Dragon Age: Origins

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Areas and Atmosphere
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This is the RtF module and the Areas and Atmosphere folder, the folder doesn't need the module (and the module doesn't need the folder) but both will need components of RfCIP for RtF. So if you want Denerim day/night, Lake Calenhad Docks weather, etc. but not Amaranthine or the Awakening integration per se, you can opt out of Amaranthine and Awaking integration. However, you have to keep Awakening Model Resources this should have the animations for the rain, and shouldn't disrupt your game where you do not want it to, so you should be safe/fine. When it comes to the Awakening Mechanics Resources folder you will have to keep vfx_base_gxa.gda for sure (this is where the rain and rain droplet effects link to the animations and then to the game) and you have to keep Awakening and DLC Areas folder, it contains the new area levels such as Denerim at night. Besides that, I believe it is safe to delete whatever you want from RfCIP for RtF besides RfCIP_Base.erf, contains the sundial.

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Amaranthine
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Bring Awakening areas to Origins with Amaranthine as a new map location to explore. It can be opened with a map placeable added to the party camp, located on the crates. Includes:
  • City of Amaranthine
  • Chantry of Our Lady Redeemer
  • The Crown and Lion
  • Abandoned Warehouse
  • Hubert's Den
  • Smuggler's Den
  • Dragonbone Wastes 
  • Drake's Fall
  • Knotwood Hills
  • Kal'Hirol
  • Kal'Hirol - Main Hall
  • Kal'Hirol - Trade Quarter
  • The Blackmarsh
  • The Vigil - Exterior
  • The Vigil - Throne Room
  • The Vigil - Dungeon
  • The Vigil - Basement
  • The Vigil - Deep Roads
  • Wending Wood
  • Silverite Mine
  • Abandoned Farm
  • Anselm's Reef
  • Forlorn Cove
  • Old Stark's Farm
  • The Turnoble Estate
  • Also various random encounter areas

Multiple merchants available and their inventory depends if you have additional Awakening resources or not. Yuriah will have 3 versions of his shop, a base and 2 upgrade depending on your origin's campaign progression.

Blackstone Irregulars, Chanter's Board, Mages' Collective and Favors for Certain Interested Parties, have some of their quests available here (and some unique quests too). Restored cut dialogue and quest placeable for Favors for Certain Interested Parties.

Merchants' Guild Board added with unique quests.

Components from pre-existing areas were cloned (some slightly edited to fit in better) to help add substance to the area but you will see duplicate ambient NPCs, dialogue, etc.

Unique random encounters added.

Soldiers Peak will be available on the Amaranthine Map if you started the quest or if it is repaired (it will update appropriately).

Quests:
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Lite Content:
Note, some lite content quests are intertwined so in order to complete you may have to finish another quest first.
  • Lost Kitten
  • Beachcombers
  • Find Sanctuary (for Mages' Collective or Chanter's Board)
  • The Overlook "Bandit" Hotel
  • The Good Wife
  • Spreading the Chant (requires Appearances and Equipment or cannot be completed)
  • Moonshine
  • Wicked Substance

Area Unlock Quests:

Just some quests to open areas and merchants on the Amaranthine Map.
  • Over the Hill (unlocks Knotwood Hills)
  • Across the River (unlocks The Vigil and multiple merchants)
  • Into the Woods (unlocks a random encounter turn permanent area, Wending Woods and multiple merchants)
  • To Grandma's House (unlocks an area with merchant)

Area Specific Quests:
  • Shadows of the Veil (unlocks the Blackmarsh and more)
  • Baroness of the Blackmarsh
  • Memories of the Stone (starts in Kal'Hiro, ends elsewhere...)
  • Bombs Away! (starts in Kal'Hiro, ends elsewhere...)
  • The Long-Buried Paste (starts in Kal'Hiro, ends elsewhere...)
  • Unmarked, but Weapon/Armor repair (by the golem/anvil in Kal'Hirol - Trade Quarter)
  • The Haunted Crypt
  • The Shrine of Korth
  • Unmarked, but Chantry chest puzzle
  • Unmarked, but crypt puzzle (related to The Haunted Crypt)
  • Wending Wood Stone Puzzle
  • Brothers of Stone
  • From the Living Wood
  • Dragon's Nest
  • Laboratory of Oddities
  • Wasted (unlocks the Dragonbone Wastes and more)

Global:
  • Heart of the Forest (crafted by the golem/anvil in Kal'Hirol - Trade Quarter)
  • Worked to the Bone (crafted by the golem/anvil in Kal'Hirol - Trade Quarter)

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Denerim Market (Day)
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Channel your inner Dragon Age 2 with Denerim Market having both a day and night mode (via sundial placeable). Now Denerim should be less likely to crash and has more places you can go. By splitting some of the triggered plot quests to night mode hopefully this should reduce crashes in Denerim.

What you can't do anymore:
  • Crime Wave Chests and Master Tilver are available only at night, so you can't loot either twice (Tilver to be available during day next update)
  • Blood of Warning doors are available only at night 
  • Ser Landry is available only at night 

What you can do:
  • Return at Night, via sundial
  • Couldry has a store
  • Go into the Chantry even though it is closed (but if you talk to the templars they will stand in your way after)
  • Chantry has some codex books that were from the Lothering Chantry in case missed
  • Party picker is enabled for the area

What has changed:
  • Sister Justine is now located in the Chantry and her dialogue has been slightly changed to better suit her new location
  • Knight-Commander Tavish is now located in the Chantry
  • Waypoint paths of ambients are fixed/now being followed.
  • Party banter trigger adjustment, for easier triggering
  • Party trigger at the center marketplace is slightly smaller.
  • Goldana's house trigger is smaller, in case you don't want to accidentally trip it while in the market
  • Gorim's trigger is smaller.
  • Several other triggers slightly adjusted.
  • Master Ignacio will only be available in one Gnawed Noble Tavern Day/Night (which ever you go to after you get the delivery)

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Denerim Market (Night)
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Now do your clandestine dealings under the cover of dark.

What you can't do:
  • Turn in Chanter's Board Quests
  • Go into Genitivi's Home, Goldanna's Home, Smithy, the Wonders of Thedas or Chantry
  • The Crimson Oars quest, so they are not in the Gnawed Noble Tavern at night 

What you can do:
  • Return during the Day, via sundial
  • Accept Chanter's Board, Mage's Collective and Slim Couldry's quests
  • As long as you made contact with Couldry during the day, he will show at night, and Couldry has a store
  • Cesar and Master Ignacio is still available, the delivery can be day/night 
  • Turn in Mage Collective quests
  • Go into Gnawed Noble Tavern, Marjolaine's Home and Market Warehouse
  • Crime Wave: Steal Master Tilver's key and the chest are available at night, and Master Tilver can be seen at night waiting even before you accept the quest (and will remain after), without being pushed out of alley from triggering. Once quest accepted the triggers will initiate an you can be push out of alley if caught.
  • Ser Landry, Honor Bound, the trigger is smaller too, in case you choose to avoid for the time being 
  • Friends of Red Jenny, door is still interactive
  • Solving Problems, both the body bag and dumpsite available
  • Dead Drops, can be done and the barrel should show for both day and night
  • A Change in Leadership, can be done but if killed bodies will only be in the day/night mode you killed them in
  • Party picker is enabled for the area

What has changed:
  • Less NPCs than day and not a full clone of the Denerim Market during the day.
  • Areas you can go to during the night are full clones but this means some things will be duplicate (similar to how Ostagar at Night is). You can steal from the NPCs for both day and night of those areas, the containers are duplicated, etc.
  • This means bodies will be left in the day/night mode you killed them in.
  • Quests should complete without having to redo during the other mode or issue.
  • You can steal from the Silver smith early and skip paying Couldry and they remain up at night.
  • Master Ignacio will only be available in one Gnawed Noble Tavern Day/Night (which ever you go to after you get the delivery)

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Lake Calenhad Docks
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Five different atmosphere and weather changes at the Docks. Done by area counter so after a certain amount of entries the weather and atmosphere will remain. Clouds, moon positions and eventually rainfall. Just something to change up this little area.

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Lothering
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Ambient adjustments and fixes. All NPCs should be able to be stolen from (besides children). Trigger shrinkage so you can steal from the Doomsayers crowd and the Unscrupulous Merchant crowd (steal from behind, trigger from the front).

Leaving Lothering trigger moved closer to exit, to prevent premature triggering. next update 

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Ostagar Day/Night
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Ever get annoyed at now many NPCs have nothing to steal? Well now pretty much all of the NPCs can be stolen from now. 

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Korcari Wilds
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AreAt-v1.3 Update
Fixed/added Alistair's ambient warning triggers about stealthed darkspawn. Fixed/moved glitched trap that cannot be disarmed.

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Character Stage and Party Picker
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Now you have the Awakening character stage and party picker.

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Unlocked Merchants
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Various merchants were cut from the game even though they came with dialogue, and now most have been restored. Some inventories are left blank by design at this time, scripted in inventory options will most likely be made available in the future.
  • Ahren, Mountain Pass, with warrior leaning DLC/Promo items
  • Couldry, Demerim, with rogue leaning DLC/Promo items
  • Owain, Circle Tower after Broken Circle complete, with mage leaning DLC/Promo items
  • Gerient, Amaranthine random encounter turn permanent map location, with pre-existing Kaddis Store items 
  • Quartermaster, Redcliffe Castle after the Arl is revived, currently empty
  • Senior Enchanter, Redcliffe Castle after the Arl is revived, currently empty
Post here to report errors, typos and issues. The more and faster the error reports–the faster I can update accordingly :)

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HollownessDevoured