Dragon Age: Origins
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  1. Shanamah
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    The opening cutscene in the Silverite Mine is prone to misbehavior on modded games (the game does not like too many new things happening at once), namely, you may wake up standing next to the Architect in his lab, instead of starting the dialog cutscene with Seranni.  -_-
    If this happens halfway through the Architect's speech (you haven't yet seen yourself lying on the table), click on the Architect to continue his dialog.
    If it happens after his speech is complete, run back through his lab, ignoring all the clickables, past the non-hostile darkspawn, and click on Seranni. 
  2. Kotogumba
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    After installing the mod, mabari appeared in the Vigil's Keep, which cannot be interacted with. It doesn't bother, it's just funny.
    1. Shanamah
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      That's intentional.  Successfully calm the dog, and she lives to run around the Keep.  :)
  3. Nasko
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    Man how do i install these?
    1. Shanamah
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      The usual way -- unzip, and put them in your C:\Users\****\Documents\BioWare\Dragon Age\packages\core\override folder. 
      They can stay in their individual folders for organization. 
    2. Nasko
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      Thank you for the fast response sir!
  4. Spartan117B01
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    According to Dain's Fix mod:

    * Random Encounter frequency (Awakening):Many of the awakening encounters are never able to trigger, and transit becomes a dull affair. Fixed their trigger conditions.

    Would that negate the need for your "Armaas Sells Dragonbrand" fix?

    Also, would there be a compatibility issue with "Intro Chests" and Lock Bash?
    - The way I'm thinking is no; the chests will just be unlocked. Should I wish to use Lock Bash, it would be safe to just remove that folder.

    My second compatibility question regards Law and Order Fixes with "Open Guardhouse". Would they result in a conflict?
    -Law and Order Fixes packages its mod in .erf format, so direct comparison of the files isn't possible for me. My instinct tells me this would result in some kind of conflict. 

    The only file I see not having issues is "em_coa100cr_jacen.mor". As that is a facial alteration; probably will conflict with Dragon Age Redesigned, but not with Law and Order Fixes.
    1. Shanamah
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      Dain's 'fixes' the trigger conditions by mostly removing them, which does help a bit.  The encounter system is bugged beyond that, and some encounters are still hard to get. 

      No conflicts with Lock Bash, or Law and Order Fixes.  :)
    2. Spartan117B01
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      Thank you for the information.
  5. BradTheAmerican
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    I'm curious as to how and when the "Oghren's Gifts" part is intended to trigger Oghren's approval gain based on the main game approval, and I'm wondering if there might be an issue with the scripting or whatever triggers it. It worked for me in the first playthrough with the mod, but then in my 2nd and 3rd playthroughs it had no effect, and I didn't have any new mods installed so it couldn't have been a conflict issue. But in my 4th playthrough it did trigger, when I went outside atop Vigil's Keep just after speaking with Rowland.
    1. Shanamah
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      It should take effect the first time you load the game or change areas with Oghren as a follower.  However, scripts sometimes fail if the game is particularly busy.  I'm uploading a console command to run it again if that happens.   ;)
  6. Bellystraw
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    Thank you for keeping up the good work! Awakening has a very special place in my heart but we all know that it's buggy as sin. 

    Edit: If there's one fix I'd love for you to add then I'd LOVE if you could add the Dragonbrand to the drop pool of a boss or maybe throw it in a shop. No matter what fixes I try to use I never get the dang encounter. I just want the fancy sword man!
  7. matheus375
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    I just finished a playthrough where Justice was recruited and later killed when the deal with the Architect was accepted. When the campaign ended, the epilogue correctly stated that Justice was killed but also said that "a mysterious figure in Grey Warden armor is occasionally seen in the marsh, erecting gravestones to honor villagers of old". The wiki says that the latter only appears when Justice is not recruited. Was that a bug in my epilogue, then?
    1. Shanamah
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      IDK what happened there, since Justice fighting the W-C over the Architect takes priority in the epilogue, and nothing else should be said about him.  Are you using any other mods that alter the epilogue slideshow?
    2. matheus375
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      I'm using this mod, the others you recommend (including Awakening Lore-Friendly Epilogue Rewrite) and Awakening Banter Fixes. I've just removed every mod in my override folder and played the final fight again; the epilogue remained the same.
  8. AlexisCarmine
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    Ohh, I just saw your additions! My hero!! Thank you so much! :D
  9. Majed
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    Riot Scene Fix doesn't work for me. Still not able to do the second persuasion option during food riot regardless that I did not kill anyone during court, defended all (which includes the farms) and did compensated the guy for giving his farm to the noble women during court. 4/4 coersion as well, of course.

    The only way to end it peacefully after the first persuassion check is to give in to the bullies, which is of course never a good idea.

    The readme clearly states persuasion. so either this is wrong or I installed the fix too late (just before I got to the scene), but I can't imagine you pulled an EWA by choosing to support the bullies and just avoid to see the consequences in the epilogue. If there ever was a fix to this anyway, it must IMO involve the second persuassion option to work if ceratin conditiones are met, otherwise the food riot is supposed to work the way it is presented (not that I like it).

    Otherwise, great work. It helped a lot to keep my sanity during my first playthrough. The only thing I didn't do was to replace the one file in the silvermine fix with your file, because of what the sticky post states. I prefered the smooth and flawless way over a few codec entries. In my first atempt, I didn't realize that I wasn't supposed to wake up next to the architect - btw, if you try to interact with the architect repeatedly in this situation you get XP for every attempt. Yes I tried to avoid spoilers so I didn't go through the sticky in detail ... It ended with me to use silver mine fix on it's own.

    If you plan to update in the future, i might suggest to look into the messengers fate, allthough I killed him the epilouge states that he is still alive. From the reports I found this seems to be a common bug as well.

    Tl;dr: Good work, appreciated and endorsed.
    1. Shanamah
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      It's a hard persuasion check.  It checks for high coercion AND if you're a "good ruler", and I don't know how the game determines that. 
      However, Metalunacy's riot fix (https://www.nexusmods.com/dragonage/mods/5334) drops the "good ruler" part and just requires persuasion. 
      Or are you saying you supposedly ended the riot peacefully via the second check, and got the bad epilogue slide anyway? Because if so, I definitely messed up somewhere. 

      As to the Messenger, mintflavoredwindows made a fix for that, and it works perfectly (or it did for me, at least): https://www.nexusmods.com/dragonage/mods/4983
      :)
    2. Majed
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      I do pass the first persuassion check, where the old lady says that she wants to hear what the warden commander has to say, but not the second. According to fandom, passing the second persuassion check is impossible during the food riot no matter what, so I hoped your mod would enable me to do that - as I do have max coersion and think that I got all options that would make me a good leader. In the end I went with the intimidation option as that was the only acceptable solution left for me to end the riot peacefully.

      If you say that it is really hard to pass, then I don't know where I can improve. Giving the man his lands back instead of giving it to the noble woman during court? Guard only the farmlands? Act differently with the conspiracy (I did use the Dread Wolf for information about the conspirators)? I simply don't know. With Metalunacy's riot fix it works btw, just tested it. So I must perform better next time, I guess.

      And thanks for the recommandation regarding the messengers fix, I did found the mod earlier but didn't know that it contained a fix for the messenger. Might give it a try for my next run.

      I also installed Dains Fixes for Origin and Awakening, it seems that there are no conflicts between your mod and his fixes so far.
  10. ViktoriaLanders
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    Great work! Do you think you could also fix the companion codex entries which are erroneously updated by stating that the companions we have left behind have died (or disappeared) even though they survive in a fully-upgraded Keep?
    1. Shanamah
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      I've been trying to figure them out.  It might be impossible if they're in a map trigger or area script like I suspect.  -_-
    2. CrystalSharrd
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      I remember enabling script logging and poking at the companions' plot flags to figure out which ones to change to fix this back when I first played Awakening, and since I see in the mod description that you managed to fix this, I'm wondering if the issue was what I suspect it to be based on that script logging (they only checked which companions were in the party, without bothering to check if Vigil's Keep had been upgraded or not).
    3. Shanamah
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      That was exactly the problem, in fact.  And naturally, those codex flags are the ones DA2 reads to determine whether Anders & Nathaniel survived.  -_-
      My solution was to flag everybody as part of the Amaranthine party, if Vigil's Keep was fully upgraded, during the Assault on Amaranthine (and set them back on the next map), since the faulty codex flags are set when that quest is completed. 
  11. AlexisCarmine
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    Thank you for this! I've been replaying Awakening and these are very helpful! Saw the update with the riot fix right before I played that part (my character went for Intimidation), that was perfect timing. Getting the reward from the baroness also worked great!

    Out of curiosity, is there maybe a way to fix the 100 approval bug that sometimes happens with Velanna/Sigrun/Justice if you do side quests that have approval losses for them before they join the party? Like the Living Wood quest or the Blight orphans questline. I usually leave all the optional side quests with approval changes in Awakening until right before the end to avoid that happening. Haven't seen a bug fix for that yet anywhere. Just throwing that out there as a suggestion I'd love to see. Don't feel pressured to do anything you don't feel like doing; your fixes are very appreciated either way. ;)
    1. Shanamah
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      I have never seen that bug before.  So....many....bugs....
      I'll search around and see if I can find the cause. :)
    2. AlexisCarmine
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      Seriously, thank you for your effort :D Idk, maybe something somewhere has fixed it as a side effect and I missed it and I'm being paranoid about it now for nothing. But I remember the approval bug being very annoying when you got it so I still go out of my way to avoid the possibility of it, haha.
      Yeah. Awakening is lovely and I'm glad we got it, but it's so clear that they just shipped it out the door when they were done and didn't bother much with bug fixing.