Dragon Age: Origins
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Gewitterwolke

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Re-adds Alistair\'s Rose (plot item) to the player\'s inventory in Awakening. One certain conditions, another, usable item will be added as well.

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I've always wondered why my Warden would carry around a rose through all of the Blight, but upon travelling to Amaranthine, she'd leave it behind.
Now, there are perfectly valid game mechanics reasons for this, but that doesn't mean I have to like it.

So I made this mod that will add one of three versions Alistair's Rose (depending on the state of the relationship at the end of Origins) to the player's inventory; provided the Warden has received it at some point.
As a plot item, it doesn't take up any space, but it also doesn't do anything. It being a plot item also means that it will again vanish from the inventory once Awakening is completed. I'd love to change that, but DLAN_Immortality, whose instructions on how to make a mod for Awakening I followed, stated that the same can't be done for The Golems of Amgarrak and Witch Hunt, and because everything so far worked just as she said, I choose to believe that, too.
The only method I could think of to keep that rose in the Warden's last two adventures would be to make it an actual (as opposed to plot) item, but that's not what I wanted to do, and it's also something that has been done already.

Because just a picture in one category of the backpack didn't seem all that exciting to me, there's more.
Additionally, again depending on the state of the relationship at the end of Origins, one of three items might be added to the player's inventory. All three of them can only be worn by the Warden-Commander, and none of them is overly strong.

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NOTE: If you're using TerraEx' Silverite Mines Bugfix (and if you aren't, you really should), the additional items still won't show up on the Experimental Subject created to represent the Warden-Commander. They're not lost, though: They're waiting in the chest at the end, along with the other non-equippable stuff. While I'm not sure why that's the case, I tell myself it's better this way.

NEW It seems the main version of this mod does not always recognize it if the romance was ended and then restarted. Although I suspect this is mostly due to a glitch within the romance itself, I changed a check so an unmarried Warden-Commander who once accidentally ended the relationship but then rekindled it will still receive the locket.
Unfortunately, this means that this optional file "Romance Mementos - less restrictive" will only consider the romance as off if it was ended in a way that made restarting it impossible. Meaning that if you were nice while you dumped Alistair, the locket which was meant as a token of an ongoing romance might still be added to the inventory.

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On why there are two versions of this file: Apparently, there is a bug that causes characters in Origins to receive Alistair's rose even without romancing him. If this happened, the character will again receive the rose in Awakening. Originally, I assumed there was something wrong with the mod, but now it doesn't look like it. So, both versions actually do the same thing. The second version is just being more complicated about it.

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Install the DAZIP with DAO-Modmanager, DAupdater or whatever you prefer to use to install DAZIPs. You probably should use a program that lets you easily uninstall it again, which DAupdater doesn't do.

If this mod doesn't do what it should, or is otherwise annoying or not working, I'd like to hear about it. (If it does exactly what it should, I wouldn't mind to hear, either.)


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ITEM STATS
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ROSE
None. It's just a rose.

AMULET (Alistair's Mother's Amulet)

+ 2 to all attributes
+ 1 to combat mana regeneration
+ 1 to combat stamina regeneration
+ 10% healing received
+ 4 mental resistance

LOCKET (Lover's Keepsake)

+ 2 to all attributes
+ 1 to combat mana regeneration
+ 1 to combat stamina regeneration
+ 4 mental resistance
increases monetary gain

RING (Royal Wedding Ring)

+ 2 to strength
+ 2 to dexterity
+ 2 to combat stamina regeneration
+ 4 to attack
+ 4 to mental resistance

STAT NOTES
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"Combat mana regeneration" and "combat stamina regeneration" actually do the same thing, so if both are present, they stack. Either I didn't know this when I first devised the items' properties, or I felt the need to make clear that a Warden who married Alistair canonically doesn't need mana regeneration.
In any case, all three of these items actually have + 2 combat mana / stamina regeneration.


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CONDITIONS
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The rose will always be given if it has been given in Origins, but I took the liberty to add some lines to its original description.
There's one version for a relationship that hasn't ended, one if the player has been dumped, and one if Alistair has been dumped/executed/exiled.

Additionally:

If the Warden and Alistair married, the ring will be given.

If the Warden became Alistair's consort, or the two of them carried on with their Warden ways together without getting mixed up with Fereldan government, the locket will be given.

If Alistair insisted on killing the archdemon himself, the amulet will be given. This also happens if he broke up with the Warden after the Landsmeet but remained in love.

If the romance was ended for whatever reason and both lived to tell the tale, there will be no memento (apart from the rose, that is).

If the Warden made a decision that got Alistair either executed or exiled or made him leave the party forever, there will be no reward. (Although I had ideas of what to give in those cases.)


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Huge thanks to all the people on the Bioware Social Network and the Toolset Wiki who took the time to write easy-to-follow tutorials that enabled me to make things work even if I didn't fully understand how they work.
Also, thanks to Bioware obviously, for making a game that inspired me to read C++ tutorials. And for the game itself. And for the opportunity to read their scripts to get an idea of how logic works.