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AWAKENING LORE-FRIENDLY EPILOGUE OVERHAUL
By Mintflavoredwindows
This mod attempts to rewrite parts of the Awakening epilogue slideshow to keep it consistent with the events of later games and leave room for future
installments to revisit aspects of Awakening without making new continuity issues. I've also attempted to fix some of the bugs in the epilogue, made some tweaks
that will make the romance epilogues play for all Wardens imported with an active romance, and added new slides to prevent players using bi mods for Alistair,
Morrigan, and Anora from being misgendered in the epilogue. To install, just drop the ep1_epilogue.dlg file in your override folder. You can uninstall at any
time by deleting the file without affecting any other part of the game.
CHANGES AND OTHER NOTES
-Since Nathaniel's dialogue in "Finding Nathaniel" implies that some of the Wardens view the Architect as ally if he's spared (and drawing some insp from
the conflict over Corypheus in Legacy), rewrote that plot hook as a point of contention within the Wardens, instead of implying that only the Fereldan Wardens
are okay with him living
-Took out the timeframe of "several years" for the Wardens beginning to help rebuild Amaranthine if it was abandoned, since that felt too long- it's just
ambiguous now!
-If "Smuggler's Run" was completed, clarified that it's the local merchants' guild that collapses, since this was before the Dwarven Merchants' Guild was
introduced and now that's pretty much all anyone means by "the Merchants' Guild" elsewhere in the series
-Not a change so much as a note that the issue where recruiting the Messenger at first and then killing him after the siege results in his epilogue slide
playing like he survived is an issue with that flag not being unset when you kill him later, instead of something that could be fixed in the epilogue.
Consider this a plug for my Awakening Messenger Bugfix mod if you run into that problem
-Made the ending where the farms and Amaranthine were destroyed and "never" recovered a little less permanent in case Bioware decides to revisit the area
and they put farms there lol
-Changed the flag on the Blight Orphans questline epilogue to one set by finishing the last quest in the chain, since the flag used in the vanilla game sometimes
made the slide play when the questline wasn't done as long as Amaranthine was saved- the tradeoff is that whether or not Amaranthine was destroyed doesn't
affect the slide anymore, but Delilah survives to appear in DA2 even if you save Vigil's Keep, so I think Dirk and Melisse and some actual orphans can survive
too
-Took out the reference to silverite armor in the slide about the keep holding for the siege, since completing that quest doesn't seem to be a requirement
for it (just getting granite to improve the walls)
-Since the Warden potentially doesn't stay at Vigil's Keep for long, it seemed weird that infighting between nobles and merchants would test their patience
for "years to come"- changed the wording so that the situation is troublesome for the Wardens in the area in general
-Rewrote the slide about the abandonment of Vigil's Keep to leave the door open for it to still be rebuilt eventually someday
-Wrote a totally new epilogue for Alec if he's recruited into the army in A Day in Court because "an order of knights that lasted 1000 years" is insanely
off the wall imo
-Capitalized "Qunari" in Dworkin's epilogue slide because I continue to be fussy
-Downplayed the importance of the Silver Order because if they're such a revered company, why haven't they been name-dropped ever
-Fixed a probable typo where the first h in "House Helmi" wasn't capitalized
-Put a timeframe on Justice's appearances in the Blackmarsh if he wasn't recruited, since he needs to possess Anders and move to Kirkwall some time before
Act 1 of DA2. A few months after the end of Awakening felt reasonable
-Toned down the random child murder from the epilogue most people will get for the Wending Wood for being Too Edgy- it's still a random murder though. Also
made the continuing hostilies between the humans and Dalish elves in the area sound slightly less like an inevitable future plot point
-Changed the description of Anders's "death" if left to defend an un-upgraded keep to match what was described in "Finding Nathaniel." It's still a lie
but it's a bit more obvious that it's not really Anders now
-Rewrote Anders's epilogues to tie them into the short story Jennifer Hepler wrote about Anders leaving the Wardens- he now leaves the Wardens regardless of
approval level or if his personal quest was done, although it's now implied that he might have tried to contact a friendly Warden after leaving and he'll
destroy his phylactery on his own if his personal quest wasn't done. Also took out the implication that Anders traveled with Isabela(?) before DA2
-Velanna now survives the attack on Vigil's Keep if the keep was fully upgraded like the other companions (minus Justice). It's equality
-Likewise, changed the other epilogues where she "survives" only to mysteriously disappear so that it would only need mild hand-waving if she's with the Wardens
if Bioware decides to throw me a bone and let her make a cameo somewhere later on, please I am begging you
-Considering that Hawke can immediately associate the Howe name with "the Butcher of Denerim" when meeting Delilah years later, it seemed unrealistic
that Nathaniel dying when defending the keep would make people eventually forget that his dad was a fucko- revised that epilogue accordingly
-The second half of Nathaniel's friendship epilogue made him sound kind of dead- clarified that his nephew inherited his land because of Nathaniel's Warden
status and not a surprise epilogue death
-Rewrote Nathaniel's non-friendship epilogues to keep him in the Wardens long-term, given his appearance in Act 3 of DA2 regardless of approval level
-Changed the wording on all of Justice's endings to make his "death" more obviously temporary
-Bumped up the timeline on Justice leaving the Wardens in his friendship ending because he has Places To Be, and also Aura really shouldn't have to watch her
husband's body decay for "several years" before it's too much to handle
-Ditto for his non-friendship ending where he pursues injustices for "years" before giving up Kristoff's body
-Added a slide for Sigrun being left at an upgraded keep and surviving the battle because she didn't have one fsr
-Made the timeframe on Sigrun's Calling more ambiguous than the relatively long "several decades" for her friendship ending
-Sigrun's non-friendship ending has also been changed to not involve her leaving the Wardens or dying so now Bioware doesn't have to take approval levels
into consideration if they wanna bring my girl back at some point (eyes emoji) (I can dream)
-If Oghren is left to defend an upgraded keep, he's now unconscious for a few days instead of a few weeks because wow he was in a gotdam coma
-Changed the intro to the Warden's epilogue to make their stint as Warden-Commander sound less brief, since they're still the Warden-Commander during Act 1
of DA2 (according to the quest "The Conspirators"), presumably about a year later (the timeline is admittedly Fuzzy though)
-Changed the conditions for Zevran, Leliana, and Morrigan's romance epilogues so they'll play as long as the Warden had an active romance with them, even
if they chose to stay with the Wardens at the end of DAO. Morrigan's still won't play if the Warden talks to her after the dark ritual, "ending" the romance
in the vanilla game, but there's several other mods that fix that issue on the DAO end, such as Morrigan Restoration Patch and (I think) Complete Bi Overhaul
-On that note: added new slides for male Wardens who romance and/or marry Alistair and female Wardens who romance Morrigan or marry Anora for bi mod
compatibility... Let everyone get gendered correctly one last time
-Did some tweaking on the romance slides in general to make them fit better with Wardens who intend to stay with the organization
-Broadened the scope of the Warden's search for Morrigan if they romanced her, considering she's back in Ferelden when they find her
-Added an extra check so that Alistair's romance epilogue will no longer play if he died in Origins
-Speaking of Alistair's romance, added a few different versions of his romance epilogue since the original tried to cover all their bases and wound up being
a huge mess as a result- Wardens who made him king and married him will get the "returned to court" epilogue plus the standard "disappeared" epilogue like in the
vanilla game, while Wardens who romanced Warden Alistair will get a rewritten version of the original epilogue and Wardens who stayed as King Alistair's
paramour will get a separate epilogue
-Added an alternate explanation for the Orlesian Warden's disappearance since we know the Sixth Blight hasn't started Yet