Dragon Age: Origins
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Veinmire

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Veinmire

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*******NOT MADE OR SUPPORTED BY QWINN. DO NOT BOTHER HIM WITH TROUBLESHOOTING CONCERNS*******

(I just couldn't resist the rhyme)

Uploaded under his modifications permissions, quote, "You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator."

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Based off Leave Wynne Behind by Elflady182 (thank you for making it a lot easier to find the simple change).

What this mod does:
It directly copies any changes from Qwinn’s Ultimate DA:O Fix Pack 3.52 (future versions may introduce new changes, which I will update as needed) to gen00pt_party, specifically at the time of writing the fix for the codex history when a party member leaves for good (details below) but with one word in the script changed to enable leaving Wynne behind at the circle tower rather than going full Murderbrawl on her in front of kids like any reasonable protagonist would do. 

Jokes aside: I seriously doubt Wynne would try to fight you for refusing to let her play tag-along, but for some reason rationality never worked its way into the dialogue and she was party locked with you. This removes that lock while retaining the more level-headed decision.

Qwinn's fix affects codex entries for ALL party members when they leave because gen00pt_party is a shared file with the other party members, which is why Oghren's codex is in the screenshot.

(Do not use with Leave Wynne Behind as well.)

Installation instructions: Extract file and place in Documents\BioWare\Dragon Age\packages\core\override 
I strongly recommend extracting it to or creating a custom folder within your override. Loose files in your override will cause things to get very confusing. 

  • This will then substitute for his file, keeping his changes and mine (override gets the priority over dazips).
  • Please remember that the codex change requires a reload.
  • Note that Wynne will need to kept in the party just to remove the barrier, after which she can immediately be swapped out with any party member of your choosing.
  • Personal recommendation (but not a requirement): When you exit the Fade the party selection GUI should be available again in the top panel (if not you can head back to where you first met Wynne as the path will be clear). For logical dialogue consistency I recommend putting Wynne back in the party in time for the fight with Uldred; the reason for this being that if you do not do this she will never "officially" request to join the party. While leaving her out will have no actual consequences on the gameplay, you will lose out on a small potential approval boost and it's bad from a role-playing perspective. I like to imagine she catches up after you've been stuck in the Fade for a while, but it's up to you how you want to imagine/interpret that. You will also preserve some Cullen dialogue and a potential confrontation this way (if your character changes their mind and goes down the pure destruction route). You MAY be able to get her recruitment conversation after the conversation with Gregoir by heading further into the tower and switching out the party before talking to Irving, though I didn't think to test this, but trying to go back to camp to switch the party out will result in the conversation triggering automatically without her.

If it doesn't work you very likely have a different Gen00pt_party.ncs in your override (while nearly identical in name, the NSS version is an uncompiled source file and has no effect on the game, the NCS is what matters here). Search for it and delete it if it's not important, always consider which mod may use it, never indiscriminately remove stuff.


I hope this helps people. Enjoy. 
Leave a comment or DM me if you have any questions.

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Various notes, because I just can't help providing excessive amounts of detail.
Most people will not need to read beyond this point:

From QUDAO Fixpack v3.5 Developer Readme:
GL3004: When any follower leaves the party for good, a bit of script was supposed to remove the codex entry describing what kinds of gifts they like so that that did not remain the final codex entry for that follower.  That bit of script was bugged and did not work.  It does now, though the gift entry will not disappear until the next time a save game is loaded.  HOW:  In gen00pt_party.nss, find all instances of "OBJECT_SELF" and replace with "oFollower".


Technical details:
Using the NSS file from Leave Wynne Behind as a reference (many thanks Elflady182 for providing your source file in the download so I knew what to change) this is simply a copy and re-edit of Qwinn's gen00pt_party.nss script (NCS when compiled, which is what the game reads. It will override his; her mod only actually changed a single word in the script.)
SetFollowerRecruited(oWynne, nValue, strPlot, GEN_WYNNE_IN_CAMP, GEN_WYNNE_IN_PARTY, TRUE, TRUE)
was changed to 
SetFollowerRecruited(oWynne, nValue, strPlot, GEN_WYNNE_IN_CAMP, GEN_WYNNE_IN_PARTY, TRUE, FALSE)

Minor notes on very unlikely issues (courtesy of my overactive brain, likely safe to ignore)
  • I am not a coder by any stretch of the imagination, and I'm still in the basic stages of learning my way around the toolset. If this was a more complicated change, I’d have less faith in myself, but I think I did just fine and it works in my game. It was very simple.
  • Since this copies every change Qwinn made (which really isn't much at all for this script), the only way I could say this script could cause problems is if the toolset did not compile it properly. I'm not savvy enough to determine if that has happened but I seriously doubt that will be the case.