Dragon Age: Origins
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theskymoves

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26 comments

  1. theskymoves
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    If you don't like or or want this mod, then just ignore it. There's no need to TELL me you don't like or want it.

    Anyone who comments to just say they don't like the mod will be blocked from my content.

    Constructive criticism is fine. Informing me that you personally have no use for a mod is of no value.
  2. Felpas
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    Unfortunately, this mod has completely bugged the UI mod (icons were floating and some items were invisible) and also corrupted my savegame
    1. theskymoves
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      I'm sorry, but I didn't make any edits to the BioWare UTI files, so I can't imagine how they could be acting any different than any other vanilla item.

      A complete list of the mods you have installed and how you installed them would be helpful in diagnosing what exactly is going on.
    2. Felpas
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      Turns out it was not your mod that corrupted my save game, it was actually Old Gods, apparently, there's a texture from Lothering in that mod that just makes the game crash when you're in that area so, sorry for saying it was your mod.

      I can't figure out the UI bug tho, the only UI-related mods I have are Madd Gift GuideGift Guide - AwakeningFtG UI ModAddItem with Console Improved - Script, Make CONSOLE commands visibleTSM WTF Lyrium Dust, TSM Vignette Be Gone and this mod. 

      I did install both Gift Guide mods in the same folder but I left all the other ones separate.
    3. theskymoves
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      Since you've only listed what you consider to be a 'UI mod' rather than the complete list of all mods installed, I can't offer much advice or insight beyond that I have personally used FTG UI, the AddItem script (which really doesn't affect the UI at all), the visible console commands font file, and my own lyrium dust  and vignette removal (also doesn't touch the UI) for years. I've also used both gift guides, in the past. I've never experienced any issues with the mods either individually or in combination.

      And I want to make it very clear that this mod does not affect the UI in any way; it's just some scripts that add items to merchants and one
      altered creature file. The items proper are vanilla BioWare files, that exist in the game files.

      Have you tried reconfiguring FTG UI? That would be the most conservative troubleshooting step.

      But were it my game misbehaving as you've described, I would first remove all override mods to see if the issue resolved itself. Then I'd reinstall them either one at a time or in very small batches, until the issue cropped up again.

      If the issue persisted after removing the overrides, I'd then turn to the DAzip mods, and take the same approach: removing all of them and reinstalling until the issue returns.

      Finally, have you patched your game to use more than 2GB of memory, with either the 4GB or Large Address Aware patch? Adding 'hi res' textures (like the Old Gods mod) without patching the game isn't not advisable.
    4. Felpas
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      Yes, I have done all of that, anyways, I was able to fix it by reinstalling all the mods. 
  3. KK1290
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    Sorry for the late reply, I just discovered this mod and just wondering is all the items from Category:Dragon Age: Origins unobtainable items | Dragon Age Wiki | Fandom in this mod or just a selected few?
    1. theskymoves
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      No, it's far from being all of the items listed on the wiki.

      I've also released:

      And off the top of my head,  by other other modders, there's:

      And there are almost certainly other mods that add unobtainable items that I'm forgetting or am unfamiliar with.

      I'm not aware of a released mod that adds items like the dwarven faction and Howe Guard shields. Likewise King Maric's Blade, the Dwarven Guard Armor, and the stat-less clothing items (Robes and Chanter Robes)... though I might have a file that equips Oghren with the Dwarven Guard chest as his starting gear, but I'd have to check on that tbh.
      Splintered Key really has no context or use within the game.
      Likewise, Note of Sale and Circle Letter would make little sense in the game as released, as the plot which they pertain to was rewritten. I believe they are used in setiweb's restoration of Shale's original starter quest, included in Redcliffe Revival.
    2. KK1290
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      Ah okay, thank you for this, this really helped :) love your mods!
  4. Noredemption
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    Hi theskymoves

    Thanks for the great mod. Is the following portion of The Unobtainables: -

    "-- Hurlock General (cli600cr_alien_ds_leader.utc)

    -North Ward (gen_im_acc_amu_men20.uti) / Not a gift, and not available in-game without the developer console, per the DA Wiki. Two different darkspawn carry this amulet during the climax, but is not lootable from either. I set it to be dropped as loot by one of them (the Hurlock General in the Alienage)",

    compatible with Blighted Darkspawn Textures (https://www.nexusmods.com/dragonage/mods/682/)?
    1. theskymoves
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      Oh yes! Completely compatible! I used them together myself. (My mod edits the properties of the Hurlock General; via the creature file. The other mod just edits the hurlock textures.)
  5. theskymoves
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    The Maker bless you for this great fix pack,i just found out about this dagger
    http://dragonage.wikia.com/wiki/Talk:Ignacio%27s_Dagger
    is it possible to make it lootable via stealing?


     
    Theoretically, yes. I've uploaded an edit of Ignacio's creature file here, as making NPC-only gear available to the player is outside of the intended scope of this mod. (Be aware that the edited file was not tested in game, and may not take effect if the Denerim map has already been accessed.)
     
    And apologies for the late reply!
  6. ray evan
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    The Maker bless you for this great fix pack,i just found out about this dagger
    http://dragonage.wikia.com/wiki/Talk:Ignacio%27s_Dagger
    is it possible to make it lootable via stealing?
  7. theskymoves
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    Hmmm... I'm looking at the script conditions for 'HIGH' support (required for the better reward) and while the wiki might say 6, in the toolset, the bar is set at +8. (+6 is 'MEDIUM' support.) 
    As far as I can see, the script and plot flags are okay, the reference in the rewards.GDA looks okay. I'll do some more digging when I have time, but whatever is bugging the reward isn't obvious. (At least to stupid ol' me.)

    Hello! Now, any ideas how to fix getting this reward (Endrin's Mace)?
     

     
    Apart from using Fixed Political Support in 'A Paragon of Her Kind' by firepanda, no. (I don't mod or play DAO any longer, and as such, I don't have access to the toolset.)
    1. SpecMechanic
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      Wow! This mod I missed. Thanks for the link and big thanks for many fixes posted recently!
  8. SpecMechanic
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    Hmmm... I'm looking at the script conditions for 'HIGH' support (required for the better reward) and while the wiki might say 6, in the toolset, the bar is set at +8. (+6 is 'MEDIUM' support.) 
    As far as I can see, the script and plot flags are okay, the reference in the rewards.GDA looks okay. I'll do some more digging when I have time, but whatever is bugging the reward isn't obvious. (At least to stupid ol' me.)


    Hello! Now, any ideas how to fix getting this reward (Endrin's Mace)?
  9. theskymoves
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    Okay so on an unrelated note I have run into a problem. The first playthrough with your mod everything worked fine. I bought the stuff from the Haven shop (the book and recipe) and was fine. I'm on another playthrough now and the shop is stocking neither item. The other shops seem to be stocking their items though. As a note I bought the Haven items in the first run with this mod and no others. I have changed nothing as far as mods since then. Any clue why this would happen?

    Edit: Gave up on it for the playthrough. I am trying to figure out if anything I did or any mods I have could cause it. So far I have found none and have done a fresh reinstall to be my files were good. So I don't know.


     
    Sorry about that. I'm not sure why one merchant would stop working  - I used the same template for all  of them. I will see if I still have my builder files for this, though, and take a look at it when next in the toolset.
    1. Paladinryan
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      It's no problem. It's possible it may affect all of them as I never used the others in the previous playthrough. In any case no need to apologize. I'm no worse off than if I didn't have your mod, and have only had my experience enhanced by it. I just found it odd that it would happen. It's almost as if buying them just removed them from all the saves' shop inventory as my Dwarf Noble had it but my Human Noble did not. It seems like such an odd issue to have. That being said I have little to no knowledge of the making of mods so I can't really say what issues pop up and why.
  10. Paladinryan
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    Okay so on an unrelated note I have run into a problem. The first playthrough with your mod everything worked fine. I bought the stuff from the Haven shop (the book and recipe) and was fine. I'm on another playthrough now and the shop is stocking neither item. The other shops seem to be stocking their items though. As a note I bought the Haven items in the first run with this mod and no others. I have changed nothing as far as mods since then. Any clue why this would happen?

    Edit: Gave up on it for the playthrough. I am trying to figure out if anything I did or any mods I have could cause it. So far I have found none and have done a fresh reinstall to be my files were good. So I don't know.
  11. Paladinryan
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    Perhaps it is impossible to actually reach the needed support level to get the mace? Or perhaps the wiki is full of crap and it was never intended to offer any other rewards. It just seems to make more sense to me for it to be offered as the high support reward as Harrowmont's normal reward is... uninspiring. To be fair so is Bhelen's "high support" reward but at least it is interesting haha. I defer to your judgment on this one.