Dragon Age: Origins
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Adria and Her Dog: Changes to the quest "Adria's Plight", restoring cut plot options and expanding dialog options with the dog, because I've always
thought it felt abupt, plus I wanted closure with the dog. Also prevents a bug in Adria's dialog.

As to Adria's convo: I really wanted to expand it so that everyone can talk, but the game assumes Nathaniel is with you and weirdness can
happen if he's not, so I was pretty limited. It's a problem in an unmodded game, too - if the follower in the final position (F4) tries to
talk while Nathaniel isn't there, you'll just see a wall. Fixing this is beyond my skill set, unfortunately, so I've simply blocked off other
followers from talking if Nathaniel isn't in the party.
I've tried to make up for it by giving more followers the chance to talk after Nate does (instead of only Sigrun, Velanna, or Justice).

If you don't want the Adria dialog edits, you can safely delete vgk320_adria.dlg without affecting anything else. To avoid the vanilla dialog
bug then, either (a) always have Nathaniel with you during this quest or (b) micromanage your follower order.
Only one follower will talk, and the order of priority is Anders - Oghren - Sigrun - Velanna - Justice, so if you want to hear Sigrun, for
instance, you'll need to only have her, Velanna, and Justice in the party, and make sure Sigrun isn't in the last follower slot.

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Anders' Flames: A small edit to Anders' autolevel table so that he starts with Flame Blast (since his cutscene shows him using it). It replaces
Drain Life.

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Approval 100 Bugfix: Sometimes, upon recruitment, Justice, Velanna, and/or Sigrun will have their approvals jump to 100 instantly. It can also happen
upon giving them their first gift, or raising approval by some other way.
It appears to be linked to the pre-recruitment approval variables for each follower, so I've made a script that resets those to zero, which
will run on each map that a follower can be recruited on (except Anders & Oghren, since they're recruited so early).

If the bug has already happened, you'll have to use the debug command:
"runscript zz_gxa_addapproval [follower] [amount]"
For example:
"runscript zz_gxa_addapproval velanna -95" to drop Velanna's approval back down to 5.

While you can use this command to set approval to whatever you want, the follower bonuses (which start at approval 25) won't trigger unless
the approval is raised by in-game methods (gifting, dialog, etc).

--point of note--even though the approval bug is well-documented, I only got it by purposely trying to CAUSE it, so it's possible my
fix won't work in every situation. Apologies if you get it anyway; you'll have to use the console to fix it.

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Armaas Sells Dragonbrand:
If you want to get the epic sword earlier, or are having a hard time triggering the encounter, Armaas will now sell Dragonbrand, just in time for
your fight with those annoying dragon thralls. Dragonbrand then won't be available from the dragon hunter's corpse later, though, since it's
meant to be unique (just pretend Armaas scavenged it before you could). ;)

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Baroness's Reward: The baroness says she'll reward you for killing everyone, but you actually get....nothing. Now you'll get what you ask for. (blood
mage specialization, or +3 cunning, magic, or constitution)

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Conspiracy Fixes:
-Lady Liza, Lord Guy, and Lord Timothy will no longer be present at the farm if you already killed them during 'And You, Esmerelle?'; they'll be replaced by generic nobles.
-Liza will no longer be present at the farm if she got the bridge, since she doesn't participate in the throne room assasination in that case. She also won't be present at the farm if 'A Day in
Court' hasn't happened yet, preventing her from showing up for court after her death.
-Guy will no longer be present at the farm if you had him executed during 'Oaths of Fealty'. He also won't be present for Fereldan Wardens, or for Orlesian Wardens that successfully persuaded
or intimidated him during 'Oaths of Fealty', since he doesn't participate in the throne room assassination attempt in those cases.
-Ser Temmerly is supposed to be at the farm if he was released during 'A Day in Court', but his appearance seems to be bugged (he's present but inactive in the area map, and even though the game
checks what you did with him, he never activates). He'll be there now if you either didn't talk to Tamra about the conspiracy, or released him during 'A Day in Court'.
-One of the mercenary archers at the farm was set to be rank 13 (which thankfully doesn't exist!). He's rank 2 ("normal") now.
-Ser Derren will now show up in the throne room if you attempted to persuade him about the bridge during 'A Day in Court', but failed.
-The throne room versions of Guy and Timothy were lower-ranked opponents than their farm versions; now they'll be the same rank. (3 and 2, respectively, instead of 1)

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Grey Warden Justice:
A small edit to Justice's autolevel table so that he starts with the hidden "Grey Warden" ability, allowing him to wear Warden-restricted gear.
(should still take affect if installed after recruiting him, though)

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Ines Without Wynne: Puts the quest 'Ines the Botanist' on the chanter's board, so you can still get it if Wynne is dead.
Additionally, a dialog check regarding Ines' books looked to see if the PC was a mage; it will now check if you have at least one point in
Herbalism instead. If you want only this change and nothing else, you just need to install the dialog file (trp100_ines.dlg).

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Intro Chests: Unlocks the three locked chests during the intro, if your Warden is a mage or warrior. Rogues still get to unlock them for the XP. :)

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Little Dialog Edits:
-Slightly Extended Dilemma Convo (aoa100_aidan.dlg). Dug through this looking for relevant plot flags. Didn't find any, but did find a couple
cut lines from Aidan & Garevel.
-Everyone Yells at the Architect (ltm300_mother.dlg). No codex flags in the final Mother dialog either, but I did find that not all followers
were given the chance to talk at one certain point. The order of priority was Justice-Oghren-Sigrun-Anders-Nathaniel-Velanna, making it
impossible to hear the last two unless you're without a full party. I've made it so that everyone present will say their lines.
-Velanna and Elves (gxa000_velanna.dlg). By request, opened up a PC response previously only for city elves to any non-Dalish elf. Also changed
a Velanna response about "the loss of our history" to be to all elves, not just Dalish.

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Missing Codices: Makes available the missing codex entries for The Architect and The Mother, as well as the final entry for the Disciples and the
Children. The Architect's & Disciples are mostly are rewarded through dialog, while the Mother's (except for the last) & Children update upon
return to Vigil's Keep. To make sure you get them all without having to use console commands, this should be installed before entering the
Silverite mine, or before completing either of the other main quests.
TerraEx' Silverite Mines Fix highly recommended. (replace trp200_architect_scene.dlg from that with mine, or make sure mine loads after)

There were also a couple missing party flags in the final Architect convo, resulting in followers who weren't there attempting to say lines of
dialog; I've fixed them.

Also restores three smaller codex notes (one in Kal'Hirol, two in the Blackmarsh). See the readme in the folder if you want to know exactly
what and where.

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Oghren's Gifts: Resets Oghren's gift count, so that the whole 'diminishing returns' thing for favorite gifts starts at 10, not "10 minus the number
of gifts you gave him in Origins". Also checks which approval flags were triggered in Origins, and adds approval accordingly. (if Oghren was
"warm" to you in Origins, you will get +30 approval in Awakening; if you were friendly, +60. Neutral or negative = no change)

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Open Guardhouse:
Gives you the guardhouse key once you've committed to the 'Law and Order' questline. The guardhouse lieutenant has dialog for a friendly
Warden-Commander and Jacen makes no reference to how you got up there, so I assume not getting access was an oversight.
If you've already passed that plot point (Aidan tells you to find a smuggler with a key), the runscript 'give_guardkey' will get you the
guardhouse key.
You will still have to pick the lieutenant's pocket to get Jacen's cage key.

Additionally, I made the PC's dialog to Jacen about also being a master archer rogue-only. I also removed 3/4 of the overlapping tattoos from his
headmorph, because wtf, and changed his skin texture to make him look younger so that calling him 'boy' doesn't feel so yucky.

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Riot Scene Fixes:
A couple small changes to the riot scene in "The Peasant Revolution": one to avoid the 'bad' epilogue slide if you persuade the peasants during a
food riot to leave peacefully, and another to tweak a bit of plot flag inconsistency (IMO) in the intimidate route (there may not be any actual
changes to gameplay; I'm just hypercritical).
(The former is pretty much the same as Metalunacy's Riot Scene Fix, with slightly different execution. Metalunacy's fix also simplifies the second
persuasion check, if you'd prefer that)

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Rumblings Reward:
Makes it so that Kendrick actually rewards you for clearing out the darkspawn under the tavern, like the game says he does. IDK where exactly
the bug is (I suspect in the merchant's board parent script), but all his other quests reward you properly; it's only this one that doesn't.
Recommended to go along with this: Elegant's "Law and Order Fixes", so you can actually get 'Rumblings from Beneath' (and Yuriah's final upgrade)
without siding with the smugglers.

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Vigil Character Codex Fix:
Prevents the codex entry updates that claim your party members died if left at the Keep, if the epilogue will say otherwise (the walls were fully
upgraded through Voldrik). Must be installed before the final battle with the armored ogre in Amaranthine.
Additionally, this appears to fix the DA2 import error where Nathaniel & Anders are counted as dead when left at Vigil's Keep even if the epilogue
says they survive. :)