give Kaitlyn money after the Siege.
-Removes an inappropriate approval loss from Alistair during one of the conversations with her.

Eamon Fix
-The
warden can no longer ask Eamon a question about Alistair post-landsmeet
if it is not consistent with how the landsmeet was resolved.

Eamon Epilogue Fix
-Eamon now properly acknowledges the fate of Connor and Isolde in all circumstances during the post-coronation ceremony.

Lothering Grand Cleric Fix

-Leliana now will speak up if you threaten the Grand Cleric
-A couple of conversation irregularities are now cleaned up.

Howe Fix

Allows
the proper dialog to trigger for a human noble when confronting Howe in
his estate whether he confronted Howe or not at Eamon's estate.

Epi Ohgren

-Friendly and warm wardens no longer get the neutral/hostile dialog at Oghren's post-coronation dialog.

Epi Leliana

-Now a romance has to be active for a male to get one of the dialog choices
-A neutral warden will no longer get a friendship response.

Epi Alistair
-Alistair now gives the proper dialog to a warden he is still in love with.
-Alistair should now properly know or not know of the ritual.
-Alistair will give the proper response to a friendly/warm warden whom he's marrying.

Update Files

Sten Fix
-Sten's conversation no longer loops when asking him about why he came to Ferelden
-If
either Sten or the Lothering Grand Cleric has told you the details
about Sten's crime, you should be able to question him about it when he
is ready to talk about why he was caged.

#31
sami jo

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Final wall of text from me... :blush:

Changelog for Morrigan Restoration Patch and dialogue Fixpack:

Complete change list (copied directly from mod readme)
====================
(This list is not all inclusive, there are some changes made to dialog structure and scripts that I won't detail here.)

- Awakening will now import the correct Morrigan flags when importing your Warden. You will now receive the "Morrigan" epilogue slide within Awakening. (You must load a saved game prior to selecting the dialog branch "I want to talk about last night." in the final OPTIONAL conversation with Morrigan while you're in Denerim.

- Restored Flemeth's hut voiced dialog when player visits with Morrigan after triggering her character quest to obtain Flemeth's Real grimoire. (Originally added by ejoslin) Tweaked stage positions & headtracking.

- Flemeth's True Grimoire quest restored and extended to what was originally intended. Morrigan now reacts to how you deal with Flemeth when you speak to her. The Real Grimoire is no longer a gift (unless you choose to keep it for yourself initially).

- As part of the above restoration, Flemeth will now disappear when the player leaves the vicinity of her hut after acquiring the Grimoire. Take care you don't miss out on the opportunity to fight her with this change.

- There are now 2 separate Flemeth's Grimoire items - a gift version and a non-gift. Flemeth's hut now contains the non-gift version to prevent you from bypassing the "you return from the wilds" speech. If you tell Morri that you couldn't find the Grimoire then the non-gift version is replaced with the regular gift version. The non-gift version is obviously a plot item that cannot be dropped.

- All of Flemeth's plot flags regarding her being dead/alive should now be getting set correctly..

- Restored dialog paths that lets Morrigan leave the group if you tell her Flemeth is alive. Also added the missing animations for these sequences.

- If you have told Morrigan you couldn't find the Grimoire/intend to keep it for yourself and later acquire it/change your mind, the dialog in the gift-grimoire sequence can now branch between two different paths.

- Morrigan's correct break up lines have now been restored and are all fully functional in-game. In the vanilla game she would always default to an "MORRIGAN_IS_INTERESTED" response and give you a fairly indifferent speech in the break up.

- The "Morrigan's Ring" epilogue slide will now display correctly regardless of whether the player speaks to Morrigan AFTER the "Dark Ritual."

- Several omitted "kiss" sequences during a romance dialogue was restored. The writer's had originally scripted in a kiss sequence which would trigger when Morrigan tries to break up with the player - this was cut for unknown reasons. Now restored to what the writers initially intended.

- Morrigan's dialog tree no longer reverts to friendly in the post-game when the player questions her following the ritual. (No more "What comes, my friend")

- Related to the above, Morrigan's "friend" topics will no longer auto-trigger in the postgame after the player has succesfully romanced her and questioned her on the ritual.

- Morrigan's love dialog options show correctly in post game. Be careful not to do something foolish like break up with her in the post-game, this will surely screw things up if you import it into Awakening.

- Ability to kiss Morrigan in/out of camp in the post game restored.

- Dialog choice "Care to join me in my tent" dialogue restored to post-game as a courtesy and in keeping with the post-game chronological timeline (Morrigan will still refuse to sleep with the player but the option is there, as it should be)

- Kiss scene restored for all races in Morrigan's "selfish bastard" dialogue.

- Restored sex scene to within the "We've never talked about our nights together." branch.

- The bug with the player receiving more than one "Morrigan's Ring" should be fixed now.

- Flemeth will no longer switch to mage robes when you return the her hut after the game's prelude chapter. (This fix will only apply to new games.)

- fixed a condition error with "What do i have to do to get on your good side" dialog for Morrigan. I might further tweak the conditions for this later.

- the restored "You return from the wilds..." speech should auto-trigger when the player arrives back in camp.

- the conversation regarding why Morrigan refuses to sleep with a male warden when the romance reaches a certain stage will now only occur once, rather than being available indefinitely.

- Morrigan's dialog should no longer cut off prematurely if you choose to leave her at the Denerim gate during the siege.

- Fixes two instances where Morrigan refers to Alistair as the king during the Dark Ritual when he isn't. (changes are identical to those found in Zevran Dialog Fix)

- Morrigan no longer defaults to Friendly response, "What comes my friend" in Arl Eamon's estate if she is romantically involved with the player.

- The response "What's that last bit" in the "Flaming Knives" dialog now has the correct condition check and will lead into a kiss.

- Morrigan's approval checks for teaching shapeshifting have been corrected to what was originally intended.

- Morrigan's "Can you teach others to become shapeshifters" line will now disappear when Morrigan agrees to teach it.

- A city elf will now have the correct dialog response available in a conversation with Morrigan, allowing them to tell her that their mother died a long time ago, as is inferred in the origin. (This fix has been in for a while actually and is the same fix that ejoslin used in her mod)

- fixes an issue during the ritual where Morrigan inappropriately uses the term "her beloved" regarding the Leliana romance.

- fixes an issue during the ritual where Morrigan inappropriately uses the term "his beloved" regarding the Zevran romance.

- fixes an issue with dwarf commoner dialog during a scene with Morrigan. They can no longer tell her they are of royalty.

- fixes several fully voiced party banters, allowing them to trigger as normal in the game. These mostly relate to the love triangle between Morrigan, Leliana & the Warden and are some of the best in the game. These would never trigger in the standard game due to unfinished and non-functional coding.

- Restores a fully voiced party banter for Alistair/Morrigan. This occurs if a female warden breaks up with Alistair during the Landsmeet sequence.

- Extensive fixes to all dialog paths regarding dumping Morrigan for Leliana in the confrontation to ensure the correct flags are set.

- Extensive fixes to all dialog paths regarding dumping Leliana for Morrigan in the confrontation to ensure the correct flags are set.

- Morrigan's party banter which begins with Leliana saying it's nice to see her and the Warden in love can now branch in two separate directions if the player has dumped Leliana.

- Restored a dialog branch for Morrigan regarding the Black Grimoire that would never trigger in the normal game.

- Restores several more party banters to the game for other companions (these are the same fixes as in ejoslin's mod and credit goes to her).

- Revises conditions for several party banters triggering.

- Leliana will no longer initiate the banter saying she's happy to see that Morrigan & the Warden are in love if she is romancing the Warden herself.

- Restores a branch for Wynne regarding Connor.

- Fixes a bug in the vanilla game that allowed female wardens to perform the dark ritual with Morrigan themselves.

- Restores an incomplete scene relating to Greagoir and Morrigan that was cut from the game. I used some creative leeway when choreographing the scene since it was non-existant in the vanilla game.

- Adds a new cutscene into the restored "You return from the Wilds" scene, bringing the restored quest in line with other character quests.

- Relating to the above, Cullen's sword no longer magically disappears upon returning to Greagoir.

- Fixed a bug with one of Morrigan's scripts which only allowed the player to tell Morrigan they were involved with someone else if they were actively romancing both Zevran and Leliana. The check now behaves correctly.

- Fixed a bug with dumping Leliana inside one of Morrigan's dialogs which would prevent a follow up scene with Leliana in camp from triggering. This has now been addressed.

- Fixed a bug with dumping Morrigan within her own dialog if the player dumps Leliana and is then immediately confronted over Zevran but chooses to go for Leliana (confusing, I know). The correct flags are now set and appropriate party banters will now be played based on the player's choices.

- Fixed an issue where one of the responses to Leliana following dumping her was not available. This should now be fixed.

- Revises some more party banter conditions to bring the party banter file in line with ejoslin's mod, fixes Morrigan & Sten

- Fixes a bug with Sten & Morrigan's party banter looping infinitely.

- Fixes a bug with dumping Morrigan within her own dialog if the player initially dumps Leliana (within Morrigan's confrontation dialog) and is then immediately confronted over Zevran but chooses to go for Leliana (confusing, I know). The correct flags are now set and appropriate party banters will now be played based on the player's choices. Leliana now retains her romance active flag should the player take this course of action.

- Adjusted Morrigan's friendship dialog "Tis a curious thing" so that it can trigger outside of camp. There is a dialog branch within this conversation where Morrigan asks if the player thinks they could ever be more than just friends which can lead into a kiss that can only be attained if you instigate the conversation outside of camp - thus it is unattainable in the vanilla game. This has now been fixed. As an aside, she will only ask this if the player has not romanced/dumped or slept with her previously.

- Fixes a response when breaking up with Morrigan so that players don't always get the IN_LOVE response if Morrigan is at the ADORE approval level. Also added the necessary IN_LOVE approval check to this line as it was missing from the vanilla game and repositioned the approval decrease so that IN_LOVE approval check can actually pass otherwise the approval decrease would cause the check to fail.

- Fixes an issue with Morrigan's Dark Ritual dialogue where she would refer to the player as "my love" if they were simply in a romance with her. Due to the fact it is incredibly simple to activate the romance this flag check is inappropriate. The player must now have her at "Love" approval to obtain this response.

- Enables level effects for the cutscene when first meeting Flemeth. This only applies if you're using Frame-Buffer effects, which are on by default. This prevents the jarring difference in lighting etc as the game switches from cutscene mode with no level effects to conversation mode with full level effects.

- Return from the wilds scene is now properly staged, eliminating issues with improperly aligned actors if the cutscene begins immediately after another companion's scene and also allowing the player to retain their position nearby Morrigan after the scene.

- Dark Ritual kiss scene restored for male wardens who romanced Morrigan. This is a brand new special scene that can occur before the ritual takes place.

- Morrigan's "angry kiss" when she attempts to break up with the player is now actually angry (as originally intended) and fits the scene nicely.

- Bringing Morrigan to Flemeth's hut is now a fully fleshed out scene, rather than than jumping immediately into a conversation, with two small variants depending on whether you bring Dog or not.

- Restored a branch to the conversation relating to Morrigan refusing to share the Warden's tent. The response "It's too soon, I take it?" had an incorrect condition flag and could not be selected. This is now fixed and behaves as intended- allowing access to a previously inaccessible response from Morrigan regarding the Waking Sea. This line is available if Morrigan is at "Care" affection level and above and has not yet slept with the warden, ie: to get this line you need to get Morrigan to Love affection level without sleeping with her.

- Restores a branch to the Dark Ritual, allowing you to tell Morrigan that you need her help against the Archdemon.

- The line "Is this why you've been so friendly to me?" wasn't present in certain branches of the Dark Ritual conversation, meaning that the player could potentially miss out on that branch depending on which options they picked first. This has now been fixed.

- Alistair no longer knows about the ritual unless you talk to him about it. Previously he would always be aware of it.

- Restores a branch for all races and genders when speaking to Flemeth about the Grey Warden treaties - "I believe you have something we need." This was inexplicably not copied across to all branches.

- Fixed a bug regarding love triangles when Morrigan asks about the player's relationship with Zevran. The conversation was incorrectly setting a Leliana/Zevran discussion flag when Morrigan confronts the player.

- Fixed a bug relating to Morrigan's Golder Mirror coversation not properly branching if the player has already given her the mirror before discussing her excursions from the Wilds. The conversation will now correctly branch, allowing access to previously inaccessible dialogue.

- Fixed a bug in the post-coronation sequence that prevented the game from registering the player as the Bann of the Alienage in the epilogue. This has now been fixed and the epilogue slide where the player is Bann will display if appropriate.

- Numerous epilogue slide corrections (in line with ZDF's epilogue fixes)

- Supports localised versions of Dragon Age.

Modifié par sami jo, 01 juin 2011 - 04:30 .


#32
Luke Barrett

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Thanks for all the changelogs! I was actually just about to come and ask for those. A changelog is semi-mandatory when you suggest a mod to be included as we have to go in and parse every change to see what's going on so that will help a lot.

As for the actual packaging and implementations of these things I have no idea how it's going to work just yet. Work in progress to be sure :)

#33
Elegant

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[quote]ovi_187 wrote...

shameless self promotion here.............

Just Another Fixpack
]http://dragonagenexus.com/downloads/file.php?id=2053[/quote]

Just a reminder, some "fixes" are tweaks and not necessarily a fix:

(passive_abilities)
- Champion spec gets 1 to defence instead of uselessly to cunning.
- Templar spec gets 2 to willpower instead of magic.

I hope they are looked at as a suggestion though. I don't mean to offend you in any way ovi_187; your pack has some great fixes! I personally enjoy having Bloody Grasp disappear it did feel out of place be used as a Sustained ability =D

#34
flexxdk

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Nukenin's Dog Find Fix:
http://social.biowar...m/project/2384/

Since patch 1.03 or 1.04, your dog is unable to find minor items if you have any money in your possession (while still reporting success), and will sometimes find money without notifying you. The plot items that dog would find were not affected, though.

While the fix adds some "enhancements" (it adds floaty notifications for found items as well as found coin, for example) (if they can even be called enhancements), the main intent was to fix the bug.

And perhaps you guys can do something about the memory leaks on 64-bit machines? I still have those. If I'm lucky, I only have to restart my game once every three hours. If not, I usually have to restart around each hour or two.

Modifié par Whacka, 02 juin 2011 - 07:08 .


#35
ShinsFortress

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Furtled wrote...

sami jo wrote...
The restored Alistair dialogue at Ostagar is in ZDF and I *think* the mage's chest key issue was fixed in the most recent PC patch but I'm not positive.  There are actually several things in the latest version of his fixpack that were fixed in the latest patch and a pretty much all of his dialogue fixes were identified by him using the ZDF and MRP change logs. 


Groovy - I'll go back and edit my post, thanks. Find it hard sometimes to ferret out all the tweaks people have done so  this thread is definitely a good idea!

Thanks to ShinsFortress  too :)


You're welcome.  I wonder whatever happened to Qwinn.  Before recent official patches made his fix-pack unpredictable, it was one of the best out there.  I preferred it over alternatives.

#36
Furtled

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ShinsFortress wrote...
You're welcome.  I wonder whatever happened to Qwinn.  Before recent official patches made his fix-pack unpredictable, it was one of the best out there.  I preferred it over alternatives.

Given the quality of their work I hope they got promoted and don't have time to do free work these days :)

And I think I found another one - it's a smidge too fiddly for me to attempt to confirm if it works properly in 1.04 but the wiki seems to give it a thumbs up:

Awakenings: Rumbling from beneath fix
Ensures the quest appears even if you do Law and order
http://social.biowar...m/project/4412/

EDIT: Adding a bit more info on how to get this thing working

Modifié par Furtled, 03 juin 2011 - 05:00 .


#37
sami jo

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Furtled wrote...

ShinsFortress wrote...
You're welcome.  I wonder whatever happened to Qwinn.  Before recent official patches made his fix-pack unpredictable, it was one of the best out there.  I preferred it over alternatives.

Given the quality of their work I hope they got promoted and don't have time to do free work these days :)

And I think I found another one - it's a smidge too fiddly for me to attempt to confirm if it works properly in 1.04 but the wiki seems to give it a thumbs up:

Awakenings: Rumbling from beneath fix
Ensures the quest appears even if you do Law and order
http://social.biowar...m/project/4412/


It's been a while since I played Awakening, but I thought those quest lines were suppose to be mutually exclusive.

#38
Furtled

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sami jo wrote...
It's been a while since I played Awakening, but I thought those quest lines were suppose to be mutually exclusive.

Honestly got no idea on that one - been a while for me as well. Best I can tell from the wiki it should trigger whichever path you take but I could very easily be wrong.

#39
Elegant

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Lets review the actual quest (Rumbing from Beneath):

First off the quest itself is (currently) only obtainable once you gain access to the area underground and side with the smugglers. The first part is accomplished no matter what side you choose (you help the smugglers or you kill them here). This would mean it should be possible to get this regardless of your choosing (even MORE so for Law and Order because it's empty after you kill them smugglers!)

The quest itself says there's something going on underneath the Crown and Lion Inn. You investigate and find some darkspawn. Kill them. Done and done. Apparently the smugglers suck at putting up a fight which makes it even stranger for it to be offered only when siding with the smugglers than with the city guards.

My personal problem with Law and Order is the bartender still has that quest update icon (for Smugglers Run despite having the quest marked as completed) on his head and if at any point you try to resolve that (pay him, intimidate him, persuade him), the guards detest you (MURDERER!) regardless of if you helped them and didn't kill the lieutenant for the smugglers.

Back to the topic, for those reason this should be considered a fix that should be incorporated. The quest is equally deserving for both sides and I don't really foresee any plot holes in what I said. Just another bug related to Law and Order.

Modifié par Elegant, 03 juin 2011 - 02:57 .


#40
RaenImrahl

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Elegant wrote...

Back to the topic, for those reason this should be considered a fix that should be incorporated. The quest is equally deserving for both sides and I don't really foresee any plot holes in what I said. Just another bug related to Law and Order.


Agreed.

#41
sami jo

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Elegant wrote...

Lets review the actual quest (Rumbing from Beneath):

First off the quest itself is (currently) only obtainable once you gain access to the area underground and side with the smugglers. The first part is accomplished no matter what side you choose (you help the smugglers or you kill them here). This would mean it should be possible to get this regardless of your choosing (even MORE so for Law and Order because it's empty after you kill them smugglers!)

The quest itself says there's something going on underneath the Crown and Lion Inn. You investigate and find some darkspawn. Kill them. Done and done. Apparently the smugglers suck at putting up a fight which makes it even stranger for it to be offered only when siding with the smugglers than with the city guards.

My personal problem with Law and Order is the bartender still has that quest update icon (for Smugglers Run despite having the quest marked as completed) on his head and if at any point you try to resolve that (pay him, intimidate him, persuade him), the guards detest you (MURDERER!) regardless of if you helped them and didn't kill the lieutenant for the smugglers.

Back to the topic, for those reason this should be considered a fix that should be incorporated. The quest is equally deserving for both sides and I don't really foresee any plot holes in what I said. Just another bug related to Law and Order.


Thank you for that.  There are so many bugs in Awakening that I have a hard time figuring out what was intentional and what is a bug. :pinched:  

It would be lovely if the fix were included.  It would be more lovely if someone could find a way to make it more user friendly.  It's beyond my skills without access to the Awakening resources in the toolset, but that fix is a bit beyond the average gamer for a fairly minor side quest.

Edited to add:From the description of the mod, the script is actually a generic script to allow you to view and set various flags using the console, not the just ones for this quest.  There aren't even any directions specific to this quest.  Instructions for how to obtain various broken codex entries and correct whether or not the Architect is dead are there.  If nothing else, clear instructions for how to use it to fix various problems would need to be added.

Modifié par sami jo, 03 juin 2011 - 03:54 .


#42
Furtled

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sami jo wrote...
Edited to add:From the description of the mod, the script is actually a generic script to allow you to view and
set various flags using the console, not the just ones for this quest.  There aren't even any directions specific to this quest.  Instructions for how to obtain various broken codex entries and correct whether or not the Architect is dead are there.  If nothing else, clear instructions for how to use it to fix various problems would need to be added.

I added a link with a bit more info on getting it working but still beyond my understanding of the toolset sadly.

Modifié par Furtled, 03 juin 2011 - 05:03 .


#43
NeoEnkida

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I don't know if anybody mentioned this yet... I didn't see it in the list.  It's a fix to make console commands visible, if you happen to enable the console.  In some installations the font for the console is not properly installed, so when you do use it, you can't see what you type. 

I know, it's not exactly a "game" bug fix, but it fixes the bugged console, and it's not a tweak.  I didn't have any problems running it with plain old Origins 1.04, but I didn't have Awakenings installed nor any of the other side content like Witchunt and whatnot.

Mod:
Make CONSOLE commands visible

Link:
http://www.dragonage...ile.php?id=1110

From the mod info:

What: Visible Console Text
Who: Angel
How: copy the fonts.erf to the right directory.
Date: 16:54 21/04/2010
Specifics:

If you use the console, you have probably found that that what you're typing doesn't show up. If you try something like "runscript zz_supercrit gen00fl_alistair" or other complicated command, you won't even notice if you have a typo.

This problem is caused in some systems by the DVD's installer failing to install the fonts.erf file.


If you install the fonts.erf file, you will see console text as you type it.


As an aside, the Advanced Tactics mod contains way too many tweaks to be considered here.  However it is the only mod I ever found that also fixes tactic scripting bugs in the game, so... hope it is considered somewhere at least:

http://www.dragonage...file.php?id=181

Modifié par NeoEnkida, 04 juin 2011 - 12:10 .


#44
Elegant

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Advanced Party is definitely a mod to be consider by all players of the game BUT it is not just a fix pack(it has some good fixes though), it is more of an enhancement. Not really something to be included.

(Bit of a rant here given above):
There are many things in this game not used such as the dead condition for tactics (it's AWESOME to have as a player setting up his healer because it solves having to take control of the character who can resurrect). However I do believe that the developers wanted the player to create a party where they would need to somewhat interact with each character in order to win a battle. This is possibly also why we have a cap of 16 tactic slots. I know there are many who would say: "But I hate pausing every two seconds!" Which is why mods like this are optional.

Another good example would be Lock Bashing. Originally you could break open a locked object (perfectly sensible and you had a chance of destroying whatever was in side to make it balanced), but this was removed maybe because they wanted a character to focus on secondary abilities in the talent tree and not just the damage dealing ones or maybe because probability could be overcome by the awesome quick save and quick load skills that we all possess!

Lock Bashing: (http://www.dragonage...file.php?id=301) Not a fix but gives you that ability to just not spend the talent points on lock picking.

Lastly, Some of these fix packs contain tweaks that should be used as fixes. Air of Insolence makes be wanna kill my tank due to the sound, at least there's a tweak that allows that sound from that ability to be disabled.

Modifié par Elegant, 04 juin 2011 - 02:06 .


#45
RaenImrahl

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Elegant wrote...

Advanced Party is definitely a mod to be consider by all players of the game BUT it is not just a fix pack(it has some good fixes though), it is more of an enhancement. Not really something to be included.


Again... right now we're looking just at fixes.  Let's please confine the discussion to that.

Thanks,

RI

#46
NeoEnkida

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Well... here is another resource that seems to be well-documented.

http://biowarefans.c...-age-fan-fixes/

The date of the fixes posted on here is from January 2011 and as stated in the article, all are related to post-patch 1.04 fixes that still need to be repaired. A lot of mods have been mentioned in this thread already, some haven't.

Modifié par NeoEnkida, 04 juin 2011 - 01:32 .


#47
ShinsFortress

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I would be careful with some of those. While the article is dated Jan '11, if you actually follow all of the links a chunk of the actual files pre-date 1.04. That doesn't mean they can't work, but still... be careful and make backups before trying.

#48
NeoEnkida

NeoEnkida
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Actually, I just had to re-install an US english edition of DAO Ultimate Edition on my hard drive so I'm testing most of the mods listed here from the getgo, with patch 1.04 in place, with Awakenings, with every DLC and a couple of the promo items, as I had the Collector's Ed and played the online games before this. (And it took me 2 frustrating days just to get to this point, damn it.)

So far I have about 20 or 21 "pure buxfix" overrides or dazips installed, most listed in this thread or from that webpage. Of all the ones I have tried, only three have popped out as being uncompatible so far. None of them have made my existing previous saves or current new game crash, most work with the most popular tweaks (custom bodies, more hairstyles, script or party tweaking, etc) and some even remove the need for popular tweaks/fixes at all because the effects are duplicated in the player patches (no helmet hack, ancient elven boots, personal annoyance remover, to name the big three). It's just a matter of taking the time to pour through the wall of text readmes in those files that have them and compare.

Rather than rehash what is already listed here, since I am still testing, I will just list what does NOT work, or at least, does not work TOGETHER:

Alistair Dialogue Patch - this conflicts with the Morrigan and ZDF patches, as well as Dialogue Tweaks, which I am also using.

Just Another Fixpack - this conflicts with the Rules patch, the unobtainable item patch, and as of yet is just not as well documented nor easy to single out components as in the Rules patch. Having a readme included in this patch would be a giant leap forward, but sadly there isn't anything. Additionally as someone said, you can't separate the tweaks from the bona fide bugfixes, it's just one big fix dump and you have to go through each change manually to find out which ones are fixes and which ones are tweaks.

Leliana Dialogue Patch - this doesn't conflict, it was integrated into the ZDF patch, if I read my readmes correctly, so you don't need it at all.

Additionally the Morrigan Restoration patch has unseparatable tweaks as well as fixes, but it's such a comprehensive patch that nothing else even comes close to it.

So far nobody I've seen has managed to fix:

- DLC content randomly disappearing when you do certain quests bugs (NOT related to unauthorized authentication, just simply - the stuff is never restored to your inventory after you do a "somebody strips your inventory" type quest)

- The Jowain quest (the solution listed here is delicate and doesn't seem to work all the time)

- Wynne's Bloodmage dialogue with Morrigan

I'll try to stop by and post more information as I uncover it, if I uncover it.

#49
sami jo

sami jo
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@NeoEnkida: The fixes in Alistair Dialogue Patch are actually also done in ZDF along with a host of other fixes to his dialogue. There is a fix out for Wynne's bloodmage dialogue with Morrigan but it conflicts with both ZDF and MRP and is not very stable. The most recent patches were suppose to fix the DLC stripping bugs.

#50
Elegant

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For the Alistair Dialogue Patch marking, make sure when you state it conflicts with others that you do NOT include Dialogue Tweaks or other tweaks (fixes are acceptable). It could be that said tweak is the reason why the fix conflicts. This is to clarify that you did not use Dialogue Tweaks when the issue occurred.

Modifié par Elegant, 06 juin 2011 - 01:51 .