Dragon Age: Origins

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sapphim

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  1. sapphim
    sapphim
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    If you're using the override to allow you to play through the Anvil of the Void sequence without Oghren and Oghren appears at any point when not in your active party, then something has gone wrong. Please let me know exactly at what point he showed back up so I can narrow down the issue.

    Yes, I am aware that Shale's dialogue with Caridin is pretty broken. None of that is my fault, I promise. It's also not within the scope of this mod, but I'm probably going to attempt to fix the issues since I'm already editing that file anyway. You don't need to tell me about any issues with Shale. I didn't cause any of them, I'm already aware of them, and they're not within the current scope of this mod. (:
  2. AarkNoa
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    Hey, great work with this mod, I've always despised how Characters just forced themselves in my party
    but a question arises, is your mod compatible with Qwinn's Ultimate DAO Fispack V3.52? You wrote that it might collide qith other mods that alter/restore dialogue like with IA if I understood stat correctly and Qwinn's Fixpack also restores dialogue for lots of other characters, so I was just wondering since you both do not list the other in either in/compatability lists
    1. Zanderat
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      A bit late.  But Qwinn wrote this about compatibility with BO.
      Bye Oghren - Redundant, but with a difference - if you turn down Oghren's request to join you, you don't get another chance to recruit him.
  3. Dave890
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    There shouldn't be compatibility issues with Fixed Political Support if I use the Override file, right?
  4. nextlion
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    For some reason oghren isn´t trigger his recruitment dialogue for me, i´ve install everything right, even deleted all dialogue mods and still not working, wouldn´t be a way to put the arquives of oghren´s dialogue v 1.2 into overide?
  5. clipper996
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    Thank you for your service o7

    Not having to deal with that footlong sack of s#*! is truly a blessing.
  6. Versta
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    Hi, love the mod, and it works too well at times :). So, when I enter the Caridin room, the last member in the party gets forced out (I'm going though the Anvil area without Oghren), which sort of breaks the dialogue if that last party member is not silent. Also, during the intro cutscene, there are only two people in - 1/2 companions, then, when combat starts, the 3 companion is back. Never saw Oghren. Switched the party through the console, and everything seems to be fine, but it is still weird.
  7. MiidnightWolf
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    Hello all. I downloaded this mainly so his approval would carry over into Awakening, and it works a treat. Thank you very much. Endorsed! :)
  8. GothicElf04
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    Great mod! Only one comment, Oghren decides to join your party (permanently) right after the scene in the Assembly where you crown the new king; was it supposed to be there?

  9. Kajana
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    I figured that there was something wrong when Oghren just joined your party.

    Not that I'd say 'no' but nice (not to mention more immersive) to be asked.

    Thanks and looking forward to it!
    1. sapphim
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      Yeah I thought there was something off about it too. Like, there are Big Important Plot Reasons why Alistair and Morrigan are locked into your party from prologue through landsmeet, but then Oghren doesn't get the same treatment as the Lesser Optional companions? What I wasn't expecting to find was a huge pile of scrap lines (only about half of which I've managed to restore so far, already a good dozen-or-so) and two-or-three full conversations never set to trigger. They must have really come down to the wire on completing Paragon of Her Kind - not surprising, since it's the longest blighted mission in the game, or at least feels like it.

      That hey-kids-guess-what's-next party screen pop-up to lock Oghren into your party right before running into Branka? Also not initially planned. There are legacy events referencing dialogue Oghren's supposed to have if he gets locked outside of the room. That didn't make it to the recording stages, unfortunately...

      Fun Oghren facts!
    2. nancyferg
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      This is interesting. It will probably become a permanent part of my game Thank you
    3. Kajana
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      From what I heard (and remember at this point) they really did rush things to get the game done on time. Orzamar was 'supposed' to be the last area you went to and since it seems they worked on the game in order, it doesn't surprise me that things got missed and rushed and messed up!

      It is amazing what you find hiding in the toolset. Like not only a planned human commoner origin but a human barbarian origin (there is plot flag for that). I wish for the 10th anniversary edition they'd go back and not only fix and update it but add back all the stuff they planned but ran out of time for.
    4. sapphim
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      It would make a lot of sense if Orzammar were completed last, as that's likely around the time they would have had to make the decision to bump Shale to DLC despite having, as far as I can tell, all of Shale's dialogue recorded before the game shipped. (There are three exits from Caridin's Cross in the Deep Roads, one of which you spawn at when coming from Orzammar and one that unlocks Ortan Thaig. I'm willing to bet the third unused exit was originally meant for Shale.)

      Funny you should mention the barbarian origin, as I'm actually working with a friend on a mod for that right now. Chasind, though, not Avvar as I believe the devs originally intended. There's also barbarian tattoos and heraldry only accessible via the toolset but nothing else I've found. The barbarian origin was cut way before the human commoner origin was and waaaaaaaay before Shale, lol.
    5. Kajana
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      Shayle was originally supposed to be in the base game and be in Redcliffe. The cottage up on the hill by the entrance is actually still called 'Willam's Cottage' as in the mage that owned Shayle. He served the Arl of Redcliffe, so makes sense he lived in Redcliffe and not Honnleath. And you were supposed to get the control wand from Lloyd. That's all still in the game/toolset. I wish someone would figure out how to put her back in Redcliffe, since I don't like going through Honneleath... I didn't like any of the DLC's come to think of it, but anyway.

      A new human origin would be awesome. A lot of work. But I prefer playing human in this game and while I love my F!Cousland, it'd be nice to play someone else. Looking forward to it.
    6. sapphim
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      Oh I know all of Shale's files are in Redcliffe, but I wonder if maybe Shale's personal quest in Cadash was supposed to be accessible from Caridin's. There's not much for that aside from a distinctly unfinished area in the toolset. It looks, ah, quite a bit different from what ended up in the DLC.

      Restoring Shale's recruitment in Redcliffe sounds interesting. I'd quite enjoy never having to go through that mess with Kitty again, now that I think about it. I'm not sure how much is missing but it looks like most things are there. I might take a stab at it at some point.
    7. GothicElf04
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      I just stumbled onto this after watching a video on YouTube showing the cut content and reading the comments I found this mod mentioned. This seems really awesome.

      Additionally, I see in this thread that you did a Chasind origin or were planning to do one? Was that completed and if so, could you post a link to it? I would love to do a new origin story. I feel a Human Commoner and/or a Chasind SHOULD have been part of the game. I did not make a lick of sense to me to be able to play either a dwarf noble or dwarf commoner, a city elf or Dalish elf, but could only play a non noble human as a mage. (Granted, it also does not make sense to me that playing an Apostate mage was not available, either, as the Dalish have mages, and I am guessing there are 'barbarian' tribes that have mages as well.)

      On Shayle, if you do a mod on that, I would love to get that as well. I really did not care for the Honleath area at all. The only good thing was some of the gear like the jewelry and the Warden style helmet you can get there. (Then again, I tend to use TWF to upgrade the original armor I get in the game,as well as what my companions get, for the sake of immersion; it makes no sense to me to be constantly changing armor. Exception being, if I use Wade's armor, because there is a believable reason behind that.)
  10. wednesdaysky
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    Gosh, this is awesome! Thanks for the hard work! Can I ask whether you know about any possible conflicts with this mod? http://www.nexusmods.com/dragonage/mods/4579/

    I already have that one installed and noticed it also modifies orz340_steward.dlg/b, and I'm not quite sure which to delete, or whether they're just mutually exclusive.

    Thank you
    1. sapphim
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      Sorry for the delay. I'm not entirely sure what changes were made in the other mod but the steward files are just included in this mod to fix the invisible Oghren bug if you don't have him in your party when you head back to Orzammar after the Deep Roads (I like to do Shale's quest right before wrapping things up so I usually don't). You'd probably want to use the other mod's version to make sure all their quest changes are implemented properly.
  11. dreamborn88
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    I'm a bit confused. If you don't recruit Oghren with this mod, and you import into Awakening, does it mean he wouldn't appear in Awakening? I'll admit, I'm not the biggest fan of Oghren, so that would be great. Either way, your mod looks pretty awesome.
    1. sapphim
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      Oghren shows up in Awakening even if you fight and kill him in Origins so lmao I'm pretty sure he'll still be there no matter what.