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** The Origins/Awakening COMMUNITY FIXIT PROJECT **


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#51
inclemency

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Alistair Dialog patch conflicts with too many other mods to ever use, plus, those fixes are taken care of in ZDF and IRS-Alistair, which fixes a few more Alistair lines and actions.

Additional mods to add to the list:

Less Barking Dog (so you can hear conversation in camp without the incessent and very annoying barking)
http://social.bioware.com/project/959/

A Good Nug is a Silent Nug (might be overkill since it silences every nug, but still, it does silence Schmooples in camp)
http://social.biowar...m/project/1449/

I also like the option of 'Personal Annoyance Remover' to stip the VFX from Sustained talents and the dreaded Rally boom. (Lol, I had an almost permanent headache before I found this mod since I use headphones)
http://www.dragonage.../file.php?id=98

Modifié par inclemency, 06 juin 2011 - 04:00 .


#52
sami jo

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Elegant wrote...

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.


I'm not quite sure what you meant.  ADP and ZDF both alter Alistair's main .dlg file and therefore are not compatible.  No one has listed Dialogue Tweaks as it is a tweak, not a fix (though it does fix a few dialogue bugs that are also fixed in ZDF). 

#53
NeoEnkida

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Perhaps I should have clarified - I am using some popular tweaks alongside the bugfixes mentioned here, but the only things I am referring to when I post in this thread are bug patches that conflict with other bug patches, nothing else. Sometimes these are stated clearly in the readme, sometimes you can just catch them yourself with the Mod Manager tool and a closer study of the zip files. As a general rule of thumb, most dialogue fix patches conflict with one another, with the great exception of the Morrigan Restoration and ZDF patches, which harmonize well. They also eliminate the need for nearly any other dialogue or epilogue fix patches, too. Sorry for any misunderstanding.

Patch 1.04 does NOT fix at least two of the disappearing DLC problems. Blood Dragon Plate getting nuked every time you do anything that empties your inventory (like finish the dwarven commoner prologue, finish the first Ostagar segment etc) is the big one; that Bulwark of the somethingorother Shield promo item is another. Some DLC and promo doesn't disappear anymore - Collector's Edition content, Lion Paw boots and a couple of the rings stay where they should now. I haven't yet managed to test the Warden's Keep items.

No player patches fix the blood dragon plate problem either. Once I have all my content downloaded, I tend play offline as a rule of thumb so it's nothing to do with authentication on the server issues; this is a well-known in-game bug that requires downloading two different mods (visible console, additem script) to solve. I listed visible console in this thread already, but I can't in good conscience list the additem script mod as a patch for the blood dragon plate thing because it just wraps in too many cheats and tweaks alongside it, and requires console activation to solve. Sadly it is the only consistent documented way I've found to solve this particular bug though.

#54
Elegant

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sami jo wrote...

I'm not quite sure what you meant.  ADP and ZDF both alter Alistair's main .dlg file and therefore are not compatible.  No one has listed Dialogue Tweaks as it is a tweak, not a fix (though it does fix a few dialogue bugs that are also fixed in ZDF). 


Okay that statement sounded better to me, ADP and ZDF have a conflict.

My concern is that some people will say: "This fix broke when I used these fixes and these tweaks with it!!!" Personally I don't think we care if that fix broke because they used 5 random tweaks (Dialogue Tweaks broke ADP; solution is to not use Dialogue Tweaks as it is a tweak)

We DO care if it broke when we used the fixes though (As you've stated ADP conflicts with ZDF which is fine both are fixes). To the point, lets disable tweaks when testing and do not mention them here; they aren't relevent to the topic.

Modifié par Elegant, 07 juin 2011 - 06:13 .


#55
sami jo

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NeoEnkida wrote...

<snip>

Patch 1.04 does NOT fix at least two of the disappearing DLC problems. Blood Dragon Plate getting nuked every time you do anything that empties your inventory (like finish the dwarven commoner prologue, finish the first Ostagar segment etc) is the big one; that Bulwark of the somethingorother Shield promo item is another. Some DLC and promo doesn't disappear anymore - Collector's Edition content, Lion Paw boots and a couple of the rings stay where they should now. I haven't yet managed to test the Warden's Keep items.

No player patches fix the blood dragon plate problem either. Once I have all my content downloaded, I tend play offline as a rule of thumb so it's nothing to do with authentication on the server issues; this is a well-known in-game bug that requires downloading two different mods (visible console, additem script) to solve. I listed visible console in this thread already, but I can't in good conscience list the additem script mod as a patch for the blood dragon plate thing because it just wraps in too many cheats and tweaks alongside it, and requires console activation to solve. Sadly it is the only consistent documented way I've found to solve this particular bug though.


Actually, it is one of the fixes listed in patch 1.02a and having just run a dwarf noble to Ostagar last week, I can confirm that it works.  All of my DLC was there, and I have never had those items disappear after completing Ostagar. Perhaps your patch didn't install correctly or a mod/tweak reset something.

#56
sami jo

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inclemency wrote...

Alistair Dialog patch conflicts with too many other mods to ever use, plus, those fixes are taken care of in ZDF and IRS-Alistair, which fixes a few more Alistair lines and actions.

Additional mods to add to the list:

Less Barking Dog (so you can hear conversation in camp without the incessent and very annoying barking)
http://social.bioware.com/project/959/

A Good Nug is a Silent Nug (might be overkill since it silences every nug, but still, it does silence Schmooples in camp)
http://social.biowar...m/project/1449/

I also like the option of 'Personal Annoyance Remover' to stip the VFX from Sustained talents and the dreaded Rally boom. (Lol, I had an almost permanent headache before I found this mod since I use headphones)
http://www.dragonage.../file.php?id=98



IRS-Alistair is a tweak.  All of the actual dialogue bugs it fixes are also fixed in ZDF.  (Edit: The broken pre-tent kiss scene fixed by IRS is still broken in ZDF) The remaining dialogue changes are all tweaks.  It also conflicts with ZDF, though they can be made compatible.

The other three mods are also tweaks and therefore not for this particular list.

Modifié par sami jo, 06 juin 2011 - 09:40 .


#57
RaenImrahl

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inclemency wrote...

Additional mods to add to the list:

Less Barking Dog (so you can hear conversation in camp without the incessent and very annoying barking)
http://social.bioware.com/project/959/

A Good Nug is a Silent Nug (might be overkill since it silences every nug, but still, it does silence Schmooples in camp)
http://social.biowar...m/project/1449/

I also like the option of 'Personal Annoyance Remover' to stip the VFX from Sustained talents and the dreaded Rally boom. (Lol, I had an almost permanent headache before I found this mod since I use headphones)
http://www.dragonage.../file.php?id=98



Please keep in mind, as mentioned in the original post,  this topic is ONLY for fixes to known bugs.  We won't be including mods that otherwise change the game.  Thanks,

RI

#58
myyrdneopia

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Shard of Truth wrote...

[snip]

DLC in Awakening and Awakening Fixes
http://social.biowar...m/project/2310/
This mod allows to use every Origins DLC in Awakening and most importantly replaces the wrong model of Vigilance if Warden's Keep is installed.

[snip]


I don't think it's been a problem on my end exclusively, as I've seen reports of others having the same issues I have:  namely, the dlc items are available, however, they do not render.  I am uncertain as to whether this is due to the fact I have the Ultimate Edition or the fact that I am running it on Mac OS X Snow Leopard.  Or a combination of both.  Seems most mods are tailored with Windows in mind (completely understandable), and don't work *as well* with the Mac.

http://www.dragonage...file.php?id=874  (Click on comments to see similar problems as the one outlined above)

#59
StoneTheCrow

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I am running the Ultimate Edition on Mac OS X 10.6.7 and it works fine for me. Keep in mind the "Mac OS X version" is in fact the Windows version running through emulator software.

Are there any specific items that are bugged, or all?

#60
TLS

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myyrdneopia wrote...

Shard of Truth wrote...

[snip]

DLC in Awakening and Awakening Fixes
http://social.biowar...m/project/2310/
This mod allows to use every Origins DLC in Awakening and most importantly replaces the wrong model of Vigilance if Warden's Keep is installed.

[snip]


I don't think it's been a problem on my end exclusively, as I've seen reports of others having the same issues I have:  namely, the dlc items are available, however, they do not render.  I am uncertain as to whether this is due to the fact I have the Ultimate Edition or the fact that I am running it on Mac OS X Snow Leopard.  Or a combination of both.  Seems most mods are tailored with Windows in mind (completely understandable), and don't work *as well* with the Mac.

http://www.dragonage...file.php?id=874  (Click on comments to see similar problems as the one outlined above)


I haven't had that problem (on the PC) but I think it is because I ignored the installation guide on the mod page!

I noticed that Ultimate Edition installs the DLC from the disc into the "addins" folder in the main game install folder, NOT the one in "\\My Documents\\BioWare\\Dragon Age\\AddIns".  Seeing that, I tried putting the fixes in the equivalent locations in main game directories (for example:  main DA install path\\addins\\dao_prc_nrx_1\\core\\override) and it all seems to work just fine.

Any DLCs that I have added that were not part of the UE were patched as per the instructions and all seem fine too.

Let me know if it works for you.

Rgds,
TLS

#61
myyrdneopia

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StoneTheCrow wrote...

I am running the Ultimate Edition on Mac OS X 10.6.7 and it works fine for me. Keep in mind the "Mac OS X version" is in fact the Windows version running through emulator software.

Are there any specific items that are bugged, or all?


Starfang is bugged—it'll show, but renders as a different sword, or not at all in some cases.  Warden Commander's Armor set doesn't render, Blood Dragon Armor set shows up as grey cloudy boxes in the inventory and doesn't render, and stuff from Stone Prisoner doesn't show at all.

And yeah, I'm also running 10.6.7.

#62
myyrdneopia

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TLS wrote...

I haven't had that problem (on the PC) but I think it is because I ignored the installation guide on the mod page!

I noticed that Ultimate Edition installs the DLC from the disc into the "addins" folder in the main game install folder, NOT the one in "My DocumentsBioWareDragon AgeAddIns".  Seeing that, I tried putting the fixes in the equivalent locations in main game directories (for example:  main DA install pathaddinsdao_prc_nrx_1coreoverride) and it all seems to work just fine.

Any DLCs that I have added that were not part of the UE were patched as per the instructions and all seem fine too.

Let me know if it works for you.

Rgds,
TLS


I'll try.

#63
myyrdneopia

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All right, update. I went back and manually copied the override folders within each dao_***_*** folder for all of the duplicates, and copied over the newer files. Now works like a charm. And, it was actually in the Documents location, as it said (the only main game files on my system are there). So, I'll make this remark in the comment thread on the danexus page as well. Thanks, folks!

-myyr

#64
Marvin_Arnold

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FWIW, two serious bugs created by Qwinn's fixpack in 1.04:

- Cammen becomes hostile directly AFTER I agree to help him and refuses to talk to me. Questbreaking.

- If I make Anora sole queen and kill Loghain, Alistair disappears when exiting Eamon's estate after the Landsmeet, without reason. Gamebreaking.

Both were fixed by disabling QFP.

Dragon Age Rules Fixpack, as mentioned by StoneTheCrow is quite comprehensive, is a good replacement for QFP, and has the advantage that you can disable every single fix and tweak you don't want.

Modifié par Marvin_Arnold, 08 juin 2011 - 01:22 .


#65
Kastagir

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Marvin_Arnold wrote...

FWIW, two serious bugs created by Qwinn's fixpack in 1.04:

Not surprising since there was no 1.04 when this "fixpack" was created.  There were numerous posts in the community/projects forums citing its incompatibility with 1.04.

Dragon Age Rules Fixpack, as mentioned by StoneTheCrow is quite comprehensive, is a good replacement for QFP, and has the advantage that you can disable every single fix and tweak you don't want.

This mod is simply the best effort made to fix the outstanding issues that the developer continued to ignore.  It also stands out because it separates fixes from tweaks when developer intent was not clear, making it perhaps the most useful if Bioware wants to use it to actually fix these issues.

I think a lot of people posting tweaks/mods in this forum don't understand the process of fixing bugs.  You don't go adding/changing things when you are trying to FIX things because it just makes the process of fixing bugs that much harder (and most likely just creates new bugs).  It doesn't matter how good an idea it is - returning to the baseline of 'intended behavior' is top priority of any bug-fixing effort.  Once you get to that point and the bugs are fixed, you can then start changing things.  At least then, if you find a bug, you know what caused it.  When you abandon this discipline, you might as well lump bug fixes and good ideas together and put them in a sequel.  That is NOT what this effort is about.

Modifié par Kastagir, 09 juin 2011 - 06:04 .


#66
ejoslin

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sami jo wrote...

IRS-Alistair is a tweak.  All of the actual dialogue bugs it fixes are also fixed in ZDF.  (Edit: The broken pre-tent kiss scene fixed by IRS is still broken in ZDF) The remaining dialogue changes are all tweaks.  It also conflicts with ZDF, though they can be made compatible.

The other three mods are also tweaks and therefore not for this particular list.


Actually, the broken pre-tent kiss scene is fixed in ZDF, though I'd be the first to admit my dwarf kiss there is really bad (I blame the toolset for the positioning being so far off for that kiss between what is in the toolset and what appears in the game -- I meant to redo that scene yet again, but then forgot about it).  I use tmp7704's fix for the human and elf kisses there.  The issue is in the cutscene itself; it's a mapping tag error.  Unfortunately, while fixing the mapping tag works for humans and elves, the dwarves -- no.  I'll revisit it, though, and try to get it a bit better.

ZDF is compatible with version 1.04 in case there were any questions.  If anyone has any questions about it, just send me a message.

I think a community fixpack is a great idea and it sounds like a fun project.

Modifié par ejoslin, 09 juin 2011 - 05:55 .


#67
Vindicare175

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I just got a quick question are there any mods out there that have as many plot fixes/flags as Qwinns? as personally even with 1.04 patch the only bug i seem to get is i don't get the quest to take the box from Irvings office to the door in Denerim ( friends of red jenny if I'm not mistaken).

Sorry if this isn't the right spot to ask but I fgured it would be a good place since this is the area where all the fix stuff is lol.

Thanks =)

Modifié par Vindicare175, 21 juin 2011 - 08:16 .


#68
Elegant

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Quite a few of these fixes are listed in this thread just need to look around ;)

On a side note you claim only one part of the fix is broken but we wouldn't know for sure unless we played the entire game several times over checking each fix. I know we can open .dazip files but we'd have to take a closer look at the .erf files within them and try and separate the working fixes from the broken fixes and even then we might miss some.

Modifié par Elegant, 22 juin 2011 - 05:17 .


#69
Vindicare175

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Elegant wrote...

Quite a few of these fixes are listed in this thread just need to look around ;)

On a side note you claim only one part of the fix is broken but we wouldn't know for sure unless we played the entire game several times over checking each fix. I know we can open .dazip files but we'd have to take a closer look at the .erf files within t hem and try and separate the working fixes from the broken fixes and even then we might miss some.


oh alright lol I must be blind and missed them thanks =)

#70
jareklajkosz

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Dragon Age Rules Fixpack
http://www.dragonage...ile.php?id=1601
Fixes several combat, spell and item related bugs. ONLY install folders marked with "Fix". Folders marked "Tweaks" might alter the game in a way not intended by Bioware.

The Tainted Blood Dual Wield Expert fix in this pack does not seem to work. I tried another fix for the same bug, and what THAT did was reduce the damage to 6 from Tainted Blood, but at least it got rid of the bug.

If I simply install another mod (in this case, Advanced Tactics), use it, and then disable it later to test out some fixes, can having simply installed and used that mod have changed things enough to stop other fixes from working?

Modifié par jareklajkosz, 23 juin 2011 - 12:49 .


#71
Elegant

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One could assume that they aren't touching the same files. But then again it's never is good to assume anything. If you want to test a fix to see if it works or not it should be done with no other mods active. Having other fixes is fine though since the goal here is to have all the fixes work simultaneously.

Modifié par Elegant, 24 juin 2011 - 04:38 .


#72
Yate

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Not sure if this has been posted:

http://dragonage.wik...ugs/Glitches#PC

#73
jareklajkosz

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I did some testing, and the Dragon Age Rules fixpack here breaks Terra Ex's Silverite Mines bug fix mod for some reason. I tried quite a few things, and what I found breaks it is the core files from the fixpack (I removed and disabled every other mod I had.. this is definitely the source of the issue). I imagine it's because the two mods modify the same file somewhere, which is very strange to me. Regardless, obviously the way around this is to simply disable the fixpack until you proceed through the mines and get all your stuff back, then re-enable it if you wish.

#74
Slstoev

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I know this is more of a tweak than a fix but provides better continuity: http://social.biowar...m/project/4592/

Although if Bioware is inclined they could make their own version.

Modifié par Slstoev, 04 juillet 2011 - 05:58 .


#75
Aenarael

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"Just Another Fixpack" by ovi187

http://www.dragonage...ile.php?id=2053

I haven't tried it myself, so if someone could verify that this works with 1.04?


Copied directly from the descriptions page on Dragon Age Nexus:

Just Another Fixpack v2.6


I plan on making a bug fixpack. I will only be dealing with gameplay bugs not plot bugs for now. This is a inital set of fixes that I am releasing. I am a relative freshman when it comes to scripting, so please let me know if the fixes does not work, so that I can look into it immediately. Once each set of fixes have been verified, the next set will be released.
Comments and suggestions, negative or positive, are always welcome.

Use: extract the "Just Another FixPack" folder into your override folder.

General fixes:

1. Many of the talents and spell were suppose to generate threat upon impact towards its caster, but didnt do that due to coding errors. From now on, spell will generate impact threat, which means that enemies will switch to attacking mages more often. Talents have been fixed.

2. The Spell Anti-Magic Ward (AMW) was suppose to block all spell effects, primary and secondary. However, due to a base coding bug, the spell does not block any secondary effects. For example, if you cast a Cone of Cold on a target with AMW, the target will not take any damage, but will get frozen in place. Now, AMW will block all secondary spell effects. A big thanks goes out to WRFan on dragon age wiki who figured out the problem and suggested a solution.

FIXES
-----
Changes:

(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.




Credits:
Dennis Lee (denl)
WRFan
Gastank

Modifié par Aenarael, 04 juillet 2011 - 05:20 .