824 comments

  1. Qwinn
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    To those who have complained about Morrigan talking about Flemeth's Grimoire the first time you go to the party camp - the culprit has been found. It's the mod Auto Loot, which autoloots Flemeth's Grimoire right out of an unopenable key-required container when you're in her hut, triggering the quest to advance waaaaaay ahead of schedule. To avoid this, you will need to disable Auto Loot before you light the signal fire in the Tower of Ishal, and you can reenable it once you have left the hut.

    Per Portucally, the mod Dragon Age Rules Fixpack can provide auto loot functionality that doesn't autoloot from Impossible chests. As such, I'm just going to mark Auto Loot as incompatible and recommend DARF for that functionality if it's required. Thanks Portucally.
  2. Qwinn
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    Hope you'll all enjoy version 3.5 :) Please let me know if there's any problems, I'll take care of them quickly.

    And before anyone asks, yes, you should be able to update from 3.4 to 3.5 without any issues, though as always if you've already visited an area or are halfway through a quest affected by the fixes, not everything may behave as expected. Finishing up any active subquests that you see mentioned in the Changelog before updating would probably be a good idea.
  3. shades01
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    Oh Qwinn, you legendary hero. Thanks for greatly improving this awesome game...
  4. vargadotrjulian
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    Here is a bug for patch I encountered in my game without your mod. Haven't gotten to test if your mod fixes this particular bug, but it's not game-breaking, just... odd.

    >In addition to his Two-Handed Weapon talents, Ser Jory, the Ostagar Warden Recruit NPC, may have some Archery talents when he first joins the party. Some are taken out of order (second and third-tier talents with none of the first-tier prerequisite talents) and the total number of talents exceeds the number of talents available to a warrior of his level. The archery talents will be removed upon saving and reloading the game.

    Except I haven't been able to get rid of this bug.

    http://dragonage.wikia.com/wiki/Jory
    1. Qwinn
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      Tried to duplicate this in a few of my save games and haven't been able to. He never gets archery talents in my game. Perhaps you had a character at a lower or higher level when adding him in that I didn't. If you can provide me with a save game just before adding Jory to the party that consistently reproduces the problem (where he comes with archery talents), I can see what can be done, but aside from that there's not much I can do.
    2. Portucally
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      From my experience playing with the toolset trying to get some initial specialization for Sten, I noticed that Ser Jory shares the companion IA package with Sten...
      Could be something that changes Sten IA package instead of Ser Jory.

      I don't know if it was intended or bug but I wonder why Ser Jory don't have the 2-Handed warrior IA package.
    3. Qwinn
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      Interesting, Portucally! And yep, you're right. Thing is, his "General Package Type" is "Party Members", just like Daveth and every other temporary follower I've found, and I don't think it'd be wise to change that. But the "Generic_Melee" option available under that type doesn't work... it gives him sword and shield stats instead of 2 handed, and even gives him Taunt, which requires being level 4, when he is in fact only level 3. So they probably gave him Sten's package as the only way to get him to be 2 handed. I unfortunately don't have a good alternative for that at this time.

      The bug is probably caused by attaining him at a higher than usual level. What I'd need to know is what level the player has to be when adding Jory to the party (or it might be what level the player is when they arrive at Ostagar, not sure), and what level that makes Jory. It may be I could fix it by just capping his maximum level. I can state that level 3 Jory doesn't appear to produce any bugs.

      If anyone wants to test this for me, I believe the origin in which one can acquire the most xp is the City Elf origin, being really completionist about it. At least, that's what I believe the wiki claims.
    4. Qwinn
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      Hah! I found the issue! Actually, Jory has those weird talents listed right in his creature file, under "Talents". I'm guessing when you *don't* get them, it's because you got Jory at a level that triggered the scaling function, which overrode those listed talents.

      He must have inherited them from whatever creature file was used as a template. I've removed them, and Jory will no longer get the impossible set of archery talents and will instead get 2 handed talents as was clearly intended.
  5. pashmilla
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    I love all the fixes included in this mod buttt since I've installed it banter doesn't trigger at all. I don't have any other mods installed that alter banter so I have to imagine this is the culprit... I ran over the bridge in Lothering approximately 8 million times and nothing. No location comments either :/
    1. Alehazar
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      Did you start a new game?
    2. pashmilla
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      Yup
    3. Alehazar
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      There's no banter across all of Lothering? Not even when you collect the various resources that are scattered about?

      The only thing that was ever out of the ordinary in Lothering for me, was that the ambient dialogue between the Chasind and the farmer (near Sten's cage) would trigger when I was approaching the templar who tells me to "...move on if you can. Lothering is lost". Normally it only fires when in close proximity to the people that are involved in this verbal exchange.
      But that was just a random event; upon reloading my savegame -that I made right after the bandits had been dealt with- it triggered as it always did.

      Have you tried reloading a savegame when you've only just arrived in Lothering, to see if the absence of banter persists?
    4. Qwinn
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      Yes, please reload a save and see if that helps.

      In checking on this, btw, I did discover that my fix that makes sure at least one bark plays in every bark location didn't work for 2 barks, both in Lothering, one just as you're entering and the other just as you're leaving (which is one that I effectively restore, the one where the party warns you to finish everything in Lothering before leaving). The barks could still play, but they were as likely to randomly not play as in vanilla. That's because my check for 3 or 4 people in the party was actually checking for exactly 3. I've fixed that for version 3.5.
  6. KayaniAmber
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    I'm not sure if this has been added to the list, or if its even a bug.

    When a dwarf noble gets to Ostagar and King Cailan asks about King Endrin, the dwarf's responses say that King Endrin is fine. When Gorim comes to visit the dwarf character in prison before their exile, he will mention that Endrin is very ill. (It may just be a quirk of "polite conversation" and may not be a bug.)

    In Ostagar, when coming down the ramp FROM where you meet Ser Jory into the alcove where the quartermaster is, the player can sometimes glitch to the fence leading to the army camp (the one in the same tier of the ruins as Jory). If that's not clear, let me know. (edit: This happened on my female dwarf noble.)
    1. Qwinn
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      On the first, I'm going to agree that it's simply the dwarf player wisely not divulging what would under normal circumstances be a state secret.

      On the second, I've tried with a male dwarf noble repeatedly and can't make it happen. I would probably need a video of it so I could see the precise spot where it happens, but even with that, I don't think I could do anything about it. It's probably some sort of map hole bug (Ostagar has a bunch of them), but the toolset doesn't allow that sort of landscape editing as far as I know.

      EDIT: Actually... this is going to sound like a weird question, but what was the *name* of the character that that happened to you on?
    2. Alehazar
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      The second glitch is something that may happen at certain locations throughout the game; this particular one at Ostagar, makes your character indeed warp up to the guard standing at the fence leading to the army camp; dialogue is automatically initiated and the guard tells you that you need to stay on the upper levels of Ostagar.

      Sometimes, I have noticed -when holding down my key that highlights all interactable things- a soldier character beneath the ramp; I did not actually have a visual on that NPC, but I could see the floating text that identified him.
      I'm not sure whether during previous glitch moments I might have accidentally right-clicked on him when using the mouse to move my character across the ramp -thus "moving" my character "beyond the fence" and triggering the glitch.
      I must stress that this NPC beneath the ramp does not -does not- always pop up on my radar; so it might be completely unrelated and I could be barking up the wrong tree. (That actually has been known to happen -but is not fixable I'm afraid)

      (As an aside: another glitch point is Redcliffe; where my character all of a sudden is back at the entry- exitpoint to Redcliffe Village and Thomas asks in a distraught voice whether I am leaving them to their fate.)
    3. Qwinn
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      I know it's still an odd question, but, what was your character's name that you experienced this with?

      Also, how reproducible is it? Once you find the spots, can you always make it happen?
    4. Alehazar
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      Surname, first name -or both?
      If I remember correctly it was mostly my dwarven wardens -both Brosca and Aeducan.
      Throughout many playthroughs my Dwarf Commoner was -almost- always named Rowena and always a Rogue.
      My only Dwarf Commoner as a warrior was named Raelka.
      My Aeducans have been called Kaedwyn, Aleida, Aedan, Aénor; sometimes Warriors, but mostly Rogues.

      And sadly it seems to be random as hell.

      As a totally unimportant aside: around Ostagar and Redcliffe I'm always making lots and lots of savegames; should I trigger the anomaly, I can always reload my last save without the risk of a huge loss of progress -it's not a necessity, but soley for immersion (most of my characters do not wish to abandon Redcliffe to its fate, or go against Duncan's request to "remain up here". So if it does happen, I just feel cheated and exasperated.)
    5. Qwinn
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      Alright, it's not the name thing then. Not worth explaining why I asked, it was an unlikely suspicion on my part.

      And the randomness is what gets me. I can't duplicate it, so I can't fix it. But honestly, even if I could, it very very likely represents a hole in the map, and there is no tool I'm aware of that could let me fix that. The toolset doesn't allow for landscape editing. Also, if even people who can find the hole once in a while can't find it a second time, I'm not going to add to the hour or so of my life I've already wasted trying to find it myself. If someone can get the bug to happen while recording it on video while on an overhead view so that one can see exactly where it's happening, I'll revisit it. Until then, I gotta call this one unfixable.
  7. KayaniAmber
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    Qwinn,

    I'm having an issue with Sten. After being recruited, he is not showing as having any specialization (he should be a Reaver), and he does not have a specialization point to spend. Even at level 11, he still does not have a specialization, or spec point to spend. I don't know if this makes any kind of difference, but my Warden persuaded the Revered Mother to give him the keys to Sten's cage and released him that way.

    The only other mod I'm using that affects Sten is https://www.nexusmods.com/dragonage/mods/4776 , which is just a cosmetic update to his appearance.

    *Edit*::

    Party banter between Shale and Leliana regarding birds: Leliana has a line "But what about a nightingale? Or a swan?" She's supposed to say something else after that, and her mouth does move, but no words come out.
    1. Qwinn
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      On the first issue, I consider this in the category of "game mechanics" issues which I don't deal with, and I'm also not sure if it was intended or not. There is a mod, "Two Specialization Sten", which I think deals with it and should be compatible.

      On the EDIT issue, you're right that for some odd reason her lips continue to move for a second or two after she says that line, but you're not actually missing any dialogue. "Swan" is the actual last word in that sentence per the dialogue file. I'm not sure at this point on how to fix the extended lip movement, but I really don't think most folks would notice unless carefully watching. Also, my FaceFX Studio doesn't seem to be working right at the moment. So fixing that is pretty low priority, and not going into v3.5.
    2. Alehazar
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      source: https://dragonage.fandom.com/wiki/Sten

      "Sten is the only companion who comes with no specialization. Moreover, he won't get any specialization point at level 7, but one at level 14."
  8. Qwinn
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    All right, I've gone through every post back to the release of v3.4 and have tried to address any that gave me anything like sufficient information to look into them. I'm going to start doing the documentation stuff, which will probably take me a day or two. If I've missed anything, if anyone knows of a non-game-mechanic, non-texture bug I haven't addressed in previous versions or the forum thread, well... LAST CALL to tell me about it and have any chance of getting it into v3.5.
    1. Qwinn
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      Heh, I always find something else fun to do while doing the documenting stuff. Check this one out!

      OR3506: "A Lost Nug": Five more lost nugs restored! The script originally said there were 10 nugs, but only 5 actually appeared, all in the Commons. Before version 3.5, in fix OR3006, I simply adjusted the total needed for completion to 5. But I have since discovered where the other 5 nugs were and restored them! Have fun hunting for them! (Hint - none of the five new nugs are in the same area as the original 5, and you may have to advance the main quest a bit to gain access to the tenth one.). And yes, this does make the prize restored in OR3006 more challenging to get.

      By the way, the quest still officially closes when you turn in the first nug. Getting all 10 is only required if you want the 12 silver he gives you for each one and the prize at the end that I restored.
  9. sgac
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    Hi Qwinn!

    I just played through the Joining (using your mod) and afterwards when Alistair told me about the Warden's Oath pendant another bit of dialogue cut in mid-sentence - it was in his voice and something about darkspawn, but in a funny tone. Sorry I didn't catch the exact words. I'm not sure whether it was instead of or over the top of the proper line.

    So great to see someone working on an older game - I'm in awe of your work.
    1. Qwinn
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      I replayed through it and didn't hear anything unusual when he talks about the pendant. Sometimes, rarely, the engine does weird things like that. Restarting the game will usually fix it. I don't mind hearing about reports like these at all, thank you, but unfortunately I can't fix it if I can't duplicate it. If you or anyone else experiences something like this, try running through that dialogue a second time after restarting the game and see if it still happens.If you can make it happen twice, definitely tell me. If you can't, probably just an engine quirk. It does rarely happen and nothing I can do about it.
  10. SigilFey
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    'Allo! Thanks so much for the mod -- as well as keeping it current all these years! Just curious, but the Campfire Texture Fix is not included? It's still available as a standalone download from The Morrigan Restoration Prjct., so no big issues. It's just one of those no-way-to-un-see things that I figured this mod would address.
    1. Qwinn
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      I'd heard of it, but looked at the vanilla fire and didn't really see anything that would qualify as broken. I'll try installing it next time I have reason to work on the mod and see if I can sort out what it is meant to be fixing. Or maybe you can tell me?
    2. Portucally
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      Basically:

    3. Qwinn
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      No, my fixpack doesn't deal with this issue, and sadly that kind of texture editing is beyond my skillset. I would recommend continuing to download that fix from the MRP page.
  11. Alehazar
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    It's not really a bug, but a rather annoying inconsistency (well, to me it is).

    When talking to Wynne at camp -when playing as a mage- asking her how she became a mage and the subsequent answer -"People don't become mages, they are born mages. The talent just surfaces...."- seem weird and out of place.

    My mage character should really know better; it's a dumb question for an arcane inclined character -otherwise her education and training at the Tower is really lacking.

    Is it possible -and more importantly, necessary- to change the question for a mage character into: "How did you come to the Circle?" and skip the redundant part of the original answer and let Wynne regale the relevant part of her dialogue?
    1. Qwinn
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      I will take a look when I finally get into producing 3.5. No promises though, as I do try to keep the scope to bug fixes and restorations only. It'd have to be pretty non-sensical/immersion breaking to meet that test. Not impossible, just letting you know.
    2. marcialhd
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      hi sorry to bother you with this but... fo you have an estimate of when will you release the next version of this?
    3. Qwinn
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      Alehazar, done for v3.5.
  12. SerdnaOdraude
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    For a future update of the mod you could place well the name of the Emperor Kordillus is incorrectly spelled Kordilius at the entrance of the Codex: The Arc of the Golden Sun.
    1. Qwinn
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      Done.
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