Dragon Age: Origins

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Ambience and Environment
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RfCIP Awakening Integration and RfCIP Awakening Mechanics Resources (from RfCIP for RtF) includes awakening herbs (and other placeables), and stamina draughts available by containers herb or otherwise. Additional custom placeable Deep Mushroom (Spider Corpse Variant) model included; from and compatible with Deep Mushroom Resources (so you can have both Ghoul Mushroom variant and Spider Corpse Variant) with Shanamah's permission (you do not have to download the mod, but you should it is great). Also this same model is used as a replacement for Corrupted Spider corpses (APR_base_spider_corr file), it only affects models of corrupted spiders and if you have mods that conflict you can delete it.

NPC plot continuity, for example ambient NPCs added to Mage Origin with the mages form Mage's Asunder from the Fade (as well as their corresponding dead or "unconscious" bodies in the Circle Tower) during Broken Circle. As well as the previously dead bodies turned ambient NPCs for Mage Origin. Some examples (see Ambience and Environment Article for full list):

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  • Ambient Animals, many ambient animals have been added especially in Lothering. Including, more ambient Halla; which is even better if you have/use Updated Halla. I tried to make the Halla in better numbers to accommodate the Aravels (two Halla per Aravel), but of course taking into account the werewolf attack and them losing a portion of their herd for Zathrian's clan. 
  • Blood Mages, from Broken Circle are also added to the Mages Origin as suspicious ambients (some even conveniently witnessing Jowan's blood magic).
  • Dwarves, various ambient dwarves from both Dwarf Commoner and Dwarf Noble Origins are now in Orzammar for Paragon of her Kind. Some show upon arrival and other triggered from plot progression.
  • Mages, from Broken Circle either as dead bodies or seen Mage's Asunder from the Fade, are added to the Mage Origin. Also, the Mage's Asunder from the Fade bodies (dead or unconscious) are now in the tower during Broken Circle.
  • Templars, from Broken Circle seen in the Fade are both added in Mage Origins and as bodies (dead or unconscious) for Broken Circle. Also, restored generic templar (multiples added) with interaction dialogue has been added to Mage Origin.  
  • Wisps, during the fade harrowing two neutral Wisps have been added. The area map actually already has their waypoint paths but must have been cut content since they aren't in the game. Sadly, one waypoint path seems to have a block so one Wisp stops after following it's path, so it has been set to a random wander. The other will continuously follow it's path. 

Interactive and non-interactive clutter and decor. Some strange items have been added to the game with unusually properties. Mouseholes containing lesser stamina draught, awakening herbs, an apparatus that refills mages mana and more containers to pilfer your surroundings. If you have opted out of RfCIP Awakening Integration and RfCIP Awakening Mechanics Resources some of the containers will just not provide the items but still have clutter or not show up. Also, many props turned placeables; including recolours because without most are are overly bright even more than traditional placeables (but many are only party converted they still can't be interactive with), for even more decor. Examples of unique and special placeables (see Area Lists for alternate list(s)):

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  • Apparatus, mostly for ambience and has same use as Lyrium Veins from the fade. Found in the Circle of Magi Tower and a couple other areas.
  • Blood LotusMadcap and Rashvine, found randomly in various outdoor locations. They aren't set for autoloot sadly, issues with scripting items that do not have matching tags.
  • Circle Supplies and Apprentice's Footlocker, invisible containers located in and near the models of supply and storage units with TS Circle tables.
  • Combat Dummies, some combat dummies have been added that give Combat Training skills.
  • Deathroot Flower, another herb container that holds Deathroot.
  • Deep Mushroom Variant, another herb container that holds Deep Mushrooms.
  • Flesh Pods, a cut content container restored. Found in the Circle Tower with TS Circle tables.
  • Jars, containers that hold health poultices of various potencies, found randomly—usually in various indoor locations.
  • Healing Vases, containing Shimmering Orb of Light are now available in the Fade: Lost in Dreams and removed after Sloth is defeated. 
  • Locksmith's Tools, learn lockpicking and become a hidden rogue. Places the plot item Locksmith's Tools in inventory, as a form of continuity to why you can unlock. Available at all Origins (except mage) and at Ostagar.
  • Lyrium Sand, found in caves contains a large stack of Lyrium Dust (and small stack of Lyrium Sand if you use this mod).
  • Lyrium Vials, invisible container meant to be overlapped with a non-interactive prop or lyrium vials.
  • Mouseholes, found in villages and unkempt city locations. They contain lesser stamina draught; collected by the crafty little rodents.
  • Party Camp Upgrades, as Dog, Oghren, Wynne and Zevran join your party—decor and some containers will spawn. Some decor will depend on plot progress, specializations (including what you have and don't have) and choices.
  • Pile of Ore which contains Meteor Metal Ore, model was replaced, previously game used trash pile, replaced with Silverite Node from Awakening.
  • Shelved Reagents and Stored Reagents, invisible containers located in and near the models of shelving and storage units. Two to three reagents per container, some guaranteed items and some TS Stone tables.
  • Smuggled Contraband and Smuggled Goods, found usually in questionable locations with TS Antivan and TS Tevinter tables.
  • Stack of Sovereigns, 5 gold sovereigns in a coin stack container.
  • Storage Organization, this mod includes my Storage Organization feature (adds three new containers in party camp for storage), so if you had it from my other mod use this one and delete that one. Or you will get it in duplicates, and this mods version is updated.
  • The Black Vials, this mod includes my Black Vials swap out, so if you had it from my other mod use this one and delete that one. Or you will get it in duplicates, and this mods version is updated.
  • The Tower of Ishal (Fourth Floor), a transition door that skips level 1-3 and goes straight to level 4. You are awarded the codex The History of the Chantry: Chapter 1 you would have gotten, the Silver Bracelet gift, Warpaint of the Wolfhound kaddis, 50 silver and 3,000xp to party. But if you want to opt out simply delete Ishal Tower Skip folder (Ambience and Environment\Scripts and Misc)
  • Wilhelm's House, a transition door added in Redcliffe Village, so you can follow part of the original (and cut) Shale storyline. A new area map of the house will be available and various plot items and dialogues will now open. It isn't exactly cannon, and not the intended complete version (but edited so flagged complete after you find it), but it is a fun small side mission to try. But if you want to opt out simply delete Redcliffe Side Quest folder (Ambience and Environment\Scripts and Misc).

Body Cleanup, in some areas where you think bodies would be cleaned up after some time will be. When using mods that have "No Corpse Decay" bodies, in certain areas they tend to pile up like Orzammar. Where they would be cleanup up eventually, and now they will be depending on triggers, progressions and how many times you load or re-enter the area. Some bodies will take longer to remove since the developers tend to use the same tags on mobs and the script will only take one at a time. At this time only some areas and some bodies will have this, some bodies are easier to cleanup than others. I use preexisting plot triggers, so if there isn't an easy/direct trigger, I do not want to use it in case they haven't died/been killed yet.

Hostiles, custom hostiles such as Swashbucklers (Normal and Lieutenant, Duelist Spec), Orlesian Assassins (Boss, Assassin Spec), etc. have been made, but other core creatures such are humanoid, beasts, etc. are also used. Some are mixed in as opportunists with existing ambushes, and some are secluded/separate, but they may be stealthed so do run too far when in battle you might drag more enemies. They are not added too close to "meant to be" friendly NPCs areas, nor on top of entrance waypoints. It can be opted out of easily; by deleting the Hostile Creatures by Location folder. Some examples (see Ambience and Environment Article for full list):

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  • Black Bears, added to the Korcari Wilds.
  • Black Bear Mother, boss added and triggered with the Lothering Black Bears quest.
  • Deep Stalkers, more added to the Basement during Mage Origin.
  • Ghostly Arcane Warriors, added to the Lower Ruins.
  • Giant Spiders, more added to the Storage Caves during Mage Origin.
  • Maleficar, boss added, triggered after the campsite illusion is discovered (re-load of the area may be needed).
  • Orlesian Assassins, female wearing Harlequin's Motley (LF), assassin specialization and boss. Found in various Denerim locations. 
  • Spider Queen, boss added to Ruins Upper Level in the Brecilian Ruins.
  • Swashbucklers, male (tmp7704 light DA armor) and female (Isabela outfit), duelist spec both normal and lieutenant. Found in various Denerim locations; smuggling contraband and goods. 
  • Wolf Pack, various ranks added to the Brecilian Forest and triggered after the Nature of the Beast main plot is complete. Located near the Grand Oak.

Scripts and Misc folder is more or less the optional(s) folder. It has the The Tower of Ishal (Fourth Floor) and Wilhelm's House transition doors as mentioned but there are a few other scripts in there as well:

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  • Add Grey Warden gear into inventory and redresses the Warden upon arriving Ostagar, previously the warden armor was in Alistair's inventory. Grey Warden Robes for mages and Gray Warden Armor for rogues and warriors. To opt out simply delete Ostagar Redress folder (Ambience and Environment\Scripts and Misc). 
  • The Tower of Ishal (Fourth Floor), a transition door that skips level 1-3 and goes straight to level 4. You are awarded the codex The History of the Chantry: Chapter 1 you would have gotten, the Silver Bracelet gift, Warpaint of the Wolfhound kaddis, 50 silver and 3,000xp to party. But if you want to opt out simply delete Ishal Tower Skip folder (Ambience and Environment\Scripts and Misc)
  • Skip Loghain's cutscenes (1, 2 and 3) after prelude. I find it terribly annoying when you change the MORs and redress and the cutscenes are vanilla. It goes straight to the Dog's cutscene instead. This also fast tracks Zevran to be obtained after Lothering. To opt out simply delete Skip Loghain Cutscenes folder (Ambience and Environment\Scripts and Misc).
  • Wilhelm's House, a transition door in Redcliffe Village is now interactive, so you can follow part of the original (and cut) Shale storyline. A new area map of the house will be available and various plot items and dialogues will now open. It isn't exactly cannon, and not the intended complete version (but edited so flagged complete after you find it), but it is a fun small side mission to try. But if you want to opt out simply delete Redcliffe Side Quest folder (Ambience and Environment\Scripts and Misc).
  • Corrupted Spider Corpses, gives the DAI Deep Mushroom model as the spider skeleton for Corrupted Spiders. To opt out simply delete Corrupted Spider Corpses folder (Ambience and Environment\Scripts and Misc). 

Disclaimer:
Some triggers may have to be confirmed by users/players. Sadly, I have limited game files I lost all a while ago and only have one complete run-through and I tend to play my games pretty much the same way. I have tested to make sure the placeables/NPCs spawn, but not with the triggers in place. I will provide a list and if users/player can let me know on the unconfirmed that would be very helpful.

If you are wondering why some areas have been left out, note that some areas cannot be scripted into. Sub-areas to Area List areas; like all the buildings within Redcliffe Village, but the Redcliffe itself can be. At least to the knowledge of various well versed scripters. Scripting just has it's limitations.

Lastly, do not be surprised if I update—adding even more. At this time some areas are just getting more attention then others. Either by what is inspiring me or because it is a favoured part of the game for me. For example, I got very inspired for Lothering, and really, I usually fast track and not care about it—but I keep getting more ideas. Or Mage Origin/Broken Circle because I always play mages and got focused on the continuity.

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Area Lists
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List of each area (approx. 110+) where, and what type scripts (approx. 140+) have been used. Containers, Herbs, Placeables, Storage and Body Cleanup are on the same script, NPCs and Animals (ambient) are on the same script and Monsters, which includes humanoids and creatures—are on the same script. Some areas may also have a destroy object script or dead (kill) NPCs script. Also note, the below may all be listed as plurals but there can be as little as one.
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City Elf Origin:
  • Elven Alienage, Containers and Placeables
  • Arl of Denerim's Estate (Exterior), Herbs
  • Arl of Denerim's Estate (Interior), Containers and Placeables

Dalish Origin
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  • Forest Clearing, Herbs, Placeables and Animals
  • Elven Ruins, Herbs
  • Dalish Camp, Animals

Dwarf Commoner Origin:

  • Dust Town, Placeables
  • Orzammar Commons, Containers
  • Beraht's Hideout, Containers and Placeables

Dwarf Noble Origin:

  • Orzammar Royal Palace, Placeables
  • Diamond Quarter, Placeables
  • Deep Roads Outskirts, Containers, Herbs and Placeables

Human Noble 
Origin:
  • Castle Cousland, Containers and Placeables
  • Castle Cousland (After Siege), Containers and Placeables

Mage Origin:

  • The Fade, NPCs
  • Apprentice Quarters, Containers, Placeables and NPCs
  • Senior Mage Quarters, Containers, Placeables, Animals and NPCs
  • Storage Caves, Containers, Herbs and Monsters
  • Mage Tower - Basement, Containers, Animals and Monsters

Prelude:

  • Ostagar, Containers and Placeables
  • Ostagar Night, Containers and Placeables
  • Korcari Wilds, Herbs and Monsters
  • Deep in the Wilds, Herbs and Containers

Lothering Village:

  • Lothering, Containers, Herbs, Placeables, Animals, NPCs and Monsters
  • Dane's Refuge, Placeables and Animals 
  • Chantry, Placeables

Party Camp:

  • Containers, Placeables, Storage, Animals and NPCs

Broken Circle:

  • Lake Calenhad Docks, Herbs
  • Spoiled Princess, Containers and Placeables
  • Apprentice Quarters, Placeables and NPCs (dead)
  • Senior Mage Quarters, Placeables, Storage, Animals, NPCs (dead) and Monsters
  • Great Hall, Containers
  • Templar's Quarters, Containers and NPCs (dead)
  • Fade, Containers and NPCs

Brecilian Forest:

  • Dalish Camp, Herbs and Animals
  • West Brecilian Forest, Herbs, Placeables, NPCs and Monsters 
  • East Brecilian Forest, NPCs and Monsters
  • Upper Ruins, Monsters
  • Lower Ruins, Monsters
  • Lair of the Werewolves, Placeables (the Black Vials)

Redcliffe:

  • Redcliffe Village, Containers
  • Redcliffe Village Night, Containers
  • Redcliffe Castle Exterior, Placeables
  • Redcliffe Village Climax, Containers

Denerim:
  • Dark Alley, Containers and Animals
  • Deserted Building, Containers and Placeables
  • Dirty Back Alley, Containers and Monsters
  • Run-Down Back Street, Placeables and Animals
  • The Pearl, NPCs and Body Cleanup

Denerim 
Random Encounters:
  • Back Alley (ref Narrow 1), Containers and Animals
  • Back Alley (ref Narrow 2), Containers and Animals
  • Back Alley (ref Wide 1), Containers and Monsters
  • Back Alley (ref Wide 2), Containers, Monsters and Placeables (the Black Vials)

Sacred Urn:
  • Haven, Animals, Herbs and Placeables
  • Ruined Temple, Containers and Placeables
  • Caverns, Containers
  • The Gauntlet, Containers

Orzammar:

  • Frostback Mountain Pass, Animals
  • Orzammar Commons, Containers, Placeables, NPCs and Body Cleanup
  • Orzammar Diamond Quarter, Containers, Placeables, NPCs and Body Cleanup
  • Orzammar Proving, Containers and Placeables
  • Orzammar Royal Palace, Containers and Placeables (including the Black Vials)
  • Dust Town, NPCs and Body Cleanup 
  • Carta Hideout, Placeables

Deep Roads:

  • Aeducan Thaig, Containers
  • Caridin's Cross, Containers
  • Ortan Thaig, Containers and Herbs
  • Dead Trenches, Containers
  • Anvil of the Void, Containers

Denerim (for Landsmeet):
  • Arl Eamon's Estate, Placeables
  • Arl of Denerim's Estate (Exterior), Herbs
  • Arl of Denerim's Estate (Interior), Containers and Placeables
  • Arl of Denerim's Estate (Dungeon), Placeables
  • South Wing of Bann Franderel's Estate, Containers 
  • Elven Alienage, Placeables
  • Run-Down Apartments, Containers
  • Tevinter Hospice, Containers and Placeables
  • Tevinter Warehouse, Containers

Random Encounters:
Mostly just the additions of some Awakening Herbs.
  • Roadside (Highway Mages), Herbs, Placeables and Animals
  • Abandoned Meadow (Highway Refugees), Herbs
  • Hillside Path (Plains Darkspawn), Herbs
  • Trade Route (Mage Pages), Herbs and Placeables
  • Low Road (Plains Undead), Herbs
  • Taoran's Camp, Herbs
  • Steep Path (Plains Demons), Herbs
  • Lakeside Road (Plains Demons), Herbs
  • Wooded Glen (False Witness), Herbs
  • Out of the Way (Seen Me), Herbs
  • Roadside Stop (Tricker), Herbs
  • Twisted Forest (Sylvans), Herbs
  • Forest Clearing (Werewolves), Herbs
  • Dark Forest (Spiders), Herbs
  • Forest Path (Elves vs Werewolves), Herbs
  • River Crossing (Forest Bandits), Herbs
  • Forest Meadow (Forest Darkspawn), Herbs
  • Deep Woods (Jowan), Herbs
  • Forest Outcropping (Civil War), Herbs
  • Twisted Path (Forest Ambush), Herbs
  • Forest Incline (Orzammar Rebels), Herbs
  • Wooded Hills (Caught Stealing), Herbs
  • Bloody Plains (Plains Darkspawn), Herbs
  • The Low Road (Plains Beasts), Herbs
  • Desolate Highway (Plains Wolves), Herbs
  • The Long Road (Highway Zevran), Herbs
  • Deserted Farmland (Highway Dog), Herbs
  • Forest Stream (Leliana Assassins), Herbs
  • Roadside Field (Army Redcliffe), Herbs and Placeables
  • Winding Road (Army Dwarves), Herbs
  • Deserted Battlefield (Plains Battle), Herbs
  • Gentle Path (Merchant), Herbs
  • Narrow Road (Circle Templars), Herbs
  • Treacherous Path (Special LOTR), Herbs
  • The Crater (Special Supermetal),  Herbs
  • Strange Wood (Axe in Stump),  Herbs

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Decor List
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I simply cannot list every item but listing for those under certain conditions (to try to confirm if they are properly spawning) and talent giving items. However, 100+ placeables used (many props turned to placeables), and 100s  (400+) of placeables have been added.

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Origins:
Locksmith's Tools, Grants Hidden Rogue and Lockpicking I.
  • City Elf, Elven Alienage, back entrance of Hospice near stairs
  • Dalish Elf, Forest Clearing, near locked chest
  • Dwarf Commoner, Dust Town, near Carta entrance on some small cages
  • Dwarf Noble, Royal Palace, in Player's bedroom, behind couch
  • Human Noble, Castle Cousland, Treasury near locked chest
  • Mage (none, use Ostagar's)

Party Camp:
  • Book Pile, if Background Mage of the Circle (just in case Non-Circle Mage Origins) and Eamon not yet revived
  • Cards, if Rogue or if Isabela agrees to teach Duelist 
  • Scroll, if Background Mage of the Circle (just in case Non-Circle Mage Origins) and Eamon revived
  • Eldest of the Sun, if Background Dalish, against the ally crates (needs confirmation this properly spawns under the conditions)
  • Oren's Toy Horse, if Background Human Noble (needs confirmation this properly spawns under the conditions)
  • Cooking Spit and Meat, if Dwarf (needs confirmation this properly spawns under the conditions)
  • Scroll Rack, if Mage
  • Knife, if Rogue (behind the Warden's bedroll)
  • Barrel of Weapons, if Warrior (near tents)
  • Incense, if Arcane Warrior or Spirit Healer and not a Blood Mage
  • Phylactery, if Blood Mage
  • Poison Vials, if Assassin
  • Skull, if Reaver
  • Wynne's Decor, alchemy potions and herbalism decor near Wynne, if Wynne recruited.
  • Blood Mage Decor, alchemy potions, blood mage and curiosities near what would have been Wynne's tent. If Blood Mage recruited and Wynne Killed (needs confirmation this properly spawns under the conditions).
  • Zevran's Decor, poisons, knife and fur, if Zevran recruited.
  • Oghren Decor, ale cask and mug, if Oghren recruited.
  • Aravel, if Dalish Alliance
  • Alchemy Bowl, if Mages in Army
  • Crystal, if Dwarves in Army
  • Scale and Coin Stack, if Eamon Revived

Ostagar/Ostagar Night:
  • Archery Dummy, near other Archery Dummy. Grants Combat Training I.
  • Locksmith's Tools, behind and above Quartermaster. Grants Hidden Rogue and Lockpicking I.

Broken Circle:
  • Senior Mage Quarters, an Alchemy Storage—a party storage in Irving's office incase you have inventory management issues while locked in the tower.

West Brecilian Forest:
  • Deathroot Flower, another herb container that holds Deathroot. Some spawn upon arrival and the rest triggered after the Nature of the Beast main plot is complete.
  • Cauldron and Campfire, triggers after the campsite illusion is discovered (re-entry to the area may be need).

Redcliffe Castle Exterior:
  • Combat Dummy, near Basement - Cellar door. Grants Combat Training II.

Orzammar:
  • Orzammar Commons, backlog of dwarven trade starts to open up. Triggered after the Paragon of Her Kind main plot is complete. Also body cleanup, if you use no corpse decay type mods the left over bodies will start to disappear (can take up to 9 re-entry of the area list or re-loads). It takes so many because the developers used the same tag for 9 of the hostiles and the script only will take one per load.
  • Orzammar Diamond Quarter, dwarves set up a market almost identical to the dwarf noble origin, and lots of containers available. Triggered after the Paragon of Her Kind main plot is complete. Also body cleanup, if you use no corpse decay type mods the left over bodies will start to disappear (may take several re-entry of the area list or re-loads).
  • Orzammar Dust Town, body cleanup, if you use no corpse decay type mods the left over bodies will start to disappear. Triggered after the corresponding progression.

Denerim:
  • Arl Eamon's Estate, Flower Pot and Bunch of Flowers in PC's room on vanity, triggered if marrying Alistair.

Random Encounters:
  • The Crater (Special Supermetal), replaced Pile of Ore which contains Meteor Metal Ore, model previously used was trash pile, replacement Silverite Node from Awakening.

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NPC List
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All humanoids are ambient unless otherwise indicated. Ambient animals will show name but are like ordinary ambient animals. 

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Dalish Origin:
  • Forest Clearing, Squirrel x3
  • Dalish Camp, Halla x8

Mage Origin:
Mage, Blood Mage and Templar continuity; so found in Mage Origin, Broken Circle Tower and Fade. Some of the Mages are from the original Dead Mages in the Tower during Broken Circle or Fade: Mage Asunder. Technically, one apprentice mage MOR is one of the servants of the fade, but I made her a cleaning apprentice mage to make up for it.
  • The Fade, Wisp x2, the area map actually already has their waypoint paths but must have been cut content since they aren't in the game. Sadly, one waypoint path seems to have a block so one Wisp stops after following it's path, so it has been set to a random wander. The other will continuously follow it's path. 
  • Apprentice Quarters, Female Apprentice x7 ( +1 duplicated),  Male Apprentice x7 ( +1 duplicated) , Female Mage x1, Male Mage x1, Kinnon and Templar x4 (Templars are interactive)
  • Senior Mage Quarters, Female Mage x2, Male Mage x4, Female Senior Mage x1, Male Senior Mage x1, Godwin, Templar x4 (two Templars are interactive) and Owl x1
  • Mage Tower - Basement, Rat x4

Lothering: 

  • Lothering Village, Animals: Goat x5, Owl x1, Ox x3, Pig x6, Ram x1 and Raven x3. NPCs: Blacksmith, same model as the one that can replace Owen.
  • Dane's Refuge, House Cat x1

Party Camp:

  • If Dalish Alliance, Halla x2
  • If Ranger Specialization, Wolf x1
  • If  Blood Mage is recruited and Wynne Killed, Blood Mage x1 (needs confirmation this properly spawns under the conditions)

Dalish Camp:

  • Halla x3

West Brecilian Forest:
  • Deer x4, Halla x3 and Owl x1, if Zathrian sacrificed himself and the curse lifted.

East Brecilian Forest:
  • Halla x3 and Owl x1, if Zathrian sacrificed himself and the curse lifted.

Broken Circle:
Mage, Blood Mage and Templar continuity so found in Mage Origin, Broken Circle Tower and Fade.
  • Apprentice Quarters, Dead/"Unconscious"  Apprentice x10 (Female x6 and Male x4)
  • Senior Mage Quarters, Dead/"Unconscious"  Mage x4 (Female x1 and Male x3) and Dead Senior Mage x2 (Female x1 and Male x1) 
  • Templar Quarters, Dead/"Unconscious" Templars
  • Companions Nightmares, 1-2 ambient wisps

Denerim:
  • Dark Alley, Rat x3
  • Run-Down Back Street, Rat x3
  • The Pearl, Bartender x1, Companion x4 (Female x3 and Male x1) and Patron x2, most triggered after the Pearls Before Swine is complete.

Denerim Random Encounters:
  • Back Alley (ref Narrow 1), Rat x3
  • Back Alley (ref Narrow 2), Rat x3

Haven:
  • Deer x1 and Raven x4

Frostback Mountain Pass:

  • Deer x3 and Owl x1

Orzammar:
Commoner, Merchant and Noble continuity; so found in Dwarf Noble or Dwarf Commoner and Orzammar during Paragon of her Kind—for more filled out areas.
  • Orzammar Commons, Dwarf Commoners x8 and Dwarf Merchants x3, some show upon arrival and the rest triggered after the Paragon of Her Kind main plot is complete.
  • Orzammar Diamond Quarter, Dwarf Merchant x9 and Dwarf Nobles x9 triggered after the Paragon of Her Kind main plot is complete.
  • Orzammar Dust Town, Dwarf Beggars x9, most upon arrival and one triggered after the Shaperate Thief attack.

Random Encounter:
  • Roadside (Highway Mages), Raven x3

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Hostiles List
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Some are amongst other monster mobs and some on their own. Normal rank unless otherwise indicated. This is more apart of the NPC extension, if you are wondering why this seems less content compared to the other parts of the expansion. But kept separate for those who do not want added difficulty to their game, so that it can be opted out of easily. Also note that these hostiles are intended for those who use no corpse decay mods, or else some of them will keep spawning with each load or re-entry of the area.
 
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Mage Origins:
  • Storage Caves, Spider x3
  • Mage Tower - Basement, Deep Stalker x2 and Deep Stalker Spitter x2

Korcari Wilds:

  • Black Bear x2

Lothering:

  • Black Bear Mother (Boss), triggered with the Lothering Black Bears quest accepted, and then a reload of the area (either by transition or just saving, leaving and reloading the save file). So it may spawn with the other bears or on its own, depending when you load the area after the quest is accepted.

West Brecilian Forest:
  • Maleficar (Boss), triggered after the campsite illusion is discovered (re-entry to the area or reloading may be need).
  • Alpha Wolf (Boss), Beta Wolf (Lieutenant) and Wolf x3 (Critter), triggered after the Nature of the Beast main plot is complete. Located near the Grand Oak.
  • Werewolf (Lieutenant), Rabid Werewolf and Werewolf, triggered if siding with Zathrian and killing Witherfang (needs confirmation this properly spawns under the conditions).

East Brecilian Forest:

  • Shadow Werewolf x3, triggered if siding with Zathrian and killing Witherfang (needs confirmation this properly spawns under the conditions).

 Brecilian Ruins:
  • Lower Ruins, Ghostly Arcane Warrior x7 (Normal and Lieutenant), these are triggered if you have not freed the Arcane Warrior from the Phylactery. They will also respawn at every reload and re-entry of the area until you release the spirit.

Denerim:
  • Dirty Back Alley, Orlesian Assassin (Boss)
  • Back Alley (Random), Orlesian Assassin (Boss),  Swashbuckler x3 (Normal and Lieutenant)
  • Back Alley (Random), Swashbuckler x3 (Normal and Lieutenant)
 
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v2.0 Updates
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Ostagar Redress Script:
This will now script in Warden's Keep DLC gear Warden Scout Armor Set and Studded Warden Helmet, instead of the premium+. It is usually unobtainable gear. Mages will also get Warden Apprentice Robes and Enchanter Cowl. This is official content gear from Warden's Keep, but if used with my Warden's Keep replacements it will look like the below. Note the example also has new Alistair, Daveth and Jory redresses also in the next update for Appearance and Equipment.



Lists of Fixes:
In the next update of Ambience and Environment there are several minor fixes.

  • Mage Origin, Spider Caves, one of the Spider will be rotated 180 degrees.
  • Mage Origin, the 3 talking ambient mages (the eventual blood mages), will not be casually talking while Jowan just preformed blood magic.
  • Ostagar, Combat Dummy was spawned twice by error, this will be reduced to one.
  • Ostagar, Combat Dummy, should not appear if you are a Warrior and thus already have Combat Training.
  • Ostagar, Locksmith Tools, should not appear if you already have Deft Hands.
  • Party Camp, Dalish Origin decor will be moved to accommodate the new map's location.
  • Wilhelm's House, a transition door in Redcliffe Village is now interactive—before another one was added.

Mabari Dominance Added:
The Attack at Nightfall will now have the Landmark tree for Mabari Dominance.

Source Files Added:
The .nss source files have been added for personalization, if you need to move an object. You will need to have some Toolset knowledge and recompile the scripts to .ncs. Please do not republish as your own work.

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HollownessDevoured