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** The Origins/Awakening COMMUNITY FIXIT PROJECT **


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#126
sami jo

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Galatean wrote...

So, no offense, but could you add the fixes to the sticky now? Trawling through 5 pages trying to sort out what works and what doesn't is tiresome.


I'm not sure anyone from BW wants to officially say that any of these work right now.  The vast majority are listed on the first page, but right now this is still a data gathering thread and the mods are very much a "use at your own risk" sort of thing.

#127
Galatean

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sami jo wrote...

Galatean wrote...

So, no offense, but could you add the fixes to the sticky now? Trawling through 5 pages trying to sort out what works and what doesn't is tiresome.


I'm not sure anyone from BW wants to officially say that any of these work right now.  The vast majority are listed on the first page, but right now this is still a data gathering thread and the mods are very much a "use at your own risk" sort of thing.


Understandable.

...I just realised that I called the first post "the sticky". *facepalm*

Modifié par Galatean, 31 juillet 2011 - 10:24 .


#128
Last Darkness

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Looking forward to this, would love a current compilation with listed conflicts similar to what Galatean stated.

I am unsure on the intention of the OP.
Is this to combine all the working bugfixes into a list to manualy install each or is Bioware actualy going to combine them all to make a single "Official Unofficial Fix pack" since as per the EULA they have license to do that as their will.

I also agree that a number of fixes in DA rules fixpack and just another fix pack are actualy game tweaks as per the modders opinions and some of them are in direct conflict with intended features of the game. Like removing the ability to cast crushing prison on a party member, thats one of the tricks ive used on party members like Shale after Force fielding them or other tanks to use the combo spell on enemies. Another is such things like changing Walking Bomb and Stone Fist to do nature damage. The first should obviusly do spirit damage if changed from physical and the second has full grounds that physical damage is appropiet for being hit with a rock this also negates stone fist from activating shatter on nature immune enemies I belive.

Hopeing to see more anyways.

*Edit* Sorry forgot to add my contribution.
www.dragonagenexus.com/downloads/file.php
This simultanius seems like a tweek and bug fix but ill let the community judge.
Its the mod that adds a second spec option for Sten who unlike all the other characters (Cept Dog and Shale) only seems to get one Spec.

Modifié par Last Darkness, 31 juillet 2011 - 04:57 .


#129
Elynduil

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This is what I have installed now (some of the names I changed slightly to make it more readable in my file list).  I use ModManager to keep track of them and warn me of conflicts (so far, no apparent conflicts).
.dazips:
(Terra_Ex) Morrigan Restoration Patch
(JOG) Fix - PC Critical Hit Chance
(Dennis Lee) Fix - Healing Received Equipment Stat

Overrides:
(ejoslin) ZDF Complete
(trcvrs) Fix - Tainted Blood vs Dual Weapon Expert
(RustyBlade) Fix - Damage Statistic
(Dennis Lee) Fix - Golem Registry & Shapers Life Rewards
(Terra_Ex) Fix - Silverite Mines Equipment Bug 
(Kromtar) Fix - Unobtainable Items Bugs 
(Jake Zahn/Offkorn) Fix - Armor Rune Drops (Awakenings)
(Schwinni) Fix - High Tier Armor Runes (Awakenings)
(Schwinni) Fix - Blackblade Gloves & Boots Drops
(ParasiteX) Fix - Find Vitals Passive Ability
(i9h) Fix - Sigrun's Quest Trigger
(i9h) Fix - Awakenings Endgame Cutscenes
(gastank) DA Rules Fixpack (Selection) with only the following parts:
   Core Files
   Fix - Haste Ranged Aim
   Fix - Haste Weapon Speed
   Fix - Increases Monetary Gain
   Fix - Item Set Bonus on Party Change
   Fix - Party Buffs on Party Change
   Fix - Party Buffs on Resurrection
   Fix - Party Buffs on Summon
   Fix - Repeater Gloves Proper Rapid Aim
   Fix - Weakens Nearby Darkspawn
   Tweak - XP upon All Deaths (which is a fix in my book, since I've chosen Ranger)

I've read of the issues with the Fixpack - so if anyone knows of an alternative to the fixes I picked out, that'd be great.

I'm still busy with a playthrough, so if there's any problems, I'll investigate (first step will be to disable the Fixpack temporarily).  I don't expect anyone else to do the hard work for me, but if anything on my list jumps out as incompatible/has already been fixed in a patch/there's a better fix available, I'd appreciate a reply.

Finally, is there any other fixes anyone would recommend as a must-have?

P.S. And is it possible to extract a .dazip (I know about the renaming) and make it an override instead?  The reason I ask is bacause ModManager doesn't seem to be checking compatibility for .dazips, so I'd rather just use the override method to mod, if possible.

Modifié par Elynduil, 07 août 2011 - 03:05 .


#130
Techo Angel

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Any one else having Major Issues with the DA Rule FixPack when Playing the DarkSpawn DLC? Not being able to Burn the Alienage or Break the Gates with your Ogre and such?

#131
sami jo

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To my knowledge, there is no way to turn a dazip into an override.

A warning about the modmanagers, BW changed something in the way they process overrides in patch 1.04 which can cause overrides installed and managed with one of the modmanagers to not trigger properly. It is an intermittent problem. I only seem to have problems in WH and GoA. The exact same mods installed normally without the modmanager work fine. The issues are known and have been reported in the discussion threads for both mod managers on DA nexus but neither has updated.

#132
Elynduil

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sami jo wrote...

[...] A warning about the modmanagers, BW changed something in the way they process overrides in patch 1.04 which can cause overrides installed and managed with one of the modmanagers to not trigger properly. [...]


Ah, thanks - I'll keep that in mind.  Although the one I'm using seems to be merely copying the files from its folders to the override folder and keeping track of them.  (It's the one by Altorian).  Well, at the moment, everything is still working pretty much without a hitch for me, but I'm still very early in my first playthrough, so I guess I'll find out.  Sounds like the bugs get real interesting by the time you get to Awakenings.  ;) 

#133
sami jo

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That is the same one I use, and I actually still use it to check compatibility then uninstall the override and simply put the files in the override folder. The mod managers actually maintain an xml master list of all mods/addins. I'm not entirely certain where the hiccup is (all the files are still sitting in the override folder either way), but there definitely is one post 1.04.

I discovered this when I imported a character into WH  that I had used a couple of appearance mods on and he had no head. :P

Modifié par sami jo, 07 août 2011 - 04:37 .


#134
StoneTheCrow

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Elynduil wrote...
P.S. And is it possible to extract a .dazip (I know about the renaming) and make it an override instead?  The reason I ask is bacause ModManager doesn't seem to be checking compatibility for .dazips, so I'd rather just use the override method to mod, if possible.

You can extract DAZIPs with any good ZIP extraction utility (I use The Unarchiver on Mac OS X, sadly I cannot comment on Windows). Placing the extracted folder into your /override folder works for some mods. I was able to make it work successfully for the Morrigan Restoration Patch for example. Other mods, however, do not work, specifically those which place items in your inventory upon loading a savegame. Someone more experienced with the workings of DAO might be able to tell you why (I guess scripts within DAZIPs do not get loaded correctly).

If you intend to do this, it is best to test each mod on a one by one basis.


Techo Angel wrote...
Any one else having Major Issues with the DA Rule FixPack when Playing the DarkSpawn DLC? Not being able to Burn the Alienage or Break the Gates with your Ogre and such?

I have had these problems without the Rules Fixpack as well. A reload from another area usually fixed the problem. I have not, however, done extensive testing on this.


---------------------------------------------------------------------------------------------------------------------------------------------------


On the topic of DA Rules Fixpack vs. Just Another Fixpack:

I did not know about the failed Tainted Blade/Dual Wield fix in the DA Rules Fixpack, my apologies. The reason why I prefer it to the Just Another Fixpack is the modular and scripted approach: JAF overwrites several game files directly, which definetly conflicts with other mods, while DARFP does not.

Modifié par StoneTheCrow, 08 août 2011 - 12:28 .


#135
sami jo

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Morrigan restoration patch already comes in an override version, so there is no reason to reverse engineer it out of dazip form. (just pointing that out as an FYI)

The toolset forum would be the place to ask for tools to take mods from dazip form to the unpacked files for an override.

#136
StoneTheCrow

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Indeed, but it was just an example. Many more mods still work if you extract them from their DAZIP, others do not. So best handled on a case by case basis.

#137
ovi_187

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minor change to my fixpack
moved the files that changes templar and champion spec to tweak

#138
Jafroboy

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So... I should look for an official bioware patch for these problems? or trawl the whole thread and download them all? But how do I know which conflict?

#139
sami jo

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If you read the OP, you will know as much as any of us. Most of the suggested mods are on the first two pages of the thread. Most of the initial posters included any conflicts they knew of. As with any mods, you should read the readme files carefully and check for conflicts yourself. There are only six pages to this thread.

#140
Elegant

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Bit of self promotion here, I've created a fix to what I think to be all issues involved with Law & Order www.dragonagenexus.com/downloads/file.php

Let me know what you think =D

#141
Elegant

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I'm on a bit of a roll today, I've fixed all issues with the rewards that the Baroness provides should you side with her against the First. www.dragonagenexus.com/downloads/file.php

Sorry for the double post!

#142
Zorvan

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RaenImrahl wrote...

  It's also possible that these fixes will be collected into one file so they can be installed all at once.


Please let me know when this goes from being "possible" to "being done". I have no desire to download 20 million "community fixes" one at a time. Had enough of that crap with Bethesda and Obsidian. Mods are one thing, I expect to go to the community for those. However, I usually expect fixes to come from the people who were paid for the game.

Modifié par Zorvan, 15 août 2011 - 04:13 .


#143
sami jo

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First attempt to compile the fixes list into something a bit more manageable.  I have only included fixes that are not known to conflict with patch 1.04 (or for which there are conflicting reports about conflicts) and do not contain tweaks, from which any tweaks can be removed, or which fix a huge number of bugs and have a few things that might be considered tweaks.  I am listing any conflicts that have been reported.  Change logs are included at the bottom of the post for mods with extensive descriptions.  I'll try to keep this post up to date with new links and information.  If you have anything you want me to add, send me a PM. (Note: Two Specializations for Sten was not included as it is possibly a tweak and requires a modmanager to install.  Both existing modmanagers cause some bugs with post-1.04 DLC)

DAO fixes:
-Ancient Elven Boots fix: (http://social.bioware.com/project/670/)  Adds Ancient Elven boots to the cabinet in the Lothering Chantry where they appear in the console version of the game. Will not work if the Lothering Chantry has already been entered.  A second file will load them into the player's inventory directly (tweak) This will conflict with the Unobtainable Item fix mod.
-Unobtainable Item Fix: (http://dragonagenexu...ile.php?id=1262) Adds Nugbane crossbow, ornamental sword, magic greatsword, Greagoir's shield, dead metal bucket helm, ancient elven boots and dwarven defender crossbow to the game where they were intended to drop. The area in which the items appear must not have been visited prior to applying the mod for the items to appear.  Fixes Ageless so that the 2 rune slots appear and Fang is T7 as intended. This will conflict with the Ancient Elvan Boots mod.
-Jowan's Intentions Quest fix: (http://social.biowar...m/project/2976/)  If Jowan is set free from Redcliff he is suppose to appear in an encounter later in the game but does not.  There are some reports that even with this mod the encounter may not trigger.
-ZDF: (http://www.dragonage...file.php?id=928) Extensive fixes for dialogue bugs and epilogue bugs across all companions in DAO (see changelog below). Works with localized versions of the game but all corrected text is in English.  An older version of the mod is posted with the Spanish translations.
-Morrigan Restoration Patch: (http://www.dragonage...ile.php?id=1120) Repairs many broken dialogues and broken plot-flags with Morrigan. **possible tweak**- adds back dialogue that was scripted and recorded (appears in game files) but was never staged and so never appears in the vanilla game.  Dazip version works flawlessly with ZDF, override version requires deletion of some files.  Extensive directions are in the readme file. Supports localized versions of DAO
-Golem Registry and Shapers Life Reward Fix: (http://dragonagenexu...file.php?id=335) Completion of this quest was suppose to result in a reward but none appears in inventory.  This causes the rewards for all classes to appear in inventory uppon completion of the quest.

DAA fixes:
-Awakening Silverite Mines Bugfix: (http://social.biowar...m/project/3569/)  When the Warden and his/her companions are captured in the Silverite mine in Awakenings their armor and weapons are removed and are suppose to be retrievable from four experimental subjects in the mines. The lost equipment does not always appear on those experimental subjects leading to lost equipment.  There has been a report of this mod conflicting with the Rules Fixpack, though others have used the two together without incident.
-Sigrun's Roguish Past and Law and Order fix: (http://social.biowar...m/project/3129/) Sigrun's personal quest will not trigger in the vanilla game if the Law and Order quest has been started.  This allows her personal quest to trigger even if the Law and Order quest has been started. Will conflict with other Sigrun quest fix and Law and Order fixes.
-Alternative Version of Sigrun's Roguish Past Fix: (http://dragonagenexu...ile.php?id=3001) Same fix as above except it now triggers the quest after completing the Law and Order quest instead of when Amaranthine is entered. Will conflict with other Sigrun quest fix and Law and Order fixes.
-Awakening Blackblade Armor Dragon Drop Fix: (http://social.biowar...m/project/2602/) The final piece of the Blackblade armor does not drop as it is suppose to from the dragon in the vanilla game.  This fixes that.  There is an alternate file **TWEAK** that triggers the drop from the Architect's dragon thralls earlier in the game.
-Awakening Helmet Fix: (social.bioware.com/project/3836/) Restores the textures of Cailan's Helm and Soldier's heavy helm which are overwritten by those of the Helm of Hirol's Defense in Awakening
-Awakenings: Rumblings from Beneath fix: (http://social.biowar...m/project/4412/) Ensures that the quest triggers even if the Law and Order quest has been completed. Requires use of the developer console.
-Awakening Endgame Cutscene Fixes: (http://dragonagenexu...ile.php?id=3009) Stops occasional bug in which cutscene would loop continuously. Removed creatures mistakenly shown during the cutscene. Removed sustained effects on the party, AoE effects and spell/ability effects on The Mother (possible tweak).
-Law and Order Fixes: (http://www.dragonage...ile.php?id=3046)  Fixes issues with Sigrun's personal quest (Mischa re-spawns after L&A is completed), if both Smuggler's Run and Law and Order are active, engaging the smugglers in combat will prevent the bartender from allowing you to have the open hatch dialogue preventing the city guards from becoming hostile and ensuring that you cannot lock yourself out of both quest chains. Completing Law and Order will now add Rumbling from Beneath to the Merchant's Board. Will conflict with both Sigrun Personal quest fixes.
-Baroness Reward Fix: (http://www.dragonage...ile.php?id=3050)  If the player sides with the Baroness and asks her for a greater reward at the end, the reward (stat boost or Blood Mage specialization) will trigger correctly.
-Joining Ritual Fix for Awakening Companions: (http://www.dragonage...ile.php?id=2997) Sigrun and Velanna can now undergo the Joining ritual if they are recruited as part of the third and last main quest.

DAO and DAA fixes:
-Dragon Age Rules Fixpack: (http://www.dragonage...ile.php?id=1601) Has many fixes and tweaks for combat, spell and item related bugs.  Individual fixes and tweaks can be applied seperately (which is why it is included here). Possible issues with the fix for Power of Blood post 1.04 have been reported and possible conflict with the Silverite Mine Bugfix has been reported (though others have reported that they work fine together).  See change-log below.
-Just Another Fixpack: (http://www.dragonage...ile.php?id=2053) Includes several tweaks that cannot be separated out.  No reported conflicts with any fixes except the Rules fixpack. 
-Healing Received Fix: (http://www.dragonage...file.php?id=573) Fixes bug in which +healing-received equipment have no effect. Dazip file will not conflict with either any of the other fixes, but will be overridden by the other fix packs.
-Tainted Blood Fix: (http://dragonagenexu...file.php?id=759) Warden's Keep Must be installed. Fixes Tainted Blood bug in which the Dual Weapon Expert passive ability causes additional self-inflicted damage.  Removes "head bobbing" when ability is active out of combat (TWEAK) and prevents the ability from auto-disabling when switching characters or entering dialogue. Conflicts with the same fix in the Rules Fixpack and Just Another Fixpack, and has been reported to not function when the Rules Fixpack is installed even if the Tainted Blood fix is not installed from that mod (conflicting reports, some reports of it working fine with the Tainted Blood fix from the Fixpack not installed)
-Damage Statistic Fix: (http://www.dragonage...ile.php?id=1911) Fixes the players "Damage Dealth" statistic and "Contribution to Party Damage" statistic to reflect the actual ammounts accrued when the player goes beyond the 999,999 damage points BW allotted. Will not correct flawed statistics if the player has already exceeded the threshold but will adjust the figures from that point forward.

ZDF Changelog: (from the mod readme)
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.

MRP Changelog: (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.

Dragon Age Rules Fixpack Changelog:
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

Just Another Fixpack Changelog:
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.

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

(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.

Edited to improve readability.

Modifié par sami jo, 15 août 2011 - 10:44 .

  • Quorwyf aime ceci

#144
Elegant

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I like it! Now if we can get your post moved to the front more people would be able view this without searching through this thread. Also, I think ovi_187 plans to revisit his addon pack once 1.05 hits so we'll have to modify changelogs here and there to ensure that post of yours remains up to date.

On a side note, I don't think sufficient testing has been done to make a huge community compilation pack (I mean one giant zip file), we may know that some fixes break others but we don't know the full extent of it nor do we have a fix for the fixes! The above post is the next best thing for now.

Modifié par Elegant, 16 août 2011 - 12:52 .


#145
sami jo

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I agree. I just wanted to get a list that included what was actually fixed with all the suggestions (as a lot of folks didn't include that) and to hopefully limit the repeats and get any fixes we may have missed.

#146
Guest_lost25252_*

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The best fixing mods should be polished by Bioware and released as a patch. I know this is impossible. But I can still dream.

#147
Dark_Ansem

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they released 1.05. there is still hope. and kudos to you, sami jo , for a very comprehensive list!

#148
Last Darkness

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Thank you Sami jo

#149
Techo Angel

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I have a Question Sami Jo...

What on that list is and is not compatible with each other?

#150
sami jo

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All compatibility issues that I know of are listed after each mod. If no compatibility issues are listed, then as far as I know, there are none with the other mods on that list. I stress the "as far as I know" part. I do not use all of these mods.