Dragon Age: Origins

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dr drummie

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drdrummie

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About this mod

Grey Warden is summoned to new uncharted area occupied by mercenary army called Frostback Legion. To explore the area and investigate what is happening, GW needs to join them but that's not easy task..
Dragon Age Origins add-on with couple of new areas to explore, quests, etc. Currently in beta - THERE IS A RELEASE VERSION OF KIVITO'S YADAM!

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Changelogs
THERE IS A RELEASE VERSION OF KIVITO'S YADAM, don't download this version since this is beta!!


This is add-on for DA:O. Still work in progress, in beta, but it should be fully playable.

Grey Warden is summoned to new uncharted area occupied by mercenary army called Frostback Legion. To explore the area and investigate what is happening, GW needs to join them but that's not easy task..

Levels are pretty much finished, I didn't have more patience to deal with lights and toolset quirkiness, so I'm going with this, it has (currently) one 
new area (3 exterior levels (all new, 1 huge, 2 small), 4 rooms levels (made of combining/modifying original levels, 1 huge, others just pre-made rooms 
from main campaign). 

I've added all quests, enemies, some codex stuff, chests, etc. Still remains to be cleaned from bugs, polished, balanced, and need to recreate lights and 
paths in areas.. I'll do that when I find time & will.. :) I would like to voice over it properly so if anyone is interested - contact me..

Many thanks to Dave (commodore128d3) for helping me test and giving me ideas!

info:
- story is meh
- dialogues are rough
- English is what it is
- humor is bad
- lore needs full check up

features:
- you can start it on 3 ways: after main campaign (or post coronation save in camp - Zorisej opens map pin on wold map, sometimes is needed to get out of the camp then return for him to be added there), and in main campaign (before coronation) in Orzammar slums (Gorkmaz opens map pin in deep roads) or in village of Haven (Ceki transfers you directly)
- depending on start it lands you on 2 different sides of the area (area = multiple maps) so you have something as backgrounds in Origin
- voiced over with Micro$oft David (yes, like polish television until few years ago :) )
- some usage of items (keys, explosives) to complete quests or advance further
- have "riddle" to open the secret door
- few cutscenes just for opening
- have choices and consequences, some small but some large, but not affect the main campaign
- more then 15 quests
- usage of job boards
- lot of quests are interconnected, some choices can be opened if you have finished or talked to other NPCs
- cca. 2.5+ hours of your time

qol:
0.8:
- added "!" above quest givers
- added plot helpers
- fixed some backgrounds issues
- fixed some convos
0.88:
- spellchecked plot entries (but does not mean it is grammatically correct :) )
- fixed some convos (but does not mean it is grammatically correct - sry!) 
- removed some debugging stuff and options
- fixed some issues with NPC's
- added story so far
- added previously unfinished quest which needed to be reported to Bruce, now try to play as you wish (hope I've predict all outcomes)
- Theta HD textures are now added to ..core/override/hd_textures/.. so you need to remove them manually on uninstall, or you can keep them if you like
- levels are now in "env_yadam" folder (..core/override/env_yadam/..) so if you want to remove them, just delete that folder
- it is still work in progress, but much closer to finishing and polishing, still need to create 3-4 quests 'till the end..
- info for older version is in readme section (spoilers!) at the end of..
0.95:
- added all quests..
- added treasure and some rewards..
- added some codex entries..
- added enemies..
- added convos, not taking care about grammar of course.
- changed and added some stuff, NPC's, items..

known issues:
- hope I fixed all - No I didn't.. It was tested a lot but can't predict all.. 
- plot helpers here and there can be shown but usually at end of quests they are removed..
- if you experience stuttering, please save and reload or exit game and reload (I guess engine memory leaks).

If you encounter some issue please notify me so I can repair it.. :)

notes:
- you need to start again from clean save to pick up the changes
- to join the army you need to complete some quests (Repair the boat and Save Mihael AND talk to the archaeologist)
- to enter the fort interior you need to complete all army board quests and find all magic rocks (quest from the archaeologist), then it starts the 
Invasion quest by Bruce

installation and compatibility:
- NOT compatible with Extra dog slot - please disable or deactivate Extra dog slot before entering main area..

- just install with daupdater or damodder, everything should work
- I didn't test it with other mods, but I didn't touch core/SP resources, I guess it should not interfere much (it was developed on clean DAO install)
- I've used HD textures mod for carts, wagons, tents from Theta HD project by Rennn
- Theta HD textures are put in ..core/override/hd_textures.. so they can be removed in case of some conflict

uninstall:
- remove mod with damodder
- manually remove areas from ../core/override/env/.. (in future folder will be named "env_yadam", btw. you can use them in your mods also if left there)
- areas are in "dan", "kv_ts*", "mod_ts2" and "yad*" folders!
- from 0.88 version levels are in ../core/override/env_yadam/.. so you only need to delete that folder
- Theta HD textures are packed in ERF so they should be uninstalled with mod, but from 0.88 version they are in ..core/override/hd_textures/.. so you need to remove them manually!

re-install / update:
- uninstall old with damodder
- remove areas from ..core/override/.. folder (necessary for 0.88 and higher if and/or areas are updated - see uninstall section)
- install new version with damodder
- play it, but you'll need to start over from clean save file before open first area for game to pick up changes in mod (objects are loaded into areas on 
first spawn)

My blog and (kind of) tutorials: https://datoolsetblog.wordpress.com/