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.
I have seen it recommended to delete "trp200_architect_scene.dlg" from the "Missing Codices" folder to make this mod compatible with TerraEx' Silverite Mines bugfix. PLEASE DO NOT. This mod was made to work with that bugfix. Delete that dialog file from TerraEx's mod, or make sure my mod loads later by renaming things so that Awakening Fixes & Tweaks comes after the Silverite Mine bugfix alphabetically. Deleting the dialog file from my mod will prevent you from collecting certain restored codex entries.
Fixed in v2.0. If the bug keeps happening, it's not from this mod. ;)
Regarding Adria and her dog, when I find the mabari and first inspect the scroll and calm the dog afterwards, the camera will point to the door and nothing happens, until I hit the escape key and everything continues. When first calmed the scene ends on it's own. I only have Oghren and Anders in my party, haven't encountered Nathaniel yet.
Nothing big, just thought I mention it. And please don't judge me because I inspected the scroll first instead of helping the mabari right away ;-)
Not ignoring this - I did find the problem in the dialog file; I'm just having a hard time finding a fix that doesn't introduce other issues. Will hopefully figure something out soon. :)
Like most non-DAZip mods, you'll want to unzip the folder, and place it in C:\Users\****\Documents\BioWare\Dragon Age\packages\core\override. If there isn't an override folder there yet, just create one. :)
@shanamah posting this for others, I had to delete trp200_architect_scene.dlg because I was stuck at silverite mines. You can restore it after you are in prison.
Truly, this mod's "trp200_architect_scene.dlg" broke my Architect's intro scene something fierce. After the initial cutscene I spawned in the entrance of Silverite Mine with my equipment removed, instead of spawning in the prison cell.
Even worse, using this mod with TerraEx's bugfix (and removing "trp200_architect_scene.dlg" from it as instructed in the stickied post) made me spawn right beside the Architect, and even if you walk to Seranni to trigger the prison cell sequence manually, the Architect just stays there in the room instead of despawning, completely breaking immersion.
Personally I'd suggest just using both mods together (this one and TerraEx's "Siverite Mines bugfix") and outright deleting "trp200_architect_scene.dlg" from this mod, as from what I gather the only change is not triggering the Architect's codex, which you can get using console commands or just, y'know, read the entry in the wiki. Better to lose a codex than completely ruin the intro sequence.
Note: I'm just sharing my experience, not saying it'll be the same for everyone. Also I'm really thankful for this mod despite this hiccup.
I added the Open Guardhouse mod but there is one problem I got 2 guardhouse keys but I didn't get the cell keys. Is there a file I can add to the mod to get it so I can get the elf out?
You have to pickpocket the cage key from the head guard. There's no penalty for failing, so you can try as many times as you need. Or, if you want, I can upload a console command to get you the key.
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.
* 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.
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. :)
72 comments
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. -_-
Fixed in v2.0. If the bug keeps happening, it's not from this mod. ;)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.
I have seen it recommended to delete "trp200_architect_scene.dlg" from the "Missing Codices" folder to make this mod compatible with TerraEx' Silverite Mines bugfix. PLEASE DO NOT. This mod was made to work with that bugfix. Delete that dialog file from TerraEx's mod, or make sure my mod loads later by renaming things so that Awakening Fixes & Tweaks comes after the Silverite Mine bugfix alphabetically.
Deleting the dialog file from my mod will prevent you from collecting certain restored codex entries.
I only have Oghren and Anders in my party, haven't encountered Nathaniel yet.
Nothing big, just thought I mention it. And please don't judge me because I inspected the scroll first instead of helping the mabari right away ;-)
Even worse, using this mod with TerraEx's bugfix (and removing "trp200_architect_scene.dlg" from it as instructed in the stickied post) made me spawn right beside the Architect, and even if you walk to Seranni to trigger the prison cell sequence manually, the Architect just stays there in the room instead of despawning, completely breaking immersion.
Personally I'd suggest just using both mods together (this one and TerraEx's "Siverite Mines bugfix") and outright deleting "trp200_architect_scene.dlg" from this mod, as from what I gather the only change is not triggering the Architect's codex, which you can get using console commands or just, y'know, read the entry in the wiki. Better to lose a codex than completely ruin the intro sequence.
Note: I'm just sharing my experience, not saying it'll be the same for everyone. Also I'm really thankful for this mod despite this hiccup.
Or, if you want, I can upload a console command to get you the key.
They can stay in their individual folders for organization.
* 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.
No conflicts with Lock Bash, or Law and Order Fixes. :)