Dragon Age: Origins

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Sonmeister

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smundell

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40 comments

  1. Cornholius
    Cornholius
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    Is there something I'm supposed to do to open up this area? The location is on the map but it's greyed out. I do have Return to Korcari Wilds also, if that maybe conflicts.
    1. RobbCousland
      RobbCousland
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      having the same issue, but it still works if I click on it
  2. tomtheclone
    tomtheclone
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    Does this conflict with Return to Korcari?
  3. AskAgainL8r
    AskAgainL8r
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    I feel the dialogue is too black and white, and I definitely think saying you're a Grey Warden should be optional since they're wanted.
    The map and journal are also somewhat confusing. The map goes on forever (at one point I accidentally ran off the map).
  4. Weeping
    Weeping
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    Hey! Just started this quest earlier today after completing a few Pints and Quarts quests (which were great!) so I was super excited. It seems to be well put together, but I'm having a strange...issue, maybe? I killed a bunch of dragons (at least 3, but possibly all 4) before speaking with the NPC at the keep. I've been running around the area forever and can't seem to find the fourth dragon, presuming I did not yet kill it. When I talk to the guy, he asks if I've had any luck, to which my only response is "not yet." Did I break the quest by killing them first, or is the fourth one just ridiculously sneaky? Any way to describe where they all are?
    1. smundell
      smundell
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      Hope you figured it out. It seems like people always have trouble finding one of the dragons. You have to look around, remember they call it hunting for a reason.

      mod author Sonmeister
    2. vortexofdeduction
      vortexofdeduction
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      I have explored the entire map as far as I can tell (hit all the boundaries) and I also still can't find the 4th dragon. Is that the only help you're going to give? Sorry if I sound rude, I'm just very frustrated as I've been over every area I am able to reach many many times and am still stuck on this.
  5. wemdog1
    wemdog1
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    Fun, even my level 20 had a real challenge with the water drakes. A bit overwhelming in places, but I'm not good at strategy, just sort of lucked out after a while. Thanks for more areas to explore. The game needed a few more areas to build up in.
  6. TypoWolf
    TypoWolf
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    I really enjoyed this (and all the other mods by the same author.) I ran it on 1.04 patch and more mods installed than I could possibly list in one place.

    If you use Innodils Pocket Plane Party Camp by Nikivich be careful. It spit me completely off the map and I ended up jogging into the weirdest places. (Note that isn't a bug report, issue, or criticism for either of the modders. Just a friendly warning if you happen to use both.)

    I had some trouble finding the dragon, too, but to be fair I also blunder around in the Wending Wood for a ridiculous amount of time trying to find those trees and statue rubbings. So I didn't think anything of it and finally found it.

    I really enjoy the work that goes into these and playing through them. My favorite mods and official DLCs are always the ones where I get to play with my Warden and his/her team straight into the game - that makes these ideal for what I like most.
  7. Fantum
    Fantum
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    I think folk are being rather generous here. Sure, a lot of work has gone into it, and there is a fair amount for the player to do, but the biggest bug-bear is that the map isn't bordered properly. You can find yourself strolling in places you eventually realise you ought not have reached. Especially if you can see where you should be able to get to but have at last found a barrier (that isn't obvious why) which now prevents you getting there rather than prevents you leaving there. You can click on a spot a short distance away and see the party run off in a totally different direction going "all around the houses" in order to travel a few feet away. On occasion one of the party finds a direct route and gets themselves in trouble battling by themselves whilst the rest of the party find the pretty route and eventually reach their colleague who is now out of it. Seeing them stroll under water apparently not drowning is fairly common. And to say the fights are challenging, well some might be but the desire to make a tough scenario by jamming in more and more tough enemy, isn't best practice. Some encounters can be described better as overwhelming. A scenario should be fun not frustrating. Oh and seriously, I see the 'Saint George and the Dragon' thing but no one is named Saint, one could be more subtle by not making out that is his name. This has a lot of potential but it seems to have been left still in a state where work is still needed. My advice might be not to play it at Nightmare level, but personally I think that if that level is not a problem in the main game, I see no reason one ought to change level just for a mod. Nice try, but screams for an upversion. Thanks.

    One other addition, the game seems unable to tell when the artifact was deliberately left behind and you don't have it. One can only choose to say the task is finished, and the employer thinks he's received an artifact that is still in its original location.
    1. smundell
      smundell
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      I appreciate the constructive criticism Fantum. I do work to make the mods better and use criticism like yours for that. The artifact being left behind was not an expected option since you get into the ruins for the sole purpose to *retrieve the artifact.* Most people will follow through with that, so for the small percent that don't, I'm probably not going to change the quest.

      -mod author Sonmeister
  8. smundell
    smundell
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    I uploaded some alternate scripts for the Bloody Altar section. If you are not experiencing crashes, you don't need them. If you are then they might work. I can't guarantee it. The alternate scripts take away some VFX that was being loaded which may help on the CPU load.

    If you are experiencing crashes at the bloody altar, another thing to try even before the alternate scripts would be to walk up to the altar without clicking on it. The Game Engine seems to cause crashes when you click on a container (with items) and a trigger script for an enemy fires off at the same time. This may or may not work either. If you walk up to the altar without clicking on it, the trigger (which is on the floor by the altar) will fire first and you should have a battle to fight down below the altar in the circle. Then after the battle you can go up to the altar, click on it, and get the goodies left on it.

    I'm not sure why some people have crashes and some don't. I don't know if it is a particular graphics card, CPU, or what? There are too many variables. I'm sorry to those who experience them. I hope the alternate files work for you. - mod author Sonmeister
  9. rowanashke
    rowanashke
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    *sigh* I was really enjoying this mod, but I too ran into the crashing game at the bloody altar. I have version 3, but I do have a ton of mods, so I have no idea if one of them is not compatible. I love your other mods and I would have liked to see the end of this one. I turned my graphics all the way down but it still crashed.
    1. smundell
      smundell
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      Interesting. I changed up the Bloody Altar trigger and how the script fired which seemed to solve the issue for most users. I may upload an alternative trigger script after I do some testing and let people install it and try playing through the mod and see if it solves the issue. It will probably take me a few days to get to it though, apologies for the delay.

      mod author Sonmeister
  10. jihnno
    jihnno
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    could someone help me out? I cant seem to find the 4th nest, i've found the one to the right of the camp, one to the left of the camp, one above the camp(to the left of the keep), where is the fourth?