If you would like to know what else I am working on, you can follow me on my Twitter. If you want to see more of my mods, you can view all of them on my Nexus profile.
If you would like to see more, you can subscribe to my YouTube channel, or follow me on Twitch, where I play a variety of games and showcase a variety of mods. If you really feel like supporting any of this other work, I have a Patreon, though this is obviously not necessary.
If you want to discuss any of my work, or just want to hang out, you can join my Discord. If you want to directly contact me, my email address is [email protected].
Thank you for this great mod, makes the transition between Origins and Awakening better. I also wanted to bring your attention that there is a minor conflict between this mod an GWoF, they both alter Ruck's store utm file.
Noted, I created a compatibility patch by moving the items that you added to Ruck's store over into the GWoF Ruck edit. Also found out the original has a minor conflict with TMP7704 Qunari, simply enough to extract and move the mor file for Armaas into the override. Getting multiple mods to place nice takes a bit of effort. Thanks again for this mod, great work.
This mod is still great. :-) But I have a question - it may well be I'm confusing this with another mod (Shop Supplement, I suspect): Does this mod not offer the tracings for the special runes (Amplification, Evasion, Diligence, etc.)? I know that I had one mod installed at one point that did so, but it seems only standard weapon and armor rune tracings are available now. I have uninstalled other mods and checked using duplicate file searcher that your .utm's are the only one in my override.
Thanks, then I don't have to wonder if I am going slightly insane any longer. ;-) No problem, I can add runes and tracings on my own if I really see the need to. :-) The runecrafting skill in DAA has always made me wonder "who can actually do this?" Not the mage warden, surely; only the tranquil among mages can handle this - or am I wrong? The only character I find plausible (and that's just!) to be able to do this is Sigrun - a hidden talent she has, like Sandal, or something.
Thanks for the great mod! I installed the Shale Compatibility files but haven't had a crystal drop. Do I need to (1) start a new playthrough - I installed the Shale Compatibility files half way through; or (2) delete any files from the main mod? I looked through the file names and there doesn't seem to be a conflict between the files in the main mod and the Shale Compatibility files.
If you installed it halfway through it is possible it wont work. I do not know how the loot files are loaded. You do not need to delete anything from the main mod
Installation went great, except for this single conflict between '9. Earlier Weapon Talents' module and 'FIX - Find Vitals' from Dain's Fixes. More specifically, the 'passive_abilities_fv.gda' file. Does your file incorporate that fix already or should I skip this module entirely in favor of the bugfix?
Sorry, it's me again. I didn't realize before, but it seems that the Sweeping Strike Fix from Dain's also gets overwritten by module 9. Can you tell me if this fix was included as well? I don't mean to bother you with every conflict I find, but since I'm playing a 2H warrior, I thought this one was worth asking.
I am having the same problem. But it's really no big deal for me, I never pick those HLAs until level 20 anyway. :-) Both the Dual Weapon tree and Two-handed tree seems to conflict with Dain's (or: Dain's files override your files, darth). All other trees work as intended, as far as I can see.
Really? Have to double-check if I have installed something wrong - or something else interferes, then.
Here's what it says in my game now: Twin Strikes - requires level 20, Dexterity 34 Find Vitals - requires Dexterity 40 Low Blow - requires level 14, Dexterity 46 Unending Flurry - requires level 20, Dexterity 50.
So, I have something else installed that messes up Twin Strikes, then.
EDIT: Nothing other than Dain's own fixes... It seems they override yours. Newer file dates, perhaps? Fixed Twin Strikes, Find Vitals and Sweeping Strike locally (changed Dain's files to match your criteria regarding levels).
Your folder order must be wrong. My folder has to be after dains, so it will have priority. Unless there is something about priority I don't understand. I know it works for me
I must admit I've never thought of folder order - I know that in games like Oblivion etc. your mods must be installed in a certain order for things to work, and that the software (wryebash or somesuch) handles this for you by comparing dates and mod order according to a mod list somewhere online, but how do you do this in the override folder for DA? Just number them or something?
I can see that your files judging by dates are older than Dain's (yours are from Dec 20, his from May 21) so I *think* his will take priority because of that. That is, now my files take priority, since they are newer than Dain's again. ;-)
DAO doesn't use file date for prioritizing files, and there's no 'load order' in the same sense as Bethesda games. From my DAO modding guide: 'The override folder, however, is subject to a load order of sorts: the folders within that folder load in reverse alphabetical order from Z-to-A. The game engine is supposed to load the first instance of a file name, and ignore any subsequent files with the same nameā¦ in practice, at least. The reality is that sometimes the game will ignore all multiple identically named files in override - especially NPC morphs - and revert to vanilla. Again, I prefer not to encounter issues mid-game, and preemptively eliminate the conflicting files.'
The most efficient way to assure that one mod will override (take precedence) over another mod is to append 'zzz_' to the beginning of the mod folder name. Example: we have two mods, called my_mod and your_mod. With those folder names, 'your_mod' will have precedence over 'my_mod'. But I want the game to use the files from 'my_mod'! So I rename the folder to zzz_my_mod... the game will then ignore identically named files in 'your_mod'.
There's additional granularity on top of that basic structure: files/folders inside the toolsetexport folder in override should take precedence over files/folders in the override root. And I THINK anything in a folder overrides any 'naked' files in override, though it's been years since I left anything other than chargenmorphcfg.xml outside of a folder, so I may have that backwards. (And there's a whole other 'load' order used by GDA files in override... someone else would have to explain how the GDA prioritizing works, since I long ago decided it's easier to just edit them to eliminate conflicts.)
In any event, neither the order that things are installed and the dates of the files have any bearing on what files DAO will use.
the mod is great:) I'm just having some kind of conflict with the character respec mod? I can't choose specializations anymore. I understand the manuals need to be purchased but for example there doesn't seem to be a manual for the champion specialization. Any idea what I can do to make this mod and character respec work? Thanks!
Thank for the quick response! Sorry I should've explained that better, I meant how it affects my companions more so than the player character. I can't say, for example, change Alistair to have taunt before the Ostagar without him losing the templar specialization. And I have the Ser Gilmore mod and he starts out as champion but if I want to fix his abilities he loses the champion specialization.
Well at least now I know. Thanks for your help, honestly appreciate it and how great you are about supporting your awesome mods!
Just in case anyone else runs into this issue and wants to be able to change specializations and skills before getting to camp. I used an unlock all specializations mod to be able to reset my companions before the first camp. Not lore friendly integration, but i'm only using it for my two tank companions and ignoring the option to pick specializations for myself and other characters until its appropriate in game.
owh awakening in the OC is incompatible with IA, sad to hear I just planned to install awakening in the OC with my already installed IA on Origin playthrough. btw I'am using of ferelden MOD for IA and force deathblow that you upload, works great and thanks
one more question, are IA save to play with Awakening campaign ?
EDIT : extra question, if I'am using Combat Tweaks, Flash Creature Rescale and Awakening in the OC they both have exptable.GDA, areadata.GDA in their optional file. which one I must use for everything works perfectly ?
thank you very much for answering and sorry for so many question :)
55 comments
If you would like to see more, you can subscribe to my YouTube channel, or follow me on Twitch, where I play a variety of games and showcase a variety of mods. If you really feel like supporting any of this other work, I have a Patreon, though this is obviously not necessary.
If you want to discuss any of my work, or just want to hang out, you can join my Discord. If you want to directly contact me, my email address is [email protected].
Thank you for reading, enjoy!
But I have a question - it may well be I'm confusing this with another mod (Shop Supplement, I suspect): Does this mod not offer the tracings for the special runes (Amplification, Evasion, Diligence, etc.)? I know that I had one mod installed at one point that did so, but it seems only standard weapon and armor rune tracings are available now. I have uninstalled other mods and checked using duplicate file searcher that your .utm's are the only one in my override.
The runecrafting skill in DAA has always made me wonder "who can actually do this?" Not the mage warden, surely; only the tranquil among mages can handle this - or am I wrong?
The only character I find plausible (and that's just!) to be able to do this is Sigrun - a hidden talent she has, like Sandal, or something.
Thanks for the great mod! I installed the Shale Compatibility files but haven't had a crystal drop. Do I need to (1) start a new playthrough - I installed the Shale Compatibility files half way through; or (2) delete any files from the main mod? I looked through the file names and there doesn't seem to be a conflict between the files in the main mod and the Shale Compatibility files.
Thanks darth!
More specifically, the 'passive_abilities_fv.gda' file.
Does your file incorporate that fix already or should I skip this module entirely in favor of the bugfix?
Btw, you might want to update the Readme, then. This information is missing there.
I didn't realize before, but it seems that the Sweeping Strike Fix from Dain's also gets overwritten by module 9.
Can you tell me if this fix was included as well?
I don't mean to bother you with every conflict I find, but since I'm playing a 2H warrior, I thought this one was worth asking.
Both the Dual Weapon tree and Two-handed tree seems to conflict with Dain's (or: Dain's files override your files, darth).
All other trees work as intended, as far as I can see.
Here's what it says in my game now:
Twin Strikes - requires level 20, Dexterity 34
Find Vitals - requires Dexterity 40
Low Blow - requires level 14, Dexterity 46
Unending Flurry - requires level 20, Dexterity 50.
So, I have something else installed that messes up Twin Strikes, then.
EDIT: Nothing other than Dain's own fixes... It seems they override yours. Newer file dates, perhaps?
Fixed Twin Strikes, Find Vitals and Sweeping Strike locally (changed Dain's files to match your criteria regarding levels).
I can see that your files judging by dates are older than Dain's (yours are from Dec 20, his from May 21) so I *think* his will take priority because of that. That is, now my files take priority, since they are newer than Dain's again. ;-)
The most efficient way to assure that one mod will override (take precedence) over another mod is to append 'zzz_' to the beginning of the mod folder name. Example: we have two mods, called my_mod and your_mod. With those folder names, 'your_mod' will have precedence over 'my_mod'. But I want the game to use the files from 'my_mod'! So I rename the folder to zzz_my_mod... the game will then ignore identically named files in 'your_mod'.
There's additional granularity on top of that basic structure: files/folders inside the toolsetexport folder in override should take precedence over files/folders in the override root. And I THINK anything in a folder overrides any 'naked' files in override, though it's been years since I left anything other than chargenmorphcfg.xml outside of a folder, so I may have that backwards. (And there's a whole other 'load' order used by GDA files in override... someone else would have to explain how the GDA prioritizing works, since I long ago decided it's easier to just edit them to eliminate conflicts.)
In any event, neither the order that things are installed and the dates of the files have any bearing on what files DAO will use.
Just in case anyone else runs into this issue and wants to be able to change specializations and skills before getting to camp. I used an unlock all specializations mod to be able to reset my companions before the first camp. Not lore friendly integration, but i'm only using it for my two tank companions and ignoring the option to pick specializations for myself and other characters until its appropriate in game.
Thanks for the great mod. Is Awakening in the OC - Expanded Integration compatible with: -
1. Unobtainable item BUFGIX (https://www.nexusmods.com/dragonage/mods/1262); and
2. The Unobtainables (https://www.nexusmods.com/dragonage/mods/4040?tab=description)?
one more question, are IA save to play with Awakening campaign ?
EDIT : extra question, if I'am using Combat Tweaks, Flash Creature Rescale and Awakening in the OC they both have exptable.GDA, areadata.GDA in their optional file. which one I must use for everything works perfectly ?
thank you very much for answering and sorry for so many question :)
I doubt you can get them all to work properly. I'm sure there's instructions on there pages.