Found a solution on how to get rid of lothering bug (can't leave the area) just uninstall then reopen DAO to get rid of this kind of bug :D including gamecrash in circle of magi or fade (saving connor and isolde)
I know I'm answering a bit late, but maybe I can help you (or someone else). The problem definitely comes from two mods that aren't compatible, by which I mean that they modify the same files. The most 'typical' case is caused by Improved Atmosphere. In the AI folders, I invite you to remove the files 'bec000pt_main.ncs' and 'bhm000pt_tranquility.ncs' which are located in 2. Modules/2.2. Characters/Scripts and 2. Modules/2.5. Scripts. This should solve the problem!
now i hate the long ass tutorial as the next person
but it's the only way to speed level early in the game without cheats or mods:
collect ONLY the dark spawn vials and go back to camp and repeatedly talk to duncan and tell him you only have the vials. you'll gain exp every time you do this until you're max level.
but why?? like if you're gonna exploit, then you may as well just cheat properly. I have nothing against somebody cheating in a single player game, but if you're gonna cheat, do it right
Does anyone else have the issue of getting to Lothering and the dialog option for talking about Duncan to Alistair is just nonexistent? Otherwise, the mod works as intended- although I was a bit surprised when I arrived in Flemeths Hut at level 6. A welcome surprise sure, but a surprise nonetheless!
Wanted to share my experience with this mod. I'm not sure if this thing would work because I've uninstalled it due to a problem I've encountered, I doubt that it'd work, but maybe I'm wrong and it just interfered with some other mods I've installed
I start my character as a human mage, in the prologue, we start in the fade as a mage going through the harrowing. First major redflag, the beginning magic staff we're supposed to be given is missing. With increase difficulty mod installed, which make enemies hella tanky, I've to resorted to fist-fighting the wisps as a mage. It wasn't fun, but I were given the Valor Staff a bit later, so it's bearable and I decided to tough it out and continue with the prologue. I thought that the missing beginning staff would be the end of it, but I've encountered the second redflag. During my quest to help Jowan, I've realized that him and his gal were missing their shits too and they were fighting with bare fists. We three give a mean beatdown on a poor sentinel, I've my laugh at the sight of three supposed to be "intellectual people" of Dragon Age universe LARPed Rocky Balboa and uninstalled the mod. Once I've reloaded, I was given the mod items I was supposed to get from The Winterforge mod immediately, hence I made an educated guess that the missing items was caused by this.
prolly late to reply this but the intro stage for mage( in the fade ), your mc can only get a temporary staff from valor spirit. No default weapon given as this part about the fade is supposed to be a intro for spirit and demon. Spells like arcane bolt can two shot a wisp in nightmare for me and spells have 100% hit rate so it's not a bug due to this mod.
I actually like elements of Ostagar but this prevents it from becoming stale for the times when I'm more interested in the role-playing options and decide not to skip it, and it's integrated into the game very well. Almost as if it's a vanilla function. It's not that Ostagar is bad, it's being FORCED through it that sucks.
I do wish there were more options regarding approval changes, codex entry unlocks, dog recruitment and NPC meet checks, but these are usually fairly minor for the times when I just want a smooth replay.
The only major flaw this mod has is that it does seem to overcalculate your level by the end of your origin and thus adds a disproportionate amount of XP. I tend to start at level 7 and a half at Flemeth's hut, and Alistair starts at level 8. Level 6 is almost certainly the level you end up as even after playing Ostagar properly (I even looked up a couple of lets plays just to confirm this rather than digging up old saves). I will be attempting to edit my save file to preserve a little balance on account of this (it's worth noting however that Morrigan starts a level higher than both you and Alistair, level 7).
134 comments
https://www.nexusmods.com/dragonage/mods/6167
The problem definitely comes from two mods that aren't compatible, by which I mean that they modify the same files. The most 'typical' case is caused by Improved Atmosphere. In the AI folders, I invite you to remove the files 'bec000pt_main.ncs' and 'bhm000pt_tranquility.ncs' which are located in 2. Modules/2.2. Characters/Scripts and 2. Modules/2.5. Scripts.
This should solve the problem!
but it's the only way to speed level early in the game without cheats or mods:
collect ONLY the dark spawn vials and go back to camp and repeatedly talk to duncan and tell him you only have the vials. you'll gain exp every time you do this until you're max level.
Great Mod xD
I start my character as a human mage, in the prologue, we start in the fade as a mage going through the harrowing. First major redflag, the beginning magic staff we're supposed to be given is missing. With increase difficulty mod installed, which make enemies hella tanky, I've to resorted to fist-fighting the wisps as a mage. It wasn't fun, but I were given the Valor Staff a bit later, so it's bearable and I decided to tough it out and continue with the prologue. I thought that the missing beginning staff would be the end of it, but I've encountered the second redflag. During my quest to help Jowan, I've realized that him and his gal were missing their shits too and they were fighting with bare fists. We three give a mean beatdown on a poor sentinel, I've my laugh at the sight of three supposed to be "intellectual people" of Dragon Age universe LARPed Rocky Balboa and uninstalled the mod. Once I've reloaded, I was given the mod items I was supposed to get from The Winterforge mod immediately, hence I made an educated guess that the missing items was caused by this.
10/10 Circle thugs experience
I actually like elements of Ostagar but this prevents it from becoming stale for the times when I'm more interested in the role-playing options and decide not to skip it, and it's integrated into the game very well. Almost as if it's a vanilla function. It's not that Ostagar is bad, it's being FORCED through it that sucks.
I do wish there were more options regarding approval changes, codex entry unlocks, dog recruitment and NPC meet checks, but these are usually fairly minor for the times when I just want a smooth replay.
The only major flaw this mod has is that it does seem to overcalculate your level by the end of your origin and thus adds a disproportionate amount of XP. I tend to start at level 7 and a half at Flemeth's hut, and Alistair starts at level 8. Level 6 is almost certainly the level you end up as even after playing Ostagar properly (I even looked up a couple of lets plays just to confirm this rather than digging up old saves). I will be attempting to edit my save file to preserve a little balance on account of this (it's worth noting however that Morrigan starts a level higher than both you and Alistair, level 7).