So, in theory... one could only keep the files necessary for being able to access Wilhelm's and starting the quest for Shale? (have to dig into them, however, as I do not know which they are...) The other changes I am not so keen about.
Playing Redcliffe with your mod for the first time. Saved every village citizen, but a bunch of them still came up as animated corpses in the castle. Especially nonsensical it became when having to battle the undead ser Perth only to see him alive outside the gate a minute later.
The onslaught was easier than what I remembered, but getting through the castle now is just a long and tiresome process, at least on nightmare.
he did that to make the encounters "fuller" and so you could experience that part of the game no matter which route you took. it makes sense and yet I don't like it personally, would have made more sense to just add some more undead or something. in particular having your random units on their character sheet saying strongest enemy slain "corpse of murdock" and whoever else, yet they're all alive, looks goofy. my personal gripe is how he makes the encounters level cap so you have to cheat to beat the boss fight if you're doing that part of the game early, which most people probably will be since it's first or second chronologically and topography wise especially.
yea not gonna lie dude you f***ed up with the balancing of this. I show up at lvl 10 to redcliff and the s*** in the castle on easy practically 1 shots. I have to play as if it's on nightmare doing perfect combos beecause even a fully geared tank gets melted. ban teagan 1 shots 2 party members with 1 ability, on easy. absolute nonsense what were you thinking making everything in there base level 25? you claim rank matters more than levels and yet levels wouldn't exist in the game if they did nothing. you could scale up the difficulty if you wanted by changing the encounters but what in the hell was the point of making that stage of the game unplayable? redcliff is meant to be played as one of the earlier stages of the game, not dead last.
Found a bug: after I decided what to do about Connor and dealt with the demon, when leaving the castle it seems servants and guards will still attack you.
Apologize as I could if I only want to restore the Wilhelm's Cottage with the merchant or not as I do not consider it necessary but I would like to add one or another mod ... and good that it is only accessible when rescuing the town since I want to place some new npc that comes out in DA3 to add it inside this place as I could do ...
Remarkable work setiweb, same as Wardens Keep It! I love the idea of taking this unused/cut content from the game and seamlessly reintegrating it back in. Are yo uaware of any others areas that went through such changes and could also be restored?
Originally Morrigan was available (at least as an NPC) in the Wilds during your time at Ostagar. There is a way to get her back. Install MetaGame Items by Xatmos. As soon as you get to the Wilds use the Sycophant Summoner. That will bring up the Party Picker screen, but don't change anything, leave all as is. Morrigan will then join your party as an NPC. Do NOT try talking to her or the game will warp you to her dialogue scene. Proceed with the Wilds quest as normal. Once back at Ostagar she will remain with your party. After the Joining she will automatically become a normal companion. Play as usual. Being friendly with her will result in some approval points you wouldn't normally get.
There is a situation after the Ostagar battle, outside of Flemeth's hut where you will see two Morrigans. There is the real one that is still in your party, and the fake one the devs inserted in for conversation after they cut her out of the previous content. If later in the game you should return to the hut you'll see the fake one still standing there. She can be interacted with normally but will never move. Think of her as a realistic talking Morrigan statue.
If you save the village they are very much alive. The game has the corpses deactivated/invisible if you saved the village and only activates them if you left the village to its fate. I've turned them back on and the game will consider them separate.
Love it. I have Shale's DLC, got the control rod from your mod, It would be nice if you could find some way to get Shale without having the DLC. Endorsed finally, lol. Love all your mods.
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(have to dig into them, however, as I do not know which they are...)
The other changes I am not so keen about.
The onslaught was easier than what I remembered, but getting through the castle now is just a long and tiresome process, at least on nightmare.
There is a situation after the Ostagar battle, outside of Flemeth's hut where you will see two Morrigans. There is the real one that is still in your party, and the fake one the devs inserted in for conversation after they cut her out of the previous content. If later in the game you should return to the hut you'll see the fake one still standing there. She can be interacted with normally but will never move. Think of her as a realistic talking Morrigan statue.
Does it mean that morther hanna and kaitlyn are dead ? because I have never ever had them dead.
I thought there was something to it.
I can install with confidence then, many tnx Seti